Reinami
Reinami
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- Reinami
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@Desteriaa said:
As a person who enjoys killer a little more than survivor I find it ridiculous that other killer mains are complaining about a perk that was already nerfed. I’ve seen a lot of controversial discourse about this perk
from really big content creators such as otzdarva saying that they shouldn’t have to waste ten seconds waiting it out and that it shouldn’t give a second health state. I just find that to be very hypocritical considering we have so many killer perks that give the exposed status effect aka takes away an health state. Ex: Noed, Starstruck, make your choice, Rancor, and hubris. Eruption stops survivors from doing anything for 25 seconds. Dead hard is one of the only second chance perks survivors have and killers have so many. As a killer who frequently uses it is a second chance perk that have saved me many times in public matches and not survivor perk compares to that.
If it isn't "that bad" then why is it by far the most used perk in the entire game (yes even more than any killer perk)
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335407#Comment_3335407
Supalf beat them and even stomped them in one game in midwich. Check his video my nurse vs 25 000h survivor team. He lost once when he used build they wanted.
Yeah, now have the best trapper player in the world play trapper against them.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335407#Comment_3335407
Far more powerful than even Nurse? Guess which killer obliterated their streak and it was not even close... like I said: adjusting your build and playstyle can be the deciding factor. And how often do you go against those teams? Probably never since these survivors did this streak as some sort of an experiment. Nobody is going so tryhard in pubs like Hens winstreak squad.
Just because something is rare, doesn't mean it is balanced. God nurses are also rare, yet we keep nerfing her, even though the stats bear out that she isn't OP based on your logic, because nurse has the lowest win rate, we should actually be buffing her (devs are going for a 60% kill rate):
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@th3syst3m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335407#Comment_3335407
Tell that to the 500+ teams in a row Alf beat.
Was he playing against 500 teams that played like the ones in the video? If not, then it doesn't matter.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/363369/remove-the-mmr-cap
Those "multi-thousand hour survivor teams" are spending a lot of time and money in the game. No way they won't cater to them. If you fell that you are going against those squad maybe adjust your build and playstyle. That can help you winning more games.
At the highest level of play, survivors are far more powerful than anything ANY (yes even nurse) killer can ever bring. No killer will ever be able to stand a chance against a team like this:
https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s -
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334222#Comment_3334222
We could do that.
Or we could just not punish survivors for failing skillchecks they never got. Letting go of a gen before a skillcheck is on screen should just cancel the skillcheck, if it's not a special one.
If it hasn't been fixed after all this time, it is probably intentional. As i mentioned, the point is to give the killer more pressure/regression if they come up on survivors on a gen and they wait too long to let go. Granted it is RNG based. I'd argue it should be normalized and not RNG in that case.
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@Erenior said:
had a match vs a huntress that was extremly skilled with their hatches. after the match i joked that the mrr works great again... and the huntress told me he decided to lower his mmr and let everyone go for several matches.
is that a thing? so you can then stomp not so experienced players?
100%, this is actually what i have done lately and it has made my experience a lot better for a few of my killers. Basically it works like this:
- On the 13th ranks reset
- Tryhard until i get to rank 1.
- After i'm rank 1, i can no longer down rank so i do the following:
- I hook every survivor 2 times, and kill the obsession (no reason for the obsession outside of roleplay/gives a specific target)
- Then i max out my brutality, deviousness, and chaser BPs for the match.
- wdAfter that, i let them escape.
This does a few things:
- I only kill 1 survivor, so my MMR (probably, it is anecdotal) goes down
- I still get enough hooks to get ~75% bloodpoints on hooks
- I max out my bloodpoints in the other categories
- Survivors are generally happy because most of them escape and get more bloodpoints
- My future matches are more chill.
- Once rank resets again, it becomes easier to tryhard and i get rank 1 even faster.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333935#Comment_3333935
When can you NOT do that?
When the game randomly decides to give you no skillcheck.
Ask either Autodidact user, that RNG is F'd.
So normalize the RNG, so you are guaranteed a skillcheck every "X charges" at minimum. Basically, let's say we want at minimum you do get a skillcheck every 15 seconds on a generator. Every second you have a 1% chance to get a skill check, but every second you don't get a skill check, you increase that chance, up to 100% after 15 seconds. Once you get a skillcheck, that chance reduces back down to 1%, and then pauses the timer for maybe a few seconds so you don't get another 1 immediately (1 out of 100 chance)
Just figure out how many skill checks you want per bar for every action and problem solved.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332327#Comment_3332327
This just goes to show that your average blight performs no better than any other killer.
Which is precisely my point. I'm tired of people complaining about "top tier killers" and how they are "so OP" when if you look at the data, they don't perform any better than the average killer.
Now, i know we all know that data is BS because it doesn't show the truth. So then, let's flip it upside down. Think about what the data is not showing against top tier survivors as well.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333483#Comment_3333483
So that's why he needs to be nerfed so casuals can have chance agains't him. At very least his tunneling ability should be nerfed.
That's not what you should read from that.
What you should read is the matchmaking in this game is terrible and always has been and should be fixed.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333479#Comment_3333479
I mean, they wrote exactly what you can do - give those Skill Checks the Overcharge-Treatment. Let the Survivor do the Skill Check, if they hit it, great, if not, they at least had a chance to hit it. Because currently you let go of a Gen and this Gen explodes. With just a Skill Check-Sound (at best) and no chance to hit it.
(And I would not mind if Overcharge-Skill Checks would be autofailed instead if the Survivor is tapping the Gen and letting go of it before hitting the Skill Check to make Overcharge better against Gentapping)
The problem is, people act like it isn't intentional.
Think of it this way. How do you prevent this from happening? You wait until you get a skillcheck, then you do it, then let go.
When can you NOT do that? When the killer is coming right at you. If a killer is coming right at you, i think you'd mess up repairing the generator too right? That is the point.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331002#Comment_3331002
Not every game is agains't 4 good survivors. But if they could put decent/good blights only agains't those top teams then he could be more balanced. Only casual/console blights should be able to play agains't casual/average survivors.
Given that the MMR cap for matchmaking is 1600 , and when it wasn't it literally took top players hours to find a single match, this will never happen.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330191#Comment_3330191
Skill issue doesn't apply to a killer that counters BASIC RUNNING. He's like Nurse, except we trade solid objective phasing for the ability to do it 4 times.
Right, so he counters holding w. Just loop him. His counter is looping. he often can't use his power around tight loops and it is very difficult around even 90 degree corners like jungle gyms.
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@HugTheHag said:
They should get rid of that random skillcheck popping up when letting go of a gen alltogether.
Or at least give it the Overcharge treatment and make it follow the player.
Overcharge shouldn't work like that at all to begin with, its a pretty bad perk TBH.
Secondly, how would you propose they do that in a way that isn't exploitable? You could hear the skill check sound and then let go of the gen so you don't have to do the skill check, thus bypassing ever having to do skill checks. The RNG on it is pretty rare, otz did a test of it and it wasn't that common.
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@YOURFRIEND said:
Of course not. They don't have the developer bandwidth for it. If anyone thinks they're going to buff low tier killers in like batches they are in for disappointment. It took years to even marginally tweak the nurse. To make iri hatchets have a max cap of 1. Looking at the past, how could anyone conceivably expect anything else?
The problem is that there are so many killers that just aren't viable in high level play, which doesn't really show a problem with the killers themselves, but rather a fundamental flaw in the core game design. That being simply that this game was balanced around survivors being "scared" of the killer. It was balanced with the idea that they would hide, and do everything they could to not be seen. It was balanced around the idea that they'd be scared and hope they get some sick item from a chest to help them, or that they would just do totems instead of generators because they aren't as noisy.
The problem is that once survivors stop roleplaying being "scared" then the game heavily tips in their favor.
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@KingDeathly said:
Hello. I'm trying to decide on a last perk for my nemesis build. I'm currently running STBFL/Discordance/Pain Res. So I wanted some advice on either Jolt or Overcharge would be best for him. I don't use eruption since its getting nerfed, and don't want to get use to that perk.
Overcharge is bad, and jolt doesn't work on your tentacle which is how you should probably be getting most downs.
Probably pick something else.
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@MikeyBoi said:
The killers weakest point is the beginning of the match when all the resources are up for survivors and strongest end of the match. If you can get rid of ALOT of pallets before 3 gens pop regardless of getting your first down that’s great! Corrupt will help with this, no way out is a great end game perk. If you can’t down/hit or get rid of pallets within a 20sec window you need to go somewhere else and chase a different survivor.
In the highest MMR, there’s really only 4-6 killers that are viable against 4 good survivors. Every other killer plays the exact same where you just m1 and follow through with another m1 and with some of these maps you want to be playing killers that have mobility like Blight, Billy, Nurse etc. Huntress and Artist are very very strong against good survivors too. But all those killers I’ve mentions take skill and a lot of game knowledge to play and this is the problem.
Right, so you can't just fix this by buffing or nerfing killers. it's a fundamental design issue.
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@Audiophile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331551#Comment_3331551
“Y’all want easy games”. LOL. Talk about the pot calling the kettle black. No you entitled Blight Main. We want an actual balanced game vs whatever BS this is. If mid to high tier Blight and Nurse don’t have an 80% or higher win rate vs solos I will shut up and leave these forums.
According to the data nurse is uppper-middle of the pack in high mmr, and against "average" and "mid tier" survivors shes one of the worst. And blight is middle of the pack on both.
So i'm confused as to what the problem is by your logic?
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@MeanieDeeny said:
The hatred for Feng cosmetics is out of control. Honestly, who cares this much?
Feng doesn’t even have the most cosmetics.
Feng having cosmetics doesn’t take away from others having cosmetics.
If you don’t like her cosmetics, don’t buy them.
Be upset your main isn’t getting the attention you desire, instead of being angry Feng is.
Who cares if Feng is getting cosplays??? If someone is only a big fan of the original, that is the one they are going to buy regardless. I bought the new Jill outfit (and honestly I barely like Jill, but the cosmetic was nice) AND the Feng cosplay. Why? Because it was a cool cosmetic.
I main Jane for survivor and while I’m upset she gets left out so often, I’m never like oh wow but David/Meg/Feng etc got a new one. It’s irrelevant. The point is they once again forgot Jane.
Also, had they done a cosplay of Jane’s new Halloween outfit and gave it to Feng also, I would have been ecstatic and bought hers as well.
You’re all so petty when it comes to Feng , she’s not even the survivor w the most cosmetics..but apparently no one is ready for that conversation.
"Feng having cosmetics doesn't take away from others having cosmetics"
Actually by definition that is literally true. If they make a feng cosmetic, they can't make a david cosmectic.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331877#Comment_3331877
Turn your music on full blast, have someone tap the floor, sometimoes you'll hear the taping, sometimes you won't, the game cannot decide when you would and wouldn't hear this, brains are dumb and smart. HOWEVER the systems in the game will always see both of these happening and show you even if you didn't hear it.
That's about having good hearing (or good headphones) we should not be limiting "did you hear it or not" to random brain signals, especially when talking about people who are HEARING IMPAIRED.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331725#Comment_3331725
Peanits reply to a post of mine stating this
"You can rest easy, we absolutely do not plan to reduce BP gains (or slow progression in any way). We're only looking to make them easier to spend."
I would assume that means a quicker way to spend BP.
At minimum they should let you turn off the animations as an option.
I'd also like to see an option to just buy a whole prestige for like 1 million points, and then they give you some average amount of all the addons and offerings you would get based on that.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330864#Comment_3330864
Yea that's evident, even though you can't hear it, doesn't mean the sound isn't playing, if you turned the chase music off, the steps would be playing, but the game can't determine what your brain heard, so you may have heard that grunt, or grass move etc, or you may not have, but that audio is ALWAYS there, so you would always be getting info from the visual indicators.
I literally am struggling to see how people aren't understanding this, if a survivor behind a pillar presses w, the audio plays, but it doesn't mean you heard it or recognised it as a survivor movement, the game however knows what that is, it knows it's a sound a survivor would make, and would just ping the "visual indicator" showing you that a survivor was there.
It's simple.
If the audio played, and it was physically possible for the killer to hear it thus knowing "where" the survivor is relatively speaking, then an indicator is shown for people who are hearing impaired.
if the audio cannot physically be heard, due to being too quite, too far away, iron will, chase music, etc. Then the indicator is not shown.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330112#Comment_3330112
Not really, survivor can run forward, double back, fake windows and double back, they can walk etc, and you don't hear all that all the time, the terror radius is one singular thing that only gets louder or quieter, footsteps and survivor sounds and showing you where they are during a mindgame is very different.
Right, so then you wouldn't HEAR that information, so they wouldn't show a visual indicator. I am missing the point here.
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@Nazzzak said:
A killers means of tracking survivor is visual (scratch marks) while a survivors means of tracking killers is auditory (terror radius). There are colour blind settings to help killers who are sight impaired to better track marks, and now there will be something to help hearing impaired survivors. And it's in a way that doesn't benefit those survivors who can hear perfectly fine.
Adding auditory benefits to all killers helps more than just hearing impaired killers. It would be a buff to the entire killer base. No more mindgaming killers when out of line of sight, since they'll know when youve left the area. If the killer is distracted then its okay, they'll get told there's a survivor nearby so dont leave the area.
But the auditory clues tell you the same information. That is the point. If i hear a survivor on the other side of the wall, i heard them, i know they are there. If someone is hearing impaired, why should they play at that disadvantage?
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@Pulsar said:
Should it be killswitched? Yes, it's a perk that isn't functioning correctly.
Will it be? I doubt it.
It's not just a single perk, its the entire status effect. You'd have to killswitch half a dozen perks and probably a dozen killer addons at this point.
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@StarLost said:
I think I've seen a total of 1 game where there were 5.
Most of the time, it's either just me or 2 of us.
This is...free BP folks. Why aren't people bringing them?
I already have the cosmetics, and i don't care about Bloodpoints because i already have every killer at p3, and every survivor at p1 and all the survivor perks unlocked on several survivors. So there really isn't a point for me anymore.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329858#Comment_3329858
They change as the Killer gets closer or further away. Ergo, by listening to how they change, you can tell the direction a Killer must be.
Yeah, i'm probably explaining it wrong, based on the distance and the map layout, you can 100% tell which direction the killer is coming from.
But ultimately, it doesn't matter. My point is, killer accessibility is terrible. My hearing isn't getting any better as i age and it doesn't help when there's such a disparity in how loud certain survivors are.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329816#Comment_3329816
Since when have Terror Radiuses ever been directional?
Wiki specifies that lullabys are non-directional, so i assumed they were directional. In my headset i definitely hear them differently on either ear, but lullabys i don't.
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@DEMONANCE said:
difference is giving a visual heartbeat for survivors is not an advantage as they already can hear it so it only helps people who can't but killers getting visual info on where survivors are in chase is a huge advantage.
So people who are hard of hearing or deaf just don't get to play? We don't actually know what the visual indicator for TR is, but it could also be directional (and should be IMO, because the sound is directional)
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@Iron_Cutlass said:
Introduction...
With such a topic, please consider the subjectivity to this. There is no objectively right answer, since everyone is going to have their own opinions on it. This important bit of information out of the way, we can really dive into the meat and bones of this whole thing, and at least explain my whole opinion such.
What Exact Was Good About The Old Meta?
The old meta heavily revolved around Hex: Ruin (potentially with Hex: Undying), Pop Goes The Weasel (PGTW), and Scourge Hook: Pain Resonance (SH:PR).
All of these perks listed reward the Killer for actively making skilled plays and decisions:
- Hex: Ruin focuses on pressuring Generators for the regression, it rewarded Killers for using proper game sense and punished Survivors for leaving objectives for an excessive amount of time.
- PGTW rewarded Killers for making the skilled plays necessary to achieve a down, applying a flat 25% regression upon kicking a Generator after hooking a Survivor. This effect only applied to a single Generator per hooked Survivor, which means that Killers had to strategize when and where to use the perk.
- SH:PR, like PGTW, focused around hooking a Survivor, also requiring skilled plays necessary to achieve a down. It's regression applies instantly to the most progressed Generator, which requires less strategy but provides less regression than PGTW by only providing a flat 15% regression.
The New Meta (The Good, The Bad, The Ugly)...
Eruption, Call of Brine, Overcharge, and another assortment of slowdown or information perks is the current meta.
The Good:
- Eruption, Call of Brine, and Overcharge are insanely strong and have a lot of synergy with other perks. They let weaker Killers actually stand a chance against most teams youll face.
The Bad:
- Eruption, Call of Brine, and Overcharge as a combo heavily rely on SoloQ player to work. The lack of information a player has makes these perks shine even more, which highlights an flaw in perk designs that BHVR is still ignoring. BHVR keeps designing perks that are strong against SoloQ, but weak against SWF; this further widens the gap between SWF and SoloQ.
- These perks do not reward players for playing well, the regression itself is applied then and there. This, in my opinion, makes the meta feel awful to play with and against. I dont feel as if I am rewarded for playing well, I feel like I am just rewarded by playing the game. And going against it can be an unpleasant experience since a lot of regression isnt a punishment for misplaying or a reward for the Killer playing well.
- There perks can also apply their regression to multiple Generators, this means that there is no strategizing or thinking about how to use your regression perks while you have it, you often just go from Generator to Generator applying it with minimal thought behind it.
- These regression perks are not exclusive to just weak Killers, any Killer can use them, meaning that even though it does strengthen the weaker Killers, it also strengthens the strongest Killers in the game, only making them even more oppressive.
The Ugly:
- With certain Killers on certain maps, it is very much possible to use the regression at hand to hold Survivors hostage within a match. And while maybe a SWF can possible handle this situation, SoloQ is not equipped with the coordination and communication needed to properly deal with this. This can lead to matches that literally only end when the Killer gives up or when the 1 hour match duration is met and all Survivors die automatically.
- Perks are a bandaid fix to the actual roots of the issue. If maps were better designed and Killers had better powers, then regression perks would not be necessary to begin with. The Kill Rates™ are raised by perks like these and are often used as pocketed excuses to not buff Killers that are struggling. (#Buff Sadako ; #MakeTwinsBetter)
So Which Killer Meta Is Better?
In my opinion, the old meta was better. Not necessarily stronger than the current meta, since the current meta is definitely stronger than the old meta, but the old meta was better. It felt better to play against, it felt better to use.
And regardless of what I say, that still doesnt change anything. You will have your own opinions, you might agree, you might disagree, and it is perfectly fine, all opinions are welcome here.
The Ruin+Undying meta was the better one i think we had, as was the Ruin+PGTW meta as an alternative for people who didn't like soley relying on the Hex. It rewarded you for actually making good plays.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328778#Comment_3328778
Okay, so we SHOULD nerf Overcharge because most people can't hit it?
I wasn't commenting on anything except you implying that Overcharge isn't good. It's good for most players and even experienced ones can get cucked by bad rng
I'm arguing the inverse. I'm saying overcharge is bad and needs a buff. Just because bad players get hurt by it doesn't mean the perk is good. If the perk has a problem of, it's only good against bad players, and its bad against good players, then it needs to be tweaked such that it is balanced the same for both. Or at the very least not completely OP against bad players. I'd argue that perk needs a rework for example.
If something completely destroys bad players, but doesn't hurt good players, it needs a rework. For example, the old old ruin, with the skillchecks. That one, was basically really really powerful against bad players. But against really good players, that could hit great skill checks in their sleep, it didn't really hurt them that much. Thus, it needed a rework.
Overcharge probably isn't as powerful against low level players as old ruin was (to the point of basically being a guaranteed loss) so i'd argue it probably is underpowered currently.
I also think with the recent changes for solo queue, "bad players" are going to start getting better.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328463#Comment_3328463
Vast majority of players cannot hit Overcharge skill checks consistently.
The vast majority of players don't even HAVE overcharge. But we are talking about balance, not how common things are. If we balanced things based on how common or rare they are then would this offering be fair?
- killer Offering
- 0.1% chance to appear in bloodweb
Does the following:
- All survivors are permanently exposed
- The aura of all survivors is permanently revealed
- Unlocks the ability to mori all survivors
- The movement speed of the killer is increased by 100%
Would this offering be balanced and fair? It would only have a chance to appear in 1 out of every 1000 games you played. So because it is super rare, it would be fine right?
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@VideoGameMage said:
Didn't they say a perk overhaul 2.0 is coming and used eruption as an example? So why are you assuming they're just going to touch eruption and nothing else?
Historically that is what has happened. Look at Thanataphobia. Look at Pop. The biggest reason killers are doing this "eruption" gen kick meta, is there really isn't any good gen defense perks anymore. Let's look at all the perks that would be classified as "gen defense"
- Call of brine
- Eruption
- Overcharge
- Corrupt Intervention
- Deadlock
- Hex: Pentimento
- Jolt
- Merciless Storm
- Gift of Pain
- Thanatophobia
- Dead man's switch
- Pain Resonance
- Grim Embrace
- Pop goes the Weasel
- Ruin
- Oppression
Now which ones are just bad?
- Overcharge (any decent player can hit the skill check)
- Hex: Pentimento (requires way to much setup, you are gonna lose 3 gens before anything happens, and boons are a hard counter to it)
- Jolt (requires a basic attack, most killers use their power for attacking in some way)
- Merciless storm (a complete joke)
- Gift of Pain (requires you to intentionally hook 4 different people, and then not actually injure them, really hard to get value)
- Thanatophobia (was completely gutted because 2 killers were good with it, and only 1 was really oppressive, probably just needs fixing on those 2 specific killers)
- Dead man's switch (only usable by a select few killers, by the time you can pressure the gen you probably lost half the duration of it already)
- Grim Embrace (by the time you 4 hook, you probably lost the game already, very little value)
- Pop goes the Weasel (completely gutted, has a timer, and only 20% of current progress making it very hard to get value out of it)
- Ruin (completely gutted, base regression is extremely slow and most people just ignore it now, not Hex worth anymore)
- Oppression (why is the cooldown on this trash perk so long? Why does it even have a cooldown at all?)
So what does that leave you with?
- Call of brine
- Eruption
- Corrupt Intervention
- Deadlock
- Pain Resonance
Corrupt is just "ok"
Pain resonance only works if you can get a quick down and start chaining downs together to slow the game down, very high risk.
Deadlock is a better version of corrupt.
Call of brine is pretty good for the information and the extra regression.
The only good perk right now is eruption because it's basically always your "goto", which pairs nicely with call of brine. This is similar to the old old ruin (with the skillchecks) where it just always worked, so that's why everyone took it, same with PGTW ,for people who preferred to kick gens instead of use a hex perk.
And if killers don't take some kind of gen defense, they basically have to tunnel and/or proxy camp to win, which is really unfun for everyone. What needs to happen is a complete overhaul of all gen defense perks to be extremely powerful, but only allow you to take 1 of them so they can't stack, and put them in a special 5th perk slot that only accepts one of these gen defense perks. Then balance the game around those gen defense perks extending generators by "x" amount of minutes on average throughout the game, just in different ways that benefit different playstyles/killers.
OR
A lot of these problems with gen defense would be fixed if they just gave us the early game warmup they promised years ago, because that is the biggest problem. As a killer, you have to slow down those first gens, or speed up that first chase so you actually have time to play the game.
This perk problem is the same as survivors, both sides have maybe a dozen perks that are any good because they keep nerfing them, and so many of them are so situational.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328332#Comment_3328332
at least there's some mindgame involved now,,except the pallet part which i totally understand,,but i think it's nowhere near as strong as it was before,,maybe on very telegraphed hits like a nurse blink it's stronger than before,,,but even then killer can just not swing ,,
The problem is deadhard creates a gameplay loop that isn't intuitive and kinda goes against the idea of the game. Like think of it this way. Every time a killer is near an injured survivor now, they can't just swing at them to down them, they have to wait, and in creates this weird moment where the survivor turns around and goes toward the killer to create this "mindgame" and it is really silly.
Similar to eruption, where survivors see an injured survivor in a chase and they have to guess when they are about to go down and get off the gen, or they gen tap, and it creates this weird gameplay interaction that shouldn't happen.
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@Rulebreaker said:
For us its:
Going after the most recently hooked survivor despite there being another equally viable target without attempting to chasing another.
For examples:
A killer hell bent on chasing survivor A despite survivors B, C, and D taking hits, being on death hook, and running to deadzones is defiantly tunneling.
Survivor B who unhooked A is chased but then leads the killer to A and A goes back on hook is NOT tunneling.
Survivor A was unhooked next to the killer by B and Survivor B runs to the safest loop without taking agro (aka a hit) while A runs to a deadzone is not considered tunneling by our standards. (By dictionary standards it technically is but we consider it capitalizing on stupid)
Emphasis on the "equally" part. I have had many times where survivors get mad that i tunneled because my 2 target choices were.
- Guy that just got unhooked in a dead zone inside my terror radius.
- Guy that is running to the most powerful structure on the entire map in an area where there are no gens for me to patrol.
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@Nos37 said:
Played against a Shape with Jolt. He was in Evil Within 2 and had a small terror radius. Then our gen exploded out of nowhere (no terror radius warning) when he downed someone nearby.
Seems Jolt is using his Evil Within 3 terror radius, even though he's in Evil Within 2.
This is probably working as intended. Jolt is based on a range not terror radius. It hits generators within 32 meters. Myers tier 2 has a really small terror radius.
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Same, it seems very sporadic what is going on. It's been starting on at the start of the game, then it starts working correctly when i get in their radius. But then it stopped working and was just always active when i closed the hatch. Other times it didn't seem to go off when it should. Very strange
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@Steel_Eyed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327720#Comment_3327720
Totally agree. Only thing I would add is that saving bloodpoints used to mean more prior to the prestige rework. Now, with no loss of items, offerings, perks; it’s more about just getting the cosmetics than breaking through to the old P3.
Getting p3 unlocks the perks at tier 3 for all your other characters. So while some might care about cosmetics, generally my main goal first is to unlock all the new stuff first.
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@arcticgirl36 said:
I guess perhaps I already did the tome challenges sporadically enough to where I ever even noticed there was a need to save the challenges. At first the whole idea seemed kind of alien to me. Lately, the game has been awash in bloodpoints, so rather than letting them build up to where it is a chore to spend them, I spend them immediately as I get them. Also, I have really been focusing solely on prestiging my main to 100, instead of getting perks for all new characters. But I can understand this would be helpful for people who are trying to distribute their bp efficiently.
But if you could just help me understand a little more now that my interest is piqued. By saving challenges do you mean just not doing them until later, or can you actually do all the challenges in yellow and not collect the reward until later?
You do the challenges but only turn in the red line. This means you complete the level but only turned in some of the challengers, so when level 2 comes out, you can do the same thing and so on. Then when the new chapter comes out, just before it releases you cap your bloodpoints to 2 million, then you save your daily challenges for 3 days (you can even refresh them to try and get a 60k one) If you are like my and you don't care about cosmetics, i save 8k iridescent shards to spend on perks i already own in the shrine of secrets.
Typically you can save around 200k in level 1,
level 2 can be around 250-300k
level 3 is around 300-350k
level 4 is around 400-450k bloodpoints
These depend on the tome.
Sooooooo, on chapter release you have banked up:
2,000,000 bloodpoints saved
200,000 + 250,000 + 300,000 + 400,000 (previous tome level 4) = 1,150,000 bloodpoints from tomes
30,000 x 3 = 90,000 from daily challenges
150,000 x 4 = shrine of secrets
This all amounts to an average grand total of 3,840,000 bloodpoints saved at the worst, and around 4 million on average.
It takes a little over a million bloodpoints (again average, sometimes a little more sometimes less) for a single prestige level. This means you generally have enough points to p3 the killer or the survivor and unlock all their perks at level 3 on all your characters, then p1 the other to at least unlock the perks in the bloodweb. For me personally, i usually p3 the killer, since survivors are just "skins" effectively, then i p1 the new survivor, then use my main survivor to get the new perks they release. During this process i also usually play the new killer without any addons for around 20-30 games so i get a good feel of how they work before i bring in addons.
The thing to keep in mind is the new chapter usually (not always and things happen) comes out sometime after level 3 releases, but before level 4. So you also can bank up challenges from the previous tome.
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@arcticgirl36 said:
I have over 2000 hours in DBD if you count pc and console. That is probably more hours than my next 10 most played games combined. When I first learned about DBD I played exclusively single player games. I played mostly games like Assassins Creed Black Flag, Metal Gear Solid, Hitman, Fallout 4, Uncharted, Watchdogs, Wildlands, etc. But in terms of convenience and replay-ability I think DBD far exceeds all of them. I have always gravitated towards stealth games and playing DBD is like being able to play 'Hide n Seek' whenever I feel like it. It is almost perfection wrapped up in a game. What about you? Are there any other games you play that compare to how much time you play Dead by Daylight?
Majority of my games are on Steam that i play, here are my top 10.
- 1. Dota 2 - 2579 hours
- 2. DBD - 2361 hours
- 3. Rust - 826 hours
- 4. Final Fantasy VII - 522 hours (this one is actually probably much higher if you count all of the times i have played it on other platforms, i'd guess its actually around 3k hours total, i also casually speed run the game.)
- 5. CS:GO - 377 hours (Somehow my hours in this got reset a long time ago, but in reality i'ts probably closer to 1k hours
- 6. No Man's sky - 249 hours
- 7. Stardew Valley - 198 Hours
- 8. Factorio - 197 Hours
- 9. Halo Infinite - 178 Hours
- 10. Civilization V - 165 hours
1 Game that is not listed on here, due to it not being on steam. is by far way more hours, because i have replayed the game to completion probably at least once a year for 20 years is Final Fantasy tactics, i also did a ton of modding and played tons of mods for it back in the day, so i'd guess this game i have around 1-2k hours.
Also my entire childhood was spent playing WoW and Quake, so easily 10k+ hours on both of those.
I think comparing DBD to single player games is probably unfair though, as most of the time (with rare exceptions, like replayability, or people who do speedrunning) they are meant to be played once through for 20-100 hours (depending on game) whereas DBD is a live service game. More fair comparisons are probably things like CS:GO, COD, WoW etc.
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@MaTtRoSiTy said:
Can anyone tell me why DBD is suddenly the 5th best selling game on Steam but is not on sale or anything?
Seems weird it shot up 16 places out of nowhere so what am I missing here?
It's possible that it is on sale in a different region. Companies sometimes do that if they are trying to grow the game in certain places. Although i don't know if that is actually what is happening.
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@woundcowboy said:
Since we finally got a “practice” mode, I decided to test how fast Nurse can actually traverse the map. I tested how long it took for Nurse to blink from one end of midwich to another, and then tried this with Trapper to compare.
It takes them both the exact same amount of time. Next time anyone says “but Nurse has a teleport”, remember this. Now obviously Nurse will save time on multi-level maps, but her map control is overall average (read not good, since maps are too big.)
Was this done blinking once or twice? Because i think it is faster to do 1 full charged blink, then go into fatigue and repeat, for traversal.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/362086/i-m-gd-sick-of-being-left-on-the-ground
You know that a 4K ends in 2 Pips, while a 3K ends in 1 Pip since todays Midchapter 6.5.0, dont you?
Its absolutely understandable that killers will slug to get the (save!) 4K and 2 Pips instead of risking 1 pip by hooking.
Incorrect,
It only is tied to the thing at the end of "entity hungers/brutal killer/relentless killer/merciless killer" Pipping is still based on the emblems.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326069#Comment_3326069
I ain't reading all of that.
TLDR:
Holding w and never looping will waste at minimum 55.11 seconds of the killer's time for the first chase to get the first hook. If you add in pallets it adds 16 seconds of time to the first chase for each pallet dropped, meaning all you have to do is win 1 50/50 mindgame, and the killer will lose 3 gens in the first chase. This is why killers are opting for the 3-gen strat, because they only have to patrol a tiny area, make a dead zone, then just wait it out.
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@Krazzik said:
I'm curious in which map you can hold W for three gens and not hit a wall.
Most of them? The average map size is 9850 square meters, so around 99.25x99.25. Let's say you are dead center in the map, and see the killer running at you, so you run in the complete opposite direction. Killer is probably around 24 meters or so from you, and you are ~49 meters from the edge of the map. Killer moves at 4.6 m/s, survivor moves at 4.0 m/s. Even if the survivor runs to the very end of the map, and just touches the wall and stands there and does nothing, its going to take the survivor 12 seconds to get to the end of the map. During which time the killer gained 7.2 meters on the survivor, making them 16.8 meters away. Meaning just holding w and doing nothing but touching the wall and standing there will still waste around 16 seconds of the killer's time. This is probably like the worst play you can possible make.
When people talk about "hold w" they aren't also just talking exactly running in a straight line. They basically mean "refusing to loop" similar to a killer's 3-gen strat of "refusing to chase" When you "refuse to loop" and you just "hold w" (hypothetical) and just maintain distance without actually mindgaming or looping, you can waste so much of a killer's time. And it's more than just "hold w" = 3 gens, it's a whole equation, and generally it's 1st chase = 3 gens done. Yeah after that first down and hook it slows down a bit, but survivors are far too powerful at the start of the game which has lead to the 3-gen meta. Why both doing anything other than 3-genning if you are basically guaranteed to lose 3 gens during the first chase?
Some math:
Survivor movement speed: 4.0 m/s
Survivor post hit movement speed duration: 1.8 seconds
Survivor post hit movement speed: 6.0 m/s
Killer movement speed: 4.6 m/s
Killer movement speed while carrying survivor: 3.68 m/s
Killer Terror Radius: 32 meters
Killer hit cooldown: 2.7 seconds
Killer pick up speed: 3 seconds
Killer hook speed: 1.5 seconds
Generator repair speeds: 90 seconds
Average distance to hook: 12 meters
Average human response time: 273 ms (https://humanbenchmark.com/tests/reactiontime)
Average map size: 9850 square meters (~99.25x99.25 meters for a square)
So, let's assume killers and survivors all spawn at opposite ends of the map. The survivors spend the first 20 seconds looking for a generator and the killer spends the first 20 seconds running to the opposite end of the map. With a killer having a 32 meter terror radius, and taking into account movement speeds and human reaction time. if we take the human reaction time and 6x it to account for figuring out the direction the killer is coming from and making sure you can run the opposite direction, the survivor will spot the killer in 1638 ms. To make math simpler let's round it up to 2 second. during this time the killer gets 9.2 meters closer. So now the killer is 22.8 meters away. During this time the survivor runs in the exact opposite direction of the killer.
Remember, no powers, no pallets, no windows, just a straight line. In order for the killer to catch up to the 5 meters (lunge is 6 meters but taking into account human reactions and lag and spinning and such, we say 5) required for lunge distance the killer needs to move 17.8 meters to close the gap. The difference in movement speed between them is .6, this means the killer closes the 17.8 meter gap in 29.66 seconds. The killer then lands a hit.
The survivor then runs in a straight line and the killer is unable to move much for 2.7 seconds. During 1.8 of those seconds the survivor is moving at 6 m/s and for 4 m/s for .9 seconds. This means the survivor gets 14.4 meters way. The killer now has to close a gap of 9 meters for a lunge. It takes the killer 15 seconds to catch up to the survivor and land another hit.
The killer now picks the survivor up taking 5.7 seconds (3 seconds for picking up, and 2.7 seconds for attack cooldown), and they walk to the nearest hook about 12 meters away. This takes 3.25 seconds, the hooking action takes 1.5 seconds.
The time to find this survivor, hit them once, catch up, hit them again, pick them up walk to a hook and hook them took: 29.66 + 15 + 5.7 + 3.25 + 1.5 = 55.11 seconds. This would mean the killer would likely lose 2 gens in the first chase. (just barely reaching the 3rd survivor before it finishes).
And this is assuming the survivor doesn't use vaults, windows or pallets. The better move is to just predrop every pallet you come across. Each one adds an extra 16 seconds of distance if the killer doesn't break it. And if they do, then you can start looping it if you need, or fake loop it, then run the next loop
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@drsoontm said:
... and playing perk-less gets old fast.
Something tells me my kill rate with Nurse may slightly increase from now on. ^_^;;;
I wonder how the new version will change other Nurse player's builds and tactics.
Yeah, all this "nerf" did, was remove fun builds along with fixing a single perk combo that was a problem. What they should have done was give her a really tiny terror radius, and a 40 meter lullaby. Then she could keep the mangled and other things.
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@legacycolt said:
Please play solo Q for a day, then you’ll understand.
Solo queue by itself isn't the problem, it is matchmaking. When you play with a group of 4 SWF players with 2k+ mmr, you are playing with really good players. You could not be on coms and still destroy most killers you play against.
But when you play solo queue as a 2k+ MMR player, you can get matched with players as low as 1600 mmr. The "soft cap" for mmr in terms of matchmaking is 1600. For context, mmr typically starts around 1k after a few games.
There is a VAST difference between players at 2k mmr and 1600 mmr. If you were to put those 2 players head to head against each other, and use the elo calculation to calculate the probability of winning. Then that turns into this:
Player 1: 2000 mmr
Player 2: 1600 mmr
Result:
(Decimals are rounded so it adds up to 99.9%)
Player 1 wins: 88.1% chance
Player 2 wins: 4.2% chance
Draw: 7.6% chance
Now, granted that these are numbers based on elo calculation and probability and DBD isn't a 1v1 game where you can match 2 survivors against each other, but it still shows the difference in skill between these 2 players. That is a vast vast difference in play there. So when you are 2k mmr, and you get matched against a 2k mmr killer, but with 1600 mmr teammates. Suddenly that makes sense. And given that survivor play is based so much on the team. The more realistic outcome is that you are 2k mmr, playing with a bunch of teammates around 1600 and a killer around 1600. Now you understand why "solo queue" is so terrible.
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@antag0nisticw0mble said:
It's not a free health state it's an exhaustion perk that has a 40s cooldown. I don't see the problem with dead hard. The real issue is gen perks triggering other gen perks. Not only do you have pain res and eruption stacking but on top of that it is considered generator damage which triggers call of brine.
I see killers complaining about 3rd health state but when survivors complain about the current gen/aura stacking meta we get the same response nothing is broken.
What exactly do you think call of brine does? Because i don't think it does what you think it does.
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@GreyBigfoot said:
The way Eruption is now, it's really making me miss PGTW.
It felt both more fun to use, and more fair to face against it. Constantly kicking gens to tag it with Eruption is worse than getting 1 hook and having to kick a gen once. With Pop, it's easier to play around it once you know it's in the match, and he requirement to hook is also more telling of when it's about to be used.
Which one did you prefer? Old Pop or Eruption?
The Ruin+Undying meta was the slowdown meta that was the healthiest. Because it required survivors to cleanse totems to slow the game down, while also requiring the killer to pressure multiple survivors to be effective at it.
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@HectorBrando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317724#Comment_3317724
They did revisit it, now it continues to regress the generator after incapacitating the Survivors fixing it, before at least if you were fixing the gen it didnt regress... They actually buffed it even more.
I dont really like using Whataboutthism but something that really irks me is the fact Circle of Healing got tweaked twice in 6 months, the last one before 6.1 as a preemptive strike due to community complains, I agree CoH needed some nerfs but Ecrutchion needs them too and 6 months is more than enough to see its too overtuned.
It's not overtuned though, it's still bad against SWF. It's just really good against solos, what it needs is a buff and a retooling to work better against SWF while being more manageable for solos.
Perhaps they think that the new changes will help solo queue enough to make it less impactful.



