Reinami
Reinami
About
- Username
- Reinami
- Joined
- Visits
- 6,317
- Last Active
Comments
-
@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638983#Comment_3638983
Yeah, but this is not the way. Nurse and Blight will be obliterating survivors left and right now with Grim Embrace. They did not need any help. And survivors cannot play around GE.
Baseit Corrupt intervention would have been a much healthier solution. Instead, they introduced a solution that's gonna make solo Q miserable, and Blight and Nurse unbearable.
Also they should nerf Nurse and Blight (we'll see how blight feels now), and buff weaker M1 killers. And what did the devs do?? They butchered STBFL (used by weaker killers, and not Blight/Nurse). And you still cannot prevent 2-3 gens from popping during your first chase as a weak M1 killer, just by using GE. 'cause you need to hook to activate it. Rip weaker killers. But hey Nurse and Blight got buffed again (with GE).
Imo, so many wrong implementations with this patch, that hurt M1 killers and buff S-tier killers. And make solo Q miserable. And the Lunar event got removed. Rip fun, I guess.
Nurse and blight were doing that BEFORE grim embrace. That is the point we are making. How about a trapper, or a freddy, or now a sadako who is god awful again? They need the help of a perk like this. We shouldn't be making balance decisions around perks with nurse in the equation. She completely breaks the game fundamentally and just needs a total rework, which is a separate concern to the perks themselves.
It is the same point i made with the STBFL nerf, nurse blight and spirit are still gonna be nurse blight and spirit and won't care. But that trapper, or that freddy are suddenly going to be hit very hard by that nerf.
This is the problem survivor players tend to make when they complain about something. They see something that nurses are using as super OP. But now, think about it in the hands of a low tier killer like freddy or trapper. Is that thing still OP? If it is not, it probably isn't the thing being OP, but just nurse being nurse.
-
@Alen_Starkly said:
Blocking every gen on the map without any counterplay, 4 times per match, is such a "holding killers like babies" implementation into the game. Patrolling gens and applying pressure is outdated, I guess. Now you can regress gens (pain res) AND block them (grim embrace and/or DMS) without moving more than 16 meters away from the hook. You control so many things in the match without actually leaving the hook and checking gens. Does no-one find this ridiculous?
When I start losing gens rapidly mid-game, I know that I failed at applying decent pressure. I should not be given the crutch of being able to block all gens so I don't throw a tantrum for losing a game when I was not doing well that game. What's next? A perk that activates when you hook a survivor for the first time, and it makes everyone injured/broken for x seconds? Going out, finding and hunting survivors? Not anymore. With this new product, you can now injure and down survivors from the coziness of your couch/ proxy camping.
I swear, soon enough, killers will be able to injure, down and kill survivors without ever leaving that first hooked survivor. And all gens will be exploding and getting blocked for 50% of the match. Kind of feels like FNAF lol. You just stay at one place and control everything.
What a lazy, boring direction this game is taking, sheesh.
Right, better that the killer just hard tunnels someone out then. Grim embrace is actually a super healthy perk that actively encourages you to NOT tunnel in order to get value. It is the exact kind of perk that survivors should LIKE because it means they aren't getting camped/tunneled every game, which from these forums complaints (which probably is an exaggeration) appears to be happening to everyone all the time.
Simply saying: "when i lose multiple gens fast i know i failed" is too simplistic. The game is designed in such a way that at a high level the killer is basically guaranteed to lose 2-3 gens in the first chase. And if that is not happening to you, or for your team in your games, then you are likely at a lower MMR. Which is not an insult, but just a reality.
-
@UndeddJester said:
Additionally, i have found that survivors after just a few games are already adapting, and similar to the old Pain res + DMS combo where they let go of the gen just before the hook happened, they are letting go of the gen a couple seconds after a hook, meaning the DMS never ends up proccing.
Just to clarify whether or not I'm being dumb... you meant "they are letting go before the hook meaning DMS never procs".
Surely if they let go after the hook, the gen would be blocked by DMS? They need to let go before the hook and wait, which then feeds into your next point.
A simpler fix might be to change the range to somewhere in the region of 8~12m. That way if the killer camps they've got to sit in faster AFC charge range.
There is also an argument to just have it proc immediately... I assume the 16m range was to encourage the killer not to camp and leave the target hook to proc it, but this is already dealt with by the AFC, and can of course be ignored to have the killer come back... so if that isn't what it's for, I'm not sure really what the 16m trigger is trying to accomplish.
So, DMS only procs when the survivor is actually repairing the generator and lets go. So what you do is, right before a survivor is hooked, you let go of the gen, then grim embrace pops when the killer moves away and blocks the gen for 12 seconds, then you can continue working on the gen, this means you aren't blocked for the entire 30 seconds of DMS, but rather around 16 seconds (4 seconds of grim embrace travel time, and 12 of grim embrace itself)
It is a similar strategy people employ against pain res + DMS, because pain res kicks you off the gen and makes DMS happen, but if you let go of the gen just BEFORE the pain res pops the gen, then get back on it, you aren't "off the gen" and can keep working on it, assuming the killer doesn't interrupt you some other way.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637978#Comment_3637978
Most killers think they're the best killer in the world. And want Devs to balance them to able to 4K against the best survivor team in the world.
That is a problem of average killer's mindset.
But the best trapper player in the world SHOULD be able to win 50% of the time against the best survivor team in the world. The current situation though is that there are only 3 killers of 34 that are able to do it. And that trapper will likely win 10% of the time (mostly due to luck/bad mistakes by the survivor)
How do you not think it is a problem that only 3 killers of 34 are actually viable to play? Why is it ok that top tier SWF teams/players like Ayrun/Hens/JRM are allowed to run amok and be able to win nearly every game they play. But for some reason a blight doing the same thing is a problem? You cannot possibly hold both of those things in your head and think that the blight is a problem but the survivors are fine, or even vice versa. Both are a problem, and BOTH need to be addressed.
-
@Chocolate_Cosmos said:
Can't say I am suprised. I tried one game with her and I think I had enough. There is no reason to play her. She is worse Wraith. Her condement, yet again, does nothing. Only thing she has is worse stealth and map presence that can be in hands of Survivors.
I read the patch notes. They buffed by 50% both interacting speeds for Survivors (putting and giving tapes to TVs) as well. What a joke Killer.
Hillbilly on the other hand my man, so fun, so good so faaast. Him I will be playing way more for sure. This Killer? Rather Wraith, thanks.
At this point, her condemn has 0 lethality, and she still has no chase power. And since the heartbeat was added she has no stealth either.
Why they need to do is either:
1) Buff her condemn back up again, which they seemingly don't want to do.
2) Give her some kind of chase power, maybe she can phase through pallets/windows while demanifested, i really have no idea honestly, but something. Or maybe while demanifested she just sees the aura of all survivors nearby or something.
3) remove the noise/heartbeat/lullaby she makes while demanifested and turn her into a stealth killer.
Right now she has basically nothing other than a decent teleport that gets her around the map, but even freddy has a better power than she does at this point.
-
@skylerbound said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638046#Comment_3638046
For that match there was no point to even touch a gen because by the time it went away you got like 10s to work on a gen before someone was down again.
every single killer I’ve had this session has this combo. It seems gen rushing has become the counter for everyone tho not much value if gens get done before you hook
If people are going down in 12 seconds, you SHOULD be losing as a survivor, grim embrace didn't do that.
-
@fussy said:
I haven't seen any good feedback about it on ptb, but it doesn't seem to bother the devs much. Does anyone like it at all?
I usually play role with bp bonus and i hate that i need double click for it now.
Horrible UX.
Having to click multiple menus just to queue up for a match is awful. It was already bad before i had to.
- Click a button on the title screen
- Click the queue i want
- Click the character i want
- Select the perks i want
- Select the addons/items i want
- Select the offering i want
- Click "Play"
- Click "ready"
That's 8 touch points before i can even get into a match in the worst case. In the better case its at least.
- Click a button on the title screen
- Click the queue i want
- Click the character i want
- Click "Play"
- Click "ready"
Now you add another menu to that?
-
@skylerbound said:
Went against a Knight with corrupt/pain res/dead man’s and … grim embrace.
the match played itself. We are absolutely back to the eruption meta.
@Aven_Fallen said:
This was to be expected. I will abuse the ######### out of this combo so that it can be changed as fast as possible. Should not have gone to Live Servers like this anyway.
It'll be nice for me, i'll actually be able to play out matches and go for chases instead of hard tunneling out a weak link as the only viable way to slow gens down.
Though personally i'll be dropping pain res for that for nowhere to hide.
Then when they inevitably nerf the DMS/GE combo, i'll swap to GE/Deadlock.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637913#Comment_3637913
You can win with every Killer against the majority of Survivors you face.
@Topic:
I love it, now the Forums will be on panic mode for a few months, Blight will be gutted and whatever and in the end, the changes will be minor. Because BHVR loves Blight.
And here you bring up the same thing everyone always brings up "the majority of survivors"
Pit the best survivor team in the world against the best killer player of each killer in the world. And the only ones that MIGHT win, will be nurse blight and spirit.
That is a problem.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637927#Comment_3637927
This.
The only problem with Adrenaline is the fact that it wakes you up against Freddy, but other than that it is a perfect perk.
It doesn't need to be changed.
The problem with adrenaline in the current meta is that all 4 survivors often run it and then just never heal, running perks like resilience on top of it, making it so they just rush gens and then get a free heal.
I'd also say the, having it work after getting unhooked is pretty dumb, it creates a scenario where the survivor gets a guaranteed escape, like the old DS
-
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637913#Comment_3637913
Uhm?
Blight isn’t the only viable killer in the game and balancing would be better if killers would be closer to eachother anyways..
That's true, but there's only about 3 of them right now. So with blight being unviable it will bring us to 2.
-
@eyeroll said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636157#Comment_3636157
SWF on comms theoretically, but in actuality not really. Depends on how good the SWF is and how they're using comms. Most of them are casuals just having fun or bullying aka not doing gens to win.
Even the casuals have it far easier than killer does. Discord itself literally gives survivors access to around 47 perks for free. And on top of that many other "perks" that aren't actually perks. Even just a casual team is extremely powerful.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637091#Comment_3637091
That directional phase only really matters from a distance. At short loops the sound sort of meshes together and at the end of the day shes still moving at almost twice your speed, which gives her a lot more room for error
Sure, but you CAN outplay it, then when you do it takes a while to come back meanwhile she is a 110 killer with no power. she basically can't get hits outside of her power unless the survivor messes up horribly, in which case they deserve to get hit.
-
@Shroompy said:
The way you have to take it is she has more information on you than you do on her, meaning she has a much easier time guessing where you're going to be. So what do you do to counter act this? Make her guess as well. Dropping a pallet in advance means she knows that you're at that pallet/loop, but she can't tell exactly where, nor will she know if you'll vault it or not.
Essentially, try to keep her guessing as much as you are.
Actually modern day spirit its the opposite.
You have more information on the spirit, because the phase is directional and will tell you exactly where she is now, if you are injured then you have equal information.
-
@mikewelk said:
https://us.v-cdn.net/6030815/uploads/0NXKUYHZFLFJ/zrzut-ekranu-2024-01-27-215714.png
I just hopped on the game and got greeted by a Blight hard tunneling at five generators. How is it even possible to do anything with a 3v1 at basically four gens?
The blight is tunneling, 3 hooks should take at least 3 minutes to do. Why are 0 gens done?
-
@Rovend said:
If we are taking exclusively killrates percentages, Dbd is slightly Killer-sided.
That would be incorrect. Based on kill rates they are exactly where BHVR wants them to be. They balance the game around a 60% kill rate.
Now i think we both agree though that kill rates don't tell the whole picture.
-
@BubMickey07 said:
I wanna know what others think the game is..
Also give an actual example of it being a certain side don't just spam "its killer sided" or "survivor sided"
@MikaelaWantsYourBoon said:
Dead by Daylight is killer-sided.
All stats are just showing it. So i don't know what more we need to say
Dbd is not killer sided the way Mikaela here wants it to be. It is quite simple based on the actual stats.
SWF on coms > killer > solo queue survivors.
There is a reason that solo queue is miserable because your teammates are terrible and you can't communicate with each other., and there is a reason that every DBD tournament that gets run has to put special rules in place like banning certain perk combinations, limiting the perks and items survivors can bring, and scoring systems that incentivize winning chases instead of rushing gens and escaping.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635734#Comment_3635734
I dont know what my MMR is. But since i win 90% of my killer games, its probably at least not low MMR. And there i never have this issue.
EDIT: Right now in my lobby the players i am versing and i can see have over 5000 (one is at 6500 and the other one is at 5000) hours, so at least i am not playing against complete beginners.
3K, 11 hooks with the Dedge on Badham Pre. That is my usal outcome.
I'd be curious to have you record a match you have and post it on youtube. Would be interesting to see what kinds of survivors you are going against and comparing it to the kinds of survivors i go against.
Certainly i get the "normal" solo queue survivors often, but, especially depending on the day, i get game after game of top tier teams.
-
@The_Yosh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635681#Comment_3635681
That's just called a strong loop. As other people said, some of the houses have strong loops, but the rest of the map is essentially a transitional dead zone.
I main Bubba, and I don't use Bamboozle. When people run towards a strong loop (shack), I just leave them and find a better chase. If they complete the gens in those areas, you have even less reason to chase over there. I don't think we should be nerfing strong loops when killers can just ignore them.
Right, and this creates 3 gen scenarios becuase survivors end up doing all the gens in those safe areas and now 3 gens are going to be heavily nerfed. So the point still stands that those maps are too strong.
-
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635654#Comment_3635654
Rushing gens. You have no early game gen defense and no chase perks. Meaning that your first chase should take a really long time because all the survivor has to do is predrop a god pallet. People often forget that every broken pallet buys the survivor a full 15+ seconds of distance. Now factor in that shift+w to a corner of the map buys you 58 seconds before the killer can hook you. All you need to do is slam the gens, the predrop a couple of god pallets, and the killer will lose 3 gens before they can even hook the first survivor chased.
You are loosing 3 gens before the first hook? TrueTalent, is this you? I am sorry, but that is a skill issue, and then of course no perk will carry you to victory. And it should not. But to be fair, this build will probably still net you the win.
Now the game is slowed down a bit, but that first pain res should be useless, so now they have a choice. Do they camp/tunnel? If so, they get 0 value from the rest of their perks. So now they have to spread pressure if they want to get value from them. But, spreading pressure now means that survivors have more time to work on the gens, so again shift+w, predrop a god pallet or 2, and you'll finish another gen or 2 before the 2nd survivor gets hooked. Now the game is effectively over.
You dont need PR, rather you should safe your pain res for late game. Why would you pain res if you can lock the game? After the first hook, the gens are locked for 2 minutes (if not way way longer, depending on how DMS and Grim are working together).
Corrupt + Grim Embrace + DMS (until they nerf, then i'll replace with deadlock) + nowhere to hide/flex.
Also strong, but not broken as the one i posted.
Have you not played games at high MMR? It's pretty much expected that the killer will lose 2-3 gens in the first chase against a decently competent team.
I'm guessing you play mostly solo queue as survivor so you don't see it that often. But its pretty common against killers who aren't nurse/blight/spirit and to an extent wesker/chucky.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635671#Comment_3635671
But you will eventually catch up to them
Infinites made Survivors truly uncatchable, and the only thing that could stop it was Trapper who took over 5 seconds to set down one trap which could be disarmed in (I think) 1.5 seconds and permanently sabo'd.
If you have to bloodlust 3 them to "eventually catch up" it is effectively an infinite. Because by the time you catch them, you lost the game. Yeah its not a "true infinite" but its "infinite enough" such that you lost the game.
-
@Shroompy said:
Theyre strong windows dont get me wrong. But infinites? Nah. Those have been gone a loooong time ago
They are basically infinites, because the windows are god windows that you can't mindgame and MUST follow the survivor through the window because it takes longer to go around than it does to go through the window.
And because there are so many of them, you can't entity block multiple windows at once.
-
@GeneralV said:
I think what you'll want to do is waste the killer's time, make sure they stay in chase for as long as possible. Pain Res, DMS and Grim Embrace all require hooks to activate, and Ultimate Weapon isn't a perk that helps in chases.
The only problem is that this relies on the map you get being a decent one, and some maps are in the worst spots they've ever been. If you get a map like Dead Dawg Saloon or Rancid Abattoir, I'm not sure there is much you can do.
What are you on about with dead dog? It has one of the most OP main buildings in the game. Sure garden of joy is the worst, and this is probably tied with asylum for 2nd. You literally shouldn't bother even going there as a killer because good survivors can waste so much of your time.
-
@xEa said:
I might be a bit late for that but i just realise that the upcoming Grim Embrace change will make it close to impossible to loose as killer UNLESS i am missing something. Please correct me if you find my logic issue. Because there has to be something i am missing.
Let me highlight the no brain insta win build on killer at the moment:
https://us.v-cdn.net/6030815/uploads/JMZ7W8G7NVML/grafik.png
https://us.v-cdn.net/6030815/uploads/XEAI6SKAMT23/grafik.png
https://us.v-cdn.net/6030815/uploads/6G100OC5BFXW/grafik.png
I know you are aware of this build, but keep in mind that there is an upcoming PERFECT 4th perk for that build:
Grim Embrace:
I firmly ask you all (and correct me if i miss something please)
What are survivors supposed to do against this?
Kind regards
Rushing gens. You have no early game gen defense and no chase perks. Meaning that your first chase should take a really long time because all the survivor has to do is predrop a god pallet. People often forget that every broken pallet buys the survivor a full 15+ seconds of distance. Now factor in that shift+w to a corner of the map buys you 58 seconds before the killer can hook you. All you need to do is slam the gens, the predrop a couple of god pallets, and the killer will lose 3 gens before they can even hook the first survivor chased.
Now the game is slowed down a bit, but that first pain res should be useless, so now they have a choice. Do they camp/tunnel? If so, they get 0 value from the rest of their perks. So now they have to spread pressure if they want to get value from them. But, spreading pressure now means that survivors have more time to work on the gens, so again shift+w, predrop a god pallet or 2, and you'll finish another gen or 2 before the 2nd survivor gets hooked. Now the game is effectively over.
The BETTER build yall need to worry about is Corrupt + DMS + Grim + Deadlock. Because Deadlock provides passive gen defense, and corrupt gives you early gen defense.
My personal build will likely go from what i use now:
Corrupt + Pain Res + Pop + Flex perk
To
Corrupt + Grim Embrace + DMS (until they nerf, then i'll replace with deadlock) + nowhere to hide/flex.
This will give me the best of both worlds, now that you get 8 regression events, my concern aroudn pain res + pop (and usually surge when i play m1 killers) is that i'll hit those 8 events. But with gen blocking, it doesn't matter. Nowhere to hide means now i can kick gens, get a 5% pop, and basically guarantee that i'll get some regression there, either by seeing that no survivor is there, or by finding the survivor and starting a chase quickly.
-
@Chocolate_Cosmos said:
Grim Embrance + Dead Mans Switch.
Hook a Survivor, blocks all gens and if you dare to repair gen while getting hooked, enjoy even longer blocked gen.
You can still run it with Pop and Pain Ress, etc. To kick people off gens and then go kick it.
I bet this combo will get nerfed soon.
Don't know what you expect when they keep nerfing all the perks that aren't related to gen defense
STBFL was fine and they gutted it
They are gonna nerf sloppy for some reason
They keep perks like dragon's grip useless
Hexes are all useless
I guess a better question i would have is.
Take out these "problematic perks" and the ones they are about to "nerf" What build do you think a killer SHOULD be running that is competitively viable against good survivors on killers who aren't nurse/blight/spirit?
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634966#Comment_3634966
Sending you off in a random direction is completely on you. I would know, Ive mained killer for 6+ years now. Tried controller out at one pointband I can barely use a controller to save my life and yet I still wasnt being spun.
The trick is to not try to trail the survivors movement, but rather cut them off. If you see they like going for spins as well you just have to short swing
There are definitely times where you try to go around a loop, and somehow the aim dressing decides to 90 degree turn you into the wall instead. After 3k+ hours, i can promise you this is a thing.
-
@Alice_pbg said:
number of traps has no impact on the number of searches.
the key is in a specific box from the start. just gotta find it. you got unlucky.
That's not how it works anymore, you are guaranteed a number of searches based on your trap counts. What this means is, if someone gets the trap off on the first shot, then the other ones are going to take longer.
-
@ImWinston said:
this mentality "the bug is not on my side, so it's okay for it to stay" just sucks. It's not game breaking, but it's just not right. I hope no one here has any intention of engaging in politics🤣 remember, what is not right for others today, may one day be not right for you
I come from fighting games, where "if its in the game, its fair game" Bugs and glitches are part of it. If the devs thought the bug was bad enough they would kill switch it. They obviously have decided it is not, therefore, it is fair game.
-
@BigJ said:
Just got out of a game, reported everyone. It wasn't subtle hacking either, I literally couldn't carry people. Was wondering where the dropbox for these sorts of things is, if there is one.
I always just upload my video as a private youtube video link. Then send the link to BHVR because they ticketing system has a pretty small limit on file sizes.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632627#Comment_3632627
Because online games are mostly are competive game or party game.
Competive games have stricter rules and banning people more often for their actions. Because they are serious games and mostly e-sport as well.
But asymmetrical games are not putting themself to this level. They are acting like party games and in party games, you really can't force people stay in match when they don't want to. DbD is not e-sport game or competive game. So you can't expect from them to act like they are.
And the thing is , DbD will never be competive game since they are already so bad with balancing even for a party game. In competive level game, they could not ignore all of those issues.
Then explain:
- MMR
- Nerfing blight despite the fact that at average MMR he is average
- Nerfing nurse every 6-12 months despite the fact that at average MMR she is the worst killer in the game
- The fact that survivors require intense coordination to do well
Do you think mario party has MMR?
Do you think mario kart has MMR?
Also, you don't think mario party bans people for griefing? You don't think mario kart bans people for griefing? I'm sure there are cases where they do that, but there aren't examples i can give of team-based party games that require the level of coordination that DBD does, but i'm sure that they would ban people.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632322#Comment_3632322
We talked that before already, this is not gonna happen. Non of asymmetric online games does that. And DbD won't do it either.
We have talked about it before, and you still have yet to explain what makes an asymmetrical game so different from any other game that suddenly it becomes an ok thing for you to intentionally screw over your teammates and grief them.
-
@I_CAME said:
The worst thing is it's practically basekit at this point. If I get a Myers there's like a 90% chance they will have it.
That's because without it he may as well not have a power unfortunately. He would be much better off if they reworked him and removed those addons while buffing him.
-
@MikaelaWantsYourBoon said:
We know this perk is on the road map, so it will be changed. We don't know what BHVR is planning but how you would change it?
Me personally;
I'd do it work for both hook states and make it 5 seconds again. This would reduce tunnelling for sure because right now DS is joke level perk for killers.
If you want to bring it back to a 5 second stun i would change the effect to the following:
- Remove the skill check requirement, have it just work
- Stun buffed back up to 5 seconds.
- During the stun the survivor gets a 200% movement speed bonus. (5 sec background player)
- During the stun the survivor leaves no scratch marks and makes no noise.
- Remove the 60 second timer, it can be used anytime after being unhooked
- Add the following:
- While DS is active, the survivors items are disabled.
- Add entering a locker as a deactivation condition,
- Add getting healed to the healthy state as a deactivation condition.
- Add taking a protection hit as a deactivation condition (no more body blocking)
- Add saving a survivor with a pallet stun as a deactivation condition
- Add picking yourself up from the ground (unbreakable etc.) as a deactivation condition
- If the perk deactivates by any means other than being healed to a healthy state, the perk deactivates for the rest of the game. Specifically for the rest of the game. If healed to a healthy state, it will work a second time.
This basically makes it completely impossible to use offensively, you can't body block other people, you can't flashlight save, you can't pallet stun and you can't immediately hop back on a gen or heal someone else (if so you clearly aren't being tunneled) otherwise the perk is gone for the rest of the game.
On the flip side, against actual tunneling it is much stronger. You don't have to hit a skill check, and the 5 second stun coupled with the 5 second haste means you can travel a full 40 meters before the killer is even done being stunned. Additionally you are able to hide from the killer because you make no noise, the killer is stunned and looking at the ground so they don't know where you went. There is no more timer meaning that no more 61 second DS pickups. Effectively making it the perfect anti-tunnel perk.
HOWEVER:
I still don't think this is what they should do, they should probably just rework the perk entirely and add a new basekit mechanic for tunneling, and my suggestion has always been to do the following:
- Remove the stupid AFC mechanic, its dumb and confusing and doesn't work.
- Remove the basekit BT
- Make kindred basekit
- Make it so if a killer stays near a hook for more than 10 seconds (with a 10 second grace period right after hooking) that the survivor is automatically teleported to: The closest hook to the furthest survivor from the killer.
- Add a new mechanic called Ethereal that survivors get after being unhooked. Ethereal lasts for 30 seconds.
- Ethereal:
- While a survivor is Ethereal they gain the following:
- They are able to see the aura of all other survivors
- They are completely invisible to the killer
- They make no footstep noise or grunts of pain
- They leave no scratch marks
- They make no collision to survivors or killers.
- They move at 150% movement speed
- Other survivors are able to see their aura.
- They are unable to perform any conspicuous action other than unhooking another survivor.
- They are unable to use items (no flashlight)
- When ethereal expires (not deactivated from unhook) the survivor is healed to the healthy state.
- While a survivor is Ethereal they gain the following:
Basically, this new effect gives the survivor spirits power from the killer POV with added aura reading. The point is two-fold. Tunneling is now literally impossible, because they cannot even be seen, heard, or collided with after being unhooked. Camping is now literally impossible because if the killer does, they are teleported to the closest hook to the survivor that is furthest from the killer. This means that by the time the killer can walk over to the hook they teleported to, the other survivor should have saved them, giving them the ethereal effect. After the effect ends, the survivor is automatically fully healed and they are able to get back into the game, away from the killer, fully healed and ready for another chase.
On the flip side of it, a killer now knows that after a survivor has been unhooked, they will be put on a "timeout" for 30 seconds, and it is 1 less survivor GUARANTEED to be off a gen for 30 seconds and not making any progress.
They could also start adding perks that change this mechanic in some way. Perhaps a new exhaustion perk that makes this effect last longer (like 45 seconds or even 60 seconds) meaning even more time off gens. But gives some kind of buff after the effect is over, maybe like a boost to gen repair speeds or something.
-
@MikaelaWantsYourBoon said:
And what will stop this survivor run to killer and die anyway?
If they want to leave, they will. There is no power will keep them in game.
Banning them for griefing aught to do it.
-
@glitchboi said:
5 seconds and allow it to work in the endgame.
I don't understand the concept of pity kills and why they are so necessary, 4 escapes and 4 kills will inevitably happen between games. A perk shouldn't be an unused slot simply because the survivors did their objective.
Why should the survivor get a free escape, in the endgame it has literally 0 counterplay. You can't slug them, and you can't hook them.
-
@Vorahk08 said:
Looking at the discussion around the PTB changes (I'm on PS5, so I couldn't participate), and it seems like the main thing everyone's concerned about, self included, is the 8 "regression events" limit. While it seems like bad news for perks like Eruption, the simultaneous mega-buff to Grim Embrace got me thinking, does it seem like BHVR is looking to use gen blocking instead of regression as slowdown from now on?
Even before this PTB, gen blocking has been becoming more prominent within the killer meta. Corrupt Intervention got a single nerf in the great perk rework a couple years back, but has remained a dominant killer perk, and for good reason. Deadlock has been meta since it came out, and it's never been nerfed. DMS is a highly synergistic perk, working with Pain Res, Ultimate Weapon, Doctor in general, etc. Merciless Storm is incredibly popular, and surprisingly effective. Thrilling Tremors... exists, although I feel like that's more of an info perk. Now, on top of all this, Grim Embrace works 4 times a match.
Coupled with the new limit on regression, it seems like BHVR is shifting their approach to killer slowdown to favor blocking gens instead of kicking them. The large regression like Pop and Pain Res will still be very effective, while perks like Eruption, COB, and Overcharge are going to be hit hardest. While we haven't seen the live patch notes, in its current state, killer slowdown seems like it will solidly favor big regression coupled with gen blocking.
Typically, the gen blocking perks have more passive triggers than gen regression perks (Surge aside) and seem to work a bit more consistently. Sometimes it feels like you Pop a gen and then they finish it 30 seconds later anyway. The survivors have no counter to blocking gens, so you know for sure that time on a blocked gen is time they aren't repairing it. We'll probably only know as time goes on and they release more new killer perks.
With all this in mind, does gen blocking seem like a better approach to slowdown?
DMS is awful unless paired with pain res or running some specific meme build, and even then its just objectively worse than deadlock. Merciless is completely useless and if you are getting any value out it then you are playing against low skill survivors.
However, you aren't wrong about gen blocking becoming the new way to deal with things.
It is likely though that the new "meta" build will be.
Corrupt Intervention + Grim Embrace + DMS (if they don't nerf the DMS/Grim embrace synergy/deadlock if they do) + flex (probably nowhere to hide or some other tracking perk).
-
@Aven_Fallen said:
As already said, it was pretty bad to have 3 people escape with a Key with 1 Gen left. Especially if it was a Key from a Chest.
However, they should have reworked Keys when they nerfed them to keep them somewhat useful. They are just Bloodweb-Clutter at this point, nobody wants Keys or any of their Add Ons.
Hard disagree on that, having a skeleton key + blood amber and prayer beads gives you 22.5 seconds of wallhacks on the killer and is one of the best items in the game.
-
@mikewelk said:
There's also a bunch of killers accusing survivors of cheating because they are as easy to read as a book and, therefore, predictable which equates to the survivor having supposed wall hacks. I think there's less subtle cheaters than people think there are by the amount of times I've been accused.
Its usually more that they are running filters/stretched res, that makes the red light go through walls and be super visible.
-
Na, that hit was clean.
Source: I have 4k hours.
-
@CompleatBeet said:
Despite the "Nerf Pig" joke that's existed in this community for who knows how long, I think we can all agree that the Pig is on the weaker side of the Killer roster. She is one of the six Killers getting "tweaks" in March, and after seeing the recent Hillbilly and Onryo reworks, I'm interested to see what changes they've got in mind.
The main issues with the Pig for me are:
- Lacking stealth ability, being forced to move at 90% movement speed makes crouching painful
- Lacking chase ability, Survivors can outplay the ambush pretty easily or simply leave loops before you can charge it up
- Mediocre slowdown without add-ons; with add-ons the RBTs become really oppressive
For me, Pig is a jack of all trades, master of none. Mediocre stealth, mediocre chase and mediocre slowdown, there's not really a specific area she excels in. Against good survivors and teams, Pig is basically unplayable without abusing her best add-ons that affect RBTs. IMO she'll be fine if they buff her stealth and ambush, but what do you guys, specifically the Pig mains out there, think she needs? Do you think moderate tweaks to her stealth and ambush are fine, or does she need a rework?
- Increase crouched movement speed to 4.0 m/s from 3.6 m/s
- Make the undetectable status effect happen instantly after the crouch animation is done.
- Undetectable now lingers for 3 seconds after uncrouching.
- The pig only starts the roar when the ambush attack actually starts
- Reduce crouch time to 0.75 seconds from 1.2 seconds.
- Rework traps to be more of a threat, but less prone to tunneling/scumminess
- Traps no longer require a generator to "activate" and activate immediately.
- Reduce death timer to 120 seconds from 150 seconds.
- If a survivor is in a chase, the timer no longer pauses, but reverses, granting an additional 1 second of trap time for every second in a chase
- If the trap death timer increases to 150 seconds, the trap is automatically removed (30 seconds of hard tunneling)
- If the survivor is downed, the timer reverses at twice the speed giving back 2 seconds for 1 second spent down.
- If the trapped survivor is hooked, the trap is automatically destroyed.
- While working a box, the timer is paused
- While wearing a trap, survivors gain the endurance status effect.
- Increase the amount of traps the pig gets from 4 to 6.
- Maintain a level of normalized RNG for traps:
- 1 trap takes 1 search
- 2 traps take 2 searches
- 2 traps take 3 searches
- 1 trap takes 4 searches
- Trap order is randomized.
The general gist here is to increase the power of the ambush attack to actually make it an "ambush" as well as make it more viable in chases but still mindgamable by both sides (i.e. which direction you are dashing in a loop, or if the survivor leaves the loop etc.) While also increasing the lethality of the traps themselves and making them more of a threat that needs to be dealt with (more traps, immediate activation, less time) but effectively making it so a survivor with a trap is by design supposed to be ignored by the killer and if they try to tunnel that survivor, they will have a bad time.
If this make the pig too strong, consider reducing the traps back down to 4, or slightly weakening the ambush attack.
-
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628802#Comment_3628802
My main thing is provide better visual and auditory clarity.
If you look at a Killer like Knight (which I am aware is a weaker Killer), they have an animation for sticking their sword into the ground and an audio cue (the audio for the sword being planted + the wisp audio).
Killers like Wraith have their Bell audio, the crackling when uncloaking, and visual clarity as to when they uncloak and cloak (hitting the bell and becoming more visible).
Maybe an animation can play to indicate when the Spirit starts to phase, and having better auditory indicators for phasing. As for the Killer POV, visual aids can be used to help Spirit a bit more, Scratchmarks can become a lot more visible or providing Killer's Instinct post-phase to help with tracking after she is done with her power.
It isnt much but it's something, and it still keeps her core concept without reworking her entire power.
What's wrong with a killer being different? Part of playing as and against spirit is the mindgame of "do nothing"
-
@Aven_Fallen said:
Because cleansing Dull Totems for a Perk the Killer might not even have is a stupid concept. And it has always been a stupid concept. Let alone that on a map like RPD you will have a hard time finding 5 Dull Totems.
The Perk is also used by campers. And then "Cleanse Totems" does not even work, because it is impossible for Survivors to cleanse 5 Totems AND do 5 Gens in the time one person is on the Hook.
Furthermore, it is completely irrelevant if you cleanse 4 Totems or 0 Totems, NOED will activate. If you spend the time to cleanse only 1 Totem and at the end, 1 Totem stays, you have wasted your time.
NOED should have always been changed into a Perk which does not required cleansing, is not a Hex and rewards Killers who did well during the game. E.g. giving 0,5% movement Speed for every Hook and then the Insta-Downs after a certain amount of Hooks and activates once all Gens are done. It would be a boost for a Killer who did well during the game, but would not be handholding for Killers who either camped or did not well.
And well, last but not least - NOED will not help you to improve at the game. It provides 4% Speedboost, which is a big advantage and an Instadown. This makes you way stronger in Endgame as Killer, but if you get your Kills only because of NOED, you will not really improve. Furthermore it will either increase or at least keep your MMR from decreasing (when you get 2 Kills you are on a Draw, when you get 0 Kills you lose MMR and should face opponents which are more on your Skill-Level).
Same could be said about survivors having DS, or unbreakable, or power struggle, or dead hard, or borrowed time. Having to specifically play around those perks despite not knowing if the survivor has it is also a stupid concept no?
-
@LordGlint said:
The usual DC argument in another thread came up and it got me thinking. People keep referencing other game's DC policies, to which people bring up that THIS game only has 1 mode rather than a casual and competitive mode.
My question... how well do you think this game would ACTUALLY handle having 2 modes which...don't actually change anything other than one not monitoring MMR while the other has strict DC penalties? Would the casual mode really remain if it was known for the mode people go to for trolling and DCing once they got countered?
I feel like it would just get packed with survivors who never wanted to touch a gen in the first place wondering why the Billy who never wanted to bother with a chase is running laps around the map instead of running past their 3 head on teammates in lockers.
Thoughts?
The game does have 2 modes. There is the regular queue, and then there is the kill your friends mode.
Kill your friends is casual where you can do w/e you want with your friends, set you own rules, even ban certain perks/items/killers/maps etc.
The queue is where you play serious.
The evidence for this is that the game has MMR. If MMR did not exist, then you can make the argument about dbd being a "party" game. But let me ask you this, do you think games like mario party/mario kart queue you up with people who are similar MMR or that it just picks the fastest game possible?
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626472#Comment_3626472
The strength of the perk isnt about regression, its about you dont spend 20sec to walk across the map to kick an abandoned with progressing Gen, then going back to find a chase.
Its about a survivor spend 14sec to cleanse.
Its about a survivor would prefer to get rid it first and spend a bunch of time to find.
The result isnt consistence, that's why people dont like it. PGTW requires you to spend time to walk and kick a Gen, all that time could end another chase. Or survivors could healing next to Deadlock Gen. But they cant do anything by actively running around and cleansing.
The buff on Ruin is already enough, its the totem spawn that should be buffed. Fixed locations (like shack, under Swamp rocks...) should go.
First of all, 100% ruin regression is so bad most survivors tend to ignore it anyway and only cleanse it if they run into it. Remember the old old ruin? The one with the skill checks? That grinded the game to a complete halt as every survivor ran around looking for the totem. Or what happens when devour kicks in? Same kind of deal. But the current ruin isn't worth the perk slot. It wouldn't even be worth the perk slot if it wasn't a hex.
Secondly, you start talking about PGTW which also isn't a good regression perk anymore. The "average" gen you kick is going to be between 50-100% done. Which means that you are only knocking off ~20 seconds of progress, which doesn't factor in the time it took to walk there etc., whereas with say pain res you get not only a guaranteed 22.5 seconds off the gen, but it is always the gen with most progress, the one you want to be regressing anyway. It also gives you a clue on which gen it is, and if someone is working on it if you pay attention.
Thirdly, if you are spending 20 seconds to walk across the map to kick a gen, you are doing it wrong. Gen kicking is never worth it unless you have perks to do so. And even then its really only Nowhere to Hide around a gen you suspect survivors to actually be around. And it isn't about the regression, but more about finding them.
Passive regression is bad because passive regression happens at 1/4th the speed of survivors working on gens. Burst regression or gen blocking has always been king for a reason.
You have to think about how much value you get out of pain res vs a ruin. Pain res is basically an extra gen the survivors have to repair. In order for ruin to that level, assuming you have 1 survivor running around looking for the totem and taking 60 seconds to find it and cleanse it (average for searching half the map) you still would need to have survivors not be working gens for a full 120 seconds for you to get the same full value of pain res. And if survivors completely ignore the totem? You need to keep survivors off of gens for 360 seconds. Yeah maybe you can regress multiple at once, but not as often as you'd like. You'll never reach the same value of ruin as you can pain res.
This same value is also why deadlock and corrupt are actually the best gen defense perks. Deadlock blocks gens for a total of 120 seconds and corrupt forces survivors to basically start a chase with you to start working a gen (they have to walk toward you) or they try and wait it out, in which case you have time to find them, setup, plan, etc. Gaining even more time.
With these regression changes though, and the new 5% kick, here is what i expect the new meta to be.
- Corrupt
- Deadlock
- Grim Embrace
- Nowhere to Hide (assuming they nerf the grim embrace/dead man's switch interaction)
You get passive slowdown with 0 input from you by using corrupt and deadlock. Grim embrace is free if you at least don't hard tunnel and nowhere to hide means you can kick a gen, see if someone is near it, and if not, know you'll get some regression on it and can go somewhere else.
And if they dont nerf GE and DMS interaction then you slap on DMS too and you get tons of passive gen defense.
-
@D0NN1ED4RK0 said:
So I mostly play Pyramid head (a killer who was a unique basekit that allows him to avoid hooks) and I was wondering is the upcoming hex ruin buff gonna make it viable enough with only 100% regression speed? (No joke it’s been quiet a nightmare to find any viable slowdown that works well with PH’s basekit)
No, 100% regression is extremely extremely slow. Even the 200% original one was pretty slow.
You have to remember that regression happens at 1/4th the speed of survivors repairing generators. So in order to fully regress a gen at 45 seconds, it takes 180 seconds. Given that and the fact that generally killers lose 3 gens in the first chase if the survivors play well, and the fact that they buffed base gen kick regression, it will still be a dead perk.
They need to increase base regression to be half of survivor progression and then it might be viable again along with CoB. If anything with the new "8 regression events" change, i think they should do that or at least buff CoB and ruin back up to 200% given that they are useless and have now addressed the 3 gen issue.
-
@Chaosrider said:
To meet a cheater has nothing to do with MMR.
Not entirely true. Once you hit a certain MMR range you start to run into cheaters more. Because obviously cheaters tend to win their games more often than not, they tend to be much higher MMR.
I probably run into a super obvious cheater maybe once every 20-30 games, and subtle cheaters every 10 games or so.
-
@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624338#Comment_3624338
Really, i REALLY wish to know what are affecting people in this forum saying "playing killer is too easy", while they say they hook everybody twice before killing and never ever use gen regression perks. Like, i've seen 10 different people saying this and makes no sense to me. Even comp/very experienced players struggle to play some matches (people with 10k hours+, specially on tier B killers) and then there is some people in forums claming that they can win EVERY GAME playing brainlessly. Are these people straight up lying to try to make a point? It seems like it.
For me, its impossible to that someone who have played more than a couple of matches in killer had not to struggle a little bit at least after winning some matches, specially when you start to face the meta perks + map offerings almost every match. I remember when i started playing DBD, i had like 60 hours in the game, and then i've faced 3 matches in a row 2k hours SWFs with 2020' Decisive, BT and DH.
With MMR being such a mess as it is, how can people say that playing killers is easy????
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625070#Comment_3625070
CoH was the Hell on Earth for killers, specially after the initial release of Mikaela. Even Legion couldn't get people injured when someone brought Circle of Healing; DH was basic a free health state + extra distance from killers at will. Also, there was the gen kick meta where almost every killer could stall the match almost forever with Eruption + Call of Brine + Overcharge.
@topic The game is a much healthier state now. I just i could play like, 8 matches with 2016 DBD, but then go back to current version and never play it anymore.
Anytime someone claims that, what i do now is ask them for a video of a game. I tell them to download OBS, record a simple video, no need for fancy editing, just post it directly to youtube. Its a win/win/win scenario, because the outcome is one of the following:
1) They post a video, and they aren't nearly is good as they thought they were, proving that they are wrong
2) They post a video, and the survivors they are going against, are not nearly as good as they thought they were, proving that they are wrong.
3) They don't post a video, in which case they were probably lying and don't want to be exposed
4) They post a video, the survivors are top tier, and they prove themselves correct, then we all learn something from them and get better at the game.
Can't really go wrong with it.
-
@Shroompy said:
Deja Vu's measely 6% is not the reason why its picked. Its because of the information it provides.
This is probably one of the last perks in need of a nerf
Its not that it "needs a nerf" it is that it was buffed for the purpose of bandaiding this, and was done so expecting to be changed back when the actual 3 gen fix was in.
Similar to how way way back in the day, DS used to be 3 seconds, but because enduring working against it, making it literally useless, they buffed it to 5 seconds until they reworked enduring to not work against it. Then they reworked enduring, but never nerfed it back to 3 seconds until somewhat recently. Finally closing the loop on that original promise.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624892#Comment_3624892
You simple call out when the killer starts running to someone else, that person preruns really hard, meaning that they are probably running at 24-30 meters away.And they finish the gens long before the killer gets to 8 regressions in this scenario.
Either the killer chases the survivor, in which case a gen gets finished, or the killer doesn't chase a survivor and rotates back and forth between gens, in which case the gens still get finished, just slower.
Survivors ability to do gens exceeds killer's ability to regress them. Whether a regression limit exists or not has nothing to do with that. All that changes is it prevents a killer from dragging out the 3 gen into the 30/40 minute game times (though the buff to kick damage has made the initial holding of the 3 gen much stronger).
Then factor in that these teams communicate super hard, and you are likely going to get 3 gens done for the first down. The killer stands 0 chance against these teams now if they want to drag the game out.But why would they drag the game out? If you've done 3 gens and the killer is just getting a down either
A: there are very few resources left, meaning downs will happen a lot quicker
B: the survivor ran the killer so well that they still have tons of resources left, meaning the killer has lost and doesn't need 8 kicks
Even if we're talkin an elite SWF, trying to draw out the gens doesn't make sense. The killer's only real chance here is to create some kind of snowball, running back and forth between gens isn't going to do anything. Likewise the SWF has no reason to slow things down, if they drag the game out all they are doing is giving the killer a chance.
As for the AFC mechanic, it was pretty abusable at launch before they added the grace period on itIf by launch you mean PTB, there's a reason they are run, but also it was barely an issue even then. The timer was pretty generous and that was with killer's not even knowing the bounds / intentionally playing around with it.
Look, i don't say this to be insulting, and please don't take it that way. But it is clear that you aren't going against teams like this and so likely you aren't at an MMR where it matters to you.
Losing 3 gens in the first chase is expected at high level. And it doesn't take a lot of resources to do it. Holding shift + w, not using pallets, windows, nothing, means that a killer who doesn't have a ranged attack, will take around 60 seconds to down a survivor and hook them. Now factor in that every forced pallet break adds 20 seconds to that time, and then if they run to comp corner you probably add another 5 seconds or so. All it takes if for a survivor to shift + w, run to shack pallet, predrop it, and then run to comp corner, get downed, then enough time went by that the other 3 survivors finished 3 gens.
Now granted, this is playing against optimal teams that actually do gens. Aren't playing immersed claudette hiding in a corner, or working challenges, or doing totems for no reason etc.
I know that you are going to say "this is rare" etc. But not, its not, not at my MMR, its pretty much 25-50% of my games that are like this. This is why 3 genning is so important to the core game, because the game is designed in such a way that the killer is basically a wet noodle in the beginning of the game. That is of course unless they are playing nurse or blight. But i'm not talking about those killers, i'm talking about the other 95% of the killers in the game.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623786#Comment_3623786
Survivor need to sit on gen for 4,5 seconds to stop regression. If you can't hit them in this time it's not game's fault tho. If survivors 3-gen themself, you can defend them easier now because gen tapping removed. Which means they will give you a lot free hits for stopping regression. And this is very much will be advantage for killer. Get your free hit and then down them easily.
You can't patrol a gen that fast unless you are blight or nurse. 4.5 seconds is enough to stop gen tapping but its not going to make me 3 gen harder.