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Reinami

Reinami

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Reinami
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  • @I_am_Negan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454245#Comment_3454245

    But, isn't that what your doing with OP assuming the worst.

    I'm looking at the evidence presented

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454387#Comment_3454387

    nerf? No.

    It is practically automatically printed at the beginning of the game after 60s in all 5 boxes. Any survivor will be able to take it, but they will not be able to speed up the process again, they must go to another box if it is printed, otherwise they will have to wait 1 minute to pick up another EMP again.

    On the other hand, reducing EMP bipod removal range isn't a nerf, it's a buff to singularity. The idea or the changes here, is to reduce the elimination range to about 1 meter, to make the survivor have to take more risks. On the other hand in chase to help, getting close to a partner carries another risk with this change, you will infest yourself in exchange for removing the biopod from your partner's back. Or you'll probably get hit from the singularity.

    The range isn't the problem, nor is disabling the pods. Its that they can have one, get tagged, use it to remove it, then pick up another one WHILE being chased.

  • @Th3Nightmare said:

    I have played 4 hours with it today and it is more than enough after the PTB.

    It presents a big problem and it's still the EMPs.

    The survivors constantly have EMPs and they completely penalize the killer to their power without hardly being penalized themselves. The only penalty is that they lose a few seconds that they are not repairing, but it doesn't matter because 2 survivors are repairing while you are completely nullifying the power of the singularity with EMPs.

    The range of EMPs is too wide. This means that if a survivor enters to protect a teammate, they can even eliminate the biopods of the survivor who is in chase and several that are placed in the survivor's area, this wastes a lot of time for the singularity.

    Changes:

    1.- Eliminate the possibility of speeding up the time to make an EMPs.

    This will make survivors have to think about when to use the EMPs they have.

    2.- EMPs manufacturing time from 90s to 60s

    In compensation for the removal to speed up the process

    3.- Reduce the range of "width" of the EMPs to 1-2 meters above you (height stays the same).

    This will make the survivor who is going to remove biopods be forced to get closer to the target they want to remove and if they wanted to protect the survivor who is in chase, they are forced to get closer to their partner to remove the biopods from above him. This comes with risk, as if you get close to removing your partner's biopod in chase, you will be infected but you will remove your partner's biopod.

    I think these changes will make the singularity much better and less frustrating to play when survivors constantly have EMPs in their possession.

    Your changes are a nerf. The problem is that they automatically generate, not that survivors can make them faster. They basically happen for free.

    The simplest change is to make them automatically print to 75% and then survivors have to interact with the box for the last 25% and probably reduce the speed boost survivors can give it to 3x instead of 4x. This would make a survivor take 30 seconds to fully print one from 0. But the last 25% will take them 7.5 seconds to collect one. That way they can't pick them up mid chase anymore.

  • @Dreamnomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454372#Comment_3454372

    This kind of attitude irritates me. Isn't the whole point of a test build to test things? They had an idea. They tested it. It turned out to be problematic so didn't push it live. This is a success story in my book. Would you rather they never put things on test unless it is 100% for certain to make it live? If so then what would be the point of PTB? I want to encourage them to experiment and try different things.

    Because most of the time they actually don't listen. For example:


    Everyone said knight was boring because the only viable playstyle was to just ######### out a guard at a loop and now the survivor leaves the loop, if they get to another one, they don't get hit, if they don't they get hit. It still released in that state.

    Everyone said skull merchant was boring and a problem, and she still launched with the same problems.

    Everyone said EMPs were too strong on singularity, and here we are, they are still too strong.

    Everyone said made for this is a problem, and look, still here and a problem.


    The worst part is that they basically release something. Test in on PTB, then get feedback, and decide to make "changes" but then don't test the changes before they release. They should be making more regular updates to PTB. The fact that it takes months to literally change numbers is a complete joke. The PTB should be updated multiple times with changes and feedback, and only release until the situation is actually resolved.

    Right now, they just release ######### even if it isn't ready, attempt to fix it in a hotfix or 2 in the next 2 weeks. Then, if we are lucky, they actually fixed the problem, but if not, we get to wait months before they do anything else.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454245#Comment_3454245

    To be fair to the OP their original post never assumed the worst about that player.

    "Such interactive gameplay bleeding out on the ground for 4 minutes because they are scared they won’t get me to a hook."

    Nothing personal in that post. Even them stating "scared won't get to a hook" seems to be what you and a few others are claiming as to why they didn't hook the OP anyway.

    I'm replying specifically to the person i quoted who said "I like how their the ones that only read what they want to read and imagine everything else"

  • @I_am_Negan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454023#Comment_3454023

    I like how their the ones that only read what they want to read and imagine everything else😂

    OP said in at least 4 posts maybe more that there were plenty of hooks around the killer never picked them up or tried.

    Screenshots don't show any evidence of this, and since survivors typically can't see the aura of hooks, it is likely that they didn't notice the hook was gone. But sure, assume the worst thing about people all the time, that'll get you far in life.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453761#Comment_3453761

    From what it looks like me the OP was hit when they were trying to open the gate. Where are you getting they crawled into a corner where the killer couldn't hook them?

    It's likely that they got hit on a gate, killer picked them up, saw it was impossible to hook them because hooks near the gate were gone, and they were wiggling. So what should the killer do in that situation if they want to secure the kill? Easy enough to just drop them. My point is, they were downed and had a 100% chance of losing at that point, so instead of just letting the killer get the kill, they tried to fight them, so the killer did what they had to, in order to ensure the kill. Basically, the killer countered their move and they are mad about it because they don't like how they countered their play.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453206#Comment_3453206

    This is assuming a straight line with absolutely no thought about an actual game or the different scenarios they shine in

    Also I don't understand how people can gloss over Sprint Bursts main strength as if its nothing. It quite literally allows you to start a chase where normally you would have gone down. That adds WAY more than 7 seconds in 99.99% of cases where the Survivor with Sprint Burst has more than 2 braincells

    Yes, it allows you to get out of a dead zone, but i'm saying that it has counter play. It's counterplay, is that you can bait it, you can try and cut the survivor off. BECAUSE of what you just said ,that they will rarely be in this "straight line" scenario, it has counterplay. I was merely giving a scenario where sprint burst has no counterplay, because it isn't possible. Now look at made for this, it has 0 counterplay. There is no counterplay to it other than: "immediately down the person with exposed" or, "hope you are running one of the few killers with a way to add exhaustion" or "run an exhaustion perk" exhaustion is very hard to come by and thanks to the many nerfs it has had, killers can rarely apply it for more than a few seconds which is easily removed from walking for a short bit behind a pallet/safe area.

  • @Mockingjay_S451 said:

    And now we have the camping at 5 gens, first hook. The joys. I will also add that after I died I spectated, and she resorted to slugging.

    All I can say is 66 more days and counting. IYKYK.

    https://us.v-cdn.net/6030815/uploads/7QIL1G2LE9NV/img-9481.jpeg

    You have kindred, and look at your team. You are all just sitting there staring. YOU are making camping be an effective strategy there. Go and do the gens, you'll get 3 of them done before the person is killed, then go do a hook trade. By the time the killer gets another down you should finish another gen, maybe even 2 because if they are camping the map should still be full of pallets for you to just predrop to your hearts content at that point.

  • @Mockingjay_S451 said:

    Haven’t played in a couple of months, needed a break. Thought okay, new chapter today, I’ll play some games to get some BPs for the new survivor.

    Such interactive gameplay bleeding out on the ground for 4 minutes because they are scared they won’t get me to a hook.

    https://us.v-cdn.net/6030815/uploads/IDGW8DLFDQAZ/img-9479.jpeg

    You kinda did that one to yourself. If i have the last survivor downed, and they crawl to a corner where it is impossible to hook them because of say a broken hook, i will leave them there to bleed out. You put yourself in that position, and i am making the best play to win at that point. If you don't want that to happen then stop struggling at the end and just let the killer end the game.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452944#Comment_3452944

    Can we stop pretending that Bloodlust is not a horrible concept?

    The 1v1 (which is also important, you cannot ignore the 1v1) is miserable due to Bloodlust, because Killers turn fair Loops (where they can mindgame) into unfair ones due to Speedboosts.

    Furthermore, you wont lose instantly when you reach Bloodlust 2. At least not against inefficient Survivors. And 95% of the Survivor playerbase are not efficient enough.

    If you are taking to bloodlust 2 to down a survivor, that means it takes you 50 seconds, in a full chase, not including looking for them. You are gonna lose 3 gens right away, and then another 1 in the second chase, then another 1 in the 3rd, now you lost the game. You mention against "inefficient survivors" therein lies the problem. Survivors who are efficient will destroy you without bloodlust with the way maps are currently designed.


    Secondly will PEOPLE PLEASE READ WHAT I WROTE?!


    I AGREE WITH YOU THAT BLOODLUST SHOULD BE REMOVED. However the reason bloodlust exists is to bandaid fix the terrible map designs, and an example i gave of that is the ridiculous window in garden of joy. Do you agree that the main building there is busted? I am more than happy with them to remove bloodlust once the map design is fixed.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453058#Comment_3453058

    And just like Dead Hard, its limited to only being useful in the middle of a chase.

    To prevent of start a chase how ever? It has none of. Its gonna start fading away within a week once people realize SB is still and always will be the better option

    Sprint burst is not adding a significant amount to a chase. Sprint burst also happens at the START of a chase and it makes you walk around so you don't accidentally activate it (or you 99 it, but then you can't do anything, even fall from a great height or you have it ready again).


    Lets imagine an healthy survivor and a killer are 32 meters away in an infinite straight line. from each other before the "chase" starts, and lets look at one with sprint burst, and 1 without sprint burst, and see how long it would take the killer to catch that survivor.


    WITHOUT SPRINT BURST:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 57.3 seconds

    WITH SPRINT BURST

    • They start running at 32 meters
    • Assuming a 4.6 m/s killer, they will LOSE 1.4 meters per second for the first 3 seconds.
    • Survivor is now 32 + (1.4 * 3) = 36.2 meters away
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 50.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 64.3 seconds

    WITH MADE FOR THIS:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.7 meters away
    • The killer will gain a distance of 0.48 meters per second on this injured survivor.
    • In order to get within 6 meters of that survivor, it will take 18.125 seconds to catch them.
    • Total chase time 61.425 seconds

    Sprint burst adds a grand total of 7 seconds to the chase. Now, you can use sprint burst to get to a safe area if you are in a dead zone, but that creates counter play where the killer can now try and cut the survivor off and bait them. Made for this adds only a couple seconds less than sprint burst over the course of this imaginary chase.


    So for trading 3 seconds in this imaginary infinite straight line chase you get:

    • A permanent perk that will never deactivate (outside of forcing exhaustion, which is hard to come by, and even then it only lasts a few seconds, so all it takes is a pallet drop to make it fall off)
    • A perk that has no activation conditions that won't happen naturally in the course of the game.
    • A perk that allows you to be faster at loops (its true function) as the survivor hitbox vs the killer one, 3% can make a massive difference when looping these corners.

    Better yet, lets imagine these 3 chases if the survivor starts the chase injured, how long does it take then?

    WITHOUT SPRINT BURST: 43.3 seconds

    WITH SPRINT BURST: 50.3 seconds

    WITH MADE FOR THIS: 66.6 seconds!


    So when used optimally, it actually will gain you MORE distance in the long run. AND it can heavily stack with other movement speed increase perks like the boon, or hope etc.


    3% is a bigger deal than you realize when we are talking about these small differences in numbers. The difference between a survivor and a killer's movement speed is typically 0.6 meters/s. This perk, makes it 0.48 meters/s That is a 20% decrease in the difference between the 2. That is MASSIVE. You are effectively cutting the killer down to 80% of their speed difference in survivors.

  • @BenSanderson55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453056#Comment_3453056

    You're talking about a window and huntress lol. Habitually vaulting a window in front of huntress is certain death.

    Not THAT window. Bro, you are seriously defending the most overpowered structure in the entire game right now? Especially WHEN I AGREE WITH YOU?


    please seriously read my post.


    I AGREE WITH YOU

    I AGREE WITH YOU

    I AGREE WITH YOU


    Please just stop defending that window. You can't be serious.

  • @Aurelle said:

    It's not. 3% movement speed is nothing. It's a weak and situational perk.

    3% movement speed isn't a big deal if you are running in a straight line. But survivor's hitboxes are smaller than killers, so they can loop tighter, meaning that this 3% actually extends loops quite a bit, and can make things far safer than they would normally be.


    An even bigger problem is that these movement effects can stack. For example, if you run this with hope, you run as fast as huntress. You can't think that is not a problem...


    It has the same problem old dead hard did, it basically just always happens. Other movement effects that survivors can get have big conditions they have to fulfil in order to get them. Whether it be through a boon totem, or for example hope which only works in endgame. But this one just exists all the time when you are injured.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453041#Comment_3453041

    i am not defending the window. I am just saying that the window is not an infinity and bloodlust does nothing to help against it. your still just following the survivor 3 times waiting for entity blocker while vaulting the window/going around it.

    ok, so you are defending that window then, because bloodlust is the only thing that keeps it being an infinite against huntress for example.


    But i want you to stop and think about what you are typing. I am AGREEING WITH YOU that they should REMOVE BLOODLUST but so many other things about maps need to be addressed first, because bloodlust is the bandaid fix to these problems. And you can't honestly believe that those windows are fine.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452944#Comment_3452944

    what infinity? no it would not be an infinity. the window block after 3 vaults. I am not exactly sure what bloodlust purpose is. I think it is suppose to buff weak killers in the chase but it does not help them win games against skilled looper's due to the pallets+genrushing. so what is the point?

    You can't honestly be defending that window on garden of joy...

  • @agonizing said:

    Bet you’re one of the killers who welcomed the bloodlust buff last year.

    Bloodlust was only buffed for the timer on bloodlust 2. It still doesn't change the fact that if you are using bloodlust 2 or 3 to down the survivor consistently, you already lost the game. Bloodlust is a bandaid for stupid maps because without it, the house in garden of joy would unironically be an infinite. I'd be all for getting rid of it, if they fixed the stupid things on some maps, as well as doing something to address survivors who "hold w" against m1 killers like trapper.

  • @Witchubtet said:

    So right off the bat it’s pretty good. It has decent Info and can be used to punish survivors running Lithe, Spring Burst, and Overcome.

    I’ll list my pros and cons of the power and the counters to it.

    PROS: Can be used for tracking and chase without being overly oppressive (Unlike how people feel about Knight and Skully, I don’t agree but TMO)

    Can be used to catch up with people running from a gym

    Has a lot of applications on maps with tall environments and wide sight lines.

    His Overclock could lead to some cool breaker builds

    CONS: EMPs spawn to frequently and passively.

    He is beaten to often by clutter in the maps, especially on his own map.

    His Bi-Pods EMP cooldowns are way longer than they should be for how easy it is to disable them.

    Now the question is how to balance the EMPs. Personally I think a survivor should have to activate the printers manually. No passive charging. This will make using the EMP at the proper time more important.

    I think they should have gone with Scott Jund's idea with making the EMPs charge up themselves 75% of the way, but the survivor has to come do the last 25% to pick it up. That way they actually have to dedicate time to them. His "built in slowdown" doesn't exist because it just happens naturally for survivors. If they had to actually work at it, it would work much better.

  • @Pulsar said:

    In this current meta, it should be 5 seconds, at least. I'd consider buffing it more, but not before seeing it action.

    As of right now, it barely gets you 8 meters of distance.

    It gets you closer to 10 actually. Which gives you just enough to get to another loop. If you are getting tunneled off the hook, you had 10 seconds at least to get to a safe place with basekit bt, and DS gives you another 8ish. If you can't get somewhere safe in 18 seconds, you did something wrong. DS isn't to stop tunneling, its to punish it. If you want something that prevents tunneling, you need to be looking to other perks like OTR and sprint burst.

    Also, keep in mind that back in the day DS WAS 3 seconds, and it was only made 5 seconds because it was affected by enduring which made the stun actually useless. It was buffed up to 5 seconds until they reworked enduring to only work with pallet stuns. When they reworked enduring, they never changed it back. So making it 3 seconds closes the loop on the original plan for the perk.


    Now, to that end. I think tunneling should not be addressed by buffing DS. It should be addressed at a base mechanical level that doesn't require a perk.

  • @GHOSTfaceP3 said:

    But going up against a killer with mobility makes this perk useless, ds isn't op at 4 seconds and the nerf was overkill

    It used to be a 3 second stun back in the old days. But enduring worked on it. So it was buffed to 5 seconds, because enduring hard countered it. Part of the deal of that, was that when enduring was changed to not affect DS anymore, that DS would be put back to 3 seconds. That never happened for years. So the nerf to 3 seconds is just bringing back the status quo and closing the loop on the original "deal".


    Now, to answer your question, if you hit the killer with DS, can you explain in what world the killer would not want to keep tunneling you? You just burned your DS, you are injured, and you are within 12 meters of them, and they likely know where you are. At that point, it would be stupid to NOT continue chasing you, this would be true even if it were 5 seconds, because you would still most likely be the most prime target for them to go after.

  • @DaddyMyers_Mori said:

    https://us.v-cdn.net/6030815/uploads/K863H733YAHU/untitled.png

    I have tried to make as big TR as possible, but it's just no way to get it 5 times in one game normal way.

    I have finally finished it with this build, some passive slow down to give you time and whisper to make sure you hit blast on someone.

    When blast is on CD, go hide somewhere in corner so you are 48 meters away from everyone and just wait until survivors trigger your iridescent addon (lingering static charge).

    It's good to do it on some big map like RPD. You really don't to be on The Game, or Midwitch. It may not seem like it, but 48 m is quite a lot.

    I have done it on RPD at least.

    Double calm + distressing puts the terror radius at ~55 meters, so you should be able to get it at max range. Other option is dark devotion, hit someone, run away from them, then activate it on the other end of the map.

  • @Spirit_IsTheBest said:

    Dead Hard had its fair amount of time on the throne of being the best exhaustion perk in my opinion, but now ever since its nerf there's been a huge variety of more exhaustion perks being used, here is my ranking for them now that Dead Hard has been nerfed.

    1 - Sprint Burst

    2 - Adrenaline

    3 - Lithe

    4 - Balanced Landing

    5 - Overcome

    6 - Backround Player

    7 - Dead Hard

    8 - Smash Hit

    9 - Head On

    What are your rankings?

    I think its.

    1. Lithe/Sprint Burst/Adrenaline
    2. Overcome
    3. Balanced Landing
    4. Dead Hard
    5. Smash Hit
    6. Background Player
    7. Head on
  • @Spirit_IsTheBest said:

    Freddy in his current state is very stale and rather boring in gameplay, but with the Q&A and him being confirmed to be getting changes (a rework even), that makes things exciting.

    To the community, how would you change him?

    Have fun sharing! 😃

    Just bring back old freddy and change the mechanics and numbers a bit. The problem with old freddy was that it felt bad that survivors could do gens in your face. But they could have easily tweaked numbers or shifted things around. Old freddy from a design perspective was perfect, numbers just needed fixing.

  • @Ariel_Starshine said:

    Once all items become homogenized they will get stale. Medkits already are and they're boring. I used to get excited seeing a ranger kit, now it just sits there and rots in my inventory.

    If toolboxes get changed, then might as well go item less and just not even bother.

    Instead of nerfing things BUFF things on the side that's having issues. Idk, just my suggestion but what do I know :)

    Nerfing repair speeds of toolboxes (or personally i think removing them altogether, and make them just a sabo item and buff sabo) does not homogenize the items. Each item has a specific purpose. You can't repair a gen faster with a medkit or heal someone with a flashlight. Each item has a purpose.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449952#Comment_3449952

    Nah, I need to start using the one that starts you away from the killer. I think that'll get you away from a teammate as well most of the time.

    Your builds a fun one though. There's more than one way to win a chase and they're equally valid.

    i believe it will still spawn people next to you.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449906#Comment_3449906

    Firstly that is an edge case scenario. One that requires every survivor to bring the best toolboxes they can. Which in turn means no flashlights or medkits. Giving the killer advantages in other areas.

    Secondly I never said regression perks didn't need a look. They very well may need to be buffed a bit. I haven't had issues but my experience isn't the only one.

    Just because something is rare, or they have to "bring the best they can" or because not every survivor is going to run this stuff, doesn't mean it isn't a problem. I'm guessing you also think nurse should be nerfed?


    https://clips.twitch.tv/AwkwardMildFerretPipeHype-0ehry4t4zExHh7Bo


  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449100#Comment_3449100

    That's a really good idea. I forgot that offering was a thing

    Thats a killer offering. The offerings for those are backwards. Killers want survivors to spawn together, but their offering splits them up. Survivors want to spawn separate, but their offering makes them spawn together.


    Generally, if you see your distortion go off at the start of a match, and you are near a teammate, run away from them, or hide. Personally i think distortion is a bit overrated, and if your goal is to not get chased, run the "i suck at looping" build, as i call it. Because i suck at looping and i run it alot.


    Inner Healing + Overcome + Lucky Break + small game/flexperk (or a map)


    You start the game, look for a totem really quick, do it. Then when you get hit by the killer, you get overcome so you get a big speed boost, and you make no scratch marks or blood pools with lucky break. Break line of sight, and run to an area they wouldn't expect and hop into a locker. Usually you can get 2 uses out of it before you run out of lucky break, and now that you can gain charges back it is really good.

  • @Aven_Fallen said:

    Probably just play, try to improve or lower your MMR.

    If it happens frequently that you get 4 Survivors which need Bloodlust 2 or Bloodlust 3 to catch, this probably means that they are way better than you.

    So if all of them are that good, you might want to try to catch them (if there is really no weak-link), because you might improve. Or at the very least you will lose some MMR which you keep when you facecamp because this should usually end up in at least one Kill, probably even two.

    @MikaelaWantsYourBoon said:

    You supposed to lose i think. I mean if you are playing against better players than you, then it's normal to lose them.

    Its not necessarily better players. Some maps are just busted or busted setups just spawn. Garden of joy main building is near infinite against m1 killers. And don't get me started on spawning shack window into cow tree into jungle gym window. Or mother's dwelling where it literally takes 30+ seconds just to walk from your spawnpoint to the gen the survivors probably spawned on.


    But, its hard to say without OP posting videos for us to look at.

  • So 4 survivors being able to knock 20 seconds off a gen each (more with perks), this is excluding BnP btw. This is totally fine. But killers having a perk that regresses a gen by 13 seconds when they hook a survivor is a huge problem?

  • Too bad they don't even do it right the first time. Look at how pretty much every map change they have done lately except eyrie of crows has been god awful.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449129#Comment_3449129

    This.

    The reason why they make this is most likely because they want people to experience Mori-Animations. (I personally dont care about Moris at all. I watch them one time, think "huh. neat." and than I dont even pay attention anymore when I get morid)

    Because since Moris are not OP anymore, almost nobody is using them. But they create those animations and want people to experience it, what I totally get. But it would be enough to make the Cypress Mori basekit and it does not need anything more.

    All their work on the Finisher Mori (and all around it) is just a huge waste of time nobody asked for with a far easier solution for their intention.

    You are thinking about it as the now. This is the first step to them creating cosmetic moris they can sell in the shop. If seeing a mori becomes a much more regular thing, and is seen as a "cool finishing move" that ends the game, they become more impactful, and happen more often, because people typically want to burn bloodpoint offerings.


    Once that happens, they can start (if they haven't already) working on a system to have different mori animations you can equip, and they can start selling them in the cash shop.

  • @Sonzaishinai said:

    Problem is that slugging for pressure and leaving all survivors to bleed out for 4 minutes has been given the same terminology by the community despite being 2 completely different things.

    One is a risk/reward tactic where you trade a hookstage now for pressure to get more later and the other is BMing for the sake of BMing

    The amount of times i have dealt with a killer letting people bleed out and die for no reason is so small i can probably count it on one hand. Now, the amount of times survivors intentionally hide in a corner of the map where a hook has been destroyed such that it becomes impossible to hook them, i encounter that at least a couple times a week.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449195#Comment_3449195

    Always the same nonsense.

    If they would publish new data right now you would still see that all Killers have decent Killrates and are not performing really bad.

    At some point the Killer Community needs to accept that Killer is not in a terrible spot right now and that every Killer (including Trapper) can win against the majority of Survivors.

    That same data says that nurse has the lowest kill rate in the game. So when are we getting nurse buffs?

  • @TheycallmeLix said:

    Medkits already got nerfed, so now you go to the next item and start complaining about toolboxes being OP/broken..

    While we still have Blight and Spirit with the OP addons and still not being looked into and Bubba,Huntress and Infinite Tier 3 Myers facecamping and nothing you can do about it. So we have much bigger problems then you Killers getting ‘genrushed’ every game, I’ve seen good Killers still get a earned 4k then most Killers that play scummy and still get a 4k with being toxic to us. So let’s nerf some Killer addons first and camping and tunneling, then we move on to genrushing with toolboxes

    The same people who think toolboxes are fine when they knock 20 seconds of repair time of a gen (potentially multiplied by 4 survivors, or more with perks), are the same people who think the killer having a perk that can regress a gen by 13 seconds when they hook a survivor is a huge problem.


    https://clips.twitch.tv/CrackyAnimatedGerbilRiPepperonis-sWkeCzPcBq0D_gBF


  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449214#Comment_3449214

    Higher FOV has just as many implications in 1st person, as in 3rd person. Most 1st-person games limit FOV to a low value (eg. Overwatch limits it at 107). So if you see why that's "obviously a problem" in 3rd person - quoting you - then you can't argue that it's not a problem in 1st person.

    I'm just showing people who make the argument that this is QoL, that it's not. It has gameplay implications. One big implication in particular, is that with a high enough FOV, the killer could hide the red stain in chase, while still seeing the survivor.

    As soon as BHVR makes the FOV slider available, literally everyone will put it to the max, there's no downside to it even for people who don't suffer from motion sickness. You might argue that killers need this buff, I'd argue they don't, but in any case treating it as QoL is dishonest.

    And this is any different than the visual terror radius indicator that has basically made sadako useless?

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448669#Comment_3448669

    The 87/102 FOV in DBD is also measured in Horizontal FOV, which means it isn't the average between vertical and horizontal FOV, but just the width itself. Every other game measures it in Average FOV. So the "87" FOV in DBD is more similar to setting your FOV to 70 in other games like Quake, TF2, Overwatch, etc.

    Glad they're improving it.

    no wonder i get headaches from playing killer...

  • @CorvusCorax86 said:

    Is this because of M&A?

    I tried that perk only once and decided never to assign it again.

    Having a low FoV can increase the effects of motion sickness. As a killer DBD has an exceptionally tiny FoV of 87 degress. For context a real humans FoV is a bit complicated, but detecting movement can be as high as 270 if you account for the fact that your eyes can move. But on focusing finer details it gets as high as 150, but obviously this varies from person to person.


    Most FPS games typically have FoV sliders, but usually its around 100 depending on the console/PC. This is why playing with shadowborn feels so good, because it increases that FoV by 15, putting it at 102, which makes it more like a standard FPS. Long time quake players will often put their FoV much higher though around 110-120 or even 130 depending on their game plan.


    Personally speaking, i'm a long time quake player so i was used to having my fov be w/e i want (technically you could set your fov to be 360 in quake, but it'll probably make you sick before its useful). Anything less than 100 gives me eye strain after a while, and once it hits the 80 mark i start to get motion sickness, which is why longer period of time on DbD can give me quite a bit of trouble. This is why having an FoV slider is so important because different people will have different FoVs that they want to play at that is more comfortable for them. Right now DBD basically has a binary, 87 or 102. Although monitor and abuse is a bit different as well its not static and changes, which leads to its own problems i'd imagine.

  • @Chocolate_Cosmos said:

    Thank you very much, I was hoping to find the guide but I didn't expect such speed!

    I usually get them done the morning of unless something comes up. I'm going through now and double checking, but this morning i had a personal matter to deal with so i wasn't able to double check as well as i wanted.

  • @CorvusCorax86 said:

    Looking forward to your next post. 😉

    Working on it now.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447837#Comment_3447837

    Nah, it actually kinda does, because if something is rare because it's too difficult to do or rare for a good reason, then balancing around it isn't good. If you have to nerf something good, then you also need to make it easier to use or more consistent. High/medium skill for low reward is never good, despite people crying about "balance" (aka you and this community) potentially arguing otherwise.

    And of course, nerfing everything good so it falls "nice and in-line with other perks/add-ons, etc" is the bane of design since that makes everything stale, and every player who believes this is good is unironically not good at the game and only plays weak Killers with bad perks and bad add-ons, then complains when they can't easily and consistently handle meta with their awful strategies and builds.

    You should re-read what i wrote, because i don't think you read it.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447837#Comment_3447837

    It's funny you support me here lol. Whenever i talk about Blight add-ons , you are going against me. So why you support here? Because this is also high mmr play.

    You don't wanna nerf Blight but you are supporting this???

    Because you keep playing this game where you pick and choose things. I think this game should be balanced around what the best of the best players can do. I think the reality and the data show clearly that the only 2 killers that can compete against the top teams are blight and nurse. And BECAUSE of that. There is an obvious massive problem with how "powerful" survivors are. Because there are 32 killers and only 2 of them are viable at that level of play. So obviously something needs to be done about survivors before we can worry about nerfing blight and nurse.

  • @brokedownpalace said:

    Bloodpoints are not hard to come by and everything is much cheaper. More XP means more shards (and rift fragments if you want that), meaning more cosmetics and original characters you don't have to pay for.

    (And maybe this is just me but I have hundreds of double bloodpoint offerings across all my survivors and killers)

    You have to think about this in regards to the average player, who does not have everything unlocked that they might want. Meaning bloodpoints are going to be much more valuable to them. People on the forums are going to be an outlier in the community rather than the norm.

  • @brokedownpalace said:

    Bloodpoints are not hard to come by and everything is much cheaper. More XP means more shards (and rift fragments if you want that), meaning more cosmetics and original characters you don't have to pay for.

    (And maybe this is just me but I have hundreds of double bloodpoint offerings across all my survivors and killers)

    I'm assuming you mean BHVR/events they do?


    If so, you answered your own question. Bloodpoints are "free" whereas shards allow people to get skins that they COULD be spending auric for and make BHVR some money.

  • @ReverseVelocity said:

    I mean these are some of the best players consistently bringing the best stuff, it's not really representative of a regular lobby. You don't often get lobbies with this many Brand New Parts, and especially not with these kinds of players. A lot of lobbies with stacked BNP I end up winning because the players are just not that good.

    Brand New Parts could do with a nerf/rework but I don't think an edge case like this is worth gutting every single gen speed unlockable in the game over.

    Yet people say that the blight with 1k wins is evidence that blight needs to be nerfed. You can't have it both ways. Also, just because something is rare doesn't mean it isn't a problem. Here is otzdarva saying that exact thing.


    https://clips.twitch.tv/AwkwardMildFerretPipeHype-0ehry4t4zExHh7Bo


  • @CountOfTheFog said:

    If I load into a lobby and a teammate is holding either a key or a map, I'm dodging. I've really had it with Survivors ignoring regular gameplay to try and accomplish those stupid challenges of escaping through the hatch with a map and unlocking the hatch with a key. Every single time they let you die and don't touch gens. I have Kindred so I see them hiding. Then they always have a hatch build on. Really getting sick of it.

    Blame the devs for making challenges that you can't do by playing the game normally, or really the game design. The reality is the way the game works is, if you aren't on a gen, saving another survivor, or healing when you aren't being chased you are wasting time. It really doesn't leave much room to have interesting challenges.

  • @VoidOfMe said:

    I was one of the few here that said barbecue wouldn't go anywhere after the "nerf" that removed extra blood points, apparently, killers didn't use it only for BP, huh?

    Sorry for sounding entitled, but I was called clueless and worse by people here in the thread I made about it back then:

    "Oh, they killed barbecue, no one is gonna use that anymore" except I just went my fifth straight game where the killer was using it. Distortion is now my main build lol.

    I'm so waiting for the new stats to bump that 1-year-old thread and get a ban here, but a happy one.

    BBQ is only making a comeback because they nerfed every gen regression perk to oblivion so people are trying to figure out what to do now. Current working theory people are trying is a chase meta where they just always are in a chase. But its not going to work unfortunately because survivors are too strong with some of these busted maps.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446644#Comment_3446644

    I already told you before, stop asking questions i already answered. I know where you will go with this:

    "If we are gonna balance game around average players, then buff Nurse. If we are gonna balance game around top tier players, then leave it how it is."

    Yeah dude, sure but game balance is not that simple.

    Just remember, we all are asking buffs for Twins because they are so weak. But then devs explained Twins are monster at high mmr.

    Balance is not working like how you believe.

    Hmm,


    Sounds like you think that this game should be balanced around average survivor players but top tier killer players. Seems pretty biased TBH.

  • @MikaelaWantsYourBoon said:

    There is no fun when you know you gonna lose against him whatever you do.

    Why S-tier killer allowed to have that strong add-ons. What is his cooldown, what is his weakness? Nothing.

    How long we will allow him to stay in his unbalanced state?

    Should this game be balanced around:


    • Top Tier players (top 200)
    • High Tier players (top 1-2%)
    • Average players (most players)
    • Low tier players (bottom 20%)
  • @Shroompy said:

    I would 10000% be up for this

    Hell at the very least just more customization options for KYF. Like the number of pallets, windows, hooks, gens, tiles, speeds, TR, etc.

    Throw in map seed so you can get the exact same map everytime and suddenly tournaments become viable.

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