Pulsar
Pulsar
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735308#Comment_3735308
I am an average survivor myself and my escape is below 40% not because I'm matched against Nurse, Blight, Spirit or w/e decent killers are but because 8 out of 10 games I have a team mate who when hooked tries to unhook self asap, then transitions to phase 2 and if by any chance someone makes there in time the guy just stands there and lets killer down them again and get sacrificed.
I can complain like any other survivor about horrors of SoloQ gaming but I have such thing as conscience and I admit that my games are often ruined by my fellow random teammates and so far nothing has been done about it.
I can only speak for myself and some of my friends who dabble every once in a while.
It's usually someone being tunneled out that DC's, in our experience. Perhaps yours is different, perhaps it isn't.
Either way, the KR is what it is.
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@AntiSWF said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735304#Comment_3735304
I'm pretty sure that further gen nerfs will happen since killers gravitate to the best gen regression perks possible. That's also a sign how the game has a balancing issue. They need to fix gen rushing.
I would like to amend that.
Players will gravitate towards the strongest perks and strategies, regardless of anything else. This was shown during the Eruption meta very clearly.
Survivors will usually default to perks that prevent them from being removed from the game, and Killers will usually default to perks that help them remove Survivors from the game. It just so happens that the best perks to do that are perks that extend the game as long as possible. Much like with adding incentives to tunneling, there's not really a good way to make gen regression not the best thing available besides restricting it; simply because it's so strong compared to everything else.
I would rather see PR and Pop both be 40% progress, but have a maximum of two gen-related perks per loadout. This should help expose any base-game balance issues that may or may not exist, whilst still keeping the perks individually strong.
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@maliciousone said:
yes thats the reason, they carried my ass, u know, its hard to win opposite p100 premade discord group, hard to play killer when they know how to play opposite him, pop wasnt too strong, 20 % is so weak, deadlock helped u to slowdown that gen rush that is ongoing
That wasn't happening every game. Let's be real. We know negativity bias is a thing.
The average Survivor was escaping less than half their matches. Solo Q was managing under 40%. Even those pesky, "P100 Premade Discord Squads" were likely escaping under 50% as well, considering high-mmr 4-man SWF's were sub-50.
If Pop was already so weak, then it shouldn't matter too much that it got nerfed.
Deadlock rewarded you, oftentimes, for losing and making poor plays. It certainly enabled camping to be very effective.
I am open to giving out some advice, if you'd like some.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733703#Comment_3733703
I think you missed the problem. With the route they’re taking right now, they are actually balancing the game around tunnelling, and promote more Killers to tunnel.
Just ask yourself. How are your games usually go if Killer decides to play nice, especially without slowdowns? I’ll tell you mine, I won most of it as Solo.
I don't know. I'm a P100, it seems to trigger something in every Killer that forces them to tunnel against their will.
I don't think a lot of people have an issue with one or two slowdowns when you're playing chill; or when you're playing someone like GF or Myers. I think a lot of people have issues when people stack slowdown (which is very common) and then tunnel (which is also very common). It's the exact same thing as back when Survivor would bring 4 BNP's, DS, DH, UB and whatever else and just try to win as hard as they could.
Are those things, individually, a problem? Not really. Are those things used in conjunction an issue? Yes.
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@maliciousone said:
not always work, but the point is, pop -10% like u serious behaviour? we are getting bullied and we cant do anything about that, like yes, pain resonance needed that but pop not, and deadlock? and where is gen rush nerf? unfun to play killer, if u dont have regress perks u are not enjoying the videogame, im getting genrushed and having 2 hooks per game and thats not much fun to be honest, yes there are other regress perks but they actually suck, sabo buff and nerf regress perk is good way to dont have killers in this game, even texas is in better balanced state, yes i said that, i dont know what behavior took when they cooked this nerf to perks but its not good and its frustrating
Deadlock rewarded you for doing nothing. I do think Pop was too strong, but we'll see how the change affects it.
You can run gen regression perks, and they are still good, but it sounds like they were maybe carrying you.
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@maliciousone said:
did u played killer in theese days? did u tried after update playing killer? do you know how fast sabotaging is? do you know that pop is nerfed by 10 percent ? there is no gen rush nerf,i played at racoon map, and for one chase i got 2 gens done, i literally got two hooks in that game and i got bullied, i dont know but u should try go killers if u think we are same people, i think its called balance where if u nerf one side, u need to nerf the other one
Yeah, I have.
It's been business as usual for me. I've seen a couple attempts at a sabo play, but I usually spot them early and just go to a different hook.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733991#Comment_3733991
I gotta say I did see a little less tunneling during the original Ruin + Undying meta. That could have been luck though, I know the experience wasn't the same for everyone.
That's true, but I saw even less tunneling during the original Ruin era too
I think those are more a product of the game not being viewed as competitively by either side.
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734590#Comment_3734590
90 Seconds but paused in chase does sound like a nice solution. I think the idea actually has grounds to be feasible in game with those heavy restrictions but some things need to be taken into account
- It requires ironing out especially when it comes to killer powers, Pig being a major hassle to balance with, as it either makes RBT’s completely worthless, or it makes pig into a tunneling nightmare.
- This power deactivates during EGC it’s when the killer is at their strongest, all formalities and guidelines get thrown out the window (side note, Void Kissed sounds perfect, however it doesn’t really thematically make sense? Maybe Entity kissed?)
- Total Rework of all current Anti tunnel perks, Decisive Strike, Off the Record, Borrowed time, and Babysitter all need to be completely reworked, I feel like the idea above would be easy to do, but completely reworking 4 perks (2 of which are meta) would be the most difficult part of implementing this idea
Yes, it is hard to theory-craft for certain Killer powers and obviously very difficult to see it play out without actually being able to see it in-game. Another one is Pinhead. Ultimately, I do feel like RBT's and the Box are still enough of a threat to be able to function. It's not like you won't be affected by these objects, it's just delayed.
Yes, it should deactivate during EGC.
I think, and keep in mind I'm recalling lore that I read YEARS ago, that when Survivors are put on hooks, the Entity feeds on their hope and emotions. When they are, eventually, turned into emotionless husks via endless Trials, they are cast into the Void, which is essentially Limbo. Void-Kissed makes sense in the idea that the Entity would overlook those Survivors and perhaps discourage the Killer from hunting a Survivor losing hope. It also makes sense in the idea that the player often loses hope when they are being tunneled, and the Entity stepping in to prevent one of it's favorite toys from being drained completely is neat.
DS, OTR or BT could extend the time or add additional effects. For example, OTR could passively heal you throughout the duration of Void-Kissed. DS could extend it's duration. BT could go back to applying a short (and I do mean short, like maybe 4-5 seconds) Endurance effect for the unhooker. Just spitballing here really.
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average blight tech
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734556#Comment_3734556
I don’t want to be nitpicky, or try and start a problem but, if a survivor is completely invincible till they do something, what’s to stop them from not doing anything. They could stay invincible the whole match and wait for hatch, OR some team could hold a game hostage by doing nothing and the killer could not really do anything. If you add a duration for this, if a killer is so committed to tunneling they would just out wait it out.
Also, and this is less of an issue with your idea or not to sound like I’m starting a problem, just to be creative what would be the in game explanation for this? A name I am spitballing is “Entity guarded”
I don't mind the questions nor do I view them as nitpicky. No idea should go unchallenged and we won't arrive to a good idea without it being tested by fire. I am sure you see errors where I cannot.
As for the things you pointed out, a hard time limit of 90 seconds should be able to deter that. Likewise, pause the duration whilst in chase. This should make it unfeasible to tunnel but also prevent hostage scenarios.
I was gonna say Void Kissed or Entity's Touch
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734556#Comment_3734556
And what about pallets? will they be able to use them?
Or how will it work with lockers? will slowly going inside it remove this? or they won't be able to enter at all?
Will they be able to interact with some killer powers and will it remove effect? (turrets/EMPs/hag traps/etc)
And how long does this effect last, if survivor does none of the things you listed?I'm gonna say no to pallets.
They can get into lockers, but they can get grabbed out of them. Obviously, like you said, fast entering would be a rushed action.
Killer powers is a bit trickier. I'll say that they can't interact with powers, BUT that powers like Pig's Traps for example will still be activated, they'll just take effect when the Survivor loses that status. So if a gen pops, the Trap will be active when the Survivor gets healed for example.
At first I was thinking to have it last forever, but I think that opens up too many hostage situations. So I think giving it a 90 second hard-cap outside of chase (PLENTY of time to get to safety/heal/do whatever else) BUT I would make it so that the timer does not go down if you are in a chase.
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734454#Comment_3734454
there’s a fundamental problem when trying to “fix” tunneling, and that is… no matter what you add, the idea is always one of the 3…
• Exploitable by Survivors/Rewards being bad as a survivor
• Heavily Punishes killers who don’t tunnel effecting the average game
•Too Clunky, and difficult to code, and usually falls in tandem with the other 2
I have seen countless ideas for anti tunneling, and each of them always has one of these 3 issues. To be fair, and not to by a hypocrite I don’t really HAVE any ideas to solve tunneling, I don’t really have good ideas in general, but tunneling is something baked into the game.
Make Survivors intangible off of hook until they do a Conspicuous Action, Rushed Action, have an action performed on them. Consider it an extension of Incapacitated, that way you can't use items either.
Can't be tunneled, can't progress the game. Can't bodyblock or go for saves.
That will show us if there is a base-game balance issue with tunneling effectively killed off. If there is, we need to get to work on fixing it since tunneling has been disguising it for so long. If there isn't, then we've improved the experience for a lot of players with little downside.
But, that's just one idea, I'm sure there are others out there. Most likely significantly better to the one I cooked up in two minutes lol
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@muesliNmilk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734500#Comment_3734500
If u play dbd then u have enough evidence hav a nice day
Untrue.
At least we know 'who's being a bit silly here.
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@muesliNmilk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734487#Comment_3734487
If ur asking this then i know ur not playing dbd idk what to tell you
If you're gonna make claims like that and imply that you believe there's different stats that should be believed, then you've got to produce evidence.
Otherwise, I'm sure you understand why I'm skeptical of those claims.
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@muesliNmilk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734481#Comment_3734481
Ah yes the stats where survivors cancel their own lives on hook cus they dont like x. manipulated death counts since skull merchant and knight release. Yawn... next!
So you think that there's a conspiracy amongst Survivor players to artificially inflate Kill Rates…
DBD has, last I checked, over 60 million players. Precisely how many people do you think are in on this?
And if that's true, what are the real Kill Rates? Do you have access to information we do not? I'd invite you to share it, surely it's invaluable.
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@muesliNmilk said:
Its nevergoing to happen. Survivors alwayswin majority always win. Swf always win. Survivors are a majority of complainers so they always win. Killers are a toy for survivors to play with. Killers are a punching bag for their amusement.
and what about the stats that show Killers are winning the majority of the time?
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733878#Comment_3733878
it’s not going anywhere, if killers wanna tunnel someone out let them do it. The word “tunnel” was made up by survivor mains and it’s lost it’s meaning.
nah.
It's hurting more than helping. At best, it's covering up serious balance issues. At worst, it's an unbalanced and unfun mechanic of a bygone age.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733703#Comment_3733703
Right, but if you keep taking away people's ability to place nice by punishing them when they do so, you only have yourself to blame when nobody wants to play nice anymore.
nobody does anyway, nor can they be expected to.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734201#Comment_3734201
I don't think hard-locking people out of perks is the right way to go. It should be more like No Mither + Self Care. Yes, you can run both but why would you? It makes no sense. Anyway, BHVR wanted to shake up the meta by nerfing the most popular killer perks and they failed. There are multiple ways to achieve it but if we want to change the meta, then we'll need an alternative.
I mean, that's an effective hard-lock isn't it?
You can't use either of them together.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734172#Comment_3734172
I disagree. They can create an alternative without it being busted. They just need to limit the synergy, so that people won't stack that stuff to ridiculous levels. This is also what's wrong with the current slowdown meta. Well, that and the fact that Pop works perfectly fine when tunneling (it should deactivate when a survivor dies).
Well, that's different.
If you can only have two regression perks, just for example, then you don't even need alternatives. People will just run different stuff because they can't run more regression since they're hard-locked out of it.
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@RhodosGuard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734097#Comment_3734097
Why are you talking in circles?
Of course you'd rather have weak regression perks stacked than stronger ones, but if your nerf did nothing to the pick rate of these perks, or maybe even increased the pickrate, then maybe that points to a deeper problem, no?
Like maybe that the base problem as to why people played these perks wasnt solved?
I always thought the idea of nerfs was that less people used these perks unless there was something specific they wanna do with it, but if your nerf increases the pickrate, then it means that you misunderstood the quintessential reason people played them.Two things.
One, that wasn't directed towards you. I have a separate comment for our conversation.
Two, we do know the base issue. People will almost always default to making things easier for themselves. Stacking slowdown and tunneling will win you 99% of your games. As Survivor, it's much harder to do, but still theoretically possible.
You don't see other perks besides gen regression BECAUSE gen regression makes the game easier than the rest of those perks. In order to challenge regression, you'd need something absolutely busted in order to do so.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734097#Comment_3734097
That's true but those that used 1-2 regression perks might double down and use 3 or more now. That's what happens each and every time you nerf a meta without providing any alternative. Playing killer without slowdown doesn't really work and now that Pop and Pain Res were nerfed heavily it should come to no surprise when people will use even more slowdown than before to make up for that.
Given that the reason why these perks were nerfed was a high pick rate, I'd say they failed spectacularly.
The problem is that there can't be an alternative without it being busted.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733820#Comment_3733820
More like there is no alternative. Gen regression is a necessary evil and nerfing these perks without providing alternatives isn't going to change that. I also predicted that some killer players will double down on slowdown after the nerfs and stack even more of it. We'll see how it goes but I don't expect the pick rates to drop significantly.
Even if regression was strong, we'd still see most players stacking it, hence the Eruption meta. I'd rather weak regression be stacked than strong regression be stacked.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734025#Comment_3734025
The most updated streak sheet I could find was 36 but it’s a year old
I should think he's higher.
Clown has a four hundred something game win streak.
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@RhodosGuard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733991#Comment_3733991
How is that relevant to my post?
I said nothing about tunneling.
And even if I said something about Tunneling.
Yes, some Killers tunneled even with better slowdown perks, but it's delusional to pretend nerfing those slowdown perks did not increase tunnelling as a reaction.
It's simply a chain of reactions
Gens started to pop too fast → Slowdown became meta → Slowdown was nerfed → Slowdown loss is compensated with tunneling
And that is because instead of looking at why solo survs were popping Gens in the first minute of a game, BHVR saw Slowdown as a problem.
Tunneling wasn't part of this conversation, until Slowdown was nerfed because now Killers feel like they need a new tool.
That some Killers were intentionally tunneling even before isn't part of the equation because tunnelling came into this discussion as a consequence to a nerf that was based on a reaction to a shift in gameplay.
The more legitimate ways to achieve your goals you nerf or remove, the more people will instead rush to the low hanging fruit.
Sure, giving Killer alternatives or Rewards for different playstyles is not going to eliminate tunnelling forever, but it is miles better than just nerfing everything and then have surprise Pikachu Face when Tunneling, Camping and slugging become the main ways killers win again.
So what is your point here? "Wha wha, tunneling is a thing?`"
Yeah, and it will keep being a thing. At least as long as people use their endurance to tank hits for their unhooker instead of using it as actual protection against tunneling.My point is that the notion that Killers are doing this because they need to is false.
They don't need to. It's just easier than the alternative.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733992#Comment_3733992
And that was?
So basically you saying all killers bad, survivors good?
Ultimately, it's the Devs fault. They've allowed those perks to remain viable and for tunneling to remain viable. I can hardly fault people for taking the path of least resistance, it's just human nature.
The meta was Eruption, Call of Brine, Overcharge and either PR, Pop, Corrupt or whatever other gen perk you wanted. EXTREMELY oppressive meta and undoubtedly the strongest Killer has ever been.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733703#Comment_3733703
Lets try to not make it even more us vs them.
This is something that goes both ways.
Imo they should still be looking for a way to reward the player for not tunneling etc.Rewards don't work, we already know that.
Even when given something near as powerful as tunneling, most Killers still did it anyway.
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@RhodosGuard said:
Regression Perks were a reaction to escalating Repair Times.
And instead of adjusting how different factors impact repair times BHVR, as usual, sided with Survivors and decided to nerf Regression.
And now people are surprised that killers still run regression Perks. Of course they do. They didnt use them because it grinded repairs to a halt, they used them because it was necessary slowdown to a game where within 1 minute of starting the game you could get multiple gen pops.
You didnt give them a reason to not use regression perks, you just reinforced the fact that they need them.When we had Eruption, Overcharge, Pop and PR meta, Killers still tunneled with those four extremely oppressive slowdown perks.
Why was that? Because this notion that Killers only tunnel or run slowdowns because they have to is simply false. They run it because it makes the game much easier. And why shouldn't they run things to make the game easier for themselves? It's up to the Devs to adjust those strategies.
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Because as Survivor, it ultimately matters very little what you do, it matters more what everyone else does.
That's why the role has never been appealing to me.
You could have the best Survivor player in the world make no mistakes, but they can still die at four gens if their team isn't up to snuff.
As Killer, I control my own destiny. There are comparatively, very few reasons why a match would be out of my control.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733703#Comment_3733703
Because tunneling is the most effective method survivors have of increasing the pressure on the remaining survivors and lessening the pressure on themselves. Turning the match into 1v3 ASAP is important for any Killer.
Yup. That's why it's gotta go.
We just need to figure out how to get rid of It
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Killers were gonna tunnel anyway, don't act like gen regression stopped anyone lol
You could give most of those players a perk that added another gen to the Trial every time they hooked someone and they'd still say that Survivors are OP and they'd still tunnel
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Other than our physical build, it appears the Xenomorph and I have something in common
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733246#Comment_3733246
You don’t see no Mither because it is bad with zero upside as the killer knows you can pick yourself up infinitely.
10% off of a Gen definitely helps as it makes other Gen regression perks less effective as well. You said yourself you aren’t good at survivor. Just because you can’t use something that well doesn’t mean it’s bad. I could never use dead hard right for like the first year it came out and it was an objectively great perk. Or maybe I’m just better than most? I highly doubt it.
I have used it many times to great effect. Sometimes escaping and never dying first. Besides you don’t always have to use it instantly and can still be valuable halfway through the game.
I can get a 4K with just Shattered Hope, that doesn't mean Shattered Hope is good.
It's less likely that Invocation was helping you and more likely you would've won the game regardless.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733197#Comment_3733197
Noob trap yes. Time efficient also yes. 60 seconds for 10% on 7 gens is much better than 70% on one gen. Great for helping break 3 gens. Being broken all game is only a huge downside if you are terrible at hiding or your team makes severe mistakes forcing you to go unhook a camping survivor.
It really is a good perk. Not great but definitely good.
Not really?
10% isn't going to make or break a 3-gen when the Killer can erase 5% with a kick, not of the Invocation progress but still.
Being injured the entire game isn't a problem if you have a four-man SWF ready to die for you and/or you are a competitive Survivor. For 99% of the playerbase, being injured the entire game is BAD.
That's why you don't see No Mither, BECAUSE IT'S BAD
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732733#Comment_3732733
It is very much a great perk if the person who uses it brings a build for it and is good at looping. 7 Brand new parts in 60 seconds is insane.
Invo, OTR, Iron Will and Sprint Burst is a good build. Maybe swap Iron for DS since you’ll most likely get tunneled.
It is still a noob trap perk.
seems great, isn't time efficient nor is it worth the risk. Being one-hit for the entire trial is horrific and is almost nevnever worth it.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732797#Comment_3732797
Please tell me how will killer players will play now when perks that gave them more chances to win in the game got nerfed?
Or do you by chance think killer players were in such a good spot that they needed these nerfs? I'd like to remind you kindly that not every killer player plays only Nurse, Blight or Spirit.
Killers were in a good spot yes.
Even high MMR 4-man SWF's were escaping less than 50% of the time.
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No, it is not.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732504#Comment_3732504
No morals are involved here.
I simply state that it is continuous coincidence that recent releases receive changes that if they were introduced prior to the release would likely make many people reconsider purchasing the content. I don't see this practice going anywhere yet. It's only a matter of time before ''something broken'' will be found in Vecna and it will get ''corrected'' in quick manner. Few such corrections and Vecna on release will feel like different killer than Vecna after few months.
So you bought something that you knew was overpowered and unfair, at the very least KNEW it was gonna get changed, and are now upset about it.
I mean, c'mon.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732490#Comment_3732490
An A-tier killer that nobody plays.
There's, what, 36 Killers now?
Even if every Killer had an even pickrate, that'd be like under 3% per Killer.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732498#Comment_3732498
I expect some competence from devs to begin with. Here though, I suspect a marketing deceptive move where the presented content is intentionally provided in a state that most certainly won't represent the said content in a short period of time.
Then don't conflate balance issues with moral issues.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732492#Comment_3732492
Yes I figured already that purchasing a recently released content is stupid move since it will get ''improved'' beyond original recognition few weeks later. There was no need to state the obvious here.
You mean to tell me, in a live service game, you expect things to never change?
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732330#Comment_3732330
Another wanna-be pro player I see here? No?
Alien can be played at a high-level.
New Chucky, jury is out on that one, since he just released today.
Unknown is fine.
Vecna is brand-new, give it some time.
Killers being made more fair is not some massive offense to you. The Devs are not out to get you, nor are they out to get other Killer players.
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I'd love to randomize Killer.
It'd finally get a lot of people out of their comfort zones and understanding different Killer's issues.
It'd also make me happy because now I don't have to pick :)
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@RaSavage42 said:
I mean if we think basekit Gen progression Vs. regression is good then I have a question…
If you think that way then why are players using Gen progression and regression perks (toolboxes and their addons are included)
I mean, that's kinda like asking why people use healing speed perks (both slow-down and speed-up) if they think healing speed is good.
Obviously players are gonna try to optimize stuff as much as they possibly can.
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@danielmaster87 said:
Yeah they need to be changed again. Or at least do something. The 10-second gen nerf didn't do a thing because it got more than counteracted by nerfing ALL gen defence. Add in survivors getting more efficient, because they have to or else they'll be trapped in MMR hell (garbage teammates vs decent killer), and you've got drastically increased, not decreased, overall gen speed. On top of nerfing killers, on top of a gen regression limit, on top of leaving in broken loops, on top of... You get the point. I don't know how people are complaining about slow gens at this point, and aren't blaming their teammates but blame "killah OP!" They're so easy to finish within minutes. And gen defence doesn't even help anymore, except against mid or lower teams. They're useless vs the top because you're likely to get no more than 4 hooks before all gens are done, and even less if you're really spreading your hooks. But the point is gen time vs chase time is too fast, dude. It doesn't take a genius to do the math.
Actually, seems like the gen nerfs; on top of other nerfs, did just fine.
Survivors, that we know of, haven't ever escaped less. The average Survivor is escaping less than half their matches. Even the High MMR Survivor is escaping less than half their matches, albeit by a lesser margin.
I cannot begin to fathom how some people believe the game is more Survivor-sided than it was four or more years ago. To be honest, to me, it sounds like a lack of adaptation. It sucks when you can't play the game the way you used to, but ultimately, you either have to accept that limitation or get with the times.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731575#Comment_3731575
I don't feel like reads, mindgames, or skill come into play when I have to chase someone around a car 5 times.
Depends on how badly the matchmaker screwed up.
Obviously if you aren't super crazy at Killer and the MM decides it wants to put you against Ayrun, it won't seem like there's much skill expression there.
But if it puts someone like KnightLight or Zaka against Ayrun, then suddenly there's a lot of interactivity and skill involved.
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I think gen times are fine where they are.
Considering where the KR's are standing, I don't think lengthening gen times is a smart move.
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An extra thirty seconds of gen time per gen might actually kill the game lol
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731142#Comment_3731142
Considering there is a perk that allows a player to cross the entire map that is very popular among my SWF and every other SWF on top of having zero counter play except for slugging. It’s very common for people to attempt to pallet save.
We must be playing different games after all because people attempt saves at least half of all pick up attempts. And when it’s me and my SWF we attempt saves 90% of the time.
I don't play with good Survivors because I am not a good Survivor.
I can't seem to find any opponents to match my skill either. It's why I enjoy when people come into my stream to tell me goofy builds.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731137#Comment_3731137
If using pallets for pallet saves is a strong take I think we are playing an insanely different game 😂
most likely, if you are seeing pallet saves on either side routinely
