Seraphor
Seraphor
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479599#Comment_3479599
Being injured is hardly a requirement. It's the default state upon being unhooked. It's the state you go into when you get hit by majority of attacks. It's the state you get picked up into.
Being injured is the easiest things for survivors to do.
So No Mither is meta?
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@Nebula said:
I see all these replies blaming people for their bad connection when this is literally a server problem. I have fiber internet yet have been getting consistent 90+ ping lobbies since the event started. Getting hit from miles away is a regular occurrence. Maybe I should just buy better internet?? /s
No one is blaming you specifically for cases where you get these issues. Simply pointing out that they're caused by latency, by poor connections. Whether that's the connection between you and the server, whether the fault lies on your end or the servers end, or whether it's the connection between the killer and the server, etc.
"My internet is fine" doesn't matter, it's still a latency issue.
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Because we can't be sharing good will during a promotional event, we must be promoting spitefulness.
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@Nazzzak said:
I would assume not. It'd be too restrictive, especially for a full solo team. It would have to account for the killer and 4 other people in preventing each of them from getting the same map.
I don't see why that would be a problem.
We have 20 different realms, if you knock out 5 of them for the realms each player was previously on, that still leaves 15 options. And there are no other factors for determining realm besides map offerings which would trump everything else anyway.
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I ended up against three different Wraiths each on three different Coldwind maps in a row a couple days ago. So I'd say no, it doesn't factor realm, only specific maps.
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@GensByDaylight said:
Huntress has entered the room:
Yeah this isn't actually that bad, because survivor hitboxes when running are in line with the back lag (because the animation has you leaning forward, rather then extending your legs backwards), and hatchets are beachballs. Like so:
So yes there's a little latency at play here, but not that much. There's only a few inches of clearance.
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@sluc16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480783#Comment_3480783
How is it fair that ping always favors the killer? I'm playing correctly, doing what I should do and still get punished
Because the opposite would make killer unplayable.
As survivor, you have the option of giving yourself more leway and making safer plays that put you out of danger earlier, instead of waiting until the very last second when the killer is half an inch behind you to make your pallet drop or DH or whatever.
You cannot as killer, anticipate where the survivor will be in the future, which is what you would need to do if hits were validated in the survivors favour.
On the killers screen, you weren't around the corner yet, so he hit you. If the opposite was true, then on the killers screen, he would hit you because on his screen you are in line to be hit, but you wouldn't be grabbed and the injury would be rolled back, because you weren't actually where you were on his screen. It would be impossible to aim at survivors, because you would need to aim several seconds into the future, to where they might be in a couple seconds time. So you'd be aiming 5 meters in front of the survivor, you would dash past the survivor to a spot somewhere ahead of where they are on your screen, and then you would see the survivor, who is now behind you, magically teleport into your hands/onto the floor/get injured, and that would be the only way to land hits.
It's known as 'favour the shooter' and is true for nearly all PVP games, but most PVP game are symmetrical so neither side is exclusively benefitting from it.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480621#Comment_3480621
when you completely remove the killer's ability to recover and get back into the game in any way shape or form in the end game this is what you're going to end up with.
Why would killers deserve to get this 'comeback' mechanism in the first place?
If the killer has six hooks by the time the first gen pops, the survivors don't suddenly get showered in BNPs, either.
Dead Hard: Activates after a hook.
Blood Rush: Activates on death hook.
Breakdown: Activates on being unhooked.
Decisive Strike: Activates on being unhooked.
Deliverance: Requires an unhook action, therefore requires a survivor to be hooked.
Fast Track: Gains a token every time another survivor is hooked.
Left Behind: Activates when all other survivors have been sacrificed.
Sole Survivor: Gains tokens when survivors are sacrificed and fully activates when all are sacrificed.
Low Profile: Activates when all other survivors have been sacrificed.
Reactive Healing: Requires other survivors to be injured to heal yourself.
Renewal: Requires other survivors to be injured, and you to heal them, to heal yourself.
Solidarity: Requires other survivors to be injured, and you to heal them, to heal yourself.
Unbreakable/Soul Guard/No Mither/Exponential: Require you to be downed, in order to get yourself back up and gain a health state.
These are all 'comeback' mechanisms. Fast Track even does the exact thing you suggested, additional repairs for survivors being hooked. The thing is killer is one player against four. Killer perks are always going to be significantly more impactful than survivor perks, they have to be for this reason.
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Newsflash: you don't slow down gens without doing anything, perks do not work on their own, they don't play the game for you.
If you want to run Ruin, then you need to actively drive survivors away from gens. This means you likely need to run some sort of info perk. Lethal Pursuer, Surveillance, Tinkerer, etc. And you need to prioritise defending gens, not getting tunnel vision while you chase a survivor for 5 minutes.
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I guess you can call them sweaty, because they focus on optimising healing and repairs respectively, and we all know gen rushing is a big no no. But these are great fun to use because they're highly specialised and require certain actions, so it gives me a specific goal each game.
- Empathy, Botany Knowledge, We'll Make It, Renewal. Plus a 32 charge medkit for healing others. Unhook, heal survivor to full in like 8 seconds flat to charge my Renewal.
- Stake Out, Fogwise, Hyperfocus, Deja Vu. Plus a Commodious/Event toolbox. Repair as normal targeting Deju Vu gens, but with the aim of acquiring 4 stacks of Stake Out at some point in the game. Until then the odd great skill check works for Fogwise but is fairly inconsequential to Hyperfocus. Once I have 4 stacks, break out the toolbox, get 6+ great skill checks in a row and break that gen down in about 40 seconds solo.
For the killer side. If I want to be super sweaty, it's Anti-Skillcheck Doctor. Double calm, Distressing, Unnerving Presence, Sloppy Butcher and Coulrophobia. Sorry no heals for you. But most of the time I run All-Seeing Ghostface/Pig. BBQ, Nowhere to Hide, Lethal Pursuer and I'll All Ears, with crouch related add ons for both. I'm always exactly where I need to be, usually before survivors realise I'm there.
No slowdown perks whatsoever.
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Obviously the licensed maps will always be a bit of an issue. As significant changes such as multiple variants may require license holders to sign off on them. But you have it with Springwood and RPD already so I don't see why it shouldn't be possible, even if it requires more 'work' to get done.
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Pain Res works once per survivor. If you're tunnelling a survivor out, then you're sitting on a useless perk for as long as that tunnelling takes, while the rest slam gens with impunity. You want that regression where it counts, which means before gens are completed.
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This is why I'd prefer more haste perks for killers.
STBFL and PWYF alone are already not enough to make Mirror Myers effective, let alone with MfT.
My favourite idea for a killer perk is as follows:
When you hook a unique survivor, this perk gains a token, to a maximum of 2/3/4. When you sacrifice or kill a survivor, this perk loses a token. For each token this perk has, you gain 2% stackable Haste.
It's an effective speed boost for killer, that rewards spreading hooks, and diminishes as survivors are eliminated just like Thanataphobia or Ruin.
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Tomorrow
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I'd rather there be no bonus for using random perks, but include a daily ritual for it instead.
That way it's a free choice rather than an obligation. You can reroll your daily if you don't think you can manage with random perks.
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@Clockwork_Enigma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479989#Comment_3479989
That is actually incorrect. Having BP bonuses on perks doesn't reduce perk variety, for if that were the case, then Killers would have been running Barbecue & Chili, Distressing, Beast of Prey and Thrill of the Hunt in their games on a constant back when Barbecue had the Bloodpoint bonus.
But they didn't.
And just about everyone on the Survivor team would be running Prove Thyself and We're Gonna Live Forever all the time because of the Bloodpoint bonuses.
But they didn't.
If Bloodpoint bonus perks were solely the reason that perk variety was reduced, then surely Distressing, Beast of Prey and Thrill of the Hunt would be getting their effects axed as soon as possible, too, but they aren't the main reason why people ran those perks.
The reason that people ran BBQ, Prove Thyself and WGLF was that their BP Bonuses were tied with extremely strong main effects from the perks: Barbecue's aura reading from a distance, Prove Thyself's cooperative repair speed bonus and WGLF's 100% healing speed to dying Survivors. On the contrary, people never ran Distressing, Beast of Prey or Thrill of the Hunt solely because of the opposite reasons; though they provided substantial BP bonuses for score events, their effects were either negatively impacting or not useful to the Killer in the slightest.
And to get to your second point regarding BP gain, BP gain is currently fine in most circumstances (except for Brutality and Sacrifice for Killer score events, which do NOT have BP gain modifiers). The perks that did BP gain bonuses are only offering additional effects and aren't completely necessary to run. Again, think about it like this, if Prove Thyself was ONLY the BP modifier, then no one would be running Prove Thyself whatsoever.
To your third point, too, there were more perks prior to and BBQ's BP bonus incentive removal that also incentivized spreading out hooks as Killer and not staying near the hook. Perks like Hex: Devour Hope, No Way Out, Grim Embrace and (currently) Pain Resonance all are examples of perks that force the Killer into playing in a healthier manner for greater reward, which in turn is a band-aid for the bigger issue of camping and tunneling being unfun and too effective. BBQ was effectively only being used as a scapegoat to get RID of a perk's ability to create this playstyle because it WAS the most used perk of this type.
And even then, what is the problem for having a perk incentivize people playing in a manner that isn't toxic? The point of these perks was to incentivize players into being more fair and fun toward other players, and the removal of these perk effects does the exact opposite effect, which is that now people are acting like complete arseholes to each other in the games more consistently. Shouldn't there be MORE incentives to be a fair and fun player to go against, to be a player that is actually trying to not be toxic? Not less incentives? That is what I don't understand.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480181#Comment_3480181
Or it could be the fact that there are just significantly better perks to run now than there were prior to the BP removal, many of which can do the same or a similar job to WGLF but better. Even Buckle Up is now getting this effect and better.
Even before the removal of the BP incentive, I've never seen that many people running WGLF in games simply because of the fact that the perk wasn't strong comparatively to other perks back at the time. You know, perks like Unbreakable, Iron Will, Decisive Strike and Dead Hard.
But they didn't (x2)
I did (x2)
I don't understand why you would want to sacrifice a perk slot for BP, when you could be asking for that extra BP to be base instead.
It already is to some degree, via the role incentive.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480708#Comment_3480708
This again? Blood lust is not a counter to MFT.
Blood lust works always same. MFT makes bloodlust less effective. So how exactly blood lust counters MFT?
You still gain more distance as survivor with MFT. Blood lust doesn't counter a thing here.
In what world is 3% more than 5%?
How is 103% more than 120%?
Bloodlust can be basekit and a counter, just as bodyblocking can be a counter to tunneling and facecamping, basekit BT is a counter to tunneling, picking each other up is a counter to slugging, and slugging is a counter to sabotage.
Bloodlust is a counter because it is a tool the killer can choose to employ in order to counteract the additional speed the survivor has. IF the killers power isn't as effective because of it.
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@GolbezGarlandGabrant said:
The perk is wildly overrated. I think survivors only like it because it's a chase perk and chases are what everyone thinks is what makes the game fun.
Based take for a based username
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480648#Comment_3480648
Do you read what your saying surivors have blood lust that's entirely in their control just dont heal, and using blood lust means your getting rolled
Dark theory is in a limited range and can be snuffed
And you can use exuastion perks with it you can still use dh or smash hit they are both weaker than normal exuastion but still existent
Survivors have +3% that requires them to consume a perk slot, forego exhaustion perks, and be injured and therefore vulnerable. Killers have basekit bloodlust which is +5% to +15% and activates in 15 seconds. A 15 second chase is nothing.
"Just don't heal" yeah that's gonna help you when you need to take a protection hit or get out positioned by the killer.
Dark Theory: Yes I know, that's my point. ???
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480221#Comment_3480221
You can tell the MFT defenders don't actually have a defense for their perk. They just don't want it to be justifiably nerfed.
Same thing happened with CoH and Dead Hard. Two previous survivors perks complained about that had defenders claiming that they were actually fine.
As a killer main who was happy with the Dead Hard nerf and very vocal about nerfing CoH since it's release; there is nothing significantly wrong with MfT.
You're all just refusing to use bloodlust, which hard counters MfT and is basekit on killers.
I've just had three back to back Doctor games against competent survivors (at least one was a definite SWF), each one had at least one MfT user. All 3/4Ks. I don't think I even needed to use bloodlust, one of them was over in seconds because SWF did as SWF does and rushed in for reckless flashlight saves, resulting in a four-man slug. Is this reliably reproducible? Not entirely, because I'm not perfect and I'm sure I'll be beat in the net few games, the point is the presence of MfT wasn't a game changer. MfT is only useful in the hands of good loopers. And good loopers are going to run you for a while regardless of whether they're running MfT or not.
You all keep mathing out the minute differences between MfT and say, Lithe or Balanced, and arguing that the 1.756 extra seconds is soooo strong. But this is all meaningless in live games where things like hesitation and mind games make up a far bigger component.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480344#Comment_3480344
A remedy for that is to have people who lobby dodge to be put into increasing lower queue priority.
Though I'm starting to think I have a rather authoritarian approach to community management... xD
A less aggressive approach would be to have sharing your load out as being optional, so players don't HAVE to share their perks, but they can if they want to try and synergise with their team more.
I'd rather be able to se everyone's perks in game, than no one's perks because everyone has theirs set to 'hidden' just in case they get lobby dodged.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480544#Comment_3480544
And blood lust is rarely active
Bloodlust is entirely within the killers control. Think you're up against MfT, then loop for 15 seconds to activate bloodlust, you negate MfT and make up additional speed on top to make up for the time you spent gaining it.
Does it still extend a chase? Of course, it's meant to, it's an exhaustion perk. But it's by no means too strong. Sprint Burst is still far better.
I play exclusively M1 killers and I don't have a problem with this perk at all. At most, I could see it dropping to 2%, purely because it's just odd that Dark Theory has a lower value despite being a more limited effect. So then Dark Theory would be buffed to 3% instead.
I guarantee everyone having a problem with MfT is just refusing to use bloodlust, either because they haven't worked out that it is a guaranteed counter, or just out of principle because they want the perk nerfed. They're probably intentionally throwing all their games in protest.
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@Zokenay said:
Tbf, most of his problems come from his movement speed.
Out of all the ranged killers, hes the one thats justified the least, in being slower.
Also his lullaby, if anyone should have a tiny TR with no lullaby it's him, not Deathslinger who can reel you in with a single click the instant he turns a corner.
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I'm still playing Ghostface, Pig, Wraith and Dredge, all essentially 115% M1 killers unless you count Pig's Ambush or Dredge's anti-loop remnant.
No issues here. I notice MfT occasionally, usually when the survivor in question is following me clicking their flashlight, but most of the time it's not a problem.
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I tend to agree. It's not universal, but I do find that when the killer incentive is 100%, specifically late evening, all I get are high MMR SWFs.
It's not that the incentive is the issue though. It's that late evening is when all the SWFs come out to play, and the smart killers stay away, so we end up with the incentive.
Other times, daytime and weekends, it's not as pronounced, even if there's an incentive for killers.
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@Nick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480191#Comment_3480191
Ofcourse they are, you can just swap your presets last second if you really think not a single player wants to play with you. Or maybe make it so anonymous profiles hide this feature. There will be a solution for no mither players, dont worry.
But having everyone's perks visible mid-game would be more beneficial than loading into a lobby with everyone set to hidden because they don't want to be dodged...
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@Nick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480167#Comment_3480167
That would take away the synergizing part though, which swf does have. If people don't want to play with 'new' players they will dodge low prestiges anyways. And maybe new players should play with new players instead? And if you really think someone is dodging you because of your build you could always swap it last second. But I think these are very rare cases
And what if people don't want to play with No Mither or Sole Survivor? Are survivors just not allowed to run these perks anymore?
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Removing them from perks is the right move, they just need to be added elsewhere:
@Seraphor said:
With BBQ and WGLF having lost their substantial bloodpoint bonuses last year, and now continuing the trend with Prove Thyself, I think the way we earn Bloodpoint needs to be re-evaluated.
While these changes are the right course, they also provided something beyond merely inflating bloodpoint gains; they gave players a secondary objective to strive for in order to boost their bloodpoints, which changes the way people play.
Moreover, there is still a significant discrepancy between Killer and Survivor bloodpoint accrual, when Killers are guaranteed to be present in a match as long as it lasts, yet Survivors can be eliminated early on before having achieved anything, particularly via camping and tunnelling.
So rather than simply inflating general bloodpoint rates via Bloodhunts and the like, or giving us BP dump codes, I think we need a more nuanced approach, one that can better replicate the effects of these old perk bonuses.
Secondary Objectives
Both BBQ and WGLF were significant for changing player strategy, and generally in a healthy way (although it could be said that WGLF influenced survivors to 'throw the game' sometimes). In general, they promoted spreading hooks, and taking risks to save other survivors. These could be replicated by providing additional bonus bloodpoint scores:
- 500 BP bonus score for the first four of; Hook Rescues, Health states of other survivors healed, Protection Hits performed per game. In the Altruism category.
- 500 BP bonus score for the first time you complete a generator repair per game. In the Objectives category.
- 500 BP bonus score for the first time each unique survivor is hooked per game. In the Sacrifice category.
These would replicate the bonuses from these perks on a smaller scale, provide up to 2000/2500 BP in total for these healthy playstyles, and encourage survivors to diversify their play style and take actions in each category.
Equalising Survivor/Killer discrepancy
In addition to being a massive demoraliser for survivors who are eliminated early for any reason, it also provides survivors with no incentive to stick around if they're being camped or tunnelled, and influences many DC's or 'hook suicides', which ruin the game for all survivors. With certain bonus bloodpoint scores, you could provide camped/tunnelled survivors with a commiseration prize, as well as an incentive to stick around as long as possible to help out their team mates.
- While you're being chased, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).
- While you're on a hook, if the killer is within 16 meters of you, earn bonus Distraction bloodpoint scores whenever another survivor; completes a generator repair (250 BP in Objectives), heals a health state of another survivor (150 BP in Altruism), rescues another survivor from a hook (250 BP in Altruism).
The first of these compensates players who are tunnelled, or otherwise run the killer for the entire game, and are not given the chance to take any actions within the Objectives or Altruism categories. While the latter similarly compensates those who are camped, encouraging them to hang in there as long as possible, so that they can score a few more BP while helping out their team mates in distracting the killer.
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I second 'mid-game only'.
Just as you can hit options to see everyone's ping and see which offerings have been played. This screen should display perks of other survivors. You can then take the time to see what other survivors have if you want to.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480110#Comment_3480110
Wouldn't make it useless. It'd define it strictly as a chase perk. The perk currently provides the following effects:
Whenever you are in the Injured State Made for This activates and you benefit from the following effects:
- Gain a 1/2/3 % Haste Status Effect while running.
- Gain the Endurance Status Effect for 6/8/10 seconds after completing a Healing action on another Survivor.
My proposed nerf would remove the Endurance status effect and replace it with a downside to incentivise healing. The most common complaint about MFT is how survivors aren't healing while running it, which leads to it always being active.
A build centered around MFT would be something like Resilience, Made For This, Hope, and Windows of Opportunity. Resilience provides you with up to 9% increased Action speeds. WoO shows you the locations of Pallets and Vaults. Hope activates once the exit gates are powered and provides you with up to 7% haste. Stacked with MFT, that makes you equal to a 110% killer, which is absolutely busted.
The downside to MfT is that you are injured, you are downable in a single hit. If that's not a downside, why is No Mither not meta?
Hope has always been 7%, which has always been enough to outrun a killer for as long as is usually necessary, unless the killer chases better than the survivor. So why is MfT the problem here and not Hope? It's because hardly anyone is complaining about MfT + Hope in endgame, because it's barely any different to just Hope in the endgame, and because an injured survivor in the endgame is usually fairly useless, they can't bodyblock, they can't make saves, etc.
The only thing people are complaining about is "muh loopz", well, if you loop for 15 seconds (not even a long chase) you get 5% bloodlust and completely cancel out MfT. As soon as you realise "oh they have MfT" stop using your power and don't break pallets, and you will catch up. (unless your power happens to be effective anti-loop that will work better than bloodlust of course, then MfT isn't a problem anyway)
And that's only if you can't outplay the survivor at a loop anyway. Most survivors running MfT will still go down because they don't have lightning fast reactions and perfect predictive ability. For the same reason Hope has never been a problem with more than twice the added speed, neither is MfT if the killer chases better than the survivor.
The only issues I legitimately see with MfT, and these are more from a mathematical, theory-crafting perspective and not based on any real issue I've actually seen, are:
- Boon: Dark Theory has a lower haste value, despite being more limited. It only works in one, maybe two loops so you can't chain loops or run the killer for very long with it, and if the killer doesn't want to play they can easily snuff it out, because it's right next to them. I'd be more than happy for the 2% of Dark Theory and the 3% of MfT, to swap places.
- Theoretically, with added haste from MfT (and any haste effect in general) you can start running before you enter chase, this prolongs the start of the chase, which in turn prolongs the killers ability to trigger bloodlust. (whether just 3% makes a significant difference here I can't say, but lets assume it does) So I'd be more than happy for MfT to gain the caveat of 'only active during chase'. This would also allow killers an additional counter of breaking chase and then out-positioning the survivor to catch them off guard, which I think would be a legit and fair counterplay.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479216#Comment_3479216
I already thought about this idea, but I didn't want to comment on it because despite making the perk more useful, I was afraid that there would be SWF that could abuse their use.
SWF don't need this to 'abuse' Head On. They already know who's in which locker.
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All hitboxes are the same, there's nothing to fix. The problem is latency.
On the killers screen, they hit you fair and square.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479643#Comment_3479643
Bloodlust is "free" if you ignore your power and pallets to force it out. The fact is bloodlust hardly ever comes up and I really don't encounter killers trying to force bloodlust for hits, because you will lose the game if you do that.
MFT is free, because being injured as a survivor is just something that happens no matter what you do.
I know you'll never actually understand the difference.
You will lose the game if a chase lasts more than 15 seconds?
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479625#Comment_3479625
I said most cases.
Because of course the last two survivors can finish the final generator and one of them can get the gate.
But why do I get a 3k at 4 gens left just because of RNG bullcrap? Why doesn't a random survivor have a heart attack and die when 5 gens are done with zero kills?
Because... if every survivor had 0 chance of escaping the moment the 2nd survivor is sacrificed, even at 4 gens, then that's an automatic 4K, and kill rates are grossly overinflated...
You want games to be either 0k or 4k, and nothing inbetween?
In order to make that balanced, it would be incredibly difficult to sacrifice even one survivor, because the moment you sacrifice the second, you've won the game.
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479464#Comment_3479464
So you're saying a mechanic that activates AFTER a 3k (which in most cases means the killer deserves a 4k) is balanced?
So you have to get 3 kills, then do a 50/50 on hatch, and THEN hope the exit gates are close enough to patrol?
Also idk what world you live in but as a killer main I can tell you gates are usually too far to patrol or obstructed lmao.
Why does a 3K automatically mean a 4K is deserved? That's like saying repairing 4 gens means you deserve to repair the 5th.
That's the entire point of the hatch. A 3K is a 3K, not an automatic 4K. This distinction has to be made, because if every 3K = 4K, kill rates are grossly inflated (resulting in killer nerfs and harder killer games where it's even harder to 3K) and it means when it gets down to the last 2 survivors, the game is already lost. If the game is lost at 2 survivors, then survivors give up, and then even a 2K becomes an automatic 4K, which grossly inflates kill rates, etc. etc.
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479585#Comment_3479585
This is like adding a specific perk that would only work against Nurse and saying Nurse is now balanced because you have that perk available.
The fact that bloodlust becomes so crucial just because a survivor equips a perk and plays the game normally is ridiculous.
Also triggering bloodlust is already a lot of time lost from chase.
What? Bloodlust is basekit, MFT is the perk, you have that entirely backwards.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479573#Comment_3479573
I have no idea what you are even responding to.
Bloodlust isn't a problem because killers rarely use it.
MFT is a problem because it's always active.
Ergo, MFT isn't a problem because now killers get to use Bloodlust, where even tier 1 (5%) completely counters MFT.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479543#Comment_3479543
How you cut off survivor from single line?
Especially when they get this after having speed boost from being injured.
You didn't understand that at all.
Single line chases don't exist.
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Yay, penis suit for Dwight!
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@Crowman said:
Bloodlust kicks in 15 seconds in a chase without using your power or breaking a wall/pallet. Killers really don't hit bloodlust that often, because the circumstances that require it to happen are rare outside of some killers who lack a power to use in chase.
Comparing MFT a perk that is always active when the easiest to meet condition is obtained to an effect that is there to help in situations where the killer has no other option to keep chasing without breaking pallets or using their power just shows how out of touch you are.
So MFT gives killers no option but to... trigger bloodlust. Oh no what a hardship.
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@Undercorsair said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479516#Comment_3479516
Well its 20% longer chases for an M1 killer from the math I've seen in a lot of content creators who comment about it, I am not an expert at all but it does feel like that for sure.
Also,
all the meta perk killer had lately have been nerfed for quite some time, I am thinking of what I was running before in CoB and Overcharge.
So I feel this argument isn't exactly... honest.
both side had major nerfs lately.
But MFT is a completely new perk, I don't see any perks from the singularity making any waves either... so yeah.
20% longer chases in a straight line, the game isn't that simple. You can cut survivors off, or mindgame them.
Considering that any chase an M1 killer is making that reaches that maximum threshold should be activating bloodlust anyway (which eclipses the 3% from MFT) It's not an issue, unless you're not performing well in chase. If that's the case, you're likely losing chases anyway.
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Or how about we nerf neither of them.
Bloodlust serves an important purpose. Killer is the power role, which among other things means that no single survivor should be able to run them indefinitely without the use of map resources aka pallets. It's a 1v4, not a 1v1.
It also serves as an inbuilt counter to MFT.
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Or settle for the 3K?
I mean chances are you find the hatch before they do anyway 50% of the time or more.
Quitting because of this is a little dramatic.
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@BearMerchant said:
Please god no, traps are miserable enough to deal with. They don't need a buff, her base kit chase power does.
This, if Pig needs any buffs it's a slight increase in speed to crouching and/or charging up an ambush.
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As a Pig player... why? They offer the same amount of slowdown either way. All this does is... increase the chance of actually popping a head.
With the add ons that increase box time and countdown time, this would make Pig more savage than current Condemned Onryo.
That's not the point. Traps are a threat, not an alternative kill objective. And if they're leaving gens 99'd, then you can find them and regress them.
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@mca240 said:
There are more and more playable characters available in the game. You can prestige a character to 100, to get all available perks and cosmetics a minimum of 9 is needed. Bloodpoints are needed more and more. Especially for newer players it must be an undaunting task to unlock everything. The amount of bloodpoints we get per match, especially as survivor is appalling.
The anniversary has shown (again), at least for me, that this game becomes much more enjoyable when there are bigger rewards waiting for you at the end of a match.
They should at a minimum double the amount of bloodpoints you can currently earn per match.
The problem with just giving blanket BP increases, is all it does is devalue bloodpoints. That may not be an awful thing if BP are too difficult to get in general, but it does nothing to fix the imbalance between killers and survivors. Which is why I've suggested additional ways of scoring BP for specific actions to address the balance.
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I think 'removing a hook state', without actually hooking a survivor, is actually in the survivors favour anyway, as it leaves them unhooked afterwards so no pressure on other survivors. Particularly if they're returned to the injured state.
So it would be neat if Victor had a secondary attack he could use on survivors in the dying state, which removes a hook state, returns them to Injured, and then despawns Victor and puts him on a longer cooldown. Though there could be potential for tunnelling if this is done within the vicinity of Charlotte. So perhaps this can only be performed when more than 40m away from Charlotte, or it grants Endurance as well.
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This sounds like an awesome event item actually. But make it available for both survivors and killers.
Survivors get a one time use item (maybe with charges or a recharge mechanic), while killers get a 'Blighted Serum' version that allows them to use it instead of their power after a hook.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478159#Comment_3478159
I mean simple bloodpoint tracker when out of chase after 25 seconds, over (to be safe) 100 hours. BOOOOOOM, people can't afk/ throw/whatever ect. I have said this 4 or 5 times and no one has responded because I guess it's usually directed at people who defend hook suicides and dcs.
League will suspend you for 2 weeks on a first time offence for saying a slur, afking a decent amount, leaving literally just twice.
But hey I watch vets on these forums defend suiciding/dcing like it should be a normal game play mechanic.
It is a normal gameplay mechanic.
A couple days ago, I was the second to last survivor, on my first hook. The other survivor was spotted heading towards me for the rescue and had to run off. So I took my chances and successfully unhooked myself.
I ultimately ended up dying because the other survivor went dow, was slugged and the killer found me on an exit gate but still. The mechanic was used, normally.
So... should I have been punished for that?
Or should they just remove all opportunities to unhook yourself?
Get rid of Slippery Meat and Deliverance, Up The Ante and all luck offerings.
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@Raconteurminator said:
I'm not even sure you'd even need a new perk. Just add a find-locker effect to Head On. A minor boost to an underused perk and also a QOL thing for certain disabilities. Everyone wins.
A better addition to Head On is to show the aura of the locker you're in to other survivors.
