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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660612#Comment_3660612

    LOL.

    Should I bring out a Noob3 video next? Perhaps a trolling montage?

    That's ridiculous, I can't believe I fell for this.

    What are you talking about? You're literally saying that someone getting downed is a hook 99% of the time. That's only true at a beginner level where the game isn't balanced on. You asked for a video to "prove" that a down isn't a 99% guaranteed hook - I gave you one showing at least 5 different ways survivors can use game mechanics to deny hooks from a down - that wasn't even showing sabotages. Anyone can use these methods - they just need experience on how to use them. They are incredibly common at mid tier+.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659409#Comment_3659409

    Examples?

    Any videos?

    Any proof or are we just going to do the whole, "You must be bad" thing because if so, I've done it about 20,000 times.

    Just watch any mid+ tier videos. I'm not saying you're bad, I'm just saying if you're getting a 99% pickup rate, you're still dealing with some new survivors who aren't familiar yet with the tools available to stop pickups. Once you get more experience, you'll start getting higher tier survivors who use such tools.

    Just a quick youtube search brings this one up. They utilize a good amount of such tools.

    https://youtu.be/jxLfn-2-n2Q?si=NziGSpwjUC4tBc6H&t=28


  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657365#Comment_3657365

    Downs should equal hooks 99% of the time.

    If you are consistently, again consistently, losing downs that's a player issue.

    Once you get more experience in the game, you'll eventually realize that isn't remotely true. Survivors have a lot of tools at their disposal to deny pickups. This even holds true in the high end competitive scene. Lots of times they simply won't even pick someone up because they know the attempt will fail. If you're getting hooks 99% of the time for every down, you got awl ways to go.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656604#Comment_3656604

    I mean if you are getting downs pretty often, you are winning the game then. So i don't know what's the problem here. What you want? Gens never be finished? That's not gonna happen tho

    Once you get some more experience in the game, you'll learn that downs don't necessarily = hooks. The survivors have a variety of tools at their disposal that can prevent hooks after downs. I've even seen competitive level players not get a single hook after downing 3 people in a row. Survivors have a lot of power over the killer at high play.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656184#Comment_3656184

    I am using Nowhere to Hide and Surge or PR but yet, i am never reaching to max stacks on any gen. Maybe stop to hold 3 gen and chase survivors idk

    Chase them all the time. Not holding a 3 gen. I'm downing them plenty which is why the gens are getting locked up so fast due to surge. Heck, I've had 3 downs within 30 seconds. That's nearly half the allotted tokens allowed for the entire match gone in 30 seconds. Realistically you're only going to get a hook with a 3 down, maybe 2 if lucky (assuming you're at high mmr).

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3654357#Comment_3654357

    Generators did not got nerfed?

    You got new anti-gen perk and it's meta: GE

    Now kicking gens is removing 5% progress.

    Gen tapping removed.

    And i never saw people were reaching 8 regression events on single gen in normal matches, except Dull Merchant. So this is just buff for killers.

    Mangled will be fine.

    We are getting gens locked up all the freaking time and it's infuriating. Mostly only affects m1 killers since they can't afford to patrol gens 500 miles away from the rest, and definitely affects killers who run surge or eruption.

  • @Nebula said:

    In all honesty, I have no idea why Legion is quoted as one of the least favorite killers to play against so often. He actually lets you play the game as survivor and have chases. Literally the only thing you have to know as survivor playing against them is to not group and bunch up, that’s it. He just becomes a normal M1 killer with a high chance of a first hit after that.

    I don't dc vs legion, but a killer with a built in wall hack and speed hack just isn't fun to face.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650745#Comment_3650745

    You're just repeating the same mistake.

    The average match =/= average win rate. Kill rate =/= win rate. They are incredibly loosely related. Some killers have higher win rates on lower kill rates.

    That means IF killers all had a 62.5% kill rate on average, then on average, they would be winning every other match, as the 2 isn't enough to win, but the .5 carries over into other matches (averaging, remember) which would then be a 3k for a win.

    This is not true. This is blatantly, demonstrably, not true. That is the mistake I was pointing out. You are using the outcome of an average match to substitute for the actual winrate. They wouldn't be winning, on average, every other match. They would be winning every other average match. But the 'average match' never gets played. Think about it: If your theory was true, the overwhelming majority of matches should be 2Ks. How many 2Ks do you encounter, compared to all the other outcomes?

    Again, they are unrelated. And no, a 62.5% kill rate would not become a 50% winrate. It'd likely sit closer to 60% winrate, if not higher, going by current statistics.

    If you seriously think the amount of kills in a match has nothing to do with a win or loss, then I don't know what to tell you.

    Also, the 62.5% is the halfway point between 50% (a 2k, not a win) and 75% (a 3k, the minimum needed for a win). That's an average of 2.5 kills a match. Over the course of several matches, that averages out to winning half the matches.

  • As a killer main, I agree. We shouldn't have someone's play time potentially affect the killer's willingness to play the match, but then again, being able to check people's profile essentially has the same effect.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650314#Comment_3650314

    He basically made the same mistake you did: Taking the kill rate, inferring the outcome of the average match, and then considering that the average win-rate.

    Weren't you in the last topic he tried to field that theory?

    Anyway, a quick trick to realise that 'outcome of average match =/= average win rate' is by taking a sub-50% kill rate. If you take a kill rate of 45%, the average match outcome would be a 2K, with a 20% chance of it being a 1K. This would imply that the winrate would be 0%, which is realistically virtually impossible, as it'd require there to be not a single 3K+ anywhere in the dataset.

    My numbers are based off of the stats BHVR provided. Unless you're implying they are mistaken.

    And the kill rate is literally what defines a win in a match. If the killer gets 3k+, it's a win. If he does not, he does not win. Very black and white. The average statement isn't about every match. It's the average.

    As for the 62.5%, that translates to 2.5 kills per match. That means IF killers all had a 62.5% kill rate on average, then on average, they would be winning every other match, as the 2 isn't enough to win, but the .5 carries over into other matches (averaging, remember) which would then be a 3k for a win. This doesn't mean every match is like this. Just on average, a 62.5% would have killers winning roughly half of their matches.

    I'm just pointing out that the majority of the killer's kill rates per the official stats are below BHVR's own 60% kill rate expectation. Too many people are demanding "true balance" be forced on the killers by giving them a 50% kill rate. If on average a killer has a 50% kill rate, then that literally translates to on average only getting 2 kills and not winning the match. If they truly were wanting a true balance, the kill rate would be 62.5%, as killers would win every other match. Now, do we WANT a true 50% win rate? I personally don't think so considering the nature of an asymetric game, but im trying to clear up the misunderstanding that somehow a 50% kill rate means 50% win rate, which it does not. That is on averaging never winning.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650046#Comment_3650046

    You've been listening to Batusalen too much.

    You're getting the outcome of an average match confused with winrates. They're not the same thing. Nightlight statistics show the same thing: outcome of the average match is a 2K with a small trend towards 3K, but the actual rate of 3K+ is almost 50%. Killrate =/= winrate, because the kill distribution isn't neatly equal between all outcomes.

    Nobody plays a perfectly average match. Killers are winning more than they are losing.

    Gonna be honest here, I have no idea who Batusalen is. Enlighten me?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650204#Comment_3650204

    That means, on average, a single Survivor is escaping with an occasional second.

    That's not balanced. You shouldn't lose just because you queued for the wrong role.

    I'm merely posting the numbers if we had killers winning roughly half their matches. Right now, the majority of killers are not winning half their matches (anything below 62.5% kill rate) and are instead losing over half on average based on their stats (or tying if you prefer to think of the game as a team vs team game as opposed to BHVR's idea that it's a 1 vs 4 individuals game). However, I feel this is kind of a misnomer, as we really should split the stats into low MMR, mid MMR, and high MMR. It's easy for the numbers to get skewed.

  • @Nebula said:

    Doubling down on the 60% kill rate to keep the horror theme of the game is concerning when no one even plays this like a horror game in Lights Out mode.

    You can’t have an MMR system if it’s forced and not an even chance of winning every game.

    A 60% kill rate means the majority of the matches are only a 2k which isn't a win. It would require 62.5% for killers to win roughly half their matches. (Halfway between a 2k and a 3k). It's not a 60% win rate, it's a 60% kill rate.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650046#Comment_3650046

    Where is the challenge? You shouldn‘t win on default! A 2k is a win. Everything above should be difficult to archive.

    A 2k isn't a win. 3k is.

  • @Pulsar said:

    So, basically exactly what I've been saying.

    39% escape rate and those pesky awful sweaty 4-man SWF's at high MMR aren't even escaping HALF the time.

    Also, lmao, Skull Merchant.

    Not a single Killer getting less than 2 Kills.

    So the majority of killers are losing their matches, yikes lol. 3k is a win.

    @jonifire said:

    They should target a kill rate between 55% and 60%. I think 60% is too much. Considering how miserable survivor is at the moment.

    75% is a killer win. I'd say them losing the majority of their matches on average would suck as a killer. 62.5% kill rate is the halfway mark between a 2k and a 3k (where 3k is a win ie halfway between 50% and 75%). That would put killers at winning half their matches.

  • I've been an active player for awhile, but this whole 8 gen limit crap as effectively moved me from playing every day of the week to once every week or two. I don't do 3 gen camping, but im often getting the limit hit, and it's beyond frustrating. Killer players keep getting all these arbitrary rules crammed down their throat every patch to the point where it's about what the killers can't do more than it's about what they can do. I'm a friendly'ish killer that prefers to make for a fun experience for everyone (including the survivors), but it's just becoming more and more unviable and painful to have a non 3 gen camping and non tunneling playstyle as an m1 killer, and now I have to deal with a regression limit on top of that which is incredibly easy to hit if running non regression kick perks - especially if mixed in with eruption or surge.

  • For question 4, it's because it stacks with other chest offerings (also works the same way with hook offerings and "fog" offerings). To make up numbers to make it easier to understand, let's say the survivor coin is +1 chest, and the killer coin is -1 chest. If all 4 survivors brought coins and the killer brought a coin, then it would be +4 - 1 for a final result of 3. Stacking doesn't necessarily mean "always positive". It just makes that anything that stacks with it will affect the outcome accordingly whether positive or negative.

  • @Nebula said:

    They've already upped the solo generator time by 10 seconds somewhat recently. Nobody wants to sit on a gen for 100+ seconds.

    But they also added a load more gen rushing perks since then as well as bnp being able to permanently reduce the amount of time needed to repair the gen. If you stack them, you can permanently reduce the amount needed to repair a gen by 40 seconds. They also recently added gens being completely unregressable after a certain point even on matches that don't have a 3 gen situation.

  • I actually love the mechanic. Having no perks is just so much of a less stressful and more fun way to play. All comes down to skill.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648361#Comment_3648361

    Yeah that’s very true! It just feels broken that once the Killer gets two kills then that’s pretty much the match. Not always, but often.

    In that case, the killer won. Survivors failed. Why give them a catch up mechanic? Why bother even playing killer and doing the objective if it makes no difference in the endgame? If you kill 2, survivors get super speed and knock gens out fast. If you don't kill, survivors get super speed in numbers and knock out gens fast.

  • @jonifire said:

    After some time playing with Sadako, my gens got blocked a lot of times. It’s normal for a killer to kick the gens you teleported to, when no one is there. I also play with jolt, which makes reaching the limit easy. The system is absolutely impacting normal gameplay and does not target hard 3 geners. At least make jolt count as a half regression event and that kicking a gen under 15% doesn‘t takes your regression events away.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641722#Comment_3641722

    That's a good suggestion - removing regression charges from gens under a certain precentage of repair progress.

  • Sometimea I feel like I'm the only one enjoying solo queue. I'm a decent survivor, so it's fun surprising other squads when I'm doing full on teamwork with them and we get a win in instead of their solo queue usually just doing their own thing. I've gotten a few invites into such squads after, so it's fun getting the chance at meeting new people. As long as you can hold your own, solo queue isn't bad. Occasionally you'll get some swf though that just trolls you, but that's a playerbase problem, not a solo queue problem.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647138#Comment_3647138

    Just FYI, the “repair for less than 5% and let go to prevent the killer from kicking the gen again” thing doesn't work anymore. It wasn't in the patch notes but that was fixed in the 7.5.1 hotfix the other day.

    If survivors try to do that now, the repair threshold to stop regression doesn’t continuously keep going up anymore. It can move down with regression, but it doesn’t go up, so they can’t make more than 5% of repairs without stopping the regression. So that is no longer an issue.

    Good to hear! Will have to test that, for sure.

  • It already got a massive buff last major patch - now survivors can make it have a guarantee to last it's entire duration where the killer can't counter it. Doesn't need even more buffs.

  • @Felgoose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646164#Comment_3646164

    No one would be "punished" by coupling blind angle to fov. Larger fov allows killer to see survivor running for a blind earlier if they have to run through several degrees of fov to get to where they can successfully blind. If an accessibility feature gives players an advantage, it's perfectly reasonable to balance against the feature.

    Agreed, but BHVR ignored that with the visual TR. That gives an advantage of knowing the killer is near before you can actually hear the TR, and it is incredibly noticeable against onyro. Goes both ways. Either both options should have a disadvantage, or neither should.

  • BHVR, just want to make sure, are y'all still keeping tabs on this feedback thread? Trying to at least be helpful by providing video of matches where this is affecting match results in non-3 gen camping situations.

  • As long as 5 gens aren't completed, an unhooked survivor gets the "burning away" effect like how wraith looks in the middle of his transition and then becomes invisible entirely, makes no sound, no blood pools, no scratch marks, loses all collision with players, and cannot interact with anything for 10 seconds. This gives them plenty of time to vacate the area for a reset, and they can't weaponize it with bodyblocks. The killer would have absolutely no idea which direction they went, so tunneling them off hook would be impossible. After those 10 seconds, they'd be fair game if found again.

    This essentially allows them to completely break away from being threatened by the killer which allows them a full reset from danger.

  • BHVR, here's yet another match where me, playing a weak m1 killer, lost the match because of the complete inability to regress key gens in the endgame despite only running a SINGLE (and weakest) regression perk and not remotely camping 3 gens - especially since the beginning of the match. I'm clearly doing full chases everywhere, downing, and hooking. How the heck do you guys expect m1 killers to be even remotely playable in this state? This is getting beyond frustrating. It would be even worst if I used eruption or info kicking perks like nowhere to hide.

    BHVR, you're statement that this will ONLY happen to people who just sit and camp at the beginning of the game and that it is so incredibly unlikely that 8 regression events would ever possibly affect normal gameplay, and that "we see everything and have all the numbers" is completely off base. Definitely missed the mark.

    https://youtu.be/DGgmKCA9jfA?si=_YpvFMfUViueNIzy


  • Funnily enough, I have been going out of my way to not tunnel, and if someone is hooked, to generally stay away from it. I hooked someone in the basement, and someone passed me as I was leaving. I kept going and ended up chasing someone on the other end of the map. By the time I finished hooking them and I was halfway back to the shack, that person FINALLY unhooked them in basement. They were to paranoid that I was hiding near shack. Had so much time to unhook and flee safely together. Got back to the shack as the hooked person left, and the rescuer was still hiding down in the basement.

  • As a killer main, I feel that the killers aura should be revealed when near a hooked survivor for the lights out game mode unless in the egc. Killers should just entirely vacate the area and hunt other survivors.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644444#Comment_3644444

    not really, range is already limiting aspect for this perk. Making it so gens with less than 10% progress won't explode at all is still quite a big nerf in my opinion and this 3-gen feature will be another nerf staying.

    Jolt and Eruption are just gone with this update in my opinion. Same for most gen kicking perks, except for pop probably.

    Pop has essentially been removed from the game until they fix survivors constantly 4% then restarting so that its never in a kickable state.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644191#Comment_3644191

    Yeah, of course I understand that, but even at its worst, I'd still expect at least 4 hooks on 8 downs, and that's if you've been rather unlucky.

    Unless you want to argue you regularly experience less than a 50٪ down/hook conversion rate, it still sounds like we're focusing on exceptions rather than the rule.

    I'm happy to hear the argument, maybe you do experience this at high levels of play, but thus far I've had rather weak argumentation saying Surge hits the limit of regression events quickly, and this means the anti 3 gen syatem is unfair on killer. This however seems to ignore you've gotten 8 procs of Surge avross multiple gens, and I would argue, managing to get 8 hits of it, even if you've only gotten 2 hooks, you've still regressed gens at least 48% off the regression events alone...

    That is a lot of time you've bought, especially on a 3 gen... and if you've failed to convert that much time, I have to question why?

    I would not expect to get 8 procs of Surge on a gen unless I was specifically camping a 3-gen all game... please explain how you hit this limit in normal play, cause it sounds like you're getting a lot of value from it.

    M1 killers specifically cannot afford to patrol generators at the far reaches of the large maps. This means they sre forced by game design to patrol the central generators (usually 4 gens). This means Surge usually consistently hits the center gens.

    Another way is the incredibly common survivor tactic to entirely focus on center gens and leave the far away gens untouched to set up for an easy endgame. This means the only gens to even defend are the center gens which means they will get regressed a lot more with kicks or perks. This essentially is out of the hands of the killer unless they choose to never even try to regress the gens being super focused on.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644153#Comment_3644153

    Thats... an odd statement dude... I am not sure of the relevance but fine I'll respond...

    Whatever the result of the kills in this game with 4 downs was, an exception doesn't refute a trend. If the killer has a lot of pressure on downs, it can snowball hard in the killers favour.

    There is the question in your argument that 4 downs does not equate to 8... At 8 downs you should in majority of cases have at least 4 hooks, if not 6, 7 or 8, unless you're going on huge slugging sprees or survivors are constantly making saves. The slugging sprees tend to be on non-m1 killers, and Surge only works off m1s; and if the survivors are constantly making saves around the same 3 gens, then they should be winning. Both scenarios here, where gens are being blocked are still within reasonable parameters for the game.

    8 downs should mean in the vast majority of games you likely have someone close to death hook or tunneled out already... but if you've spent the game holding a 3-gen and Surge has built up 8 regressions worth for you, then you should be a pretty commanding position at this point. Is it possible to not be? Yes of course... but as I say an exception doesn't disprove a trend.

    It's not odd. A down simply doesn't mean a hook. Survivors have a multitude of second chance options to avoid hooks even after being downed. If anything is an odd statement, it's yours XD

  • @UndeddJester said:

    Sounds like you've got at least 8 downs... aren't you close to winning at this point?

    One of the top players in the world had a 4 down and still didn't win the match at only getting a 2k. A down does not mean a hook. Streamed it not too long ago.

    @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643709#Comment_3643709

    FTP + Buckle Up would like to have a word with you-

    In all seriousness though the concerns people had with the new gen system when it comes to Surge and Eruption are still showing to be completely valid so far. And not even that, but this "anti-3 gen system" isn't really doing much because Skull Merchants are still able to hold 3 gens despite the changes albeit not as powerful yet still able to stall the game out for a while with the right gen spawns and such(and as a Skull Merchant main I can confirm this). At this point they just need to exclude perk procs from the new gen system since, as of rn, the main perks for holding a 3 gen as Skull Merchant is just simply Overcharge and Call Of Brine which don't even have perk procs. They just get applied to a gen that you kick which is different.

    If it's indeed supposed to only stop people who just sit at the 3 gen at the beginning of the match and refuse to chase and down people, then they should drop it to 6 events and have it reset after hooking someone.

  • @I_Cant_Loop said:

    Lightborn

    Doesn't help with pallets.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640148#Comment_3640148

    Honestly feels like some people just want to be able to escape every single game in solo q since all the complaints boil down to "it's unfair that the killer tries to win"

    Not sure what they expect, killers keep getting more and more restricted every patch. Can't hit off hook, can't grab an unsafe unhook, can't stand near the hook, can't regress a gen more than a certain amount of times, almost every regression perk nerfed with two practically being removed from the game (cob/oc), and now guaranteed full length wiretap for survivors that can't be countered by the killer which means no mind gsmes allowed. With how many restrictions being forced on the killer, of course tunneling out asap is the killer priority. When you remove all other possible ways to viably play, killers effectively don't get a choice unless they aim to lose.

  • @Sava18 said:

    I don't really get it though. You'd have to hit jolt 4 times, pr 2 times and then kick it two more times. That in itself is hard to do on one gen but how would you need more than that?

    Cn only erupt 4 times.

  • @appleas said:

    Having the 8 regression events per gen be reset with every hook would go a long way in having the 3 gen system not affect normal gameplay.

    The obnoxious 3 gen playstyle that people complain about usually have one thing in common: A lack of hooks. If the Killer is hooking Survivors, they are progressing the game and putting Survivors closer to death.

    I would even argue the cap of 8 regression events could be lowered to 6 as long as they reset with every hook. That would actually target Killers who just injure and kick gens all day. Players who run multiple gen regression perks would be incentivized to hook Survivors rather than leave them slugged.

    This simple fix would resolve all the complaints of gen kick/regression perks hitting the cap even though the players using said perks were not enforcing a 3 gen 1 hour scenario.

    I'd be completely okay with it going to 6 if it reset per hook. There's only a finite amount of hooks possible, so this would essentially punish people who just sit on the gens and refuse to actually chase and hook, while letting killers who play as intended and chase\hook people to be unaffected.

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643179#Comment_3643179

    But that's also unwise. Wiretap has only about 14 m distance of reading a killers aura. If a killer literally let someone stay on that gen while chasing close it and hear them do it, then they deserve to lose that.

    If you don't get how this breaks the balance, something specifically designed where it needs a way for a killer to cancel it out and that method is now missing, them I don't know what to tell you.

  • Been hitting max regression events with surge quite regularly despite not being in a 3 gen situation. It's frustrating. I don't even have room to use kick non regression perks like nowhere to hide.


    @Halloulle said:

    question is in how far it had a meaningful impact on the match

    I've had to second guess myself multiple times if it's even worth regressing certain gens out of fear they'll lock up later during the endgame, so yes, I'd say it's making a meaningful impact. I've also had a key gen be unregressable that ended up causing me a lose a match because the survivors kept hiding near it when I'd approach then hop back on it the moment I'd leave.

  • @Quizzy said:

    One, it's not "forever", as wiretap has a limit. And two, you are sacrificing your gen progress by doing this which is unwise. Bythe time wiretap is over, if you managed to run them the whole 120 seconds, your gen will be close 0 if you 99'd it.

    While you're running the killer, another survivor need only hop onto the gen. It wouldn't be regressing, at all. As long as the repair survivor stops every 4 seconds for a split moment, they can continue to repair while maintaining its non kickable state. While it's not "forever", the perk was clearly designed to be interuptable by the killer. Now it can't be. That's a problem.

    @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642757#Comment_3642757

    He pops-up in the youtube suggestions from time to time. Otherwise don't know much about him. I suspect he's from Europe because he sometimes plays with a Spaniard.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642798#Comment_3642798

    That sounds ... unwise.

    Did they answer or did they simply ignore the post, waiting for the time where it will inevitably become popular?

    They disregarded several posts, so they were very much aware of this but made it live anyway. That's them making a decision to okay the "tactic".

  • @mahiroa said:

    I'm a Japanese player (so I use a translator, so my English may not be natural), but most of the Japanese dbd community thinks this system is very inconvenient and boring.

    As other players have already mentioned, just using perks like Surge and Eruption can unintentionally max out the number of times you can kick a generator. This makes the existence of the perk, which delays the repair of the generator and buys time for the survivors to escape, almost meaningless, and I think it has a negative impact on normal play.

    It is true that it is not desirable to fight like Skull Merchant, which does not chase survivors and just delays the generator and harasses the survivors, but many of the delay perks require the survivor to be hung from a hook, In the first place, the perk itself has a limited number of activations, so I don't think it can be a factor in such tactics. The delay effect from the perk should be modified so that it is not included in the maximum number of generator kicks.

    Please improve the way you play Killer so it doesn't limit you too much, it's sad to see so many dbd players leaving this game because of this system :(

    For what it's worth, your comments were clear and understood.

  • @drsoontm said:

    Apparently there is a way to get wallhacks "forever".

    https://www.youtube.com/watch?v=gorHO1QMBYY

    If this catches on, mindgames will be impossible.

    We told BHVR about this during the PTB but it was feedback that was disregarded. Bizarre that this is actually intentional.

  • Did you check the killer perks? There are several killer perks that mute their TR.

  • @skylerbound said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642367#Comment_3642367

    A t-bag is the same as forcing a survivor to stay in a lost match for 4 minutes? Survivors have that power by pushing their crouch button?

    Just to clarify, it's BHVR that forces the player to be held hostage for 4 minutes. They could simply have the game end if all 4 survivors are downed and none of them have perks that'll get them back up. However, they have distinctly decided against doing this.

  • The last thing we need is to empower bully squads more than they already are.


  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641873#Comment_3641873

    I understand your point now, and personally, I haven't experienced this yet. I'd like to get your perspective on how efficient you believe this strategy would be for Survivors. While it might annoy the Killer, constantly engaging in such actions could potentially waste a significant amount of your team's time as that annoying Survivor. I believe it could potentially become a lot easier for me to win such a game. I could strategically use perks like Pop or my other gen-perks on the generators they're actively trying to complete, and not the one the annoying survivor is trying to fake regress to get on my nerves with. What is your assessment of that perspective?

    We're not talking about one-off survivors, we're talking about teams who apply it. Even if there is a single survivor using it though, that's still them denying you the ability to use kicks on that gen so as long as they are the ones working on it. If the other 3 survivors want to essentially throw the game by allowing you to pop, of course you're not going to have any issues. We're not talking about game-throwers.

  • Coming from a killer main, at the very least, it needs a 45 second cooldown. 30s is just too short.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641850#Comment_3641850

    When you mention 'the removal of ALL kick gen perks' could you provide more details or elaborate on how those perks are being removed or made obsolete? I'd appreciate a bit more clarity on this. Thanks.

    Sure thing. You cannot kick a regressing gen. Since survivors now have complete control over if a gen regresses or not when repairing, they repair the gen to 4% then stop for a split second then begin repairs again. This resets their progress towards the 5% rule where a gen stops regressing after letting go. This means that survivors can force a gen to ALWAYS regress once they leave the generator. This effectively prevents the killer from ever being able to kick the gen for the entire match meaning any kick perks are impossible to use.

    So, if you know a killer has pop goes the weasel, you can simply repair to 4%, stop, repair to 4%, stop, and repeat. If the killer ever chases you off, the gen immediately begins to regress, so the killer can never kick it to utilize the pop. If you know the killer isnt using kick gens, then just repair normally. Entirely in the survivors' hands.

    We all told BHVR that this was an issue in the PTB, but it was disregarded, so BHVR knowingly put this in as a survivor tactic meaning any survivor teams using it have entirely eliminated any kick perks in the match. Using this tactic comes at a cost of gens regressing if not repairing them, but depending on the kick perks, it is extremely worth it - being able to eliminate pop alone is worth it. It also eliminates trail of torment, Dragon's Grip, eruption, machine learning, and other kick related perks. What's crazy is that this is basekit for survivors, so no need to bring a perk to counter all those killer perks (like distortion does, for example). Any game, survivors on demand can eliminate a host of killer perks from ever being used for the entirety of the match.

  • @Emeal said:

    I wanted to share that, personally, I haven't encountered any issues with the new 8-regression event system; it appears to be functioning well. However, I've noticed that the Eruption perk seems less appealing now as it triggers two events, affecting its synergy with other perks that rely on generator kicks.

    I believe this new system is a win for both sides in general.

    I wouldn't say the removal of all kick gen perks from the game is a win. Survivors just 4% then release then repair again constantly to keep gens regressing at all times if they ever leave so gens can never get popped and such.

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