Avatar

Seraphor

Seraphor

About

Username
Seraphor
Joined
Visits
9,011
Last Active

Comments

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460616#Comment_3460616

    Your MMR is showing then if you think that multi-floor won't be a problem when abused by SWF.

    Your camping tendencies are showing if you think it will.

    In every case where SWF are hook bombing, it invariably results in a hook save of some kind, trying to defend it is pointless. Instead you capitalise on downing the survivors attempting the rescue, getting hook trades or multiple slugs in the vicinity. The hooked survivor will probably be rescued, but you'll score more hooks in the process and the SWFs over-altruism is their downfall.

  • @SleepyLunatic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460236#Comment_3460236

    I would be totally fine with them removing slugging for 4k if the last kill wasnt luck based then on who finds the hatch first.

    It has to be. The final survivor has to have a viable chance of escaping, regardless of how well the game goes up until that point. Otherwise the outcome is determined by the time it gets to 2 survivors, so those last 2 survivors would know that neither of them have a chance of escaping and would give up. This would turn every 2K game into a de facto 4K game, vastly inflating kill rates, which would in turn lead to massive killer nerfs. Every game would be a snowball, either a 4K or a 0/1K.

  • I didn't think it did anyway. I tried this out a few days ago and was downed seconds after picking someone up with FtP, I didn't get endurance. I assumed it didn't work because I wasn't injured when I healed them, I became injured as I healed them.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460417#Comment_3460417

    Even if you aren't camping you will be punished. SWF will figure out how to do it, and it really depends on the numbers. But with multi-floor maps, you can have many situations where you aren't actually camping, but the game thinks you are, even though it would take you a solid 15-20 seconds to get to the hook because you have to walk all the way around. For example midwich has plenty of these areas and the floor is very thin. Ranges in this game work off of a bubble around the thing, not actual walking/pathing distance, so killers WILL be punished when they aren't camping and campers won't actually be punished because they are still gonna be able to do it.

    I'm surprised they didn't just make hooks work like PH cages where if you are too near it, you get teleported to a different hook. Not saying that is a good option, but it is probably better than the proposed system.

    Ranges in this game work off of a bubble around the thing

    They actually work in cylinders, not bubbles, so it's technically worse than you're implying. So yes, multi levels would be problematic, but nothing you can't work around as the killer. When I'm 'not camping' as the killer, I'm not standing below them on a separate floor. If I do that, other survivors still hear my TR on the hooked survivor, and refuse to go for the save, and also my non-camping perks like Devour and Make Your Choice don't work.

    However, the most recent chapter shows that they can limit area effects vertically too. So they may decide to implement a height limit.


    I'm surprised they didn't just make hooks work like PH cages where if you are too near it, you get teleported to a different hook. Not saying that is a good option, but it is probably better than the proposed system.

    That would make it impossible to camp, which is robbing the killer of agency. Camping is still a viable strategy.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460260#Comment_3460260

    Na, the new mechanic will not stop camping. You aren't gonna escape a bubba because he can 2 hit you with his saw when you unhook yourself. You aren't escaping a basement against a huntress, or a trapper who setup a perimeter around the basement.

    All this mechanic will do, is not actually punish the campers, and just punish killers who are playing the game normally while SWF abuse the mechanic because this game wasn't designed around having coms and make the game more miserable for everyone. Because it won't actually do the job it is supposed to do.

    All of that will drastically extend the time it takes to camp someone out. It's never meant to prevent killers from executing player agency and choosing to camp, it simply makes it less profitable for them. Instead of standing there for a solid 120 seconds, you have two instances of 20+ second re-chases to get them back on the hook thrown into the mix. The time it takes to re-down and hook the survivor is extra time the rest can be slamming gens and escaping. That leads to more 1K campers than 2K+ campers, and thus leads to an overall average reduction in 5 gen camping prevalence.

    And if you're not actually camping, then you have nothing to worry about. That's what the buffer zones, and the speed reduction from other present survivors is for.

  • Survivor: Made For This - Hope - Resilience - Deja Vu (+ toolbox)

    Faster repairs, faster movement, especially when injured. Bit of info from Deja Vu. Even managed to pull off the endurance from MFT a couple of times. Breaking those 3 gens has been the most difficult thing so far, fighting against my own team mates who insist on repairing the gens furthest away from each other. Fairly successful, greater than 50% escape rate.

    Killer: (Ghostface/Pig) Lethal Pursuer - Nowhere to Hide - BBQ & Chili - I'm All Ears (+ crouch speed/terror radius add ons)

    Total aura build, can see survivors just about as much as is possible in this game. Which means I know where to pressure, and how to get there stealthily. Depending on which killer I'm playing, I'm either bypassing chases with Exposed, or inflicting slowdown with Reverse Bear Traps. Amazing success, even without slowdown perks, greater than 75% kill rate. (no camping or tunnelling)

  • @Evan_ said:

    Am I the only one who sees a great difference between an anti-camping feature some players envision and the anti-facecamp feature they actually announced? I feel those who think it's the same thing will be terribly disappointed once the new system goes live.

    I don't think they'll do anything with slugging or tunneling, just as they aren't making an anti-camping feature either.

    Yes I'm sure those more survivor-sided will be disappointed that it doesn't completely prevent all forms of camping, but that's not the intention anyway. It will force killers to camp at a medium distance, which in most cases will provide survivors with openings to go for a save attempt, even if the killer makes it back for a hit once the save has been made, and that's the important thing.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460151#Comment_3460151

    Thematically, M&A changed FOV to allow you to monitor the area and then tunnel vision once you've found someone to abuse. It just wasn't good at it.

    Thematically, it does the opposite of that.

  • @Roaroftime said:

    Did they mention when this anti camping update is coming out, asking on my second round in a row of being face camped at 3 gens........

    I think they said 'summer'? (correct me if I'm wrong) So probably in the next chapter (late August) or potentially as late as the following midchapter (early October).

  • Both Tunnelling and Slugging have their fair uses as killer tactics, they're only 'unfair' when the killer relies solely on them and 'abuses' them. (much like camping, although camping has even more niche fair use)

    Tunnelling off the hook is solved by basekit endurance (so in a way tunnelling has already had the 'anti-' treatment like camping is getting) and has a ton of popular or even meta perks that counter it as well. Could these be improved? Possibly, but it's not in an awful place right now.

    Tunnelling outside of 'off the hook' is as much down to survivor play as it is the killer, if you don't make yourself found you won't get tunnelled, and if your team mates take aggro you'll get the chance to evade the killer further.

    Slugging an individual survivor here and there is fine, and has basekit workarounds by way of other survivors picking you up, along with a plethora of perks to aid with this. This is an intentional way of the killer building pressure.

    Slugging all survivors at once however, is problematic. It's high risk high reward for sure, but much like camping, it's avoiding a normal gameplay loop and preventing others from taking part. So I do think something needs to be added to circumvent this. My suggestion would be an effect that activates when no survivors are standing (so either all survivors are slugged, or a mix of slugged, hooked and sacrificed) and allows one survivor to pick themselves up without a perk. Once they're up, the effect obviously deactivates. So this wouldn't be oppressive in any regular game, and would only come into play when the killer is trying to slug everyone at once.

  • Loot should be picked up at range just like ammo is. This would mean that you would typically pick up all the loot of a tomb as or before you die from the traps. Only thing is when a trap hits you before it breaks the tomb.

  • Came back just to check this out, but meh.

    Guard looks like an Enforcer, Trap fires one beam in a fixed direction? Blocks, props and decals are still all dark red... Only novel things looks like the weapon, but is that worth the price just for that?

    Has the exposure algorithm improved upon only giving you 1-4 raids per cycle yet? Or is it still too easy to acquire Synthite so that nobody is actually raiding?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460204#Comment_3460204

    Also there's one thing taking full meta and the other thing taking exactly 1 perk that is worse then taking no perks at all... I don't mind challenges that take you out of your comfort zone (stun killer, blind him, sabotage hook, take protection hit or two, use a specific perk even if not really good), but there are challenges, that are just throwing the game (where no mither is prime example, but there are others like this).

    If you're not up to the challenge of only running No Mither and nothing else, and if that to YOU that would be throwing the game and negatively affecting your team mates, then don't take up the challenge. Leave it to those who are able to run No Mither and not throw the game.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460202#Comment_3460202

    How is taking no mither challenge different? It's A challenge you're imposing on other people (and yourself as well).

    Refer to the rest of my post.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460199#Comment_3460199

    Well. The thing is, that provided your point of view is norm, then there should be no DC penalty.

    From same POW - Going DC is not spoiling the game for the 4 remaining players, but "A challenge" that's going to be difficult and people should stop complain or they should just get better at the game...

    A challenge you're imposing on other people, so no.

    Using whatever perk setup you want, whether that's one that will give you an advantage, or one that will test you, is your choice to make.

    Or are we going to claim that not using meta perks is 'throwing the game' too? If I see you not using Dead Hard, Unbreakable, Prove Thyself and Made For It, can I report you for throwing?

    You can function perfectly well with no perks at all, it all depends on yours and your opponents skill.

  • A challenge. You don't have to do it, but if you do attempt it, then it's going to be difficult.

    But I'm not surprised that a playbase who complains that "my opponent is winning too much" instead of just getting better at the game wouldn't understand this.

  • No challenges require you to throw the game, you only do this if you're desperate to get it within one game, which isn't the point, they're supposed to be challenging.

  • I'd like for Shadowborn to show survivors in a white aura when they're within x meters. Kinda like Dredges Nightfall or when stalking with Myers/Ghostface, but obviously more limited range as it's constant. Or it could be conditional such as being active for 30 seconds after a down/hook or something.

    M&A doesn't need anything else, it's perfectly fine as a TR perk. In fact I've used it as such with absolutely no regard for the FoV change.

  • I love these maps as killer. Maybe try a different tactic or a different killer.

  • Give it time. It's been a year and now many people have a P100. Give it another year and nearly everyone will have a P100.

  • @NotAnotherDoctor said:

    Same day as the release of Final Fantasy 16!

    I wonder will player numbers be down a little bit because of FF

    Yep, was expecting to get a day of DBD in before FF16 landed. Oh well, maybe I'll catch the end of the event.

  • Pretty inconsequential considering every other word is censored anyway.

  • Resilience happens to synergise particularly well with the new perk Made For It, which you're probably seeing a lot of right now.

  • @luvcraft said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458725#Comment_3458725

    I was thinking about this, too; at this point whatever Jason's power is it's going to be disappointing. Unless they get SUPER clever with making him generally OP, but with a weakness based around a shrine to his mother in the basement. That could be neat.

    Like, they'd have to do a lot to make him feel different to Myers. It might not be an expose power, but like, he gains the ability to ignore pallets (like Singularity's Overclock) after certain conditions are met or something. Having it based round the Basement could be a neat new mechanic though, but he'd still essentially be an 'M1' killer with a relatively simple power in execution.

  • Jason might be iconic, but his power is going to be incredibly disappointing.

    I'll always hold out hope for an Alien chapter, it seems more likely now than it ever has before, but that's still not too likely compared to some others.

  • I never care about my lobby as a survivor.

    However with backfilling and MMR what it is, if I load into a lobby as a killer and all four survivors are all readied up before I'm there, I'm out.

    So either lobby dodging has to be made completely impossible (I guess if someone leaves, the whole lobby is nullified and everyone goes back into the queue) or I'm exercising my right to dip out of an obvious mismatch.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458442#Comment_3458442

    The killer was never feasible in "setup" mode. After the changes, the chase version will be very strong. Not counting 1st chase where EMP's are ready, you will get 0-1 EMP's per chase. Considering good singularity can infect people in 3s and then gun them thru like whole map, this change is already too much. But it needs time - so that "setup singularities" disappear.

    Then the killer will be oppresive

    Yes I realise it's a setup power that isn't a setup power. Unfortunately using the power in chase isn't feasible on controller, so we have another Nurse situation. He'll have an abysmal overall kill rate, but those who devote themselves to him (on PC) will make the top 5% MMR a nightmare.

    False advertising and I wish I could refund the chapter. He seemed to be everything Skull Merchant was supposed to be, and PTB impressions matched up. Lo and behold it finally comes out for controller and ends up being unplayable.

  • Obviously they're not going to make sweeping changes so soon, but I agree that these changes won't actually change anything. The biggest thing is the slowdown while charging, so survivors can't reliably use them in a chase, which is a bonus. But this won't fundamentally change how they're used, which is to hold onto an EMP until you need to use it, typically as you're being marked by an active biopod. This will still be possible, and will still result in the killers power 'whiffing' the very moment they try to use it, just like old Dead Hard.

    This either obliterates the power when used in a 'setup' manner, or it means those who use the power in chase have to use it twice every time, which is just unnecessary hassle when the power could have been made to be balanced to have the same effect when used once.

    EMPs need to be made significantly more scarce (such as not reprinting until used), and/or they need to come with a downside (such as killer instinct when used).

  • Absolutely not. Making more SWFs doesn't solve the issue that those who do not use or do not want to use voice chat are disadvantaged.

    If anything, making SWF more accessible and prevalent will just result in killer buffs, which would mean that survivors who do not want to use voice chat, will be even further disadvantaged.

  • I'll always say yes to a killer perk with a haste effect. I need more options for my GoKart Ghostface build.

  • @ownoka said:

    The most recent Ghostface buff in June 2023 has been so brutal. I don't blame killer mains being frustrated by Ghostface pre-buff, but geez, now gameplay is so damn stressful and sweaty as a survivor against Ghostface. I also think BHVR must have tilted map selection towards indoor maps when killers play Ghostface. I've played at least 15 ghostfaces since the buff and never an outdoor map! It's so incredibly unfun to play against a killer that you can't see or hear and can get grabbed off a generator because now all gens spawn near doorways.

    Honestly, Killer mains who play by the unwritten community rules of DBD, namely by not exploring ghost face by camping and then tunneling - I support you getting the killer you want. However, there are so many killer players who don't know, don't care, or exploit every unwritten rule that it will drive people away from the game - which we've seen since behavior started this path last year. BHVR crutches skill. They did the same to Legion, who was my favorite killer to play and play against and is just now deplorable and irritating to play - from music to game style.

    To all those with the intelligent comeback of, "you should just get better at the game," please consider the level of discourse you are putting out there and realize you are missing the point entirely.

    Funnily enough, I've played GF a couple of times since the update, and each time, survivors played an indoor map offering.

  • Overclock should be what you get when a survivor uses an EMP. Not when you successfully manage to use your power 1 time out of 100 because survivors always use EMP.

    Every other killer power item has a cost-benefit to it. Pinhead's box makes you oblivious and gives you the chain hunt, making you a target to save your team mates. Sadako's tapes increase your condemned until you deposit it. Nemesis/Wesker's highlight you with killer instinct.

    EMP's should be the trade off. You either allow the killer to teleport on top of you like Freddy, or you deny them the teleport, but grant them a boost instead, so that as the killer, if you don't succeed in teleporting, you get the opportunity to catch up instead.

    Instead, the power is useless as a set up power, despite being a set up power, the power whiffs 99% of the time because EMPs are pocket Dead Hard, and it can only be used as a Nurse-level chase power, with markedly less impact than Nurse.

  • Spirit Fury with extra steps.

    Teleportation doesn't work, it's just a means to unlock a mid-tier Perk.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457452#Comment_3457452

    Legitimately, I am confused what you mean, can you elaborate? What do you mean by "getting back to the biopod"? You'd already be next to it.

    If you're already next to it, then you're already next to the survivor. Why are you using a teleportation power when you're already in a chase?

    Even when you're apparently using this power 'optimally'. You're willingly trading distance for time, by teleporting closer to the survivor at the same time as being slowed down, so you're not actually making any ground, all in order to gain basekit Spirit Fury? The power is just Spirit Fury with extra steps.

    Teleportation should be used to gain ground, which means using it when you're not already close to the survivor.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457447#Comment_3457447

    By replacing the affected biopod, or placing a new one.

    EMPs are overtuned, we shouldn't lose sight of that, but they also don't completely render the killer impotent if you're playing aggressively. They're a stymying force, one survivors have more access to than they should, but they aren't a hard disable.

    Again, physically getting back to the biopod that was disabled, in order to replace it, is time you could have spent simply chasing the survivor.

    M1 killers are viable, I played trickster for weeks without using his knives at all, and didn't do horribly. That's how people are playing Singularity, because how power doesn't work as a power, it wastes more time than it saves. You make it up by running regular chases, with the odd Overclock effect when you get lucky, which could just as easily be replaced by something like Spirit Fury.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457444#Comment_3457444

    Nope. Place a pod (either ahead of time or in the moment), infect a survivor mid-chase, then use Overclock by teleporting to them. That's the best way of playing Singularity.

    And you do that how when the survivor uses an EMP?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457440#Comment_3457440

    Which is why it's relevant that you aren't. A pod being EMP'd can be replaced immediately at no cost, as long as you're near it.

    If you have to be near the pod to use it, kinda defeats the point of placing pods. Your time would be better spent just chasing the survivor as an M1 killer.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457429#Comment_3457429

    Not... really?

    Like, you play Singularity by placing pods as you move towards survivors, then push survivors towards those pods so you can infect them mid-chase and use your gun to teleport, gaining Overlock to deal with pallets. If you really want to consider him one, that still does technically count as setup, so he still counts. The part that matters is that teleporting via the pods is meant to be a deterrent to just sitting there from the survivor side, as far as I can gather; somewhat like Pig's headpop, or Sadako's mori, pressure to make survivors act rather than a result you're meant to be banking on. The thing you're meant to be leveraging is the direct teleport after the mark.

    His identity isn't confused, people just need a little time to properly grasp how he works.

    So what am I supposed to do when I have a 5% chance of actually hitting a survivor directly, and when it takes 30 seconds to pan the biopod camera around and therefore cannot be used mid chase?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457426#Comment_3457426

    That still changes the boundaries of the conversation, though- he's still a chase killer, just one that controller players have a harder time using.

    Then I'd say it's an issue of confused identity. His power is set up as a 'set up' killer. You place objects and use those objects to view survivors. It has all the hallmarks of a zoning, territorial and information power. But those facets of his power don't work, because survivors have a workaround that obliterates the power under those circumstances. Forcing you to use his power in a way that appears to completely goes against it's intended design.

    It's like if Trapper's Bear Traps glowed with a bright pink aura and could be disarmed by a survivor is 0.2 seconds, but Trapper could place them slightly faster. Now Trapper is a chase/anti-loop killer instead of a set up killer, despite having exactly the same power with a couple of minor tweaks.

    Not to mention, another killer who's power is unplayable for over half of the playerbase, isn't exactly a good thing.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457420#Comment_3457420

    thats all true and if you allow me to quote myself here

    i think the increased charge time is unnecessary but the rest is strong.

    I would suggestion to make it so if all survivors hold a EMP that the crates should stop to produce and start to regress. This way the EMPs need to be used more tactically and survivors are motivated to use them faster.

    with this it should be a bit better.

    And the point with the teleporting, you dont need the cams to teleport to the survivor. So if you just use your ability to teleport, there is no warning and no time to start the emp.

    Similar to my main suggestion:

    @Seraphor said:

    The problem is that since 'special items' have their own category, there is zero downside to grabbing an EMP pre-emptively, as soon as one is available. This gives the printer time to ready a new one, so by the time you've had to use your current EMP, another one is immediately available.

    I have not yet failed to have constant access to EMPs, and I have not successfully ported to a survivor because they always instantly EMP.

    My suggestion:

    • Printers do not automatically start printing the next EMP when one is taken. Instead, an inactive printer must be initiated, to start printing the next EMP.
    • You cannot initiate a printer if you are currently holding an EMP.

    This would allow coordinated survivors to activate printers for each other, but otherwise, it means you can't simply camp out a gen + printer area and rob the Singularity of it's power entirely.

    This would mean that lone survivors (not necessarily solo, just not in the immediate vicinity of another survivor) would have to think twice about grabbing the closest EMP, as they could be robbing another survivor or themselves of timely access to an EMP in that part of the map.

    Additional suggestions:

    1. Charging an EMP takes around 50% longer.
    2. Charging an EMP reduces your movement speed by 20%.

    These would make actually using the EMP more risky, so that you're better of USING the EMP pre-emptively, rather than waiting until the moment the killer tries to use their power, and forcing it to completely whiff, with all the same frustrations as old Dead Hard.


  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457420#Comment_3457420

    It is worth mentioning that the 3.5 seconds thing only applies if you're trying to teleport from the biopod itself, not if you're using the gun to teleport mid-chase. That's where Singularity shines, and based on the changes they're making, I imagine it's what the devs want him to be doing most of the time.

    Like I said in my response, I don't think the Singularity is a setup killer, he's a chase killer.

    Unfortunately you can't use him as a chase killer on controller, any more than you can with Trickster/Huntress/Deathslinger. The camera controls are too restrictive for an FPS format.

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379633/the-singularity-is-hot-trash

    Well, cant say any thing about the maps. he is very relying on getting the right maps.

    But the EMPs, well i got news for you. The devs are already working on that.

    Here is the post with the planned details:

    Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.

    Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.

    Unfortunately these changes won't change the way EMPs are played.

    Reducing printers from five to four changes nothing, there will still be 8 EMPs available at any given time, reduced from 10.

    10 seconds of additional printing time doesn't make much of a difference, 90 seconds was never a problem anyway.

    Movement speed, you generally don't use them in a chase, but this IS the best change they're making, as it will punish those who DO use them in a chase.

    2 seconds to 2.5 seconds, is still less than the 3.5 seconds it takes to teleport. So there will still be ample window between Slipstream and teleportation in which to use the EMP.

  • EMP's are essentially an unlimited Dead Hard baked right into his power, that survivors don't need to use a perk slot for.

    It's by far the most effective strategy to simply grab the first EMP you see pre-emptively. This ensures you have an EMP on hand when you need it, and that the next EMP is already being printed.

    As soon as the Singularity slipstreams you, you have 3 seconds until he teleports on your ass. Your EMP takes 2 seconds to charge. Therefore, you will always interrupt his power as he's using it. So once you see that green reticule over your character, pop the EMP and flawlessly force his power to whiff right at the moment he tries to use it.

    Does that sound familiar? Forcing the killers attack to whiff right as they try to use it?

  • They should make Cypress Mori basekit, delete the existing Mori offerings, then make additional Mori variants activated by special offerings you unlock in the bloodweb, kinda like how you unlock additional perks via the Shrine of Secrets.

  • The point of post-unhook endurance is to dissuade the killer from going for them, because they have an additional health state.

    If survivors get infinite endurance so long as they remain within the terror radius... they will simply not leave the terror radius and USE that endurance to tank a hit for their team mates. This will just force the killer to attack them right away, in order to avoid this harassment, and that will negate the purpose of the endurance and lead to more tunnelling.

  • Because it's robbing you of your power. It's a cost benefit situation. You removevGFs ability to instadown, at the cost of temporarily giving away your location. You can reveal him without revealing yourself.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456550#Comment_3456550

    Again, I've already written a counter to this in my post. Here it is:

    The only other requirement that Made For This has to be activated besides being injured is to not be Exhausted. This is supposed to make it so you have to choose between the constant 3% Haste of Made For This and the 150% Haste of traditional Exhaustion perks. The problem is that you can still benefit from both.

    Lithe, Dead Hard, Balanced Landing and Smash Hit, can all be activated at will when their conditions are met. Which means people who use Made For This can select their Exhaustion perk of choice and run for as long as possible before activating it. Getting maximum value from the 3% Haste from Made For This before getting the 150% Haste or Endurance from the aforementioned 4 perks when the killer is close to hitting them.

    You get to have your cake and eat it too. The synergy that Made For This has with Exhaustion perks is far too great.

    You're not getting "maximum value" of your tiny 3% haste if you're cutting it short to use an exhaustion perk. Again, it's so small that it only pays off after a prrotracted amount of time. It's not enough to get you to a loop if you're in a deadzone, or to drag out a chase by more than a second or two.

    You trigger an exhaustion perk and your 3% is practically worthless.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456535#Comment_3456535

    I'm going to copy and paste my rebuttal to this argument that I've already included in my post since you didn't read it:

    "Just exhaust survivors and you can easily disable the perk"

    This argument ignores how powerful the perk is and relies on all killers being able to easily exhaust survivors for it to make sense. This is not the case.

    Aside from the few killers that can apply exhaustion directly to survivors with their add-ons, Such as Huntress, most killers cannot exhaust survivors with running certain perks. And all of them are conditional. There's no way to guarantee that a survivor will be exhausted when you chase them.

    And even if there was, you shouldn't be forced to run perks or add-ons just to counter a single perk. DbD is sorely lacking in viable build diversity and forcing already struggling killers that can't apply exhaustion with their power to all run Fearmonger will only make this problem worse.

    You dont "need to exhaust survivors". You just deal with this perk instead of an exhaustion perk, and it's fine. In order for 3% to pay off, you need to be looping the killer for a good 20+ seconds, and you'd make up that or more with an exhaustion perk.

  • @fulltonon said:

    This is so obvious and some people still thinks "there is no infinite and bloodlust is just a freebies" lmao

    Nah, I've played this loop, as an M1 killer. I have more trouble with the Myers house.

  • Are we forgetting that it doesn't work when exhausted?

    I'd gladly take a 3% speed boost over a Sprint Burst, Lithe, Balanced or Dead Hard. And it's not really worth using with any of those because then you only get the 3% for a limited time, when it only pays when used for an entire chase.

1 … 45 46 47 48 49 … 171