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Seraphor

Seraphor

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Seraphor
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  • @almofan1001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393007#Comment_3393007

    Go watch tru3ta1ent videos, plenty of evidence proving fast chases don't equal slow gens with or without gen regression. As much as you guys seem to have a hate boner for him, a lot of times he says the truth and shows evidence for it.

    Lmao, how can you watch tru3tal3nt unironically, he can't go more than 30 seconds without whining about genspeeds. He slugs everyone while he attempts to tunnel and is surprised when they keep picking each other up and he gets zero hooks.

    Try a competent and non-delusional killer main, like Otz, ScottJund, Spookyloops, etc.

  • @almofan1001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393003#Comment_3393003

    Against any semi-competent team, you have to. But against teams you go against, I probably could use no perks, play M1 killer with no ability and win just purely on-game sense. Yet this situation happens very rarely ;)

    But hey, I'm sure you're a genius and found a way to consistently 4k without gen regression perks in high MMR. Lmao.

    Sounds more like you boosted yourself to high MMR by relying on crutch regression perks.

  • @almofan1001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392993#Comment_3392993

    How can you say killers don't need anti-gen perks to have a viable chance to win the game? Did you write that with a straight face? Is your sample size includes only yourself?

    Like, there's so much evidence to disprove your statement that at this point you have to be willfully ignorant, or trolling to say such a thing. I hope it's the second else I would start doubting your thought process.

    You seriously think all killers are forced to run CoB, OC and PR to stand a chance at winning?

    I haven't used any of them on months and I still have an above 50% kill rate, like all other killers do.

    Apply pressure effectively instead of relying on crutches.

    Lets see your evidence. Kill rates, use rates of CoB, OC and PR and how they correlate to kill rate.

  • @onryowave said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371273/buff-6-year-meta-perk-revert-healing-nerfs-keep-gen-regression-nerfs

    i think that's the worst part about this for me. the people who acted the worst got their way. saw a ton of reasonable discourse where people were trying to find a good middle ground on these changes. instead BHVR caves to the loudest and most toxic part of the community, barely nerfing healing and completely gutting gen regression. insane. apparently people who enjoy playing killer didn't do enough screaming on twitter and didn't do enough review bombing, that's the only thing BHVR listens to apparently.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392967#Comment_3392967

    no one believes for a second you play killer dude

    That's a new record. Suvivor main and killer main accusations in the same week!

  • What's appalling is your total reliance on meta regression perks.

    I'm winning all round as a killer who doesn't use CoB, OC or PR.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392940#Comment_3392940

    Thrilling is in no way shape or form a slowdown perk lmao.

    Of course it is.

    It blocks gens (blocking gens is 4x as valuable as regression), it shows you where survivors are working on gens so you can pressure them off them, which means you can be sure no gens are being repaired while at least one survivor is hooked, with at least one going for the rescue, and at least one currently being chased. Maximum of one survivor (potentially no survivors) repairing at any given time.

    Effective pressure is the best slowdown.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392407#Comment_3392407

    No one wanted those atrocious healing changes. What we ACTUALLY wanted was those to go away in exchange for our regression perks not getting as severely destroyed, which didn’t happen. They literally gave survivors both benefits of the update which leaves killers with absolutely nothing to defend themselves against gen rush.

    Such hyperbole.

    Three regression perks were nerfed. Two of them needed it because comboing CoB and OC was OP, and Pain Res is arguably not nerfed all that much at all now. (PR currently takes 7 hooks to inflict 105% regression, if there's still gens left at 7 hooks you've probably already won, new PR will take 4 hooks to inflict 100% regression).

    Meanwhile there's several other regression perks, and only one of those (Ruin) is too weak to bother with, the rest are entirely viable.

    I never use CoB, OC or PR. I use Jolt, or maybe Thrilling Tremors, Corrupt on setup killers.

    I haven't been nerfed at all, but my opponents who have had their self healing abilities decimated certainly have been.

  • I keep seeing this "all the regression perks nerfed" thing. But I only use Jolt or Thrilling Tremors so I haven't been nerfed at all.

    Meanwhile self healing has been decimated.

  • DH and CoH are two of the most problematic things in the game and have been begging for nerfs for years.

    DH turns every chase into a game of chicken, just like old hatch standoffs, just like hook camping. Essentially removing killers ability to lunge.

    CoH provides unlimited selfheals. Completely turned the game upside down when it was released.

    Literally the two most unbalanced things on the survivor side.

    in PTB Comment by Seraphor
  • Any and every killer that wasn't 100% reliant on CoB/OC combo as a crutch.

    Not sure what your point about Plague and medkits is supposed to mean when medkits got nerfed. Plague is the least affected of all the killers.

  • @Chaos999 said:

    Mmm. Self heal times should have been kept in my opinion, but let's see how things turn out.

    Overall this feels like an extreme killer nerf while only a slight survivor nerf.

    Lets me wondering where are slower, methodical killers going to get their slowdown from...

    Seems like all recent changes are focused on making the game chase oriented, while discouraging tunneling and camping, but they don't address the fact that survivor efficient gameplay remains just as strong and that chase outcome currently largely relies on survivors mistakes rather than killer agency.

    I would be thrilled to see changes made to the maps that actually encourage chase based builds, as well as new powerful chase perks

    Self heal times were kept.

    You can only Self heal using either a medkit (nerfed to 24s) or Selfcare (as always, takes ages)

    How was it an 'extreme' killer nerf when only three killer perks got nerfed, which aren't at all necessary and many killers don't use anyway?

    I never use CoB, Overcharge or Pain Res, my killer games are completely un-nerfed. And I main M1 killers like Ghostface and Pig.

    I'm even more inclined to use Pain Res again now, as it'll be much more strategic in choosing when to hook on a scourge based on gen progress, and I just like running healthy anti-camp/tunnel perks anyway, like MYC. (It provides proof I wasn't camping/tunnelling when I inevitably get accused of doing so)

  • @DangerScouse said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392391#Comment_3392391

    Thanks for clarifying. Yeah, my main worry is the overall nerf to gen defence. The one area that needs a buff id say. But let's see how the game plays once it goes live.

    Some of the most problematic and most widely used survivor perks got significantly nerfed.

    CoH no longer gives (unlimited) self heals, and DH is no longer useable every single chase. Plus medkits, which every survivor can have, were nerfed.

    Meanwhile three specific problematic killer perks were nerfed, which aren't even the only viable regression perks. Jolt, Corrupt, Deadlock, DMS all still exist as is and are great slowdown.

    PR is no longer the "win more when you already win" perk and tunnellers best friend, instead it actively encourages not tunneling, and is still an effective slowdown perk.

  • CoH: still nerfed

    DH: still nerfed

    Medkits: still nerfed

    Seriously, this is like when they teased basekit Unbreakable, a completely broken mechanic, and all the survivor mains had a meltdown when they realised their new OP toy wasn't actually coming out on live servers.

    Just because you were teased with a lottery win, doesn't mean the raise in your wages isn't still a net positive.

    Btw, weren't notorious killer mains complaining that the healing changes were a bad thing because it would just cause more genrushing?

  • @Madjura said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392351#Comment_3392351

    You can run multiple Exhaustion perks though, as long as you can "control" when the other perk activates (so basically as long as it's not Sprint Burst). Use something like Balanced Landing in your first chase and then Dead Hard after you get unhooked or something. Spending half your perk slots on Exhaustion perks is probably a very terrible idea however I admit.

    I also feel like this change probably kills the perk but it's an option you can run sometimes.

    Personally I think I would have preferred adding protection hits as an activation method in additionto unhooks. At least that way you're actively losing a health state to potentially gain one in chase.

    This way it turns it into an effective anti-tunnel perk though, which isn't awful.

  • @H2H said:

    Honestly, with this change to Pain Res, it shouldn’t be a scourge hook perk any more and should work on any hook. Only being able to use the perk at most 4 times and also have to deal with scourge hook RNG really makes it not worth it.

    Actually, this change is perfect for a scourge perk. It allows you to choose when you use it, so that you don't waste it at a time when there's no gen with 25% or more progress.

    If you down a survivor for the first time and a gen is nearly complete, scourge. If you you know there's no gen with progress, stick them on a regular hook and save the regression for the second time you hook them.

  • Excellent compromises all round. Nothing to add really, you fixed every problem.

  • Survivors can't spawn on gens. Survivors can't spawn near the killer. Survivors can't spawn on totems. It'll get to the point where there's only a couple very specific potential spawn locations which would allow killers to immediately triangulate survivors based on gen auras. Basekit Lethal Pursuer.

  • This isn't true. The blood around the DC symbol is likely an artefact of them being injured/downed/hooked at the time they DCed.

    Of course, survivors who intentionally DC are more than likely to be either injured/downed/hooked at the time they ragequit.

    And even if they could display whether a survivor intentionally hit the "Leave Game" button or simply lost connection, treating them differently wouldn't make any difference, as players who wanted to DC without penalty could simply unplug their router to disconnect their connection and restart the game.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391252#Comment_3391252

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391254#Comment_3391254

    Intersting note to add, is that usualy Survivors tell you "Noooo tunneling doesn't have conterplay, it is sooo ezi".

    And that's the biggest problem.

    When you tunnel, but fail to make headway due to competent survivors looping you for an extended period, everyone loses out. The survivors feel cheated out of a well-rounded game, and you end up not killing as many as you wanted to.

    It's why I don't tunnel intentionally, because when it works, the survivors have a bad time, and when it doesn't, everyone has a bad time.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391230#Comment_3391230

    She was the only one on death hook. She was the right target.

    Sounds more like game has way too many second chance tools and Twins are too slow to deal with that.

    This is a classic example of why tunnelling out a survivor is not always the best choice. You could have gone for another survivor, lulled Meg into a false sense of security, and then caught her off-guard later when she was out positioned, instead of just following her from strong loop to strong loop as she played the defensive chase as competently as thousands of hours of practice had taught her to.

    That said, you understandably felt the pressure to tunnel a survivor out because the Twins are a weak killer and are worse at dealing with these things than most others are. This is a rock and a hard place situation, and arguably, the Twins shortcomings made tunnelling out a strong survivor an even worse choice. You're giving her additional second chances by way of a poorly-functioning power.

    As for that power, I think the Twins should take some inspiration from the Knight and Skull Merchant. The time it takes to switch from Victor to Charlotte or vice versa, should decrease with range, so the further away the faster you transition, with maybe a maximum of 32m where transition is instant. Additionally, Charlotte could get a small speed boost similar to Skull Merchant, whenever a survivor is revealed by Victors killer instinct, be it proximity or due to he being latched onto them. Not saying this would fix the Twins completely, but it would be a good start.

  • I much preferred the old Pain Res where it told you which gen it hit. This essentially made it an anti-camping perk as it got you away from the hook to pressure any survivors on or around that gen. And I would have much rather they nerfed the amount of regression it inflicted over losing the notification.

    Instead, it's become a sort of passive slowdown perk, you don't know which gen it hit, but you know it's delayed the next gen popping for about 15s. This is what makes it useful for camping and tunnelling, it's doing the job of pressuring survivors on gens for you, while you focus on your hooked survivor. It even still combo's with DMS, despite them citing that as the reason for removing the notification.

  • For me, it's more than it just feels completely random and unearned, and that this means you have to expect it on every single injured survivor regardless of whether or not they actually have it.

    If you compared DH to other exhaustion perks, none of them are giving you an additional health state, they're helping you evade the killer and thus delaying losing one of your two default health states. That's very different.

    Survivor perks that do give you extra health states are far more limited or have specific requisites, such as DS, Renewal, Deliverance (kinda), Unbreakable, Soul Guard, OTR, BT, Styptic, etc. They're either one-time use, or require very specific conditions, or both.

    DH is an outlier, after all it didn't used to give you an extra health state, it used to be a physical dodge skill. You didn't tank a hit, you made the killer miss, and that's a very different thing. That said, I don't necessarily think tanking a hit is worse than evading one, and personally the old DH was worse than the current DH. But they both have similar issues with killer interaction.

    Meanwhile however, you know when you've been exposed, you know when to expect exposed, and you can play around it. They're either very conditional perks that you can actively avoid or deny, or they're part of the killers power, which means that killer is giving up something in exchange and you already know to expect it when you see who the killer is. It's never unexpected.

    It's the unexpected nature that paralyses you, just like Eruption before it was nerfed, just like old Hatch Standoffs, and kinda like current hook standoffs where you gamble on ping to secure a grab. Anything that mitigates these so that you're not playing this game of chicken with every survivor interaction is a benefit.

  • 'Not tunnelling' will be more effective than it was before.

    That's not really the same thing as 'tunnelling will go down'. I think on an individual basis, players who have started tunnelling regularly aren't likely to stop. That cat's out of the bag, pandora's box has been opened.

    But maybe players who don't like tunnelling will play more, and newer players won't resort to it out of necessity. So it should have some impact, however small.

  • If anything this may have saved Boons.

    There's nothing they could change about Boons before, without either making CoH (even more) overpowered, or every other Boon completely useless.

    Now that CoH has a similar level of utility to the other Boons, they can be adjusted as a group by changing things like blessing time, effect radius, notifications, hex interactions, etc.

  • The problem with CoB and Overcharge is they both do the same thing, which makes it impossible to balance them individually.

    You make either of them strong and combined they're OP. Make them too weak and they're only worth running together.

    CoB was absolutely fine at 200%, but adding a regression bonus to Overcharge screwed up any possible balance.

    Instead they should have doubled down on skill checks. Made Overcharges skill check zone 25% smaller, faster, or without a notification sound. Added additional regression penalty to missing it, and a base regression even if you do hit it. If Overcharge guaranteed say 7.5% regression for hitting the skill check, and 15% if it was missed, if it was touched within 60s, it would still combo well with CoB as a 'hedge your bets' mechanism so you gain value regardless of how soon a survivor touches the gen, without being completely oppressive when you do manage to hold survivors off a gen for 60s.

  • No map is perfectly balanced, and never will be.

    All maps are viable for killer and survivor.

    I really wish people would stop freaking out about maps such much. It leads to map homogenisation where every map is just an open field with a main building in the middle. Just like the latest Autohaven and Shelter Woods reworks.

    We need more unique maps, and it doesn't matter is they're not perfectly balanced. Perfection is unattainable.

  • @Superyoshiegg said:

    Half of them aren't on sale at all, for whatever reason.

    • Feng's S.T.A.R.S outfit
    • Jill's S.T.A.R.S outfit, wetsuit & Sheva legendary skin
    • Leon's Noir outfit & Carlos legendary skin
    • Felix's B.S.A.A outfit
    • Ada's qipao
    • Wesker's Blighted skin

    I guess BHVR forgot?

    I was wondering why all the RE skins were suddenly on the top page of the store for no apparent reason

  • Are we supposed to understand this april fools joke?

  • Wouldn't be against a map inspired by any of these, but it wouldn't really be "liminal" anymore with generators and crying injured survivors and screaming Nurses.

  • People read too much into teabagging and hitting on the hook. Sometimes it's just because "it's a button to press and it does a thing".

  • @Bot_Salvo88 said:

    It's not "survivor mains crying about healing changes". It's "players worried that healing someone else taking an insane amount of time with certain killer perks against".

    I've seen people mentioning "just bring autodidact, bro" but is it better to bring always only a perk to fix a problem or is it better to fully address the problem?

    Killers have been asking this in regards to regression perks for as long as I can remember.

    And it's never been an absolute. While gen regression is "absolutely necessary" it's also possible to succeed without it.

    The same can be true for survivors and healing perks. The main difference is that i stead of one CoH in 16 perks being mandatory, now each survivor needs to consider their healing capabilities and what, if anything, to bring into the game to help with that.

    That said, I think the 16 to 24 base charges are way too much, particularly wirh all the knock on effects to perks that influence healing speed, and especially recovery time. Altruistic heali g has to be faster than self healing, and especially recovery.

  • @Mandy said:

    I have confirmed the numbers for Pain Res are 11/13/15%

    RIP

  • Down and hook them.

    1. They chose to leave the game running. If there's a more serious issue they're dealing with, losing one game is the least of their worries.
    2. Allows me to farm a hook, and their team mates to farm an unhook +/- a heal, meaning they're still of use in the game.

    I'll leave them alone for a while after the first unhook, giving them a chance to rejoin the game, but if it goes on for too long and it's more efficient for me to rehook them (e.g. I've chased/hooked other survivors and ended up back by the AFK survivor with no other survivor nearby) then I'll get them out of the game.

    If their AFKness had a significant impact on the game, like the survivors haven't made any gen progress, I might ease off to give them a chance to catch up a little, but within reason so as not to just throw the game.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369701/well-they-gave-pain-res-something-at-least

    am actually checking on these numbers right now, as I'm not sure they're completely correct here.

    Oh boy, if that's a mistake this isn't going to be doubly disappointing. 😅

  • Exactly what I suggested a couple days ago, though I think it could stand to even be 25% now. Four uses per game = 100% in total or one full generator. That doesn't seem too unreasonable for an anti-tunnel perk.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385394#Comment_3385394

    Pairs well with Deliverance, but I dont know if anyone wants to run two Perks which will not really help when you are the first person found.

    Also, if they really changed DH to deactivate when you pressed it too early, one more reason to not play it.

    I already run Renewal with We'll Make It with the specific goal of getting the first unhook.

    The change to deactivation does seem a little concerning though.

  • @[Deleted User] said:

    Someone who actually knows game development can chime in but from my understanding weather effects are quite demanding on a game. I mean proper effects too not like what we currently have. Not sure if the game could handle it.

    It wouldn't need to be graphically intensive, just different skyboxes, and some maps already have effects such as Ormond's snow, so just having different variables to this, such as higher wind speeds (simply changes the direction/trajectory of snow objects) or no snow at all, and a similar graphic for rain or sleet on other maps.

  • What I find funny, is that we have these similar "worries" from both sides of the role divide.

    "Healing changes will make camping easier!"

    and

    "Healing changes and regression nerfs will lead to more gen rushing!"

    But you know what? The counters to these are also more effective, and they counter each other.

    Survivors are genrushing? Pressure them off gens! Your hits are more impactful now. Stop camping and they won't be able to genrush.

    Killers are more lethal? Leave the gens, stop greeding gens to rush them and protect yourself, they're not going to regress as much. Stop genrushing and they won't be able to capitalise injuries.

    Neither side is losing as much by not camping or not genrushing anymore, your impact on the game (repairs made/injuries inflicted) has more lasting influence, if you just play smart and adapt to what the other side is doing, you get a much more balanced game.

  • The dailies are there to incentivise branching out from your usual habits. If you only play one role, or one survivor, or one killer, it's to get you to do something else. Giving you separate dailies for each role would completely defeat this point.

    You need to play both roles. Not playing both roles is what leads to myopic survivor/killer bias. It reduces toxicity, leads to better attitudes and the ability to accept when you lose. Furthermore, you will become a better survivor if you know how killer works, and vice versa.

    Meanwhile, the rewards are low so that people don't feel forced to do something they don't want to do. It's a middle ground, to try and keep everyone happy.

    I think the number and rate of daily rituals is just fine. It means you can log in every 2-3 days or so, and do about 2-4 dailies across multiple roles/characters. Much more than that, and you're pressured to log in every day. Who has time for that? let alone every four hours, are you insane @Aven_Fallen ? And if you increase the rewards, that pressure increases with it.

    If you want more freedom in the challenges you attempt, that's what tomes are for. You can pick and choose what you attempt, you can do it at any time, they never expire.

    @WesCravenFan said:

    My issue is the difficulty disparity. Michael just has to tier up a few times, which is literally staring at people. Artist has to get downs with her birds. Legion has to hit four people in Feral Frenzy. Demo has to get fully charged shreds.

    The difficulty is all over the place disparately for roughly the same reward.

    This is also my only gripe. The worst one for me has to be Pyramid Head's, as survivors inevitably avoid torment as much as they possibly can. Demo is definitely a point of contention when I make several successful Shreds but a couple of them were apparently one millisecond short of a full charge.

    Pig I never have an issue with, you just have to land 4 ambushes, that's not difficult, I managed 6-10+ ambushes per game and if you're not using the killers power, why are you playing them?

  • @Technature said:

    Oh, then you know that what I'm saying has merit and we can stop having this discussion.

    Yes, I know maps have little baring compared to player skill, glad we agree.

  • @Technature said:

    Yes, I suppose you're right, I should just play only Nurse

    Dude I main Ghostface, Dredge and Pig.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384915#Comment_3384915

    Are you really against letting people see their own skill level in game?

    When it's not actually a "skill" level but more an "average kill/escape rate" and whose purpose is purely to serve matchmaking for the purpose of a fair chance of killing/escaping, and not actually evaluate skill... yes.

    It's hidden to prevent players gaming the system. Because increasing your MMR isn't a goal or a trophy to strive for.

    It's also hidden because no matchmaking system is infallible and mismatches are inevitable due to player numbers, peak/off peak fluctuations, and backfilling, and showing it would just cause a load of unnecessary, uninformed, and unwarranted complaints.

  • @Technature said:

    Anyone that's played long enough has gotten 0k's and 4's on every map, this isn't a point you can make.

    When people are of equal skill, who the map decides to ######### over determines who wins and how badly. Some maps even outright override skill (Haddonfield can be won by pretty much every killer if they refuse to leave the three gen that is created every time). Garden of Joy has several infinites on the house, The Game has so many pallets that there's no point to greed any of them, and do I have to explain RPD?

    Yes please explain RPD, because as I've already mentioned, I do well on that map as both survivor and killer. It's just a matter of learning the map.

    As I've already said, in the post I suspect you ignored most of, this is confirmation bias:

    You didn't lose because the SWF sent you to a map that ######### you over. You lost because you went against a highly coordinated SWF.

    You didn't lose to someone of "equal skill" because the map ######### you over, you lost to someone of higher skill, or you lost because you made mistakes, but blamed the map.

    Some maps have strong loops. It's your job as killer to catch survivor away from these loops to have a short chase, or use your power to circumvent them, or pressure survivors away from them.

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384514#Comment_3384514

    "All maps are equal" is a HELL of a take.

    You don't understand pain until you've been on fractured cowshed and 3/4th of the map is one massive chain of loops.

    Also no, do not hide Location offerings, I need to know when I should alt+F4 the game.

    I didn't once say all maps are equal. But there's a lot of things in this game that aren't equal. Solo and SWF, meta and non meta, plague vs medkits, Legion vs dead hard, gen rush, tunnelling, etc. Ultimately maps are a small factor compared to all of these things. Offerings are there to give you an advantage, just like coins, or shrouds, or blueprints, or oaks. These are all functionally on the same level as map offerings. You're using up your one offering slot, to turn one aspect of the game slightly in your favour.

    Yes I've played enough killer to get my ass handed to me on cowshed several times. I've also got 4K's on cowshed too. 🤷‍♂️

    I guess if you want to avoid a challenge and only play the easy games.

  • As I understood it, the new pain res changes means the first time any survivor is hooked on a scourge hook, it activates.

    So if their first hook is on a regular hook, ad their second hook is on a scourge hook, then it activates and consumes the token, and their third hook won't.

    But I agree with showing individual hook states to the killer for a bunch of reasons.

  • No hard feelings against this. I can imagine them making it harder to gain pips in exchange, but that would still be better as you're at least removing the frustration of going backwards.

  • Pain Res:

    I've kinda come around to the idea of this "only on first scourge hook" mechanism. Instead, I think it should keep this and get a buff to the amount of regression, maybe 20% or even 25%.

    By making it only on first scourge hook per survivor, you not only encourage spreading hooks among survivors and disuading tunneling, but you also introduce an element of choice.

    Maybe you've downed a survivor, but you know there's no gen with more than 20% progress, so you opt for a regular hook instead. The next time you down that survivor, you know you've got a gen somewhere that's probably nearly finished, so you choose the scourge hook and reap your 20% regression.

    Considering that this change is potentially nerfing PR by about 50% or more (assuming for an average of 8 PR hooks per game currently, down to a maximum of 4), then a 30% buff to regression (15% regression to 20% regression) doesn't seem to unreasonable. That's still less overal regression than it currently is.


    Dead Hard:

    I don't think is this as bad as some think. But that's coming from someone who routinely uses niche builds, particularly my unhook build with Renewal/Deliverance, We'll Make It, and Empathy.

    I'm use to earning my perks through specific actions like unhooking, or totems for an Inner Healing/Overzealous build. Earning Dead Hard actually makes it more interesting to me.

    There's 8 potential unhooks per game. 8 potential Dead Hards isn't insignificant.

    I've repeatedly said that what DH needs is some kind of telegraph, so the killer isn't playing a game of chicken with every single injured survivor. This actually fulfils that, as the killer can attempt to keep tabs on who has unhooked and who hasn't.

  • I thought so too at first, but I've kinda come around to the idea of this "only on first hook" mechanism. Instead, I think it should keep this and get a buff to the amount of regression, maybe 20% or even 25%.

    By making it only on first scourge hook per survivor, you not only encourage spreading hooks among survivors and disuading tunneling, but you also introduce an element of choice.

    Maybe you've downed a survivor, but you know there's no gen with more than 20% progress, so you opt for a regular hook instead. The next time you down that survivor, you know you've got a gen somewhere that's probably nearly finished, so you choose the scourge hook and reap your 20% regression.

  • @philward1953 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382719#Comment_3382719

    Somehow, this is an easy concept so many people fail to understand.

    Because adding VC "so you can balance the game around it better" means buffing killers, which means you're making VC mandatory, and solos who opt out of VC are even more worse off than they currently are.

    I would not be able to play survivor if this happened. I'm one of the (apparently very few) players that enjoys soloq, and there's no way in hell I'm subjecting myself to a host of children yelling slurs at me, terrible music and obnoxious sounds bombarding me as I'm straining to hear the killer.

    I would be forced to mute it. This means I wouldn't be able to reap the "benefits" of VC, while killers inevitably get buffed to compensate for the VC that everyone apparently has access to now.

    If you want VC, it is already available via an opt in method. Discord.

    You don't seem to realise that people who enjoy solo survivor, enjoy solo survivor. If I needed or wanted to play with VC, I would find other players to SWF with. Which I have done in the past, it's not difficult.

    Integrated VC is not helping solo survivors, because actual solo survivors don't want it. If you do, you're not a solo survivor, you're a lonely SWFless SWFer.

    VC means making actual solo survivor worse, in order to facilitate for people who want to play SWF but just cba to organise it.

  • I do think the healing changes as proposed are too much. It's going in the right direction, but the execution isn't right.

    • Altruistic healing should not be nerfed as much as Self healing.
      • Instead, charges required for healing should be increase minimally, to maybe 18 instead of 16, and then Self healing should come with a 25% speed penalty, so that Self healing would end up being the equivalent of about 23 seconds.
    • A 50% increase to healing time has a compound effect on other healing speed reductions such as Sloppy and Coulrophobia.
      • Combined with the change above, The Mangled status should be nerfed form a 20% healing speed penalty, to around a 12-15% healing speed penalty.
      • Additionally, Coulrophobia should be nerfed from a 30/40/50% healing speed penalty, to about 20/25/30%.
      • I don't think Pentimento requires a significant change, due to the difficulty in sustaining the debuff, typically you only get one totem up for any length of time. It is after all a Hex perk and deserves to be strong.
    • Changes to CoH are absolutely fine. This removes the glaring issue with the perk being the unparalelled independence to heal yourself up instantly with no other survivors required, and it also brings it back in line with the other Boon totems as supportive team perks that don't dominate the meta. This leaves room to buff Boons as a whole, such as adjusting the radius or blessing speeds, etc.
    • Changes to medkits are almost perfect. Maybe shouldn't nerf altruistic healing, but the changes to charges and self healing speeds are absolutely necessary.

    However, I disagree that the only inevitable result of these changes is a huge increase in gen rushing. Yes I expect many survivors will opt to finish a gen instead of healing, but they will be putting themselves in a vulnerable position by doing so. With healing being less efficient, killers are rewarded more for spreading pressure and pursuing other survivors. Going off to search for survivors working on gens will be more profitable, as you're not simply smacking the survivor as they run away from the gen to inevitably heal back up and jump back on the gen within 15 seconds.

    This will force survivors to play more cautiously, dropping gens to hide and evade approaching killers, instead of risking losing a health state. This kind of play style will be more viable because gen regression has been nerfed, leaving a gen isn't a certain loss of gen progression due to a CoB kick sapping all of your repairs away, etc.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384445#Comment_3384445

    Just nerfing camping by itself is just a matter of increasing the hook timer. That's it. That's all it takes to make standing in front of a hook less efficient is to make it take longer.

    Hook timers can't just be indefinite though. If you make them too long, it provides no urgency for the survivors to go for the rescue, no incentive to get them off the hook when they could simply finish their gen and leisurely make their way to the hook after that.

    So it's a balancing act to get timers in the right place.

    I do think a little longer could work though, after all 70 seconds is still less time than it takes to repair a gen.

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