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RaSavage42

RaSavage42

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RaSavage42
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  • Most Killers have an advantage in the mid-game:

    Oni, Pig, Legion, Pyramid Head, Pinhead, Wraith (I was debating on putting him another category)... ETC

    Some Killers need Survivors to make mistakes:

    Nurse, Bubba, Hillbilly, Ghostface, Deathslinger, Freddie

    Other Killers need to have a plan and stick to it:

    Hag, Trapper, Sadako, Knight, Skull Merchant

    Not one Killer has an advantage at the start of a match

  • Cause players can start as "casual Killers" but the game gets to them fast and they change

    Also the thought processes change just as much when a players plays Killer

    Killers need to know:

    The maps

    Their perks

    Their power

    Survivors perks

    Gen times and Heal times... and everything that affects them

    And come up with a strategy as everyone readies up and make changes when everyone loads into the map... and even more changes when the first chase, first Gen, first Hook... even first injure

    I used to be a "casual Killer" but that soon changed and then I got to Red Rank 1 (back before the change)... never doing that again

    Now I'm obsessed with new Killers, perks and maps... but I can't play as of right now (but hopefully soon enough)

  • The foundation of this game is broken... and BHVR doesn't want to change it

    Hook timers are soon to be longer

    Maps will be changed again (for better or worse... IDK)

    There will be more OG chapters then Licensed

  • Observer Wraith: Don't Uncloak (you can fake it)

    Perks:

    Discordance- Tells me which Gen is being done by 2 or more Survivors

    Fire Up- Getting stronger as the Gens are getting done (but was thinking of something different)

    Hex: TOTH- Totem counter

    Whispers- To know if I'm close to a Survivor

  • Hangman's Trick- Make Sabo take longer

    Surveillance- Takes the information from Call Of Brine

    Hex: Ruin- either increase the regression rate or take away the deactivation condition

    Huntress Lullaby- Effects all skillchecks

  • @IWasLrft2Die said:

    Otzdarva actually did a video with each killer without perks or addons, and with giving survivors a 30 second headstart for those interested

    https://youtu.be/B0sr-m6fcNs

    Otz is a good player... sure some of the Survivors were good as well but if they played the game instead of taunting and BM'ing he would have lost more matches

  • It was Netflix's decision to stop ST from being apart of DBD

    So it's on them talking through everything to get it back

    But then again maybe a new chapter with Netflix and ST may be on the horizon (But I don't know)

  • It's useful at the start of the match... IMO

    But as soon as (some) Survivors see that you are using it they will plan around it

    And as soon as that happens Killers will no longer use the perk

    Unless Killers come up with a way... I have a few ideas

  • At this point they should remove the self unhooking but make it apart of Deliverance

    And change the Luck offerings and Ace's perk

    But that's just me probably overreacting to this

  • I think it makes sense from the movies... to say the least

    But then again... it kinda comes off as to much from a gameplay perspective

    The Angel Trap was meant to be unescapable

    The Drill Chair was just a distraction... "make your choice"

    But yea... her Crouch and Dash are her biggest issues

  • Trapper- cause he loses so much pressure right off the bat picking up and setting his traps

    Hag- same as Trapper (minus picking up traps)

    Pig- her crouching it too slow, her dash is best used at "unsafe" loops, and her RBT's still have RNG (which has pros and cons) but relies on getting the first down

    Hot take.... Huntress- (Seems that I am not as good at her then I thought) but the cooldown between hatchet and axe is too long (for me) and I'm not a sniper so all of my hatchet throws are kinda telegraphed

    Mickey- being one of those Killers whos power grows over time... just meh at this point

    Freddie- having Dream Pallets or Snares... but having to wait for 15-20 seconds (I don't remember... Geez I sound old) to teleport to a Gen then having to wait 30 (give or take) seconds to do it again plus it's a dead give away which Gen you are Teleporting to

  • Trapper, Hag and Pig... by far my least favorite Killers to face

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399904#Comment_3399904

    Because generators and doors are the survivors main objectives. For killer they are secondary objectives to help slow the game down a little. If gens could be regressed as fast as they are done it would be like giving survivors an ability to regain a hook state.

    So healing should be even slower??? Totem cleansing????

    But then again Gens being the Survivors objective means that Killers should have more defense other then 4 Gen regression perks

  • @Sylhiri said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399904#Comment_3399904

    Are you asking why an asymmetrical game has asymmetrical mechanics?

    I'm asking if anyone else knows the difference

    I just don't understand why they are what they

    1.0-2.2 and .25 like why is it such an advantage

    No wonder why Killer players run 1 or more Gen regression perks

  • But it's more like BHVR doesn't want 4 Gen regression perks to be used

  • I like going against: Doctor, Huntress, Deathslinger, Nemesis, Spirit

    I like to play: Pig, Huntress, Hag and Spirit the most but I have played most other Killers

  • Ask yourself.... just one question

    Why should basekit progression be 1.2-2.2 and basekit regression be .25

    When the game is 4V1 why give the 4 such an advantage over the 1 (when it comes to Gens)

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399481#Comment_3399481

    Hook timer should have been slightly increased once gen times were increased tbh..

    Yea... that would've made more sense

  • Increasing the Hook timer seems like it's going to happen

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399083#Comment_3399083

    Surveillance is really good, I use it a lot, I feel like most people never used it past Patch 6.1.0 since, ya know, Call of Brine was just a better version of it.

    Well... it's really good with Oppression

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398682#Comment_3398682

    -"If that's the case then why even have Gen regression in the first place?"

    You might not remember but back in 2016 we didn't have it. What survivors did was 99% generators so the killer would waste time and patrol them.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398533#Comment_3398533

    -"Exhaustion perks wouldn't have a secondary effect like Call of Brine does."

    No problem let's give them a new secondary info effect. Now when another survivor uses a perk that causes exhaustion you see their aura for one second.

    And then the movement speed effect of all suck perks (or the stun effect) is reduced by 70%.

    Would you use that? You would not. And that's the point.

    No... I know

    I brought it up ironically

    Though I didn't play then

  • I use Whispers and Surveillance... so those 2

    I use Leader, Stakeout... so those 2

  • It's good enough to be used

    Seems that everyone uses Exhaustion perks (But DH might suffer just a little bit)

    It's as good as Prove Thyself... and Streetwise

  • What skins do you want to see???

  • @Wa_ge said:

    I just got camped and tunneled out of a game for the nth time today, so I am emotional and going to rant. How come when killers cried about dead hard, they nerf the perk every time. However, survivors have asked and asked to prevent camping and tunnelling but nothing has happened except for base kit BT. How come the devs ignore their community?????? We asked for a solution to this problem, because it makes survivor a living hell and not fun to play when the killer tunnels them out. Killers cry and they get responded to. Survivors cry and they ignore us. It is just frustrating getting tunneled and camped out of a game.

    One was a perk that didn't get till recently... the other is a choice made

    One is easier to change and the other one is harder

  • I mean yea... but then again the Survivors don't lose anything by interacting with Call Of Brine and Overcharge... other then give themselves away

    But I do understand why you say what you say

  • @blmpride5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398841#Comment_3398841

    Its not a comp game. But they have mmr. And they are constantly balancing things. Sure sounds like a comp game to me. If it wasnt comp it'd be completely random matchmaking and they wouldnt worry about meta or balancing things

    Does MMR even work though

    Yea... cause of all of complaining they see on a daily basis

    Again the complaints they get made them make changes

  • This is a game that takes free choice into consideration... So it's not defined as one thing or another

    But given the way the game is going.... it's going to end up being competitive

    Killer will end up stressing out over SWF's... and Solo's will stress out over Killer

    Perks are another thing to think of... especially when it comes to how BHVR makes their changes

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062

    I think it is more accurate to say people don't like the game being held hostage in spirit, even if not by the strict letter.

    Pre 6.1.0 Pop/Ruin were the most fair forms of regression, and I don't like how they were changed only for popularity's sake.

    At first I was against the Pain Res changes, but then I realized it is a buff before 7 hooks. If you haven't won the game by 7 hooks, an extra pain res isn't gunna help you out enough to prevent that anyways. I understand the problem of hook trade camping, and this doesn't fully address that, but at least it comes close.

    CoB and OC are unearned regression, and unearned regression should be proportionately weaker than earned regression. This fits that without nerfing their unique features (Intel for CoB, Bonus Skillcheck for OC).

    The reason killers run regression is they don't have confidence in chase enough to win with 450-630 gen seconds (sometimes people split on final gens, and 630 accounts for all gens 99'd). Regression adds to that minimum and maximum. Pallets are a consumable resource, in the same respect as gen seconds are. The difference is you can 'rebuild' a gen before it pops, but you can't rebuild a pallet.

    The issue with modern map design, is they are based around pallets, not windows (other than a main building god window). Windows allow for skill expression on both sides, and pallets flatten that for the most part. The problem is many killers insta-kick pallets, rather than use their power or bloodlust filler pallets. That is my trick to winning Borgo/Garden of Pain mostly. Is it fun, no, is it effective, yes. When people realize they need to BL the boring filler pallets, or the maps utilize fair windows instead, then we can have better maps, and more confident killers that don't rely on 4 slowdown.

    Sadly this bad map pallet abuse is the survivor's equivalent of weaponizing fun against their opponent just as camping is killer's. It isn't exactly the same (unless they sent you to that map), because the survivor's choice is drop pallet or die, and Killer's is camp/pressure gens/chase rescuer. It also isn't truly equal, as camping can be done on any map (outside of 2 story maps with Reassurance in play), but both are still problems nonetheless.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398361#Comment_3398361

    Honestly I am fine with nerfing exhaustion perks by ~70% as long as we use the same philosophy - don't touch the unique portion. That means all exhaustion perks have a T3 CD of ~120s instead of 40s. You get value once per hook state, or if the killer completely ignores you for 2 minutes of walking/not moving. I don't think unearned regression is the equivalent aspect as exhaustion, (this is dual-fortress gameplay being addressed, with CoH being adjusted on survivor side) but I don't know what would be a good counterpart adjustment.

    Ok fair enough

    I don't think that COB and Overcharge are unearned... The Killer needs to spend time kicking Gens... Losing sight of Survivors

    Gen times are for both sides... but mostly Killer

    But to each their own

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062

    I think BHVR is trying to tell you that you should be generating pressure without making survivors spend the entire game holding M1 on the same gens. Almost as if, after all the myriad nerfs to loops, pallets, and windows, you should be getting people down faster so you can generate this pressure... and if you can't... then you're the one getting outplayed. Weird, it's almost like you're not supposed to stall for 30 minutes until your opponents die of boredom.

    If that's the case then why even have Gen regression in the first place?

    I think it's due to Survivors saying that they don't like holding M1

  • Honestly I think that maps could be bigger... it offers:

    Pros:

    Gens to be farther apart

    More creative ways to make loops

    Cons:

    More deadzones

    More pallets (probably)

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062

    Regarding Overcharge, I went through the effort to graph it.

    TL;DR you break even at 10 seconds. Anything after is a gain

    Thanks for that tid-bit

    I just posted the numbers...

  • We still have no way of telling if it's a SWF or not... playstyles will eventually be the same with all of the information that Survivors have

    And if they want a fast game then give it to them and leave as soon as the match is over... don't wait for end game chat... don't even look at their perks and BP gained

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398062#Comment_3398062

    They didn’t change Pain Res to current progress. It’s going to be 25% of total up to 4 times.

    Sorry I was wrong... thanks for pointing that out

  • Survivors don't like Killers regressing Gens... and these changes prove that

    It's the same as:

    Ruin- changed from .50 charges per second to .25 charges per second (excluding OG Ruin)

    Pop- changed from 25% of 90 to 20% of current progress

    Now...

    Call Of Brine- changed from .50 charges per second to .3125 charges per second for 60 seconds

    Overcharge- changed from .1875 charges per second to .2125 charges per second (at the start) then grows to .50 charges per second to .325 charges per second

    SH: Pain Resonance- changed from having all 4 Hooks permanently SH to having tokens and 15% of 90 to having 4 tokens (1 per Hook) and 25% of current progress

    Also the fact that when the game was released there was no Gen kicking action

    BHVR needs to realize why we as Killer players run these perks on another level then "oh they are using X perk more then the others... let's nerf it"

    And the fact that they even added 2.5% of current progress to the base kick is annoying to say the least

    Oh... I just remembered putting COB and Overcharge together is .6375 charges per second for 30 seconds

    BHVR also needs to realize that % of current progress doesn't matter...

    But who am I....

  • Survivors don't like Killers regressing Gens... and these changes prove that

    It's the same as:

    Ruin- changed from .50 charges per second to .25 charges per second (excluding OG Ruin)

    Pop- changed from 25% of 90 to 20% of current progress

    Now...

    Call Of Brine- changed from .50 charges per second to .3125 charges per second for 60 seconds

    Overcharge- changed from .1875 charges per second to .2125 charges per second (at the start) then grows to .50 charges per second to .325 charges per second

    SH: Pain Resonance- changed from having all 4 Hooks permanently SH to having tokens and 15% of 90 to having 4 tokens (1 per Hook) and 25% of 90

    Also the fact that when the game was released there was no Gen kicking action

    BHVR needs to realize why we as Killer players run these perks on another level then "oh they are using X perk more then the others... let's nerf it"

    And the fact that they even added 2.5% of current progress to the base kick is annoying to say the least

    Oh... I just remembered putting COB and Overcharge together is .6375 charges per second for 30 seconds

    BHVR also needs to realize that % of current progress doesn't matter...

    But who am I....

  • Survivors also have a say in how the match goes.... Gun rushing is a thing... or a team that is more worried about Gens then everything else

  • OOF....

    Well... I think they would be:

    Killer:

    Lethal/Floods Of Rage/Deadlock

    Jolt/PainRez

    Surveillance/Discordance

    BBQ/Sloppy

    Survivor:

    WMI/Botany/Autodidact

    SB/Lithe/DH

    Prove Thyself/Resilience/Vigil

    Oh crap I can't think of another couple of perks... LOL

  • It's matchmaking

    Solo Queue is a mess... another Survivor can mess up a lot

    Low "skill" messes up High "skill"... and vise versa

    SWF's mess up Killer... and Killer can mess up SWF's

    There's a lot to say but in the end it's up to the individual to think for themselves

  • I did see an uptick in Survivors DCing right before I stopped playing... which was over a year ago

    It seems like us players will continue to play a game we don't like (at that moment) for reason we barely understand

  • Well I'm the same... No NOED nor DH

    They don't fit my playstyle... I play around the mid match as Killer so NOED doesn't make that much sense to me

    And I'm terrible at chases so I don't want to rely on a perk that I don't even like seeing as Killer

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397131#Comment_3397131

    I don't think that's correct.

    Even if we made those things equivalent, I actually think Killers would camp and tunnel more.

    Why?

    Because it's the easiest and most effective strategy to win. Players will always optimize the fun out of a game, camping/tunneling are just symptoms of that.

    It's not going to solve all of the issues of the game...

    They can't come up with a way to stop Tunneling on both sides... and we can only come up with hard solutions

    They made the game to be as simple as possible... in have the players make choices in game

    Running "meta" perks and builds

    Camping and tunneling

    Hiding or looping

    But if BHVR comes down on some of these choices then we would be upset... just think of the different changes that the game has done and how many players have complained about it

  • Jolt doesn't do that much in the grand scheme of things

    8% to 2-3 Gens is the most optimal play but it doesn't happen vary often

    8% of 90 charges isn't that much

    8% X 90= 7.36

    So a Gen loses 7 charges... so 3.5 to 7 extra seconds (give or take) of repair time

    Now 3 Gens that lose 7 charges does cause a lot more problems

  • The reason why Camping and Tunneling happen is Gen progress VS. Gen regression are what they are

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396754#Comment_3396754

    Absolutely! If this was released in the current stage of DBD killers would have no advantage at all. That’s why I had some ideas such as making it more easier for killers to break pallets or even lift them up instead of breaking them which would be twice as quicker then breaking a pallet!

    Well those ideas would make decent perks... but in the end it would take BHVR to not release a chapter (for once) and do everything that needs to be done in order to do everything we (they) wanted (needed)

  • As much as people hate to see this.... The game is 4V1 but chases are 1V1

    And eliminating a Survivor early on in the match only benefits the Killer

    Losing a Survivor early on in the match means that the team loses out on:

    1) The 4 Perks that the Survivor brought (If any of them are team related or chase related)

    2) 1.0 charges per second on Gens (Or whatever it is as multiple Survivors on a Gen)

    3) Heals (I don't know the "charges" that healing is)

    4) Another Survivor that the Killer has to worry about (that one is apparent)

    And then on the other hand...

    1) 4 Survivors means up to 16 perks

    2) Items brought into the match skew the numbers even more

    3) Map layout matter just as much as

  • So much would have to change

    Gens: would either have to take longer or have the Survivors/ Killers inputs adjusted

    Healing: same as Gens

    And a lot of perks would have a change or 2 involved

    But what if Deep Wound was first and not mending will leave the Survivor injured but if they mend in time they go back to healthy

    So the Killer has to keep up the chase and the Survivor has to get away and mend... I know that would make Hit and Run extinct... but numbers can change

  • Well... seems that these 2 perks are going off of base Gen regression take the % given and multiply them by .25

    Old:

    Call Of Brine: .50 charges per second for 60 seconds

    Overcharge: .1875 charges per second to .50 charges per second after 30 seconds

    New:

    Call Of Brine: .3125 charges per second for 60 seconds

    Overcharge: .2125 charges per second to .325 after 30 seconds

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