RaSavage42
RaSavage42
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- RaSavage42
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It does seem like BHVR retconns a lot of their stuff
IF they did something like this then giving Survivor bonuses for each Survivor based on perks or something like that would be that hard to think of
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I would agree with this OP....
Hangman's Trick should slow down Sabo speeds (maybe from 2.5 seconds to 5-10 seconds)
Sabo'd hooks respawn faster but not all that fast
And having Aura reading up to 4M (or maybe 6M)
@GoshJosh said:
That’s a ridiculous idea. You would entirely negate a whole play style and perk with just one of your own. You could make it respawn sabo’d hooks a bit faster, and/or slightly slow down the speed. But not by much, due to how sabo works now.
So COH negating Hit and Run gets looked over?
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Maybe if they adjusted base regression then we can deal with regression perks
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2904950#Comment_2904950
Whispers? That's interesting.
Yea... It's been in my builds for as long as I have been playing the game
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2904831#Comment_2904831
It's probably different at the absolute top level, but I don't play there :)
I'd say that the reality on the ground is a little different. It's a bit risky, sure - but it is something I'm seeing quite a bit of, and why I only use Corrupt on very specific killers.
https://forum.deadbydaylight.com/en/discussion/comment/2904833#Comment_2904833
I've had a lot of success mixing it up recently. Spirit, Wraith, Demo and other high sustained mobility killers are awesome with CoB builds. Plaything+Penti works like a charm too, especially on Pyramid Head, Plague and Trapper. PR+Agi will never not be amazing, and Surge can get obscene value on instadown M1 killers.
DMS is great on Artist and Pinhead, Corrupt is great on Trapper and Hag.
I don't think I've used Ruin in months.
I've gotten used to running Corrupt and Whispers... so now not running them means one of two things
1) I loss horribly
2) I realize that I can go a match or two without those 2 perks
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I do think that it is boring to run the same perks no matter what Killer I play as.... But I feel like I need them to do anything in the match
So it's a catch 22
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Survivors around Hooks promotes Camping
Quick saves are another thing that promotes Camping
Fast Gens promote Camping.... It's the Progression V Regression debate
Anything else???
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It's the replaceability factor that gets me
Plus healing is really strong...
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I don't even play Nurse nor Blight that much.... LOL
I spend my time playing Pig, Huntress, Hillbilly and Twins
(Bad Word) I hardly play Hag anymore
Or I don't even play the game anymore (I lost Xbox Gold) so there's that
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Just don't shoot healthy Survivors... simple
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@xBlitzAce1989x said:
https://forum.deadbydaylight.com/en/discussion/comment/2901460#Comment_2901460
Interesting build. I've heard about Surveillance so maybe I'll try it again. And it's funny that you mentioned Corrupt because I never tried to run that. As a survivor it definitely annoys me since I'll need to look around but you're right, it's a great way to get a head start as a killer.
Things that annoy you when playing Survivor are the things you need to think of when playing Killer... Sorry to say
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Run Corrupt... For early game (If you are worried about it)
SH:PR and DMS seems to be the thing to go to
Cheats are a thing to be Sus of... but it's more like those two gens were started at the same time with either one or two Survivors on them
Huntress Lullaby is not that good right now... What you need to instant pressure and not built up pressure... Also Huntress Lullaby doesn't effect those Survivors with nothing else to focus on
I Run Ruin, Surveillance, Discordance, Whispers sometimes as Doctor
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1 minute... cause I'm bad at Survivor
And it was against the Doctor on Lery's
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Also it's reliant on Killer's using Hexes
I don't so good luck getting Soul Guard to work
But yes I do see Soul Guard get uses (When I did use Hexes)
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There are problems that BHVR can handle
And problems that they don't see as problems
Comms for Survivors is an issue but there are bigger issues (not saying that Comms aren't that big of a deal but it's something that they can't control)
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Just shows that whatever perks are strong are used a lot more
Or Survivors pick perks that they feel comfortable
Also if the Devs wanted to make Buckle Up better they would've given it the Heal at 100% to downed Survivors (instead of giving that to We're Gonna Live Forever)
And I hate to say this but making MOM easier to use... would have more players use it
Flip-Flop did see an increase in usage due to Boil Over getting it's change
Plus Yoichi is the newest Survivor so it makes sense that his perks aren't used much (I see that being changed soon (TM)
Also it is weird to see Ace In The Hole being used more then Open Handed... IMO
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Ash or Ace... IMO
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Faster Crouching for Pig
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No this game is a 4 V 1... Live service
Also the Devs worry to much about stats and not how the game is played (Just look at the MMR for proof)
And the Devs don't share what they see with us... Other then Pick rate and Kill rate (and not perks pick rates)... Then tell us not to read into it
And there is way to much RNG in the game
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Sloppy Butcher got buffed?
Thanatophobia got buffed? (actually it got the heal slowdown removed for "more" Gen slowdown... which made sense)
I wasn't playing before the Self Care nerf... so IDK what it was like
But I did play when Syringe was wicked strong
Yes the heal speed was nerfed cause they were to strong at that time (again I don't know... I didn't experience it)
And COH made healing speeds strong again... but this time the Survivors knew the ebbs and flows of the game (when to Gens done, how much time they needed to finish the Gen, The Survivors found out that 99% healing was something to use)
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If you want to stay in high MMR then yes... give up on all but the strongest stuff
If you don't care for high MMR then play whomever, however you want to
IDK what else you want to see
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Try out both sides... both sides offer different things (and yes Toxicity is involved)
Killer: If you feel like not giving a (Bad Word)
Survivor: If you feel like learning what Survivors are capable of
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Doctor... as weird as that sounds
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/318712/range-killers-on-switch-or-console-in-general
It is not that difficult or impossible to aim with controller. Just takes some practice. Maybe try watching some videos on youtube about this topic, some hints.
Also, in my opinion you should have very high sensitivity on controller in this game, because you got to turn around very very fast.
Not many people post their matches on console... I mean I do but I ain't special
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1) Make base regression .50
2) Make maps smaller
3) Make loops have a number (the higher the number the stronger the loop)
4) Missed skillchecks make the Gen start regressing (if the Survivor(s) leave it)
5) make Killer activated Gen blocks regress... at .25 (but leave the Survivors to not make the Gen regress)
Yes my changes are more Gen centered for good reason... Making these changes will allow Killers more "scary" in way of stopping the Gens from going off as easily... also gives Killers a chance to defend Gens
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Whispers... it let's you know if there is a Survivor within 32M of you... I can't even count the amount of times i caught Survivors hiding in lockers
Stakeout... Getting 4 stacks of it then hopping on a Gen to get guaranteed Great Skillchecks plus the added bonus for hitting a great skillcheck... On Gens though
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2896325#Comment_2896325
Thanks, I didn't know blocked gens didn't regress, I started playing yesterday /s
A blocked gen cannot be worked on either. So you waste 45 seconds, which amount to 56% of the progress of a gen.
True... but also the Killer can't kick it... So think of it as a win-win (cause you only lost 15%.. .while yes you can't work on it for the duration there should be other Gens to work on... and a save that should happen... The PR/DMS only works on the Gen with the most progressed Gen... unless someone else lets go of another Gen)
Also I think that the time does need to be lowered for it's effect
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2896076#Comment_2896076
I said slowdown/stalling perks. I don't have much of a problem with noed tbh. Actually I wouldn't have a problem with it at all of it wasn't for slowdown perks that make it almost impossible to "do bones" and finish all the gens too, if the killer has any idea of what they're doing. Ah yeah, that counterplay you mentioned doesn't work much because there are some spawns that you simply won't come across while doing gens only)
Anyway my biggest problem right now as a single perk is DMS, but overall it's how well stalling perks synergize together, especially PR + DMS (-15% + up to 45 seconds = 55% gen progress)/Pop (-15 + (-25)%). Luckily, people are seriously underestimating how strong pentimento is too, because other than the 30% slowdown, there's the passive slowdown of having to cleanse twice totems (finding them + going to them). If someone gets hooked close to the rekindled totem, that's a free ticket to camping, and survivors don't even have the option of "doing gens" anymore as a single gen now requires ~120 seconds to complete.
Basically, slowdown perks by themselves aren't even that strong/they're ok. But put together they're just too strong
Blocked Gens don't regress
So that's only 15% lost for 45 seconds... and neither side can touch that Gen (and yes I would've lowered the timer to 30 seconds)
PR plus Pop would equal out to 40% loss of progress (if it works out)
Also remember that the game is 1 V 4 so slowdown is almost necessary... and the same for synergies
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They can't remove T-Bagging cause crouching is useful
They can't remove Hooks cause they are a staple in the game
Macros aren't needed so those should be removed... But that's for the Devs to figure out
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Boons should have a cool down
Also if the same Totem is used then it should break after 3-4 times (apon getting snuffed)
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See it isn't MMR being the only issue
It's Maps, Perks, Items, Addons, Offerings, Killer Powers and Playstyles
Also Emblems have something to do with what we see in match
MMR considers Kills V Escapes while Emblems consider what happens in the match... One can get a pip after death while another doesn't get a pip but escapes
So it's a lot of "wrong" in terms of balance and not a lot of "right" in terms of balance
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The only one I can remember is... Live Or Let Die
If Unhooked then either a healing bonus (I know how original) or a speed bonus
Or if I die then the rest of the team gets speed bonus on gens for the next 10-15-30 Seconds
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Well then... Here goes nothing
Call Of Brine, Eruption, Corrupt, Whispers (I use these Perks on Pig... she's the only Killer that I have all perks for)
Huntress: Iron Maiden, Discordance, Corrupt, Whispers
I pretty much use Corrupt and Whispers on every Killer that has them both unlocked
STBFL, Discordance, and the 2 Perks I mentioned before (Spirit)
STBFL, Sloppy and the 2 Perks that I mentioned before (Nurse and Hag)
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For whatever it's worth...
BT (For the Team), Leader (give others the benefit for pulling me off the Hook and healing me/ Keeping me alive), Kindred (for solo queue reasons), And either Spine Chill (information is key) or Stakeout (for both information and Great Skillchecks)
I don't use Exhaustion Perks (cause I'd rather go down if I mess up then use DH, I don't like SB for reasons, I used to use Lithe but I wasn't getting much benefit out of it, BL I just don't use)
I don't have all Perks for Survivors (nor will I until I start playing again and they come out in the Shrine)
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The 2-2 Kills V Escapes aren't worth much... In the current state that the game is in
Plus MMR takes Kills V Escapes
The Emblem system takes what happens during the match
Everything isn't balanced due to those things
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A Perkless mode....
It's simple and removes the annoying "Oh you were using X Perk(s)"
Plus it'll put the base game on blast.... Here's hoping for change
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MMR has something to do with it... Facing better Survivors
Perks and Playstyles are the next thing (having a match where the Survivors are just as lax as you are... to a match where the Survivors are "sweaty")
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It's mostly due to the fact that the Gens were done (IDK about the timing) before the Killer got at least 4 Hooks (1 per Survivor)
Honestly MMR only cares about Escapes V Kills
Emblems care about what happens during the match
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I don't know about base but:
As stated Technician decreases the sound by 8M
And Surveillance increases the sound by 8M
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I also have a hard time playing Blight.... But exploits are a harsh term
Also playing the thing(s) you don't like can give better insights
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I agree with @C3Tooth the increase is good and all... but there needs to be more
Plus I do like that change
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I do realize that the Hook (and Sabo) changes were good but the most recent ones... Sabotage and Hangman's Trick were bad
Sabotage: 2.5 seconds to sabo a Hook and it last what 15 seconds
Hangman's Trick: used to make Sabo take longer... but was changed into an Aura Reading Perk (when you had a Survivor on your shoulder)
The good thing was no more 99% Hooks... but the downside is the fact that it takes 2.5 seconds (basically what like 95% pre change)
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It's good to know that you are ok...
Also the fact that you played 200 matches and faced Nurses, Blights, Bubbas and Huntress most of the time seems pretty worrisome
That's a lot of RNG is way of playstyles and Perk builds (that don't look like "meta" but again that's all on playstyle)
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@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/2889639#Comment_2889639
Okay, kinda thought so
Yeah, just now; wanted to see if maybz I missed a rework on them or sth
Better to be safe then sorry I guess
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It seems like BNP's are bugged at the moment did you put this in the Bug category?
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Brutal Strength: I feel like adding an effect for being to close to the destruction... Like Hindered or even Deep Wound
Predator: Adding directional Scratch Marks would suit this perk best
Bloodhound: Seeing how not everyone uses this perk... it needs to be changed
NOED: seeing how people have said that it "OP" I figured to make it based off of Totems left
Whispers: Shouldn't go through floors
Nurse's Calling: Should be 32M range
But anyway... I also feel that the base game needs changes
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2881708#Comment_2881708
so then again why place the trap
Because the Pig didn't know the Gen was about to be done
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2881690#Comment_2881690
There were 3 survivors alive, including myself. I am taken from the locker, dropped, trap placed, picked up, and hooked. While being carried, the other 2 survivors complete the 2nd to last generator, taking us down to 1 gen remaining and placing me onto my 2nd hook.
With 1 Gen left get any Kills possible
It doesn't matter what happened a moment before
The Killer probably though that the Gen wasn't going to be done
I would've patted myself on the back and went on my marry way
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So... @GoodBoyKaru
when you were hooked with a Trap on there was 1 Gen left... Right?
Which made your Trap active
Cause I feel like I'm missing something
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Wait.... @GoodBoyKaru
Was the info (3 Survivors and 2 Gens) before you got hooked the 1st time?
Cause the way I saw it... You were picked out of a locker... Trap placed, gen popped and Hooked (2 Healthy Survivors, 1 Hooked Survivor, 1 Gen)
Am I right or wrong?