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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • @sizzlingmario4 said:

    I just want them to fix his reveal mechanic.

    Don't worry, it's just as broken from his POV. Heck, I even revealed him while he was entirely behind me. XD

    https://youtu.be/tBjdJ31Cgwk


  • I, for one, am glad that there are achievements that are legitimately achievements. It's good to have some very difficult ones. That being said, I have a soft spot for it, so if I spot the last survivor going for a generator instead of the hatch or gate, I usually let them finish it and escape.

  • @Ayodam said:

    It’s deliberate that Dredge transports to the locked locker.

    Aye. That's why if there are multiple lockers next to each other, you only want to lock ONE of them. If you lock them all, then the Dredge could just pop out and break the other two locks. By only locking one of them, once he breaks that lock, you can go back and lock the 2nd one, then he's stuck in a locker again when he teleports there, and the cycle continues.

  • Some killers excel at 3 gen early and holding it. Those killers specifically should be adjusted, but overall, if BHVR wants killers to stop 3 gen defense from the get-go, then they need to give them some positive reinforcement to leave those gens. For example, slow m1 killers with no map traversal options and no chase\loop power USED to be able to leave a 3 gen since they had gen regression options to at least make up for time lost in extended chases. With gen regression being nerfed into oblivion, now they have no choice BUT to defend those 3 gens right off the bat since they can't quickly get to gens further away from each other and they can't regress them without being there physically to chase off survivors.

    Long story short, BHVR keeps removing everything that encourages killers to leave a 3 gen. They used to be able to run off and chase, and if they down someone, PR would buy them some of the time they lost - even on gens that aren't part of a 3 gen. Essentially, those m1 killers need to be able to manage gens across the map as a whole. With regression no longer being a valid strategy, they have to hold onto those close 3 gens at all costs otherwise be almost guaranteed a loss. They just can't travel across the map fast enough to get to gens further away from each other. At least old PR let them remotely manage gens.

  • @bm33 said:

    More fun facts.

    If you Google "Gabriel Soma" there's a Mexican DJ with the same name.

    Soma was also name of drug in the book Brave New World.

    That's also why some stories, maybe Brave New World?, referred to drug trips as going on a "soma holiday" - as you were essentially leaving your body.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436138#Comment_3436138

    You need line of sight for spine chill to light up against a killer with no terror radius.

    If the killer can physically see the survivor, the survivor can presumably also see the killer.

    This is miles better than the old version where the perk would light up any time the killer was looking in the general direction of the survivor, from across the map and through 2 entire jungle gyms.

    I used to have to approach a gen sideways from across the map as pig to 'counter play' spine chill. This version is infinitely better.

    That is not correct. Please refrain from spreading misinformation. The perk lights up if a killer is within 36 meters, PERIOD. It does NOT require ANY line of sight. It hard counters stealth killers with no counterplay to it. Before, you COULD counterplay it by looking away as you approach, but now it got buffed against stealth killers.

  • @jeffkillsyou96 said:

    Tbh I wish that we could have the choice of not getting hatch and/or map offering

    They definitely need to swap map offerings to be map ban offerings.

  • @jokere98 said:

    Bugfix patch without actual bugfixes at all. is this a joke?...

    Close. There was accidentally no bugs, so they patched in some to correct that. It's a bug fix update, not a fix bug update.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430459#Comment_3430459

    I know i can use some perks but in this case you forced to use them. It's not healthy for game. Killer who is trusting her stealth should not be punished that much by QoL change.

    Spinechill should also not light up when a undetectable killer is near. Right now, it guarantees safety from stealth killers. Doesn't require line of sight or anything. The moment you're within 36 meters, the survivor is running for the hills.

  • @Gandor said:

    But which one of those gen perks is actually helpful? Overzelous takes 14s and gives you 9s per gen (and you can't get hit) making it net negative. Potential energy gives you 20s but takes away 30s + you can loose it all. Friendly competition will speedup gen progress by whooping 3,75s if somehow 2 generators are touching each other (so you can use full 75s of 5% boost).

    The only recent perk that is useful at all is hyperfocus - and even this one is gatekept by how hard it is to use it efficiently.

    Overall - why are you even complaining about them? All but hyperfocus are absolute trash-tier and their pickrate clearly shows it. Not counting hyperfocus the only one that is niche-useful is only overzelous when combined with inner healing or some totem perk (but totem builds are unpopular, because hexes are weak and inner healing is also not exactly extremely good too) - making all of them just bad (again - hyperfocus is the exception). Those basekit 10s is MUCH worse/stronger then the benefit from the other 3 perks combined

    Oh I agree, they aren't terribly helpful. They are just a waste in general. I'd rather see alternative creative perks for the survivors instead of another wasted perk of yet "another gen repair perk for some reason because we must have at least one every chapter".


    @MarylinMonhoe said:

    It has nothing to do with gen perks, as said above, all gens perks are quite bad (maybe prove thyself is good if you face a swf).

    But it's more a killer issue. If you face 4 survs and chase one for too long, if the 3 others do gens, then yes you will lost 3 gens if the chased surv was decent but more importantly, if you are committing to this chase

    Yes the said "gen rush" perks will shave off a few seconds, but if the killer lets the surv sit on their gen, he allows them to complete it

    So as a M1, you need to either use gen regression perks or know when to drop a chase if it takes too long

    Gen regression perks were practically removed last patch, so M1 killers are pretty much out of options. Some say PR is still decent, but the problem is you can get absolutely 0% regression on a token and it still get eaten up. If survivors just completed a gen, then you're also at a situation where you might NOT want to hook that person on a scourge hook since you won't get any use out of it...but then what do you do? Permanently lose a token for no value, or slug the survivor? A bit silly killers are actively discouraged from hooking for the first time on a scourge hook.

  • I've seen it a few times, yes. I don't mind it so much since it's once a game.

  • I've always gone by the following:

    3+ survivors out = survivor win

    2 survivors out = a wash (tie)

    0-1 survivors out = survivor loss

  • Allowing killers to see hook states. Now before anyone panics, I know they claim it's to stop tunneling. However, tunneling killers are going to tunnel, anyway. They obviously are keeping track of who to tunnel out. We get tunnel complaints practically every day in this community, so clearly hiding the hook states isn't accomplishing anything to stop tunneling. I'll tell you what it IS doing, though. It's preventing friendly\fair killers from NOT double-hooking someone. So many times, if I only realized that they were on deathhook, I would have gone after someone else instead. If killers saw hook states, we'd likely see people getting "tunneled out" LESS, as there is a decent amount of us killers that want a fun\fair match for everyone and would stop a final hook on someone where others have yet to be hooked.

  • I know it would never happen due to potential abuse, but I wish there was a way to submit a request to be a guide\roleplay killer. In this mode, you don't get any BP for kills, but instead get a baseline 20k a match. When this mode is enabled, you only go against newcomers, you're expected to play to spook as opposed to win, and you can only hook one person. You don't get a prompt to hook anyone else. You're essentially there to give him a spooky killer experience in a roleplay way, but they are expected to all or almost all escape. Their MMR wouldn't be affected if put into a "roleplay" killer match. That way, as a killer, you know you're going up against newer players, and your goal is to put together a spooky fun experience since you'll have a lot more room to do so since they wouldn't be playing remotely optimally. Would be fun for ghostface players as well as a way for newcomers to learn some tricks that advanced killers will use but in a "safe" environment.

    Again, I'm sure it would be abused SOMEHOW, but I just love playing Ghostface to jumpscare and spook people, but it's just not viable at higher MMR. For example, sneaking up on someone and staring and waiting for them to notice you just staring as opposed to the usual stalk and expose down. Gens fly so fast, ghostface players can't take the time to have fun shenanigans like that at high MMR. :/

  • I've been a big fan of this game and currently at 1300 hours. Play it every day, essentially. However, this last patch absolutely gutted playing my main Ghostface. Gen regression is the only thing keeping m1 killers with no chase power or map pressure afloat as they can recover for their ridiculous crap they have to deal with in chases. Now you're going to lose 1 or 2 gens per chase. It's not bad on low to mid MMR, but high MMR, you always have someone just tailing you at all times breaking you out of stealth.

    It has made my most fun and thematic killer an absolute drag....and I can't play stealthy anymore. He literally doesn't have the time to set up killers anymore. Legit thinking of retiring from DBD at this point.

  • @bazarama said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408512#Comment_3408512

    Yep I too play m1 killers as they tend be the most fun but 1 chase = 3 gens.

    Gen speed is killing the game as it leads to camping tunnelling as absolutely no reward for chasing survivors.

    100% agree with you. Every chase, especially with how many pallets you have to clear out ends up losing you at minimum 1 gen, usually 2. It's pretty ridiculous.

  • Seems normal to me on PC. I don't play on Switch, however.

  • I always preferred playing the underdogs. In this case, M1 killers such as ghostface\pig\myers (not tombstone, though). However, it's nigh impossible to get good matches, now. Their chase power is severely underpowered, but at least with reliable gen regression such as the old PR, you could at least recover a bit. Now there's absolutely no recovery. Every chase, gens are slipping through your fingers. These killers were so weak, but their kill rates stayed somewhat manageable thanks to gen regression perks, but now that regression has essentially been removed, I'm hoping BHVR will see just how weak those killers actually are.

  • This patch is awful for m1 killers without chase power. I'd imagine kill rates up for the OP killers, and kill rates are down for m1s.

  • @tippy2k2 said:

    This is still one of my favorite interactions

    https://twitter.com/tippy2k2/status/1581483196193341442

    I've always enjoyed these silly interactions and will almost always play along

    LOL, I almost ALWAYS do this when they make it so apparent. Looking back and forth first is a must.

  • It's mostly just a problem for m1 killers with no chase powers or map pressure.

  • Awhile back, the Maurice skin sound effects could only be heard by the killer and NOT survivors....but now the Maurice skin sound effects can't be heard by the killer, either. It just got worst. XD

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407640#Comment_3407640

    that's not a critical problem that is a layer in the game... if it was a 2 or 3 second ability you'd have an argument but complaining about a 0.5 ability is just stupid. it had to be thought about, now there's nothing to think about because most survivors are just going to sprint away or balanced landing etc... that's not engaging for either player

    It's really just killer privilege, you don't want to have to think about anything and just be able to down a survivor as soon as you're close to them.

    It's not just a .5 second ability, though. Going up to ANY injured survivor would always end up being a chase for a good 2-5 seconds before being "allowed" to take a swing.....for every survivor. It got pretty ridiculous. It got so bad, sometimes killer would intentionally swing and miss just to "blow" someone's DH so they could follow up with the real attack without giving the survivor a speedboost from the faux attack.......even if they ended never having DH, at all. When killers are just swinging at air constantly (and yes, even streamers like otz and spookyloopz would see this happening often - even calling it out when it happens), then there is something wrong.

  • @smartemarte said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406090#Comment_3406090

    are you for real? "abuse" a 0.5 second ability that you just have to bait out? I'm honestly baffled at how some killers can't grasp how to bait a 0.5 ability but a 100% guaranteed sprint burst right as you swing for them and miss is ok ? LOL

    Baiting it out was not the issue. The issue was it became so common that every killer felt it required to just stay on survivors' butts for a few seconds. That means killers were actively being discouraged from attacking survivors, and that's a foundational critical problem.

  • Devs stated this is a feature. Feels more like an exploit of a bug, to me, but it is what it is. I'm assuming it's too much trouble to try to fix the bug, so it's just a "feature".

  • @ShroudedGhostFace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405471#Comment_3405471

    You should practice using Ghostface’s “Driver’s License” add-on if you don’t already. It let’s you explode gens for 20% progress and gives you crazy map pressure.

    Also, use the perk Play With Your Food. It helps you get the exposed downs you otherwise wouldn’t get.

    Hit and run will never be a viable strategy on Ghostface. He’s an insta-down killer that needs to pick his chases very carefully and end them quickly.

    Problem with the drivers license is that, at least on higher MMR, survivors will position on a gen where you can't stalk them from a distance. If you're not on higher MMR, driver's license is helpful, but you have to make a decision, do you regress the generator and lose an expose down, or do you do an expose down, but lose out on the gen regression. Early in the match, you can get away with exposes up close and get both the gen regression and a down, but mid to late match, they'll leave the generator the moment you peak a corner unless you're far enough away, but again, you're giving away exposed hits doing that.

    Another problem is that he is revealed so easily (survivor's don't even have to look at him to reveal him anymore. I've revealed a ghostface several times when he's behind me, it's silly), matchbook is almost necessary on him, and you'll definitely want to be running philly. What should be basekit isn't, so you can't afford to really use any of the super helpful addons. Re-stealth and quicker stalking is painful to miss out on.

  • @Nirgendwohin said:

    In what regions you guys are playing? @Unicorn @GannTM @Pulsar @RpTheHotrod

    Mid-US. A friend of mine was also having the same issue in Eastern US.

  • Today has been super weird. A lot of weird hits going on, throwing a pallet only for it to not throw, getting unhooked but just get teleported to the injured animation while skipping the unhooking animation, and killers getting far more unusual off-hits. Probably server related?

  • My main is Ghostface, so it's pretty terrible for me. Gens just fly, and there's literally no way for me to get a gen back down to a manageable level. I essentially absolutely must run around like a madman putting as much pressure as possible with hits which means less time actually doing stealthy plays. That means constantly chasing people off gens without stealth. Ghostie just simply can't keep running back and forth at gens in a stealthy manner, now. PR was his saving grace since it allowed him to actually leave generators and still have some protection on them. He's too weak in chases, but before, at least once you finished a loop, you could use PR to recover some of that chase time. Not now. Now he has to 3 gen camp, and it really sucks. His winning option is to hit and run constantly now which really takes away from his fun stealth factor. It's essentially a race of hooks vs speed generators with no room for the fun stealthy and spooky plays (which while less effective, were still mangeable). No more wiggle room. Now it's just a race.

  • @MorgueTheMerrier said:

    https://us.v-cdn.net/6030815/uploads/PJOVT0RSNMQ2/20230419020618-1.jpg

    I was a survivor that also had their HUD disappear. It happened after Tier 3 Tombstone Myers grabbed my character mid locker entry animation. The Myers was running Distressing, Play with Your Food, No Way Out, and Bamboozle. If needed, I can provide what the screen looked like without the HUD.

    Seems this is Myers specific, at least so far.

  • @FatallyIconic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403885#Comment_3403885

    Yes, because Deadlock, Corrupt, no way out and Eruption are all terrible perks that don't slow the game down. Meanwhile you could just tunnel someone out early anyway. No perks needed.

    You have the incorrect assumption that every killer tunnels. Corruption is a one and done deal, and the counter is simply moving onto another gen. Killer is down a perk for the rest of the match for little gain. Deadlock is pretty decent, as is eruption.

  • Revert all our regression nerfs, even the old ones, and you got a deal.

  • The game revolves around counter-perks. If you find aura reading is too strong, grab distortion. It hard counters aura reading...and it gives you an advantage because the killer will likely think you're not nearby at all depending on the perk. For example, if he uses Nowhere to Hide and kicks a gen, and you get your aura protected, he'll think no one is around and leave - which lets you IMMEDIATLY hop back on the gen while he leaves for a solid 30+ seconds thinking the area is clear. That's incredibly strong.

  • I think DH just needed it's speed boost removed. It's enough to get you to a window or a pallet, but the speed boost on top of it was just too much.

  • Gens should get blocked depending on how much regression is "wasted" for gens that get hit for under the full 25%.

  • I'm not saying they were or were not cheating, but I've seen a decent amount of pictures where the hatch has spawned with 2 survivors left. Not sure if it's a bug or a cheat, but it certainly has been reported as of late.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394186#Comment_3394186

    The new PR is basically 2 old PR procs (25 vs 30). Yes it is more punishing if you waste a proc but shouldn't game sense fix this problem? Like the games were it would be wasted the most are game where player don't hit gens hard. I don't find I need strong regression in those game in the first place. There is also a limit on how many procs you got with the current version. The only difference I see is that you hitting a gen with no/low progress is going to hurt more with the new one. I don't see how that is a problem when I take my experience on when that scenario is most likely.

    Game sense doesn't always help you here. You can't possibly keep tabs on all survivors and their exact whereabouts, along with knowing exactly how much progression a gen is - especially considering a gen can go from 0% to 100% in under 30 seconds these days. You're heading to a hook, survivors complete a gen. "Game sense" would unlikely help you here.

  • @FFirebrandd said:

    What they could also do is make it so PR blocks the Gen it hits for however many charges it doesn't eat.

    So a 0% gen would block for 22.5 seconds. A Gen at 10% would lose the 10% then block for 13.5s.

    I think this would be a great idea.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393411#Comment_3393411

    I mean isn't that true in the current game? I don't see games where PR procs do nothing to also be the games where I struggle. Those are the games where the players arn't glued to gens and a single gen being done means there are zero additional gens that have progress.

    It's a huge difference, because with the nerf, you only get 4 uses. It didn't matter previously because you could use the scourgehooks as many times as you could hook people on them. If it didn't have an effect, no biggy. Now it will be a huge biggy, because it has so many counters and downsides, and could ultimately provide absolutely no value to you whatever due to only having 4 a match.

  • @Steakdabait said:

    weak killers are weak because they lack one(or more) major elements that are required to be a strong killer.

    Clown will always be weak due to no map control

    Ringu will always be weak due to no chase power etc

    The killers that are straight up just missing key features needed to dominate a match are hard to make strong without making them unfair in someway. Take old deathslinger for an example, He was one of if not the most brutal killer in the 1v1 outside of nurse/blight. You only could run a deathslinger for any amount of time if they were a weaker player but he wasn't OP because that's all he had. He was extremely oppressive in the 1v1 but just because he had an average winrate doesn't mean he was in a healthy state.

    Weak killers need buffs, simply put. I'd love Ghostface to have a looping tool built-in. The fact his power can be completely stolen is silly. I'd love to see his crouch actually have some sort of actual function. Would be nice if it at least muted his footsteps.

  • @Trollinmon said:

    Shame no big meta shake-up, but PR changes look great with the base healing at 16. 4 hooks on all different survivors is equal to getting 6.6 old PR procs. Should be way better early game.

    that's not true, though. New PR could easily get 0% regression per hook if survivors finish a gen prior to a hook.

  • So now Pain Res, an already heavy RNG perk with multiple counters, now can put killers in a position of being punished for hooking survivors? Survivors finish a gen, you get the hook off, PR activates on the next gen in line at 0%. Huzzah. It needs a safety element where a token is not lost if it doesn't get its full 25%......and considering how terrible the perk is now, it should have its scourge hook requirement removed and work on any hook. Also dead man's switch's duration nerf needs to be reverted since, as in the devs' own words, was nerfed because of it's strong combo with PR (which is terrible, now).

  • @Monlyth said:

    Healing Nerfs- No complaints. Self-healing was the problem, not altruistic healing.

    Hillbilly Changes- Good choice. I would consider making Engravings basekit at some point, though.

    Dead Hard- Less than ideal. The perk is just Off the Record now, but worse in almost every way. I could see this being used in a Decisive Strike build with OtR, but never being used instead of OtR. That being said, the Live version is way too prevalent and the first PTB version encouraged tunneling, so I don't really have a better idea for a nerf.

    I think it's just going to fluctuate between overused and barely usable so long as it remains an activatable Exhaustion perk. I'd rework it to do something completely different, but that's probably off the table for this update.

    Pain Resonance- Strongly approve of this. It looks powerful enough to actually be usable now, and I'd gladly run a regression perk that rewards me for not tunneling, if it gave enough value.

    Considering that you have a solid chance that your token gives you 0% regression, I'd say hardly anyone who knows of the changes will be using this perk. People finish gens all the time just before a hook. That means the next gen in line gets hit which more often than not is well under 25% since most survivors are all group rushing gens.

    @randonly said:

    pain ress woul be very greatfull if they remove it from the scourge perks, just by hook normally with the regression values buffed now, since have 4 tokens.

    Absolutely needs scourge requirement removed at this point.

  • @Mandy said:

    This is a pretty hefty nerf tbh. The perk can't be used in the first chase, it can't be used until you've earned it - that's pretty big. Really surprised that you think this is a small adjustment.

    I don't really see "I got unhooked" as me earning it. However, at least it's limited to two times per survivor. Still, killers will have the same issue - being discouraged from freely attacking a survivor. It's a bit silly killers should be afraid of taking a swing at a survivor.

  • My issue with PR as of now is that you can get 0% from it. Survivors are at 90% on a gen, you're about to hook, they complete the gen, you hook, next highest gen is at 0% because they were all gen rushing that last gen. Huzzah, killer just got PENALIZED for literally doing their objective - hooking survivors.

  • Killer main, here. Definitely needs a killswitch. It's no bueno for survivors - making it almost impossible to win - AND it inflates killer kills in their metrics. This means more killer nerfs since their kill rate is skyrocketing with this exploit.

  • If all the gens are miles a part from each other. No chance for a ghostie win if the survivor team is half competent. Usually only happens in the red forest map without the temple, though.

  • @GentlemanFridge said:

    ?

    it's just kate

    her stalk meter is going up

    No joke. It's just a silly happenstance making them look transparent then seemingly vanishing. Just looked like one of those jumpscares from old video games.

  • @[Deleted User] said:

    I leave them and go for the next person. If they're still AFK after that, they go on the hook. If a killer immediately downs and hooks an AFK player at the start, I assume that killer has no kids, pets, or general life responsibilities at home.

    You could use that same logic throughout the entire match. Someone goes afk mid-match? Could be any of those. Should we just leave them be? I'm more in the realm of, if you got things going on, it's best not to queue up. If things come up, it happens, but that type of scenario isn't limited to just the beginning of a match. If the match is live, it's go time.

    I'll typically hook them, because that's on them putting their team at a disadvantage, but if they get unhooked and remain afk, I'll leave them there since I'll know once they are back from AFK (no more exploding crow notification)...plus it sucks if another survivor goes out of their way to risk themselves to unhook only to be facing an AFK. I'll typically leave the AFK hook area alone.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384890#Comment_3384890

    Gen regression is there to amplify your tempo. PR and old pop made downs regress gens and then the survivors had to save and reset which if you were getting fast down could stall the game. The healing changes are basically taking the new role in that regard. Low tier killers are should also be better in this meta if you weren't doing gen kicking.

    except for low tier m1 killers with no chase power. They depended on PR.

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