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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791015#Comment_3791015

    Killers are only overpowered with very inexperienced survivors - ie low MMR. They start becoming a joke the higher the MMR is to the point where at high MMR, you can only realistically play a handful of killers. Heck, one of the most experienced survivors in the world did a video series of him playing ONLY solo queue and had a 60% win rate (win = 3 survivors escaping).

    High MMR has historically had higher kill rates than low MMR.

    Not according to official stats, and you forgot to mention that even if kill rates were higher, that's with the caveat that you must play a select few killers. The higher the MMR, the less killers are viable to play. That's why in tournaments, you usually only see 3 or 4 killers being selected, and those killers tend to be the ones that are genuinely broken (nurse\blight) where they are deadly even at higher MMR due to their overtuned design.

    Long story short, at higher MMR, most kills are on a select few killers because the other killers get selected less and less. That reinforces the idea that killers are weak at high MMR except for a small handful which are overtuned and frankly DO need some nerfs. Making up numbers here to make it easy to understand - If you had 95% of the killers being incapable of reliably getting kills where high MMR leads to only 5% of the killers getting picked, and those 5% get nearly ALL of the recorded kills, then yeah, you're going to have high kill rates, but that's due to those 5% picked killers being powerhouses. Doesn't mean "killers are overpowered" if 95% of the killers aren't even playable at high MMR. That just means those 5% killers are powerhouses themselves.

  • @Ricardo170373 said:

    Soloq is unplayable and BHVR do nothing about it , they just interesting on release new content, and of course, always will apper BHVR's defensors saiyng this game never be better than now

    This really comes down to MMR and survivor experience. I almost exclusively solo queue and more often than not escape unless I'm going out of my way to be risky to do some late game saves (more fun). One of the most experienced survivors in the game did a video series of solo queue where a win = 3 survivor escapes. Throughout his series, it was a 60% win rate. If I recall correctly, he did an anti-tunnel build and would intentionally try to get aggro which freed up the other 3 survivors to blast through gens.

    That being said, tunneling is popular because at higher MMR, it's the only chance killers have to reliably try to get a win. Being "the nice guy" and hooking everyone once in a row just isn't feasible. I'd personally suggest that killers be given strong incentives to not tunnel as opposed to trying to nerf tunneling which will inevitably hurt all killers across the board (even the kinds that typically don't tunnel) because sometimes tunneling IS the only option the killer has considering how much power survivors have over killers.

  • @kosaba11 said:

    First, killers are already over powered, they don't need BBQ to be base kit. In fact, killers shouldn't even have aura reading perks.

    Second, average killers are capable of killing survivors faster using hooks than slugging with ever be - put a survivor on hook three times, and they're dead, and that's if they don't give up. The only killers who think slugging is an okay thing to do are bad killers.

    Third, hook placement is done is such a way where wiggling is useless. There is always a hook nearby, and even more so now that they respawn even after being used to kill a survivor.

    Fourth, slugging has only become rampant because there's nothing to defend against it on the survivor's side, and bad killer are taking advantage of it. That's it - good killers don't need to slug.

    1. Killers are only overpowered with very inexperienced survivors - ie low MMR. They start becoming a joke the higher the MMR is to the point where at high MMR, you can only realistically play a handful of killers. Heck, one of the most experienced survivors in the world did a video series of him playing ONLY solo queue and had a 60% win rate (win = 3 survivors escaping).
    2. I'm assuming you're just trying to bait a response on this one, so I'm not going to bother answering. Good know you think the top competitive killers at the tournament levels in the game are "bad killers" because they'll also slug when needed.
    3. Wiggling isn't useless. People wiggle out all the time - it's designed for other survivors assisting in that process via perks (ie breakout), by taking hits, or sabo'ing a nearby hook so the killer can't make it to another hook. It's NOT designed as a guaranteed get out of jail free card if there's no survivors nearby to assist. Long story short, it's not for YOU, it's for other survivors to take advantage of it. Considering you think killers are overpowered, that would likely put you into the lower MMR bracket, so I suppose the wiggling concept hasn't been made apparent to you yet. Get some more experience playing and you'll start to understand the value of wiggling.
    4. See point 2.
  • Confirmed on my end, as well.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787877#Comment_3787877

    Just because your game is brighter doesn't make you a better player. This is such a silly argument with literally no backing whatsoever.

    If that's the case, then why bother having a lights out modifier if darkness doesn't matter? Of course being able to see in dark areas makes a difference - again, there's an entire gamemode around it. Imagine going into Lights Out but still seeing the map ias normal - it'd be completely gamebreaking. Utilizing darkness both as a killer and a survivor is part of the game. There's plenty of times where ducking quickly out of sight and blending in with the environmental darkness could mean the difference of a goal being completed or not. It literally has a gameplay advantage over those not using lighting modifiers.

  • Note to everyone:

    If you have this bug where you can't heal\save a survivor, you can fix it for yourself by going in and out of a locker. Afterwards, you should be able to interact with the survivor.

  • Note to everyone:

    If you have this bug where you can't heal\save a survivor, you can fix it for yourself by going in and out of a locker. Afterwards, you should be able to interact with the survivor.

  • Note to everyone:

    If you have this bug where you can't heal\save a survivor, you can fix it for yourself by going in and out of a locker. Afterwards, you should be able to interact with the survivor.

  • Note to everyone:

    If you have this bug where you can't heal\save a survivor, you can fix it for yourself by going in and out of a locker. Afterwards, you should be able to interact with the survivor.

  • No issues while in match, but my initial loading time is MUCH longer than usual, and sometimes my GPU fans kick into overdrive when in the pre-game lobby.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787798#Comment_3787798

    Well they need to get kicked just a bit more still. However I did not know the hook anti-camp radius was increased and that is a good step. Mainly what we need is to fix some of these maps so that they're not 3/4 deadzones.

    I was half mistaken here - that anti-face camp radius increase is going to only be for the Lights Out 2.0 gamemode.

  • @ShanoaLegendaryPlz said:

    This was only for the upcoming lights out modifier. Last time instead of looking for survivors in the dark, allot of killers would simply sit out of range with no terror radius and or way to see them and jump on whoever goes for a save

    Yup, I believe you're correct after re-watching. I'll edit my original post to reflect this. Thanks for clarifying! I feel this is a GOOD change for the gamemode.

  • @Orvarihusklumpen said:

    Link and timestamp?

    You know, re-watching this, this was limited to just lights out 2.0. That's what I get for listening in while doing other stuff. :p

    https://www.youtube.com/live/osW60dCVhhk?si=_nQXZKf0Xtx-eTGZ&t=3711

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787798#Comment_3787798

    Well they need to get kicked just a bit more still. However I did not know the hook anti-camp radius was increased and that is a good step. Mainly what we need is to fix some of these maps so that they're not 3/4 deadzones.

    Just a heads up, the anti-face camp radius increase was mentioned in the live stream. I'm not sure if it made it into the patch notes.

    I was incorrect - this nerf is only going into effect in Lights Out 2.0 gamemode.

  • They already have - they increased the "survivors get to unhook themselves for FREE" feature to an even BIGGER radius this patch. It's essentially gone from an anti-facecamp measure to an anti-proxy measure, now. Killers can't even get remotely close to a hook at this point without it starting to give the hookie some unhook credits.

  • No performance issues, but load times starting up the game for the first time are noticeably longer, AND sometimes my GPU fans kick into overdrive when at the lobby waiting for the match to begin. They broke something.


    RTX 4080 for what it's worth.

  • @Royval said:

    reshade should be a form of cheating

    It's absolutely cheating. Darkness is literally supposed to be part of the game balance on some maps. Heck, we have an ENTIRE GAMEMODE dedicated to darkness. Filters completely remove that element. It's cheating - 100%

  • The incentive to get P100 is a nearly guaranteed 2 iridescent addons per bloodweb. Pretty sweet incentive to me. While below is my killer The Ghost Face stash, you'll be absolutely swimming in syringes and styptic agents. That's pretty nuts!

    image.png image.png
  • Hard to tell if you're being sarcastic, but almost every patch has been killer nerfs. For example, THIS very patch, +10 seconds on hook timers AND and increased range of the anti-face camp range which essentially is converting the anti-face camp feature into ALSO being an anti-proxy camping feature. EDIT - the anti-face camp radius increase is only for the Lights Out 2.0 mode.

    Killers are getting kicked in the nuts every patch.

  • I would LOVE there to be an option for BOTH sides to have your name (survivor OR killer) to be anonymous until the match ends. Would be a lot better for streamers to avoid stream sniping.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786484#Comment_3786484

    False. 60% Kill rate is intended. The killer is suppose to have the advantage. Its a 4v1. They are working ALONE. They dont have comms. Also the game is called Dead By Daylight. Not Survive By Daylight….

    A load of killers are well UNDER that 60% kill rate, on top of that. People need to keep in mind that's KILL rate, not win rate. 50% is only 2K. 75% is only a 3K. a 62.5% kill rate would be a balanced 50/50 between a 2K and a 3K. Essentially, anything under a 62.5% kill rate is a killer failing to secure a 3K+ for half their games.

  • Interesting idea on the clone. I think I like it better than mine. Mine I was going to say that one player can get "infected" after X amount of requirements, whatever they may be. This infected player then secretly swaps sides and now wins with the killer. Even in an SWF, an infected player would want to keep their new identify secret from their buddies. However, they'd want to not get "outed" by the survivors, so you couldn't do blatant stuff like bodyblocking. Your system sounds WAY less complicated (regarding the clone idea).

  • Tunneling unfortunately is part of the game, but I do caution a few things:

    1. Sometimes what you perceive is tunneling isn't tunneling. If you just got unhooked, and then someone else gets hooked, you're "fair game".
    2. If you just got unhooked and start working on a gen, bodyblocking, flashlighting, doing saves, or are doing totems, generally doing anything BUT leaving the area to get healed up and reset, you're fair game.

    If neither 1 or 2 is happening, that sucks, but is part of the game. When I play killer, I try to give people who recently got unhooked a chance and won't go after them unless 1 or 2 happens. However, not all killers are as "nice".

  • MMR adjustments has nothing to do with wins or losses. It's like that in many games - it's entire existence isn't to reward winning or losing, it's to try to make the game more balance despite match outcomes. In some games, you could even have wins lower MMR ratings depending on how the wins happened (Not in DBD, mind you, but just driving home the point, MMR is not tied to wins\losses). In DBD, there's no real "wins" but instead kills or escapes. if a survivor escapes, they escape regardless of how. The game is designed around 4 1 v 1 situations happening simultaneously. That's why 3 or 4 escapes doesn't say survivor team wins, it's not actually a team game, but survivors are more likely to escape if they work together. The community is the one that came up with the concept of "winning" in DBD…usually being whoever gets 3+ kills\escapes has their side "win". Interestingly enough, you can't have a tie game in DBD, as there's no scenario where no one wins or loses in the case of 4 individual 1 v 1 scenarios happening in a single match. In the end, if a survivor escapes through hatch, they get a +1 to their escape record since it's an escape despite it not affecting MMR. That's also why they can't truly define a win for killers…as every time they eliminate a survivor, that's them "winning" their 1 v 1 with that survivor. Does that mean a 4k would mean 4 wins? Doesn't make sense, so that's why they limit their stats to merely kills or escapes.

  • A lot to take in, and I'm not finished reading, but wanted to say I quite enjoyed the amount of effort you put into this. Kudos!

  • @Cadpig said:

    I honestly don't understand why Survivors can't get themselves up from the Dying State always. It takes a long time to fill that bar. There's basically no good reason a Survivor should ever be able to fill that bar all the way unless the Killer wants you to already, so I don't know why you can't do anything even when you do manage to fill it.

    I'd suggest trying to play killer after you're out of the "tutorial" ranks. Slugging is a very helpful pressure element. If you're able to down someone AND get into chase with someone, that's half the team unavailable to do gens…and then one of the remaining two has to stop working on their gen to rescue the person off the ground…that's 75% of the team "tied up" and not rushing gens. That's not toxic, that's genuinely a good strategy.

    @Trogdor7620 said:

    I'm sure everyone is familiar with the slugging strategy. It's cheap, it's a poor strategy, it's effective, blah blah blah. But when Killers slug everyone, and then start teabagging, or mimicking lewd actions over downed survivors, that's when it's toxic.

    So my idea for fixing that: Survivors are allowed to get up when the Killer is being toxic.

    Here's how I see it working: Normally, Survivors can't get themselves out of the dying state without No Mither, Unbreakable, Soul Guard, or Boon: Exponential (also Plot Twist, but because the dying state in that instance is self-inflicted, it doesn't count for this). The change I'm suggesting is having a meter appear when the Killer is within a certain radius of a dying Survivor, similar to the anti-camp mechanic of hooking. If the Killer stays close to the dying Survivor, without picking them up, then the meter will begin to fill. Once it's full, Survivors get up to the Injured state, and have Endurance for a few seconds, to punish the Killer. If it happens again, then Survivors will become Healthy, just to dissuade the Killer (May be overkill, but if the Killer doesn't learn…).

    It could also appear in general if all Survivors in the map are downed. Once it's full, the Survivor who has been in the dying state the longest can get back up. Of course, this will only happen if ALL Survivors are down.

    Another aspect of toxic slugging is having Killers carrying the last Survivor to the hatch, dropping them by it, and closing it in their faces. Seeing as the only way left to escape when that happens is via the gates, or by carrying a Dull Key/Skeleton Key, which can't even be used while in the dying state, the Survivor should be allowed to recover a health state, as if they had Adrenaline equipped. However, the speed boost from Adrenaline won't apply here, and it can only be activated when the Killer closes the hatch when a Survivor is within a certain radius, and they're in the dying state.

    Slugging isn't toxic. That's like saying hooking people is toxic. It's literally a part of the killer's toolbox of things to do. Maybe you mean when the killer 4 man slugs then sits afk until the timer bleeds out, but whatever is suggested to stop that shouldn't remotely touch normal slugging gameplay. Unlimited self-pickups would absolutely violate that.

  • Doesn't really make sense, aye…but frankly, just don't worry about it after reaching the max. It's just icing on the cake at that point. Doesn't even need to have real money purchases at that point anyway. I feel that's more of an oversight.

  • Man, if you don't like that, never try playing killer - you get team ups vs you all the time in normal gamemodes. Pretty rough when you got people actively working together against you. That's what killers face on a regular basis. Maybe consider that next time you ponder on more survivor buffs.

  • @EEP said:

    With hooks respawning, the current RNG of hooks 10 feet apart and tiny maps, they now need to completely rework agitation and iron grasp. No need at all to be able to carry a survivor across map.

    Those are really more for trying to counter sabotages.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778920#Comment_3778920

    As I said, a killer qol change. This doesn't have any significant impact to slugging.

    Here are two of my top slugging experiences in DbD:

    Had a slinger who downed two of us by the basement at the end of the game. He spent 4 minutes shootng the ground within easy range of unbreakable hooks while we bled out.

    Had a bubba who slugged me and farmed with the last survivor. I crawled to a functional hook, and he stood watching as the other survivor healed me up and immediately slugged me again at the base of the hook. He downed and hooked her just before I bled out after 4 minutes.

    It isn't hooks that were the problem in the vast majority of cases. This doesn't reduce slugging if the killer really wants to slug. Period.

    Think you're still missing it.

    This resolves the issue of mandatory slugging. Not sure how many different ways I can try to explain this. This doesn't removing the ability for killers to decide to slug (which the devs have stated is considered legitimate gameplay) - it removes the issue where the killers MUST slug. This by definition means there will be less slugging in the game.

    Personally, I think if someone is slugged, they should have an option to "give up", but for whatever reason, BHVR doesn't agree.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778912#Comment_3778912

    This was not a change for slugging, it's a kill qol change.

    They can't try to claim there targeting slugging, without first going after slugging for the 4k. That's probably 70% of all slugging instances in the game.

    This is like 1 in 1000 games this change would affect.

    It was literally implemented due to mandatory slugging in some situations. If a survivor goes down in some places, it is literally impossible for them to get hooked which causes mandatory slugging. This helps resolve this problem.

  • Firstly, just a shoutout to you. Thanks for being a teacher! An honorable profession.

    Most of the FNAF fans I've seen are in their 20's. Some early teens don't even know what FNAF is (it's dying off in popularity, but the recent movie really helped bring it back into the spotlight). You may not be aware, but one of the reasons FNAF got as popular as it was was due to a couple in their 30's (one of them even having a master's degree) covering FANF's lore quite extensively on youtube. This show (Game Theorists and GTLive) has mostly a young adult to adult audience. In fact, one of the two people even ended up in the FNAF movie as a side-character.

    Just look up FNAF stream on youtube or twitch. Almost everyone is 18+ that I've seen. The most popular streamers involved in FNAF are also well beyond 20's…some nearing 40. Markiplier is 35. MatPat is 37. Dawko is 28. Fuhnaf is 24. Almost all the FNAF cosplays I see at conventions are people 30+.

    So, I get what you're saying, but I feel you have misunderstood FNAF. Just because it looks "kiddy" doesn't mean for kids. It's one of those "ironic kid-looking games" that end up actually being super dark and is made for adults. There's other games in this genre as well, such as Petscop and Catasrophe Crow.

    Early in the series, it was a lot more "innocent", but as the story and series progressed, it has gotten darker and darker gaining a much more mature fan base. Additionally, FNaF 4 is rated Mature (17+).

    FNAF definitely isn't a "kids game".

    I mean, look at the kind of community content that gets generated

    DEFINITELY not a kids game, lol.

  • We've been telling them it should be map bans instead, and only one map ban offering per side is accepted (so survivors can't ban 2-4 maps). Still nothing - so I doubt they ever intend on changing it. I'm really tired of getting the same maps over and over because of how certain maps have an advantage over the opposing side. Match after match is just auto haven, for example.

  • Respawning hooks is great for survivors and killers. Less need for slugging.

  • @slonkydonkey said:

    can we make the killers slower than killers. I play this game in a squad and have 100 hours in. I’m not new and I’ve put time in but damn I’m burned out. Killers should have lots of power that’s why it’s scary but when I don’t have a chance to get away other than squatting in some bushes and getting lucky that sucks. This can be a phenomenal game please balance it.

    You're still relatively new - most survivors don't start getting half decent until about 500 hours minimum. I know that sounds weird, but DBD is just weird in way. Survivors have a LOAD of tools at their disposal to survive chases. The issue at the moment is that you're saying you're getting away by hiding. You're hurting yourself, here. What you need is chase practice. I'm not saying these are wow chases, but just showing that most killers are fairly powerless at being genuine threats if you're half decent at looping as a survivor (though some killers are just broken and will pretty much win any chase such as nurse\blight, but that's a specific killer balance issue, not a game balance issue as a whole).

    I don't have a lot of clips showcasing some specific techniques, but here's some of my chases:

    https://youtu.be/NhriQPbYh8U?si=-Z1Ahk36BqeBU_w7

    You can also do silly tricks like this:

    https://www.reddit.com/r/deadbydaylight/comments/1839uis/surprised_this_actually_worked/

    or even this

    https://www.reddit.com/r/deadbydaylight/comments/1bcqmg3/must_have_been_the_wind/

    Again, these aren't the best examples, but there's far more to the game than just hiding in a bush to evade the killer.

    Also, the BIGGEST thing to understand is that the point isn't to evade the killer, the point is to waste as much killer time as possible while your teammates are knocking out gens. If you're in chase, sometimes an extended chase is better than dropping a chase early.

  • Survivors are pretty much the power role in this game - they have a load of power over the killer. The thing is, it just takes a lot of practice and experience to get into a position to take advantage at the tools survivors have against the killer. Some super experienced survivor players can effectively entirely remove killers as a threat entirely.

    Long and short, just keep playing and practicing. You'll eventually start figuring out little tips and tricks that will really turn the game around to the point where you might actively try to seek OUT the killer just to dare him to chase you. It's a bit silly considering the theme of the game, but it's definitely a thing. Hang in there! As you get more experience, killers will become less of a problem (unless they play nurse\blight - then you're pretty much screwed, ha).

    You said you've run a killer for 4 minutes straight before. That's what you're supposed to do. It's about buying as much time as possible for your teammates to complete gens (or work on gens while someone else buys you time). If you're looping a killer for 4 minutes straight, you're definitely in the winning position. It's 1 v 4, so the killer is designed to be able to eventually catch you, but you have 3 lives. It's about making the most out of those 3 lives until the exit doors are powered and you can finally escape.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774680#Comment_3774680

    No offense, but tracking who just got unhooked shouldn't be a herculean task. I think its fine if this is the problem, due to how easy the problem is to overcome.

    I agree it shouldn't, but BHVR doesn't want to do anything about people running the same skins, nor do they want to include UI elements for hook states, but here we are. Even if those weren't issues, when you come across someone, you still will have the issues of not knowing if they are OTR protected or iron will'ed. That's completely irregardless of if they were unhooked recently - 80 seconds is a long time. You come across them a minute later - Is it OTR? Is it iron will? Did they self injure with for the people? Who knows? Do you chase them down and risk it being a waste of time only to end up with them having endurance? Okay, maybe not, but what if they merely had iron will? Now you lost a chance at a down and potentially a winning game move. That's the problem. Unless they are in a very good loop, you're effectively shooting yourself in the foot if you don't go after them. Before, you could tell if they had OTR and make a quick judgement call if it's worth putting time into an extended chase. That's good for the survivor, and it gives the killer options. Now, you really can't risk it - they very well could simply have iron will and you get a free down. You essentially are incredibly incentivized to roll the dice to get a quick down or lose a lot of pressure, but either way, you're incentived to commit to the attack. Sucks for the killer due to the OTR risk, and it sucks for the survivor as that's one less tool available as an anti-tunnel. Now, even with OTR, you WILL be hunted down by killers - they can't afford to lose out on the chance you're a vulnerable iron will user.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774674#Comment_3774674

    First thing, if someone wants to tunnel, no amount of deterrents are going to stop them unless it's game breaking. That's pretty much a fact. We don't go out of our way to tunnel, but those that do probably don't care what you got.

    Second, we as killer still feel nothing different as we don't care wether or not they got OTR or IW as we'll hit whomever we please regardless. The fact that they're silent never crosses into our minds as if they're in front of us, they are a target that needs delt with. We would not let them go just because they're silent because that would be silly as even if they had OTR, they're going to either A have to mend or B contend with us once hit. We don't feel any more obligated (Defined as: bound to a course of action) to do anything because of iron will.

    First part, you are correct. As I said, it's a deterrent - not a system to absolutely prevent.

    Second part, to get it out of the way, I play both sides, but I'm a killer main. P100 The Ghost Face is my primary killer. Myself, along with many other killers including veteran killers and tournament killers have made decisions whether to bother chasing someone with OTR. For many killers, especially killers weak in chase such as many m1 killers, chasing someone with OTR is often not optimal - especially when there's other targets in the same area to choose from. If you have two injured survivors, one completely silent and the other howling to the moon in pain noises, which one are you going for before this iron will buff? Normally, you'd go for someone you know you'd down vs going for the person who obviously has endurance protection (unless the other is on death hook and you're at risk of losing and absolutely MUST eliminate another player - but that's just desperate measures). Again, it's a deterrent…at least it was.

  • @ReverseVelocity said:

    I mean, it only really loses its tell if you run Iron Will alongside it.

    If someone is making Injured noises and then stops after they're unhooked, it's pretty obvious.

    Not easy to keep track of a million things in a match as killer. Not to mention, there are ways to self injure yourself (for the people, for example), so the killer wouldn't even have the opportunity to realize someone is silent or not after being injured.

  • @YuffieGreatestWaifu said:

    OTR doesnt help you if your being tunneled in fact OTR best use is healing and being undetectable the endurance is meh.

    It literally gives you an extra health state. How is that not helpful? Gives you ample time to get to additional safety loops and wastes a lot of the killers time (with the exception of a few broken killers which that is a balance problem with those specific killers). It also helps you in those cases where a killer unintentionally goes after you a second time - happens in the chaos of matches. I've also watched plenty of killer streamers who call out that someone has OTR and decides to go for someone else.

  • @Rulebreaker said:

    OTR has now essentially de-volved into a free extra health state as long as you aren't progressing the game

    As long as you're not progressing the game, we as a killer couldn't care less since it gives us more time to murder your teammates.

    @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774646#Comment_3774646

    Exactly this. A survivor doing nothing of value for 80 seconds is a huge detriment for the rest of the team.

    No, I get that - and I entirely agree. My point in regards to why it sucks for killers is that before, you literally could have that thought - that person has OTR - they aren't progressing objectives and it's not worth chasing them down. I'm not going to go after them (again, a deterrent to tunnel them). However, now that might not actually be OTR - they VERY well could be a VERY vulnerable survivor that merely has Iron Will. While before, you'd let them go, now you have to go after them OR never touch them (which obviously isn't an option). Imagine never touching a survivor because you think they have OTR only to end up that they never had it and have been pushing gens the whole time and you had ample opportunity to down them.

    This change to iron will makes OTR problematic for both sides. OTR is no longer a deterrent, and killers now are obligated to go after anyone who is silent at the risk of potentially wasting time on an OTR user.

  • @Marc_123 said:

    What is the point if it only recharges in chase?

    A lot of people last a few seconds and go down - a good reason to try to hide from the killer. Completely suited for the game.

    You already have to be in the terror radius which means pretty near to the killer to recharge.

    And a scratch mirror or the new Weave make - aaaaannnnddd its gone - to your distortion.

    The point is that it saves your butt 3 times for free, but if you want to continue getting more charges, you're going to need to actually have the killer's attention as opposed to constantly evading the killer and having your other teammates get all the heat and eliminated more quickly. You should be spreading hook stages.

  • @Junylar said:

    Are the gens flying in your soloQ games?

    Mine are. Typically 3 gens are done by the time one person is hooked.

  • Should recharge the tokens in chase. That way, you can use it to evade for a while, but eventually, you gotta get your hands dirty if you want to keep re-using it.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746829#Comment_3746829

    This is exactly it. I understand that people wouldn’t want the freedom to make any build they like and discover different perk synergies to go away. But stacking 3/4 of the same type of perk? I don’t believe this is healthy or what the intention of the perk system actually is.

    One idea I had a while back was to scrap the current "tiers" system (let's face it, they are pointless to exist) and instead do a system where you can pick two low tier perks, one middle tier perk, and one high tier perk. Some of the values would need to be changed, but it simply means you can have one perk "super charged" with max stats, one perk with lesser stats but still strong, and two basic level perks. This way, you could mix and match all you want, but if someone DID want to stack all one kind of perk, they wouldn't all be game-changing ridiculousness.

    For example, if you want your exit strategy to be solid, you could high tier lithe and mid tier quick and quite, but that distortion you'd popping onto your build would then only have room to be a low tier perk. Conversely, maybe you want to go stealthy, so you'd high tier distortion, but that means your lithe is going to be less powerful.

  • It's a killer where survivors have complete control over the killer having its primary power or not. It's not a hard killer to go against. Not to mention, the turrets give its position away EVEN if undetectable. The one thing it has going for it is anti-loop. Pre-drop pallets and you're good to go.

  • @Ohyakno said:

    I cannot believe people are so tilted about the hook thing. I can go many games without a successful sabo or pallet save. There's no way it's effecting your gameplay that much.

    Flashlight saves still work. I spent a whole game letting a "bully squad" save about a dozen times to see if I could get that weird bug where the saver gets hooked as instead. No luck, I think they have to be on last hook or something.

    Also like everything you said is wrong. One shot? Perk nerfs? Cooldown reductions? Where do you get this stuff from?

    I tried not using the remote hook thing. I'd walk over to a hook, it gets sabotaged, but thanks to the BASEKIT sabotage buffs last patch, they literally could outrun me to the next hook and sabotage that one, too. Ends up, the only hook options we even HAVE is remote hooks if survivors are actively sabotaging.

  • Something like this should be rewarded as a token for killers who do NOT double-hook people. Would be nice to have incentives to NOT tunnel.

  • Some yes, some no. Sometimes survivors get some broken events. The halloween event gave survivors a free health state. Was pretty nuts XD

  • @magical571 said:

    this was exactly the same as my experience. i was wondering if it's because enough hours passed so that swfs are gathering and got the mode down. it was great yesterday, poop today.

    that and BHVR just gave a massive sabotage buff to ALL survivors. SWFs are having an absolute field day. Yesterday, I literally would sabotage a hook in front of me, so I'd carry the survivor to another hook, and that SAME person just speeds passed me and sabotages the next hook. They literally were making hooking impossible.

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