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Nos37

Nos37

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Nos37
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  • A successful Victor pounce that downs a survivor should latch Victor to them and force the player back into Charolette.

    • This means the other survivors first have to spend time removing Victor before they can pick the survivor up, buying time for Charolette to claim her prize.
    • Meanwhile, Victor can't just pounce, down, and move on. Slugging and snowballing from it.
  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597729#Comment_3597729

    No it would be a nerf for these killers because survivors will get more time to react as they get earlier the information that the killer is comming.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597733#Comment_3597733

    You don't start the match with one or two survivors. If one survivor is left, it's often a hatch game where the killer won't chase the survivor but looks in the area where the survivors is not - hoping - the hatch is there - finding the hatch is a luck game nothing more - with no offering of cause. If the hatch is closed, an informationperk can be helpful to end the game quicker instead of walking between the gates two minutes and nothing happens. Thus, this does not happen often. The game is basiclly over with one survivor left. Same goes for two survivors: either there are two survivors left at 3/4 generators and an informationperk helps to end the game quicker instead of wasting time by looking for hiding survivors which do nothing or it's one generator left and both/one of them survivor(s) can escape when both do their best (doing a good chase/working on the last Gen ect.)

    In the same way: Informationperks are healthy for the game as they enable more creative and funny builds. They are also helpful for a healthy gameplay since a killer with informationperks looks for different survivors. In my opinion. I mean, the other option is a killer with (full) slowdown (Pop, pain, corrupt, and Eruption/Deadlock/something else) that only chases one survivor

    If 2 survivors are left, it's often a slug game where the killer slugs 1 survivor and has 4 minutes to find the last survivor, all because they don't want to risk the last survivor finding hatch before them.

    Ultimate Weapon destroys the last two survivors.

  • The game should look at how often the chase ends and how often the killer kicks generators.

    If the game detects they're doing this too much without commiting to getting any downs, then the "punishment" should kick in, whatever it is they have planned.

    1 random incomplete gen becomes powered while another previously completed gen becomes unpowered, requiring the survivors to repair it again, but potentially spreading the 3-gen apart?

    Reduced regression from kicking gens and reduced regression over time?

    Increased repair speeds of survivors?

  • I don't hate him.

    I get injured, downed, and hooked within 40s of being found, and I go to the next match. Nothing to hate.

    Sometimes I manage to get 3/4 of a gen done first if they don't have Lethal Pursuer. I had to unequip Distortion because I wans't taking my fair share of chases. The way I see it, the sooner I get to death-hook, the sooner I can get back to hiding from the killer the whole match without any blame from my teammates for doing so. 🤷‍♂️

    Fantastic game.

  • I feel like all they need is double the range from the hook before they can camp switch to Victor

  • I was hoping they'd have badges with numbers on them when they released the player cards. Numbers that unlock with Devotion levels.

    I'm at Devotion 23, so I would get numbers 1 through 23 unlocked right away.

    Edit: Devotion 25

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593481#Comment_3593481

    Well, then you should have thought of that risk before you didn't cleanse the totems.

    OR

    We change NOED as I suggested and when it doesn't activate in endgame because all the killer did the whole match was camp and tunnel 1 survivor at a time, we can say "well, then you should have thought of that before you tunneled."

  • @HolyDarky said:

    While I agree that Ultimate Weapon needs nerf, this is not a good solution. Ultimate Weapan should work like BBQ and this would make the perk fine as it's no longer spamable and it has a requirement. They could also reduce the active time like from 30 to 15 seconds which should be more than enough to find a survivor. They could also reduce the blindness time from 30 to 15 seconds.

    More is not neccessary as informationperks are fine and part of the game.

    Information perks are busted when there are only 1 or 2 remaining survivors.

  • @WilliamSN said:

    Counter point - this is an assymetrical game and in assyms the solo player is suppose to be magnitudes stronger than each individua in the 4 man team.

    The killer is meant to have perks that are 3-4x stronger than a similar survivor perk because the survivors can bring 4x of the same perk.

    Survivors are meant to bring counterperks to possible killer strats/perks.

    Hate auras? bring distortion.

    Hate Screams? Bring Calm spirit.

    Don't like being slugged? Bring UB.

    Don't like being tunneled? bring OTR or DS.

    So on and so on.

    -------

    Sadly BHVR misses the mark of that fundamental assym design when perks like FTP+BU and current Background player exist.

    The perk remains functionally the same when there are 4 survivors alive. In fact, it is a buff for killers with terror radii smaller than 32 meters.

  • @Pink_Ronin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594058#Comment_3594058

    I understand they can be used to evade aura reading, I'm saying I rarely use them for that reason. Maybe if I'm in a dead zone, injured working on a gen and have a locker right next to me I'll do it, or if I'm the last one alive and I want to look for hatch without getting immediately chased.

    If you're dropping whatever you're doing to go find a locker in order to avoid BBQ, then you're not a very good survivor.

    So if other survivors don't play exactly how I want them to play, I'm allowed to get them killed?

  • Another reason for lockers:

    • I lost a Distortion token when a survivor was hooked. (BBQ & Chili)
    • Someone wrecklessly traded and got hooked soon after. I now have 1 token left.
    • Another survivor was downed before I could get close enough to the killer to replenish my tokens.
    • I hop into a locker for 7-10 seconds to save my last token and wait out BBQ...

    But no... Kate saw me go in. Guess the first place she ran to when she was found and chased. My gen.

    And why was she found? Because she didn't use the forbidden locker to hide her aura from the killer.

  • The whole point is that killers can camp and tunnel without needing any perk slots AND can throw on NOED to do more damage should the survivors actually try to do the right thing when the killer camps / tunnels.

    This shouldn't be defended.

    Not that any of you are; you're just here to prove me wrong and call me a loser. The description for the Feedback & Suggestion category should be changed from "Our team will be happy to read these!" to "Our forum users will be happy to tear these apart!"

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593480#Comment_3593480

    At that point behavior might as well make the survivor rule book a real thing. Plus to your comment there’s off the record, made for this, hope. If you are struggling so bad either use perks to help or just get better at running from NOED

    You want me to use 3 perk slots to counter the killer's 1 perk (on top of the camping / tunneling they can do for free)?

    Noted.

  • @Emeal said:

    If you break all 5 totems before endgame, this cant happen.

    Then the survivors are no longer punishing the killer for camping / tunneling.

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593461#Comment_3593461

    I think what he’s getting at is that noed should still be a hex, but deactivate when near a hook or when you down 1 survivor 😂

    You misread. I said hook the same survivor twice in a row.

  • @Raconteurminator said:

    Or just cleanse the totem.

    Or just don't camp and tunnel, and then throw on NOED to get rewarded if the survivors try to punish you for it.

  • @Raconteurminator said:

    Or just cleanse the totem.

    What if it's right next to the hooked survivor?

    It's like Ruin being in the middle of a 3-gen , but worse. At least it would mean that all 4 survivors are still alive and the killer has to split their attention between 4 things.

    NOED can happen regardless of player count and the killer only needs to guard 2 things (3 if there's a gate nearby too).

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592758#Comment_3592758

    Don’t have to kick gens if you slug and tunnel everybody at 5 gens…. ;)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592885#Comment_3592885

    Finally…. You’re starting to see logic.

    You can't slug if you don't down.

  • @Nos37 said:

    Also, while you're at it, please remove the undisclosed mechanic that reduces skill check frequency for perks like Rookie Spirit, Stakeout, Autodidact, Corrective Action, and Fogwise.

    Yes! It's a thing. It's subtle, but still noticeable...

    https://gameclips.io/Nos37/2ec9b489-434c-40e4-9200-190f466bb7be

    It's a thing.

    Nos37 playing Dead by Daylight. View more Xbox clips at GameClips.io


  • I don't like running For the People if the other survivors either won't hold still to let me insta-heal them or don't heal me after I'm no longer broken so I can use For the People again.

    I don't like running Resilience if the other survivors desparately gesture me until I let them heal me back to full.

    This is why I enjoy running both perks together. If they insist on healing me up I get For the People back. If they don't, or they dodge my insta-heal, I go sit on a gen with more repair speed.

    Then throw in Vigil to reduce the broken duration and an exhaustion perk to go with Vigil.

  • @Rudjohns said:

    Dragon's Grip

    Fearmonger

    Ruin

    Pop Goes The Weasel

    Overcharge

    Or how about the SURVIVOR wastes perk slots?

    Make gens take 1.5 to 2 seconds to stop the regression. Then add a survivor perk that lets them gen tap like they can currently.

  • @HugTechLover said:

    This is why I don’t kick gens. :)

    Don’t kick gens —> don’t have to worry about this.

    Don't down survivors —> don't have to worry about flashlights, bodyblocks, hook sabotage, or boil over.

  • @Grigerbest said:

    Amm... Don't kick the gen then?

    Why can't the opposite be true?

    "Just don't tap the gen while being chased then?"

    That crap needs to be punished harder.

  • I used to give hatch fairly often. When I started getting salty messages from entitled survivors when I didn't give hatch, I stopped giving hatch altogether. The hypcorisy!

    How many times do you see survivors teabagging in the exit and then run back into the trial to give the killer a sacrifice? Almost never. How many times do you see the killer give hatch? Pretty often, to the point of killers complaining about the last-stand-off-auto-mori-the-last-standing-survivor mechanic (or whatever it was called) because they wouldn't be able to give hatch anymore.

    Now, if a survivor in the exit comes back in and gives me a pity sacrifice, I pay it forward and give hatch next time the opportunity comes up. Hasn't happened yet.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592303#Comment_3592303

    I dunno about the OP, but I used to play as Spirit until the devs kept messing with her. Removing collision during her phase made her impossible for me to use. The lagginess and inconsistency of scratch marks has only gotten worse over time, and I've never been able to track via sound in this game. So, I have fun Spirit cosmetics from back in the day, but I never get to use them because I can't use her power except for map traversal, and her slowness makes her rather unfun as an M1 killer.

    I wish slow killers had a brown add-on that was like "Give up the killer's power to have normal movement speed." It could give some bonus BP to make it a good meme BP add-on, like Speed Limiter and Padded Jaws.

    This. The meme addon route

  • Let these slow killers start the trial with 115% movespeed, but reduce their movespeed to 110% for 60 (90? 120?) seconds every time they use their power. This would also help them with map pressure / getting into chase at the start of the trial.

  • Meanwhile, the few times I face Spirit, it's usually on a swamp map with loud squishy footsteps in the mud 😔

  • @BenSanderson55 said:

    I should of added tunneling has became more prevalent when DS and BBQ were nerfed (when they added match incentives). Because DS was meta and discouraged killers from tunneling. Same with BBQ, it encouraged killers to hook everyone (like pain res now) for more bloodpoints. OTR while a great perk is rarely used because it's not actually an antitunneling perk.

    Off the Record should activate 10 seconds after being unhooked or if the killer hits you within 10 seconds of being unhooked.

    The fact that the "anti-tunnel" perk is disabled if the killer immediately hits you off-hook (y'know... tunnel) is sad.

  • Camping and tunneling can remian in the game as "tactics," but they should not be something the killer can do for free; especially when countering them costs the survivors a perk slot or two.

    It costs ZERO perk slots to hang out near the hook or head back to it when the unhook happens. Meanwhile, the survivors have to equip perks like Kindred, Reassurance, Camaraderie, Deliverance, and none of those are a guarantee.

    It costs ZERO perk slots to chase, down, and re-hook the same survivor twice in a row. Meanwhile, the survivors have to equip perks like Off the Record, Decisive Strike, Baby Sitter, For the People, and none of those are a guarantee.

    ----

    Change the base game mechanic for hooked survivors. Make it much harder for killers to camp/proxy hooked survivors. THEN, add perk(s) that let the killer camp as easily as they can currently. Make camping cost a perk slot.

    Change the base game mechanic for recently unhooked survivors. Make it much harder for killers to tunnel the same survivor repeatedly. THEN, add perk(s) that let the killer tunnel survivors as easily as they can currently. Make tunneling cost a perk slot.

  • The tactic "split up on gens" does not work for me in solo q.

    I spawn near other survivors, so I leave the nearest gen to them.

    When I start a gen, someone else shows up and I can't make them leave, so I have to leave.

    Then I spend forever looking for a gen, finally find one, and then find another survivor already on it. (And that's if I don't get caught by the killer first.)

    Then they get mad at ME because all they see on the HUD is me doing NOTHING for the first minute(s) of the match. 😔

    Then when I finally get a gen to myself, they kite the killer to it because they're upset with me.

  • It's likely because 99.9% of Wraiths have a bugged perk slot that only lets them equip Hex: No One Escapes Death on it (sarcasm), so they feel free to camp and tunnel, knowing they'll still get more done in the endgame if the survivors do manage to "punish camping."

  • @MikaelaWantsYourBoon said:

    Nah it's just fine. If you don't like play against PC players, you just can disable it.

    I've disabled crossplay before, a couple months back. I gave up waiting in queue after an hour for survivor. Gave up after 40 minutes in queue for killer. Turned crossplay back on and haven't turned it off since. 😔

  • I would really love to opt out of matchmaking against PC players because of the increased likelihood of facing cheaters from that platform.

    Just had a match on Midwich (they used the offering for it), where I did nearly 2 loops around the entire map and not a single gen had any progress. Then bam! A gen I recently patrolled was already done. I assumed all 4 were on it and went over. Didn't find a single survivor.

    I found a survivor while patrolling the next gen, and after 50 seconds of chase 3 more gens popped. I was at 1 gen remaining when I got my first injury of the match.

    I opened the gates myself and went around breaking walls as soon as they popped the last one. Then spent 2 minutes ignoring them while they tried to milk blooodpoints out of me.

    In the end-screen, they had no gen rush perks and only 1 yellow toolbox with some addons. I don't know which platform they were on (the game doesn't specify), but they were'nt on Xbox.

  • [Edit] I posted this in the wrong topic. Thought this topic was "Console only crossplay."

  • Taking a hit when heal times are this long, in solo-q with survivors who don't know where you are / don't want to heal you, as a survivor who goes down quickly in chase... is a bad thing 😔

  • @appleas said:

    Rather than nerf numbers, I think informing the obsession that stbfl is in play makes more sense, what’s the point of increasing the stacks lost from hitting the Obsession when the Obsession in general will not know STBFL is in play because the Killer won’t be hitting them?

    The change to STBFL could be giving the Obsession the status icon similar to dying light and dissolution on their screen. That way the Obsession knows that the Killer has STBFL and will most likely go after the other 3 players. So it is up to the obsession to make the altruistic plays like bodyblocking, rescuing from hook. More interactions with the Killer means a higher likelihood of reducing STBFL stacks.

    Survivors are supposed to work as a team to escape, so give them sufficient information to do so. Since Survivors dont usually realize stbfl is in place until the Killer has 6-8 stacks, giving the Obsession this information would introduce the potential for counterplay.

    Sure, but only show the Obsession the perk after the killer has landed an M1 hit.

  • True. I forgot.

    The wipe animation on the perk icon is also tricky to understand at a glance. 🤨

  • @pigslittlepet said:

    There's nothing wrong with the base effect of the scream for uw. The blindness should be removed because it's just a extra annoying effect that doesn't need to be there. But that's just my opinion. It's not overpowered or anything

    Spoken like a true Windows of opportunity main.

    At the very least, the perk needs to go on cooldown / reset its cooldown after hooking a survivor.

  • The current version of Ultimate Weapon gives the same amount of info as Doctor's Shock Blast, but with half the cooldown.

    Calm Spirit should not have to be a basekit/required perk.

  • STBFL nerf should just be reducing the max token count from 8 to 6.

    Killers already got 2 tokens base kit. Plus, the killer will lose all tokens after 3 hits on the Obsession instead of 4, making it more punishing to hit the Obsession.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589610#Comment_3589610

    Only if they can take on overly long chases... If they take several hits so you don't get a hook and you still don't manage to get at least one guy down in a reasonable time then I cannot help you, they might just be better than you.

    That's fine. Survivors will be better than me, and they're allowed to be.

    I SHOULD NOT BE MATCHED AGAINST THEM though

  • @PastaSauce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589627#Comment_3589627

    If it takes you so long to get a down in chase that the dying survivor can be brought all the way to full health, then you just need to get better at chasing. It takes 30s for a down survivor to get to 95% recover on their own or 16s for another survivor to heal them to injured without a medkit. Takes another 16 seconds to get them to full health without a medkit. At a minimum you have 32 seconds to get a second down before survivors reset completely, realistically you have even longer than that if there isn't a 3rd survivor nearby. Considering the fact bloodlust builds after 15 seconds of chase, you should generally be able to get a second down before a survivor is fully reset unless you're in a particularly bad map or something. If the 4th survivor comes over to you and does the same thing while the other 2 are healing, this is basically the best scenario for you because now no one is doing generators and as long as no one is doing generators it doesn't matter how long it takes you to get a hook because survivors aren't getting any closer to escaping that entire time. Bonus points if you have a perk like Jolt/Surge, Pain Resonance, or Ruin, because at that point survivors are actively getting further away to escaping in this scenario.

    If you're regularly blood lusting before you're getting a hit, then you're going against survivors that are a lot better than you and you're going to need to expect to take the L and just use the match to learn to do it better next time. If blood lusting before getting a hit is something you're regularly experiencing in all or most of your matches, then you need to spend some time learning to chase better.

    "Getting better" does not magically remove windows or Made For This from the game.


  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589616#Comment_3589616

    Most 3 gen scenario's are the survivors doing. Which is what Deja Vu prevents.

    Yes, you are correct, but my point was they buffed the wrong perk. Buffing Deja Vu was not the best temporary band-aid while they "fix 3-gens."

    The devs buffed the perk back when Knight and Skull Merchant were setting up and sitting on 3-gens from the very start of the match. Something that Deja Vu is ineffective against.

    Simply SEEING the 3-gen will not make the killer leave. The increased repair speed means nothing if the killer does not let you repair the generator. 🤷‍♂️

  • @PastaSauce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589577#Comment_3589577

    When you're playing against a team that's just a lot better than you, kinda a given they're gonna win. There really is no reason anyone should ever be running lightborn, it's a complete waste of a perk. You get the exact same effect as lightborn by just facing a wall when picking up survivors. If there isn't a nearby wall, then look for any nearby survivors. Also try to pay attention throughout the game to where survivors are so you can figure out if they are even nearby and what direction to face away from so they can't get a save when they just manage to get in range.

    Besides, if you give up a hook to down a second survivor and then hook that second survivor, it's a net plus for killer. The reason is that 3 survivors aren't working on gens for the duration. One survivor that is down, one survivor you're chasing and hopefully about to down, and one survivor that had to leave their generator to pickup the down survivor. If no one went to pickup the down survivor, then you get 2 hooks anyway.

    You say that as if the killer can just spawn a wall wherever they'd like, to prevent the blind.

    And I used to think the second part of your statement was true. Then I found myself at 1 or 0 gens remaining, asking "if everyone's here 'throwing the match' then WHO is doing gens??"

    I no longer think that.

  • @PastaSauce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589540#Comment_3589540

    There already is a way to counter pallet saves. Step one: check for survivors nearby Step two: kill or chase away nearby survivors, or make them drop the pallet the first survivor was under step 3: pickup the most recently downed survivor

    Depending on what step you're struggling with, you know what aspect of gameplay you need to get better at.

    You chase them away and they come right back.

    You commit to them and they just kite you away and go down under a different pallet. Try to pick them up and the survivor with Background Player is there in a heartbeat.

    Meanwhile, the survivor you left under the pallet gets picked up or picks themselves up. and has their exhaustion perk back. Better to eat the stun, which is not a counter. It's just a lesser of the lose-lose you're in.

  • I use Renewal with Autodidact.

    I fill up Renewal while I get Autodidact tokens. Then I get auto-healed off hook (assuming the killer doesn't hit me right off the hook; something that counters so many survivor perks like Off The Record, etc.).

    Then I use the Autodidact tokens to quickly get Renewal back up (assuming I wasn't tunneled and had a chance to heal another survivor).

    Plus Autodidact + Renewal completely counters Sloppy Butcher (haemorrhage) + Coulrophobia

  • @Pulsar said:

    Because I also need to run 15 other perks to ensure I have a tolerable experience.

    A statement that holds true for both sides. Love it! But I hate that it has to be said in the first place 😔

  • "Can help prevent a 3-gen" only applies if the killer doesn't stick to 3-gens from the start.

    Until they "fix 3-gens," they should have buffed Potential Energy (the ACTUAL counter to 3-gens), not Deja Vu.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589577#Comment_3589577

    Against bodyblocks you can just drop and chase them like... The perk is really not worth taking even if they all take hits constantly, just because they will figure out you have and then just not doing it...

    Okay, drop them and chase the other guy. When you down them? They do it again.

    Drop them again, and chase the other guy again. When you down them too? They do it again.

    You get no hooks. 3 people waste all your time. 1 person does gens. You lose. You wasted so much time in chase and got nothing! You're the poster-boy in their YouTube compilation now!

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589557#Comment_3589557

    You can just slug him and take chase to someone else, they need to be close to get the drop on you and this is probably not problematic in most games as there are not many players that play around this on purpose. You can try to bait the pick up, worst case you just run UW and use it before picking up to see if someone is close to you.

    I've been in situations where I could not ever get a single hook because of coordinated survivors.

    Starts off with blinds. I adapt and counter with Lightborn.

    Then it's bodyblocks. I adapt and counter with Mad Grit.

    Then it's hook sabotages and horsey perks. I adapt and counter with Iron Grasp.

    Then it's last second hook sabotages. I adapt and counter with Hangman's Trick Awakened Awareness. (I preferred Hangmans, but they nerfed it by making it only affect four hooks instead of all hooks 😥)

    It's gotten to the point where I have all 4 of these perks in a loadout on EVERY SINGLE KILLER. Even that's not enough

    Now it's purposefully going down under pallets...

    The best I can do is play Trapper, trap 1 side of the pallet, pick up from the other side, and hope they don't coordinate holding the trap open for someone to run in for the drop.

    This means to counter all this crap survivors on comms get away with, I have to play Trapper with ZERO chase/slowdown/endgame perks. Meawhile, they just need a flashlight and Iron Will (maybe Clam Spirit if they suspect the killer has Ultimate Weapon or Infectious Fright).

    And survivors would call a "counter" to pallet saves overpowered?? 😂

    Killer can secure the hook they spent time in chase earning, but that's 1 less perk slot doing other things. 😔

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