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RaSavage42

RaSavage42

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RaSavage42
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  • @this_aint_h00die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725368#Comment_3725368

    I personally really like this set-up, the add-ons i've been using Slow Release Toxin and Workshop Grease

    Fair enough…. That's actually my build… LOL

    This build is what I feel comfortable using… but sometimes it works and other times it doesn't so don't feel bad

  • PIG:

    Perks:

    Oppression, Surveillance, Corrupt and Whispers

    Addons:

    Combat Straps and John's Medical File

    Explanation-

    Use Corrupt and Whispers to find a Survivor, chase and down Survivor, put and RBT on and hook, use Oppression and Surveillance to find another Survivor and repeat

    Pig's power allows her to slowdown the Gens since it takes a Survivor off of Gens until they get the RBT off… and it's even better if you get one active

    Her Crouch is better so using more addons would be good

  • Also technically Totems are a secondary objective….

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724968#Comment_3724968

    Honestly a soft basekit Corrupt is the only thing I can think that could help ease it a bit, but even then how do you justify it when killers like Nurse and Blight exist? They get downs far too efficiently and are usually the best counter to gen optimization already.

    But yes, out of all our options that may be the best because of the killer power differences.

    I was thinking of giving an additional effect… allowing Gen blocking to last 5-10 seconds longer (like Lethal Pursuer) to Corrupt

    But then again we do have to think of everything before they get the idea…. Yes Nurse and Blight cause problems and so do a :try-hard" SWF… and Killers like Trapper, Freddy, Ghostface and Pig have their issues also Solo Survivors have their issues that will cause an uproar

  • @rysm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724894#Comment_3724894

    Like you said, they were previously 80 secs and atm the gens are flying. If anything the modifier highlighted how shockingly fast the gens can be done when killers don't have the usual regression perks. In nearly every one of my survivor modifier matchs the killer was overwhelmed by the gen progress, in my killer modifier mates they were going insanely fast. On the survivor side it was refreshing to not have your progress "erased" but on the killer side it felt awful to feel powerless against the speedy gens. There needs to be a fundamental balance here.

    I do think there needs to be a fundamental look at survivor gen progression and regression perks. The OPs idea sounds very interesting and personally i'd love to try it. Complete gen rework.

    @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724903#Comment_3724903

    Gen rework or not, I agree with this sentiment. I always tried to play fun builds without relying on too much slowdown and gen progression can be optimized far too efficiently. Chaos Shuffle has just highlighted what I've been trying to say for a long time about it.

    Even in my survivor games I can do over half the overall gen progress by myself with Stake Out/Hyperfocus against most low tier killers, even worse if I add a commodius+charge addons and Streetwise/Built to Last. With 4 survivors and a lot of resources, that shouldn't be a thing that 1 survivor has the ability to do reliably.

    It was also a thing in the lights out (minus the perks part)

    And while it shouldn't be one Survivor doing all of the Gens… having all 4 Survivors doing Gens is also a bad thing (in a way)

    But with the way Gens are right now… adding in more steps for Survivors will only make things worse

    Adding in Perks like Corrupt, Deadlock and Grim Embrace (and to a lesser extent Thrilling Tremors)

  • Honestly at this point…. they would benefit most by not giving us anything new but working on what they already have

    Coming up with a cycle would be a bit hard but that's just my felling on it

  • I feel that Gen times need to be adjusted one more time (perks and toolboxes but let's just focus on base gameplay first)

    Survivors repair Gens at 1.0 charges per second = 90 seconds… 2 Survivors repair Gens at 1.7 charges per second = 52.94 seconds

    Killers can kick Gens for 5% instant regression and .25 charges… I'm not sure on the numbers but it may be 300 seconds (give or take)

    So maybe shortening the time Gens take to complete to 80 charges would be best (what it was before) then adjusting progression and regression based on 80 charge Gens

    But yea I would want to try out your idea OP

  • Chaos Shuffle just shows us why there is a reason why certain perks are used the most

    And adding more perks as basekit will only makes things worse

    For example:

    Who uses BT anymore, it's free

    But the 5% progression loss doesn't feel like enough so Killers pile on the Gen regression perks to make up for it… for better or worse

    Now if they did release the Basrkit Unbreakable Survivors would take advantage of it and start chasing the Killer to distract them and allow the downed Survivor to pick themselves up

    Or if they got rid if the Basekit Pop and replaced it with Ruin things would get worse… Survivors can't leave the Gen to save for fear of Ruin taking away their progress (even though it wouldn't be that much… .25 charges per second)

  • It's the entitlement on both sides

    Survivor: "i should be able to finish all 5 Gens before the Killer can hook

    Killer: "I should be able to see all of the Survivors at all times"

    ETC… also it's the "us VS them" that we all have grown tired of

    Survivor: X Killer perk, "meta", Addon(s), playstyle, or Killer is unfair… but I run "meta" every match the same way (or "I don't run 'meta')

    Killer: X Survivor perk, "meta", Item(s), playstyle is unfair…. but I run "meta" (Killers and Perks) every match the same way (or I don't run 'meta')

  • Yes also Gens should be counted…

    Hooks are a positive for Killers but a negative for Survivors

    Gens are a positive for Survivors but a negative for Killers

    I mean that's what Pip's are trying to do

  • If they did make more Zombies spawn you best believe it'll happen when his addons get re-work…. and the more Zombies spawning in would be a Iri addon

    But we also have to deal with more Zombies that can get stuck on Maps… or more bugs with them

    So coding them would be a bigger deal then let on by BHVR

  • I just left it where it was

  • I wouldn't mind Healing being looked at… but it isn't a big enough deal to say it needs to be done right now

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721400#Comment_3721400

    Well surge would be connected to where the survivor went down at like Forced Hesitation so she couldn't do that. And Again gens can only be hit 8 times so it really isn't that crazy any more. Would you rather them run Pain Rez and Pop and hit the same gen 8 times for 20% each or them run surge and hit the gen for 8% 8 times?

    That would mean Surge would be changed to where the Survivor is and not where the Killer is…. and BHVR has a hard time with coding

    Pain Res only has 4 tokens and 4 separate Hooks that need to be used and yes while it does 20% of Total progression it's still only 4 times… and if the same Gen is hit that's on the Survivors for repairing it to be hit or not repairing other Gens

    Pop does 20% of Current progression after the 5% default regression is applied

    If the Killer is able to get Pain Res and Pop on the same Gen then again it's on the Survivors not the Killer

    And normal regression takes place after those Perks take effect

  • Could you imagine a Huntress standing in the middle of Gens and throwing Hatchets to get Surge value

    Or a Hillbilly zooming around gets a Down on a Survivor close to a Gen that's almost done

    Having a long cooldown or being 110% doesn't matter

  • Pig:

    Timing is everything to her… and it also depends on how one plays her (Tunneling a Survivor with an RBT on doesn't count)

    If you forget to put an RBT on you might just lose all pressure

    Also her RBT's do work as a Hook check… if you put one on every Survivor that you down and Hook

  • Honestly… seems the game doesn't reward how many Gens are left and hooks gotten my the Killer… getting the 4K is the thing that the Killer's do

    There's no one to blame… players make decions throughout the game

  • So IMO… Base regression can be changed so Ruin itself isn't effected

    Right now base Gen kicks do 5% instant regression then -.25 charges per second

    But if regression were tuned to be -.50 charges but no more instant regression that would be nice…. so instead of relying on a perk

  • @blastea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713368#Comment_3713368

    Sounds like a fun little support build. I'm not too keen on using Lightweight though but I don't think it's a bad perk in any sense.

    Thanks

  • @FrenchBagels said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713362#Comment_3713362

    These are the least problematic things you’ve ever listed. I cannot believe you put Lithe, DS, and Deja Vu up there like they’re a problem. Deja Vu is literally a nothing perk. Resilience maybe but only one guy ran it.

    I was listing out what perks the Survivors were running… I'm not saying that they are strong perks but having multiple Survivors running them makes them stronger

  • I run:

    Lightweight- So I an have a chance of getting away

    Botany Knowledge- faster heals

    Leader- gives others faster heals if they are close to me

    Kindred- so I an see where the Killer is headed and where the other Survivors are

  • So do we want a Balanced game or chaos???

    Seems to me that having a form of Balanced isn't as fun as we hoped…

  • @Aven_Fallen said:

    A Skull Merchant with 4 Slowdowns. No surprise that this results in a PvE-Match to be honest.

    So what about the Survivors Perks

    3 DS's

    2 Auto heal medkits

    3 Hope's

    2 Daja Vu's

    4 Lithe's

    I actually wonder what would've happened if they didn't DC

    I get that Pop and PR are too much at this point… but what if Killer players don't use them

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711317#Comment_3711317

    when it comes to gen times i dont think they can ever do it right. doing a gen for 90 sec is not fun most people would probably say chases are fun but chases are not the way the survs win they need the gens getting done. if we make gens faster chases have to be shorter that way survs would loose what they find fun to also loose what is lame.

    and we are just talking basekit here. i think gens should not be affected by any perks for either side cause that makes balancing the times of gens and chases even more stupid especially since perks are not something everyone just has

    I said bring back to 80 charges then make changes to Gen's progression and regression… even going as far as to Killswitch them

    Yea I am talking about Basekit… cause that's the biggest issue IMO

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711263#Comment_3711263

    Saw is so awesome. And wow, Survivors must love you. Do you enjoy Pig’s perks?

    I only use Surveillance

    The other two aren't that good… MYC being 24M away from a save to get exposed but when going back I only see the unhooked Survivor… SH: HT seeing auras around hooks shouldn't be the only thing HT does

    I mean I guess they like me… but it's not cause I'm playing Pig but how I play Killer

  • It's funny but I never gave much thought into that… but most of the Survivors that did bring a Map offering were the first to die or they would live long enough to see the other 3 Survivors die… and it's the same for those Survivors that bring a hatch offering

  • Mine would be:

    Gens…… There Spawns are trash, Progression Vs. regression is laughable (basekit BTW)… them taking 90 seconds is not good for the game as a whole I would say that 80 is better but to do that they would need to look at progression Vs. regression

    Maps…. they have lost touch a long time ago… Pallet spawns are weird… Loop spawns are confusing… deadzones are way to big

    Killers…. either having Mobility or not can decide the match…

    Survivors…. having 4 of you should mean something but it doesn't (SoloQ)

    Perks…. having a "meta" is stupid…. having so many perks in the game but seeing players using 4-8 of them is wrong

    Addons…. too many of them aren't as good as they may seem (look at Pig)

    Items… more so there usage…. why would Survivor waste their Items at the beginning of the match they have the advantage

    MMR…. doesn't work and shouldn't be a thing… if you want to bet better then put in the work if you don't are then don't

  • I main Pig

    I am a huge SAW fan… so it makes sense

    So she was the first Killer I played and learned (which is a reason why I don't tunnel and get at least one hook on each Survivor)

  • So as a Killer we are supposed to know all of the Survivor's faces, how many hooks we got and when we got them

    Don't push that

    If a Survivor wants to use DS they can

    There's a big difference in Survivor induced Tunneling and Killer induced Tunneling

    If a Survivor wants to body block then that is Survivor induced Tunneling, also if the Killer doesn't see the saving Survivor then again that's Survivor induced Tunneling… anything else is Killer induced Tunneling

    And begging for a chase then claiming Tunneling is also nonsense… you wanted a chase and we gave it to you

    in New Ds Comment by RaSavage42
  • If you don't like Distortion then run Whispers… it gives information without showing auras

  • I'm sick of how quick the game feels… on both sides

    I'm sick of players blaming each other rather then looking at the game for what it is

    I'm sick of the Maps that are in the game… also this is like the 3rd time RPD has been disabled (I think)

    I'm sick of players not seeing what they do (and this is kinda the same as the other one that I have said)

    I'm sick of "meta" being a thing (but I know that will always be a thing)

  • Honestly I would go through what we have make changes to them then come up with new ideas

  • I tend to play a bit try-hardy

    But the perks I like are:

    Whispers- so I know if I'm close to Survivors

    Corrupt- so the Survivors can't get the first Gen done before I find one of them

    Surveillance- So I know if a Survivor is repairing a Gen near me and if a Survivors gets on a Gen that I kicked

    Oppression- So I know which Gen(s) I need to be at in order to start a chase

    There are a couple others that I am comfortable in using

    But there is one Killer I do Meme with… Wraith

    And for him I run:

    Hex: Thrill Of The Hunt- So I know if Survivors are cleansing Totems

    Fire Up (But this one I haven't found a replacement for yet) maybe Hoarder when I get it

    Whispers- So I know that I am close to Survivors

    And I can't remember the 4th

    But I stay Clocked for the entire match and see how fast the Survivors catch on and do the Gens (or chase me around the Map)

  • Ok so your point being that it's Power Creep… but giving they way that the BHVR is coding the game it was inevitable

    And Maps play a big part in everything as well

    Killers that have mobility are king for reasons that have been explained many times or are able to get injuries from a distance

  • That'll be a deterrent for Tunnelers looking for the Quick kills

    Plus it'll help the 3V1 for like 60 seconds but how much is still up in the air (10%, 15%, 20%)

  • It goes back to the newer/ casuals learning the pros and cons of each perk

    Killer: learning that the perk can be cleansed/ blessed within 10-20 seconds of the match starting

    Survivor: learning that the perk does more damage the longer the Gen is effected and having multiple Gens being effected

  • Having boosted Gen progression for having a Survivor die

  • I tend to do a bit of both

    I run:

    Lightweight

    Leader

    Botaney Knowledge

    Kindred

  • Pig: John's Medical File and Combat Straps… I just haven't given those up yet

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702804#Comment_3702804

    Exactly what I'm saying. OP asks what their incentive is to continue playing in these scenarios where the killer camps or tunnels, and you argue 'these scenarios should be way more common'.

    That just makes the problem bigger.

    I also said to play Killer… is that going to make the problem bigger???

    And no I am not saying that this SHOULD be more common… but dealing with the problem is going to be a lot harder on the game

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701667#Comment_3701667

    This doesn't change the argument though, this just makes the problem way bigger.

    In either case, it seems the main advice is to not make a play. Leave them on hook. This is bad gameplay for both the rescuer, and the hooked person. So if survivors are expected to just give up on their gameplay, what reason do they have to play the game?

    No just don't go for the save in the Killers face… so either wait for the Killer to walk away or if they stay then forget about them and do Gens

    I mean… is it worth sitting around the hooked Survivor if the Killer isn't going to go far or is it worth it to do Gens

  • Ok… so run Lightweight to soft counter LP, don't jump on the first Gen you see

    Sabo tells you where SH are

    Pop is a bit harder to counter… but running a toolbox and not using it on the first Gen you see also have a backup Gen

    Bro just run away from Killer

  • The Forums:

    It seems like an echo chamber to those whom don't want their thoughts changed… and a lot of players that play more Survivor are coming to the Forums after one bad match

    The Game:

    Present:

    OOF I also have a lot that I can complain about and I'm certain you remember some of them… but I think if we are going to actually think about it then I would say that it's better in some parts and the others need a couple changes

    Future:

    I can only hope that the BHVR realizes that and makes the right changes

  • Huntress Lullaby- it needs something else… maybe shrinking the skillcheck by a % for each hook

    Call Of Brine- maybe getting it's 200% back but removing the changing the Gen aura yellow

    Or they could remove the 5% Gen regression, Gen tap and 8 Gen kicks then rework the Gen regression

    Listing every perk that I think needs a buff would be maddening for both you and me

    So how about changing the mechanics involved

  • Freddie deservers a rework more so then the others at this point

  • If this game is competitive then an we get a real ranked (and unranked) mode(s)

    If it's not then why have Grades (ranks) involved in the first place… I know it's not relevant to the SBMM we have now but still

    IMO we do need to split the community in order to have a better game

    Have the Devs come up with how they want to do it… then complain about it cause it wasn't what we had in mind

  • Have you played any Killer at all???

    1st match:

    Singletary most likely knew that an unhook would happen as soon as he got the down (happens to me a lot) so going back to the hook after getting the down to see if he couldn't get the savior (optimistic mindset) seems like a good all… having a Hook a one Survivor, downed another one and knowing that the savior is close to the hook means that only 1 Survivor is doing a Gen (that's a lot of pressure to have)

    The pressure generated by a hook is like having 3 Gens done… Slugs like 2… Injured Survivor like 1 (or like half a Gen)

    2nd match:

    Hooks are apart of a much bigger issue… you reap what you sow

    That being said… you going for a save knowing that the Killer is going to hook as close as possible (cause wiggling off the Killer takes away pressure… just look at the 1st match as an example) makes it a bad play (from the Killers POV)

    So in conclusion…

    1- Play some Killer games

    2- Play the situation you are giving and not think about "Killer is Camping and Tunneling all the time"

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701346#Comment_3701346

    Not even wiki mentions that though, just that "lights up when 32meter range" and "plays random whisper upon active", nothing about direction

    The Whispers say "yes" or "no" if you are facing a Survivor or not… so it's not directional but it tells you if and when you are within 32M of a Survivor and facing them or not

  • There's a Perk that helps find Survivors

    Whispers- when within 32M (Tier 3) it activates and the Entity whispers "yea" or "no" if you are looking toward a Survivor

    It counters hiding for the most part… I've found a lot of Survivors just by having this Perk

    It's not an aura reading Perk so Distortion won't work Hiding in Lockers won't work either

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