Pulsar
Pulsar
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@HugTheHag said:
It's apparently not a nerf to the PTB, but was always the intention in the dev update, and it was just written in a way that was hard to understand.
Personally feel like it's much too hard of a nerf, I think the previous dev update version was fairer.
However, it won't change my DH pickrate as you can't downgrade from 0 haha.
I thought the Dev Update was pretty clear, but I guess it was a mistake.
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385578#Comment_3385578
Does the perk still carry the exhaustion effect? I haven't played the PTB yet but perhaps they should remove it from the exhaustion category so it would feel better to run with the others.
Yes, the perk still has the Exhaustion effect.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385578#Comment_3385578
I think it would be incredibly healthy for the game, if dead hard was finally not worth running over the other exhaustion perks.
I really hope we can have a chase oriented meta, and this requires dead hard to be massively nerfed.
Well, if your only goal is to remove it from the meta, I would say mission accomplished.
As for making it not worth running, I would think that very good Survivors will still run it, the perk is just dead for casual players.
Also, holy ######### Self-Care is awful.
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@Coffeecrashing said:
This finally makes dead hard a high risk high reward perk, which is what it should be. The perk will finally have an actual risk, because if it’s used incorrectly, the survivor loses the activation.
I think this firmly makes the perk not worth running over Sprint Burst and Lithe, perhaps Overcome.
I could be wrong, but perks that are reliant on the Killer's internet are generally not very good.
If they want to keep that aspect of the perk, I'd suggest adding more activation conditions. Perhaps pallet saves or flashlight saves. At the very least, make Pyramid Head cages count.
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@Sonzaishinai said:
Not really. Her 3 gen is only good if survivors let it be.
If they actually bother to interact with her power her 3 gen abilities are about as good as a trapless trapper
She is really good at defending totems but she still can only be at one place at a time.
It isn't much stronger then demo's ability to defend totems and that boy can fast travel through his portals
I disagree.
I tested her "find a 3-gen at the start of the match" and then hold it forever. I could literally have held that until the server closed. That's not on the Survivors, that's on poor Killer design.
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They go on the hook.
It's what I'd expect if I were playing Survivor
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385024#Comment_3385024
Literally I discovered that auto dh exist like 1 or 2 weeks ago, before this I had only the suspect that can exist such a cheat. Before, both me and my friend who play both roles equally, said that it's impossible for survs to time it this perfectly (but we thought was only skill, because nobody of us knewed that auto dh exist). Ok it can happen one time, two times, but when is 99,9% impossible because you don't have the time to react to the hit and press dh, this is obviously autodh, and it happens in like all of my matches. It's funny to see that you, a "killer main", didn't notice it. If you really are a killer main, you notice every single thing that are too strange to be legit.
"I defend surv because I'm a killer main", did you say this? Mh, sorry but I don't agree with your statement. If you're really a killer main with "avarage 85% of kill rate" there are 4 possibilities:
1) You play in low mmr
2) You play only Nurse and Blight
3) You hard tunnel and camp at 5 gens
4) Both 1, 2 and 3
Sorry, but it's not possible that you have 85% of kill rate and you defend surv, because 85% of kill rate will mean that you're in high mmr (since mmr rise really fast), and in high mmr playing killer is an hell, except for Nurse, Blight and maybe spirit with mother daughter+ blossom. If we talks only about kills, bro every match I end up with at least 3/4 because I don't slug for the hatch (boring), killing really isn't a problem for me. But it's not good that for win a killer match at top mmr I have to live with the constant anxiety of being genrushed because I don't have gen defence perk anymore (since all of them got destroyed), and lots of killer mains complain about the anxiety that a killer match can make you feel. Gens are too fast, you need to tunnel and camp early game to make the match winnable. I think I saw you saying that tunneling and camping aren't needed, well bro let me tell you something: in high and top mmr, if you don't tunnel, you loose. It's an "enjoy t bagging at exit gate", because you maybe do lots of hooks, but max 1 or 2 kill, if you end up with a 4/4 at top mmr without tunneling you met really noobs. That's it
Like I said, it doesn't happen often. If you REALLY think it does, swing when they are on the opposite side of a pallet from you. If they have auto-DH, they will Dead Hard. That's your test, go out and prove me wrong, if what you've said is true, it shouldn't be hard.
You can be high MMR. High MMR lobbies are not a consistent thing. The matchmaker is not set-up to support that. If I figure out that some people I'm playing against ARE good, I will do what I need to do in order to win, I know they'll do the same.
You put too much faith in a purposefully inaccurate matchmaker and you rely too heavily on accusing others of cheating.
I can't say for certain without seeing gameplay, but it would seem to be that you're probably playing at the border between very mid-level play and the lower-end of high-level play. Pretty much everything you've been saying confirms that for me.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385113#Comment_3385113
Make it even worse?
I don't see how it would be worse.
Honestly, it might help people.
At the moment, we have a bunch of people saying, "Well, I'm clearly high MMR because the players I play against play perfectly".
If we had visible MMR, we could actually try to help those people by figuring out where they are at in their gameplay and give them some advice to help make the game better for them.
What we have now is basically Overwatch but you don't get to see your Rank. Nobody is happy with this system.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385105#Comment_3385105
I'm afraid of "I'm better than you, your MMR is lower than mine... therefore you're invalid" type of replies if they show MMR.
Elitism.
Do we not already have elitism?
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@th3syst3m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384848#Comment_3384848
This plus probably 1% of people that say they're high MMR actually are.
Most likely.
Even through all my Killer matches and my sky-high win rate, if what the Devs have said is true, I'm probably not even high MMR.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385038#Comment_3385038
I know what you mean but you give me a toxic vibe with that ending honestly, the wording. It's kinda annoying, flame sparkling
I've softened my wording in order to better illustrate my meaning and point.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385024#Comment_3385024
"It's not very common, that's copium and an excuse for poor gameplay." , I don't think such a statement is required.
You may have takes that people dislike and will call you "killer" or "survivor" main, let it be, this ain't changing. However, you shouldn't engage in topics with a "punch in the face" kind of ending.
My2cents
It is though.
If you play with the attitude of, "I didn't get outplayed, they were just cheating" you will never improve and you'll develop a very toxic mindset.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385005#Comment_3385005
Auto dh exist, and it's very common. I see you in like every post, and you defend only survs, so I'm pretty sure you're a surv main so probably you don't see it because you don't play killer that much (I don't want to argue with anybody, so don't take it as an insult). So, how do I know that autodh is very common? Because dh can be baited very easily. So what I do is basically be very near to the surv I'm chasing, so I don't have to slunge because slunge = enjoy dh, and I wait like a second or two. So, how is possible that EVERY surv I meet with dh can time it perfectly even in a situation like this? Now tell me, in a situation nearly impossible to understand when the killer is gonna attack, you time dh perfectly. Maybe one time, two times, but always? Nah bro, simply people doesn't notice it but if you watch really carefully you will see how many survs use autodh. Obviously, you need to play in high mmr, because as I will always say, cheaters and subtle cheaters are only in high/top mmr for obvious reasons.
I defend Survivors because I'm a Killer main.
I'd like to have a challenge in my games, I'm averaging a 85% kill rate and it gets boring.
I play almost exclusively Killer. Nearly every DH can be baited or negated. Sometimes, you still get hit with it. Some people are THAT good.
Are you familiar with "Red Car Syndrome"? You may also know it as the "Baader-Meinhof Effect". In brief, it says when you become aware of something existing, the expectation of seeing it can color your reality, making said thing appear much more common than it truly is.
This can trap you in a very toxic mindset where you will never improve and will see your own misplays as merely being due to the other side cheating. Due to you knowing of auto-DH and perhaps even playing against it once, you now expect it and any DH that seems well-timed suddenly appears to be auto-DH.
Do you understand what I'm saying?
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384948#Comment_3384948
Sorry if I'm strong and I don't deny it. It would be silly for me to talk without knowing ######### about the game, don't you think? As many do on this forum, they don't know #########, they barely have 200 hours and they talk. However, I have the right to talk about how the game should be fixed as I'm a veteran and am at high mmr with both surv and killer, if it bothers you that's your problem (and since you tagged me I wouldn't be surprised).
Oh and if you want to hear my opinion so badly, well this guy said nothing new. Genrush will be the next meta if the patch go live, but not because the dh nerf (because surv mains say that bhvr force them to genrush because dh nerf), but because first of all there aren't any side quest for survs, secondly all gen regression perks are destroyed and prove thyself is still here (also the buff of overzealous does not bode well, it almost seems that the devs want to see genrush). Also, as the guy said, at top mmr resilience will become meta because survs feel more confident in remaining injured, but if they're injured chase will proceed faster because the first hit is usually easy (at least for me the first hit is usually easy, I don't know for others). In the end, this patch is good on one side because finally dh is nerfed, reducing the "auto dh" that will be in one game (because I think everyone knows that bhvr nerfed it in this way because they aren't able to fix auto dh script), also healing is nerfed (coh maybe is too much, because personally I would've done 75% bonus, no self healing) and is good because medikit and their add-ons are busted af, but on the other side all gen defence is dead, and without seeing bnp, toolboxes and prove thyself getting nerfed... Well, genrush will be even heavier.
Auto-DH is extremely rare.
Most people just use it as copium for getting read by the Survivor
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Yes, I dislike the term.
There's a difference between being an ######### in-game and being a bully.
Bullying shouldn't be trivialized by calling anyone going for saves a bully.
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Usually, it favors the Killer I've found.
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High MMR isn't a consistent thing.
The matchmaker just doesn't work that way.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384788#Comment_3384788
still you got to compete against higher levels which is good
I am very grateful to have had the opportunity.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384365#Comment_3384365
how well did you do?
I won a couple of games, I didn't win the tournaments or anything
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384361#Comment_3384361
Pulsar words it like that most likely to save the thread from being shifted in over to the Feedback part of the forum, where vastly fewer people partake, and also to encourage debate as opposed to just sounding off without discussion.
This would be true if it were my thread 😂
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384407#Comment_3384407
Exactly. The end result will be: at higher level, there is Blight, Nurse, Spirit and Artist left. The other killers cant win by default against the good teams.
But its my fault: I should have never main Freddy, Pig and Sadako. My favourite is total garbage, I assume I will play much more survivor or switch to Blight as Main-Killer...
Holy victim complex dude. I promise you it isn't that deep.
I don't know how you play but it seems like attitude and mindset are holding you back.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384340#Comment_3384340
Your posts are very survivor sided. I don't care what side you actually main.
Yeah, because the game has shifted way too far into the Killer's favor, imo.
I'd like a challenge in my games, I'd like to feel like I'm improving, not continually stomping.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384346#Comment_3384346
did you play as killer or survivor in the tourneys?
Killer
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382243#Comment_3382243
how high do you think you are at the moment?
I've no idea and it's hard to say without sounding like an arrogant #########.
I don't think there's any good way to quantify it either, since the MM prioritizes queue times over fairness.
I've played in some tournaments, scrim nights and such things.
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The healing nerfs ENCOURAGE Survivors to not bother and stick to gens.
Most players aren't comfortable doing that. Casual Survivor players are going to be absolutely massacred by the vast majority of Killers while top-level teams are going to slam gens even more efficiently.
If these changes go through, I'd expect a fair amount of Killer nerfs in the following patches due to a sky-high Kill Rate.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383758#Comment_3383758
Pointing out a double standard is valid.
Dead Hard deserves a heavy nerf, and you're trying to completely undo it, by allowing survivors to easily force a dead hard activation. The whole purpose of this meta shift, is to encourage killers to chase more, and that requires dead hard to go away, because dead hard is a massive demotivator for chasing survivors.
This is so sad, that here I am hoping BHVR can reach their goal of making chases more valuable, and a bunch of other people want to completely sabotage that goal, because they don't want survivor to be nerfed. A chase motivated meta is healthy for the game, and people should want this to happen. Do people actually like it when killers just park themselves in an area, and refuse to move? Really, no one wants to see if this meta can work? You all just want to complain to BHVR that the entire burden of the meta shift should be on killers, and survivors should just get what they want with minimum inconvenience?
You...understand that I play almost exclusively Killer, right?
All of my changes are coming from a "Killer-main" point of view.
No, I really DON'T want 2018 DBD back and ESPECIALLY not with today's competitive mindsets.
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@Anti051 said:
What if we saved all the feedback/criticism for after we've actually tried the update?
Because I won't be able to play the PTB since they never added it to console
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@Hex_Llama said:
I agree that PR shouldn't be a Scourge Hook perk if you only get four tokens. If for no other reason than that the point of a Scourge Hook perk is that something happens when you hook people on the Scourge Hook. With the new PR, you'll get to a point where nothing will happen, and a Scourge Hook will be like any other hook.
For Dead Hard, I agree that it sounds like it's useless now, but my fear of having it activate from protection hits is playing matches where the problematic survivors constantly swarm you with Dead Hard, Mettle of Man, one of those syringes that makes you invincible, etc. Personally, I don't want them to have more incentive to go for cheesy body blocks.
Those Syringes are getting nerfed, presumably.
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@Dreamnomad said:
Do whatever you want, but don't you think you should at least play a few games after the update before coming to any conclusions? Honestly, I'm not particularly looking forward to this update, especially when playing as a survivor but I'll at least try it before passing judgement.
As killer? Sure, I'll play. I'll probably be disappointed at how easy it is, but I'll definitely give it a shot. Maybe I'll be wrong.
As Survivor though? Nah. Pretty much all of those changes massacre solo q players.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383871#Comment_3383871
6.1.0 had so many changes for either side it's impossible to quantify it like that.
For example, killers gained 0.2 seconds on pallet breaks, and lost nearly all of their meta gen regression, however it turned out the gen regression they got in return made up for it.
Meanwhile survivors lost endgame DS and Dead Hard, only to gain a new Dead Hard a couple weeks later when they all realised it wasn't a nerf at all. In addition to basekit BT, super-buffed OTR, and a host of minor buffs to perks like Spine Chill, Lucky Break, etc.
To say that it "massively" favoured either side is insane hyperbole.
Kill rates jumped up pretty high.
Killers gained their best meta since original Ruin Undying
I don't know how you CANT see it as a huge Killer buff. I think that's just copium.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383823#Comment_3383823
Fortunately, none of the proposed changes are bad enough.
Survivors have had so many patches recently that favored survivors. And killers kept getting told “every patch doesn’t need to favor killers”. Now we finally have a patch that can be good for killers, and we should just let it happen, because every patch doesn’t need to favor survivors.
...what?
6.1.0 massively favored Killers.
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@HastuneMiku said:
I made a thread about Dead Hard.
But I think Pain Resonance should have its numbers buffed. Since it can only activate 4 times per game. I think 50% of total gen progression would be a good way to do it. It's only useable four times per match, and you have to hook four different survivors for it to work four times. This would make it a good perk. A little risky (since you might not get a scourge hook when you need one) but also a strong (but not oppressive) effect.
50% is absolutely an oppressive effect.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383817#Comment_3383817
You still have to actually land the DH, which depends on how the server is feeling and how nice the Killer's internet is.
So... still the same as it is now?
Exactly the same as it is now.
With the added pre-requisite of safely unhooking another Survivor, which entirely depends on the Killer, again.
Again, I wish you'd say what you want. I'm trying to keep the pre-requisite but balance it out. What do you want from this
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383790#Comment_3383790
Both sides can create exaggerated claims. Killers can claim that if all the good gen kicking regression perks are nerfed, that it would be impossible to defend generators, and survivors will just gen rush every game. And we need to look at the consequences and ramifications of nerfing an entire genre of game slowdown, because nerfing so many of these perks is unfair.
But doomsaying doesn’t really help the game at all. And trying to get some of the survivor nerfs reverted, because of popular feedback, is dangerous thinking, because it implies that the popular opinions are always the best opinions.
We shouldn’t be looking at this as a negotiation phase. We should be trying all these changes for a good solid amount of time, to see how the meta evolves, and work from there.
Disagree.
Some changes are bad enough that they do not need to be tested outside of a PTB.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383796#Comment_3383796
Why would you go after a Survivor with 3 health states over a Survivor with 1?
Why would you do it now? Everything you're saying is applicable to right now. This is already a game where you can ignore the unhooker because "they might have 3 health states." It is the exact same thing. Nothing changes.
If you want the perk dead, just say that. I don't want to waste time arguing over something if one of us doesn't want the perk to be remotely useable.
Is unhooking a survivor so rare and difficult that Dead Hard will never function again? Don't be melodramatic.
Yeah, it is actually.
You still have to actually land the DH, which depends on how the server is feeling and how nice the Killer's internet is. I've been counting over my last 10 matches, how many failed DH's do you think I saw? I'm counting both "the server rolled back the DH" and the very obvious failed DH. You can tell if the server denies the DH a lot of the time.
The perk is going to go the way of Deliverance. Strong theoretically but almost useless in a live game without the assistance of SWF.
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I mean, I've been around for almost 4 years now. I haven't gotten banned.
As long as you follow the rules, you'll be fine.
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@Kalevi said:
Adrenaline: removed the effect of waking you up from The Nightmare's dream world.
Any Means Necessary: You can only use it twice on the same pallet.
Autodidact: Increase the healing skill checks by 20%.
Bite the Bullet: Mending is silent and you won't make noise. When you're being healed by another survivor, you don't make any noise.
Blast Mine: Reverted the nerf.
Boil Over: This perk is now less effective against killers playing with controllers on consoles.
Calm Spirit: Removed the interaction speed reduction.
Corrective Action: It now affects survivors in a 8 meter radius and stops skill checks without the need to cooperate.
Counterforce: When a totem is cleansed by another survivor, gain a token and reveal the furthest totem from your position.
Déjà Vu: The 3 generators closest to each other are revealed to you for 100/110/120 seconds instead of 30/45/60 seconds.
Empathic Connection: Changed from 2/64/96 metres to 64/96/128 metres.
Guardian: From 4/6/8 seconds to 6/8/10 seconds.
Low Profile: Activated indefinitely when you're the last survivor alive.
Spine Chill: Retired.
Teamwork: Collective Stealth: Removed cooldown.
Teamwork: Power of Two: Removed cooldown.
Technician: Removed additional regression penalty. Repairing a generator is completely silent. Doesn't alert crows. Repairing a generator reduces sparks and other visuals, making it harder to see for the killer.
Unbreakable: Increases recovery speed from 25/30/35% to 40/45/50%.
Vigil: Increases recovery rate from all status effects.
Beast of Prey: Hides the red stain when chasing a survivor. When in Bloodlust, undetectable activates.
Blood Echo: Removed cooldown.
Bloodhound: When you're within 32/34/36 metres of an injured survivor, show a blood trail that leads you to the injured survivor.
Claustrophobia: Removed the limit, affecting all vault locations on the realm. Increases 5 seconds for each generator repaired for a total of 55 seconds.
Deathbound: Removed the range limit.
Deerstalker: You can now see survivors in dying state at all times.
Dissolution: Activates immediately after being injured. Increased duration from 12/16/20 to 20/25/30 seconds.
Distressing: Increase terror radius from 22/24/26% to 40/45/50%. Survivor's heart beats very fast no matter how far or close the killer is.
Dragon's Grip: Reduces cooldown from 120/100/80 seconds to 80/70/60 seconds.
Dying Light: Each token increases the obsession's action speed by 2/2.5/3% to a maximum of 22/27.5/33%. This perk doesn't reveal itself until a survivor that isn't the obsession is hooked.
Fire Up: From 3/3.5/4% to 5/5.5/6% for each token.
Forced Penance: Protection Hit also hit through endurance effect, potentially putting the survivor into the dying state.
Furtive Chase: Every token gained makes it harder for the survivor to hear the chase music.
Grim Embrace: Extends the effect of the Entity blocking timer by 5 seconds.
Hangman's Trick: Hitting the survivor who is sabotaging the hook will lose all their toolbox charges.
Hex: Crowd Control: Permanently blocks the vault location until the Hex totem is cleansed.
Hex: Huntress Lullaby: Reverted the nerf which now affects all skill checks. When removing the hex totem, the effects persists for 30/35/40 seconds.
Hex: Ruin: This perk doesn't deactivate if a survivor is dead.
Hubris: Removed cooldown.
Insidious: Extends the undetectable status effect for 2 seconds.
Leverage: Removed the timer.
Oppression: Reduces cooldown from 120/100/80 to 80/70/60 seconds.
Overwhelming Presence: It also affect survivors using flashlight, making them shake uncontrollably. Skill checks randomly shake.
Predator: Scratch Marks left by survivors are easier to see and stays for an additional 3/4/5 seconds.
Septic Touch: Now affects altruistic healing as well, affecting the other survivor healing an injured survivor.
Shadowborn: Start the trial with 3 tokens. Gain 1 token whenever you hook a survivor. 1 token is consumed once a survivor reveals your aura and hides the effect for 10 seconds. Increases the range of killer aura perks. Killers get now a basekit FOV slider that can be altered in settings.
Shattered Hope: Retired. Is now basekit without the aura effect. Killer can now choose between keeping it or destroying it.
Stridor: It now also increases coughing sounds from Nemesis infection or puking/coughing sounds from Plague's infection.
Territorial Imperative: The survivors that are in the basement are revealed to you until they are out of the basement. Only activates if you're 32 metres from it. Removed cooldown.
Thanatophobia: Reverted to 4.3.0.
Trail of Torment: Removed the aura.
Unnerving Presence: Increases trigger odds of skill checks by 20%. Affects all skill checks.
Unrelenting: Reduces attack cooldown of missed attacks by 30/35/40%. Hitting an object reduces attack cooldown by 40%.
Whispers: A survivor that is on a hook will not activate Whispers.
Adrenaline: Sure, it's fine, I guess. It was a fun interaction but I guess it's whatever.
AMN: I don't really think this perk needs a nerf.
Boil Over: It just needs to do something completely different until we get proper controller settings.
Spine Chill: It's fine how it is.
UB: Don't like that. Keep it the same at it is now, it's fine as is.
Vigil: It already does this, I think.
Beast of Prey: Don't like this at all, needs a rework.
Blood Echo: Don't like this. Shorten the cooldown, don't remove it.
Bloodhound: No, that's a horrid idea.
Claustrophobia: Remove the range, sure. Make it a little longer, sure. 55 seconds is way too long though.
Deerstalker: This perk is fine as is.
Dissolution: This perk is fine as is, MAYBE you could increase the duration.
Dying Light: What?
Forced Penance: Encourages tunneling and makes it unpunishable, no good.
Furtive Chase: This is a buff to Survivors.
Hangman's Trick: This is still bad. Franklin's and even Overwhelming Presence are better.
Hex: Crowd Control: No, this is a bad change. Have it block for 25 seconds. Permanent is stupid.
Hex: Huntress Lullaby: Effect persisting is fine, keep the nerf to skill checks.
Overwhelming Presence: Bad change.
Thanatophobia: No thanks, we don't need even SLOWER healing speeds.
Trail of Torment: The aura needs to stay. Maybe make it a delayed effect.
Unrelenting: 40% is probably too much.
If I didn't mention something, it means I either agree or think it's passable.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383733#Comment_3383733
It doesn't encourage tunneling any more than it already does now. It can't get worse.
It does?
Why would you go after a Survivor with 3 health states over a Survivor with 1?
If you want the perk dead, just say that. I don't want to waste time arguing over something if one of us doesn't want the perk to be remotely useable.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383666#Comment_3383666
The condition is safe unhooks, on purpose, to place a hard cap on the number of uses. The condition should never be protection hits, or anything else that could potentially be unlimited.
This is supposed to be a major perk nerf. Why it is ok for killer stuff to get nerfed into the ground, but whenever survivor stuff is targeted, people try to turn it into a negotiation phase?
Whataboutism?
I literally just addressed PR in my post. Did you not see that part?
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@Xernoton said:
DH needed a nerf or a rework. This nerf doesn't kill the perk. Instead it makes the perk unhealthy for the reasons you stated above. Not a great plan. I can only hope nobody will run it anymore so this becomes insignificant. A rework would have been the better option but here we are. Though, if it activated upon taking a protection hit wouldn't this incentivise tunneling as well? Protection hits only happen when a killer is already tunneling. If DH activated on a survivor that took a protection hit I would still go after the other (from a logical perspective).
Pain Res, CoB and Overcharge are all getting killed. Jolt will be the new king of regression perks. Wow. That hits hard. Though, as I understand it Pain Res will only work for each individual survivor's first hook stage. So it doens't really reward tunneling. Camping, yeah because an exchange will still trigger it but tunneling? No.
Protection hits happen whenever you take a hit for an injured survivor. It still doesn't encourage you to tunnel, but it doesn't incentivize you TO tunnel like the current DH does.
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I think the game will just revert back to the 2018 meta.
Pharmacy wasn't meta then, it won't be meta now I don't think.
We'll Make It will be very popular though.
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It was not.
Tinkerer pops, go to gen, chase Survivors off gen, watch gen regress. Repeat until Ruin + Undying was broken.
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@Caiman said:
I guess protection hits activating Dead Hard suits David just as fine as unhooks. It does mean every survivor you bop while carrying a survivor will have Dead Hard activated by it, so bodyblocking will be just as annoying as ever if not more so in the event of survivors descending on you like locusts to get hits for their DH. That sounds ridiculous, I know, but people can be ridiculous. Encouraging protection hits mid-chase is fine though.
However, the downside of switching from unhooks to protection hits is that unhooks have a hard cap, protection hits don't, and I prefer there being a hard limit to the number of Dead Hards in a match. It also means Adept David will be borderline impossible because you'll be taking protection hits with a single health state. That ain't gonna work.
As for Pain Res, I agree that the upcoming update will weaken it to the point it no longer warrants being a Scourge Hook perk. Either remove the Scourge Hook requirement, or revert its earlier nerfs and bring back its information function by revealing screaming survivors now that it can only happen 4 times a match. This will encourage leaving the hook to attack the generator with the most progress, but will be much less oppressive with a hard limit of 4.
No other Exhaustion perk, other than Smash Hit and Adrenaline, have a hard cap on their amount of uses. I do not believe that should be a limiting factor for DH. You would already be giving up a health state in a meta where healing is going to be very difficult.
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It's kind of a terrible change.
It encourages tunneling and camping AND DH users will fight over unhooks.
It should be take a protection hit. Thematically consistent with David too
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There's like 60 bad perks.
There's like 70 bad add-ons.
Changing 6 add-ons and 8 perks an update isn't gonna work.
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Red stain mindgames are one of the best skill expressions in the game.
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@Akumakaji said:
I have thought about this myself. The average user will not use DH anymore, so its usage SHOULD go down to a healthy percentage, where you don't have to play like everyone has it, and this will lead to a couple of surprise DHs that come out of the left field, but because its so rare, it won't feel as aggrevating. Like in the glorious 6.1 days: neary no one was running DH, besides a couple of stubborn survivors, and they mostly messed up and I could happily swing at cornered survivors without having to second guess or hestitate, and when I got paried by a DH, I went like "woah, awesome! Cudos, dude!", but we all know how the story went from then on.
Since 6.1 I have been through the 5 stages of griefing with DH. I was in the Depression stage for the longest time, but @Pulsar 's high and mighty talk about how he got nearly never paried by it let to me entering a dead-eye high focus state. And with this increased awareness came a certain detachment from the Fog and suddenly I could see it. I had finally accepted DH as a reality and for what it was, a crutch, and learned how to play around it and kick the crutch out of nearly everyone. Sure, DH plays at paletts felt bitter, but everything else became fair game.
In essence DH had turned into an inversed Nurse: against Nurse, every blink turned into a mindgame and you could hold W, double back, stand still or whatever, and bamboozle the Nurse or die trying. With DH from the killers perspective it was like the foil to this, I could bait it out by nodding or just waiting for my survivor the lose their nerves and when we met later in the same trial swing at the earliest opportunity, when they expected that I would swing a bit later. It actually really became much easier to play around once I had accepted DH, BUT I stil loathed it and that it was in every game and let every survivor benefit from it, if they played it or not. But I thought "live with it, it wont be changing anytime soon" ... and then BHVR dropped the big bomb on DH! Who would have guessed?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382864#Comment_3382864
People have always claimed that SB would be the next meta after DH and that killer mains would course their own words, because "SB is actually stronger then DH!!!1", but frankly, I don't see it. In the short, wounderful period right after 6.1, when DH disappeared with a bang, we had a fun time of many experiments. People used all kind of builds, tried out old, rusted and crusted perks, just to see if they could fiddle around with them and, yes, peeps used ALL kind of exhaustion perks.
During this time SB did't rear its ugly head as the bringer of the apocalypse, because getting value out of sprintburst, besides quickly bursting away from a gen that you had 30s time to regain your exhaustion, its not that easy to use, Lithe is much more plug and play, and maintaining a 99% SB is the sort of high skill play that you see very, very rarely.
The thing is this: even if everyone would be running SB, Fixation and Vigilance, this would still be far, far, faaaaaaar less aggrevating and obnoxious then current DH, because its the nature of the perk to be front loaded, ie all its power is spend at the start of a chase, so the killer can evaluate if its worth pursuing that survivor or not, its not a nasty surprise 45-60s into a chase, literally taking away all your progress in the 7 frames before you would reap your benefits. And a survivor cornered can't suddenly pull a SB out of their behind and get a shot at sprinting away EVERY SINGLE TIME (at least unless they 99% it for the whole chase), nor do you have to waste time and play stupid mindgames in the open EVERY SINGLE TIME with EVERY SINGLE SURVIVOR or risk an embarressing blunder.
So call doom and gloom and the SB apocalypse all you want, it won't be happening. Oh there will of course be a few lonely lost souls who will cry for a nerf, thats just a givin with practically everything, but you won't be seeing 40+ threads all lamenting the same unfun playstyle that DH promoted, I guranteed it! And if it happens, please quote me and I will eat my words.
I'm glad I could help?
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I'm not gonna buy a ######### low effort poorly designed chapter.
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@foods said:
they just made solo the same level as swf. sometimes its even better information with exact gen progress displayed rather than estimates from voice comms.
survivors being bad isnt a dev issue.
You're joking, yeah?
Hard to tell over the internet.
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Spirit or Wraith