Nos37
Nos37
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@TieBreaker said:
I mean, it's not a bad way of making great skill checks harder. I just wonder, do they need to be harder?
Going for a great skill check can still result in a failed skill check, so there's still risk there.
Risk on the front end, sure, but there's a big safety net on the back end.
Do Great skill checks need to be harder? No, but perks that punish the survivors for failing skill checks should not exclusivley punish newer players and almost never come into effect against veteran players.
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With this change, why should survivors even try to go for Great skill checks?
Well, maybe the Great success bonus could be buffed from 1% to 2%, or even back up to 3% again.
Or, the devs could give survivors another incentive to aim for Greats, like the mini-fireworks from the Anniversary Toolbox.
@Nos37 said:
In the past, survivors working on the same gen could see a chunk added to the progress bar and know the other survivor succeeded a Great skill check. That went away when they reduced the progress bonus from Greats to 1%. When they briefly added the Anniversary Toolboxes to the game, mini-fireworks launched into the air when succeeding Greats, making it very obvious when it happened.
What if we bring back audio/visual effects for succeeding Great skill checks, as customization option for our survivors? (The fireworks effect could remain exclusive to anniversaries, while other new effects could be added to the Store.)
- This allows for further player customization
- More money from players
- And it incentivizes players to go for Great skill checks more often; especially when teaming up on gens
That last point is a big bonus for certain killer perks and for killers in general.
Currently, survivors who haven't mastered succeeding Greats will likely ignore them, play it safe, and aim for normal/passes. If a survivor wants to see (or show off) their Great skill check effect, they will play riskier and will have a chance to fail in the process. This gives the killer natural game slowdown, information, and makes skill check based perks and addons more useful.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686455#Comment_3686455
Yeah plague is weird, maybe they think it's not a problem because she doesn't always have her power. But it's fine for the most part I think ^^
Right. Earlier today I had already suggested a lullaby for Plague only while she has her corrupt purge ranged power.
As far as audio hints, is it pay-to-win if Ghostface has an Auric-cell-only cosmetic that removes (drastically reduces) the audio levels of the whoosh his costume is supposed to emit as warning to unaware survivors?
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@GentlemanFridge said:
Regarding slugging, the issue is with extended slugging, ie., going for the bleed-outs. Unbreakable only works once, and Exponential is far too unreliable to be a proper counter to it.
As for tunnelling, OtR only works if the killer doesn't see the unhook. And if they're a mobility killer, eating an Endurance hit does virtually nothing.
Aggressive DS's are a non-issue, I think. Since getting it to work requires not doing anything of note.
Terminus only half-counters Adrenaline. They're denied the heal, sure, but they still get massive distance.
The aggressive survivor with DS Crouching in a doorway to force the killer to hit them, either giving the other survivor free distance if the killer commits to that survivor or stunning the killer with DS if the killer switches to them...
Yeah... "nothing of note."
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If I use Deja Vu and hop on a crucial gen at the start of the match while other solo q survivors stay on the safer easier corner gens... Fine.
But if you get caught and then immediately run to the cruical gens with the killer in tow, and I get pushed off the gen THREE or FOUR times just so you can save yourself... I'm going next.
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This is like asking utility companies to remove the gas smell from their gas because it punishes people who have a cold or are sick and can't smell a gas leak. It's not a punishment...
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686024#Comment_3686024
The loud stomps are the counterplay to his chase-power, he is insanely lethal if he gets near you unnoticed, so they added the stomps to make stealth a little bit worse on him.
Dredge's nightfall is NOT a stealth ability for the most part, the only thing it should and is doing is making it harder too see him in the distance, buff his remnant and make it harder to loop. He's very lethal too if played right, so he is very loud.
Plague needs this. She can use perks to stealth WITH a ranged power WHILE survivors are injured for the majority of the match??
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Of course it is easy to get max value almost every game. Max value just requires 4 hooks on 4 different survivors.
Would you rather the perk have no cap, would you rather the perk not incentivize spreading hooks and let the killer tunnel as they please??
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If so, it addresses 2 big things I've seen Twins players complain about (balance-wise, not bugs):
- Survivors taking Victor hostage and refusing to remove him to delay how long before Charolette can use him again.
- Dowed survivors getting rescued before Charolette can go and pick them up.
What about complaints from people who play against Twins? Well, 1 is being addressed:
- Victor just runs from injured survivor to injured survivor, quickly snowballing.
Here are some things I don't like about Twins I hope they address:
- Charolette can park between 3 clustered gens and use Victor to patrol, harass, chase, and down, all while being able to switch back to Charolette to pressure 3 gens. (Thankfully, the gen-regression limit helps against this.)
- After a down, Charolette can park Victor at the hook she intends to use BEFORE hooking, to be able to bypass the placement restriction AFTER hooking and face-camp from a distance.
- She can easily guard both exit gates. Crouching up to Victor to crush him just means the survivor either gets 5 seconds to progress the gate before being chased off, or to sneak away and then have to do it all over again when Charolette replaces Victor.
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What if neither the gates nor hatch spawned until the end of the game?
The more gens that get done, the further the gates spawn from each other and the closer the hatch spawns to the last survivor's location.
This means a survivor hiding from the start of the match and letting everyone die off is not handed the hatch or an easy gate exit.
This also means if the survivors put in a great effort to get the gens done but still die, the last survivor is not completely screwed over by gates that spawned on the same wall 4 tiles apart with a hill or tractor between them.
Tertiary bonus: the Trapper cannot trap both exits BEFORE there is only 1 survivor standing, which means the Trapper is no longer 100% guaranteed a 4k if he finds hatch first.
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Billy's one of the few killers who doesn't need to slug for the 4k...
They reduced the audio for his chainsaw. The person playing Hillbilly can easily zoom across the map and hear the hatch. Then they can inifinitely zoom between gates because NO COOLDOWN. They actually get FASTER at patrolling gates by zooming excessively.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682863#Comment_3682863
Nah, it is just that everything gets turned off in Endgame. Just so the Killer can feel somewhat good about a pity Kill.
Yes, I understand that there is nothing else to do at this point, but it is funny that Killers think it is fine that they suck all game and then think they deserve that one Kill.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682871#Comment_3682871
"You do realise one could easily turn around and say the AFC is a pity unhook don't you?"
Not really?
And well, comparing Comp to Public Matches is already wrong.
It's not like the survivors are ever going to give the killer a pity kill. Killers only get survivors teabagging in exits.
How many times have you see killers give hatch?
How many times have you seen survivors leave the exit gate area, walk up to a hook, and give a kill?
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Add the anti-face-camp mechanic to endgame?
Sure! Remove the hatch...
You said it yourself. Killer doesn't deserve a "free kill" at endgame when the killer has just about lost.
Survivors don't deserve a "free escape" when they've just about lost.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683017#Comment_3683017
Well, No Mither is intended to be a "hard mode" perk. So in that case its working as intended in being a "for fun challenge".
The same is not true for Spiders though.
No Mither is not just "Hard Mode" for that 1 survivor; it affects the whole TEAM.
Survivors should not be allowed to equip No Mither unless they are in a 4-man SWF, where EVERYONE in the group can CHOOSE to play in Hard Mode.
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@Huge_Bush said:
If we get Terminator in the game, I’d rather have the killer be the T-1000 with Sarah Connor as the Survivor.
The T-1000 is one of my favorite baddies of all time.
I would prefer the Rev-9, with its ability to be in two places at once, but we already have Twins and Knight (and to a degree, Unknown and Hag).
The T-1000 makes sense because the second movie was the more popular one and Sarah Connor was a badass in that one.
I was just thinking of what would be the most inconic, and figured the devs would just use the T-800. If they used just the first movie then Kyle Reese would have to be the survivor. 🤔
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So the rest of the playerbase who cannot 4k every match have to struggle more because you're a god?
Have you tried making the game more challenging for yourself?
- Play without meta perks
- Play without any perks
- Go for 12 hooks without hooking the same survivor twice
- Only use your power
- Only use basic attacks
Go look at Otzdarva's channel to see the challenges he put himself through for more elaborate ideas. 🤷♂️
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I play killer using the same build every match and I'm trying to remove variables from my playstyle so that SBMM can put me against the correct players, but it doesn't happen. I'm lucky if I get 1 kill. This is fine, but this should ALSO mean that my rating drops because of the 3 survivors who escaped. That is not the case if I am repeatedly getting matches where I barely get 1 kill.
If players couldn't lobby shop, which makes the backfill mechanic throw me into a match where I can easily 4k, my rating wouldn't be spiking up and causing me to be mismatched in the future. (Even then, the devs have said that the game very often knows the outcomes of matches. If survivors of a lower rating are matched against a killer of a much higher rating, the game limits the damage to all the player's rating anyway. So my rating should be largely unaffected by backfill matches.)
Who knows
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@Grimmm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681321#Comment_3681321
Could just have it to where if your playing the game any active microphone are picked up when you speak
Completely unethical.
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I've suggested this mechanic for a long while now. Let's hope Scott talking about it gives it some traction.
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"They should let survivors crawl at Tenacity speed while holding the sprint button, but at the cost of faster bleed out. Tenacity users do not need to hold the sprint button and do not bleed out faster, but they can if they choose to." - Feb 2023
"Yes, hold Sprint to bleed out faster. This also lets you crawl faster too, like Tenacity. New Tenactity lets you crawl quickly without bleeding out faster (you must stay still and hold Sprint if you want to bleed out faster with Tenacity)." - Sept 2022
"Let survivors hold Sprint in the dying state to bleed out faster. Make it a new mechanic, where survivors can crawl faster by holding Sprint, at the cost of bleedout time. Tenacity would let survivors Sprint-crawl for free (and must hold the sprint button while stationary in order to simply bleed out faster if they so choose)." - Feb 2022
"Killers slugging for 4k needs to be addressed in a different way, by giving survivors an option to bleed out faster. Survivors in the dying state can hold the sprint button. Doing so makes them bleed out faster and lets them crawl faster. (Tenactity would still allow the survivor to crawl faster, without the need to hold shift, but they can hold shift if they choose to bleed out faster.)" - Aug 2021
"Survivor perk - Blood Letting: Start the trial with 3 tokens. Lose 1 token each time you are hooked. Lose 1 token when entering the struggle phase while hooked. Lose all remaining tokens if you escape or are sacrificed. Gain 33% additional Bloodpoints for each token, post-trial. Hold down the Sprint button while in the dying state to bleed out faster. (If a Survivor is slugged to death instead of sacrificed, they will get a Bloodpoint bonus depending on how many times they were not hooked." - Feb 2020
"Either shorten the bleedout timer, let the bleedout persist while being carried, let the survivor hold down the sprint button to bleed out faster (faster crawling is optional), or any combination of these." - Nov 2019
"Can Survivors in the dying state be allowed to hold the Sprint button to crawl 50% faster at the expense of bleeding out faster? Maybe remove the bleed out cost for Survivors using Tenacity. (This would also help against Killers who don't plan on hooking any Survivors, as the Survivor can speed up the 4-minute bleed out duration.)" - Oct 2018
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@fussy said:
If it will work only with 2 survivors left or with 4 survivors on the ground, i agree. Otherwise, we don't need another way to left a match without penalty, because baby Kate don't like going against Legion.
I slug people who give up at the start of the match with no reasons, so they at least won't ruin someone else's match in the next 4 minutes. I urge others to do the same until the BHVR makes suicide on hook punishable.
Killers can cherry pick lobbies... But, oh... Survivors can't cherry pick matches.
Killers cherry picking lobbies makes the survivors wait longer and the backfill mechanic means they are likely to get an unfair match (too easy if the killer is a baby or too hard if the killer is very skilled).
Survivors cherry picking matches by "going next" gives the killer easier wins.
Both need to go, so don't ask for punishable suicides until killers are prevented from backing out of lobbies.
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@Grimmm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680621#Comment_3680621
Ofc killers want in on it, I dont think you understand how much voice chat breaks the balance of this game, voice chat was not intended to be a thing yet survivors use discord ( which should count as exploiting a match) as you wouldnt know 90% of that info any ways if you werent in a voice chat lobby, so yes, I think letting the killers have a slight chance against voice chat players would be hella fair if not deserved.
My point is that SWF WILL NOT USE IN GAME CHAT.
They will STAY in Discord calls.
ONLY SOLO Q will have a huge disadvantage from proximity chat the killer can hear; especially players with sensitive mics.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680805#Comment_3680805
So if you immediately get hit off hook, you'll be in deep wound when OTR activates, which won't help at all.
Right... 🤔 They would have to let Off the Record work whie in deep wounds. 🤷♂️
And then SWF will find some way to abuse it and stack protection hits. 🤦♂️
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The red event decor makes it harder to notice scratch marks in the distance.
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@CrypticGirl said:
Maybe when Killers quit tunneling, we can talk about nerfing OTR, but we all know that's not going to happen. And DS doesn't really nerf tunneling, even with the five-second stun; if anything, it only encourages tunneling even more.
In the meantime, Off the Record needs to activate 10 seconds AFTER being unhooked or unhooking yourself.
Basekit off-hook endurance covers the first 10 seconds. It's absurd that the killer hitting the survivor immediately off-hook eats the off-hook endurance AND the Off the Record endurance. An anti-tunnel perk countered by being tunneled. 🤪
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/408660/my-guess-for-anniversary-killer
I hope its a good chapter. Its an anniversary chapter it should be special. Silent hill and resident evil 1 qualify as that. The last two anniversary chapters were terrible in my opinion. If they werent anniversary Chapters then it wouldnt be as bad but those chapter were just so underwhelming considering that it was their anniversary chapter. Lets hope for a good anniversary!
I get the feeling that Onryo was supposed to be an anniversary chapter, but they had to change their release schedule. Maybe they were going to release Dredge first, but that killer needed more time to cook, so they released Onryo first. 🤔
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Every time voice chat is brought up, the killer wants in on it too.
A) The killer cannot listen to strangers grouped up in a Discord call while playing in a Survive With Freinds group, so why do they get access to in-game voice chat? It would give SWF advantage (yet again) over solo players.
B) It will quickly devlove into abuse and most killers will turn it off anyway. (The ones who don't will just come crying to the devs about the abuse; just like end game chat (it's optional, but people still leave it open and subject themselves to it and then complain).)
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@Rulebreaker said:
And at this point its effectively evolving into "i want to know all my teammates perks"
Survive With Friends get to know their teammates' perks
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Touching back on Resilience...
I would be more open to letting others heal me up, if the game showed me (while I am injured and they are nearby) that they have certain perks necessitating it...
- Autodidact and they want tokens
- Second Wind and they want to charge/activate the perk
- For the People and they want the points / to be the obsession
- Solidarity and they're injured too
- Botany Knowledge + Bite The Bullet for a quick and quiet heal (granted, I could let them heal me to check for these)
- Teamwork: Power of Two and they want to heal me up to give us both a speed boost
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Deja Vu, Resilience, Fast Track, Quick Gambit. Repair boost for problem gens, boost for being injured, boost for teammates getting hooked, and repair boost for others while I'm being chased.
(Killer outcome shown in parentheses)
- 🔻 Died 1st at 0 gens done vs Plague on Cowshed (4k, 11 hooks, 3 gens left)
- 🔻 Died 4th at 1 gen done vs Executioner on RPD West (4k, 5 hooks, 4 gens left)
- 🔻 Died 4th at 5 gens done vs Nurse on Rotten Fields (4k, 12 hooks, exits powered)
- 🔻 Died 1st at 5 gens done vs Knight on Greenvile (2k, 2 out, 6 hooks, exits opened)
- 🔼 Escaped 1st at 5 gens done vs Doctor on The Game (0k, 4 out, 4 hooks, exits opened)
- 🔻 Died 4th at 5 gens done vs Ghostface on Circus Chapel (4k, 6 hooks, exits powered)
- 🔼 Escaped 1st at 5 gens done vs Unknown on RPD West (0k, 4 out, 5 hooks, exits opened)
- 🔻 Died 1st at 2 gens done vs Hillbilly on Azarov's (3k, 1 hatch, 10 hooks, 2 gens left)
- ⚠️ Killer disconnected at 2 hooks and 0 gens done.
- 🔻 Died 2nd at 4 gens done vs Alien on Lery's (2k, 1 out, 1 hatch, 10 hooks, exits opened)
- 🔼 Escaped 1st at 5 gens done vs Nemesis on Torment Creek (2k, 2 out, 6 hooks, exits opened)
- 🔼 Escaped 4th at 5 gens done vs Nemesis on Salloon (2k, 2 out, 10 hooks, exits opened)
- 🔼 Escaped 1st at 5 gens done vs Legion on RPD West (2k, 2 out, 4 hooks, exits opened)
- 🔻 Died 2nd at 4 gens done vs Alien on Azarov's (3k, 1 out, 10 hooks, exits opened)
- 🔻 Died 3rd at 2 gens done vs Blight on Warehouse (4k, 11 hooks, 3 gens left)
- 🔻 Died 1st at 5 gens done vs Knight on Nostromo (3k, 1 out, 8 hooks, gates opened)
A lot of deaths, but I noticed gens are getting done for the most part, and good killer variety at my MMR. Escaped 5 of my past 15 matches. 30% escape rate.
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The train got de-railed, so I'm going to rate the builds that have not yet been rated. Then I will post my build in a follow-up.
@SimpleSage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680350#Comment_3680350
7/10, -4 pts for Distortion cause I'm an aura reading Huntress main and cant use Lethal to take pot shots at you, +1 for Deja Vu more people need to be like you and run this.
My go to soloq build is: Autodidact, We'll Make It, Botany Knowledge, Desperate Measures
Escape rate is honestly probably under 10%.
Don't get me wrong, I do enjoy playing the medic, but the healing power is wasted if I cannot find injured survivors. I would've swapped one for Empathy, personally. That said, the time I invest into healing teammates (at my MMR) does not translate well into how long that makes chases last. (If they lose a health state 20 seconds into chase, them being healthy only buys them another 20 seconds, which is shorter than the time it takes for me to chase them down, heal them up, and get back to my gen.) ... 6/10
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680350#Comment_3680350
That's a good build. My most recent was OTR, Deja Vu, Built to Last, Prove Thyself. I bring a Commodious with extra charge add-ons. It's one of my stronger builds (I play several builds) for escape rates. I'd guesstimate 45 to 50% with that build.
Now that Prove Thyself no longer rewards bonus Bloodpoints for teaming up on gens/heals, I only find it useful where I know I'm going to get value (like a build with Aftercare + Teamwork: Renato/Thalita perks). Other perks are solid. ... 7/10
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680350#Comment_3680350
DH will always be a staple in my builds. Distortion is often subbed back and forth with Sole Survivor, so I love what you got going :)
Windows and DejaVu aren't used often by myself, so I've little to add, but Now Im curious. Might try this. Looks like a solid 7/10
My usual is DH, Object of Obsession, Sole Survivor, and Empathy.
Object and Sole work well together, as I try to get myself sacrificed so the others can leave, per my name. If they kill others, Sole kicks in and denies them my Object aura. I try to get out at that point :)
Em,pathy lets me know where the kill is for chases, and heal up vulnerable survivors.
Edit: Dammit I was slooooowwww! lol
A selfless build that I would dread running since I don't like interacting with the killer. I imagine a low escape rate.🤔 If only Mettle of Man was in a good spot to work with that build better than Dead Hard does! I'm sure the other survivors in your matches would thank you and rate your build higher, but if I were running this build myself ... 5/10
@[Deleted User] said:
Sorry I'm going to break one rule because I don't consider myself an expert with builds so I have no business judging others.
Deja Vu/Kindred/Strength in Shadows/Wicked.
Mind you I've only just started using this build. I've already decided to take off Wicked as I just learnt in my last match you can't unhook during second stage. Seems a total waste of a perk now. So I might replace that with Dance with Me a perk that I took off to try to combo out. Time will tell if I keep Strength.
No idea with escape rate. Maybe 30%. Total guess.
Good info perks! Wicked/Deliverance can feel wasted in solo q since the others don't know you have it, but with how often survivors may just leave you on hook, I get it. As a killer who doesn't patrol the basement between hooks, Strength in Shadows works well for the survivors I face. ... 7/10
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A lot to read in the responses, so I skipped over them. Apologies if this has already been said.
I have no tips for the micro gameplay, but for macro... You know how the counter to Legion is to spread out and be comfortable playing injured? Well, for the Uknown it feels like stay close together and be comfortable playing in the killer's terror radius is the play.
Splitting up and taking the killer far away from the others does not hinder the killer. It hinders your teammates who have to run all the way across the map to unhook you. This in turn gives the Unknown time to work on their next chase which they can quickly get into with their map control.
I'm not saying group up and let the killer hit all of you with 1 venom blast (the V in UVX stands for Venom). If you commit to your gen while the killer chases nearby, you can look at the killer as it passes by every now and again to rid your Weakness. It may just pull the aggro off your teammate as well. (Like not healing up vs Legion, don't play risky if death-hook). When the chase moves on, you can go to where they were looping and dispel decoys.
Good luck!
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My most recent AFK's have been from getting bad maps back-to-back-to-back. I'll play out the match on bad maps, but not if it happens repeatedly.
With my current build, I no longer get upset at how fast gens pop. The build turns the match into a game of Hot Potato, and whoever gets stuck with the potato when the last gen pops will have a rough time.
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We only have so many perk slots. How will adding more anti-tunnel perks work?
As for the existing anti-tunnel perks... Maybe stop them from being countered by the killer simply tunneling.
Off The Record? Half the perk is countered by the killer hitting the survivor right off the hook.
Dead Hard? Countered by the killer hitting the survivor right off the hook.
Resurgence and Second Wind? (Only considered anti-tunnel perks if the killer does not return to the hook quickly enough.) Countered by the killer hitting the survivor right off the hook. (Resurgence is gone; Second Wind only heals the deep wound, not the injury.)
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Either both the survivors were holding the game hostage or neither.
Claudette could have worked on gens instead of waiting for hatch, sure, but the OP could have worked on gens too.
The killer either lets them repair and escape or stops them, which ends in sacrifice, bleed out, or wiggling free. If the survivor wiggles free, they hop back on gens.
This is what I do. I refuse to rat out the last survivor.
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Survivor side stresses me out, hands down. Over 90% of my disconnects are while playing survivor.
Bad enough that playing the killer role is a 4 v 1, them against me.
But then I play survivor and there are matches where it's still a 4 v 1... The killer is trying to kill me and my teammates are trying to get me killed.
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@Rulebreaker said:
While we agree with the title, kinda falling short on convincing us with the arguements...
Then you make the arguments if you agree with the point I'm getting at.
I'm just talking about the perks I've been using lately. I'm playing the game, using the perks, and thinking to myself "this feels awful. If only my team knew about this perk I'm running or that perk I'm hoping to get value from."
I'm not about to deep dive into every possible perk / perk combination and take every little niche aspect into consideration just to make arguments on their behalf; especially when this community doesn't give a rats what I think. They only show up to get a laugh and upvote any pushback that's posted in response.
But hey. Public forum. Have at it...
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@Chocolate_Cosmos said:
- Addons are very weak, excluding only good add-on (that isn't even a crazy one).
- His chase power (snares) is way worse Clown bottless that reguire you to be asleep and need a bit of set up.
- His alternative power is meme just for fun jokes and is the worst power in the game (pallet freddy).
- His Dream World to Survivors possses almost no treat and they can ignore it for the most part.
- His power lacks of uniqueness for the most part. He is just recycle worse version of allready existing kits. Only cool thing is that he has bright vision thanks to being in Dream World.
And he lets you play on farm maps using the older dark/night aesthetics.
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He probably also feels bad to play because he hasn't hadn't (m)any changes since the devs decided on a 60% killrate. Whereas other killers have.
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Yes. Let me sort my items, addons, and offerings by quantity!
I want to use up the the stuff I have a lot of first; the stuff I can freely spare. (I don't want to risk dying and losing the good stuff I have very little of. Downside of not maining a survivor and getting them to P100.)
It would be nice if I didn't have to check multiple pages and spend time manually comparing the quantities of items, addons, and offerings after every match.
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Call me selfish, but if survivors use this against me and escape as often as it lets them, then they will eventually move up and out of my matchmaking bracket and become a problem for higher-tiered/skilled killers. As a solo q survivor who often faces such killers in wildly unfair matches (due to lobby backfills), I have little sympathy for them.
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@Cypherius said:
https://forums.bhvr.com/dead-by-daylight/discussion/408235/bite-the-bullet
Bite the Bullet could use a buff but i would rather have it be something else. We already strong anti aura read perks. I also don't like how this buff would trivialize A Nurse's Calling while being ineffective against Ultimate Weapon.
Maybe stopping screaming would be better. Counters a meta perk that is currently only countered by a sub bar perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677723#Comment_3677723
BBQ is still good on killers with teleports or ranged attacks. Being able to detect survivors without warning is also nice.
I have been getting good value from it on the Unknown.
You bring up a good point about this change making A Nurse's Calling weaker while not affecting Ultimate Weapon...
Visualize the perk icon. It shows Leon with something in his mouth. That should dampen his screams...
What if Bite The Bullet also prevented you and the survivor you are healing from screaming?
Edit: I see you already suggested this.
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@Rogue11 said:
As long as we're discussing subpar healing perks, can we improve Better Than New as well? I think it should have the same percent bonus as Leader and affect the same things. Currently it doesn't effect unhook speed or exit gate speed.
Or it could reduce the grunts of pain by 50% the next time they become injured (either until they become hooked or healthy, or expires after a time limit).
If a survivor starts the game healthy (new) and have normal grunts of pain when injured (without Iron Will), then it would make sense that "Better Than New" would mean the survivor is now more than healthy and should be less affected by an injury. 🤔
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I was going to suggest that Quick Gambit give the survivor a 1% movement speed boost for every survivor not working on a gen, but that can be exploited (especially by SWF) and movespeed is very touchy when it comes to balancing.
I went with a lesser solution that does not give SWF any big benefit, and it still gets scrutiny. 🤷♂️ It's a public forum, not my personal channel to the devs, so scrutinize away. Just know that I tamed my suggestion before posting (this time).
Also... Post number 4,000! 🙌
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@Royval said:
Dbd went from only ever showing if you were hooked and injured to showing every action you are doing to now people wanting to see what perks everyone is running. How much handholding does players need.
Should the devs remove the Survive With Friends feature?
Survivors are using comms to tell eachother which perks they're bringing and can remind their team of said perks DURING the trial too...
Oh, but if the WORST-performing group of players (solo queue) gets access to a similar ability it's not allowed.
Best: SWF
Mediocre: Killer
Worst: Solo q
(You know that 60% killrate the devs are aiming for? Solo queue is contributing to 80% of it.)
Do you know why killer is not equal with SWF? It's because they would obliterate solo queue and those people would stop playing. Making solo queue stronger means the killer can be made slightly stronger too.
Showing which perks are in play (and when) are not going to make SWF stronger. It's just going to save them the 2 seconds it takes to say "stay on gens, I'll Kobe."
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@ReviloDBD said:
Honestly, the way it is right now, the perk is just 100% useless for Survivor... it really is terrible and needs buffs/rework unfortunately.
I found that using it early in the match is too risky. I get tunneled if I'm caught by the killer and griefed if I successfully evade the killer all match. Now, I use it when I'm death-hook and avoiding gens is the safest bet. The problem is saving it until really late is not worth it.
It would be nice if the perk had a stronger effect if used when there are fewer gens reamining. (Edit) Or took less time to invoke with fewer gens remaining.
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@oedalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3675963#Comment_3675963
I really understand the frustration with other survivors griefing you, or straight up working with the killer (especially when it's come down to the last two survivors, solo queue players tend to opt not to team up, I've noticed), but I don't think Sable meant to kite the killer to you here, just looks like she didn't really know where to go next and was desperately running the structure to extend chase.
Yes, it looks that way because I only recorded so far back (Xbox has limitations).
This was not the first time this match she had done this. It was more clearly intentional the first time, but I did not clip it the first time. I clipped it the second time because I'd had enough.
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@CrimsonMothKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676800#Comment_3676800
The thing is, it's like Dredge or Demo teleport. Making it so when a survivor gets caught out trying to remove their traversal (Dredge locks and Demo Seal) they stop the ability fully, it would be too strong on the survivors side.
I know the Unknown's tp is instant, but if he rolls the dice and happens to stop a survivor, it be what it be.
"I know the Unknown's tp is instant, but if he rolls the dice and happens to stop a survivor, it be what it be."
...Too strong on the killer side.
Demogorgon takes time to exit, giving the survivor a chance to react. Locking Dredge's lockers has a very small window for him to interrupt, so it's balanced.
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If they make changes to Ultimate Weapon, they also need to add the perk icon to the survivor HUD while it is active.
Survivors can climb into a locker to avoid the scream, but they have no idea when the killer opened a locker and when it is safe to exit the locker if the terror radius is not going away. They could exit too early and get revealed, or exit too late and waste a bunch of time.
...Or the devs could pause the idle crow timer while in the killer's terror radius. 😒
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@Zakon05 said:
Ultimate Weapon is definitely too strong at the moment, mostly in the sense that it power creeps most other info perks, but I shockingly don't see it very often when I play survivor. I think because a lot of killers prefer to run 4 slowdowns.
So, I mean... I guess look at it that way? It's just an info perk at the end of the day, it tells you where to go to chase, it doesn't help the killer win that chase unless the survivor is hopeless without Windows of Opportunity. Meanwhile that's at least 1 perk they're using which is not a slowdown.
It's more than just where a survivor is. If there are no duplicate survivors, it also tells the killer WHICH survivor it is. It makes tunneling more obnoxious because even if the survivors team up to take aggro so the mark can escape, the killer can just find them again.
I use Ultimate Weapon with No Way Out and Rancor. Ultimate Weapon lets me cherry pick who I want to chase to get that last No Way Out token from, or track down the Obsession when there's 1 gen remaining for the mori.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676781#Comment_3676781
"You no longer spawn near other survivors at the start of the trial." Your words.
"(if everyone runs either or, then everyone rigs it so the game starts with everyone away from each other and can work on 4 separate gens with little to no risk of three genuine themselves)". Our response to this specific part. This situation is what we are talking about.
Currently if everyone runs distortion, it's a perk slot apiece and the killer will know that everyone is running it. If your second change goes (Applies to other survivors within 16 meters for the first 30 seconds of the trial.) it's much harsher because 1 person can cover for the whole team if they spawn together (which is fairly common for us atleast) and deprives the killer of the aforementioned info because they wouldn't be able to tell if 1 person brought it or 4.
"Our"
"We"
Who are you spekaing on behalf of?
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676800#Comment_3676800
I disagree. By this logic, this should apply to Onyro. Shutting off her TV’s I would debate are more important than dispelling an illusion thus saying
“Sadako shouldn’t be able to teleport while the survivor is interacting with a TV”
1) TVs are a threat to generators
2) Tv builds condemn. Which can kill you.
3) tv transports sadako around the map.
Hallucinations are just a means of the unknown getting around. Potentially cutting off survivors if they’re not paying attention.
I do believe he should be able to.
And if Sadako teleports to a TV that a survivor is interacting with, she has to spend time crawling out and has no camera control.
There is no time to react to Unknown teleporting right to you during a dispel and it has instant control over its body and camera. The survivor is getting hit if the hallucination is not next to a window, pallet, or another survivor willing to tank a hit.
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Then just stop distinction from activating on survivors in the basement.