Seraphor
Seraphor
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317400#Comment_3317400
So then you choosing the monthly charts isn't either?
Maybe you didn't understand me about vectorising the curve or the difference between more accurate and less accurate data, but that 'dip' doesn't exist.
This is a vectorised curve that an algorithm has attempted to simplify the data into something that looks neater.
This is the same graph expanded at a higher resolution:
Oh no, is that a huge dip after Jan 9? It looks like a decrease from 40k to 35k in the space of... two days...
Actually, this is still vectorised, this is still inaccurate, because the highest definition graph looks like this:
Everything in the red circle represents the data that has been vectorised into 'a sharp decline'. Additionally, even the lowest dip, which would have been the middle of last night, was still higher than the night of December 15th.
Give it 12 hours, and that 'dip' will turn into a sharp increase, as the vector favours the daytime rise over the night time fall.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317384#Comment_3317384
So then what's happening towards the end of that chart?
A slight decrease that's not uncharacteristic for a 1-2 week period after the holidays? Give it a couple weeks and it'll be back up, particularly as the next mid-chapter hits then.
Also that 'dip' is in part an artefact of vectorising the curve. If you want to analyse what's actually going on, the month view I posted before clears that up. If you want to claim that the less accurate year view 'dip' means something but the more accurate month view doesn't, that my friend is called cherry picking and manipulating the data.
The biggest and most significant decline happened after the last patch, as The Knight and some of the changes were unpopular, plus there were technical issues for players. You could have claimed a 'sharp decline' then, but it's levelled out now. Hell there's even been a net increase in players over the past month.
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Stealing this from Otz, but as a Dredge main I love it.
Vampire Dredge: You only come out at night.
Stack add ons that speed up Nightfall or extend it's duration, and sweat like hell for 60/80 seconds. Make sure you're back in a locker for 'daylight' and don't come out until it's dark again.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317376#Comment_3317376
Screencrap the year view too
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This your "sharp decline"?
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@Dionysus42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317326#Comment_3317326
People were saying 'buff solo queue up to SWF and they can balance killers later'. It's obviously no surprise that when they get their solo queue buff suddenly they forget about the killer balance and pretend it's not a buff. Getting buffs for survivor was the goal the whole time, not balance.
First you need to evaluate how much of a difference these survivor buffs make. I don't expect it'll be a massive drop in kill rates, maybe 5% among solo survivor lobbies, less than 2% among SWF if that.
Then you need to work what sort of killer buffs would work in turn.
Personally, I think the best kill buffs that provides the same kind of buff and of the same magnitude, would be increasing killer FoV (via a slider setting) and giving killers hook state indicators. These would be minor info/QoL buffs, that help killers be a little more efficient in their main objective, but crucially don't provide killers who are either already at the top or using cheap tactics as much of an advantage.
The wider FoV would give less experienced killers a better chance at not getting spun out by 360's or survivors hiding on their toes, which very experienced killers can already deal with, while the hook counter wouldn't benefit campers and tunnellers because those players already know who they're targeting.
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The only thing I can think to add is be mindfull of where you're chasing. If you can chase close to gens then you're indirectly pressuring those. If the survivor is intentionally pulling you away from a gen, chances are you need to pressure that one.
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@HugTheHag said:
I try and keep in mind who was hooked how many times.
Tunneling can be unintentional (as a Hag player, I know first hand!) but it still sucks to be on the receiving end.
I've seen some killers say "if you see your team is genrushing, go do a totem or two to be fair".
I do the killer equivalent. If I see the survivor I found is the same as last time and that he's on death hook, I'll give them a scare and go for someone else. Or if they're easily downed and I need the pressure, I'll carry them to a hook and leave them slugged in front of it as a sign that I could have killed them, but gave them another chance to be picked up. Il will be 2 survivors off gens while I chase another.
I try to do the same. The problem is I often lose track of hook states, particularly if it's a close game and I'm having to focus on the chases.
We need some kind of indicator. If not hook states entirely, then perhaps just an indication that a downed survivor is on death hook, so you can choose to slug instead of eliminate.
I suppose taking an Ebony Mori does this in a roundabout way, but that shouldn't be required, it should be basekit.
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A minor buff to survivors warrants only a minor buff to killers.
A FoV slider, up to about 100 degrees, and rework Shadowborn/Monitor.
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As mentioned, there are specific locations on each map, and it can be helpful to learn where those are.
For example, the Swamp and Gideon maps have a habit of sticking the hatch right in the corner of the map, which can make it easy to miss on a general 'sweep' if you're not looking right in the corner.
Meanwhile RPD has a couple locations that are technically 'upstairs', but as long as there isn't open space directly below then it's a potential spawn location.
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You have three hook related perks despite the fact that you're playing one of the very few killers who can progress without using hooks.
Cages bypass hook perks for both sides, so if you're not running hook perks, then you're 100% profiting as now survivors can't use BT, OTR, Deliverance, Renewal, We'll Make It, etc.
Try more chase/info perks and automatic slowdown. Something like:
- Lethal Pursuer
- I'm All Ears
- Save The Best For Last
- Deadlock
Or:
- Lethal Pursuer
- Nurses Calling
- Nowhere To Hide
- Call Of Brine
Yes each of those are three info/chase perks and one slowdown. Killers like to stack a ton of regression/slowdown perks these days, but the best defence is a good offence.
The first set allow you to focus 100% on chases, and out-mindgame survivors at loops. The second set is more about keeping tabs on survivors and knowing where they are when you need to. Nowhere To Hide can find you survivors behind walls for your M2, and prevent them tapping the gen right after you kick it. As you get better, you could try swapping CoB for Eruption. Meanwhile Nurses is a neat perk on Pyramid Head, as you can hit healing survivors through walls and potentially get a down and an injure, or two downs in one attack.
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Of course you can win matches as weak killers.
Every killer's global average kill rate falls within a 10% range around 50%-60%. SO statistically, all killers win roughly half their games.
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It deters survivors from hiding in lockers. How is that not a useful thing?
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Ghostface Addon:
Decoy Mask
A second mask can be used for a number of things. You can make your victims think you're somewhere else, or maybe there's a second killer donning the signature mask hiding just out of sight.
- Stalking a survivor does not increase their stalk meter or reduce your movement speed.
- When a survivor reveals you, they become Marked for 45 seconds.
- +100% Bloodpoints bonus in the Deviousness category for downing Marked survivors.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316568#Comment_3316568
That doesn't makes sense as normally it would be purely coincidental, when you can see their aura you are just in an angle where the gen aura is hiding them. And even if you where right, then what is the point of revealing the aura if they can hide it for free if they are in the right spot?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316540#Comment_3316540
The visual cues should be reduced in size in general, for everybody. I don't know how many times I couldn't see where the survivors go when unhooking or a gen is completed because of the damn "magnifying glass" as you call it. But I agree, the auras revealed, specially those of the survivors and killer, should be drawn on top of everything else.
Because every mechanic has some kind of counter or workaround. Why else would hiding in lockers also hide auras?
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I have 147 Drafts that I'm never going to post...
I also have 1 bookmark (must have been accidental) that doesn't seem to exist anymore, but it's still counted.
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It's intended that way, so that survivors can hide their aura behind generators.
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There are already too many (and too many useless) perks in the game.
Each new character guarantees three more perks, which means a minimum of six new perks every main Chapter phase.
I don't think adding more on top is a great idea. Besides, when Bubba (apparently) leaves, his perks will become generics.
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I've never had a mercy kill. I've had a few spite "kills" though. Offered the hatch and they would rather DC than accept my charity.
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@brokedownpalace said:
I don't really get why if a pallet is strong it must be immediately addressed but if it's weak "that's okay, silly! Some pallets are just weak tee hee!!"
Like yeah it's not a game breaking issue but no pallet should be near useless.
Who's saying every strong pallet must be immediately addressed?
And how would removing this pallet make it better than it is?
It is still a tool to stun the killer.
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@GoodBoyKaru said:
Remember the pallet upstairs on the 3rd floor of Hawkins anyone?
I loved that pallet, I always got a hit there.
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@Heytherebigguy said:
seems like deranking your mmr doesn't work well after reaching the soft cap.
It means the only solution is to open an alt account and lose like the first 10 games with each role to get an inital low mmr.
Or you don't game your MMR in order to manipulate the matchmaking system to put you against potatoes who don't stand a chance against you?
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@crogers271 said:
Game balance can mean 2 things: whether every game should be balanced or whether across a lot of games it should be balanced.
The first one I think is no. The has a lot of RNG and I think that makes it interesting. Sure, any particular map/setup might be killer/survivor sided, but I think the variability keeps it interesting.
I think it should be balanced long term, ie if you are an average player across 100 games you should have equal wins and losses.
As for looping, while the game is well outside the devs original design, I don't think it is a major factor in balance at this point. The devs are well aware and have transitioned to it with game design. The balance issue comes from all the variability in the game - a ton of perks, very different killers, and that survivors can be uncoordinated or on constant coms. On top of that the games add-ons really factor into how a game plays - a killer with two iri add-ons is considerably stronger than one without - 4 survivors running spare part will finish gens a lot quicker than 4 without.
It needs to be a bit of both. Otherwise you end up with scenarios that are either a certain win for the killer, or a certain win for the survivors. They might occur an equal amount and thus be balanced over the course of 100 games, but if those extremes make up a significant or majority of your games, then no one is going to enjoy any of them.
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@Forza said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316051#Comment_3316051
Often there are multiple generators left to complete. The survivor with the key won't even attempt them and has the choice to be stubborn waiting for the killer to close the hatch to escape. If the killer refuses to close hatch it puts the game in limbo.
The killer is making the smart move in this case. If they know the survivor has a key, they would be stupid to leave or close the hatch.
The survivor, by your own words being "stubborn" is the one holding the game in limbo by refusing to repair the remaining gens.
Just because it's boring doesn't mean it's not an option.
If it's one more gen to repair, it's an easy way to force a three-exit scenario and make an easy escape. If there are multiple gens left to repair, then repairing one might pressure the killer away from the hatch. If it doesn't, repeat until either it does, or you power the exits.
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@Forza said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316041#Comment_3316041
if there are generators left to complete the game will be in limbo. i thought that would be obvious.
If the killer is camping the hatch indefinitely, the last survivor has ample time to repair the remaining generators.
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Any pallet can be used to stun. Just because it can't be looped doesn't make it useless.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315950#Comment_3315950
What is the actual effect? You seem to have missed it out
Totems have a Terror Radius, plus it protects other Hex totems by reigniting them after Hex: Omnipresent is cleansed.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315895#Comment_3315895
Generally, I agree with you. A hook stage is more similar to a gen at 100%. Locked in, can't be undone, but until that point there's some back and forth that can occur. Maybe you block progress (sabo/deadlock/eruption), maybe you regress it a bit (heals/kicks), there are options available. But that's not the argument I'm responding to.
The argument specifically claims that a gen at 33% is identical to one hook stage. That is completely false because of regression. Once that hook stage is locked in, there's no going back. That doesn't occur for gens until 100%.
Using our analogy, leaving a gen at 33% is more like a hit and run playstyle to injure everyone. You might get extra pressure doing so, but most likely all that work is going to be completely undone. And you really shouldn't be surprised that your effort is set back.
Edit for clarity.
Yeah, you're not wrong. Mechanically you've hit the nail on the head, but the whole picture isn't that straightforward.
In terms of equivalent value, killers need to get through 4 kills, which can mean 12 hooks or as many as 24 to 36 health states. When compared to gens, of which survivors need 5, you can see how 4 kills = 5 gens can be made as a comparison. So if you consider a kill = a gen, then a hook state would be equivalent to something less than one entire gen. Camping a survivor out from first hook to death is possible, and could be compared to repairing a gen from 0 to 100%.
You can't say that 1 hook = 33% of a gen, but you equally can't say that 1 hook = 1 completed gen either. The reality is something in-between, or a bit of both.
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@HugTheHag said:
Gimmicky builds are completely fair in my opinion, they're after all putting all your marbles in the same bag, but map offerings should get removed, on both sides.
The problem is that : if we're removing map offerings, what will they be replaced with in the bloodweb ? They're a green rarity item that's somehow quite common (I tend to get at least 2 or 3 by full bloodweb). And I don't think replacing them with items as they are now would be a good idea... Turning them into addons would also be strong, and turning them into bloodpoints offering would give you more bp offerings than you could ever hope to spend.
I think a rework of the map offerings (which is necessary in my opinion, though no front burner) would imply a complete rework of the bloodweb, and I'm not sure how willing the devs are to step on that tricky terrain at this point in time.
Map offerings are necessary for certain killer builds. Mirror Myers is my all time favourite killer build and I'm getting kinda sick of all the proposed changes and suggestions that want to remove gameplay options and make the game more boring, which includes the new mori system too.
Plus no map is so unbalanced that one side doesn't have a chance. There's only really one map with hook placements so bad that it can potentially force the killer into this situation, which is Midwhich. However I've tried it. I've run a "you can't hook me" build, burned Mary's Letter, another survivor played Petrified Oak, sabo'd hooks, and the killer still managed to get everyone on a hook. It's too big a gamble, it's never a foregone conclusion.
It would be far better (and not that difficult!) to balance maps properly, than to remove the ability to influence the map you end up on. Simply review hook placements on Midwich and maybe Lerys, adjust Garden of Joy similarly to Eyrie, and it's fine.
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Just slug.
https://youtu.be/AyeyDNZ8UQUIf they run Boil Over, using a Map offering with Petrified Oaks and sabotage hooks, that means they want you to slug.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315724#Comment_3315724
Oh, not even 4 Sprint Bursts. I even find one Sprint Burst annoying, I dont know, for some reason it really annoys me, seeing the Survivor slowly walking, while knowing exactly that they will sprint into safety once I come close. Or that they are able to sit on a Gen until the last second.
DH does not really annoy me at all compared to Sprint Burst. Maybe a bit when the Survivor goes down two times without using it, but the third time it is the best DH of their life and they escape because of it, while I thought the whole time they dont have the Perk.
Same, and you know that just like bluffing an attack to force a DH, you have to get close enough to that survivor to force them to SB away and put them in Exhaustion, otherwise they just linger at about 10m waiting for you to leave the gen.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315620#Comment_3315620
These two objectives don't even function the same to be equivalent.
Among other things, survivors can't "kick a hook" and regress a hook state back to zero for a survivor who isn't dead.
So you're arguing that all gens should be permanently locked in when they hit 33% and 66%, so they can never regress below that value again. Because that's how hook states work.
Escaping chase, and/or recovering health states before a survivor is hooked, would be an equivalent to regression a gen.
Think about it, a hook for the killer means getting through at least two health states, and then putting that survivor on a hook. If a killer loses a survivor and they heal back up, or they're denied the hook, that's their objective going backwards.
Every time a survivor who is unhooked heals back up, that's also technically the killers objective going backwards. Hell a survivor getting unhooked at all is the objective going backwards if you're only counting kills instead of individual hook actions.
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Killer Perk:
- When a survivor is hooked for the first time, this perk gains a token.
- When a survivor is killed or sacrificed, this perk loses a token.
- Kicking a generator applies an additional 2% regression for each token this perk has.
This means hooking each survivor gives gen kicks 10.5% base regression. Great way to scale regression against remaining survivors, thereby dissuading against tunnelling, and 10.5% base regression is powerful enough to make it a fairly meta slowdown perk.
And in a similar vein:
- When a survivor is hooked for the first time, this perk gains a token.
- When a survivor is killed or sacrificed, this perk loses a token.
- Gain a permanent stackable 1% Haste effect for each token this perk has.
With four survivors hooked but still alive, basically permanent Bloodlust Tier 1, or 1 stack of PWYF.
Both powerful perks, both dissuade tunnelling, and both encourage killers to leave the hook because they're better at chase and applying pressure, so anti-camp too.
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@Tsulan said:
Boon: One more Time
Boon disables permanently after getting cleansed by the killer. Boon effect is map wide.
As long as the boon as active, one time use perks don´t consume charges.
Nice combo with Stake Out/Hyperfocus. Way too OP though.
@clowninabout said:
Killer perk
Equilibrium
Equiping this perk requires 4 perk slots
When equiped it calls upon the entity to remove all survivor perks and refund all their items + add ons.
Once every 20 seconds the auras of all survivors are revealed for 2/3/4 seconds.
Great way to force a DC in every game.
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My guess would be that the old wiggle system works differently to the new one. Hitting A/D provides more 'wiggle' movement than the auto wiggle that's generated by the skillchecks. Then again, I don't see why they couldn't change it to hitting A/D imputs the same as controller stick wiggle and everyone's on the same page.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315818#Comment_3315818
I'd honestly take buffed auras and scratch marks if we could go back to this atmosphere.
I'd take a wider killer FoV for more places to hide. I'd rather survivors hide in a bush than on my toes.
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I do miss the darker Coldwind.
I really don't know why maps are so light and sparse now. I know the 'stealth' aspect is downplayed, but having bushes wouldn't hurt with how prevalent auras are.
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@Skormvolt said:
Well, I mean - You still get private messages on PSN from hatefull people either way, so why not let us see the post-match chat too? Alot easier to both greet, say thanks for the match and so on. My experience are mostly positive on the chat
Like I said. Those PSN messages can either be blocked, or if they need to be moderated, Sony deal with the report and can ban that users PSN.
Less work for BHVR.
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One less thing to moderate.
Leaving it up to console messaging makes it Microsoft/Sony's responsibility.
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Eh... 2 is a bit iffy. Survivors run map offerings because they think the killer is going to sweat anyway and they want a better shot at winning. This is like saying "dont run meta perks or bring items".
1, 3 and 4 are correct though.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315531#Comment_3315531
Nope, just a perk that makes a trade not guaranteed. I think 3 seconds wouldn't be too bad. It shouldn't guarantee an escape
If there's any chance that the unhooker will have an additional health state to get through, then killers have nothing to lose by going after the unhooked survivor.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315580#Comment_3315580
You could do the Dredge-Addon (purple!) into the Paint Brush (everyone falls asleep after all gens are done immedialy on top of the current effect).
On top of it, he should be able to teleport to completed gens (highlighted in whatever color).
That could be a good Iri add-on, teleporting to completed gens. Maybe instead of the Black Box. With the addition of something like I suggested before, that would be a valuable Iri.
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Old DH was one of the most broken perks in the game.
It could be used on demand purely for distance, making it a Sprint Burst that you could use any time you wanted.
It could also be used to completely negate killer powers, most prominently when used to glide over a Bear Trap unharmed.
Funny thing is 'killer mains' are still complaining that DH is too strong as it is now. Maybe you just need to learn to use it properly like most survivors apparently already are.
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The fact that he loses his power as the game progresses is a big issue. Completed gens remove teleport locations, and once the exits are powered he's just a basic M1 killer.
He could do with something that increases as gens are completed.
Maybe the sleep timer decreases by 10 seconds for each completed generator, so survivors end up falling asleep quicker. This would mean more survivors are asleep more as the game progresses, which reduces his cooldown.
Then maybe when all gens are completed he gets a 1% Haste for each survivor in the dreamworld.
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@PrettyFaceKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315561#Comment_3315561
But could you turn or were you locked in a straight line? Darn, I'm getting old, forgetting things.
I don't recall... but the distance thig was definitely the main factor. Before 6.1 DH was mostly used for distance, you hit it before the killer got near you, to ensure that you made it to the next loop/vault/pallet/exit. And after 6.1 hit, there was a massive drop in DH usage while survivors learned to adapt. Once DH ended up being used as it was always intended, to 'dodge' a hit with good timing, people started to jump back on the bandwagon.
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@PrettyFaceKate said:
Wasn't reworked DH significantly worse on the PTB and then they adjusted it a bit? I honestly can't remember for sure.
It was actually better on the PTB. It gave you an entire second of Endurance, which was nerfed to 0.5 seconds when it went live. But all the survivors had a meltdown at the time because they were losing their free distance.
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Funny thing I just had a game against four Sprint Bursts (plus three Adrenalines, two BT's, Spine Chills, a CoH etc.)
Completely wrecked my Ghostface, and I'll tell you what, I would have preferred four Dead Hards.
It's not that DH is better than SB (it's not), it's just more convenient to use.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/360736/anti-tunnel-camping-concept-perks
Perk 1: You are incentivising a slug play with that one or a minor inconvenience, like breakout has 6x the power of that perk and nobody uses that perk
Perk 2: The best one, but probably i would just give 3 seconds of endurance after unhooking and not prior, less possibilities to exploit
Perk 3: Not a bad idea, but with that timer you actively have to try to get hooked in that time frame, look you have 10 secs of end with bt, so unless you want to provoke the killer by trying to bodyblock you wont be catched that early, then they have to down you, pick you up and get you on a hook within 45 seconds. Those 45 seconds, 20 of those will spent with you already being caught and being carried by the Killer, so you have to be caught within 30 seconds of being unhooked. So honestly if you need a perk to not be caught 30 seconds after being unhoked, just bring Off the Record, its just better
Perk 2: The best one, but probably i would just give 3 seconds of endurance after unhooking and not prior, less possibilities to exploit
Do you want killers to tunnel?
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Why would picking someone up from the dying state (who therefore hasn't lost a hook state) give them anything comparable to Off The Record?
Picking them up twice as fast is already good enough.
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How would you 'limit' this?
I don't think being a permanent thing like Sloppy would work, it would make basic attacks better than some killers special attack. But if you limit it too much, then it becomes inferior to Exposed perks.
Maybe it could be something like "When interrupting a survivor..." as this would apply to catching survivors unawares on a gen or totem, or just survivors trying to force out a gen in your face, and also when hitting a survivor who's making a hook rescue attempt, which would further incentivise going for the unhooker instead of tunnelling. But would this be too niche to make it worth running over an Exposed/Slowdown perk?




