Reinami
Reinami
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- Reinami
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@TacitusKilgore said:
Recently there has been a lot of talk surrounding the use of mods, more particularly the use of sweaty players installing mods that give them an unfair edge. (We've all seen the pink beartrap post by now.) DBD modding has a lot to offer, and i personally have added my own chase music to some of the killers since i enjoy them more than what the base game offers. But with all the talk and BHVR's alleged plans to patch out modding permanently from the live build, this may be the last patch modding is alive and well in the live patch of the game. It saddens me to see that the potentially groundbreaking prospects of the modding scene have been forever ruined by the groups of cheating sweats who ruined it for all of us. What are ya'lls thoughts on this? It breaks my heart to know its likely gonna happen, but at the same time deep down i know its necessary. This behavior was mostly unavoidable.
Ideally they should make it easier for people to mod icons and such. But anything else beyond that:
- Skins
- Game resolution (stretched res)
- Chase music
- colors
- etc.
All should not be able to be done and be bannable if changed. Devs have stated that even chase music is setup in such a way to be part of the game balance, modifying the chase music in any way (even to change it) can give an unfair advantage over players who don't. And don't get me started on skins, purple traps, and stretched res.
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@adam1233467 said:
I was playing normally when I noticed that, my character stops running and he continues making noises even if I stopped running, so, I went for the tutorial to test that theory, and was truth, that's make's spirit easily to play and super hard to counter, witch makes more boring to face a spirit
@GentlemanFridge said:
Ah yes, bug = shadow buff/nerf.
This has been in the game forever, what likely has happened is they fixed one of the one hundred million sound bugs in this game so that the feature actually functions correctly and you can hear survivors again. Thus making it seem like it is bugged when this is actually how sound is supposed to work.
Seriously, sounds have been bugged for over a year now, survivors still randomly make no noise on the ground, generators randomly make no noises and iron will still removes breathing too when it only should remove the injured sounds.
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@HaunterofShadows said:
I would do a tweak where unhooking doesn't disable ds but opening the exit gate will
If you could unhook and not have it deactivate all it does is promote the offensive gameplay and allow survivors to go for unhooks that are unsafe.
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@Starshadw said:
https://forum.deadbydaylight.com/en/discussion/comment/2369581#Comment_2369581
I will always argue that hitboxes should work in favor of the survivors, not the Killer. If the Killer's ping is that bad, survivors shouldn't be punished for it.
That's not how hitboxes and latency should ever work in a game. In FPS games for example, it always goes in favor of the person doing the shooting. Otherwise you have to aim where someone is going instead of where they are which makes the game far more unplayable than sometimes getting shot "around a corner"
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@Wavy said:
Genrushing isnt real. But tunneling is.
Gen rushing is just survivors doing their objective.
Tunneling is just killers doing their objective.
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@Phasmamain said:
I have no problem doing well as clown in red ranks. Countering looping on most tiles isn’t difficult
"Red Ranks"
MMR is going to kill this game.
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@Ashreave said:
https://forum.deadbydaylight.com/en/discussion/comment/2364337#Comment_2364337
Her teleportation power is fine, it's all the excessive drawbacks that come with it that need a rework. Compared to other newer killers with similar cool downs or stuns on their signature abilities she's massively handicapped.
Lol, your rank is showing.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2364373#Comment_2364373
By "mean things", they mean "hate speech". Always assume "mean things" in that context means "hate speech" or "harassment". It's very typical to downplay what's actually being banned to make it seem ridiculous.
I'm not about to get into a political debate as it is extremely off topic, so this will be all i'll say on the subject. Sure, define it as you want. But someone has to define it. This is the problem with these types of laws, what happens when someone abuses it and defines things like "criticizing a politician" as hate speech? All i can say is, glad i live in America.
At this point i'm disengaging from this topic because it isn't the point of this thread so i won't be replying to anything else related to this.
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@SasukeKun said:
I get that some words should be taboo'd of course, BUut now that you actually look at how strict this filter is omg.
Why are we all forced to talk like some little kids cuz someone want's to talk smack but can't take the heat.
I don't get "triggered" by swears and what have you, that was never the issue for me when they should have implemented this. Like the N word and F word alike should be banned.
All im saying is i should be given the choice not forced cuz of someone else's outcry
They are a Canadian company.
Canada has laws on the books that means the police can fine and/or arrest you if you say mean things on the internet.
What do you expect, it would be normal for them to force a filter on you.
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2364283#Comment_2364283
Then change the bonus BP from unhooks to 1 stack per generator done.
Up to 4 with 25% each like normal to make it so survivors are more realistically going to get the 100% bonus even if they don't escape.
Then you have the opposite problem of survivors letting people die on hook so they can finish gens to get stacks. I think a better solution overall, would be to remove both of the bloodpoint bonuses on these 2 perks, and then just make it so everyone gets 2x the bloodpoints they get now.
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@Ashreave said:
Nurse and Trickster and Legion
Nurse doesn't need an addon pass. She needs an entire power rework like old freddy to new freddy.
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@Jarol said:
It is obvious that chapter 21 will be licensed and is nothing more and less than Candyman, according to these tweets are after the revelation of the Resident Evil chapter.
The new Candyman movie will be released next month and next month, we will have the reveal of the new chapter.
https://us.v-cdn.net/6030815/uploads/P8B3RF0DAB7R/2021-07-12-282-29.png
https://us.v-cdn.net/6030815/uploads/8VFSQD85SXBH/2021-07-12-283-29.png
https://us.v-cdn.net/6030815/uploads/FCQGXVYYF3YH/2021-07-12-284-29.png
In short, the Candyman actor is hinting that he appears in Dead by Daylight, as it is now the horror hall of fame. I spoke for a long time saying that he made voice recordings for a project, I think that makes sense since it also happened with the episode of Ash vs Evil Dead, I think the wait is over and it is time to know what his ability and his perks could be.
While i think it would be cool, nowhere in those tweets is he hinting at it. Someone else asked if it was and he ignored it, and he said "Just #wait" not really a big indication of DBD if you ask me.
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@FFirebrandd said:
I'll admit I find it boring when Survivors just hold W. Here's the thing... instead of complaining about it, want to know what I do? I run Killers and Builds that counter that. Those 100% exist. Like this guy:
https://us.v-cdn.net/6030815/uploads/A82AMSXMSBWN/blight.png
He's fantastic at dealing with Survivors that just hold W.
odyRight, in the game currently we have a few killers that counter this meta:
- Nurse
- Spirit
- Blight
- hillbilly (against bad survivors)
Which killers are complained about the most on these forums? Also, we should have more than 3 viable killers out of 30.
@legacycolt said:
I think we already had enough unnecessary complaints about „holding W“..
@[Deleted User] said:
It's not because you can catch up to them... ?
Sure, you can catch up to them, but the problem is how long it takes. The math doesn't add up in favor of the killer. If the survivor does nothing but hold shift + w and run in the opposite direction of the killer. No windows, no pallets, no perks, no mindgames, no nothing, just pure unadulterated shift + w, it will take the killer 48 seconds to down that survivor. Factor in the time it took to find them, the time it takes to pick them up, walk to a hook and hook them, and the other 3 survivors finish 3 gens. This is a real problem. At high levels you can't really counter it. Everyone agrees that at high level you HAVE to get someone on the hook fast, hit and run doesn't work.
- If you hit the survivor and break chase, you spent 30 seconds getting that hit, they spend 16 healing it away and/or just hop on a gen.Every other survivor now does the same thing.
- If you break chase before you hit the survivor, they just hop on a gen. Every other survivor now does the same thing.
- If you stay on the survivor, you just lost 3 gens et's not strawman here. Nobody is saying survivors can't loop. Loops and mindgames are where the fun is. the game isn't fun when survivors just hold w and immediately drop every pallet. Where is the fun? You are just running through a grinder until they run out of pallets and hope the team is bad at doing gens. It's not fun for either side. I think survivors should be rewarded when they win loops, and punished our rank is showing then. The majority of my games are like that these days. Ever since the oracle vs tru3 matches survivors have been playing like this more and more.whennother strawman. they hey may be faster, but not that much faster. .6 m/s more is extremely slow when you need to close a gap of 20 meters.don
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@FFirebrandd said:
I'll admit I find it boring when Survivors just hold W. Here's the thing... instead of complaining about it, want to know what I do? I run Killers and Builds that counter that. Those 100% exist. Like this guy:
https://us.v-cdn.net/6030815/uploads/A82AMSXMSBWN/blight.png
He's fantastic at dealing with Survivors that just hold W.
Right, in the game currently we have a few killers that counter this meta:
- Nurse
- Spirit
- Blight
- hillbilly (against bad survivors)
Which killers are complained about the most on these forums? Also, we should have more than 3 viable killers out of 30.
@legacycolt said:
I think we already had enough unnecessary complaints about „holding W“..
@[Deleted User] said:
It's not because you can catch up to them... ?
Sure, you can catch up to them, but the problem is how long it takes. The math doesn't add up in favor of the killer. If the survivor does nothing but hold shift + w and run in the opposite direction of the killer. No windows, no pallets, no perks, no mindgames, no nothing, just pure unadulterated shift + w, it will take the killer 48 seconds to down that survivor. Factor in the time it took to find them, the time it takes to pick them up, walk to a hook and hook them, and the other 3 survivors finish 3 gens. This is a real problem. At high levels you can't really counter it. Everyone agrees that at high level you HAVE to get someone on the hook fast, hit and run doesn't work.
- If you hit the survivor and break chase, you spent 30 seconds getting that hit, they spend 16 healing it away and/or just hop on a gen.Every other survivor now does the same thing.
- If you break chase before you hit the survivor, they just hop on a gen. Every other survivor now does the same thing.
- If you stay on the survivor, you just lost 3 gens et's not strawman here. Nobody is saying survivors can't loop. Loops and mindgames are where the fun is. the game isn't fun when survivors just hold w and immediately drop every pallet. Where is the fun? You are just running through a grinder until they run out of pallets and hope the team is bad at doing gens. It's not fun for either side. I think survivors should be rewarded when they win loops, and punished our rank is showing then. The majority of my games are like that these days. Ever since the oracle vs tru3 matches survivors have been playing like this more and more.whennother strawman. they hey may be faster, but not that much faster. .6 m/s more is extremely slow when you need to close a gap of 20 meters.d
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@NAERUUU said:
I think that's gonna happen.
It's the most wanted character and fanmade spotlight, gameplay and perks exist
So yeah, that's could be cool
I really hope they do this. It'll be the thing that allows me to finally quit this game.
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@konchok said:
As a blight main, I am becoming more and more certain that Blight is currently the strongest killer in Dead by Daylight. He's relatively well liked as a killer, and he's been treated well by the development team with regular quality of life improvements to his kit since his inception. But I suspect that he may have been given just a bit too much love and is now out performing all other killers.
We have not seen statistics on Blight except for right after he was released. I would like to see how he's currently performing in red ranks.
What is your opinion on Blight?
@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2348712#Comment_2348712
I think his 115% movement speed makes him a lot better then nurse for beginner. So i think his killrate is in the middle.
As a nurse main with almost 2k hours and the majority of those hours in nurse. There is no way this is true. Maybe against a bad nurse, but i could probably win games without perks and without using my mouse most of the time when i play nurse. In the right hands she is by far the best in the game.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2347237#Comment_2347237
Yes thank you, I know that's their design, I'm saying it's a bad design.
When there's already so much RNG involved that can make or break your game, having all or nothing perks that are either too oppressive or nonexistent based on the random location of the totem, is too much to be left out of your control, whether you're killer or survivor.
That's why there are only 3 good ones, because it's an impossible thing to balance. They're either too powerful or not worth the risk of them vanishing instantly.
Scaling with the number of totems gives survivors a fairer chance to weaken the perk, and killers more value out of the perk.
Survivors already have a fair chance with the perk, it's called, do the bones.
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@Seraphor said:
Like all hex perks, it's all or nothing, and that's the whole problem. It allows it to be ridiculous powerful, yet still feels 'weak' to use for most killers, because you only actually get to use it 10% of the time.
They really need to rework all hex perks. Instead of tying them to a single hex totem, they just need to be perks that scale with the number of active totems on the map.
For example, NOED could take a snapshot of all uncleansed totems at the moment the last gen is repaired. It then gains that many tokens, each token = one instant down. This way survivors can cleanse several totems and still weaken NOED without getting that final totem, while killers can still get some use out of NOED instead of it vanishing completely the moment someone cleanses that one hex totem. It would also mean survivors need to cleanse totems before end game, as once that last gen is repaired, it's too late to change it.
That's how hex perks work, all or nothing. That is their literal design. The problem is, there are only like 3 good ones, and the rest are terrible. Which isn't much to say on the idea of a hex in general, just that the devs have a warped sense of things that are strong. For example, Almo thinks that huntress lullaby is actually stronger than ruin.
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@Starly said:
Hello, I play this game since last August and have slightly more than 900 hours in dbd. I used Hex: No One Escapes Death only 1 time when I was still learning killer and it was cleansed 20 seconds of its life. I never used it since then at first because I thought it was too much risk for my liking, then I found it too unfun to play against. I also play as both roles.
So you might ask - Why would you ever defend such unfun perk?
My answer to that is - People misunderstand it's purpose.
NOED in my opinion shouldn't be seen as a noob perk that rewards bad players, but as something completely different.
NOED is a middle finger perk from the to survivors who think that they won. That's all it is.
And I want you to remember how satisfying it is for to escape a killer with NOED.
This message is mostly to people who take this game too seriously, I understand wanting to win, but don't forget that this is a casual game.
And don't think that I didn't rage at killers that used NOED, I just grew up I think.
Good Luck and Have Fun while playing this game.
NOED is supposed to serve as the universal gen slowdown perk. The thread of NOED existing should encourage survivors to lay off those gens for a minute and go some bones. The problem is, instead of actually doing that, they feel they should just be able to keep slamming the gens as fast as possible with no punishment. The point of NOED is to punish gen rushing, and they don't like it.
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@FirstDay said:
https://forum.deadbydaylight.com/en/discussion/comment/2347221#Comment_2347221
Oh really? Which ones in particular? We're any of them reworked recently?
No, these were after the map reworks.
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@FirstDay said:
Does anyone have any notes on how well or terrible the last bloodlust being disabled for a weekend went? I'm interested in seeing any sort of notes on it. I'm not saying bloodlust should go away or anything, however I'm gonna contradict myself right now and say I'd like to see another test session done to see how games fair without it. As sometimes I'm only hit because of it, so it can be annoying. I know it's a heated subject (like most things), but I'd wanna test it out on certain maps like Midwich or any other maps with tons of resources like Meat plant.
I think it'd be a nice time to see whether or not if it should finally work it's way out of the game. A lot of maps have been reworked and have been buffed to a degree in pallet density. So I think it would be nice to see if any of the recent reworked maps need anymore adjustments and how they would fair without bloodlust in the game.
It brought infinites back in several main structures in several of the maps.
Bloodlust 1 is needed to counter holding w and to prevent infinites from happening. With bloodlust 2 and 3, if the killer lands a hit because of that, you did your job as survivor by keeping them busy for 30+ seconds before they land a hit. If you get downed twice because of bloodlust 3 for example, that is 90 seconds, easily enough time for the rest of your team to finish 3 gens.
Survivors have 4 people, they should always eventually lose the 1v1 and that is what bloodlust serves to do.
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@TMCalypso said:
I'd prefer it if after a gen is kicked, a survivor has to work on the gen for however long (without letting go of the gen) to end the regressing first before they can continue to make progress?
I'd rather they make kicking a gen immediately take off 5% of progress, then regress normally, then we can nerf pop to be 20% so it stays a total of 25%.
5% of progress isn't much. It's 4 seconds, and given that a killer spends 3 seconds kicking a gen i'd say that is pretty fair. Killers are only 1 person so they should be more efficient in what they do.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2346213#Comment_2346213
Sprint Burst, Lithe, Balanced Landing and Smash Hit all get you to the exact same loop, pallet or window and they get you to it 2 seconds faster.
Dead Hard isn't doing something that another exhaustion perk doesn't do except for the i-frames and it's 2 seconds shorter.
What you should do is play survivor with Dead Hard for 2 weeks, only. Then play survivor with Sprint Burst for 2 weeks, only. You have this fantasy that Dead Hard is OP and it isn't, because all you see is a completely killer sided perspective. Once you play Dead Hard and compare it to Sprint Burst, you'll see that they're pretty much equal (And will most likely see that Sprint Burst is just better).
Except they don't.
Sprint burst only is useable at the start of t he chase. Again, it's strength is getting you out of a dead zone and to a loop. Additionally it has an actual downside.
Lithe automatically activates when vaulting something, this means you can't do perfectly efficient loops without dropping pallets anymore. Additionally, once i know a survivor has it, it becomes clear that they WANT to go for a window, so instead of trying to chase them, or do a fake, you KNOW they want that window, so you fake going one way and as they go through the window, you can often hit them.
Balanced Landing can only be used in a small amount of places on each map, and, like lithe, it is obvious as hell when you are about to use it. Hills are terrible normally, so if a survivor is going for a hill i can expect it. Additionally like lithe, once i know a survivor has it, i can play around it, i can just NOT chase the survivor in an area near a hill, for example.
Smash hit requires a pallet stun, which, unless the pallet is really unsafe, is already a chase ender because you usually need to stop to break the pallet. This means that if they use it, i just break the pallet and start chasing someone else.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/264800/nerf-prediction
Key?
https://forum.deadbydaylight.com/en/discussion/comment/2346228#Comment_2346228
MMR? And what does Freddy need reworked?
Devs want to use MMR (Matchmaking rating) for matchmaking in the near future. They have turned it on a few times for testing. And i'm saying nurse needs a full blown rework like they did with freddy. Not that freddy needs a rework.
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@RiskyKara said:
Now that key and stridor spirit are being nerfed what do you think people are going to identify as the next big problem ruining this game (that was totally fine until just now.)
My guess is Devour Hope, and Unbreakable.
Obviously dead hard and no ed, but those complaints predated the latest nerf so it's unfair to predict those two.
They'll still complain about spirit. But my guess is wraith. For some reason people always ignore nurse. As a nurse main i'll be the first to tell you she needs to be completely reworked (like freddy). However, we first need to address the fact that at tournament/competitive level play (which does matter because MMR is coming) she is the only viable killer. (Spirit/Blight/Hag also make appearances but have to work far harder than nurse does).
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2345987#Comment_2345987
Let me simplify.
- Dead Hard = 1 sec
- Sprint Burst = 3 sec
- Lithe = 3 sec
- Balanced Landing = 3 sec
- Head On = 3 sec
- Smash Hit = 4 sec
The time each ability gives you is the exact same every time. Just because Dead Hard can ONLY be activated in the second part of a chase, doesn't mean it gives you more time. Lithe, Balanced Landing, Head On and Smash Hit can ALL be activated at the start or the second part of a chase.
Dead Hard has a downside, like every other exhaustion perk. In fact it's downside is much worse than Sprint Burst, Lithe and sometimes Balanced Landing. You have to be injured, you can't use Dead Hard at all against one-hit downs in a healthy state, you only run in a straight line and you only get 1 second out of it.
The only difference in Dead Hard is it has invulnerability for a split second, and honestly Head On gives you 3 seconds of invulnerability functionally.
You act like breaking off a chase is game breaking for Sprint Burst, where in fact it means you spend that much more time not in a chase which is much much worse than an extra IMAGINED 30 seconds of chase time with Dead Hard, (You are definitely not doing an extra 30 seconds of chase time every time someone uses Dead Hard) that you also have to do with Lithe, Balanced Landing and Smash Hit (However they give you even more chase time)
Also, every single exhaustion perk is a single key press to outplay, so that's a really really bad argument.
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If you want a perk nerfed, then present unbiased hard data. Not made up scenarios that mean absolutely nothing or a single video. Get out excel and document. Otherwise you're building your entire argument on a strawman
I feel like you are intentionally being thick. When you use these abilities are you using them in a flat plane of a map with no objects in it? Or are there loops, pallets, windows and structures?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2346005#Comment_2346005
so these powers counter a 150% speed boost for 3 seconds but don't counter a 1 metre dash? lol ok
clearly you just proved dead hard has so many counters, right?>
Again, you are looking at it as if someone is using them both in a flat plane with nothing in it. You don't dead hard into nothing, you dead hard to a pallet or window.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2343978#Comment_2343978
How the heck does Dead Hard get you to a pallet or window that Sprint Burst doesn't also get you to the exact same pallet or window but 2 seconds earlier. Your logic makes absolutely no sense.
Sprint Burst = 3 seconds
Dead Hard = 1 second
Please explain how Dead Hard is getting you to somewhere faster than Sprint Burst.
Because you can't use the sprint burst in the chase. You use it right at the start of the chase. So i, as a killer, have options. Dead hard only activates and becomes usable after you already spent 30-60 seconds finding and chasing the survivor then just are about to land the down and BAM, dead hard to a window for distance, now i have to spend another 30 seconds chasing you (and that is assuming you don't use vaults or pallets).
Sprint burst, because it happens at the start of the chase, i can choose to NOT chase you, and go for someone else, especially if i see you are running to a part of the map that has no generator. Additionally, even if you do use it, and i follow, all it did was get you to another loop. It didn't let you extend the chase other than the "hold w" aspect, which isn't even why it is strong. Hold w is it's own problem, but all it does is add 7 seconds to the time it takes for me to catch up to you if all you do is hold w. Not nearly as long as dead hard. The strength of sprint burst is that you can repair generators in a dead zone and safely get to an area with pallets if the killer shows up.
Dead hard is effectively a 3rd health state. You do a chase, loop around something for 30 seconds, land a hit. Do another chase, loop around something for 30 seconds, dead hard. Loop around something for 30 seconds, 2nd hit. In the hands of good players, dead hard becomes a 3rd health state.
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@TwitchyMike said:
I think most people here and there make a post about a killer needing a rework. I think there are several killers that just can't play competitively compared to some others.
Twins, trapper, myers.
Twins is just poorly designed and encourages camping.
Trapper needs some big changes to compete in the game in the current day. I'd give him some ability that lets him move quickly when someone steps in a trap. And i mean like REALLY quicky.
Myers is also old. I'd like to see him made into like a "raid boss" where he goes through different "phases" and each tier of EW is viable to play in and around.
Nurse also probably needs to be reworked because she breaks the game. But we first need to address the fact that in competitive high level play she is the only viable killer.
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@Gwinty said:
Face camping the first hook is a scumback move.
I can understand proxy camping on certain Killers like Hag and Trapper. Also I understand people intercepting the rescuer which is often mistooken for camping. However standing right in front of the hooked survivor is a dirty move and should be punished.
The question how we do this is a big one however. Last time when the hook timer stopped while the Killer was nearby survivors were abusing it by looping the Killer next to the hook, eating the Killers time while not loosing any hook progress.
If you can offer a solution to the camping issue that is not going to be abused in such a way then I am all in for it.
In the current game, standing in front of the hooked survivor can be an effective strategy. The reason that facecamping doesn't work, is because the survivors prevent it from happening and/or being effective. The reasons that facecamping DOES work, are because the survivors let it happen. For example:
- Let's say i'm chasing someone, and just as i down and hook them 3 gens pop. What should i do in that situation? Now, i'm NOT saying that i need to camp because "well i lost the game anyway" i'm trying to win, not facecamp because i'm mad. What reason do i have to leave the hook?
- You just finished 3 gens, which means the other 4 gens don't have any progress on them, and i know you aren't over there. Why would i go look for you there?
- You also just finished a gen, why would i go there and engage in a chase, drop pallets, destroy walls and create deadzones in a part of the map with no gen to defend?
- You just finished the 3 gens, most likely your next stop is to immediately go for the hook save, not the other 4 gens, this will slow the game down.
- Most likely, since you finished 3 gens, you probably finished gens on the opposite side of the map from my hook. So the hooked guy is likely near 1-2 gens that i am also able to defend at the same time.
- What you should do is go do the other gens, but if you do, i'm going to wait out a hook state (because at this point it'll be around 20-30 seconds, then go for you. This means i can tunnel the guy i hooked out of the game very quickly and slow down the game.
- What you REALLY should have done, was not slam those gens as hard as possible and made it so you only finished 1 when i landed the hook and left the other 2 almost done. This would have tricked me into leaving the hook, then you could come back later and finish the gens (yeah maybe i popped one, but you lost 25% progress on 1 gen instead of the whole game)
- Another common situation is that all survivors get injured and then another gets hooked. This often happens in parity with the above step because survivors don't spend time healing and spend time doing gens instead.
- If all of you are injured, you can't come save if i am nearby, which means if you want to get a save you MUST spend time healing. In order to not just hook trade, you have to send 2 survivors over in order to get someone off the hook, this means you have to heal 2 people for 16 seconds for a total of 32 seconds (less if all 3 of you heal together). That is half the time it takes for the hook to go to the next stage, and that is assuming you try and heal right away. Most likely what you do is run for the hook, realize i'm camping maybe point at me and try to get me to chase before you go heal and go for the save. Now the guy is on the second hook stage and you are all healed. Prime picking for tunneling.
- Let's say i'm chasing someone, and just as i down and hook them 3 gens pop. What should i do in that situation? Now, i'm NOT saying that i need to camp because "well i lost the game anyway" i'm trying to win, not facecamp because i'm mad. What reason do i have to leave the hook?
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@bobateo said:
https://forum.deadbydaylight.com/en/discussion/comment/2343785#Comment_2343785
Ya do, unless the Killer is bad. 80 seconds is base gen speed. In my matches, survs don't all spawn on separate gens most of the time. There's generally 2-3 of us in the same area, if not all four. The first 1-2 gens may go in 80 or less seconds. If you're REALLY unlucky on spawns, you'll have 3 pop before the first down. But that's an outlier and assumes that the Killer hasn't ID'ed a three gen and is actively protecting it or that you've spawned in the optimal locations.
That isn't an outlier, it happens in a good chunk of my games.
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@TheClownIsKing said:
- Effects that improve a Killer's hearing, such as the perk "Stridor" or the add-on "Swing Chains," will only be heard from the Killer's perspective. Survivors will no longer hear themselves as louder when the Killer is running such effects.
- Effects that modify sound are now multiplicative rather than additive. This means that sounds that are reduced to 0%, such as injured noises by the perk "Iron Will," will no longer be increased by perks such as "Stridor" and will instead remain at 0.
Well... Spirit players will be pissed...
Hopefully this also addresses the bugs with the live versions of Bite The Bullet & Self Preservation.
Yay, 1/16th of the perks survivors can bring counter 1/4th of the perks killers can bring. Killer perks should always trump survivor perks IMO. If the problem here (which let's be real, it was) was the fact that it was too strong on spirit, then spirit should be changed, not a perk that doesn't see much use on every other killer as it is.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2327645#Comment_2327645
3 gens lost is normal, but those last 2 are whats important.
Except that they just rinse and repeat the same thing there. The difference is instead of 3 survivors on gens there are 2 because someone else is going for the save. If you catch the guy going for the save the other 2 stay on a gen, if you go after ones on the gen, the one guy goes for a save, you start a chase, now only 1 on a gen, then the guy unhooking heals up the other guy in 16 seconds (before you land your first hit) and the 2 of them hop on a gen. That means you again, have 3 people on a gen and are going to lose 1, and then another 2 (if it were even possible to lose 6) while you are hooking that second guy.
Also, survivors being able to do 3/5 of their objective in 2 minutes is a problem.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/2327588#Comment_2327588
By getting good, seriously.
If you can't win against survivors whose only skill in the game is to hold W and insta drop palletes you have a long way to go.
So what is this magic thing i need to get good. Assuming you are in a game with 4 survivors that do this and you are playing, let's say, nemesis or pyramid head.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2343453#Comment_2343453
And Dead Hard gained less than 5 seconds. Sprint Burst wins.
Not true, dead hard lets you get to a pallet or window you otherwise would not.
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@Jarol said:
Without a doubt, it is the best skin Trickster could have. But just by looking at him she looks like a survivor.
Normalize posting screenshots and context.
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@Wavy said:
How many god-level SWF's did you actually go against?. SWF is pretty common at red ranks, yes. But most of the SWF's are chill and they are not really good. I dont understand why you take this game and SWF too seriously. If you lose, just give a cheers to your opponent and move on. I think you exaggerate the power of SWF. As i said you dont go against a good SWF too often. You cant win every match, accept it.
As for the keys, i dont think key escapes happen often. And i know even though you complain about the keys you bring it at least once. If you hate keys SO much just bring franklins, its not that hard.
The things you should complain about are Spirit, Nurse, Ruin + Undying, Wraith and OP Myers addons. Killer is the power role in this game if you know how to play it.
Dear killers, if you expect to win every match, just play with bots with the new update.
Nurse and Spirit are fine.
How many god-level Nurse/Spirits did you actually go against?. Nurse/Spirit is pretty common at red ranks, yes. But most of the Nurse/Spirit's are chill and they are not really good. I dont understand why you take this game and Nurse/Spirit too seriously. If you lose, just give a cheers to your opponent and move on. I think you exaggerate the power of Nurse/Spirit. As i said you dont go against a good Nurse/Spirit too often. You cant win every match, accept it.
As for the Nurse, i dont think 4ks happen often. And i know even though you complain about the nurse you bring it at least once. If you hate nurse SO much just bring keys, its not that hard.
The things you should complain about are SWF, Dead hard, Iron will and OP Keys. Survivor is the power role in this game if you know how to play it.
Dear Survivors, if you expect to win every match, just play with bots with the new update.
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@StuMacher said:
https://forum.deadbydaylight.com/en/discussion/comment/2343359#Comment_2343359
Do you DC if you lose all your hex perks in 60 seconds. If not, we can be cool. High risk/ high reward.
No, i did DC once when i had lethal pursuer, undying and ruin and all 4 survivors spawned spread out. 2 of them spawned on 2 different gens, 2 of them spawned on top of my 2 hexes. I literally ran to the nearest hex perk, but couldn't make it, and lost both hexes in < 20 seconds, while the other 2 survivors had 1/4 of 2 gens completed. But in general i don't really like hex perks anyway, it was just all i had unlocked at the time for nemesis.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2343381#Comment_2343381
So does Dead Hard. You are pretending like it doesn't.
But I tell you what. Prove to us that Dead Hard is so freaking overpowered.
Get out Excel and take down the average length of chases using Dead Hard vs Sprint Burst. Survivor starts at a gen. Killer starts 32 meters out. Do the exact same looping path for both Sprint Burst and Dead Hard. The survivor can wait at the gen till the last moment till the killer gets there and can Sprint Burst away, which is what survivors do in higher ranks.
I guarantee that Sprint Burst will beat Dead Hard over and over again.
I don't even need a spreadsheet for that, simple math.
Sprint burst lets survivors run at 6.0 m/s for 3 seconds. The killer moves at 4.6 m/s. That means if the survivor waits till the last second to activate it and the killer follows them, they gained 1.4 * 3 = 4.2 meters on the killer. Lunge range is 6 meters, so you just wait the sprint burst out and lunge at them. Waiting till the last second isn't optimal, it's better to use it earlier. But, again, if you do that and you play to the shift + w meta, again, all you did was gain 4.2 meters in the chase, which since a killer moves .6 meters faster than a survivor, if both are running in a straight line, sprint burst gained you a total of 7 seconds with 4.2 / .6 = 7.
Sprint burst is not as good compared to dead hard. It's strength is that you can sprint burst away from a dead zone and get to somewhere that isn't a dead zone.
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@WexlerWendigo said:
Survivors have a perk to dash forwards for half a second, and somehow that’s more OP than tinkerer on blight
Whataboutism, please stay on topic and actually challenge the idea and present facts and have a real discussion. Using a whataboutism, or any other logical fallacy for that matter implies that my point is correct as you have no way to challenge my claims.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2343319#Comment_2343319
So "1 second of speed" gives you 20 seconds of chase time. How long do you think "3 seconds of speed" gives you in chase time? At least 22 seconds but would actually be more because the survivor has even more time to get to a better loop than the "1 seconds of speed" gives you.
And you don't have to walk everywhere for Sprint Burst, that is crazy talk. Sprint Burst comes back plenty fast enough that you can use it to get to objectives faster and have it ready for the next chase. So not only is Sprint Burst wasting your time with chasing, it speeds up doing gens, which killers don't notice.
BTW, Dead Hard's downside is being injured. If Leatherface is chasing me with an insta-down chainsaw while I'm healthy, Sprint Burst is going to get me to a pallet or window. Dead Hard will do absolutely nothing. Against an insta-down killer, Dead Hard is going to cost you 1 hook state. Sprint Burst never costs you a hook state.
You really aren't reading my post, every other perk has a downside.
Sprint burst requires you to walk
Smash hit requires you to land a pallet stun (which is already normally a chase ender) and is riskier to use, additionally killer's can play around it by respecting the pallet.
Lithe requires you to vault something, and by it's nature means you aren't looping as efficiently.
Balanced is highly dependent on map and/or only usable at certain parts of the map
Head on can't really be used in a chase
Adrenaline activates once per game.
Dead hard, just is. Yeah, you have to be injured, but if you are being chased you are likely going to be injured at some point.
If a survivor runs off with sprint burst they can't use it for 40 seconds. That is a really long time in this game, that is half a gen. Meanwhile i'm patrolling the gens and looking for them.
But again, you aren't challenging my point. Please explain to me how i, as a killer counter dead hard for distance? I'll wait.
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wrong thread.
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@StuMacher said:
https://forum.deadbydaylight.com/en/discussion/comment/2343285#Comment_2343285
While it is not possible for all killers to Instadown, some can. Those that don't have other strengths. Like if my biggest concern was DS I'd use pyramid head. If I don't want to deal with pallets I'd use the many killers with antilooping powers. And if want to be a dick I'll play bubba and camp you in the basement.
There is a killer for most applications but no one size fits all. DH is strong and resets loops but it's a give and take with balance.
This is a similar point, DS had a single killer that countered it, it was nerfed. It was clear why, it was abusable and when used offensively (to just slam gens in the killer's face) it had no counter.
Let me ask you this. Do you think spirit should be nerfed/changed/counterplay added?
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@StuMacher said:
https://forum.deadbydaylight.com/en/discussion/comment/2343249#Comment_2343249
Yeah. This. Exhausted on the ground.
@meatisadelicacy said:
https://forum.deadbydaylight.com/en/discussion/comment/2343116#Comment_2343116
Doesn't matter. Nerf BBQ. DH only works half the time and if it needs to be nerfed, so does BBQ.
This is a bug/lag, and, if the perk stays as is, i agree should 100% be fixed. But isn't really relevant to the discussion right now.
BBQ is a whataboutism, and not useful to the conversation, but i'll humor you anyway. BBQ is actually not a good perk. Thrilling Tremors is far better and does it's job better than BBQ. The reason BBQ is so popular is because of the bloodpoint bonus. Now you might start asking "but why doesn't every survivor run their double bloodpoint perk, it's because BBQ is OP!"
The reason for that is because WGLF requires you to do things that are risky in order to get stacks and take protection hits, or it requires you to save a survivor from the hook, something that can only be done a limited number of times in the game. BBQ is tied to a killer's literal objective. Just by putting it on, in the majority of games it effectively just doubles my bloodpoints, whereas WGLF doesn't necessarily do that as it is too tied to your team, and how the killer plays and isn't directly tied to your main objective of generators. Additionally, the other effect that BBQ does actually facilitates me getting more stacks by showing me other survivors who i might not have hooked yet.
Now, i humored you for a minute, but please, stay on topic, and stop with the whataboutisms. This thread is about Dead Hard, if you want to complain about BBQ, you are more then welcome to make your own thread about BBQ and i would be happy to engage in further discussion about it with you there. I'd like to stay on topic and not have a mod lock the thread because you are being toxic. Thanks! :)
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2343073#Comment_2343073
LOL, Dead Hard can extend a chase longer than any other exhaustion perk!!!
- Dead Hard is 1 second of speed.
- Sprint Burst is 3 seconds of speed
- Lithe is 3 seconds of speed
- Balanced Landing is 3 seconds of speed
- Smash Hit is 4 seconds of speed
- Head On is a 3 second stun
If you break off a chase with someone with Sprint Burst, that means you didn't even get a chance to do anything because of the perk. How is that worse than Dead Hard??? (On top of the fact that, as a Killer, you wasted all the time going toward the Sprint Burst survivor and then wasted all the time leaving the location of the Sprint Burst survivor after you break off the chase!!!)
Again, please read the rest of my post. The point of dead hard is not the "1 second of speed" the point is to extend a chase by getting a window or pallet that you otherwise would not have been able to get to. Once you have done that, you have effectively extended a chase by at least 20 seconds if you do nothing but hold w and run to a corner of them map. Additionally sprint burst has a downside, they survivor has to walk very slowly around the map if they want to make sure it doesn't activate. What is the downside of dead hard? There is not one.
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@StuMacher said:
https://forum.deadbydaylight.com/en/discussion/comment/2343159#Comment_2343159
bait it or...
Instadown with Billy, Myers, oni, ghost face...or
Use exhaustion hatchets.
I feel like I always end up in a game against an Instadown killer when ever I have DH or against plague with inner strength.
Did you literally not read the rest of my post? You can't bait dead hard for distance, at all, so that counter is out.
You are left with instadown or exhaustion addons.
As i said, not every killer has instadown available to them. So you are saying that 75% of the killers in this game have no counter to dead hard.
Exhaustion addons are even more rare.
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@StuMacher said:
https://forum.deadbydaylight.com/en/discussion/comment/2343073#Comment_2343073
Downside should be, when dead hard is activated the survivor let's out a loud obnoxious groan of pain like David and Elodie would.
I think dead hard is fine. Countered by baiting it, instadowns and exhaustion add-ons. Baiting it is the easiest. It is strong but once it's gone in chase it's presumably gone till the end of chase.
You can't counter dead hard for distance. You can't "bait" the dead hard for distance, it just happens. I'll give you the intsadowns, but not every killer has those options available to them, similar to exhaustion addons which are really rare at this point. Exhaustion addons also counter all the other exhaustion perks too, my point is comparing dead hard to the other ones there is no contest.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2343198#Comment_2343198
so your counter is, waste time walking up to survivor, they sprint away, then you stop engaging the survivor (if they had dead hard you could at least hit them once) and then (theoretically) hit them if they go back to the gen when if they were using dead hard you'd already have them injured?
Seems like a lot of hoops to pretend dead hard is somehow stronger.
Sorry my queue popped so i didn't finish writing. But as i was saying:
Countless times i run to a gen with someone who has sprintburst and they do 1 of 2 things:
- They immediately run with sprint burst
- They wait and slowly walk until i get close and then sprint burst.
If they do the first, i just fake walking away, then they start running back to the gen, then i run back to them and now they wasted their distance and they gained maybe 5 seconds while using the perk. Or, they keep running and i go after someone else, or try to come at them from a different angle when they aren't paying attention.
If they do the second option, i just don't swing and i keep chasing them, because they only gained the normal amount of distance they would have if they just held shift + w when they saw me coming initially and used a different perk. If they immediately sprint burst away i also have the option of dropping chase and going for someone else. The other aspect is, like i said, they have a downside, they have to walk everywhere or it activates and they can't use it if i chase them. This means using sprint burst and holding onto it actually acts as a gen slowdown perk because they can't just quickly run from gen to gen. Also depending on the shape of the map i might be able to cut them off.
Back to dead hard though, it has no downside, you just get it every time you do a chase. It also has 0 counterplay, you can't do anything to stop a dead hard for distance. Yeah, maybe it is "hard" to counter sprint burst, but i also CAN, dead hard for distance literally has no counter i can do. At all, i have no options. If they use it, i don't want to abandon chase because, they just used it, and i did all that work for nothing. But if i don't abandon chase, they just gained at least 20 seconds extra into the chase by the time i catch back up to them. Meanwhile the other 3 survivors are on 3 gens and they get 20 more seconds on that gen. A single dead hard in the early game all but ensures you lose 3 gens. The "counterplay" for dead hard for distance is to abandon chase, similar to sprint burst, but unlike sprint burst, there is no downside for the survivors for using it.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2343159#Comment_2343159
Whats your counterplay to sprint burst exactly?
Well, like i said, it can only be used at the start of a chase, or the survivor has to 99 it and then has to hold shift or they ready it. Additionally they have a downside of being slower moving around the map without using it. If i see someone use it, i can break off the chase and go chase someone else. Then if i see them go back to the gen, i can go right back to it and now they no longer have it. I can also try and cut them off depending on where they are and the shape of the map, they might not have any great places to run to.
Countless times i run to a gen with someone who has sprintburst and they do 1 of 2 things:
- They immediately run with sprint burst
- They wait and slowly walk until i get close and then sprint burst.
If they do the first, i just fake walking away.
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2343073#Comment_2343073
If dead hard gets nerfed I'm very confident you would want sprint burst to get nerfed 🙄 knowing what you think about survivors running. Anyway most survivors don't know how to use DH strongly enough, which is why DH is the move overrated perk in this game.
Sprint burst is actually less of a problem than dead hard. But this is also a different discussion, but yes hold w is a problem that needs to be addressed as well. Hold w is more of a fundamental game problem, whereas deadhard is a single perk.