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PrettyFaceKate

PrettyFaceKate

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PrettyFaceKate
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  • Depends on the situation. Certain killers (many actually) cannot be looped and are best dealt with via holding w and/or pre-dropping, and in general trying to minimize or avoid interaction altogether.

    Also, respecting the ######### out of pallets is meta, because with slower gens, hit validation being a joke and bloodlust 2 kicking in faster, you can just try to mindgame and, if that fails, you'll get a bloodlust hit anyway. So, going for stuns is often not worthy (again, dependent on killer power and pallet, but still very common).

    @Veinslay said:

    They're crutching hard on Windows of Opportunity. It's playing the game for them. Perk badly needs to be nerfed

    And imagine when they eventually memorize spawns and just apply the same strategy, but now they can run an extra actual meta perk. Crutching hard on memory smh. Memory will badly need to be nerfed as well.

  • It would probably be a good change.

  • There are many bug reports about it. I think it's currently unobtainable, or just extremely erratic to unlock.

  • No. The only lobbies I've dodge in forever are those with multiple flashlights if I'm doing a Hag daily.

  • So, no mither with extra steps, but without infinite unbreakable. That's not going to end well.

  • You can. It just depends on matchmaking.

  • Bubba, because 99/100 they just facecamp and the one time he doesn't he just has a dull chase interaction. Which I wouldn't if at least percentages were reversed.

  • Why wouldn't they? Backlash is just background noise if you don't vote with your wallet.

  • I rarely see starstruck these days. It seems like the novelty has worn out. I usually get full slowdown already with the occasional ruin haunted on omega blink.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315551#Comment_3315551

    It was actually better on the PTB. It gave you an entire second of Endurance, which was nerfed to 0.5 seconds when it went live. But all the survivors had a meltdown at the time because they were losing their free distance.

    But could you turn or were you locked in a straight line? Darn, I'm getting old, forgetting things.

  • Wasn't reworked DH significantly worse on the PTB and then they adjusted it a bit? I honestly can't remember for sure.

  • You run purple discipline and green electrode.

    If survivors greed, you fake the shock sometimes.

  • Does basekit camping stop working after gens are completed?

  • It's a nice perk. If it still trumped stealth abilities, as it should, I'd take it over Bond. But I get more mileage out of the former by making me able to constantly observe the stupidity of my teammates.

  • You need to remove the name of the player.

    I can confirm this bug, it happens when the survivor fast vaults.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314444#Comment_3314444

    Swamp always lets me down. There are 3/4 very well hidden totem spawns and my hex totems will always, without failure, spawn in the obvious 1/2 spots right in the middle of the map with 0 cover around them.

    Reminds of that one time when I decided to try Ruin/Undying on Sadako and first game is on Grim Pantry, both totems were at the the big rocks in front of shack. Good times.

  • Devour, Thrill, Undying and either Face the Darkness or Thana.

    The best map to hide your totems is probably Gideon, but that might be not worth it based on what killer you're playing.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313044#Comment_3313044

    With the amount of anti totem perks, the whole Hex meta should go back to the drawing board. Because Hex perks are so weak, that they don´t deserve the balancing effect of being a Hex. Original Undying was giving Hex perks a better survivability but now its not rare to hear 2 thunderstrikes within the first 30-60 seconds, because totem spawns are so busted. Survivors literally spawn on top of them.

    The point of buffing Erruption was probably to increase its usage numbers. Since before the patch, no one would ever use. Because it was simply a terrible perk. Exhaustion would be pointless, as Fearmonger already gives this effect with just touching a gen and Oblivious, well everyone can see where the survivor was downed.

    Pre-patch it wasn't terrible at all. I used it a lot and it was kinda nutty when stacked (obviously, the slowdown combo you would use was different.) It was underused simply because there where more alternative that didn't require kicking. Although, I went only against two killers who tried the same thing, a Nemesis and a Doc, and they stalled the game forever.

    That's why I was shocked when they buffed it and for me it was crazy talk. If they simply reverted the buff, it would still be a very problematic perk, especially because it keeps stacking so well with gen kickers.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313924#Comment_3313924

    I just think saying “well if we cripple or weaken survivors at the start killers won’t tunnel as much” is wishful thinking. If you did that to me I’d still turn it into 3v1 and there isn’t anything you could suggest that would somehow cripple me as killer in a 3v1 situation. It’s just too easy to basically win then.

    Of course, it wouldn't work. Players who want to win always minmax the path of least resistance. If you want to discourage certain interactions, incentivizing the alternative is only half of the formula. The other half is to actually make the problematic option less advantegeous.

    You can make gens take 5 min each and hard tunneling would still be the superior strategy.

  • I'd say Shattered Hope and Kindred would be relatively safe choices.

    BBQ - incentives killer to leave the hook

    Biggest myth in DbD history.

  • Any perk that blocks windows. Except Cruel Limits, or whatever it's called. I suppose you could make a case for combo'ing with Superior Anatomy as well, or even Fire Up, if you feel particularly memey.

  • There's no anti-tunnel currently. Or rather, tunnel dissuasion. Not even genrush. You can tunnel through the sweatiest genrush. Heck, even more so because perks even deactivate when completing all gens.

    OTR doesn't fill the same niche as DS, although it was obviously meant to. I suppose the intention was to shift from situations where the killer and the survivor have long downtime respectively due to a stun and a slug. But it didn't work out at all. And tbh, it was the most overrated survivor perk, maybe because there's people stuck in the ptb mindset when endurance stacked. But on live its anti-tunnel functionality is a complete failure, while it can be used offensively to punish non-tunnelers.

    Get unhooked, get healed, steal aggro from another chase. Congratulations, you can tank a hit from healthy to injured, then into deep wound thanks to endurance that you retain and you can cap it off with a Lithe play if you wish. Killer gets penalized for spreading hooks.

    However, if you want to tunnel, you literally just need a pair of headphones to know if the perk is in play. M1 them immediately. There goes your anti-tunnel. And your DH. And your medkit with fancy add-ons.

    You could argue that a tunneler would just wait out the base unhook endurance in normal instances, making OTR somewhat effective at forcing distance. However, hitting inmediately and then catching up after 15s to get rid of OTR is functionally the same as waiting out 10s when there's no OTR. In both cases the survivor gets to a resource, but in the former deep wound denies other defenses.

    If basekit unhook endurance didn't put survivors into deep wound (à la MoM) and if endurance was lost upon fully healing, then we could make a case for OTR to be anti-tunnel.

  • The only perk I encounter semi regularly is Prove. Here and there, not every trial. Hyperfocus and Stake Out almost never, either on each own or in combo. Fogwise on some Vittorios, but it seems like a waste in a 4-man. They can relate the position of the killer anyway. I saw Wiretap much more often, for comparison.

  • @Chordyceps said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312388#Comment_3312388

    Im not saying Hubris on Deathslinger is useless, im saying hubris triggering from a chain break is useless. Cause hubris exposes a survivor. Which does nothing, because if the chain broke, theyre already injured.

    I'm dumb, I was thinking of Dissolution. Well, time to go to be, I guess.

  • What benefit does this provide?⁸

    ???

    The strategy is to spare them over a pallet, then hold W until they vault it and they die, there's nothing they can do, unless it's a god pallet they can slow vault.

  • you can loop up before blinking to get a longer blink

    You just get the maximum distance that's intended, you can't get a longer blink. It's done because if your Los is ever so slightly below the horizon you get a partial cancel. But looking anywhere at or above the horizon yields the same distance.

    Now Leatherface, on the other hand, can exploit looking down to get further reach on his chainsaw.

  • The only thing that should go is his bs camping. Which is 5 years overdue.

    He can stay because he's cute how he carries his cainsaw like it's his teddy bear.

  • Regardless of the actual details of the solution, they likely won't anything because they thought they fixed it with the rework, except they actually buffed it, because not only he can still completely deny the unhook, but he can also double hit through bt/endurance now.

    Watch the teaser of the rework. They showed Bubba holding up a chainsaw when camping in the basement and go in a tantrum. As if that meant he couldn't facecamp anymore. That's what happens when you don't playtest.

    Meanwhile, basically all new killers had something that made sure they couldn't bash unhooks into oblivion (PH, twins, artist, trickster, knight, etc.)

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310353#Comment_3310353

    This is the thing I am a bit worried about. IMO the 1 second shaved off if every great Skill Check was hit is nothing that warrants a change and the 20% stronger wiggle at base can be roughly the same. But paired with Boil Over and if there is some stuff lying around or doors which need to be passed, it can be more annoying than the potential of shaving off 1 second of Wiggle Progress.

    You just need to walk sideways alternating each side. It might get a couple runs of practice to get accustomed to, but the swaying ain't that effective. The hook aura hiding is what really might get you in indoor maps, or the fact that you might be forced to drop.

  • I think I would use an offering for Borgo instead. The map is wide open and palette makes Myers stick out like a sore thumb, especially when using the gown.

    Overall, very fun thread for memers. Too bad they took away burger king Myers. Rip, sweet friend, gone but never forgotten.

  • Aren't great skill checks way harder to hit on console? I have to see how big they make them, because this might be another instance where console gamers get the short end of the stick. Again.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310274#Comment_3310274

    Oh sorry, I got my absurdly over complained about perks mixed up. Let me fix.

    Monkey see chase. Monkey see injury. Monkey let go gen. Injury man fall down. Monkey get back on gen.

    There.

    Can't get erupted if you don't do gens. 4head advice right there.

  • The changes are an obvious improvement, but minimally impactful. They don't tell you if someone is getting camped, if the other survivors are going for the save or simply being useless crouching in a bush, nor if there have to be a 2-man rescue because the killer is facecamping playing the grab stupidity.

    Some people are freaking out over those icons, but the novelty will wear out quickly. Welcome change, but underwhelming nonetheless.

    OH AND DO WE WANT TO TALK ABOUT HOW SOLOQ STILL HAVE TO BRING A PERK TO KNOW HOW MANY TOTEMS ARE STILL UP? (Psst no, the icons won't solve this. You won't know if your teammate finished that cleansing nor you will be able to pay attention in chase).

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309488#Comment_3309488

    Her skill cap may go up a lot depending on whether or not they adjust her recharge add-ons. You have to be fairly efficient with your blinks at base recharge speed.

    Wait a second... are you telling me I've been a god nurse all this time and I had no idea?! Holy moly 500 win streak here I come!

    P.S. btw, you were darn right when you called they were changing nurse in the mid chapter

  • Jokes on you, my Nurse build is Corrupt, Awakened, Stridor, Spies and I never use range or recharge.

    @Sycamore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309332#Comment_3309332

    Probably because the eruption problem is a skill issue, not a balance issue.

    True. Skill issue on the killer side. But hey, we send you good vibes regardless.

  • Thsnks for the summary, I can't watch right now.

    I largely agree with Scott's points here. A mechanical solution to tunneling is bound to create more problems than it solves.

    And I largely disagree with this, instead. Solutions can't be found if they aren't tested. Plenty of proposals have been made through the years. BHVR simply ignored the problem that they band-aided with perks, until they had to do at least something because they were going to nerf those perks that were meta for a reason. Then they ignored it again, despite compounding it through strenghtening camping via longer gens and slowdowns.

    A very simple and relatively gradual option would be to make the post unhook endurance to work as MoM's, for example. It would still be on a timer and conditional on conspicous actions, BUT it won't put you in deep wound. Now, if you want to hard tunnel, you will have to contend with that and a possible (just one) subsequent instance of endurance from OTR, DH, etc. instead of circumventing the issue altogether by simply hitting inmediately after the unhook.

    As it is now, post unhook is just there to keep non-tunnelers honest, while it's a mild inconvenience for determined tunnelers who know they can just hit immediately and chase down, which is better value in 90% of cases unless somehow you happen to be on a map with deadzones for miles around the hook.

  • @[Deleted User] said:

    P100 Onryo. Nice

    Not one Billy. Disappointing.

    Only slowdown meta users in these screenshots, hence no Billies. Too Gigachad to be meta slaves.

  • It's called a pustula flower. There are challenges in older tomes. You select it and it will spawn in the map, but only can interact with it.

  • SoloQ cannot be feasibly balanced, because the skills of teammates is RNG.

    HOWEVER (big however), there are definitely things that can be done to improve the conditions of soloQ and on that I completely agree that devs have been way too lackadasical, if not even opposed, to at least try.

    I'll go so far to say that the new icons, while undeniably an improvement, will be mostly underwhelming. Knowing that someone is not on the objective and not in chase doesn't tell if they're going for the save or just bring useless, or they need help for a camping killer, etc.

    Kindred basekit, maybe with tweaks, would've been a better solution.

  • @Rudjohns said:

    Ruin deserves a rework

    -Not a hex anymore

    -Once a survivor is put on a hook all gens start regressing at 150% speed

    Done, decent perk that also kinda counters the kick meta

    Poor Oppression might as well get deleted at that point.

  • @[Deleted User] said:

    I have a feeling Nurse is going to get BHVR'd in a huge way. They've been way too quiet about it. I'm already salty.

    Eruption nerf.

    Survivor icons.

    Introduction of SR in addition to MMR? They've asked about ranks in surveys for a while now.

    Maybe I'm out of the loop, but I can't remember anything that hints at them considering Nurse a problem and then going radio silent. They even buffed her range addons not long ago, whether it was a bug fix or not.

  • Mine are low as usual (yes, I'm fun at parties).

  • No reason to belittle you. Games are for enjoyment. If you don't find any, it's more than natural to vent, take a break and reasses.

    @Gylfie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359849/just-quit

    I came to the same realization. I haven't been playing much recently, like one game every two days or so, just because I haven't reached tier 85 of the rift yet. And when that one game is against a Blight who tunnels at 5 gens and someone is already on their second hook, you don't really feel like queueing up for a second round.

    Two days ago I was showing my friend the game for the first time and in the very first game I got hard tunnelled by a Clown for no reason. My friend said 'so basically if the killer decides you die, you die?' and that sums it up pretty well.

    This game has come to the point where (solo) survivors only win if the killer lets them, and that just doesn't feel rewarding even when you do escape. I much preferred how the game was before the big balance changes. At least my wins felt like wins and not like mercy.

    Lol I feel you. When EGS was giving free accounts, I was finally able to introduce a friend to DbD.

    Well, literally 3rd game we get a facecamping bm'ing Bubba with more than 2k hours. We basically had a similar conversation as you did and I had to somehow explain to him that there's nothing we can do if the killer decides to do that and no, devs aren't going to fix it since it's been in the game since forever. Following trial a Wraith stealth camping the hook and uncloacking to play the grab standoff. My friend never touched the game again. We play fps. Well, at least it was a free account.

  • They tried a vanillla experiment iirc. In general, the game is 'balanced' accounting for loadouts. Take those out of the equation and you'll just get hardcore camptunnel by daylight vs immersed gens-before-friends by daylight.

  • @BloodBird said:

    @Steakdabait What mechanic is that? When I play wesker, whenever you vault a pallet with virulent bound there is a cooldown before you can attack or use another bound, I saw an animation of a swing, I've never heard of this mechanic.

    I think they mean the mechanic that damages a survivor if they try to vault back into a Wesker who just vaulted. However, you were way too far for that.

    This looks like a lag/desync related event, especially if you didn't notice anything else out of the ordinary.

  • @Xendritch said:

    I actually big disagree with this for a couple reasons.

    1. Will it be nerfed at some point? Probably yes but there's no way to know when, you mention dead hard but that took 4 years for anything to happen. Should people actively weaken themselves because maybe someday the meta will change? Take this logic to other games and nobody would think this was good advice. Oh don't play the top deck in Hearthstone because they might nerf it and it will leave rotation at some point. You'd be laughed out of the room for ever suggesting anything like that.
    2. Going back to dead hard....yeah.....still 2-4 every single game. It was overall nerfed but it's still very strong and what's to say if CoB or eruption get changed they won't still be strong. That's already happened once before for killers with ruin. It was deemed too strong got completely changed but that version was still very strong and was the meta for a long while even after the change.
    3. I would actually encourage newer players to run these perks to give them more time to learn chase without getting discouraged. These arn't NOED where you fail all game get to end game and then one shot people because they weren't expecting it. You still need to actually chase and get downs and hooks to win with these perks and these just slow the game down for newer players that otherwise would likely get overwhelmed.

    Dead Hard took 4 years to nerf because it didn't work for 3 of them.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308113#Comment_3308113

    I am well aware of how Old Ormond was. I'm also well aware of how Eyerie was and is. Hence why I said "depending on RNG".

    Hey, fair enough.

  • And to think the infinite tree was nerfed to not trigger balanced landing. That was really op busted.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308080#Comment_3308080

    Tbh depending on RNG it can sometimes feel worse than Old Ormond.

    I'm pretty sure they shadow nerfed the number of pallets of Eyrie. Meanwhile, there were always safe fillers on Ormond, with full Los, but high enough to block projectiles. The only real deadzone was near the small cabin.

    But the main building was stronger, you could also get all 3 god windows downstairs with the good pallet and the 2 god pallet upstairs.

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