RainehDaze
RainehDaze
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337394#Comment_3337394
Do you think they should run out? It is kinda a interresting question.
On one hand if a killer can just follow a survivor and get rid of all their resources before they can complete their objective doesn't sound good.
On the other hand, it wouldn't be a bad thing for survivors to have to be a bit more sparing with their resources either. Force them to utilise windows and stuff more
I think that pallets shouldn't be chainable to the point you can rely on basically nothing else. Some maps clearly still have too many for their size and other options (looking at you Garden of Joy), but anything that allows for pretty much ignoring other looping is... weird.
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@Nirgendwohin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337242#Comment_3337242
this is your personal ping indicator. it definitely doesn't show the ping from the killer at the moment. before switching to dedecated server, it displayed your ping to the killer because the killer was the host.
after the recent scott jund video about counter DH on pallets, i wonder if the developer even knows what it feels like when a killer has a high ping. scott mentioned that it's rare for someone to have a ping over 100, unless he uses a vpn service. killers have to play on European servers, which geographically cannot have a ping below 180ms. which is just ridiculous painfull for everyone.
playing against people with low ping feels completely different than when someone has a ping higher than 200.
I don't think the minimum ping for Europe-to-Europe connections is 180ms. My ping from Scotland to a server in Italy (I just checked) is 44ms.
Even the UK to Armenia is < 100ms.
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337395#Comment_3337395
This
The entire point of wiggling is just to force the killer to go to the closer hooks instead of hooking you wherever they want to hook you. It was never designed to be a way to get escapes as a survivor (hence why it's so damn rare, a killer has to get really greedy or the survivors have to be incredibly coordinated for you to realistically escape via wiggles).
It's also free BP if you need another reason to wiggle besides "strategy"!
And according to the design of Boil Over, "going through a door" is an ambitious and greedy play.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336780#Comment_3336780
You’re incorrect. If a survivor touches the generator but flees when the killer returns to that gen that survivor is in the clear (not holding the game hostage). If the killer simply stands by the three-gen they are not progressing the game. A couple of people linked to older posts where devs specifically commented this.
No, the old posts are always talking about Doctor using his shock to force people off gens so no progress can be made, but never trying to chase or hook anyone. i.e. the Doctor COULD go for people but isn't. The Killer is intentionally making it so that the game can't progress, and making no attempt to do so himself.
I don't know how this keeps consistently being interpreted as "If you don't keep in a chase that will immediately make you lose, you're holding the game hostage".
Especially when the situation we're currently discussing did have the Killer hooking people until everyone was on death hook and it became a contest of who blinks first.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337197#Comment_3337197
Sounds like common sense to me.
Maybe i'm misunderstanding but you're saying that when you stop putting any effort in a chase and just follow the survivor in their footsteps you won't get the down untill the game is over.
That you can't win if you don't put any effort in at all? Isn't that obvious and how it should be?
Now i do agree that a lot more loops should be made more unsafe so killers with no antiloop can get some hits in if they mindgame or use other clever movement.
A lot of loops are way to safe that makes getting a hit impossible. But a gen efficient team should always get all the gens done before pallets run out if the killer mindlessly just follows one survivor with no effort to break off.
Did you even try to zone the survivor by rotating in a way that leads them back to the pallets they already used or is it litterally following straight behind them?
@jajay119 said:
Leave the chase and find the ones doing gens.
Respectfully, this is a skill/pride issue. You're allowing yourself to be sucked into a chase with someone who is better at looping than you are at chasing because you 'have to down this one survivor.
I think you both missed the point where I'm not trying or expecting to win, just morbidly curious about if the pallets are going to run out before the gens or not. And how some maps you can basically go from pallet to pallet without actually needing a vault or any other kind of loopable structure--just whatever walls the pallet is involved in.
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@Sonzaishinai said:
To be fair mindlessly chasing after a survivor shouldn't be an effective strategy.
I don't think it would be good for the game if a killer would be able to chase a survivor through all pallets and not lose in the process.
What on earth would survivors do against somebody who does think about which chases to take if that was the case?
I just think it's funny that you can do that on some maps and just never run out of pallets within reach. "If you can't use a power to shorten it and get the down, better hope when you peel off someone else can't pick up where that left off and starts the chase in the dead zone".
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@Pulsar said:
No, not really.
I'm pretty much always going to play out a match to the bitter end. If you guys wanna beat me, you'll have to beat me at my best, ya know? I'm not just gonna roll over even if they have a god set-up, my ego is the size of a small solar system after all.
I'm the sort of person who picks Wesker, then sees that there's a Chris in the lobby and makes sure to grab a Mori and focus him out, because that's just what Wesker should do.
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@StarLost said:
Oh yeah, it can be really, really silly.
Pallets are the least of it. At least those are gone once they're gone.
It's when you get the over/under loop on MD or the pseudo-infinite with 3 vaults on GoJ that the game is just...why bother?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337171#Comment_3337171
...
Did you just say that playing an M1 killer takes nearly 0 skill?
Sure, but stupidly powerful loops are one thing. They don't have quite the same "well, I COULD quit this chase, but I wonder if we'll be able to do every pallet before the game ends" bizarre fascination to them.
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@Sava18 said:
I mean I'm playing around majority of pallets that aren't god pallets anyway, because I play blight who actually has the capability and skill expression to do so. If people find it fun to play m1 killers who have to subject themselves to W and pre-dropping then they better really enjoy that killer. I personally can't stand being subject to such playstyles that require nearly 0 skill on either side.
I mean, Blight can also just bonk through the pallet and catch up, that's another option.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337125#Comment_3337125
20% chance to escape? Its not enough to try. Do you play a match against a team knowing you have 20% to win? Or skip lobby?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337076#Comment_3337076
Survivor can run for 5 Gens and still die to Noed.
The core game design is a huge flaw. 60% kill rate is the perfect number, where 2nd survivor have 60% chance to escape (saying 15%/25% for a survivor).
The chance must be more than 50% to encourage someone to try.
Suicide,DC is what mess up the kill rate, it should be lower than 60% but not too far, though would be enough to give killers further buff. No, I dont tell the suicide DC where survivors make big mistake that there is no other result than a hatch escape, those makes no difference in kill rate. I tell the suicide DC where they're litterally on first hook with 2 Gens left, where 3-4 escape possibly match suddenly lead to 3-4k
Where are you deriving that 60% number from? That isn't how averages work. That a 40% survival rate means 1.6 Survivors escape on average does not mean the expected result is one guaranteed Survival and someone with a better-than-average chance of getting out. <_>
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336957#Comment_3336957
It doesn't matter what she is to you. The only thing that matters is what is true about the character itself. Yui was very well received. I see her in almost every match. I play her a lot myself. She has a good selection of cosmetics and even was one of the characters chosen for the Attack on Titan skins. Yui as a character is very cool and looks great even in her default outfit. She was a total win survivor.
Poor Yui, chosen for part of that imbecilic skin decision.
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Are we sure? I see so many.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336069#Comment_3336069
Another trope is the final girl takes down the killer. Maybe if it's down to one last living survivor they have a chance to "kill" the killer.
Doesn't that only stick for, like, Jason? Everyone else it's more like making them go away for a while (and then he got in on the not-dying thing too).
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@Riski said:
I disagree with the sentiment that specific addons are needed on him, namely map and horse meat, despite being strong so I'll make the assumption that you can run other addons and do well because reasonably you can.
The Chain Mail Fragment and Broken Hilt should trigger on injuring a survivor in a hunt rather than a guard injuring as it's more consistent and doesn't punish you for going for the quick hit. There is a case for condensing these addons into one but as haemorrhage is very good on the knight I wouldn't mind trying just this to start with. Maybe changing the mangled to broken instead of changing the trigger could be fun too. Town Watch's Torch and Ironworker's Tongs are both very cute and fun but are too similar to warrant having both in the game. The Tong's are stronger but the Torch is more unique so I could go either way. As for a replacement, I wouldn't mind an addon that improves the haste for longer paths, although this is similar to the Lightweight Greaves which doesn't need a change beyond being fixed, or provides some information for kicking gen with a guard like a mini Nowhere to Hide, maybe 8m of the gen for 5 seconds. With Torch and Knight's Contract, I wouldn't mind some kind of counter/token system like with the Legions' bbf addon to help keep track of the effect.
Gritty Lump's effect isn't even a strict benefit and there aren't really "smart" ways to use it as on average the guard staying in a place is just as good as them moving away from it. Perhaps an addon that makes the guards move to the survivor quicker after spotting them or increases how quickly you recover your power, although this is already quite short. Maybe not for the addons which is food to make the guards invigorated in lore, but a transformative addon that lowers hunt time but maybe makes the guards faster or some other benefit could be fun. Similarly, Pillaged Mead isn't useful. You still need to walk around the pallet when using the Assassin or Jailer and the Carnifex breaks them basically instantly anyway so it's no use there and kicking gens faster isn't useful here. Perhaps an addon that allows you to see the aura of the survivor during/after the hunt to help you track them, especially at longer distances.
Finally, the Knight's Contract I'm not massive on but that addon isn't that weak. I don't like exposed on addons but if we're just looking at making weak addons better then perhaps increasing the duration of the effect could work or having it apply when the survivor enters hunt rather than on summon so the knight is more likely to be mobile when it applies. I will admit I suggested a lot of reworks which is a lot of work but many of these addons don't work well with the kit as a whole.
The double guard addons are nice for making unique builds so they should stay and the rest of the addons I feel like are generally strong enough to keep how they are or lead to interesting enough build options to keep around as more fun options, especially the purples. If the Knight had too much of one and not the other, like the Oni not really having interesting addons or Freddy not having good ones, that would be a problem but there's a good enough balance for it to be fine.
You can go without them, but you get a comical amount of "Survivor runs around patrol area or out of patrol area before it triggers" without the map, and the horse meat at least makes Carnifex annoying and Assassin threatening.
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@FridayNightPizza said:
I feel like I'm one of the few people that don't actually mind it, it's got good lines of sight for killers like slinger and the pallets aren't the absolute safest around, one thing I do agree with is it's way too big for most killers, the colour scheme is horrendous (I can't be the only one who's mistaken the red for scratch marks) and there's more clutter than what is really necessary. I'd take this over Gideon and Eeyrie any day.
A lot of the unsafe pallets are around very big loopable objects, though. It can be an utter pain to catch up and there's so much to get caught on.
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@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336765#Comment_3336765
we were really thinking he'd just get tired of doing it and start chasing us, apparently he was more suborn than we were lol.
But on that same point, why are we as survivors obligated to to just go kill ourselves, couldn't the same be said to the killer wasting his time and refusing to chase anyone?
I mean, if you stand outside the gens refusing to go near them unless the Killer chases you, and the Killer refuses to chase anyone at all, you're both in the wrong.
If you start gens but get off as soon as the Killer comes back, and the Killer starts chases but returns to the gens as soon as it seems like someone's going for them, then nobody's actually in the wrong, you're all just trying too hard and wasting time. No point trying to out-stubborn someone once it's not fun. xD
But Survivors aren't expected to commit to doing gens even when it immediately leads to being downed, and Killers aren't expected to commit to chases that are guaranteed to let gens get done, so it's going to happen. The problem is when no side even attempts to do it--i.e. Survivors won't go near the gens at all, or the Killer won't take an easy down/hook.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336763#Comment_3336763
Absolutely. I’d go ahead and add oni and spirit to the list. Killers with high snowball potential can really end a bully squad quickly.
I mean, people misplaying around Bubba can do that, of all things. And it just looks silly when it happens.
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I know that Survivors refusing to do gens can be, but it gets weird when it's a 3gen like that.
Really, though:
this went on for like 15 minutes, was just a standoff between the killer and us.
did none of you have anything better to do? Should've just gotten killed sooner and moved on, you know how it's going to play out. Killer's not going to leave on a long chase to areas of the map with resources and no gens (that's throwing), and if none of the Survivors can play around Eruption at all, it's just a waiting game.
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336668#Comment_3336668
Yeah, it's honestly wild that they release ######### up maps, balance them to make them not ######### up, then turn around a release more maps that are ######### up in the same way like they got hit with the Men in Black neuralyzer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336670#Comment_3336670
I know, right? I remember walking around the map just yesterday looking for a glyph and thinking to myself "Alright, this is the shack. I've been here." and I walk to the other corner of the map and there's a ######### identical building, I got mindfucked for a bit until I realized there's just *two of the same building*
One shacklike building in the corner, the other shacklike building up along the long side opposite it, the actual shack a bit further along that long side, main building closer to the bottom, and then on the remaining short side without a building there's a gib. I think that's how the relatively intact stuff spawns.
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@Desteriaa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336589#Comment_3336589
what did I ignore? I reply almost every comment just bc I don’t agree doesn’t mean i’m ignoring comments.
Responding to every post but only select parts of the post suggests that you're ignoring all the points made that don't agree with your viewpoint.
Like, one of the earliest examples is that someone pointed out how exposed perks generally take a lot of setup or have heavy conditions on when they apply their effect, and DH is just 'when injured'. Your response was to not address any of that and just repeat your opinion that they're the same because of effectively adding or removing a health state.
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And for some bizarre reason, it turns out Trapper's traps are not only useless because there's nowhere to hide them, half of them spawn along the edge of the map.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336069#Comment_3336069
Yeah but if I'm only getting 25% survival rate because " it's accurate to the films" then I better start seeing more skin because that's just as accurate /jk
We got Vittorio!
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Step one would be changing the way his power works so you can select who you want to summon, not have it happen in a predictable order, with some sort of charge system tied to each of them. That way, the yellow ones give you two max charges of a certain Guard, rather than just giving you two in a row.
Change the Iri Company Banner so that it lets you have multiple Guards at once, but with some sort of basekit demerit, on top of having to wait for the charges for all of them to come back. I'd remove the exposed stuff from Knight's Contract, but that really sounds more like the sort of effect you want to give a group banner. Actually arrange people to be trapped. Plus a general fix to the power so you can't just run straight through the guard and then they go to where they first spotted you (his power needs that in general) :p
Greaves, Poultice, and Flint and Steel shouldn't be restricted to 1/3 to half of your power on a cycle. Also, greaves needs to increase the haste effect that's been added by default (it's currently useless because it doesn't stack) or extend it, not do its own thing.
Not so sure on the ones that are tied up with people escaping from chase or getting hit.
And then we have the problem that Map, Horsemeat, and Call to Arms are all various flavours of 'fix critical weaknesses in getting use out of this ability'.
I'd want to remove exposed from Knight's Contract, but I don't know what would really replace it. If we were going full meme, have it prevent you from summoning, but you can go between bonuses from each of the guards? M1 silliness ahoy. e.g. Carnifex gives you his kick speed, Assassin means you inflict deep wound, jailer... aura read?
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If hatch escapes don't count (and BHVR has said they don't, although I don't know if that factors in kill rate), then above 50% for certain. Most 3k's are going to count as a 100% kill rate by that metric.
And 100%+100%+50%+25%+0%/5 is 55%. So, 55%, probably up to 60% or higher kill rate once you factor in suicides on hook and people giving up as soon as things start to snowball even if it could be brought back.
So, if 40% of Survivors get free, that's 1.6 escapes, any individual person should get out about 1/3 games, excluding hatch.
In the long run, that's probably a 3e or 4e about 1/3 to 1/4 games? 2e is pretty rare except as endgame stuff.
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I always wonder about the server ping justification for DH being bad. That doesn't seem to be a big issue over here.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336269#Comment_3336269
i mean you would not go on generator if you do not want to get infected in first place and there is severed toe add-on. I feel like add-on is suppose to be used in 3 gens with prophylactic amulet. Like you 3 gen and infect all gens. the survivor get infected. they go to cleanse, when all your pools are used up, you gain your power automatically and can down people at range. put them on hook, rince and repeat with gen regression perks. that is best usage i found from it and... I am not big fan of this type of gameplay. Its boring killer gameplay for me.
So if a Plague with 110s of infection goes around and spews on a good chunk of the map, you're claiming Survivors are going to refuse to ever complete gens for fear of infection and avoid ever getting M1'd? Unlikely. It's a combo that works, and is a playstyle that depends on them... you know, wanting to win.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336266#Comment_3336266
I thought it was only if you were behind a wall since the yeet would deal damage after the buff expired. If I'm correct then I feel the telegraph attack is worse off with old DH since you would be able to always dodge it compared to now where it doesn't work in more open spaces since you are throwing the survivor.
It's exactly the same boat as Demo, though. Wesker has a fast, high-speed lunge, old DH you'd have to get absolutely perfect timing to get it to go through you entirely and not make all that much ground if you did, get it wrong and you'd get tagged. New DH gives you the pretty generous window and the 'I got hit' speed boost.
And no, if you tag someone with endurance, they don't get grabbed. On the plus side, this automatically means that it takes the hit (doesn't need a handy wall). On the other, you don't get the post-grab extension or benefit of putting the Survivor out of position. The Survivor gets a speed boost that Wesker's M2 doesn't normally hand out.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336244#Comment_3336244
I use sleeping pills, but I rather have 4 second duration flat increase then 10 second increase with lower m/s.
In regard to plague, you can use limestone+seal for 90 second of infected objects and have no downside. I don't think the extra 30 seconds is that huge over 110. infecting survivors is pretty easy with plague that I do not think you need an add-on to boost it in the first place. When I played the build, it was just weird. The add-on is not really good for BP farming either. perhaps a version that would be good for BP farming is making her corrupt puke apply deep wound, so you can farm BP fast with her power without downing the survivor. Now a days, you do not need to farm BP. you can just play survivor with 100% bonus so these types of farming add-on are just filler add-on for killer that serve little to no purpose besides self-imposing bad challenges on yourself.
You're missing that they get infected faster. So, they do gens, they get infected, they get broken, they either have to get off gen to cleanse or are doing a gen broken. And because it's faster, they either have to get off more or spend more time at risk.
Add discordance or tinkerer or something and boom, gen patrolling with de facto exposed.
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@Trollinmon said:
Dh is literally bad game design full stop. The perk straight up can be totally dead vs some killers and a free 3rd health state for others. If you want to balance killers in this game you literally need to assume everyone has DH for some killers because of how common and strong the perk can be vs them.
Also, Dh wasn't nerfed across the board. Lets go over some killers where I feel the perk is roughly the same in power level or buffed
Billy
Nurse
Huntress
Cannibal
Pig
Spirit
Plague
Demo
Oni
Executioner
Blight
Twins?
Trickster
Nemesis
Artist
Knight
Wesker too (though he came after, like Knight), same as Demo. He's another case of his power being shut down by DH despite already being highly telegraphed and easily dodged.
And Endurance effects not only tank the hit, it skips the yeeting.
Also, anyone else find it weird that there's two people who have all their posts in this one thread and backing each other up?
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It's a perk that counters too much, an exhaustion perk that's beneficial even when you don't use it (having to bait it out and then pallets etc.), or don't have it equipped, can be the most subtle cheating, and it's the most used perk in the game, which is just annoying.
It eats ranged powers, it eats slow powers, it eats lunges, timed well (and about the only actually skilled use if you're not in a loop) it can eat a normal M1, it can give you two health states against exposed or instadowns if you don't care about being injured, it can theoretically be used to get three health states off hook (OTR or BT, DS, then DH) without healing, it can be used to get an unhook in a Killer's face no matter how stupid it was to go for it otherwise...
All it doesn't stop any more are traps and plague's ability to vomit constantly. Hell, the nerf helped it against something like Demo's shred or Nemesis' tentacle, since now it can't run out and get you tagged because distance doesn't matter. A huge number of Killer powers have a big, obvious windup and slow recovery to offset being better than an M1 in some way, and DH totally negates them.
To put it bluntly, the perk's loaded with things it can counter and has no business neutralising. It being a crapshoot in an open field does not make it balanced, people are just too used to the thing sometimes.
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Off hook? Well, I'm probably not running much or any slowdown, and if we exclude "I don't know where the unhooker vanished to", either it's because my position in the game is bad enough that going for the vulnerable target is necessary to improve it, it's probably because the unhooked Survivor got in the way and took a hit. After all, now I need to hit them once, so why would I go for the other person?
I'd rather just use BBQ to go from hook to chase, but sometimes that doesn't work. Can't waste time finding the 'right' Survivor.
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@Aurelle said:
Not really, in my experience at least. Killers have been bringing RPD and Lery's offerings for the past few days. It's usually 4 envelopes and a map offering or Bloody Party Streamers.
I'd love to see Survivors managing to bring four offerings.
I think I've seen it two or three times over the event. Somehow, someone always forgets and brings nothing.
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@crogers271 said:
I've been playing for about six months so think I still have a good memory of being new. My advice would probably differ based on how much experience your friend has with video games generally, but here goes. I'm going to gear it toward survivors because I presume as a friend you're looking to play together.
1: The game isn't scary. It's tense, but not really conceptually different than a first person shooter were you can get hit out of nowhere. It can be really intense and stressful where a single mistake feels like it changes the game, some people love that aspect, nothing wrong if you don't.
2: Play both sides. Even if a survivor main play the killers to get an idea of how they work.
3: It's a tough game to start because likely everyone will have more experience than you. You'll be trying to just figure out the maps while others are flying around.
4: As a new survivor, be cautious and stay on gens. Let the other survivors worry about chases and rescues. Those concepts will come with time.
5: Don't take self-care.
6: As a survivor, you will be caught. That's inevitable. The goal is to make it take as long as possible. Against most killers, running in a straight line will burn time. Add in loops, pallets, etc. as you get more comfortable with the controls.
7: The killer's vision is poor. On some maps there are lots of places you can crouch and blend in. Don't panic if you make the decision to hide. I've frequently caught survivors who were hiding because they ran and thought I spotted them when I never did.
8: Headphones are a necessity.
9: Don't hide while injured. The sounds of pain make you really easy to pick up.
10: Some people are jerks. I find it more rare than others and not that much different than other multiplayer games, but they exist. Best you know it happens beforehand.
11: Ignore lockers.
12: Some killers feel way stronger than they are. As an example: Wraith's invisibility feels way overpowered when you are new, and kind of inconsequential after awhile.
13: The game can be frustrating, but worthwhile. As survivor it's easy to go on streaks were it feels impossible. You'll know after a few escapes whether the game is for you. For me, escaping in DBD feels incredible. If you don't get that same rush and only have the frustration, you'll know its time to look for something else.
"Ignore lockers" is terrible advice, though. Overreliance on lockers and jumping into them at terrible times is something that needs to be learned, but they're definitely a resource to exploit.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335500#Comment_3335500
This post isnt even about salty messages, mostly just about the build itself. I just would like to know what qualifies as "sweaty" honestly.
Maybe triple genkick and No Way Out? Honestly, kind of hard to say, but that's what would probably scream "trying to win" more than anything.
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People will always find something to complain about.
I've run into people claiming I didn't need to tunnel when I had no slowdown entirely on the strength of the Killer (it was a 2k in the end) and I only did that after several gens had gone for barely any hooks. :T
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/363361/my-favourite-thing-about-this-event
Partially true. I said partially because even when the offering events will grant you more bp, certain people still use those offering just to be more annoying as possible
Maybe, but rather than seeing a map offering 2/3 games, I've only seen one or two a day.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335402#Comment_3335402
I could swear you can stack OTR and DH, and the endurance of OTR won't prevent DH.
The endurance effects are exclusive, but as noted, anything that would remove mending somehow lets them combo.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335393#Comment_3335393
You could but most didn't, it was a ingrained mentality and 'fear' of decisive that led to people slugging survivors they were trying to tunnel.
As for DH, it wasn't a third health state but it had less counterplay for the majority of the roster and you can't use the new DH if you are deep wounded, so if you're hardcore trying to tunnel someone who just got unhooked you slap them and now their perk is useless.
Not really.
DH was no more/no less an anti-tunnel tool than it's new incarnation is.
DS - 3 seconds and 5 seconds aren't that different if you use it carefully. Again, I thought this perk was butt now, but it's actually fairly decent. You just need to go down somewhere that will allow you to get to safety in 3 seconds.
I'd argue old DH had more anti-tunnel potential considering it worked while deep wounded. The fact new DH is useless while deep wounded is something a lot of people forget
And yeah on paper the DS stun numbers aren't that different but people were heavily conditioned by it, again using Otz as an example he often mentions how the strongest perks condition people to change how they play even if they aren't there. (Speaking from my experience here): Killers never hesitate when picking up a survivor anymore unless they are under a pallet or know a FL survivor is close by. Those are the only time I ever see killers wait before picking up
Watch Ayrun's solo survivor streak.
It was batty how strong OTR, DH and DS can be when you layer them.
Oh I know how strong they are put together, a survivor with those 3 perks is incredibly hard to tunnel but
A survivor who isn't running that specific build can be easy pickings when it comes to tunnelling. In the same vein that killers who don't run gen perks will lose gens very quickly if that makes sense
Want to know why killers generally tunnel?
They got stomped and told to uninstall by a group like this at some point, and are trying to never repeat the process.
Tbh, that isn't why Killers tunnel. I don't think Tunnelling is a taboo, its a tactic that works and wins games
That's why I do it in my games, I know if i make the match a 3 v 1 my chances of winning increase exponentially (no pun intended)
Really? I saw plenty of shrugging and being willing to eat the DS if it wasn't that urgent.
Yeah, you can't use DH now if BT comes into it. Not having to deal with DH is probably just one of those minor things that makes tunnelling a better strategy.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335356#Comment_3335356
To further explain my opinion:
I think the DS and DH nerfs made tunnelling a lot easier because before DS got nerfed, if the killer wanted to tunnel somebody they had to take a big gamble; either eat a long DS stun and then have a long chase afterwards or slug them and leave them on the floor.
Now typically if you're going after someone who was just unhooked, if you hear grunts of pain then you just wait a bit and you're basically guaranteed an instant second stage, unless they have either DH and can time it well or they have DS which I will say is sitll a decent perk since it can allow you to keep a chase going.
But if a survivor has none of the above, they are extremely easy to get rid of if you play it right. I often find myself wishing my team would just leave me on 2nd stage for as long as possible if a Killer is hardcore trying to tunnel me out. Drag it out for as long as possible yk?
It is kind of a circular argument though, like what you said about survivor chaining multiple second chance perks is true as mentioned earlier but survivors say "well i run these perks because I get tunnelled by a killer with 4 slowdowns" and... Yeah you see the problem.
I will say that tunnelling has def increased due to the regression perks and the other as otz put it "nice-guy" perks being changed, that I don't disagree on. I just think that they also made it easier which leads to more people doing it as well.
Of course, before you could just eat the potential DS anyway, and DH wasn't a third health state. And some people didn't have DS. Plus people not running BT for god knows what reason.
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@FeryGEN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334898#Comment_3334898
And what would be better than nothing?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334900#Comment_3334900
It's obvious. The only reason killers don't get buffed against SWF is solo survivors who don't quite reach the swf level, if their play level gets closer it's likely that killers can be buffed.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334920#Comment_3334920
It's not overly powerful, but it would make things easier, especially given how many basic abilities the survivors got, it's nothing compared to BT and Unbreakable. Even if you give 30 seconds of corrupt intervention, this will already force the survivors to study the map a little, and not spawn, we fix it and leave
I'd look more into dying light, fired up, or thana. Some sort of scaling effect that buys Killers some breathing room. Not just another tweak to action cooldowns, or something that forces Survivors to sneak across the map a bit to other gen spawns.
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334898#Comment_3334898
Base corrupt would be really powerful, even if it only lasted 30-60 seconds.
Killer is in their worst position at the start of the game and this mitigates that. Means you're vastly less likely to have 3 gens pop by the time you find your first target and down them, and also means that you have less to patrol immediately afterwards to keep the pressure going.
Corrupt is good, but I don't think it alone does much to offset how much potential efficiency this adds over the course of the entire game. If you're not running extreme slowdown currently, you probably have one of Corrupt or Lethal Pursuer, so I'm doubtful that adding baseline corrupt and freeing up a perk slot would make a significant difference.
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In your hypothetical game mode, player 4 goes to ground and commences uber-stealth the instant they're the only one who needs to be hooked (SWF would have someone build for this from the start), the other three happily do gens and annoy the Killer, safe in the knowledge that they can't actually be killed until the lone stealth player is identified, caught, and hooked.
So, every game will become a contest of going for mass slugs, or a near-100% escape rate as long as the one person avoids AFK crows and loud noises. They no longer have a reason to go near generators, their unkillable buddies do, so they'll just hang out in lockers on the other end of the map and maybe use distortion.
When proposing a massive change to how the game works, consider 'what is the cheesiest way to play this for a win?', as that'll be the new meta.
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@FeryGEN said:
The survivor solo buff is intentional to buff killers in the future.
It seems to me that they will add a basekit corrupt intervention for 30-60 seconds
I don't think that helps too much.
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@Mockingjay_S451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334555#Comment_3334555
Honestly. Who cares? It’s there, live with it. The survivor doesn’t even get distance anymore so just keep chasing them and hit them again.
And people think they go against cheaters a lot more often than they actually do.
They get a speed boost, which gets distance, and the Killer is locked in an animation cooldown. With some powers, this can be particularly extreme (poor Demo) or just negate their main playstyle (Trickster, obviously, telegraphs when his next hit will down you and that can be reacted to).
"Keep chasing them and hit them again" is literally why the perk is so strong. 15s if they only hold W in a straight line across an empty field and you can immediately get another M1. More if they loop. While other Survivors are sat on gens--20 to 25s total at fastest to get a down and hook someone.
For one perk when used as nothing except budget Overcome. Obviously, when it's used to get an entire extra loop in, it secures way more time.
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@Mockingjay_S451 said:
So sick of people crying about Dead Hard. It’s beyond a joke now. I don’t even use the stupid perk and even I am getting angry on behalf of the people that do.
DH was nerfed to the ground and killer mains rejoiced. It was every topic on this forum when it happened. The chance of getting it timed perfectly is such a small window and it can so easily be baited.
It’s a skill issue at this point, not an issue with the perk.
Except those situations it can't be baited and you have to swing or take a pallet.
Except those powers that give a big windup animation to prepare for using DH.
Except those powers you can literally see coming and react on time.
Except that it wastes time 'baiting it' even if the person doesn't have it, and time is precious.
Except when someone can use it to get an unsafe unhook (take one hit, finish unhook, DH any followup or escape) and start a chase.
Oh, and then there's the usual hackers and script users, those are still around.
Because DH to a normal attack (not a lunge) in the middle of an empty field is not the problem.
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@Gamall said:
I don't know. I also never understood why the survivors are not allowed to see anything about the killer.
because then the matches would be literally impossible?
Imagine, if you will, going up against someone and knowing who it is and what Killer they usually play (if that isn't outright told). Not hard to then select appropriate perks, burn a particularly unfavourable map for their power or playstyle, and generally force playing at a huge disadvantage.
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@Piruluk said:
I mean he played Demo of all things, one of the worst killer in the game, so of course he lost very badly.
Demo is so weak, I really hate that killer so much, so boring, so weak. Of course even OTZ will lose with demo playing nicely
Yeah, but think about how the match went. He didn't lose chases, the individual chases were short, didn't spend lots of time looking to work out where Survivors were, got consistent value out of the regression perk he did bring, etc.
In short, everything that would be considered good, fair play. He chose to not tunnel someone out when there was one gen left, spread the hooks out, and got 1k at the end--could possibly have been 2 if he wasn't trying for the 3k, maybe 3 if the Survivors had misplayed, but that would have been entirely due to altruism at the exit gate.
We have a problem if it's not possible to have enough pressure against a good team that this level of focus on a single player is essentially required, or running only multiple regression perks. Or we just accept tunnelling as good and desirable, because it's how you can win without relying on the other side making mistakes--i.e., we declare not tunnelling to be misplaying, and therefore we accept the winner to be the side that makes more mistakes, rather than playing nice having so much of a reliance on one side making mistakes.
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@Rudjohns said:
"hurt stealth killers"
Thats the point of Spine Chill, literally the only perk that can counter them
Is it good design to have a perk that specifically counters the only thing some Killers are meant to do, which is better than even the detection against non stealthed Killers normally, and is beneficial even against other Killers?
It's a bit weird that it's vastly better than the actual audio cues they give out.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333740#Comment_3333740
But that gets countered by distortion, albeit we don't know whether the mates of op still had stacks left.
That would chew through Distortion really fast, though, especially on a cramped map. Distortion gets three tokens back over 30s, Blight's rushes are five aura reads in ten seconds.
If he's already in the area or has something else to remove tokens, they're going bye-bye.
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@chadbeastofprey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334039#Comment_3334039
wdym there's no point? it's just killswitching a single perk. your bias is showing heavily.
Because the perk is only one source of mangled, and killswitching like 15 things for a bug that isn't making the game unplayable is disproportionate and out of line with how BHVR normally approaches these things.
Remember just the other month when Borgo came out and spawned literally every pallet? The only thing that got killswitched was the offering so people couldn't go there every match until it was fixed. You could still randomly spawn on pallet land.