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Patchouli_Knowledge

Patchouli_Knowledge

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Patchouli_Knowledge
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  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117722#Comment_4117722

    But if you weren't aware of the conditions to begin with how can you say that there is a problem?

    The perks trigger in unintended scenarios during a chase, which is not the designed purpose for these perks. How is that not a problem?

    If a chase "ends" and says I escaped when I have not, that's a clear indication of a flaw in the system that needs to be improved.

  • I didn't say the mechanic was changed. But something that hasn't changed doesn't mean it can't have problems, especially if newer perks exposed the problem more freqently. I was merely giving a suggestion based on my experience for it to improve.

  • I don't know the current value. If it is indeed 8 seconds, then either it is not enough or there is a bug in how it's calculated. I'm still having these bogus escapes triggered far too often, even if I'm not actively shift-teching around tiles and just looping normally.

  • @LucasMS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117587#Comment_4117587

    Ironically, the survivors who are already highly skilled are the ones who benefit the least from this perk. Experienced and competitive teams are already communicating which pallets have been used, so they don't really need the additional information.

    The perk's real value has always been for the players who struggle more: solo queue survivors, newer players, and those still learning the game. In other words, it was helping exactly the group of players who needed that extra assistance the most.

    Because of that, I don't think the Devs should look at its high pick rate and assume that something went wrong with the balance. If anything, the popularity of this perk demonstrates that it was addressing a genuine problem within DBD. It helped reduce one of the game's oldest issues: the huge difference in the learning curve between killers and survivors. Its high usage is much more a sign of how useful it was for the players who needed it than evidence that the perk was inherently too strong.

    I'd much prefer my solo queue teammates to bring Five Moves Ahead rather than Windows. It's always been a much better perk anyway.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117649#Comment_4117649

    But in this scenario, that's the first four hooks, right?

    StB user has to have 0, two more have to have one each, and one has to be on death hook. That means the fourth hook is the one shifted this way. If you're at two gens left with only four hooks then you have bigger problems than StB going on and you're already looking at playing for a comeback.

    I will grant that very aware teams would be the ones to play slightly differently surrounding someone on death hook, but I don't think StB actually changes that. Instead of shuffling the hook state, they'd just have the fresh survivor get in your face while the death hook survivor plays stealthy.

    StB just doesn't do that much here. At best it's one of many resources and options the high calibre teams who use it have for the same overall goal, and more realistically it's changing an early death hook survivor to getting a potentially much stronger perk out of the way early without too much fanfare.

    And again, just to be clear: My issue is with this change, not any potential change. This change is a bad one because of the wider context of the precedent it sets.

    "If you're at two gens left with only four hooks then you have bigger problems than StB going on and you're already looking at playing for a comeback."

    If you think 4 hooks at 2 gens is the killer doing badly, you really need to see some slightly competent teams. Even 2 hooks is normal at 2 gens.

  • First of all, I think the game needs a separate ranked mode and casual mode.

    For the ranked match-making, an MMR system modified by BP gain would be better than purely escaped-based. Pip ranking in its current form doesn't really work because you will always gain pip on average as long as you play normally so it's just a matter of how much time you played; also it resets every month meaning it's unstable and non-existent for the first few days after each reset.

  • @appleas said:

    Entitled Survivors, report them.

    Some of them will kill themselves on hook just because they got hit first

    I report teammates that purposefully kill themselves but these reports never did anything. I'm so tired of solo q teammates ruining games for other people. It happens so much I often have 3~4 games in a row where at least one survivor just kill themselves at the start of the game.

  • @Farya said:

    Soon this will all belong to history, thanks to the Antifacecamp mechanic. I bet no killer wants to hook anybody there anymore. Either killer gets looped upstairs, while mate in basement get's free unhook or killer leaves for the unhook timer to stop so mates can unhook them easily. Either way, for me it seems that basement will soon be the opposite of what it is now - it will be one of the most unsafe spots to hook a Surv.

    If so, then it would make even less sense for the basement to still be in the game.


  • @[Deleted User] said:

    So if you go on a basement hook I guess expect to stay there the whole match?

    You can still kobe or miss skill checks. The hook HP bar would still be there, it just don't decrease over time.

  • @caipt said:

    no, if you go down on basement you should be punished. you either chose to loop shack and lost and screwed your pathing majorly to let that happen.

    Punished in what form? Camping?

  • @DaddyMyers_Mori said:

    It won't be good camping spot, but it will be best tunneling spot...

    How? The shack/main is right on top. A hook in a corner dead zone is what you want in that case, especially if there is also a choking point formed by a hill for example.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406349#Comment_3406349

    no u don't have to walk everywhere. U can 99 it and have full control. Sit on a gen and if the killer pull up use it. Lithe require u to take a bad route sometimes just to proc it. SB allow u to be safe in A DEAD ZONE. The best thing about SB is the versatility.

    ●You can 99 it! bait a swing and SB off which could be the equivalent of hitting a dh

    ●You can Traverse the map quick with it and sit on a gen to get it back.

    ●You can make builds around it with fixated and vigil. Which make dropping chase a bad idea for the killer given how fast u can get it back & get right back on the gen.

    ●You can fool killers into thinking u got lithe or balance at the beginning of the game. SB after dropping from a hill or before vaulting a window (this can sometimes fool even good killers)

    All of these are good tips. I'll add one more that I hope more people understand and waste less time walking around: know when you will need the Sprint Burst and when you won't. If you are going to a gen that has very safe loops close to it (e.g. a gen in the main building), just run to it. You don't need the Sprint Burst there and keeping it is only wasting your time. You only walk to places where it's less safe (gens besides hills, gens in dead zones etc). There are also more little tricks you can do with SB that I don't see people talk about but I'm not getting into them here.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406968#Comment_3406968

    Two perks to rival one item seems like a fair trade to me. If anything, it's kind of still too bad, considering some perks and items are almost one to one- like Saboteur and Toolboxes.

    Botany Knowledge isn't just for Self-Care. It also increases your speed of healing others AND picking up downed teammates by 50% (which is huge). I've been using Botany + Self-Care for a while now to replace my old CoH + Exponential/Shadow Step build and it has consistently proved to be a great build. I have to play a more active support role, running to teammates to heal them more, but I also don't need to look for a totem.

  • @VaporLion said:

    just wait until she grabs me 4Head.

    nurse can't open locker until after the fatigue ends

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392342#Comment_3392342

    The thing is the the perk shouldn't see much play compared to current. The fact every fresh chase can't have the perk takes a lot of the power out of the perk. If you fresh everyone first then the perk literally can't get into play until you are getting your 5th chase. That seems like a heavy nerf when SB and lithe are right there in power.

    >you fresh everyone first then the perk literally can't get into play until you are getting your 5th chase.

    By that time you have already lost.

  • Making it an exhaustion perk won't really do much except for making it not usable with Sprint Burst. If I had already seen where the pallets were before DH gave me exhaustion, I would know they are still there since I'm the one being chased so no teammates would have used them.

    Personally I do agree the perk is a bit OP. I only bought the perk after having played 1500h of survivor (yes I know, a survivor main that doesn't have all the meta perks? I'm just a little bit stringy...), so by the time I started using it I already knew all the map layouts. Still it did wonders for me. Not only did it stop me from ever running to a loop only to find the pallet had already been used, but I also found myself saving pallets much more efficiently when chaining loops. Knowing there is another pallet nearby behind the rock, I can leave the current loop without dropping the pallet on a smaller mindgame win (often just a small juke, or a fake vault by crouching), where the distance I gained wouldn't have made me willing to risk leaving yet if I weren't using the perk. I can also more confidently run past pallets to further ones to save pallets in strategic positions and not create dead zones for teammates. Before, it was a gamble if I tried too hard to only use every other pallet if the game had been going on for a while.

    Thing is, the perk started to become addictive for me. I stopped observing the map as carefully as I used to, planning ahead less, since the perk does all the job for me and much better. It removed not only the skills and hard work but also a lot of the fun.. I tried to stop using it but the temptation of it was too great, and I always find myself going back to using it even though it really is a lot less fun. I guess if it was nerfed then I would finally be able to use some of my other favorite perks again, but making it exhaustion perk definitely won't cut it. I probably will only stop using it all the time if the aura reading distance is cut by half or something, or if they made it only work on windows like its name (but that will make it truly a beginner perk and completely useless for player like me).

  • @ScottJund said:

    The only thing that needs to happen is all survivors should always spawn together. This inherently acts like a Corrupt Intervention naturally as they have to waste time going to different generators (or all group up on one, which is a bad idea)

    Nah I see you don't know effective SWF play very well... grouping on one gen at first is not bad at all, in fact it's an extremely good strategy... Killer would have a hard time finding the one gen you are on, and it would often be done before they even find anyone. If they do find you, they can only chase one person anyway, and the others can quickly re-tap the gen, stop it from regressing and finish it anyway (and when a gen is finished, the killer can no longer regress it). The speed penalty of working together is nothing compared to the huge benefits.

  • As a Mikaela main I'm actually not bothered by Shattered Hope. Most of the time it literally does nothing for me because I memorized all totem spawn locations in the game and can find other totems very fast. It's a bad idea to reboon the same totem anyway because the killer already know its location, so I usually only really do it when it's a very good location where it wastes time for the killer to get to (second floor eyrie of crows, old RPD library, temple of purgation underground/second floor etc). By the time killer snuffs my first boon, I usually already have two or three other totems ready to use (it's my habit to check for spawn locations along the way where I go even if I don't need it right away).

  • won't do much. if all gens are blocked everyone would be hiding. your killer time is wasted as well if you can't find anybody.

  • I want to hang my charms after I bless a totem!

  • @GrimReaperJr1232 said:

    Err... no? Again, you need to CLEANSE a totem to activate it. Solo queue or not, one of you 4 should know where it is, if the killer gets to use it at all.

    Actually everyone should know where it is. Cleansing totem has the noise notification bubble for everyone.

  • I think instead of hatch a better mechanic should be the last survivor fix gens faster. With the hatch there are too many people in solo q just hide and let teammate die. It annoys me so much that when there are two survivors left, it's always the one who is trying to fix gens alone and actually contribute to the team that will be the one dead. I really hate it and sometimes I feel a strong urge to rat these people out.

  • Man your math sucks... Survivors are 4/5 of all players not 3/4...

  • Yeah this is one of the most stupid changes I've ever seen. I posted this on another board. If devs really don't like the effect on Merciless Storm, just give it a limited number of skill checks it can trigger or something. The point is that the problem is clearly on Merciless Storm, not the other perks. What about jolt anyway? What about potential future regression perks? They should just make a simple fix on Merciless Storm instead of messing with other perks, introducing more problems and potentially having more things to worry about in the future, and also nerfing DMS for no reason of its own (now DMS basically has to be used with Pain Res or Pop like OP mentioned. On its own it's garbage. It can take 20 seconds for a killer to find the gen being worked on after hooking a survivor, so it would only block the gen for 30s - 20s = 10s. WITHOUT DMS, the survivors may not be able to work on the gen for 10s anyway if they are driven off of it. This is again just back to more limiting build choices for killers, not to mention PS + DMS is just punishing solo q while doing nothing to SWF when the solo q SWF gap is clearly already the biggest problem the game needs to urgently address at the moment.)

    Vote OP up devs need to see this post!

  • I agree this is one of the most stupid changes I've ever seen. If devs really don't like the effect on Merciless Storm, just give it a limited number of skill checks it can trigger. The point is that the problem is clearly on Merciless Storm, not the other perks. What about jolt anyway? What about potential future regression perks? They should just make a simple fix on Merciless Storm instead of messing with other perks, having more things to worry about in the future, and also nerfing DMS for no reason of its own (now DMS basically has to be used with Pain Res. On its own it's garbage. It can take 20 seconds for a killer to find the gen being worked on after hooking a survivor, so it would only block the gen for 30s - 20s = 10s. WITHOUT DMS, the survivors may not be able to work on the gen for 10s anyway if they are driven off of it. This is again just back to more limiting build choices for killers, not to mention PS + DMS is just punishing solo q while doing nothing to SWF when the solo q SWF gap is clearly already the biggest problem the game needs to urgently address at the moment.)

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3078458#Comment_3078458

    I see a difference. I just don't think i lost because of communication. I think I lost because SWF can put together 4 juicers

    You can put whoever you want together. Cope, cru5h, ayrun, JRM, team Oracle..whoever you've heard of. They're going to be solid and juice you. With or without communication. The communication isn't going to be why you lose to them.

    Communication is everything... Without communication you can't even easily gather everyone on the same gen for the last 2 gens and that's the basic of the basic... Let alone things like 99% the last gen with a teammate going for unhooking taking a hit then immediately pop adrenaline to heal etc.