Sarrif
Sarrif
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They need to deal with the fact most games are done in the first sixty seconds of a match. Killers snowball super easy and a lot of them just aren't that fun to play against.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762633#Comment_3762633
Yeah the fix is still simple, even if you don't like it.
It's not a fix, if it breaks another things.
I can see there's no hope for any productive conversation here and any amount of evidence or examples will be brushed off or ignored.
They just need to be good ones, but you don't have that.
they are more or less hot garbage and not worth the time investment to use in most cases due to how easy they are to counter and how little value they give in return.
We still use CoH in SWF and most games I lose is because of Exponential... Well, that's more about the type of groups that use it rather than perk itself.
CoH is 8 seconds saved (so 16 in total) for each heal there. It's amazing for bodyblocking against tunneling.
So I'll digress, we have different wants for the game, I prefer a fast pace game where things are happening and you prefer something more akin to chess.
I want good chases from my games. Your idea of game limits that a lot.
Wanna fast paced game? Alright, let's see how players would like remote hooking basekit. We could lower overall gen time with that change. That's definitely going to be fast paced, basically nothing but chase.
I'm just not interested anymore as these are just verifiably untrue to anyone with experience actually playing survivor. Circle of healing actual time saved is going to be a lot less in real games as it takes multiple survivors being there healing together. So instead of two survivors healing somewhere else they have to run and move into the boon to get value out of that and that's assuming they aren't far away enough for it to be a net loss in time save as they then also have to move back to objectives from the boon.
Anyway, have fun but this is kinda boring at this point and I've made my point so peace out. Congratulations you win the internet argument I'm done.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762622#Comment_3762622
Then have some basekit unbreakable features, again you are creating issues with very simple and obvious solutions.
Hell no, that just creates even more issues. As long there are things where slugging is only counterplay, or there are powers requiring slugging to be effective, nothing as basekit unbreakable should touch basekit.
"Fix is simple, just give meta perk basekit". What an idea...
Anyway, I mentioned several other basekit mechanics killers have to catch up, why are you singling out only one of them?
Alright
resource depletion via pallets breaking
Not a catch up mechanic. That's simply progression of the game.
Survivors get to deplete generator charges, is that catch up mechanic because of it?
for every gen popped there's no need to patrol another quarter of the map roughly speaking.
For every gen popped there is bigger area where survivors can run without worrying about hindering teammates.
If I chase killer there, then killer is screwed. Even he hooks me there then there is very little pressure from this, because he can't stay unless he is planning to lose...
So it's not like survivors don't get any advantages from finished gens. They just created "safe" area for them to chase/heal/boons.
So again, not a catch up mechanic.
And basekit 5% gen regression.
To some extent yes, but at cost of nerfing all meta slowdown perks and 3-gen feature was introduced.
But it works whole game same, so what exactly is about that to catch up. Catch up mechanic should increase in effectiveness, or be used only when needed, no?
So you wanna butcher all gen speed perks for few % increase when survivor dies? I highly doubt survivors would accept that.
3-gen was basically catch up mechanic / playstyle for killers and that got nerfed.
Yeah the fix is still simple, even if you don't like it.
Second, I can see there's no hope for any productive conversation here and any amount of evidence or examples will be brushed off or ignored. Take your mention of using boons for example, they are more or less hot garbage and not worth the time investment to use in most cases due to how easy they are to counter and how little value they give in return.
So I'll digress, we have different wants for the game, I prefer a fast pace game where things are happening and you prefer something more akin to chess. I respectfully dislike that kind of game. -
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762586#Comment_3762586
I don't know why you think I would not be okay with a balanced and fun game.
Because it's terrible idea
Slowing gens down means 3-gen and slugging on rise. I don't think anyone would enjoy that.
If you increase speed whenever survivor dies, then there was kinda no point on killing that survivor, when it often increased survivor's efficiency on gens.
Bloodlust is a catch up mechanic dude
Catch up mechanic for chase, which many killers can't access. It's there literally only to fix weak killers and broken loops. It's not something to be used in every game no matter what.
What you are talking about is catch up mechanic for the result of whole game, which would be kinda difficult to not get use of.
You think it would improve behavior SWF and soloQ? If they feel like survivor wasn't good enough when he gets hooks, they actually have valid reason to let him die on hook. That sounds as terrible idea to me.
Then have some basekit unbreakable features, again you are creating issues with very simple and obvious solutions. Anyway, I mentioned several other basekit mechanics killers have to catch up, why are you singling out only one of them?
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762297#Comment_3762297
Bloodlust is killer specific thing, bloodlust doesn't really work for most killers and waste tons of time to use.
Your catch up mechanic equivalent would mean slowing survivor's repair speed for each gen finished as long they are all alive. 3-gen would be back on menu...
You fundamentally misunderstand the situation, people tend to want to play the game.
Amount of survivors to DC or suicide on first hook suggests otherwise...
You fundamentally misunderstand the situation, the situation where SWF snitch on soloQ has nothing to do with gen speed.
Even if you would finish all gens for them, you would have groups to do this. It's not about escaping for them, it's about that survivor not escaping.
Bloodlust is a catch up mechanic dude, literally there for killers that can't chase properly. And yeah if there's four survivors with little to no hooks I'd be okay with having gens go slower or giving more to the killer. I don't know why you think I would not be okay with a balanced and fun game.
Second yeah some people do DC or suicide on first hook but from what I see most of the times that's from the other survivors just kinda wasting time watching paint dry while they were in chase. -
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760560#Comment_3760560
Oh really? Tell me then.
Catch up mechanics or alternative win conditions. There's no way two survivors could repair gens against a competent killer and god forbid there's more than one gen to fix. This is what causes people to hide for a half hour hoping the other will die because the match is objectively hopeless except for the hatch.
If you reduced the gen times per survivor dead that would not only fix the tunneling issue but also solve situations like this where the only real option is to wait for your teammates to die or sandbag them.Catch up mechanics are already in the game for killers. They have blood lust for when killers are sucking at chases, resource depletion via pallets breaking, and for every gen popped there's no need to patrol another quarter of the map roughly speaking. And basekit 5% gen regression. So there's not really any reason not to have catch up mechanics for survivors as well at this point.
You fundamentally misunderstand the situation, people tend to want to play the game. If there's no chance at winning the normal way then they resort to stuff like this, not the other way around. -
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760312#Comment_3760312
There will always be hopeless situations on both sides. You can't really fix it.
Nope, there's plenty of things you can implement to prevent that from happening.
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The only solution is to stop treating all killers the same. Broken and overpowered killers need stuff like 60 second gen times while slow and more balanced killers could probably do with stuff like basekit corrupt or longer gen times.
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I'd say keep it at revive 1 survivor in exchange for one hook state. Being able to revive everyone is a bit too strong though it would be good to encourage killers to not tunnel as much.
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I'm a bit more hesitant for Mastermind but your right, main reason Billy sucks now is because you can outplay him five times in a row but still end up loosing because there's no real penalty anymore for him missing a chainsaw besides a like 0.5 second animation.
Blight is still a blight on the game and while he does technically have a cool down it's not really noticeable to any extent.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754865#Comment_3754865
I would go further and say full server side validation.
It could be delayed for what i care (to secure a smooth gameplay). But it would surely keep a lot of cheaters away, as it would detect when someone did something that should be impossible.
Say less, fully with you there.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752688#Comment_3752688
Fun is certainly not an objective opinion
So, to be clear you would be fine if survivors just could never die even if they mess up?
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Sever side hit validation.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752678#Comment_3752678
You will and absolutely can capitalize on it, just not indefinitely
Still not fun
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747997#Comment_3747997
You're not supposed to last against him forever, even though that's usually what happens. Without Bamboozle, what loop can he easily get you at? Basically nowhere.
Yeah and that's not fun. If the killer ######### up massively then the survivor should be able to capitalize on it.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747925#Comment_3747925
Ahh yes, because the killer gains map wide aura vision and the only counter is to go into the basement. After all Weave Attunement doesn't have any restrictions and is permanently active. You definitely cannot pick up the item again and the range isn't restricted either. This is truly one of the comparisons of all time.
Yeah it goes give map wide aura vision on some maps like hawkins or rpd. And even on more open maps the counter for survivors is to go and find an item and then waste time taking it to a dead zone all while your aura is revealed or you are oblivious.
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Yeah you hit the nail on the head. The issue with Billy now is that even when you outplay him and he misses you there's only like a 0.5 second cooldown before he can m1 you or try to insta down you again so it never feels like you can do much against him even when you do outplay him.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747935#Comment_3747935
The entire point of this thread was Weave by itself. I'm not trying to argue the strength of a combo. If I say it's super duper amazing broken if combined with stuff and agree with you... can we then get to the topic? The trigger for this perk basically requires survivor cooperation or for me to tunnel someone so their item ends up on the ground. Can you reasonably think of a scenario where this perk functions by itself?
Okay fine, it functions by itself by hard countering chest builds and draumaturgy.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747925#Comment_3747925
That would be a terribly underwealming survivor perk if it took a basement camping Bubba to function, lol
Edit... reread your comment and saw my misunderstanding. My point being, the perk by itself is almost entirely useless since it requires survivors to willingly ditch their items. Is there any scenario where weave by itself would be functional? Not even GOOD, just... work.
Okay and? If something weak when combined with another thing is broken then it does not matter if that one thing is weak if when combined with another perk it's broken. Going back to my example it does not matter that the hypothetical perk I gave does nothing unless you use it for all four perk slots, the effect is still incredibly strong.
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Let's say survivors had a perk where the only way to counter it was for the killer to go to the basement for a minute and just wait around and until they did that their aura was permanently revealed. Let's say this perk somehow took up four slots as well, would that be okay balance wise?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743060#Comment_3743060
I actually think they also need to do something for survivors to basekit deal with camping and tunneling. Yeah.
They should give kindred basekit among other things, but probably need to create a mechanic that deals with tunneling basekit, then nerf/rework perks like OTR and DS.
Sorry, did you think i was an "us vs them" kind of person and don't realize both sides have problems?
Honestly yeah, it's shocking but in a good way.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743060#Comment_3743060
Top mmr does not really mean much, because it is not the same as top level players... Let's just say there are only a hand full of killers that work well against really good survivors...
Well fairly obviously we need buffs to the basekit of many killers, the weaker ones... I don't really think that is comparable to those perks you mentioned though.
I think you are just not playing some killers well if that's what you think.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742084#Comment_3742084
What catch up mechanic killer has?
The later in the game the more killer sided it gets. There's less pallets, less places you need to patrol, resources against certain killers, and even if you play terribly as long as you get one person on hook at end game you can get a minimum of one kill though probably two or more if you run NOED.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742655#Comment_3742655
I like how billy is suddenly in this list these days, and blight still is despite massive nerfs.
But did you miss the part where i said to basically cut gen defense perks in half? The point is to do the thing they do with killers, when something like say:
Hey, deathslinger reload time feels bad when you don't have the addon, so now instead the reload speed being 2.8 seconds and the addon lowers it to 2.3 seconds, the default is 2.6 seconds and the addon still lowers it to 2.3 seconds.
So the idea is, if you take the perks, its probably about as strong as it was, and if you don't it doesn't feel bad. How you translated that into "i can't believe you want to buff nurse" is beyond me.
The fact that there is only a handful of competitively viable killers at top mmr, yet there are 30+ killers, is a big problem. We need to be fixing the 30+ killers that need to be fixed before we worry about the couple of ones that are too strong.
No, there's plenty of killers that are viable at top mmr. It's just there's a handful that have a guaranteed 100% winrate at high mmr because their powers are fundamentally overpowered.
Second, basekit buffs are insanely more powerful than nerfing a handful of perks because that opens up perk slots. Would you be okay if all survivors got basekit off the record and sprint burst but made the perks a lil bit weaker?
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Because he's got too much going for him and him like a few other killers (nurse, billy, and spirit) are the main reason why killer perks can't be too strong or get nerfed. For example while stacking slowdown perks on say trapper is okay it's incredibly oppressive on killers like these.
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@Reinami said:
I think it is bad because it creates yet another number that BHVR will horribly balance. They'll see that nurse has a low kill rate and her number will be high.
The thing that really just needs to be done is what they do with killers where addons become/feel "required" buff the basekit, and nerf the perks.
If killers had say:
- 10% base kick regression
- 200% base regression
- 30 second base corrupt
- 30 second base corrupt on hex totems
- Time to kick gens becomes 2 seconds instead of 2.7
- Nerf all the gen defense perks by about 25%-50% (depending on the perk) or just reworking ones that need it.
Things would be in a better spot, and this would be a good start to fixing stacking 4 gen defense perks, and gen defense being required for the balance of the game.
Wow that's a terrible suggestion, no offense but killers like billy, nurse, and blight should never get any kind of buffs.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742285#Comment_3742285
Luckily the items tells you you are in radius, after you know that it's extremely easy to find the items and move it around
Definitely one of the easiest perks to counter for two perk combo
You are effectively killing an already mediocre perk, BHVR gonna do that anyway but still a bad idea
Indoor maps and keys exist. If we nerfed anti camp because of indoor maps we can nerf a perk.
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It's too much when combined with franklins especially in solo q where it's essentially up to each person who drops their item to deal with it. As it stands free permanent aura reading with minimal counter play besides hope you remember the exact spot you got hit at after escaping chase is not that good. Personally I'd just have it where after two minutes on the ground the aura reading disables for that specific item.
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It's a good idea, we need to break the idea that all killers should be treated the same.
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You're entirely right. There's no survivor catch up mechanics in the game unlike with killers, so there's not really any reason to do anything but hide and hope the other person dies first.
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741586#Comment_3741586
To be fair, you can counter it. You can predict if Vecna will try to do it, and you can also watch his model because he raises his hand right before spawning the skeletons. Sometimes it's super obvious and easy to counter. For example, in a short loop, if Vecna is standing on the pallet and you're on the other end, he's definitely going to try it.
It's hard to say right now because this "tech" was discovered pretty recently. Not only is Vecna new, but playing this way is even newer (less than a week). I've played against Vecnas who did this, and I haven't been hit by it yet. The counter is literally just crouching in spots where it makes sense for Vecna to try this move.
Okay but he raises his hand and when you crouch they just m1 you but they still have their power… so?
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Yeah survivors have been in need of a lot of basekit buffs for awhile now to compensate but I don't think that's gonna happen sadly.
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I mean it should be nerfed if it's uncounterable. If he can just get free hits then that's obviously not okay. Would you be fine if they brought back old brand new parts and survivors can just insta pop four gens?
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Yes
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They are nerfed because they should be. As long as perks have the same effect for every killer it's never going to be fair that a nurse, blight, or billy can stack four slowdown perks and practically have a gaurenteed 4k every match.
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It's better to have unavoidable pallets than the hot garbage that's reworked haddonfield and whatever the heck that one pallet is on the new map.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740021#Comment_3740021
"I was literally in a 4man swf."
Thaf means you win automatically?
It means that we should have had a few escapes statistically.
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@SoGo said:
So it's in a separate queue? That's good! If anyone doesn't like it, they can leave.
Nice to see BHVR learned a bit with the previous events and decided to make this one optional.
Yeah your right, this events garbage and I'm glad I don't have to play it.
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@Neaxolotl said:
Survivors got pretty nice tools too, whether you can utilize it or not is a different matter
No, they don't. The party pallets are hard countered by the stun reduction ability killers got and the fact that even if survivors play perfectly as long as hits are only validated on killers side you can still get hit through pallets.
The window blocker only matters on a few select maps since most of them have gaping holes next to them so it's not like you make much distance by using it.
Which only leaves stealth mode which… it's stealth. -
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740048#Comment_3740048
You just click the button you always click to play the game.
Oh wow, lol I'm dumb. Since I was in a swf I just assumed that the event replaced the normal game option. Thanks this is actually much better.
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@HexHuntressThighs said:
Ummm…. Just play the regular game mode then? People still use cakes in the regular game mode. I’m not sure why you are complaining when it’s 100% optional.
Okay how can I play the regular game mode now?
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@MrBendiix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739936#Comment_3739936
I hope you will have a good time with the killer klowns.
I think I may take a break from the game as well and just skip the event all together. The game feels like its getting more and more balanced towards the top 0.1% that loves to play comp. The game overall and even the event just feels way too sweaty, and I am personally struggling more and more to find the fun in DBD.
I do have 2300 hours and have played for quite a few years now, but I would still consider myself more of a casual player even tho I play a lot, since I prefer to run fun builds or do perk randomizer, but honestly it really feels like if you don't run full meta builds while in a sweaty SWF, you will not have a good time anymore, the game is not casual friendly anymore, and even tho there is no official ranked mode, the game feels like its focused towards the few players that enjoy comp, 1v1 and tournament play, not your average player.Dude I was literally in a 4 man swf. None of us got out. I think I escaped once through hatch. There's no way someone could run an off meta build and survive in this unless your going specifically for hatch.
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@MrBendiix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739918#Comment_3739918
100% and the map reworks has made the maps more and more killer sided, there is more filler pallets, only 1 god pallet maybe and the rest of the pallets are so unsafe that the killer can lunge attack around the entire loop so unless you stun you are screwed.
The event itself seems to be too chaotic tbh, very little the survivors can do to actually help teammates due to instant teleporting hooks, and from speaking to some friends, in almost all matches, they only face Vecnas, that will use the invitation to break as many pallets as possible and if they don't have one then just mage hand and reset it, making pallets useless. and his fly ability bypasses the blocked windows, as he does not vault he just fly.
Plus with the extra items you can get from chests just makes Weave Attunement plus Franklin's Demise gives him permanent auras all over the map.
I also don't know what is going really but every time a big event goes live, all the toxic playstyles comes out, its almost like the DBD community is afraid of fun.
I highly doubt anyone in a match against a nurse that will down everyone, refuse to hook them and just bleed them out is not fun for either side, surely the nurse is not having fun either as they spend a lot of time just standing doing nothing.
I dunno why so many players in this game just loves to ruin the matches for others instead of trying to have fun.
Chaos Shuffle was the only good thing IMO that has been recently as I found in my own personal experience that most killers i faced were playing more for fun rather than just camp, tunnel, slug every match and I honestly had a really good time.
But this event as a survivor main with over 2300 hours is just painful and really boring to play, so I guess if you see me in the fog it will be in the normal queue.TBH I'd take a slugging nurse over what we have. At least then there would be something we can do and builds that could realistically help with it. But what the event is? It's just pain, and it's not even the interesting kind of pain it's just boring. Like, at this point I'm checking out the new Killer Klowns game, it's janky and has issues but at least it's the fun kind of jank.
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@DraculaChad said:
The game hasn't been fun for survivors since 2020. It's not the event. We have a game in which the killer side can get 2500 wins in a row while highst Solo Q winstreak was 30 escapes in a row using keys, old dead hard and old self care.
Maybe your right… I miss old DBD. It was bullshit but at least both sides had bullshit. Now it seems like it's just constantly buffing killers and making the game as toxic as possible.
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Because they literally only affect you if you are hard tunneling.
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Slowdown is not the issue. The issue has always been that for every killer you have the same amount of time needed for a gen. It should take max 65 seconds to repair a gen when you are going against a blight and something like 110 seconds against a trapper.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738222#Comment_3738222
It's not a joke perk anymore. It's pretty decent honestly.
Okay, no let's not kid ourselves here. It's not good and is still very much a joke perk it's just not so bad it's a killer perk anymore.
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@HexNo3_D said:
Hello Everyone, My names kai been playing dbd for about 4 years now or nearing that time (2020-2024) there's a few points I would like to really get across you probably might not see this but here goes…
- Solo Q
This is something I really wanna strongly get this across, simple as solo q survivors need more info where as if its giving survivors, teammates perk info, or as in such a little bit of text option in game so like it would be quick text and the options you could choose would be I'm going for the save! or the killer is around the hook or meg's getting tunneled so really to sum this section up this would be great overall for solo q QOL changes going forward.
2. The Recent Sabo Buff…
Listen I'm not going to beat around the bush, here goes, the sabo buff it's basically lemme put it this way how frustrating it is to go against, this isn't ur typical solo q match right this is 4 man swf's that are all on coms and all have alex's toolboxes with speed addon's etc.…, I don't go against this often but then again we are missing the point right I was in a game with 4 surv who had good coms and was clearly swf'ing, lemme tell you one thing i could not for my life get a single hook right, alllll game. And if im being honest if im playing a game were i couldn't even get just one hook its honestly depressing to go against right, In solo q its not so bad but when they know when ur gonna pick up 2 people are there for the sabo save with breakout aswell might i add and the other two are on gens I honestly don't see how that's fair, buffing sabo was the worst thing that could have happened swf has been buffed and i don't think alot of people realise it.
3. Chucky's Turn Rate (he is my main and yes this might be biased but here goes…)
Right before i start this ain't some rant about chucky's scampering under pallets being removed i was honestly happy they removed it cause i really didn't feel like it was fair at all, I thought shorter cooldown yeah that is great, and i have no problem with it being how it is, but in a way i feel like his turn rate needs to be abit more bigger or maybe some addon's like blights where like it could be like this for example : Ur Turn Rate In Slice And Dice is 15%/10%/5% and have them different coloured addons like brown,yellow and green for example, not asking for alot from chucky cause I am happy with alot of the changes but i feel like this needs to be a thing sorta don't think it needs to be too overboard.
4. Gen Speeds
For this part of the discussion I would like to point out that gen regression perks are not the problem, gen speeds are. Let's bring some numbers into it New Killer thats dosen't know a thing about the game gets builled and ran like a fool right, Gens take 90 Seconds right so with the 5 you have to complete all in all takes about 7.5 Minutes and say if this new killer gets ran for about 2-3 mins that's two gens gone and probably if they split out on gens okay another one about to pop and this new killer has nothing to do to defend themselves. So I think to make this better (My Solution Would Be To Either, Extend the time it does to do gens from 90 to 100 seconds or Make Base Regression more impactful so instead of 5 make it 10 or 12 progress off a gen or another way round it would be to, Everytime you hook a survivor ur base regression kick speed goes up by 1%, I feel like that would make the game on each side more balanced at high,mid and low mmr and make it so that new killers have more of a fighting chance and so that games are more relaxed for people.
5. Tunneling
Right this last section is going to be short and sweet just to touch up upon tunneling, DS and OTR are great anti tunnel perks and I have no issue what so ever with them, but a twitcher I watch called OtzDarva have a great view about DS (Decisive Strike). It would be to remove the effect of DS then move that said effect to one of the other useless general perks then rework DS then it would feel like newer or average surv would have of a fighting chance against tunneling if they didnt wanna spend money and time to get that it would be something you could get in ur own bloodweb for free which would be a huge, great and balenced change for the game and would make matches feel more enjoyable for those who are newer and not having it locked behind paywall.
Like i said you don't have to listen to my views but this is just something ive noticed and felt like it needed to be said…
Kai <3
- Would need things like making the pallet part of WOO and Kindred basekit. Which… the devs will never do.
- Killers wanted survivors off gens, this does it and also has pretty brain dead counterplay on killers side of slugging.
- Chucky was busted
- The actual way to fix gen speed was always to make it dependent on what killer your facing and how many survivors left there are. Going against Nurse or Blight? 50 second gens. Hag and Trapper? Maybe something closer to 120.
- There needs to be a basekit feature that prevents any kind of tunneling. My suggestion is that if a survivor has been hooked twice in a row then the next unhook they get the eye of Vecna effect where they are invisible and cannot be tracked through any methods for 30 seconds.
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@legiondoctor said:
We went from buckle up ftp to toolboxes and background player lets goo
Nerf toolboxes
Or just adapt and learn how to do counterplay.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734146#Comment_3734146
Since when is undetectable broken?
Did I miss something?
Since a lot of the killers have instadown abilities or their counterplay is mostly based on pre running.