Seraphor
Seraphor
About
- Username
- Seraphor
- Joined
- Visits
- 9,011
- Last Active
Comments
-
All I want is a 40m terror radius (with nerfed Calm add ons to compensate), and illusionary doctors to actually move around.
Bonus if illusionary doctors can swing at the survivor, and instead of hitting them, causes them to scream on contact.
-
It's fine.
It's still decent enough to use, and killers don't expect it so you almost always pull it off.
As killer; I don't see it often, so when I do hit someone with it, it catches me off guard but I'm not at all irritated by it.
So overall it's in a good place.
-
Yesterday for me was; Wesker, Wesker, Legion, Chucky, Wesker, Legion, Wesker.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632916#Comment_3632916
Just look on my profile under comments. It was a recent one.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632919#Comment_3632919
I'm not sure where you're getting "very very very rare". 4 of my matches in the past week has had 8+ regression events on a single gen. Wasn't even a 3 gen situation. Normally was happening on small maps like The Game where just about any down was causing mass surge hits mixed in with me going back to kick occasionally since I don't camp gens (as in, they would hop back on the gen and get far more than 4 seconds on it, so not even the 4 second rule would help). In every case of this happening, the survivors were generally focused on central generators in the map and mostly disregarding the outer gens. Sure, their bad planning, but why should I get punished with some out of nowhere "you're not allowed to kick this gen anymore! hahahahaha!" for their bad planning?
It sounds like you're a significant outlier in the way you play killer and defend gens.
The vast majority do not reach this many regression events. Even when I would run Nowhere to Hide I wouldn't need this many gen kicks. I would kick a gen, detect a survivor and down them, or detect mo one and move on. There wouldn't be an opportunity to keep kicking one gen so many times, because if you're using the perk then you either shouldn't be allowi g survivors back on the gen that often, or you're moving away to another part of the map, and sure that gen might get repaired, but you should have scored enough hooks by then that it doesn't matter, or at the very least you'll know you've done what you can to pressure other survivors.
If you're committing to chases and scoring downs, then you won't need to defend gens quite so religiously.
It honestly sounds like you're the type of killer this is aimed at, who stalls out games due to a desperate desire to prevent any gen repairs, in expense of actually furthering your objective. And learning not to rely on this playstyle would be beneficial to you.
If you're preoccupied with regressing gens, you're giving survivors time to make distance, heal up, and start other gens. You're not making any real progress and just dragging the game out.
It's okay to leave a generator with partial progress alone. You can prevent further repairs by pressuring survivors. You don't need to ensure all repair progress is deleted before you commit to hooks.
-
Sloppy, Franklins and Plague say hi. All hard counters to medkits.
Tbf though, Lightborn would probably be fine if it did something like "increases time required to blind by 50%". That would throw off survivors timings and would most likely result in 90% of blind attempts failing simply due to not having enough time to finish the blind before the killer moved away, while still scoring the aura reveal.
-
@Assembled18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632848#Comment_3632848
No it's not who in the hell want Power Rangers in this game. It will just become another COD by adding something that don't fit or has nothing to do with their tone and theme of this game. No I don't see it happening at all.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632381#Comment_3632381
Sorry to reply again but just saw this and wanted some clarification.
You definition of Tunneling and your final paragraph seem to contradict each other. In your example you say that after survivor A is hooked the killer hooks survivor B. In that case survivor A should have had time to do activities to progress the game. Your example does seem to indicated that survivor A has been on hook the whole time that survivor B was chased and hooked. In that case well maybe you should be looking at your teammates for 'Making things unfun" and not the killer. Why should a killer be responsible for survivor mistakes?
Exactly this.
If the killer has hooked anyone else in between hooking a given survivor twice, that's not tunneling. It's not on the killer to ensure other survivors are rescuing in time. At that point it becomes babysitting and requires the killer to not just refrain from playing unfairly, but to actively throw the game to give survivors a better chance.
I do this now and then, I see a survivor who was only recently unhooked and who is outpositioned and the obvious target to go for, and I choose to let them go and have a chance at doing something else while I search for another survivor. But that's a choice I'm making, against my own best interests. The killer shouldn't be pressured to make that choice, if the survivors have played that poorly then it's not unfair that they experience the consequences.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632789#Comment_3632789
The problem lies in that losing collision in this game means the survivor can still be hit. The examples of losing collision on hit or in killer power rely entirely on hit and power use cooldowns and animation locks to prevent multiple hits in a row, not lack of collision.
You also lose collision while falling from a second story. If you drop onto any other player the game will let you occupy the exact same place until one of you moves, for example. If the players are a survivor and the killer, the killer can swing and injure or down the survivor even with no collision, because 'no collision' is different from 'ignores a hit' like, say, MoM does.
And here lies the real problem with the 'no collision' idea: it will be more annoying to the killer in them long run. Because what it opens up is the unhooked survivor (with no collision) will be phased through by the killer to get to the unhooker. Because of killer visibility, were already know the unhooked will disappear from killer vision while still in front of the killer. So the killer sees a clear shot at the unhooker, but in reality the unhooked survivor with no collision is standing inside, just just in front of, the killer. And because they aren't *immune* the unhooker still takes the hit instead. But now the killer can't even see the body block.
The 'no collision' idea solves nothing, but makes it even more annoying, and possibly more effective, to body block. The only way around this would be to guarantee the unhooked both no collision and *completely immunity and invulnerability* during that window. Which may not even work because the game allows characters to clip indefinitely until their hit boxes are finally separated by the players. Two survivors who stand still will permanently be clipping, and frustrating for a killer who can't clearly hit the intended target. It's harder to coordinate, but running survivors can do this too.
So, for example, a survivor being unhooked with OTR might clip into the unhooker in a corner. They can clip together with the unhooked slightly outside to tank the hit while they heal up, with no way to get to unhooker. The killer could stand there looking at the pair knowing he can only be forced to hit the unhooked survivor, which is a lose-lose for the killer. The killer either hits endurance (body block) or they get to heal up, which is still an extra health state. That sounds awful, and would be entirely possible with current game mechanics if this solution were actually implemented.
You realise you've just argued a technicality when we in fact agree?
Give no collision AND no hit detection. Problem solved.
The killer should phase through the unhooked survivor, and hit the unhooker. However you call the process to get to that point makes no difference.
-
@UndeddJester said:
Not to rain on the parade, but doesn't removing collision create all kinds of problems? Survivors clipping inside one another makes it impossible to control who gets hit, tunneling or not.
What happens when the collisions come back and you're inside one another? Usually bodies are forced apart, and this can have all kinds of weird effects like getting sprung in the air, getting pushed into invalid terrain and getting stuck, maybe even dropping out of the map.
Removing collision seems like a bad solution to me with a lot of potential for weird unintended side effects.
My personal feeling on the MoM idea is its kinda a non issue. If the killer wants to tunnel you, a smart killer will wait out the timer and hit you when it's gone. This is the far more sensible thing to do, so what a killer will do most of the time is hit the survivor unhooking as they unhook for pressure, then follow you off hook and wait out BT. The MoM suggestion and the body blocking suggestion will very rarely do anything to prevent this happening... but what it will do is prevent a killer who has realised you have OTR or DH, who now immediately hits you to counter your perk. It doesn't make sense to me to punish a killer for having good sense to counter your perks.
The point of DH and OTR is to give the survivor more time to make a resource. If you get to a pallet/window and they hit you before BT is gone, you already made a loop, so the value has already been acquired, wounded or not. If the killer instant hits you, you have the boost to run to a resource with, again, value acquired.
If you want to stop camping and tunneling, the game needs a far greater change to make not doing it preferable.
Not to rain on the parade, but doesn't removing collision create all kinds of problems? Survivors clipping inside one another makes it impossible to control who gets hit, tunneling or not.
Yes that's the point. Having collision not only allows freshly unhooked survivors to be tunneled straight off the hook and bypass any other endurance effect, but it also allows the killer to bodyblock them, or for them to body block the killer. Depending on the intent and context, these are both problems.
The survivor loses the opportunity to escape and avoid getting tunneled out immediately, meanwhile non-tunnelling killer loses the opportunity to not tunnel and go for the unhooker. In both cases there is no benefit for the unhooked survivor to tank the hit for their unhooker, either the survivor is being cheated out of their anti-tunnel mechanism, or the killer is being cheated out of the ability to play fair, forcing them to tunnel. There should not be 'control' over who gets hit, in all cases it should be the unhooker who gets hit.
Survivors already lose collision in some circumstances. When a survivor is injured, they lose collision for a few seconds so the killer cant block a survivor in a dead end and score a double hit entirely free. Meanwhile some killers lose collision as part of their power.
A survivor losing collision after an unhook wouldn't be too different to a survivor losing collision after being hit. It's a brief window where the survivor is the most vulnerable and can use the lack of collision to avoid unfair blocking when they have no control over their circumstances.
Instead of 10 seconds of endurance, I'd prefer 6 seconds of no-collision. With BT being changed to 9 seconds of endurance after regaining collision so it still protects for 15 seconds.
There might be a conflict between losing collision and other survivors being able to heal them, so potentially the survivor taking any action (heal, sabo, etc.) or being subjected to an action (healed by another survivor) ends the period of non-collision.
Losing collision is a far better solution than 'stacking endurance', which would allow survivors to abuse it by scoring multiple free hits along with free speed boosts. That's not possible with non-collision as no hit = no speed boost, but also no attack cooldown on the killer side.
-
Because 10s Endurance is enough to survivor Escape from the basement.
Then go for the other survivor and don't tunnel. The basement still has un-sabotagable hooks (yes that's a word now) and a single long, narrow route to get to it.
Presuming you're proxy-camping (given the attempt to hit off the hook) then you can smack the survivor on their way to the unhook, making them an almost gudown after the unhook.
-
@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632499#Comment_3632499
I don't tunnel. But when EVERY single person playing says "this is what I feel like I need to do," something is wrong. Something needs to change because we're looking at a big chunk of players just not playing anymore
I literally said I don't tunnel.
So not every single person. Just the loud ones.
-
@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632484#Comment_3632484
I run perkless and without add-ons. They don't do much
Maybe if you used some info or chase perks, you wouldn't be forced the tunnel?
-
@crystalkitti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632484#Comment_3632484
Exactly this kind of idea!
I refuse to tunnel when I play as Killer, and I still get decent results. So why do so many people insist 'tunneling is required to get kills!' when that's not the case?
I think it's because these types of players have found themselves in a rut, whether it's the Killer they play, the perks they run, or their playstyle overall. They've gotten stuck doing something that clearly isn't working out properly, and they probably aren't having fun stressing out over it every single game, but it's their 'comfort zone.'
The fact the so many people have just given up when they play Killer and just decided, "I have to tunnel, it's the only way," are hopefully the same people that would be pushed back the most by an anti-tunnel feature/system. It would force them to play differently, and then they can find new ways to play that still allow them to get kills, having fun while also not resorting to toxic behaviors that ruin other people's games.
That's what I'm hopeful for. A fix that can help those kinds of players dig out of the place they've become stuck in, to find better ways to play, where its actually fun for everyone involved. 😄
Because they think they have to get a 4K every game, so they tunnel every game until they get boosted to high MMR where they have to tunnel every game to stand a chance, without learning the skills required to play without tunnelling.
-
@MrDrMedicman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632437#Comment_3632437
Anti tunneling changes won't stop tunneling. Killers do it because nothing else feels effective. If you make things feel effective then killers will gravitate away from tunneling
I don't know, I don't tunnel, and plenty seems effective.
Seems like a you problem.
-
It would be pretty simple to make it so it only applied to survivors who have had 2 hook states already.
-
Every time I unhook someone with Self-Care, they run off to a corner and spend 45 seconds healing up. Even when they're Mangled and I have We'll Make It, Botany Knowledge, and a Medkit and could heal them in 8 seconds...
Then they get immediately found by the killer anyway, because the killer has had 45 seconds to finish what they were doing and look for them.
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632249#Comment_3632249
I never mentioned anything being basekit in that reply. I'm saying it's not fair for only two perks to have the % BP bonus system. Part of the reason they removed those effects in the first place was that it wasn't fair for other perks to not have it whilst those two did (and Prove Thyself).
The suggestion is that these BP bonus are basekit and not tied to perks.
-
I exclusively heal other survivors with Medkits. Highest rarity with 40 charges. Combined with We'll Make It and Renewal, it basically gets me 2 heals in 5 seconds.
Considering how quick that is already, I don't think they need any more buffs.
I actually think Toolboxes should get a similar treatment and have their repair speed bonuses knocked down a little. At least so Commodious isn't the best one and a purple one is instead.
-
@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631774#Comment_3631774
That will appease one section of the playerbase, but not the competitive section.
I've seen this argument a lot. No point in addressing part of the problem unless you can solve the whole problem?
No point curing cancer if you can't end world hunger, right?
The one of the biggest issues with tunneling right now is the frequency at which it occurs. If you fix it for part of the playerbase, the amount of killers tunnelling decreases (but not to zero), the frequency decreases. But I guess anything less than zero is not worth bothering with.
-
Because having to sift through an entire list of every possible item/addon/offering, and a different list for each character, is a worse system?
-
I don't feel like the ADS delay really helps all that much anyway. Unless you're a pro survivor you're still just as vulnerable, so it makes Deathslinger less viable at the top but still a noob stomper everywhere else.
I'd happily give him back his quickscoping if he got an increase to his terror radius, or a significant lullaby. He shouldn't be able to reel you in from a point where you have no idea he's even in the vicinity. Trickster has a massive lullaby, as does Huntress.
-
There should definitely be a move away from stacking multiple heavy regression perks, in favour of more varied slowdown mechanics.
Gen blocking is great because it can be strong, but also can't really stack. A gen that's already blocked doesn't get 'double blocked'.
Then you have Hexes that get survivors cleansing, and things like Mangled/Haemorrhage/Franklins for dealing with items and healing.
The 8 regression event limit is great in that respect, it's almost like a Exhaustion equivalent for regression perks. There's no use bringing Pain Res, Surge, Eruption and Pop all at once because you'll overuse them.
-
A toggle between 'prioritise cheap/close nodes' and 'prioritise rare nodes' would be enough. Still keep perks as top priority.
I think specifying named items would be too clunky.
-
I'd go for two uses per game, one for each potential unhook, first is a 3 second stun, second is a 6 second stun.
Old DS worked so well to prevent tunneling because it was a deterrent, the killer had to expect it every time. However, it's not healthy to force survivors to run a perk as a deterrent, to have a meta perk essential to play, like old BT was as well.
The deactivation on conspicuous actions and at end game is great, and stop it being unfair to the killer, and I think in light of these, it can afford to be activated after each unhook.
This would make it a deterrent, but only on a case-by-case basis. The killer wouldn't need to anticipate it for every post-hook down, but after getting hit with the first one, they would know to expect the second, giving the killer a clear choice: tunnel and eat a 6 second stun the next time, or go for someone else.
Getting hit by one DS would be no different than it currently is, and the killer who's not deliberately hard-tunnelling has nothing to worry about. They choose not to continue tunneling off the second unhook and there's no difference, and the survivor isn't eliminated too early. They choose to tunnel a survivor out early and they need to eat a 6 second stun and work a little harder.
-
@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631492#Comment_3631492
thank you for the far more benefical reply to the discussion.
yes i kind of agree with that, but cooldown still isn't used in the same meaning since you aren't waiting for your hatchets to become available again and i'm pretty sure that chucky add on doesn't decrease hidey ho recharge time on hits (power drill does) but just works like stbfl so "cooldown" doesn't have the same meaning there either. cooldown as recovery time is fine but they are used in place of recharge time here, which is (idk, i guess to me only) very confusing.
Recovery, Recharge, and Cooldown all mean basically the same thing.
There really isn't enough nuance that they can't be used interchangeably in a videogame.
-
@saym said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631218#Comment_3631218
>> A big part of the reason why we don't show it is because we don't want to pressure people into going out of their way to raise it.
Why is that?
So that it functions as a valid gauge of how likely a player is to kill/escape. That doesn't work if everyone sees MMR as a reward/goal and tries to raise theirs intentionally.
-
Cooldown doesn't mean cast time.
Cooldown is much closer in meaning to 'recovery time'. Cool down time is time you're waiting for an ability to become available. It's a passive recharge mechanic.
Cast time is closer to 'wind-up time'. The time it takes you to actively 'charge' an ability before you execute it.
An example of Cast time could be how long Demogorgon has to hold Abyss before executing a Shred. Or, Nurse/Pinhead holding their power before they release it and Blink / place a chain portal.
Cast time = charge
Cool down = re-charge
-
@Marc_go_solo said:
I'm not sold on the first hook phase bit, but absolutely agree Skill Checks for the second phase should go.
The second phase is the bit people get frustrated with when people off themselves by failing Skill Checks, but are protected by BHVR as it cannot be 100% proved it wasn't incompetency in the eyes of those making the decisions. Eliminate this skill check element and you eliminate the one contentious element people can get away with.
Once this is removed, it will erase this area of contention. It won't stop quitters, but it will make it easier to report someone who throws.
I'm not sure what the difference is between taking your chances on first hook, and missing your skillchecks on 2nd stage. Both are almost always intentional and neither are reportable.
I actually think it should be the first hook stage that should be changed. In addition to straight up ragequitters, sone people simply take their chances because they're impatient and assume that no one is going to or going to be able to rescue them. This has happened to me before, I got hooked, saw all 3 auras on the opposite side of the map teabagging, so after a few seconds I decided I was dobe and took my chances. Well a survivor came over and made it to the hook in good time, and if I hadn't taken my chances I would have still been on first stage. Sometimes survivors just need a moment to breath and not act out of desperation/frustration. And I think the following could help for that.
Change self unhook attempts.
- Unhook attempts are not immediately available as soon as you've been hooked. Instead they unlock at intervals of the anti-facecamp gauge. At 25%, 50% and 75%. This adds further depth to the gauge and some additional minor threat to the killer for part camping/proxy camping. Attempts are still a 4% success chance, with a full gauge still giving you the 100% chance.
- Unhook attempts no longer deplete your hook timer. Because they have an activation prerequisite in the AFC gauge, they become an 'earned' mechanic Instead of a 'cost' mechanic. Because they don't deplete the gauge, they don't cut your hook time down. So your first hook stage will always be 60 seconds.
- Second stage remains the same. You miss 2 consecutive skill checks and you're dead.
Those who just want to quit the game, will still find this to be the quickest route. 60s on first hook, then the same time to miss 2 skillchecks on the second, so still better than bleeding out or eating a 5 min DC timer. But this is much longer than currently, about 75s instead of 25s. This gives other survivors a chance to; rescue the survivor and demonstrate they're not abandoning them, or progress objectives while the killer is camping. Or it will give the hooked survivor the breathing time to cool down and not ragequit once they realise the game probably isn't the lost cause it seemed at the moment they got hooked.
This also makes unhook attempts a valid mechanic instead of just an 'I quit' option.
-
I'm not sure how well this would work out, or go down with the playerbase.
I think they need to cut down on the frequency/amount of characters added to be honest.
When we're already oversaturated with characters and perks there should be zero reason for multi-survivor chapters or additional survivor mid-chapters.
Nick Cage was great, but could have been balanced against a killer only chapter, and I still don't understand why we have Thalita and Renato, none of their perks are interesting or useful. They could have been one survivor with a legendary skin.
-
He's an M1 killer with a map traversal power.
Basic attack synergy and long range aura reading are what you want to focus on. Expose cuts your chases down (good for any M1 killer) and you want to be able to find survivors quickly from across the map to keep them engaged and pressured.
I like to use Make Your Choice with Floods of Rage for some quick hooks to build some pressure between 'down time' where you're just tracking/chasing.
Friends to the End isn't a bad choice either, gives that long range aura, and he's one of the few killers would can potentially capitalise on the Expose.
Anything else that works with Basic attacks too, Surge, STBFL, Unrelenting, Sloppy, etc.
-
Pulsar is right that you just can't know if someone is cheating, most of the time. In which case you can't do anything, other than drive yourself nuts obsessing about it.
I have had a couple cases lately where I've been fairly confident survivors were cheating though. I don't normally question if a survivor is cheating but these stood out.
1. Playing as Plague, chasing a survivor who had not been hooked, was broken, and otherwise had no way of gaining Endurance besides the Styptic they had equipped (but could not use due to being broken), somehow managed to tank an M1 and go into deep wound. I suspect they 'subtle cheat' by having the Styptic on hand but not needing to gamble on actually using it.
2. A survivor who had zero line of sight on me while I was Undetectable managed to match my movements pefectly while looping on RPD. They behaved like a decent survivor on a regular loop on an outdoor map who could see my red stain, despite the fact there were floor-to-ceiling walls and I had no aura or stain. Approximately 6 attempts at mindgaming with random pauses thrown in failed abysmally.
-
@Clee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627750#Comment_3627750
I hear you, but I still feel that DS and OTR should work. I see the reason behind the change, but how often does it actually happen to the individual survivor. Maybe once in 20 games, so to the individual, it just sucks that these perks deactivate.
To the killer, it means losing what should be entirely fair hooks/kills virtually every second game.
DS used to work in endgame. We don't need to speculate. We lived it.
-
I'm thinking it could be something along the lines of:
If you remain in the trial and spectate, you can complete special minigames/skillchecks (context tbc) doing so powers up a 'Black Glyph' which will appear where you died, and it's aura revealed to all survivors for a few seconds.
Another living survivor can interact with this Black Glyph once it's appeared for some sort of bonus effect. Something like a 10% increase to repair/heal speeds for 60 seconds.
This can be repeated indefinitely to keep the dead survivor busy while they wait, but only one Black Glyph can be active in the trial at any time.
This makes it a bit of a trade off, you're not directly aiding your living team mates, you're providing an additional resource for them. They still need to seek it out to make use of it, and it serves as an additional objective, so to some degree it's benefitting the killer by getting survivors off gens. The killer can choose to target the survivors they think have activated the Black Glyph to keep them occupied while the buff counts down.
This would have to be combined with an incentive to stay behind. Bonus bloodpoints for each other team mate who survives. Which you obviously can't claim unless you're still in the lobby when the final survivor escapes. E.g. if you don't escape, you get 2500 BP for each survivor that does. That's a potential 7500 BP, which makes up for the lost survival points.
Without this incentive you won't get solo survivor sticking around and this would just be a buff to SWF.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629997#Comment_3629997
I get the intent, but I'm not a fan of being punished for eliminating a survivor.
On the other side of the coin, tunneling out a survivor shouldn't be as rewarding as it is.
If a 'dead' survivor could still have a minor impact on the game, it would make early sacrifices less impactful. Still favouring the killer, but not as much.
That's not really the same as punishing the killer. You could just as easily say: "why should the remaining survivors be punished for their team mate dying too early?"
I'm not sure what a 'minor impact' would look like though. It would have to be carefully implemented.
-
Activating Hidey-ho hides your footprints, using it at loops where you can make use of your shortness is the whole point.
-
@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629772#Comment_3629772
I mean, I agree with it logically. It is true. However, we humans have feelings, and we humans have compassion for others. Have you ever heard of those 2?
Have you heard of not taking things personally? The killer isn't out to get you specifically for any reason. They're not trying to ruin your day. Well, usually not.
Yes it can be frustrating to get tunneled out, but none of your 'best intentions' are a factor in that, only your skill at 'not getting hit'.
Learning to not take this game personally is very important if you want to enjoy it.
-
Looked like a valid hit to me, was barely even through the window.
You realise the killers hitbox reaches through the window right? It can look a bit funky on Chucky because he's short, but all killers share the same basic attack hitbox.
-
The killer can't see your perks, which offering you played, or read your mind.
You got tunneled out simply because you went down first.
-
Proxy camping has always been a thing, and it's far more manageable for survivors to work around.
Facecamping was always the bigger issue, and we don't see any of it outside of endgame now.
It's working as intended.
-
Cooldown shouldn't be any less than 15 seconds, which is what Spirit's power is, and they're probably the most similar, a semi-stealth power which you can attack directly from, and is difficult to avoid. And frankly, having a 15s cooldown only from an add-on would probably be best.
These changes to scamper time would make it unusable. It's already pointless during Slice and Dice because the survivor just has to move to the side after the pallet, while in Hidey-Ho, 1.4s is barely enough to score a hit at most pallets.
-
I'd rather the anti-camp gauge was added to the survivor HUD. You could then infer that the killer was camping when you see the gauge increasing.
This comes with the added benefit of knowing when no one needs to go for the save, because the survivor can unhook themselves. Once again something SWF can easily communicate, but can screw solo survivors over.
But it's not as powerful as a visual aura, so less controversial of a basekit feature.
-
I still encounter it fairly regularly as killer, and I don't expect it, so it works.
-
I've just tried to get on now, hoping this was fixed.
I can join as a solo survivor and play a game, but I can't join my friend's lobby.
-
Traps could be made less abusable if their timers didn't progress while rummaging a Jigsaw box, and that time was instead taken off the timer after a completed failed attempt.
-
@CaptainOkita said:
Not that I encourage this play style, but if you want to win games, you just tunnel people out one by one and then slug the last two. Slugged people don't work on gens. 3 gen was a somewhat viable strategy and I find it way more engaging fighting a 3 gen than being slugged end on end. I'm not sure how I feel about this change yet.
3 gen is still a viable strategy if you use the 3 close gens to capitalise on their proximity and actually chase and score downs. Having 3 gens close together means survivors will be forced to reveal themselves.
3 gens are a problem when the killer refuses to commit to chases and just holds the gens down, preventing either side from progressing.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629222#Comment_3629222
Doesn't matter if it puts them into a winning position. If the survivors are making mistakes, they shouldn't be getting freebie catch up mechanics to give them a chance to win. That's would be like making NOED basekit for killer. (Frankly, I don't like NOED at all to begin with).
You're right it doesn't matter.
It doesn't matter if the killer is wiping the floor with survivors 10 times over or 9 times over. If they're obliterating survivors, it doesn't matter if survivors get a tiny leg up that will ultimately make no difference.
Because that's what 4 Pain res + 4 Pops on a single generator is. 4 hooks and between 110% and 220% gen progress undone.
-
@alpha5 said:
I had a game recently where the first gen got hit by Pain Res + Pop three times, so six events. With Surge or Eruption on top it would have hit eight easily but that game was kind of a shitshow anyway.
This is the thing, that many hooks in a short window without any gens completed almost certainly puts the killer in a winning position, or near enough.
The question isn't "can a killer reach 8 regression events?" It should be "does a killer need more than 8 regression events?" And the answer is almost certainly no.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629118#Comment_3629118
The concerns dropped because the popular concern was never really valid. People aren’t often doing 8+ regression events on the same generator, in normal gameplay.
The real concern should have involved what happens if survivors were literally trying to force 8 regression events, by repairing in short bursts and excessively hiding.
We have a major double standard, where it’s absolutely believable that killers would go through extreme lengths to win games, but most people think it’s super unbelievable that survivors would be willing to go through extreme lengths to win games.
A survivor playing like this is throwing the game or trolling their team mates. This isn't the argument you think it is.
-
@MrDardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629034#Comment_3629034
I dont use it when I know the Killer is near. Knowing when a Killer is far away pretty much negates all the Perk's downsides.
50% of the perk is designed to be used in chase.
-
@MrDardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629034#Comment_3629034
I dont use it when I know the Killer is near. Knowing when a Killer is far away pretty much negates all the Perk's downsides.
50% of the perk is designed to be used in chase.
