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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • They have a 3 gen feedback thread near the top here. I'd suggest posting there.

  • @WiseTraveler said:

    The Pig has been known to receive a multitude of changes to the point where the joke is if any change is happening to The Pig it will be a nerf. Today I propose a few quality of life changes for The Pig.

    Before I start making changes I want to identify some of the issues with The Pig first. (I will offer the solution to these issues after I address them all.)

    1. Box Progress - One of the most frustrating aspects of The Pig is trying to get your head trap off. I think that survivors are given the time to get out of the traps, but also are given the time to consider and strategize what boxes they are heading to. The issue lies in some of the methods pigs use to get the head trap to kill the survivor. The main method you will run into is pushing survivors off of boxes for one second and making them lose all their progress. The second method is using screams to force survivors off the box instantly making the survivor lose all their progress. These methods are purely used to waste your time by instantly removing all progress of searching just for you to be ignored by the pig making little to no interaction.
    2. Stealth - The Pig is most known as a stealth killer yet she isn't that good at being one. For the pig to gain any sort of stealth base kit she must crouch to lose her terror radius. This would be all fine and good but there are a few issues with it. The crouch is too slow The Pig has a crouch speed of 3.6m/s which is .2m/s slower than what ghost face can crouch at. This makes crouching a big-time investment that sometimes doesn't even pay off.
    3. Ambush Dash - This is arguably one of the coolest and fun parts of playing the pig and yet it is so underused. The Ambush doesn't feel like an ambush instead, the ambush gives a huge warning that gives survivors plenty of time to get into a position that makes it very difficult to reach the survivor. The ambush also feels lacking in distance or speed. When it comes to counter play most survivors just hold W away from the dash because the survivors understand that the dash isn't strong enough to reach survivors at far ranges. This leads to boring gameplay of mind games rather than trying to avoid a chase power that never gets used.

    What are my ideal solutions?

    Starting with the Box Progress - As mentioned it isn't fun nor engaging to be pushed off a box instead it's just a timer waster that pushes the progress of the timer towards killing you. My suggested change is that progress saves for 1.5 seconds and then starts to slowly regress at 1 second of box searching and regresses every second. This will force the pig to engage with you for you to lose searching progress. Keep in mind that while being chased your timer will be stopped. This would also stop screams from instantly removing progress and once again force the pig to interact with you which also pauses the timer.

    Stealth -This is quite simple make the pig crouch speed the same as the ghost face if not a tiny bit faster at 4.0m/s. This would make crouching not waste as much time when transversing that map and maybe make more pigs choose to use stealth more frequently.

    Ambush Dash - The Roar indicates that Dash is in the game for a good reason but I believe the survivors are given way too much time to react to what is meant to be an ambush. I suggest that the roar doesn't start until 35% of the bar is full. In addition, I would also like the dash to be slightly longer and slightly faster so that it is harder to avoid and makes most survivors choose to engage with the chasing power rather than just running away from it.

    Overall this will make pigs consider using their stealth and chase power more frequently in addition it will also require The Pig to engage with trapped survivors in order to get head pops.

    My only issue about making the charge roar be later in the progress bar for less reaction time is that it would remove the important ability for the Pig to be oinky. :(

    I'd rather just give her crouch the ability of Amanda's letter (maybe a shorter range) so she can position herself in a way where her charge is more effective prior to charging and giving her location away, so even though they are given reaction time, the killer is given key information to plan accordingly for themselves. Exact whereabouts to a near survivor for a good ambush in return for giving the survivors a minor heads up would be a good trade off, I'd say.

  • @jayoshi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641677#Comment_3641677

    Oh I agree, I meant all of what the new gen update does - including gen tapping.

    Yeah this entire concept is just bricked. Just revert the whole freaking thing entirely or only have it affect kicks ONLY, or have it only work once only 3 gens are left and they are in close proximity. This is freaking awful.

  • My issue with BGP is that it causes every pallet pickup in the entire map to be unsafe. The survivor can be so far away where you can't possibly chase them off. You can literally cross half of a map in those 5 seconds on some maps. If you communicate with your team to always go down at a pallet, no one is getting hooked all match as long as pallets are still standing.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640240#Comment_3640240

    Keep it simple: If a survivor is in your FoV with a Flashlight, they can blind you. Easy to understand with no additional strings attached like "How close are they to the static viewing angle flashlights are based off of"?

    I'd say as a survivor, it's far more simple to always know the angle for a blind instead of never knowing where you need to position yourself due to every killer player having their own variable blind angle depending on their setting. If you want to make it simple, every blind angle should be the same.

  • BHVR, are yall keeping tabs on this thread? This is getting incredibly frustrating as a killer who doesn't even 3 gen. I mainly only focus on the underdog killers like ghostie, Myers, pig, and such. Game has gone to fun to incredibly stressful. I'm having a hard time even talking myself into playing killer, now. The weaker m1 killers are excessively having to suffer through this update even without a 3 gen situation. On top of that, kick perks have been removed from the game - we told y'all about survivors stopping repairs for a split second at the 4 second mark to prevent kicks from ever happening the entire match and it still went live. Come on. Is this seriously the future for the weak killers moving forward? This absolutely is affecting normal matches and it simply sucks - especially for killers who cannot afford to slowly make their way to extremely far away gens or when survivors just focus on center gens.

  • @Rogue11 said:

    Remember last year when medkits and healing got nuked, it was supposed to be a tradeoff for serious gen slowdown nerfs? And now almost every match is 3-4 strong slowdown perks. Sooo can survivors have useful medkits/perks again?

    They reverted the changes because of the outcry. Self heals are still limited, though.

  • @Caiman said:

    I'll repeat the feedback I had during the PTB:

    Boon: Illumination should also highlight the exit gates, and reveal the auras of survivors interacting with the highlighted generators, chests, and exit gates. The +10% speed buff to cleansing and blessing totems while it's active is useless and should either be removed or increased to something more substantial like +20% ~ +25%.

    Deadline needs a benefit to running it, other than the reduced penalties to missed skillchecks. If it was made to be combo'd with other skillcheck perks, fine, but it needs some kind of bonus for using it because randomized skillchecks don't seem like a worthy trade-off, it's too much of a downside for a negligible (or outright non-existent) upside.

    Champion of Light is fine, doesn't need adjustments.

    For what it's worth, deadline does have a benefit that you may have missed in the description. It gives more skill checks which is super good for builds that you want skill checks on, not to mention more chances at bonus repair. I remember otz getting frustrated because he was running the build where your toolbox recharges itself after enough skill checks pass and he could barely get any skill checks to show up to even use the build, lol.

  • @canonjack001 said:

    The generator at the center of map become a lot easier to be repaired.

    It was blocking me while there were actually 5-6 generators left on the map, which is not reasonable.

    Survivors can abuse this mechanism by only repairing 5% to stop the regression and wait my next kick until it is blocked.

    Same issue that I talked about in the PTB. Survivors just pile onto the center gens which causes 8 regression events to happen by the middle of the match, all while there are plenty of other gens available. This essentially guarantees the middle gens to be completed leaving the last 3 gens to be extremely far from each other which is absolutely terrible for weak m1 killers with no map traversal. This whole thing makes weak killers even weaker.

  • @Gandor said:

    I don't play any more, but reading this thread just screams solution that nobody mentioned and quite frankly I wonder why that is.

    No killer has problem with the limitation if he does not bring regression perk OR if he does not excessively 3gens. So why do perk regressions count toward the limit? Make it so that only kicks count towards regression events

    (and you can even lower the number of required events to 6 and it still should not be problem - I am not saying you should - as I said I am not playing the game any more so I have no idea in practical terms, but it seems to me 6 should be enough in this case. At least I never kicked single gen more then 4 times when playing killer for as long as I can remember, but it's true I never played chess merchant or other kicking killers).

    AND it should still allow a kick after the 6 but do no kick damage so they can still use kicking non-regression perks (though trail of torment will still be perma-disabled...)

  • @Ricardo170373 said:

    Why not make the gens change their positions ech other after a mount of time. Starting this feature when 4 gens already done? For example. U have 3 gen, if anybody work in that gen, the gen stays there, but, every i dont know, 2,3 minutes, where nobody is touching, every gen without anybody working swap their positions with the other gens, included completed gens. This method will destroy tri gen because could put 1 gen in the otherside of map. But i sustend my real opinion. Give a decent change to Skull Merchant and the peace will be restore.

    And screw over weak m1 killers who literally can't afford to travel across the Alps to get to said Gens. The last thing we need is to make the weakest killers even weaker. These 3 gen problems need to be addresses just on the killers who are causing those problems. They shouldn't nerf all killers across the board.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639459#Comment_3639459

    Again, not even comparable. Though this game would do SO much better without BNPs, Toolboxes in general, and Gen regression

    I'd like all gen regression and repair perks/items to be reworked into something different. Have generators have a consistent repair requirement - cant speed them up or slow them down. Remove kicks. Have gens auto regress when not being repaired. Killers won't be able to dump progress any more, but the general flow of the game will be a lot smoother with killers having a general idea how far along survivors are on their objective (ie no more surprise 3 gens done at once moments). It'll be more important for killers to apply pressure since they can't just PR or pop a gen back into submission, but applying good pressure would have gens naturally regressing. This would also leave room for more interesting perks instead of everyone bringing gen perks.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640086#Comment_3640086

    Sounds like basekit unbreakable with extra steps...

    This also doesn't make sense, when killers don't even see number of hooks for each survivor.

    Correct, but you explain why it doesn't make sense. Why would the Killer need to see who they can or cant let be on the ground?

    Let's nerf slugging too, what could go wrong about that.

    Its only slugging early game that is gonna be hard, what would be so terrible about that?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640100#Comment_3640100

    Sure high mmr players need to be kept under control, but I don't see why we cant address that issue when we made sure the lower ranks can keep up and a fair and tolerable experience is ensured? Im not asking to ignore the top 5% but I dont feel like they should get special privilege in balancing and gameplay tolerance when discussing new changes. Right=?

    I didn't say highest mmr. Just saying high mmr which isn't that hard to get to.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639997#Comment_3639997

    Why only when all 4 are down? Lets say its 1 minute, it is so bad if Killers slug for a min a lose out on their bounty? I dont think so.

    I don't think power struggle is uses as much as that globally. idk if its really a problem.

    Bully squads are more prominent at the higher mmrs, as they fall apart if they don't know what they're doing. All 4 down because the match is practically over at that point unless they get a second chance. Anything before 4, the match is still in play - plenty of natural ways to recover from it. Frankly, though, if the survivors all get downed, they failed miserably. They shouldn't get a freebie mistake eraser. I'd rather the match just end unless someone on their team has some sort of recovery perk.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404005/penalty-for-killers-who-dont-pick-up-anyone-when-everyone-is-down

    I think everyone who wants games that take a little longer and don't want to end so fast, especially in the early game can agree in some regard to what bHVR showed us with that Mori/ unbreakable basekit update they had. I would modify the rules slightly, like so:

    1. The Survivor is able to get back up after like X seconds if they have not been hooked.
    2. The Survivor is able to get back up after longer than X seconds, if they have been hooked once.
    3. The Survivor is no longer unable to get back up when they have been hooked twice, unless they have perks for it.

    This would make slugging early game way harder and ensure that people can play the rest of game better, while keeping the stress at the end.

    Only if it kicks in if all 4 are down. I've seen way too many bully squads who are allergic to not going down at pallets with everyone running power struggle. Literally cannot pick them up without getting stunned. I could at least immediately pick up the last person without risking another survivor running up to pallet stun.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638229#Comment_3638229

    Good point, they should remove all gen regression, slowdown and blocking perks so killers no longer are forced into using them

    I've always been a proponent of entirely removing perks that affect gen speed or regression and just having gens be standardized in their speed. Remove kicks and have all gens automatically regress if not worked on. No way for killers to dump a gens progress rapidly. If survivors got a gen to 80%, then the killer will have a rough time saving that gen since slow natural regression would take awhile. However, since all gen speeds would be standardized, there wouldn't be any repair speed spikes, either. It would essentially be a much more natural flow of gen progress a cross the board. It'd be up to the killer to keep people off gens with good chases and pressure instead of relying on taking a dump on a gen with stacked regression perks. This would also leave a lot more room on both sides to run more creative/fun perks instead of feeling compelled to use gen regression or gen rushing perks. I have not thought of how toolboxes come into play, however.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639318#Comment_3639318

    that's like saying removing infinites was as survivor nerf. Removing unhealthy playstyles and mechanics should not be seen as a nerf that deserves a compensation buff

    As long as it only affects the actual problem, then a nerf can be justified without needing compensation. The problem here is that the solution is way out of scope and is affecting killers who aren't even in a 3 gen situation. That's not justified.

  • Sure, as long as survivors get diminishing returns on stacking gen rushing perks. There's two sides to this game.

  • @Skitten56 said:

    After going against a couple of 3gen Knights and Skull Merchants all I can say is these changes have absolutely made 3gen killers stronger and more miserable to play against than ever from my experiences. Sure they can only kick a gen 8 times, but that doesn't matter when they can defend a tight knit 3gen and stop you from ever stopping regression, Knights guards are particularly bad for this. The removal of gen tapping and the extra kick damage just makes it pure suffering to play against these killers in 3 gen situations. BHVR please reconsider the impact these changes have on 3gen gameplay with such killers.

    Like I said before, this was never a 3 gen issue - this was a killer specific issue. They threw out the baby with the most of the bathwater, but kept a bit of that bathwater in a jar for safekeeping. SM/Knight and arguably blight/nurse needed their 3 gen power tuned down....not all killers across the board - especially weak m1 killers.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639402#Comment_3639402

    You are not going to see me complaining about this. The Visual Terror Radius is something most survivors run now because it can tell them the killer is coming on the edge of the TR even when they can't actually hear it. Some killer lullabys are very subtle but the VTR gives them away 100% of the time even if there is no audio playing. Terror Radius music starts off very quiet on the edges but the VTR lets a player know immediately that the killer is in range. This gives players a competitive advantage for using an accessibility feature. The VTR needs to account for this.

    However this thread is about the FOV, which is why I am saying the downside on the FOV should not be removed. Accessibility features are perfectly fine to add to the game, but when these features give players a competitive advantage, players should not expect the features to come without drawbacks if they choose to use them.

    It is unreasonable to think that you deserve to have a competitive advantage over other players without a downside. It might bad slightly annoying for the players that do legit need the accessibility feature but they still get the extra benefits that come with using it. Accessibility features should not be something that the general playerbase just automatically selects and equips so they can have an advantage over other players.

    I'm saying we go one of two routes. No one gets a downside for accessibility, or everyone gets downsides for using accessibility. The problem at the moment is that survivors get a no downside accessibility feature which gives them an advantage, while killers get downsides with their accessibility feature that gives them an advantage. That's not cool. Either both sides should come with a downside or no side should have a downside.

  • I play anonymous because I'm somewhat asocial and don't appreciate being harassed on profile comments. I don't stream. I'd like to be able to hear licensed music.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639032#Comment_3639032

    Its an accessibility feature that everyone is going to use for its advantages just like the Visual Terror Radius feature. The people who need it for accessibility reasons are in the minority, and without a drawback it is just a straight buff to anyone who uses it and essentially punishes anyone who wants to stay on the old FOV for not taking advantage of it.

    I'm all for accessibility which is why I'm okay with BHVR adding the FOV, but if your accessibility feature gives you advantages over other players, it is completely fair that this comes with downsides. You are getting an advantage, even if you are using it for an accessibility reason.

    Agreed. I'm just waiting for BHVr to finally add that downside for survivors. It's been months since they added it. You can see the terror radius and lullaby before you can actually hear it. That gives survivors using the visual tr a few seconds early warning which could very well mean the difference of a match win or loss. Those few seconds can mean the difference between getting to a safe loop or getting downed.

    https://youtu.be/-j65wVBMqNs?si=H4F9lodAcZbcPstx

    So as you said, accessibility giving a gameplay advantage is "completely fair that this comes with downsides" (your words). When are survivors getting this downside? What's unfair is when survivors get no downside gameplay advantages with accessibility, but killers have to pay a price to use accessibility options.

  • @aerie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639067#Comment_3639067

    not saying you're saying otherwise/disagreeing with this but quoting your post because it gave me the idea of a talking point:

    neither should have downsides. sure, people who don't have accessibility problems use these features and get small advantages, but punishing people who use the feature for accessibility on the basis of able-bodied people using a feature for a small advantage is not okay, and the other person saying it's okay because of the small advantage it gives is pretty gross.

    i don't watch many dbd streams anymore but when they did and used the visual TR it was very cool for me, as someone who is hard of hearing :) i think people need to stop thinking about the uber competitive nonsense and just make these features purely accessible features and not give them downsides. it's not very fair, especially since i've heard bhvr likes to tout and brag about their accessibility features during steam award nominations.

    I'm all for either both sides have downsides or no downsides. I just think it's lame that one side has to pay a price to use accessibility features when the other does not. Needs to be equal.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638321#Comment_3638321

    They shouldn't fix it at all in my opinion. There is nothing broken with having a larger blind angle when you have a larger field of view. Setting your FOV up high gives you a competitive advantage. I think it is perfectly reasonable that this advantage comes with a small drawback in return.

    Pracrice what you preach. Survivors got a gameolay advantage with the visual terror radius/lullaby. You can be given several seconds of a heads up BEFORE you can actually hear it. That can make a difference between a win and a loss.

    https://youtu.be/-j65wVBMqNs?si=Ce0ZJ12Ba0zPsneu

    So survivors get a no penalty accessibility option with clear gameplay advantages, but killers no no no, if you have accessibility issues and you use the accessibility option, screw you - you have to pay a price?

  • @ratcoffee said:

    One thing I will say after seeing other people's feedback, maybe they should add a little glowing number that tracks how many times you damage that specific gen; a fee people seem to be confused by the VFX and thought the spikes that pop up after 3 damage events were the gen being full blocked

    No dude, we aren't getting "confused" as we can still clearly kick those gens when that pops up. We are having standard non 3 gen games locking up gens just like we said it was happening in the ptb but had our feedback completely ignored. This is freaking ridiculous. Getting tired of being penalized because of a small handful of bad players who'd just camp. This was supposed to only affect those people, not be yet another stress point to add to an already long list of things to stress and worry about across all killers. It's especially brutal on already weak m1 killers who are forced to stay centralized in a map who likely use surge, and many survivor groups love to only focus on certain gens.

    This just flat out sucks.

  • The whole 8 limit thing has really put a damper on my desire to load into the game. I'll hop in eventually. I don't do 3 gen camping, but I just think it's ridiculous perks 100% unrelated to regression are getting affected by this.

  • @Slowpeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638623#Comment_3638623

    It doesn't. You can HEAR people repairing on the 'white' generator and then it'll turn yellow after they've passed the threshold. I almost never used this combo it but I gotta wonder whether Surveillance+Ruin is also gutted for the same reason/bug. Honestly, I am feeling a large amount of 'why bother' when it comes to feedback or bug reporting. Don't exactly have a good record for follow up with things I report. Then of course the PTB and the issues here are exactly what people predicted there'd be. Massively overpowered meta perks while niche perks get completely gutted when some really good ideas were in the PTB thread.

    I honestly hoped it would work the way that ruin+surveillance used to/does. If a generator gets worked on then the survivor gets chased off, you immediately know when someone else touches it because it turns yellow.

    I suspect though that the game considers the generator as 'regressing' and thus not a valid target for surveillance (or kicking) until the threshold is passed then it is being 'repaired'. This bandaid style fix without thinking of the consequences is typical and it's how a lot of their bugs happen.

    Make sure you report that. That absolutely shouldn't be happening.

  • @Slowpeach said:

    Honestly I'm so sad that Surveillance got double nerfed. Not only because of the kick limit but also because it does not tell the killer anymore when the generator is being worked on, it ONLY triggers once it is past the regression point which is a net negative because that's 5 seconds of repair time (or rather an extra 2.5) that survivors get without surveillance triggering.

    Even worse this means combined with the bug, a survivor could make surveillance do absolutely nothing. What did this perk do to deserve this? It's an intel perk, not a slowdown.

    Really hate these changes and I said as much during the PTB even though it wasn't active. Just pushes killers to use meta perks even more and leaves niche perks like surveillance, brutal strength, trail of torment, dragons' grip and others in the dust.

    I could easily record a bot game where I hit the kick limit using my usual build and that's without three genning: Surveillance, mad grit, agi, awakened awareness, no slowdowns outside of surveillance if you count that.

    Pop got a nerf, as people can't tap a gen meaning less gens are available to be popped when you have that timer ticking down to get a kick in before it expires.

    However, I will say, a generator being repaired is NOT regressing, so surveillance SHOULD immediately let you know someone is working on it. If they let go before 5%, then it'll hop back to regressing, but surveillance I would assume still glow yellow for 16 seconds. After the 16 seconds, if it's still regressing, it should show in white, again. If that's not working that way, you should put in a bug report.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638543#Comment_3638543

    it is not weak because you aren't counting the time that you didn't spend for kicking a gen. that's real benefit of surge. Pop and eruption require you to kick a gen, so you waste time in 4vs1 game to kick a gen for what surge does automatically. that is also why pain res is such powerful perk because you only waste time to carry survivor on the hook in which you need to do.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638551#Comment_3638551

    how did you hit 8 regression events if the perk didn't trigger?

    They probably meant the generator being under 8%, like if it was at 3%, it would still take up a charge.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638061#Comment_3638061

    Exactly. They claimed the system was only supposed to affect extreme 3gen situations. While the 8 kick limit certainly fits that description, the kick damage buff and the removal of gen tapping are relevant in every dbd match. The result is a direct killer buff and a buff to a gen kick type meta that the community is sick of.

    It doesn't only affect 3 gen situations, is the problem. Numerous people have pointed this out. I myself have had matches where I hit 8+ regression events because survivors kept flooding the central gens and ignoring all other gens. Still plenty of other gens but they won't touch them.

  • @Devil_hit11 said:

    8x8 = 64% regression. you got high value out of the perk. Surge used to be 12% in the PTB. it got nerfed to 8%.

    vs other regression perks, it's just crap. One kick with Pop at max repair for example is roughly 24% regression...just one. That means if you maximized it, you could get ~192% regression. With PR, you can get a max of 100% regression and STILL have 4 more regression events to go. 64% regression for all stacks with surge is so incredibly weak AND you permanently have any kick perks such as trail of torment or nowhere to hide disabled for the rest of the match. That's harsh.

  • @GhostSlasher said:

    Adriana still defending 3-gen.

    Instead of modifying the killer who was the biggest problem with the 3-gen, they added a mechanic that affected all the other killers unnecessarily. They could reduce the number of drones she can use in addition to not allowing a drone to be right on top of a gen. The trials still so boring with Adriana 😪

    Absolutely. It was a problem on a small amount of killers. Nerf them, not EVERY killer - especially already weak m1 killers. M1 killers CANNOT AFFORD to run off to the far corners of the world to defend gens very far from all the rest. They, per BHVR's design, MUST stay among the centralized gen areas and can't chase too far away since many m1 killers can't end chases fast. This means they are far more likely to hit central gens as opposed to spreading regression equally across all gens like BHVR claimed would happen. No, BHVR, an m1 killer is not going to run all the way over to that corner where a single gen is while 4 gens are close to each other on the opposite side of the map.

    @ratcoffee said:

    all my games ended without gens getting blocked, even the ones where i was actively going out of my way to try to get them to block. definitely could make the argument to reduce the number of regression events, but i think it's fair to leave them as they are

    once again, a reminder to BHVR that some of the feedback is gonna be from the people that this update was meant to counter, so take it with a grain of salt

    If you were going out of your way, you need only kick a gen about 2 or 3 times to get it to perma block. Just using eruption alone only allows 4. Throw in another regression, and you have it perma blocked in no time. You're always reminding BHVR to disregard everyone's feedback that doesn't like the system because they are "obviously" 3 gen campers who never do chases. This simply isn't true.

  • I mean, considering regression constantly gets absolutely brutalized by the devs, gen locking is the only remaining option killers have for gen control. "Just chase!" Yeah, tell that to the m1 killers who have zero chase powers. Their only viable option is to slow the gens down to buy them enough time to catch survivors out of position or making mistakes.

  • A wider FOV gives the illusion of faster speed, yes. It's because the sides of your screen appear to go by faster.

  • @ReverseVelocity said:

    Yeah, play your Killer p100.

    /s

    Then you get gen tunneled.



    :D

  • Agreed. I had the word Leon censored before. Bizarre.

  • Big fan of deadline. A lot of good synergy potential. It's weak as a standalone perk, however.

  • @Astridleblan said:

    My first game as a maniac ended with the generator being blocked. The reason for this was that the survivors constantly failed to repair this generator and the entire regression occurred precisely on 1 generator. Moreover, my game was based on chases and the survivors destroyed all the triangles on the map. I was punished for the fact that the survivors could not finish 1 generator the entire game.
    

    I mentioned this numerous times during the ptb including videos. Some survivor teams entirely focus on center gens. With perks like surge, those center gens will absolutely get hit multiple times with surge. Remember, a down is NOT a guaranteed hook state with the sheer amount of seconds chances survivors get. In 2 days, I had 4 matches with 8+ regression events. One of them was 12. This wasn't camping gens, this only happened when survivors were only focusing on those center gens giving no reason to leave the center of the map outside of chases which I would do. Just after a chase and a hook, you naturally go back to the center to check in on those focused gens. Killers should not be punished for survivor mistakes like this. Remember, surge is designed around hitting multiple times in succession to punish bad survivor positioning.

  • @aerie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637968#Comment_3637968

    i agree with you but i don't really like the "survivors got this!" narrative tbh. bumping fov to 110 is something i can agree with though. i honestly have no clue why they're so hard pressed to keep such an awkward number like 103. no need to make it a survivors vs killers narrative, just give killer players better accessibility! its been so many goddamn years and we get just the bare minimum... like, nah. good that fov slider exists, bad it's so bare minimum.

    The killer accessibility feature fov also comes with its own penalty - you're more suspectible to blinds if you use it.

  • This has made it impossible to kick gens, especially using info kick perks like trail of torment. We mentioned this numerous times on the ptb. Survivors are just letting go a split second before the 5 seconds to keep the generator perpetually in a regress mode if they have to leave the gen. This means the killer can't ever kick the gen. This effectively has a basekit feature that entirely disables nowhere to hide/trail of torment/dragons grip, oppression, and various other kick perks.

    I didn't test the next part on the ptb, but how does this affect wiretap? Will wiretap remain for its full duration since killers can't kick the gen to stop it, or does any regression instantly disable wire tap?

  • Part of his kit though is that he can utilize that power to get a bead on survivor locations. One mind game you can do is surprise drop into stealth to get hiding survivor locations.

    That's an incredibly significant nerf to an already weak killer. What would you give him in return? Perhaps that he can choose to expose people instead of automatic happening at 100% so he doesn't accidentally expose?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636503#Comment_3636503

    It's not a hard counter since it was based off where the killer was looking when within range. Good players would recognize a player had spinechill and would approach their location while looking away a little. Instead of facing 12 o'clock while approaching a gen, just look 2 o'clock instead.

    I think they meant the old one before the nerf, not the original. The original just sucked because it forced you to crabwalk sideways everywhere. Was a pretty dumb situation. The old one pre-nerf, line of sight has 0% to do with the survivor being notified. You could walk backwards and the survivor still would be notified. If you were within 36 meters, you simply put had guaranteed info the killer was near. It completely eliminated most of the stealth killers as being threats, as by the time they'd sneak up to you, you'd be long gone.

  • @ChaosWam said:

    Only if it doesn't work on stealth killers/killers effected by undetectable/if the survivor is suffering from oblivious.

    The fact it hard countered stealth killers was so ridiculous. I'd be fine it returning if it didn't work vs undetectable.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635007#Comment_3635007

    Unless there's something wrong with your controller I have no idea how thats possible. I guess try turning up your sensitivity?

    I'm on PC. Happens once every 10 matches or so for me.

  • I'm not a fan of slugging, but sometimes it's necessary. Had a bully squad that were all running power struggle, unbreakable, and a mix of other perks designed to make hooking survivors almost impossible. They brought the map offering, and they essentially would never go anywhere that didn't have a pallet. Ended up having to slug all of them. Couldn't dare pick any of them up because of the 4 power struggles. Couldn't pick them up the moment they went down because they were always swarming with each other to try to do pallet stun saves. Was just ridiculous. So yeah, yall can just stay down there on the ground for 4 minutes.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635278#Comment_3635278

    This sadly does not work. I reported a lot people for working with killer but non of them banned. I even sent video to support but nothing happened.

    Only obvious cheaters are getting ban.

    That is unfortunate. I usually get a "We took necessary actions" notice about it, but for all I know, they deemed doing nothing as being the necessary action, lol.

  • Just give up and move onto the next match, or hide in a locker so the other survivor doesn't know where you're at. Don't forget to get video and report them after. I'm not sure if the killer can get in trouble, but the survivor certainly can.

  • @ChaosWam said:

    Man I heard people say there would be complaints about proxy camping and patrolling nearby hooks after the anti-facecamp was made but I thought it would be silly.

    Guess I was proven wrong.

    That's my issue with all of this, the constant goal post moving. Survivors complain about this, and BHVR reacts with oh they must change that. Now they complain about that, BHVR quickly hops on board to nerf that too. Now complaints about something else, you bet that's getting nerfed, now.

    Now killers have a long line of rules of what they are and are not allowed to do. Can't hit people off hook, no sir. Nope, you're not allowed to grab people doing an unsafe hook, nope! No, you can't stack slow regression perks on a gen that merely needed to be tapped to counter - you're so silly! No, killer, you're not allowed to be at a hook, now you have to go stand way over there. Nope, you're not allowed to kick this gen more than 8 times - are you crazy? Eruption? Don't be silly, now you can't use it more than 4 times on a gen! Now you must just watch that gen get more and more progress and there is NOTHING you're allowed to do to change that despite being right there in front of you with no survivors around.

    Next up, it'll be proxy camping that "must be fixed" followed by being able to block gens from being worked on. Eventually, all that's left is to have killers standing in a corner waiting for the survivors to sign a consent form to be able to even be attacked.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635045#Comment_3635045

    My round always: 3 times Windows of opportunity, everyone one exhausting perk, Hope/ Adrenalin or both and something else. Survivors only have 10 good perks.

    Those perks aren‘t even strong against good players!

    The problem is they don‘t make useful perks any more, they don‘t need to be super strong, BUT USEFUL!

    I dunno. I'd say distortion is practically broken. I never run out of distortion tokens unless the killer is stacking aura reads AND lets you know exactly what aura perk the killer is or isn't using. One perk hard counters numerous killer perks. Then you have a decent amount of good choices for exhaustion (I prefer lithe). Then you have an abundance of gen rushing perks available. Last perk is a wildcard. Could be information, gen speed, evasion, second chances, chases - whatever you want.

    What I usually see is resilience, lithe, Adrenaline, and Windows of Opportunity, but that's because at high mmr, people are typically wanting to run peak efficiency only.

  • Nothing wrong with proximity camping. Killers are expected to defend hooks. However, I have always though that the person getting unhooked as long as there are still gens to repair, should become invisible to all players, make no sounds, no blood, can't interact with anything, loses player collision, and no scratch marks for 10 seconds. This gives ample time for them to get to safety while also not allowing them to weaponize it with bodyblocking.

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