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RainehDaze

RainehDaze

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RainehDaze
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  • @Steakdabait said:

    lucky break+overcome for survivor

    eruption+cob for killer

    hating windows is a kinda big self tell if im being real lmao

    It's always the Windows+DH people that draw out endgame for two minutes as we tour the map.

    Not so fun when I'm not playing someone with any anti-loop to speak of. :p

  • @JoeChill261 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329897#Comment_3329897

    Nurses music is so loud you can't hear anything else in game. Its easier to play with the game muted and just have music on then listen to the jarring new Chase Music. They made her so annoying to play now just with the new Chase Music, it wasd done as a nerf

    Ah, yeah, Killers having stupidly loud chase music is... interesting. Spirit gets slapped with it too, and her whole THING is sound.

    And I swear Wesker is trying to cause hearing damage.

  • Mind leaving some explanation to go with your linkdrop?

    I hope it's not something as incredibly stupid as "this person plays muted therefore nobody ACTUALLY needs hearing even if they're not a strong Nurse main playing this one match".

  • They change as the Killer gets closer or further away. Ergo, by listening to how they change, you can tell the direction a Killer must be.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329769#Comment_3329769

    Oh yeah I agree as well. We all told them that on release of Shattered Hope.

    I recall everyone saying that a perk would be a terrible fix when CoH initially came out.

  • I try and say gg after every match.

    Still tend to gripe about my three least favourite maps though (swamp, garden, and anything with corn). screw you, maps that don't want me to see bugger all.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328817#Comment_3328817

    Disagree there. Like wesker is pretty balanced and I think there are many more killers that need adjustments before him (blight's addons being one of those examples), but if I really had to pick 1 thing that needs to be fixed about wesker, then I would say it's his tunnel potential.

    As a survivor (especially if wesker takes infection addons) once hooked, it's too easy to proxy camp, hit right after unhook (to proc more infection) and then just chase with guarantee of not a very long chase - because infection will do it's work. Even disregarding this - once somebody is unhooked and infected, he will need to go for an injection very quickly. And once he uses it, there's another beacon telling the killer "Tunnel me". I think this is not a good design. Everything else about him (even those hits which are sometimes really funky - for both sides - like as wesker I hate it how you bounce away from pallet/window just because someone was using it some time before and for survivor how he can sometimes pull you back from the other side of window - they are less of a problem then this).

    Because the Midwich pallets chain into nothing with generally poor tiles to play around besides and the Cowshed map forms a ring of tiles around the map where the pallets fill in what would otherwise be the dud bits in the corner?

    Midwich has that awkward habit of forcing people into completely dead corridors. Can't really chain that.

    WoO just exacerbates map imbalance.

  • @Aphy said:

    The new wiggle system being the only wiggle option is an extremely bad decision. My keyboard does NOT allow me to spam hit my space-bar so much so quickly. It cancels out completely after 2 quick hits causing the wiggle system to be completely useless to me and any perks pertaining to wiggle also completely useless making those precious BP spent on them a waste. Other than freeing up memory in the OS having just one option is pointless. Whats next.. take away the sprint option?? 🤬

    If you can't press your space bar like once every second, you really need a new keyboard.

    I'm not being facetious, that's absolutely terrible for typing on, which is kind of the primary purpose of a keyboard.

  • @Gandor said:

    I am shocked from this thread. There's a strong premise in it, that the only pallets in the game are god pallets and that survivors can somehow chain them together.

    From my experience predropping pallets means I will extend that one chase longer, but I am guaranteed to kill my whole team a minute after. You just can't effort to not use all the pallets and just predrop. There's way too little pallets for this (maybe outside the game - but given this meta, even the game does not have enough pallets for it).

    And this all does not even mention that most killers have some kind of ability to actually outplay survivor on most pallets. Like #########? Do you really believe that knowing about pallets (especially filler pallets where you have fence-pallet-car/rock/tree - as is the case for most of them) means you are just screwed and you HAVE TO break it to give survivor time to get to next pallet? If so then I am afraid it's not survivors who are being carried...

    Eh, like half of Killers can't do anything around filler pallets except run round them until the drop happens. Don't respect it -> stun -> distance made to next pallet regardless of drop; respect it -> lose distance -> continue going around pallet.

    All of which takes time. Precious, precious time. Chain four pallets together with or without taking a hit in between and maybe DH, that's enough time for a gen.

  • The number of people sad at losing keymashing is bizarre.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329711#Comment_3329711

    you can do that without needing the perk. I can look at tile from very far away and known instantly by its shape what tile that is and how I am supposed to loop it. Your talking about training wheel part of the perk. what you cannot do without the perk is identify dead-zones that your teammate create. Window of opportunity with complete certainty allows you to know whether a pallet has been used or not. You can entirely avoid ever going into dead zones if you use this perk. This part is NOT training wheel part of the perk. This is something that technically obtainable by 4 man swf comm's but as you know, most survivor player soloq so this is great perk to have.

    If your little bit new to the game, you can look at otz's video "all Maps Tier List & Guide | Dead by Daylight (6.5.0)". It is in-depth guide about the maps. You can study the maps with otz's video. Of course, Studying is maps is amazing, but you only learn looping by playing the game.

    What I want to know is how you're knowing exactly what a tile is out of its possible spawns from 'very far away' when there are other tiles in the way. Yeah, if you get clear line of site you might be able to determine it, but if the Killer's on you straight away on e.g. Crotus Penn Asylum with its double-layered tiles, or you're having to chain together tiles without having chance to look, I don't think you're always able to get an angle and tell what tile it is, where the pallet is on the tile (if it's there), and the window. WoO lets you see more to work that out without needing the angle or sight.

    Then there's Lery's as its own weird outlier in all this

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329627#Comment_3329627

    sure, but that does not stop strong survivors from looping, i.e going from pallet to pallet. You said it yourself that your not a new player and that you know where 90% of the pallets spawn. with enough experience as survivor, you can emulate what windows of opportunity does without using the perk in the chase. Window of opportunity is scary because it allows weaker players to vastly elevate their looping skill without the need to learn looping. The perk got buffed two times. At first, the perk used to have a 60/50/40 second cooldown when a player dropped a pallet/vaulted a window, then it got buffed to 40/30/20 seconds and then its cooldown was removed and its radius was increased from 20 to 32 meters.

    for new players, it vastly elevates their looping. For experienced players, it allows them to not run into deadzones and is another one of those soloq swf bridge perks because SWF can do clock call outs for which part of the map is being looped while soloq lacks that as they cannot see aura of where their teammate loop. I wonder how they would fix that? Maybe put a red aura pallet icon when the pallet is dropped? Only issue I see with that is that you might not see it clearly if your 60+ meters away.

    WoO isn't just a solo-SWF bridging perk, it's a "prevent misplay" perk.

    If you have WoO, you can't possibly make a mistake on where the window or pallet has spawned on a tile. You can't path incorrectly to start the loop, because you don't know where it is. You can't be caught unaware at the start of the game before you know the map gen. You can tell with reasonable certainty what sort of tile might have spawned on the other side of a wall, or where on maps that have plenty of possible pallet spawns they've shown up, without having to look at each tile or gamble on it in a chase.

    As long as it's possible to get from one tile to the next faster than a Killer can close the gap for a hit, WoO virtually eliminates all the elements where human judgement, memory, or sheer lack of a chance to look will get you caught out.

  • "No you can't use your power which telegraphs when it's going to happen as effectively as any lunge because DH" is definitely a buff against everything that would have ignored the distance beforehand, so it did get at least one buff in the process.

  • I don't think WoO needs a nerf, but it does leave me annoyed how often I try to chase anyone except the person with WoO (and usually DH) and somehow I keep finding them even if I'm finding targets with aura reading or something.

    I swear, some endgames in places like Garden of Joy with all its close-spaced pallets, there's been two Survivors left and the one with WoO just pinballs between the fourteen remaining pallets and loops without pause while the other one tries to do four gens. It's sort of fascinating how little you can do sometimes against playing it safe and knowing exactly where to head next and just taking a tour of the map's pallets. Zero chance of heading somewhere a pallet's gone, or not ideally pathing straight to the next one.

    Although it's more of a problem running into someone running that combo first chase. Break it off and don't get the down, don't break it off and don't get the down and hope there's still time to take advantage of a deadzone later. <_>

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329460#Comment_3329460

    And all other perks have theoretical numbers.

    Yes, and those theoretical numbers mean -nothing-, that's the point.

     "Circle of Healing provides 75% efficient self-heals in an area that covers 1/5 of your average map and gets outright silly on multi-level maps" is not a theoretical number.

    Yes, it is. Run the perk, figure out how efficient it is, because in reality, it doesn't ever hit that 75%. I mean, your approach to these theoretical numbers is already banning out the number that's inconvenient to your argument, so I don't know how anyone is supposed to take your assessment seriously.

    Yeah, I said that's what people have to do. And that's the problem: the counter to one Survivor on the team bringing one perk is essentially "an entire playstyle has to be abandoned".

    And? Are we talking balance or playstyles here? Because the former is a valid concern, the latter is obviously not, otherwise we wouldn't have killers like Doctor or Plague.

    Every perk has efficiency losses, though. It's like saying Self-Care isn't 35% efficient healing because most of the time you don't start healing exactly as soon as you get off hook or the Killer wanders off (and those who do tend to go down immediately). The case you should be making is how the efficiency loss for travelling to a booned area and setup time somehow makes it in line with other healing perks. But they don't.

    Saying "this number is only theoretical in its efficiency gains" goes for every single instance where a perk isn't 'drop everything and do the activity on the spot', which is almost always a catastrophic misplay and does way more harm to efficiency as a consequence.

    And? Are we talking balance or playstyles here? Because the former is a valid concern, the latter is obviously not, otherwise we wouldn't have killers like Doctor or Plague.

    They're intertwined. Some Killers are expected to play a more hit and run style. Other Killers who don't rely entirely on instadowns are at least generally assumed to get some value out of injuring and dropping chase.

    One perk, on one survivor, eliminates both these expectations. That's horribly balanced.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329084#Comment_3329084

    it works like this. you get hooked. Survivor is inflicted with mangled+Hemorrhage. If they heal. they gain -16% to healing action and repair actions. If you get hit, the perk disables itself. really bad imo. The perk effectively encourage you to waste your time chasing a surivvor. i.e have 60 second chase(chase, down, pick up, place on hook) then you need purposely let the survivor heal themselves and then never hit them entire game and let them do generators for entire rest of the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329061#Comment_3329061

    I agree with your post the most. soloq is just really inefficient at healing. if you apply injure pressure in soloq as killer, most teams easily break down if your experienced enough as killer. this is why I think that stealth killer are very predatory for soloq while being a complete joke for 4 man swf's. COH bridges that gap but ideally, I think a perk bridge gap is not ideal and its probably better to provide information for soloq to actively and convenient find teammates to heal.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329349#Comment_3329349

    Inner healing is really bad perk. finding totems for 1 heal is not good time investment for survivor. There are no official stats for what perk usage of inner healing is but if we look at Nightlight which gives just rough sample of usage rate of inner healing. it is around 1.5%-2%. After that, you have self-care. I do not see this perk a lot anymore but apparently its 8% usage. I used to see more before but now I do not see at all. The only other healing perk you see is we'll make it(5.5%). The reason why it is good perk is because most time-efficient healing for survivor is healing under hook. We'll make it is aggressive temp-healing perk that allows you to heal in dangerous situations and complete the heal without getting interrupted. If over the course of a chase, a killer spends 60 seconds interacting with a survivor 1 hook state, then we'll make it can undo killer's damage in 8 seconds. All you get is 1 hook-state and as far as survivor is concerned, the killer get no reward for 1 hook-state.

    It also single handedly makes the entire hit and run play style non viable. As well beating down killers that rely on this play style, which mind you are generally some of the weaker killers in the game already.

    This is just my opinion on this topic. I think hit & run is supposed to be a perk-oriented play-style to play the game. Not just a generic every killer can do it gameplay. From my personal experience, I think that in order for the play-style to have merit in strength, Individual healing needs to take around 26 seconds to heal towards SWF-level efficiency. That is roughly around -40% towards healing speed. Sloppy butcher is only 20% and its just not enough on its own to stand. Granted, according Nightlight, its 10th most popular perk at 10% usage. Other than that, there is no other consistent anti-heal perks that encourage spreading injures across entire team that stealth killers can utilize. I guess you could say instant down perks but there is just no relevant consistent instant down perk.

    Gift of Pain is actually pretty good, though. If they heal, they're slowed down until you're chasing them again (very good if you're constantly rotating Survivors), and if they don't heal... well, they're injured. It encourages you not to drop chase once you've injured a Survivor a second time, but its actual effect isn't bad.

    It's just kind of ridiculous that it's a scourge hook in the end. So hard to get consistent value if the map is mean. ~_~

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329404#Comment_3329404

    It takes one perk slot, and four players have self-heals. It isn't four perk slots for self heals, or four items with limited charges for self heals, or eight perk slots for faster self heals. Even after the nerf, it's 1 perk slot for 75% efficient self-heals for the entire team, and if somebody is in the area and free they get a 50% healing speed boost.

    These numbers are purely in the realm of theory, because practice is way more complicated. If the killer is in the boon area, you can't afford to sit still for ages and heal, and if the killer isn't in the boon area, then any heal speed gets reduced by the fact that the survivor has to move into the boon's influence to make use of it.

    And that's also not considering the time it takes to boon.

    These numbers are 'best case scenarios' that in reality are surprisingly uncommon. This is something I also really dislike about the way survivor perks get talked about: They are only ever considered from optimal situations, just like that thread the other day where people were legitimately up in arms over a massive multi-stack of conditional perks to minimise heal time, blatantly missing how these situations would not occur during normal gameplay.

    CoH prevents generating pressure by spreading injuries

    A) that is an overstatement, as CoH CAN diminish pressure, but it doesn't prevent it, and B), that in and of itself is not a problem, much like DS hindering tunnelling is not a problem. If you're up against a CoH, don't bank on spreading injuries and that perk becomes worse and worse.

    Don't try to force your way through a counter, adapt to it. Commit to chases and go for downs rather than injuries, if CoH is such a problem.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329405#Comment_3329405

    Many games have been won entirely due to CoH.

    And many games have also been won due to a single trapper trap. Does that make trapper OP?

    This game has a snowball tendency. One slip-up or outplay on either side can turn games around. The ability to turn a game around is nothing special. I wager many games have also been won by Lithe, or Fixated, if you were to dive into the numbers to the same extent people do about Circle of Healing.

    And all other perks have theoretical numbers.

    Seriously, though, "Circle of Healing provides 75% efficient self-heals in an area that covers 1/5 of your average map and gets outright silly on multi-level maps" is not a theoretical number. Nor is its ability to boost anyone else that may be in said area. Will it always get peak usage? No. But that goes for everything. Someone can be running CoB+Eruption+NtH and they might never get any value from it because they can't get the downs in time, but we don't pretend the combo isn't problematic the way it works now.

    Don't try to force your way through a counter, adapt to it. Commit to chases and go for downs rather than injuries, if CoH is such a problem.

    Yeah, I said that's what people have to do. And that's the problem: the counter to one Survivor on the team bringing one perk is essentially "an entire playstyle has to be abandoned".

    Think about that: one Survivor brings one perk, and it's used enough you have good odds of seeing at least one of them in 75% of games, and an entire playstyle that some entire Killers are meant to utilise (stealth killers particularly, and Legion's entire thing aside from currently negating DH) is massively devalued to the point that 'commit to chase even when you know it's a bad chase' is required if you want to get value.

    That's horrible from a balance perspective! It's not even an expensive investment on the Survivor side, and it gets massive value by its very existence.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329391#Comment_3329391

    But this was always the trade-off. CoH doesn't change that any more than any other healing perk does.

    It takes one perk slot, and four players have self-heals. It isn't four perk slots for self heals, or four items with limited charges for self heals, or eight perk slots for faster self heals. Even after the nerf, it's 1 perk slot for 75% efficient self-heals for the entire team, and if somebody is in the area and free they get a 50% healing speed boost.

    CoH prevents generating pressure by spreading injuries--an injured Survivor doesn't pull someone else off of a gen to heal them or stay vulnerable, they run off and heal on their own. Instead of two distracted Survivors whilst chasing a third, or two Survivors grouped up to disrupt, there's only one Survivor occupied, nobody has to leave gens to help them.

    And unlike items, it doesn't run out! Even ignoring the idea of bringing other items for some other reason, it's only something that can be entirely removed if the Killer learns who placed it, or if they invest one of the four perk slots they have on something that might not be needed this game (or that they never have chance for)--unlike being able to see four medkits in Lobby and swap Franklin's on or something.

    All of this, and if someone else does have a healing perk, it gets boosted too if it ends up in the right spot! This isn't even considering map totem spawns, like main building in Eyrie (I think it still has a totem up there?) that make it trivial to get huge value from placing it.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329398#Comment_3329398

    Except it isn't. That's part of the misconceptions. CoH isn't actually that much stronger than Botany in its current iteration because of how much more conditional it is in comparison. There's loads of timeloss involved with the use of the perk that other healing perks don't incur. They're not one-to-one comparable.

    Playing with and against CoH, in practice, this perk is way weaker than what people on the forums make it out to be. That's not to say that it isn't a strong perk, but it's not some grotesquely overpowered game-changer.

    It's much stronger than Botany in how its presence warps acceptable tactics and build requirements. CoH does more to make spreading injuries to cause slowdown impossible than anything except everyone building for self heals (which is a lot more investment, even if four medkits isn't that much now... but at least visible and counterable). Its presence prioritises not dropping chases after a hit and focusing one Survivor.

    Which also pairs horribly with how Dead Hard warps gameplay the same way. You get a perk that penalises anything except dropping chases, and one that warps how chases are played and when you can go for a down, and they're a persistently miserable combo for trying anything else.

  • @Shroompy said:

    Depends what kind of 3rd party software were talking here. If its something like filters, custom icons or one thats been popping up recently which is the auto bloodweb script then youll be fine. As mentioned before though, BHVR does not ban for it and wont do so. But if Easy Anti Cheat sees something going on then they might, and if you do get banned because of them its in their hands, not BHVR.

    If its something that gives you progression/cosmetics, or just straight up cheats. That ones obviously not allowed

    Driver filters, specifically, should never lead to banning; EAC has it white-listed (and I don't think they or BHVR want to get into an argument with AMD and Nvidia over brightness adjustment and the like)

  • @Nikatara69 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329315#Comment_3329315

    But come on, a lot of people conducting violance towards people in game rather that in a real life (im not English main)

    That has nothing to do with... anything, really.

    Saying "I feel sorry for you" is patronising in most contexts. Even if someone really does have reason to need the sympathy (like a relative just died), it's such a bad way to phrase it in English that you will insult someone. And using it in any other context--especially someone's video game skills--is simply condescending pity.

  • @DudelPuma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329053#Comment_3329053

    What then remains of healing possibilities? what does bhvr want to achieve? that you heal each other? bhvr can show me how to be healed up in the solo q without wasting a lot of time, as with almost all other perks, this is too strong in the SWF and the solo q needs it (it will be displayed to you, you can use it without communication heal up)

    meanwhile in the swf "come on shack let's heal there" problem solved for swf, solo q: "a heal beg i'm dying of a heal, healll", selfcare got nerfed because it was too strong ? NO! Wasn't it because it was "meta", yes of course because it was one of the few ways to heal yourself up without the help of others, it makes bhvr :D I watch it nicely from afar as the solo q gets even worse (when the heal options will be even less) while I deleted dbd because your great matchmaking works so well that I will match with bot and when I play swf almost every killer hits the wall and I get so bored because it's not a challenge :DD

    Er, yes, that is the point.

    That you should have to heal each other, or everyone who wants to heal themselves should bring their own method to do so. Not "one person brings boon, everyone has fast self-heals".

  • @Nikatara69 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329297#Comment_3329297

    I don't see any insult from my side. But I wonder because it not first time when people came to my stream and taking words from context and scary me with possible ban on Twitch or DBD.

    You're being patronising and condescending. You're basically going "I feel like I get to look down on you and make judgements about your life and how pitiable you must be because of how you play a game".

    Also, it's ridiculously obnoxious to start making grand, sweeping projections about somebody's life because of how they play a game.

  • Boil Over is either obnoxiously annoying, or dangerously broken. There's no in between, and no way for it to be in between.

  • @thrawn3054 said:

    I really doesn't have that many pallets. The map is just huge with a dumb main building.

    It actually does, though. At max, it spawns 19 pallets. 19. On an outdoor map with a strong main building and a ton of close-spaced tiles. Most outdoor maps stop at like 16 for their max spawn, it starts at 15.

  • Definitely not.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328547#Comment_3328547

    Agreed we should also enable colour blind filters by default and balance the game around those too /s

    It's accessibility, it's only active when you could hear a heartbeat but for those who are hard of hearing, who cares if people who can hear also use it, it doesn't change anything.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328547#Comment_3328547

    Why should it be enabled by default? I am hearing just fine, I dont want something popping up when I am in the Terror Radius.

    And from what I read, it sounds more like something which pops up when you are in TR, but you have to locate the Killer yourself - same with the audible Terror Radius. You are just trying to find a point why an accessibility-feature might be bad, while it should have been implemented long ago already.

    Seriously, I'm not saying it's bad, I'm saying it might be more precise and easier to read than the audio cue. Depending on exactly how this is implemented, that would de facto mean the accessibility option is an advantage even to those with good hearing.

    And if you put something in the game that gets far more widespread use for its power than for its accessibility reasons, then you might as well just make it baseline and work around that.

    Like, imagine if 50% of high-MMR players started using that. Has DbD's best player base secretly had really bad hearing the entire time, or is it an advantage? If it's an advantage, just integrate it into the default experience.

  • @Phasmamain said:

    Agreed with most of these. Tbh I’d rather eruption be useless than in its current state since it’s just unhealthy for the game

    I’d honestly love for temple of purgation to be moved to the forsaken boneyard realm as it would feel more fitting

    Temple of Purgation is in Red Forest because that's where ye olde priestess wandered off to: north from the Middle-East. So, if you head up past the Caspian and the Black Sea and then sort of wander westwards...

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328479#Comment_3328479

    and so what if they do? It's for accessibility which no one gets to gatekeep.

    Then it shouldn't be left as an optional accessibility choice, should be enabled by default, and then balanced around.

    I'm just saying, it is possible that an accessibility option could provide a competitive edge without harming gameplay some other way, so it's worth baring in mind that it might have to stop being an option.

  • @versacefeng said:

    Its so that hearing for things in chase is a little more challenging. Also because the game would be bland without it.

    It would still be challenging if the chase music was a good ten decibels lower, rather than overpowering everything that isn't literally on top of your viewpoint.

    Although, that might also be the extremely sharp dropoff with distance and bizarre occlusion exacerbating everything. Like how a generator can suddenly become whisper-quiet if you move so there's a wall in the way without actually putting any distance between you.

  • @CakeDuty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328519#Comment_3328519

    It was a basic Blight, so could possibly be a bug? Not sure what lines the Birkin skin has

    Might be a bug, because that definitely sounds like one of the Birkin lines.

  • @CakeDuty said:

    Anyone else had this happen to them? I was being chased by a Blight, when I stunned him with a pallet, the subtitles "Go Away!" appeared, but nothing was said. Happened to my friend too yesterday, but I didn't believe them. We just assumed it was a Trickster bug, but this time it was against a Blight.

    Possibly a hint that survivors are gonna be talking in the future?

    If it was the new Blight skin, he has some barely-intelligible voice lines.

  • @Rogue11 said:

    The feedback from the finisher mori system was mostly universal dislike. Why are more resources being dumped into this?

    Only good way to handle it would be getting the mori without an offering if you get the last Survivor. :T

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328169#Comment_3328169

    I did. And they are fundamentaly broken. But atleast they don't remove the directional sound cue so if you are at a tile you can still mindgame and trying to predict what she is about to do. With Furin? Absolutely not!

    You still get directional sound if Spirit starts phasing when you're inside her TR.

    So if you're having a problem in-chase, either they're running a build to suppress their TR (in which case it's fine because they've built everything around being a stealth killer; your job's gonna be to stealth back, not move fast), or you've picked up Oblivious and aren't in it (Plaything, most likely), which is a similar thing: stealth.

    If you're getting grabbed off a gen from half a map away on the rare occasions Spirit is showing up with the amulet for slower but longer phasing, probably bring Distortion all the time, is my advice. She needs to work out where you are somehow when you can't be seen.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328249#Comment_3328249

    Visual heartbeat is mostly for the hearing impaired, as they were using Spinechill for this, until it changed (which is why it's currently only half changed, waiting for the visual heartbeat to come out)

    If it's good enough, I can see everyone using it for a competitive edge, because a good visual cue could make it even easier to pinpoint the Killer's direction and distance.

  • It's only useful if she starts phasing when you're out of her terror radius. The entire point is that it's basically her jump scare add-on.

    It lets her do stealth play and that's its entire point. You're not meant to have counterplay to this specific thing from that distance (or she's got oblivious or is running a buncha perks to suppress TR).

  • For me? Straight off the hook, ignoring any other easier targets or common sense.

    If you're the only person I can find when I'm remotely in the area, or someone else runs to a truly horrible set of tiles and you just ran into a deadzone, or you're a complete plonker and think having just been unhooked means I'm going to ignore your trying to cleanse a plaything totem straight away, then sorry: you're going to get downed again.

    I feel no obligation to specifically seek out a harder, uninjured target that I might not even have any idea where to find just because you were on hook last.

  • I've been playing Bubba, and I worked it out! It's the noise of charges returning. Which is... this wooden clonk, for... some reason.

  • Is asking for perk combos people dislike overly complicated or something? I was hoping for more 'synergies that get really annoying' than a focus on individual perks in particular. xD

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327327#Comment_3327327

    Not saying it needs buffing. I'm saying it didn't need a nerf and should be reverted.

    ... it didn't need the buff it got in the first place? They took out an unnecessary tiny buff that mostly served to make judging times annoying.

  • @HoodedWildKard said:

    Yeah idk why they decided to take away the extra wiggle progress. It certainly wasn't broken. And this is speaking from survivor and killer perspective.

    As killer I often had enough leeway to reroute to a second hook if one got sabo'd without my cargo wiggling free. As survivor there's something uniquely frustrating about hitting every skill check and not seeing the bar go yellow. Reckon wiggle disruption should be just a little stronger if they want to nerf the speed. Atm feels like good wiggle checks achieve absolute nothing.

    I like it just because it makes the time you have more consistent. Something to work with.

    And wiggling shouldn't be stronger. Seriously, what is with all these posts that count losing a one-second-if-perfect post as some big deal? You're not meant to get off if the Killer picks you up most of the time. It's literally the last thing that ever needs buffing.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326919#Comment_3326919

    Take fearmonger. You don't need iri stuff every game. Check the whole list. There are a lot of things there. Pick the thing you like most. Like deathslinger or legion - now you don't need any perk or addon to counter DH.

    "You may only deal with this perk if you play this Killer!" is even worse advice. Fearmonger backfires as often as it helps (people start running way earlier).

    If you're suggesting people only play certain characters if they want to deal with a perk that's in every game, maybe that perk is a problem!

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326912#Comment_3326912

    40s gen regression and prolonging game to 40 minutes is perfectly fine but taking some iri stuff (also some stuff is not iri and I listed also all the perks) is broken. Like sure mate. You are not entitled at all.

    Also for "garbage killers". Once again. 60% murder rate

    Taking an iri into every game because it gives exposed somehow or the equivalent is not a practical way to handle DH.

  • There are perks that directly don't synergise with eruption, you know? They hit the gens for you, then they can't be kicked. :p

  • Only if it was a specifically conditional one. There's enough people DCing on first down without giving them a way to quit instantly in-game.

  • Also known as being unable to actually defend your position.

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326831#Comment_3326831

    Really? I've just been unlucky then I've seen iron grasp and that trapper perk take people basement from across the map haha

    Yeah, agitation makes you go faster too (faster than Survivors). Agi is the trapper perk you're thinking of; paired with Iron Grasp you can lug someone for nearly 18s at just over 4m (78m total); baseline it's 58.8m. You get roughly another 1/3 distance with IG+Agitation, but with IG alone it's only another 7m. Agitation on its own is better for distance--about 69m--but slightly worse at body blocking.

    @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326833#Comment_3326833

    No he can't GUARANTEE it. You need to be in good position for it. You need killer to choose your hook (which in non-corner case means picking your hook when he has anything between 3-7 hooks to choose from) - which means you must be sneaky (so that killer will not know to not go there) AND lucky (so he picks your hook), alternatively if you pair it with breakout - you still need to be even closer then people that come for flashlight save. And this all means exactly nothing if killer brings any one of iron grasp or agitation or mad grit or starstruck (and also infectious makes it much harder) - and if he brings combo, then you can forget about any sabo play.

    The point is - even in this case it's far from free and in best case scenario for survivor you are able to trade (like sure, best best scenario is when you have much more time and are able to sabo it before killer can hit you once, but that opens possibility that killer will still be able to bring that survivor to different hook once he sees you start to sabo - like see my 1st paragraph)

    Now compare all this "free" shenanigans compared to just regular flashlight save. Can you see the difference? Can you see how much flash save is easier in comparison?

    Most of the successful sabos I've seen aren't Survivors anticipating which hook it's going to be (except for full squads), it's people doing said sabo only as the Killer's nearly at the hook. By making the sabotage speed faster than the time to recover from a successful hit, it gets waaaaay easier to pull that off. Don't need a toolkit, can bring any other item you like, etc.

    And that, in fact, is definitely easier than a flashlight save that requires a lot more co-operation from the Killer to execute. And that everyone misses half the time anyway.

  • @legacycolt said:

    Yes we need base kit unbreakable. Please implement it so the slugging can finally stop.

    Why should it stop?

    Why should Killers always be forced to pick up within 45s, no matter where the Survivor is, whether their teammates are around (and preparing sabo stuff), whether there's flashlights obviously ready, whether there's literally no hook nearby, and if the slugging creates more team pressure than hooking the Survivor actually would (death hook etc.)?

    If you want one side to have an entire tactical choice taken away from them, give a better reason than I don't like it happening to me.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326529#Comment_3326529

    Not every perk needs an additional special condition. - It's a high risk high reward kinda thing. It incentivises playing unsafe - because you can only capitalise on it in situations that are unsafe. Without dh you would never do that spin into the killer to bait a hit (that's what you wait out once you know) without dh you would never play a pallet/window that way. That's something people seem to forget a lot of times: survivors who use dh and are able to consistently pull it off play that way because of dh. You wouldn't magically get all those downs dh "took away" from you, simply because you would get much less chances to hit them in the first place.

    There's nothing high risk about the way it plays around pallets or windows once the Survivor knows the timing. Or the way it can be used to eat any power that has a charge time above instantaneous.

    The only time it can't be guaranteed value is when a Survivor is caught well away from any obstacle.

    And did you know, that Survivors who play safe can also use DH and then extend things another loop with zero risk on their part? It's shocking.

    (It's also funny that you'd think everyone playing safe all the time would miraculously mean that they are safe. A lot of DH is just "I can make this pallet/vault I otherwise wouldn't after the last pallet/vault/time the Killer outplayed me"

  • How is 5% significantly different from 2.5% in this instance? Stop tapping the same gen.

  • @Gandor said:

    I play sabo a lot (being only one in a team to do that 99% of time). It's fun for me. Some maps are broken against it (looking at you dead dawg saloon) and every successful sabo on that map means HUGE screw up on killer's side. There are maps that are much better for it (like midwitch), but it still takes a lot of skill and risk taking which is fine.

    I said so many times on this forum and I do think that sabo should be slightly buffed. But not the way you proposed.

    The most frustrating thing is when killer picks someone from under the hook (being so close he does not see aura so he does not notice - happens e.g. when the hook is just on the other side of a wall), goes for one of the adjacent hooks which I do successfully sabo, I do take a hit to even prolong the wiggle and the killer is still able to hook on yet another one (yes - some hook spawns are this bad. This one is a rule on dead dawg instead of exception).

    The second buff I would actually love to see is a fix to perk saboteur - in description it says it takes 2.5s to successfully sabotage a hook. This is a lie. It takes exactly 3s. I have it measured (with video evidence counting each frame if you need to see it). The difference is very important in case of forced hook trade (killer is carrying someone dead hook). In case sabotage would take 2.5s or even 2.7s, you would be able to take a hit and then fully sabotage hook to effectively almost guarantee wiggling free of dead teammate. As it stands, you will never finish your sabotage after the hit (provided killer is not stupid/distracted).

    No other buff is needed. And "rescued" survivor not going away from the hook is a mistake on that survivor's side. There's no reason to buff length of hook sabotage (because it would open a time window to pre-sabotage all the nearby hooks around chased survivor making it unfair for killer).

    The second buff I would actually love to see is a fix to perk saboteur - in description it says it takes 2.5s to successfully sabotage a hook. This is a lie. It takes exactly 3s. I have it measured (with video evidence counting each frame if you need to see it). The difference is very important in case of forced hook trade (killer is carrying someone dead hook). In case sabotage would take 2.5s or even 2.7s, you would be able to take a hit and then fully sabotage hook to effectively almost guarantee wiggling free of dead teammate. As it stands, you will never finish your sabotage after the hit (provided killer is not stupid/distracted).

    Tbh, it's kind of ridiculous that a healthy teammate can guarantee a free down by sabotaging the hook in the Killer's face when they're already using a toolbox for it. Making it too easy and effective would be, again, a horrible idea for everyone. It's just asking for slugging, because that's the only counter.

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