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Nos37

Nos37

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  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372833#Comment_3372833

    Nah, to much an advantage for not any kind of balancing sacrifice. Unless you are super distracted anyone can do a normal skill check. If you are going to gain the 50% progress of total healing by doing just one of them without any kind of penalty or other condition they should be high difficulty to balance it. That's why the perk start with a -25% right now.

    The perk's unbalanced right now. It favors the killer because of the penalty it starts with.

    The RNG is bad.

    Others just run to the Circle of Healing and point away, telling you to do gens instead while they heal.

    If they do let you heal them, the increased heal speed from CoH means less time (chances) to get skillchecks.

    On average, I end the game with maybe 3 tokens if I'm lucky. Which means that all the perk did was regress heal progress the majority of the time.

    The "ez" skill checks are the only way to counter obnoxious Coulrophobia/Sloppy builds, and no one runs the perk anyway.

  • For me, on Xbox, it seems like the game is reading the button press as a hold.

    It fails if I'm still "holding" the button when the needle leaves the skill check zone, so I have to be very early on the zone and very quick to release the button.

  • Nah. Keep the difficulty the same for healing others and make the self heal skill checks high difficulty but can also grant tokens.

  • For me, on Xbox, it seems like the game is reading the button press as a hold, and if I'm still "holding" the button when the needle leaves the skill check zone it fails.

  • @FootMan2893 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372311#Comment_3372311

    Yes. Cause in reality none of those work exactly how you describe them besides countering deadhard.

    Your power doesn't take you that far and the speed is slow. Compared to other mobility killers you're going to lose momentum and pressure trying to run cross map with it, and you won't even get to hit someone with it which makes you an M1 killer without a power. Stealth also doesn't mean anything because a good player will know that it's better to just run from the killer and if they do run they'll also outrun his power.

    Deep wounds means little more than being a time waster, and not even a good one. But countering dead hard is nice if you for some reason are chasing a survivor who hasn't mended yet. You're also using the wrong definition of "chase power". Chase power means being able to efficiently defeat a survivor at loops, AKA chasing a survivor, which he can't do. Even if you injure someone you're still a base speed M1 killer. At best you can use frenzy to cover a large gap if they ran really far but that's about it.

    If you tag a survivor with Feral and you don't hear killer instinct (or the killer instinct aura is big, meaning they're far away), then use your power to catch up with the survivor you injured.

    The survivor may as well be exposed, since they're 1 shot away from a down and are unable to use Dead Hard. You get to negate their injury speed boost, and you don't have to worry about body-blocks because survivors will be splitting up. Legion has an easier M1 chase for those reasons (relative to other M1 killers with no chase power).

    Old Legion had chase power by using Feral to repeatedly hit the same survivor and drain their remaining deep wounds timer. They even tried to adjust it, but it was still abused by moonwalking.

  • A killer that can quickly get across the map AND completely negate stealth (unless the survivor is wasting time running circles to avoid mending)? And you call that a lack of map pressure?

    A killer that can put a survivor into the deep wounds state (disabling Dead Hard) and use their power to catch up with them after their speed boost from being injured? And you call that a lack of chase power?

  • You do not need to use Lithe to escape the chase. You only need to end chases while having the perk Lithe equipped.

    This means you can run past the killer's face as they're picking up a downed survivor, start a chase, run away to end the chase, and be a safe distance away by the time the killer hooks. Do it 2 more times in the same match.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371954#Comment_3371954

    Literally just make it radius based perk like Leader, Prove Thyself and Streetwise. Would change nothing at all, honestly.

    At least then your team would know you have it

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371881#Comment_3371881

    Or even ask your friends to run corrective action.

    Real talk tho, it is mad annoying when you go to legitimately let go of a gen or killer appears and THAT'S when the skill check pops up.

    Have they fixed Corrective Action yet?

    I was next to a survivor repairing a gen (I was not repairing). They failed a skill check, I lost a token, yet the gen still exploded since I was not actively repairing the gen. The perk should either work and cost me a token, or not work and not cost me a token... 🤷‍♂️

    @Nos37 said:

    Step 1 : Boot the game

    Step 2 : Equip the perk Corrective Action

    Step 3 : Stand next to a generator being worked on without working on it yourself

    Step 4 : Wait for them to fail a skill check

    Step 5 : Notice that a Corrective Action token is lost and the generator explodes

    ----

    I was playing with the perks Leader, Situational Awareness, Prove Thyself, and Corrective Action. All 4 of us spawned in next to a generator with enough room for 3 people, on the Sanctum of Wrath map. I moved close to the generator to give the other 3 a Prove Thyself buff.

    I saw the shadowy figure of the killer off in the distance and pointed at him. This distracted Leon, who failed a skill check and caused the gen to explode. He hopped off and moved away while I hopped on, and 3 of us continued to repair the gen.

    Fast forward a minute into the match and I noticed that I only had 2 tokens of Corrective Action, despite starting the trial with 3, and not having the special Corrective Action skill check come up prior.


  • @Bot_Salvo88 said:

    You can equip Technician so you don't make the noise for the killer

    https://us.v-cdn.net/6030815/uploads/SJNK1BYU4OSP/image.png

    Technician adds a bigger penalty for missing. Why is it not 1% penalty, like Bite the Bucket-- I mean Kick the Bullet?

  • Then play killer, specifically one you don't hate. 🤷‍♂️

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370353#Comment_3370353

    Which is why you force more pallets out of Survivors while defending gens, no?

    Defending gens is illegal, sir (or maddam)

    The devs did increase the time it takes to repair gens, so you get a bit of wiggle room to get more pallets out of the way, sure.

  • @Devil_hit11 said:

    default pallet breaking is 2.34 seconds. 2.5 seconds gives survivors 10 meters. 2.34 is roughly 9 meters. Brutal strength reduces pallet break time by 20%. a reduction 20% would amount to 1.88 break time. this is roughly 7.5 meters. a 35% increase brutal strength would be 1.54 break time. This is roughly 6 meters of distance gained.

    For a killer to cover 9 meters of distance, killer that move at 115% m/s move 0.6 m/s faster than survivor. It means to cover 9 meters of ground, you will spend 5.4 seconds to catch-up to the survivor. in 5.4 seconds, you will cover a total of 25 meters of distance. . This is why 10% brutal strength had very little impact to killer's base-kit. there is nearly always a pallet 25 meters away from next pallet broken. You could argue killer also argue that killer have a 6 meter lunge reducing total distance to 19 meters... but you also have to remember that survivor are rarely right next to the pallet as it is being broken. they are often further away then pointblank near the pallet. As a result the lunge distance can often be disregarded by the distance that survivor is away from pallet.

    I am going fastforward this explanation about brutal strength. it takes 4.5 second to catch-up the survivor and this amounts to 20.4 meters of distance. Between 25 meters and 20 meters, 5 meter difference is unlikely to help. there is just always a pallet within 20 meters of each other.

    At brutal strength valued at 35%, it takes 3.6 seconds to catch-up and total distance you get is 16.5. This is starting to get closer to a value where breaking pallet results in the survivor not getting to next loop. I still think that on Gideon's, 16.5 meters is plenty of distance to get next pallet. I think in order for m1 killer to benefit from pallet breaking, they need to break pallets in like 1.25 second which is roughly 50% total pallet breaking for pallet breaking anti-loop to be relevant. I personally dislike pallet breaking as concept in dbd because it encourages pallet zoning. Zoning gameplay is not as interesting as winning mindgames. In my opinion, I do not think pallet zoning should be the default way to play killer. If anything pallet breaking is suppose to be unrewarding because the killer is actively *giving up* on the loop.

    Ideally the pallets should not be completely safe. They should instead be unsafe and be used more as a way to induce mindgames where the survivor has opportunity to avoid the hit and the killer has opportunity to get a hit. I would like it more that survivor is more about looping dropped pallets and the killer is more about guessing the pallet slide. The problem with dbd pallet loops is that the pallet is either worthless for survivor that the killer is near guaranteed to get the hit or completely safe to the point that killer has to break the pallet to proceed the chase. Due to these extremes, many of pallet are designed to safely in mind that leads the killer to fall under the pallet-break simulator mentality. This is why Windows with mindgames are a lot more interesting because windows cannot be broken so your forced to try to mindgame them as killer.

    Plus, this doesn't account for the width of the pallet. If you're on one side of the pallet and they're on the other, you already have 1 meter distance between you two, so add 1 meter to the 9m / 7.5m

    They can't keep increasing the break speed. It gets to a point where the animation just looks silly. This is partly why Fire Up can't get buffed too high. They would have to go through every killer and give them another pallet-break animation for a fast break, and use the fast animation if their pallet break speed exceeds a certain threshold.

  • Corner + Trapper = Crapper?

  • "I don't see many of those actually..." @Mooks

    Here are 7 from just the past week. Tunneling has been a thing in DbD for 6+ years. You can imagine the number of posts that have been made. (The forum automatically embeds links...) 🤷‍♂️

    @philward1953 said:

    Okay, so I have two ideas that could help discourage killers from tunneling, and actively make it worse for them to do so in regards to winning the match.

    1.) Implement a MASSIVE bloodpoint deficiency if the killer is found downing and hooking the same survivor within 60 (this can change) seconds of them being rescued. If a killer tunnels a survivor, then the game should maybe take into account the amount of generators left in the trial, and apply a percentage to the amount of bloodpoints the killer would receive from the chase and the hook.

    • E.g. 5 gens = 50% BP taken from chase/hook, 4 gens = 40%, etc. (These numbers can be changed obv.)
    • I want to acknowledge how there ARE reasonable scenarios where tunneling is key, so I feel like taking how many gens are left is a good starting point. The next thing I would take into account would be hooks using the same percentage method, but I feel gens are maybe doing enough.

    2.) A survivor should last longer on hook if tunneled. The same 60-second timer could be used. If a survivor is hooked within 60 seconds of their last unhook, then the struggle timer could be increased.

    • Currently, the struggle timer lasts 60 seconds. Maybe if a survivor is tunneled it lasts 70 or 80 seconds.
    • OR, and this may be better when it comes to acknowledging reasonable tunneling scenarios, the amount of gens is once again taken into consideration, and 1 gen equals 5-10 seconds
    • E.g. 5 gens = +50 seconds/+25 seconds, 4 gens = +40 seconds/20 seconds, etc.

    I don't want to pursue COMPLETELY removing tunneling from the game, I don't think that's responsible or correct, but I just think it needs to be DETRIMENTAL to a killer in the early stages of the game (5-4 gens left). I think the notion that a lot of killers have (that they need to tunnel at 4-5 gens left to win) is VERY flawed, and doesn't promote skillful gameplay or learning. I think it's everyone's right to play how they wanna play (obv.) but I don't think an unskillful thing such as tunneling at the early stages of the game should not be very detrimental within the match for the killer.

    This is coming from someone who plays survivor and killer mostly equally nowadays. I don't think this suggestion is perfect, but I think it is a good starting point. I'd hate to get a 4k as a killer by tunneling off 5 gens left and see I only cracked like 15k bloodpoints.

    *Upon further consideration, the 60 seconds is probably too long for either timer. I'd reduce it to 30 or so. Also, I would for sure NOT have struggle timers increased by 10 seconds per gen. I'd go with 5 seconds per gen. 10 is wayyyy to long.

    Also, I'm seeing so many complaints about basekit BT being used for bodyblocking or taking a hit. The point of BT is to make tunneling right off hook just less effective enough so a survivor has the chance to put themselves in a situation to make a skillful or helpful play and not just go down immediately to the killer. Unlucky for killers, taking a hit may be the best play in a certain situation. It only lasts 10 seconds, and a killer can usually wait out the BT or bodyblock the survivor to exhaust the timer in order to hit them without any punishment or discouragement (even at 5 gens, which is where I think the problem lies).

    @BlueHorkew said:

    Just to be clear, this is probably a bad idea. I would prefer them to just buff DS.

    But, if Bhvr really wants Off the Record or BT to be effective anti tunneling tools there a simple change that they can make.

    Again, probably a bad idea.

    But making the endurance from the BT work like Mettle of Man, AKA doesn't put the survivor in Deep Wound.

    This change would really nerf tunneling and hard, since you can't hit BT to also get rid of Off the Record.

    Again, for the third time, probably a bad idea, i would prefer a DS buff. But, its a thing they could do, if they are brave.

    @Mytea said:

    hi,

    i have got a good solution in my opinion to prevent camping and tunneling or to at least make them totally unattractive.

    the following changes could succeed on that:

    - make decisive strike basekit for every survivor,

    - make off the record basekit for every survivor,

    - make reassurance basekit for every survivor,

    - make kinship basekit for every survivor,

    - increase the usage range of reassurance from 8 to at least 16 meters

    IF some killers think this is too overpowered also add the following:

    - make no way out basekit for every killer encouraging them to hook multiple survivors

    these changes should all make camping and tunneling no fun for killers abusing these mechanics while still not being too overpowered because all of these perks either are a one time use, if a person finds themself in an unpleasant gaming situation or they deactivate on conspicuous actions like healing, repairing a generator, cleansing or blessing a totem, unhook a survivor or open an exit gate. in addition to that decisive strike and off the record deactivate once the exit gates are powered making them less abusive.

    if you want to camp 5 seconds to ensure the hooked survivor hits stage 2 that would still be possible. on the other hand survivors don't have to waste a perk slot for these perks that ensure a healthy gameplay experience. it's totally frustrating dying 1st hook having to hang there three whole minutes on the hook without being able to do anything in that match. it's also extremely frustrating being tunneled as the only person right after being unhooked.

    these changes should be cool for every survivor and also for every killer who isn't camping or tunneling i would say. on the other hand if that would be too strong for some people behavior could encourage killers to hook every survivor at least once in return and therefore giving them basekit no way out. this would also guarantee a way healthier match in return to these anti-camping and anti-tunneling perks added for every survivor as basekit.

    mytea

    @wisdomwielder said:

    There's a reason tunneling is so pervasive, and it's literally because it's the most efficient and surefire way to win. Getting someone out early destroys the survivors ability to complete objectives. Slowing the game is by far the most valuable part of any killer's strategy.

    So, what if there was a way to accomplish this without killing someone early?

    Perk Idea:

    When a survivor is freshly hooked, get 10% slowdown on all actions for 20 seconds. These numbers are increased incrementally for each new fresh hook for a maximum of 40% slowdown for 80 seconds when the final survivor is hooked. This perk is deactivated when any survivor dies.

    So, just to be clear, first fresh hook gives 20s of 10%, second fresh hook gives 40s of 20%, third gives 60s of 30%, and fourth gives 80s of 40%.

    Of course, the numbers might need to be tweaked or even increased to be an attractive option, but it could remain exceptionally powerful if made a hex totem. I would recommend the hex only remains active while the perk is active, similar to face the darkness.

    Direct slowdown isn't the most fun thing for survivors, but it's probably better than being tunneled out early. This perk would also reward killers who spread pressure and play nice with some much needed slowdown, while not giving that same reward to tunnelers.

    @Wa_ge said:

    As the title says, I have noticed a massive increase in camping and tunneling. It just isn’t fun to play against. Hard tunneling the first hooked survivor with 4 or 5 gens isn’t fun at all. I know I am complaining, but I honestly don’t have much suggestions to fix this problem. The devs can give us basekit BT but at the end of the day there is nothing stopping a killer from going after the survivor they want.

    This is just a video game and too many of y’all take it way too seriously. Before anyone just says that my mmr is low and that I am an entitled survivor main, I play both survivor and killer equally. I have never tunneled or camped a survivor so early in the game. I understand doing these strays late game, but early game just isn’t fun for either me or the survivors. If the survivors escape, then gg go next. It doesn’t matter, it’s just a game and too many of you guys suck the fun out of it by camping and tunneling early game.

    @Devilishly_Rowdy said:

    This is what it has come to sadly, make the game a 3v1 asap or lose. Because no amount of downs or hooks are gonna matter IF the survivors are just efficient at gens. All the new information on the survivor hud is cool for solo survivors but has also massively boosted gen speeds. The gen regression perk nerfs have also encouraged killers to tunnel more, because why go for hooks and not even get rewarded for it? Some survivor mains think that killers are just vile disgusting players that just want cheap wins and thus tunnel, but that isn't true most of the time, tunneling is literally the only way to win against decent survivors. Otherwise, enjoy those t-bags at the exits.

    If they just balanced the maps instead of increasing gen speed, it would help massively, breaking like 40 pallets while other survivors sit on gens is the actual problem.

    @qwertyuiopz666 said:

    Why is decisive strike 3 seconds I get chased off hook all the time just to use my DS to get downed a second later unless I’m literally a arms reaching distance from a pallet otr is useless cause of basekit bt If killers tunnelling to win is a STRAT and not cheap why punish us and take away the only thing preventing it when the perk changes happen next mid chapter I hope the devs have a look at this perk because ever since the nerf id say 70% of my games are getting tunnelled out and the fact you can only use it once and it turns off when the gens are done it’s pathetic excuse for a perk now


  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371078#Comment_3371078

    This perk does not need a killer range requirement if you as a survivor is using this perk when the killer is nowhere near and leaving the survivor for whatever reason on hook seems dumb unless there is a maybe a gen near them like 90% then maybe I can see a argument

    Survivors have SIXTY seconds to unhook, not SIXTEEN. Let the killer break a pallet, kick a gen, and get more than a tile away in their patrol before you unhook. Why the urgency to unhook ASAP and tempt the killer to return to the hook?

    Your anxious playstyle seems to be blinding you of the benefits extra time on the hook could mean.

    If I have a gen nearly finished, or my Flashbang is almost charged, things like that, then I have the time to do it in those 60 seconds. A lot of progress is lost if I have to run across the map, unhook, and then run all the way back, when I could have finished the task first. If the hooked survivor is reassured then 90 seconds lets me finish an entire gen.

    ----

    I am in agreement with the range being too small IF the killer is, in fact, camping. It's very risky to get close enough to activate. Double the range, but not right away and only if the killer is still nearby.

  • They probably pushed the bugfix out ASAP because of Dredge, but accidentally pushed the event with it. If so, someone's getting their ears chewed out for it.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371048#Comment_3371048

    So basically a anti-camp perk works by exposing yourself to the killer by hook which gives the them reason to camp seems kinda counterproductive if you ask me

    That's why I suggested doubling the range. You can reassure from a safer distance, but only if the killer IS camping and HAS BEEN camping for at least 10 seconds after the hook.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371045#Comment_3371045

    But if you aren’t camping how is this perk hurting you?

    The other survivors not being chased have less pressure to get the unhook. They can sit on gens longer.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371018#Comment_3371018

    Yeah but a smart survivor is not gonna try to force value and a smart killer would capitalize on a dumb survivor going immediately to the Hook to reassure a survivor so either way I still don’t get the point of a 10 second delay and depending on which killer you are you can probably down the survivor with the perk if they do go in right away so now you have a hook survivor and a slug

    The killer carries a survivor down into the basement. A survivor upstairs reassures immediately after the hook (through the floor with the increased range) and runs off. Now, when the killer leaves, whether the killer finds the survivor who reassured or not, the survivor on the hook has 90 seconds before the next stage. The killer DID NOT CAMP, and yet is still punished for it.

    The other survivors have 90 seconds to unhook instead of 60, buying them more time to do gens before they have to hop off the gen to rescue. That's where the abuse comes in. Worse if the hooked survivor has Deliverance ready and waits until the 89th second.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370976#Comment_3370976

    But if I have the 12m range right away and able to activate it right away how can it be abused if they camp I use the perk and they get punished for it if they leave the hook I unhook where in that scenario is reassurance abusable compared to your suggestion if you can answer that

    Because Reassurance is supposed to punish camping, and the definition of camping is not simply the killer existing immediately after they hook.

    Give the killer some time to NOT camp

  • @HugTechLover said:

    I think there are a lot of people in that same boat, and that is ok. There is nothing wrong with that, as long as you have fun playing the game.

    I know killer can be pretty unfun if you aren’t great at the role.. I’ve got thousands of hours in killer and even I still have some games that push my buttons. Don’t even stress it.

    And as long as you're not posting ideas or commenting on balance, right..??

    That's what happens to me. I relate to the OP, and I'm in the same lose-lose boat, yet everyone shuts my ######### down if I say anything or complain.

  • Not just one match.

    The past 50 killer matches, I've used Nowhere to Hide, Lightborn, Iron Grasp, and Mad Grit, went from gen to gen kicking the ones with progress to see auras and get into chase, used THREE perks to stop survivors from preventing me from hooking after a down, and then moved on to patrolling gens again.

    It's a nice way for me to play the game stress free, but it also means 4 survivors walking out the door, match after match. I'm pretty sure SBMM has either been secretly disabled, or they stopped counting losses to prevent smurfing, because I'm not ever getting to the point of 2 kills / 2 escapes.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370948#Comment_3370948

    so you can’t answer the question of how reassurance can be abused I’m assuming so went to straight out mocking my question

    I put the exact reason IN THE COMMENT to begin with! You chose to ignore it...

    Let me try again:

    Make Reassurance useable 10 seconds after a survivor has been hooked, so that the doubled range cannot be abused immediately after a hook

    This stops a survivor from using Reassurance from 12m away immediately after the killer hooked. 10 seconds buys the killer time to move away from the hook. If they're still within 24m after 10 seconds THEN Reassurance can be used from double the range.

    Better?

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370904#Comment_3370904

    Why not make it 12m out right and how can you abuse reassurance

    Why not make Reassurance trigger by itself from any range as soon as anyone's hooked? Why not make it last 10 minutes?

    • Keep the 6m range
    • Double the range to 12m if the killer is within 24m of the hook
    • Make Reassurance useable 10 seconds after a survivor has been hooked, so that the doubled range cannot be abused immediately after a hook
  • Map specific, then. Had this issue on Xbox as survivor.

    @Nos37 said:

    • Xbox One
    • I did not receive the prompt to Hide when in front of any of the basement lockers on The Shattered Square map as Renalto. Pressing the appropriate button to hide did not work either. The lockers elsewhere on the map worked fine.
    • This is the first time I've noticed this happening.

    https://gameclips.io/Nos37/453a55bd-d464-4ac4-a8bc-0339f15429b2


  • Also, has anyone tried having a dedicated healer to patch the team up and send them right back in to keep pressure?

    I play solo, so this would never work for me, but what about Circle of Healing, Autodidact, Botany Knowledge, and Desparate Measures? Setup your boon away from the gens (not too far, to save on run time).

  • It used to be that you could get a couple pallets out of a survivor and drop chase, creating a dead zone. Chasing near that zone meant you didnt have to deal with all the pallets. But the Hit & Run playstyles brought about Circle of Healing. Dropping chase is more punishing, and committing means seeing more pallets. 🤷‍♂️

  • The worst part is... getting hit immediately after being unhooked takes away value from Renewal and Off the Record, and Blood Rush only works if you get the chance to heal. All 3 perks are countered by tunneling. 🤷‍♂️

    Off the Record protects you, sure, but so does the basekit endurance after unhook, so OTR did nothing in that regard. Hope you can break line of sight and the killer sucks at tracking blood because that's all that OTR has left.

    If the killer doesn't down you in time, Renewal will only heal you from deep wounds to injured. Even if they leave you shortly after, there's not enough time to mend before it activates.

  • @Mooks said:

    P.S Yes it's an "us vs. them" post. Anything else you notice other than that Sherlock?

    yeah I notice you make plenty of discussions without any basis, even make up statements/lies, and you only look at everything from your own very narrow point of view.

    this post literally can be summarized as ‚killer good, survivor bad“

    They listed strategies that killers use and how the devs have nerfed them...

    This post can literally be summarized as "Devs think killer bad and survivor good."

  • I posted this somewhere else the other day, but it belongs in here honestly...

    PalletsWastedRightSmall.jpg


  • Quick fix: Forced Penance applies Broken AND Deep Wounds

  • I feel like the devs have already done this. They did both things, but in the oppsoite order.

    First they buffed killers...

    • Adjusted their balance for a 60% killrate instead of 50%.
    • Longer repair times for gens.
    • 10% faster basic killer actions across the board.
    • Removed locker blinds.

    THEN they added the HUD for solo q.

    The problem is, looking at the HUD and seeing no one doing gens does not make gens get repaired faster, nor does it make gens magically repair themselves. 🤷‍♂️

  • Agreed.

    Had the opposite problem just today. I saw the killer's hex totem just on the other side of a window on RCPS and climbed over the window to cleanse it. The prompt said Cleanse Totem, but pushing the button made me vault back instead.

  • If they remove Boon's (and Drone's) ability to affect multiple floors at once then they can buff the haste bonus 🤷‍♂️

  • Look.

    The fact that the devs AREN'T nerfing the killer role means that SWF are only dying in a handful of matches.

  • Same. Out of the past 50, about a handful.

    Most escapes were against new players (killers). One was really experienced, but was nice and let us all go (oh, wait, nvm, I let that Huntress kill me) 😁

  • What I hate are crows OUTSIDE of buildings being spooked and flying away while I'm hiding INSIDE a locker INSIDE the building... 🤦‍♂️

  • "I wish there was a way to shut them up" @EmpireCity830

    Playing survivor: Calm Spirit

    Playing killer: hit them on hook

  • @Seraphor said:

    If it's just you and not your spouse on PC, then could it be your wifi? Could the PS5 be closer to the router, or maybe try a wifi extender.

    But yes, DC penalties increase incrementally. They start at 1 minute (by the time you make it back to the lobby screen it's likely only 30s or less remaining) and then increase to 5, 15, 30, 1 hour, 6 hours and 24 hours. However DC counts decay over time (around 24-48 hours) so if you only DC once per day or so, then it'll only be the 1 minute ban each time.

    And if you're unlucky and the disconnect happens 23 hours and 59 minutes later, the "day" of decay doesn't count and you get the next tier of timeout.

  • The reason for the disconnect aside, the match was still ruined for the other players in your match. The stacking penalty ought to deter you from possibly ruining the match for more players until you get your connection issue resolved. Harsh, but fair for the others 🤷‍♂️

  • What if Eruption only works on 1 gen, but regresses 10% of total progress for each survivor working on the gen at the time of putting a survivor into the dying state?

    If it's the start of the match and the survivors are spread out, likely only 10% progress is lost.

    If it's the end of the match and three survivors are trying to hammer the last gen, it could lose 30% if they're not careful/aware/strategic about it.

  • @TheOwl said:

    Those are good tips for finding more enjoyment in-game, and looking at this game in a less competitive light is beneficial. 

    DbD places a lot of emphasis on RNG with things like tile spawns, maps, and even what type of players you face. While skill does play a role in how you perform, recognizing that certain random factors that are not always in your control also influence how the match plays out is a good way to decrease performance pressure and the stress that accompanies it. 

    Shaking things up with new perks and playstyles is also a solid way to decrease this pressure. While everyone will have different feelings on the subject, going into a round with weaker addons, non-meta perks, or no perks places less pressure on me to perform well. As a result, although I am less likely to win these matches, I find them more relaxing. 

    Another helpful thing is to take breaks from the game or even a specific role (if you're a player who plays both sides). Continuing to play when you aren't having fun can affect your ability to concentrate and play to your full capability in a match, leading to less-than-optimal results and more frustration. 

    I often get 3 "random factors" that happen to (whether intentional or not) bring the killer to the gen I'm working on. It's stressful, so now I've stopped caring. If they have more hooks than me, I sit on the gen to bait the killer. If they have the same or less, I run away and go find a new gen. (If we don't get gens done fast enough or get ourselves into a 3-gen because of it... that's probably partially to blame.)

    Tunneling? Lately, I look at it as being killed Night 1 in Town of Salem. "Welp. Better luck next game..." 🤷‍♂️

    I don't teabag in the exits, and I let the killer sacrifice me if they have 0 hooks by then.

    ----

    Right now, the biggest hurdle I have yet to overcome is feeling targeted by the killer for no apparent reason or provocation. They let the injured death-hook survivor go to chase me at full health instead? They camped no one else the whole game until I'm on the hook? I get slugged and mori'd, while everyone else gets swift ends to their misery?

    Console briefly had anonymous mode and I had no reason to take it personal, but then they took it away and now I can't tell. I would like it back, because I'm sure there are a lot of forum go'ers who would love to ruin my day. 😅

  • Question. Did you get Knight and/or Skull Merchant to Prestige 1 (after completing 50 Bloodwebs)? Only then do the Tier 1 versions of the perks become immediately available, and the Tier 2 & 3 version appearing in other kiler's Bloodwebs.

  • @jordywordy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367599/skull-merchant-drones-on-saw-map

    I've been saying this. Why in the hell can the drones guard two floors at once. On top of being borderline stupid strong, it also makes 0 sense realistically... Like what?

    3 floors in some cases.

    I put a drone in the basement of the main building of Shattered Square and the gen was on the 2nd floor. The survivors had to go down to the basement to disarm it and then up two flights to repair, but I'd be back by then.

  • "With dbd being such a resource managing for survivors, giving killer an access to remove them by force or survivors a way to rebuild them would be really messy." @BlueHorkew

    Resource management, huh?

    PalletsWastedRightSmall.jpg


  • Can we get a night variant for the farm maps?

    They don't need extra numbers in the name like Badham Preschool I, II, III, or IV. Just a flip of a coin before the map loads.

  • The pews in Campbell's Church and the small fences around the graves in Eeryie of Crows @Blueberry

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