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RpTheHotrod

RpTheHotrod

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RpTheHotrod
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  • Got a video?

  • What sucks imho is they nerfed a generally okay perk just by the off chance someone used it with another perk. They should nerf combos, not individual perks.

  • With the amount of gen rushing builds people are running, strong regression is practically mandatory.


    I'd rather they just remove generator regression perks and gen speed perks entirely. Would make balancing far more easier. Gen speeds were increased, so survivors run gen speed builds. This causes a reaction of killers now needing to run heavy gen perks. Now, survivors who don't do gen speed, or killers who don't do gen regression, are finding matches no longer viable to win. Long story short, both sides are forced to run speed/regression perks, and any side not running them will inevitably fail. It's an endless cycle of cause and effect.


    Not to mention, gen speed/regression perks are some of the most uninteresting or engaging perks in the game. Would be far better to remove them and have a baseline balanced gen system to make room for more fun and engaging perks for use.

  • I'd rather have DMs back to 45 seconds and not interact with Pain Res. Why on earth did they have to nerf a half decent perk in the process of fixing an issue with an entirely unrelated perk? All they had to do was make merc storm have a max amount of skillchecks thrown to the survivor.

  • Seems every other match has someone running a subtle cheat such as running slightly faster or being immune to grabs. One I see a lot is hitting a survivor cleanly and they don't take a hit. Also had a 4 man the other night that had unlimited endurance. That was "fun".

  • The good news is RPD is a terrible map for the dredge. Hardly any lockers are near generators. RPD is a walking simulator for Dredge.

  • Splitting an already low populated community would be a quick way to kill off the game.

  • @[Deleted User] said:

    Just wild speculation but because killers are stacking slowdown perks, survivors are countering with PT and speed toolboxes. Becomes a cycle and ends up bad for players who don't load up on gen defense.

    That's definitely hitting me hard. I'm a ghostface main. That's difficult as it is, but I used to get away with just pop. Now that it was nerfed and everyone is running gen speed builds, I'm effectively forced to run two gen perks. Sucks because it takes away from running less optimal but fun perks.

  • @mischiefmanaged said:

    I mean if the survivors are getting mad at you that's not fair because it's not like your expected to peruse the bug reporting section constantly with a fine toothed comb, but there are a few reported bugs that Overcharge continues to regress after you've hit the skill check.

    https://forum.deadbydaylight.com/en/discussion/336133/call-of-brine-and-overcharge-cause-permanent-ruin

    If this is really acknowledged, I'm a bit surprised that Overcharge hasn't been kill switched. I guess it's because it's not "literally breaking the game" but permanent ruin just for kicking a gen once seems strange to allow?

    Also surprised considering it's inflating killer success numbers. I usually use overcharge, but I swapped to eruption until it's fixed. Rather not have a cheated edge.

  • @IsJustMe said:

    https://forum.deadbydaylight.com/en/discussion/337769/jaws-dlc-confirmed

    I though the same 🤣

    Underwater Map + Jaws as new license

    and like @dugman says ... yes i would buy it

    Nintendo's Ninja Turtles ruined underwater levels for me indefinitely.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098264#Comment_3098264

    I would guess prestige levels.

    whatever that has to do with mmr

    Doesn't have anything to do with mmr, at all. /shrug

  • @Bupkiss said:

    I can not see that I got any sort of bonus for the 26 characters I prestiged before the update. No blood points or shards. What was the bonus supposed to be for those who prestiged prior to the update?

    Bonus Prestige levels. Also a special character portrait if you got them to P3 before the update. The bonus levels were super nice because if you got a character to P1, then after the update, they were automatically leveled to P3 which means their perks are now maxed out for use by all of your other characters of that class (survivor or killer). The other Prestige bonus levels depended on how many perks that character had access to. The highest you could reach was Prestige 9.

  • Spinechill got buffed. Now the moment you are within 36 meters of a survivor with spinechill, they are immediately notified. No line of sight needed. No terror radius needed. It effectively removed stealth killers from the match.

  • @tester said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096732#Comment_3096732

    Yes, you do gens when you see killer camping. But that's the thing with GF. You don't see him camping, but he sees you coming for unhook and exposes you.

    Only takes once. Now you know what you're up against. Adapt.

  • @Huge_Bush said:

    I prefer stealth but I've recently been enjoying chases as long as matchmaking works and doesn't give me a killer who is much better than me. I just wish devs would stop with the aura reading perks and barren maps like Poo Poo Bird Ladys bushless map.

    I hear Distortion's buff is pretty good to counter aura reading.

  • That's kind of the point of a perk existing - to be useful. What do you propose to change it to? Also, if you know they have BBQ, you can counter them and really throw them off by simply entering a locker. Now they think you might be near them and waste their time looking for you nearby.

  • @Remedicist said:

    When I play Trickster, I'll sometimes try getting knife hits through windows and small cracks in the walls of shack or other structures instead of following them directly and hitting knives when I can. Less optimal but more fun and stylish tagging them with knives that way.

    Btw, I love doing that with Ghostie as well!

    New BP category unique to Tricker - Style points! XD

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096581#Comment_3096581

    smart tunneling is taking advantage of survivors playing poorly. Some situations where tunnelling is a smart thing to do:

    • the other survivors arent really doing gens so you can commit to a longer chase in order to kill a survivor more easily later
    • survivors are hyper altuistic and take a lot of hits for the survivor you tunnel (usually swf); this gives you a lot of free hits and sometimes downs
    • one survivor is playing way worse than the other survivors; getting rid of the weak link is always smart
    • the survivor you are tunnelling runs towards gens that are being done; now you pressure gens while chasing
    • the survivors are farming; just because you unhook right in front of me while i play executioner doesnt mean i wont use my ability to hit both of you and then m1 the unhooked person and send them into a cage

    scenarios where you arent punished for tunneling a survivor and scenarios where it is just the best thing to do to get that survivor out of the game as quickly as possible. Most of these can be countered by playing well on the survivor side.

    Ah! Apologies. I meant that mine is only specifically about people who JUST got unhooked. You'd still be welcome to tunnel anyone otherwise, but this is strictly to allow an unhooked survivor a chance to "reset".

  • I dunno about you, but if I see a killer camping a hook, I just do gens. Easy win for survivors (though does suck for the person being camped).

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096525#Comment_3096525

    I saw that post a while ago but imo this solution was a bit over the top.

    It requires a completely new system to be developed and added and it punishes smart tunneling.

    IMO smart tunneling should be hard but not made literally impossible. If someone plays bad and gens arent being done, tunnelling is okay.

    Your idea while nice, would make good plays impossible.

    I'd welcome an example of smart tunneling. I'm not saying it doesn't exist. Just examples would be valuable.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096533#Comment_3096533

    Fair enough actually. I guess I'm just not a very good killer because I feel guilt when I catch them like that. But that's just me not just playing the game right. It's not an unfair situation I'm just bad at not worrying about the survivor's fun. Which is not something any killer should be responsible for. To play to win for your own fun and so do they. That said I can't get over it sometimes. That's a good addendum to my concept. Completely cut out the chain nerf.

    Aye, poor player play punishment is part of just about any game. BHVR themselves made jolt have no cooldown, as survivors playing in a poor way that puts survivors in a chain downing spree punishes them by jolt knocking down gens multiple times. Also the same in Chess, if they leave a valuable piece unprotected, they get punished by having the piece taken.

    The game works both ways. It's not just what the opponent is doing, but also what you are doing.

  • The whole point of it being difficult to break the chain in the open is, well that is the point. When going up against a deathslinger, it's all about positioning yourself appropriately. Getting caught out in the open is essentially punishment for giving the killer the opportunity and ignoring your defenses (line of sight breaks for the chain). I don't think the chain needs a nerf for people being in the open. That would just encourage lazy and inefficient gameplay from the survivors since they are at less risk.

  • @deKlaw_04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978691#Comment_2978691

    problem is that you don’t know if he has tombstone.

    If he's not going for attacks and is taking awhile to get into higher tiers, he's tombstoning

  • I rarely slug, but if I do while going after the final survivor, I usually let the slugee get hatch as an apology lol

  • I have find I have the most success with deathslinger over my other mains. What difficulty is people having? I know he's weaker than other ranged killers such as huntress. To be transparent, the only other killers I play are Ghost Face, Myers and Dredge.

  • @Remedicist said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032678#Comment_3032678

    I know he definitely has an audio cue but I've never been able to hear it. Is there a video of it somewhere?

    It's on his wiki page.

  • I posted an idea awhile back to address tunneling, though camping isn't covered.


    https://forum.deadbydaylight.com/en/discussion/333194/unusual-suggestion-to-address-tunneling-off-hook-vs-endurance-solutions-lets-get-the-entity-involv#latest

  • @catnipthegreat said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094098#Comment_3094098

    not true. if it was true it isn't anymore. That's why killer queues take ages right now. nobody wants to play survivor.

    I'm just explaining why killers get more bp. I don't think BHVR should be making a knee jerk reaction to bp changes because of a temporary temper tantrum survivors are having. Survivors are already starting to play normally again now that they've had a chance to figure out new ways to play the game.

    That being said, DS 3 second stun was unwarranted.

  • I was thinking about this, as well. Right now, you can even use it to tell the exact moment killer drops chase without the need to look back. This effectively removes the ability for killers to fake chase which causes a survivor to think he's being chased and run away from the gen area for a short time. It also removes the ability to catch SWFs off guard when their buddy in voice chat is reporting that they are being chased.

  • There are also far less killers. More bp for killer is designed as an incentive to play them.

  • @Zeidoktor said:

    It also retains synergy with perks like Surveillance, which you can take advantage of.

    Unrelated but I've been having the idea to see if I can get Ruin to deactivate through a Pig's head pop vs a Sacrifice.

    Problem with surveillance is that it ceases to function if using perks that also color aura gens, so it's value is severely limited.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093518#Comment_3093518

    For people that used Spine Chill to pre leave generators, the new spine chill is much more powerful than the old spine chill. With the old spine chill, a survivor would see the icon light up, and assume that meant the killer was walking towards them. With the new spine chill, if the survivor isn't moving, then the gradual meter tells you exactly when the killer is moving towards you, down to the slightest movement.

    I think it's unhealthy for the game. With the new spinechill, you don't even have to have situational awareness. For example, when I run it, no need to look around. You have a perfect safety bubble so as long as the icon isn't lighting up. Going against a stealther? As long as it's not lighting up, you know you're sage. No need to see if they are stalking you you. No need to keep an eye out. Don't even have to look anywhere other than staring at the icon. A guaranteed safety bubble really takes away from the thrill/horror theme, as well.

  • @Tranquil_Blue said:

    Just to help people who are still confused about this: currently, Spine Chill DOES light up ANY TIME the killer is within 36m of you (even if they are Undetectable or if you are Oblivious). So, in a sense it "hard counters" stealth killers or Oblivious (especially at the beginning of the match).

    But, as dugman says above, knowing they are within 36m of you doesn't always help you. In fact, it might make you waste lots of time hiding while the killer is actually going after someone else. Think of the perk Premonition, which even tells you the direction the killer is in, but is generally seen as a very, very weak perk.

    The key effect of old Spine Chill (telling you when the killer is actually looking in your direction) has very much been nerfed. The only way to know that the killer is looking in your direction is that you see a speed increase on your progress bar (when Repairing, Healing, Sabotaging, Unhooking, Cleansing, Blessing, Opening, or Unlocking). Even worse, you only get the speed increase if they have a clear line of sight to you.

    So, if you are walking/running/hiding or if the killer is behind a wall, Spine Chill does NOT tell you if the killer is looking in your direction.

    It does, however, make it literally impossible for a stealth killer to ever sneak up on you. It essentially invalidates their while point. That would be like a 36 meter safety bubble where traps don't activate, or where deathslinger can't fire his gun. 36 is more than enough distance to get away from the killer, and it definitely let's you prevent ghostface from getting any meaningful stalk in.


    Spinechill's automatic 36 meter detection should not detect undetectable. One perk should not unvalidate an entire killer class especially considering itsthe class having difficulty being viable as it is.

  • @amazing_grace said:

    I can definitely say as a survivor, the overcharge skill check can hurt when you're losing that extra 5% gen progress and there are multiple slowdown/regression perks, but I can also say that hitting that skill check can give the killer a false sense of confidence that no one tapped the gen.

    I will usually hit it about 60% of the time (embarrassing for the hours I have but my laptop isn't the best sometimes) and I noticed that the killer will tend to just leave the gen if I do hit it, so it can definitely become a bad crutch if you rely on survivors just being unable to hit it.

    Very true. I honestly only use overcharge because the other options suck. Jolt is too rng of being in the right place at the right time, pain resonance requires rng placement of scourge hooks, eruption is okay but does nothing if you're in a gen protect and chase off taggers situation where downs are difficult. At least overcharge helps over time with regression without the need for downs, so as long as you can keep enough pressure to keep survivors off the gens longterm. That being said, you do have to stack it with brine to make it worthwhile.


    I hate using gen regression perks, they simply aren't fun, but the new meta for survivors is gen speeds, and being a ghostface main that has weak chase power, I have to run perks for gen control.

  • @Cleverotter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092744#Comment_3092744

    It’s just a rumor though, so it may not be true. I have noticed more suicides on hook after the update though… stay safe out there dude :)

    Oh it's true. I had a game where someone's name was "BHVR please" and just AFK'd the entire match.

  • This has nothing to do with the game. This has to do with a hacker. You can't have balance versus a hacker. Irregardless, catering to survivors would also have less killers in the game. No killers, no game to play. Works both ways.

  • 2 nights ago it blocked the world "usually"

    I was being a nice killer, and they said thanks for being nice. I said I usually play a nice killer.

  • It's pretty terrible for stealthers. They need some love, at least ghostface does. Super easy to reveal, so he's just running from gen to gen without much ability to use his power. That comes down to individual weaker killers needing some love, but buffing killers as a whole more isn't the answer, I don't believe.

  • @Crowman said:

    I don't think this is a bug.

    Eruption was released with the fact it highlights the gen yellow and I remember the ptb many people pointing that out and it was never changed. Safe to say it's intended that Eruption and Surveillance don't synergize together.

    Well, with Eruption prioritizing a color "just because"...as in there's no reason it should even show a color, it's causing another perk to entirely cease to function. That sounds like a bug, to me. If it worked the other way around, then both perks would function.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3088853#Comment_3088853

    You're right. It's still not enough. Play Pig. Play Ghost Face. Play Freddy.

    It's still awful for stealthers, for sure. At the very least spinechill should not detect undetectable. The biggest issue for GF, for example, is that he has no chasing power or way to efficiently travel, so he is forced to use up perk slots just to try to maintain gens while he has to chase people.

  • The ironic thing is for weaker killers, especially m1 killers with no map travel power, while before they could get away without gen regression perks, now that survivors are all brining gen speed builds now the weaker killers HAVE to run gen regression perks to compete. I hate running gen regression...less room for creative and non meta perks. However, as a ghost face main, all the extra time spent sneaking around and loop chases requires some sense of automated gen control....especially with the massive nerf ghost face got hit with on the spinechill buff removing his stealth once he's within 36 meters of a survivor.

  • It's still worth running, imho. Been part of my setup for awhile even pre buff. Being able to identify a 3 gen situation early and breaking it is often saves the match.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3089774#Comment_3089774

    I can post the videos, but they have the names in them so i think it's against forum rules.

    You can block the names out.

  • The sound is also bugged and stays persistent throughout the match even once you disable the effect through hooking.

  • Just had a match where someone just AFK'ed the whole match with the name of "BHVR please"

  • I've had an unusual amount of instant complete gens over the past 2 weeks. I'll give you that. My favorite defense was (we are all 4 running prove thyself. Let's us finish gens in 15 seconds". Uh huh

  • @MasterGS32 said:

    As a killer main I also try to avoid tunneling and camping, cause I try to have fun. Maybe that's why I don't understand why other killers have to play like that. For example, when I play Blight I literally play him perkless, just for fun.

    On the break topic, I guess it's a good thing that Smite has grown on me lately. Maybe I can swap to it being my game of choice for a while.

    Dunno about these days, but Smite is a solid game, at least when I played it. I mained Janus, Nox and Aphrodite.

  • I've never been a fan of going up against him. A killer with built in wall hacks and built in speed hacks? Not sure what they were thinking.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3087703#Comment_3087703

    That’s not necessarily true. It also provides information which direction the killer is headed after a hook if they do decide to leave - especially when coupled with Open Handed. I’m also of the opinion the killer aura reveal is what should stay a part of Kindred. While also boosting teammate action speeds while hooked and the killer stays too close nearby.

    They could make it where it only activates after 10 seconds have passed since the person was hooked.

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