Skillfulstone
Skillfulstone
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Without MFT, Hope is a fair perk despite it's potential in the right hands for several reasons.
It rewards good play and succeeding at your objective and gives you a little help for the very end. Like "you survived with 3 perks for 95% of the match, here's a little reward for that last 5%.". Same principle as Adrenaline.
Hope on it's own is nothing spectacular outside of good loopers or against slow Killers (and those usually have a way to compensate for distance) and doesn't magically restores pallets or give you extra health states, if all ressources were used mid-match and/or if you aren't a very good looper then it will just buy you a couple more seconds. It's the MFT combo that makes it too much.
Hope only has a single effect and offers 0 value if downed or hooked when last gen pops. No action taken are augmented, no opening gates boost or healing boost or Endurance. It has a singular effect only useful if chased.
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Yeah XD
I'm hearing people straight up calling the new Borgo "Garden of Joy but for Killers" XD
But yeah running WoO I think there's like 5 pallets in the whole map on average.
There should be a middle-ground between pallet-city and barren wasteland XD
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While fun in theory, it would open a couple opportunities for Survivors to create stronger loops without requiring Killer misplay/imput.
However it would barely be used for the simple reason that 90% of breakable walls/doors are detrimental to the Killer and breaking them would weaken most loops (most of them on Dead Dawg) compared to the couple of walls that hinder Survivors.
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I'm honestly surprised that it's the hindered effect and not the Killer Instinct upon spraying that's bothering you.
If the Wesker chased you for so long that you ended up fully infected, then either he was toying with you or he was very bad. And if during all that time 0 gens were done then it's really on your team. If the Wesker campd and tunnelled you off the hook and you had enough time to get fully infected again then I honestly don't know who the hell you're facing.
If the infection post-hook was halted or slowed down until a conspicuous action was taken it would be completely fine.
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1: Using MFT as a reason to nerf a perk that is merely a way to mitigate 3-gens (keep in mind that only SoloQ has this problem as SWF teams can call out gen locations and coordinate team repairs) and offers a measly 6% is irrelevant, BHVR has already said MFT is getting nerfed eventually so the injured meta is on a timer anyway.
2: Furthermore, using old Prove as comparison is arguably wrong since old Prove would only triggers with at least 2 people and on both Survivors, granting 30% at minimum.
3: Many Killers can still 3-gen from the start decently (Knight being the worst without needing perks) with the right perks. Dull Merchant was simply way worse than the rest as her whole kit was gen-defense.
Déjà Vu isn't powerful enough to warrant a nerf, especially since it's power mostly lies in info that SWF often has.
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I don't know...
Certain challenges and achievements require using bad/very niche perks and this could easily lead to dodges or negligence mid-game.
Sole Survivor (or any perk working on others being in bad shapes) would get targeted/sandbagged/left on hook.
People would harrass their teammates for not running meta perks all the time.
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Honestly, this challenge is nothing compared to needing to have all 4 Survivors on basement hooks at once.
With the upcoming AFC it will literally be impossible to do unless you end up against a streamer's team who are willing to give you the challenge.
Some past challenges were made unreasonably hard because of updates and should be modified or replaced.
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Disagree.
The perk saves such a negligible amount of repair time on it's own that if the Killer applies pressure then chances are you won't even get to use that measly 6% until late-game. But what most people don't understand is that Déjà Vu isn't a genrush perk, it's an anti 3-gen perk.
6% barely makes a difference in sheer gen repair, but the point of Déjà Vu is to remove a late game 3-gen before it happens.
It's arguably the healthiest gen perk around as it doesn't really speed up gen repair outside of 3-gens and helps counter one of the most boring and brainless strategy in DBD. Knight still exists despite Chess Merchant's deserved removal so until the rumored anti 3-gen mechanic comes in it's always good to have tools against it.
It's also a free perk, and not enough free perks are versatile enough to be worth running. It's always nice when free perks get some love.
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To be fair, despite the AFC being pretty abusable in it's PTB state, the sheer fact that in most games there will be kobes will likely drastically reduce the amount of DC/die on first hook.
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Damn, if they remove generator noise while in tunnels it will make patrolling using tunnels waste so much time since the Alien would have to manually check every gens by leaving the tunnel, checking and damaging the gen, then going back in to go to the next gen rinse and repeat XD
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While AI Killers aren't the way to go right now (just look at Survivor bots and it'll be clear why Killer bots, especially possible Nurse bots, aren't a good idea) I believe a way to play the game fully offline is the way to ensure DBD's effective immortality.
F13th, despite having been abandoned, is still playable in bot matches and this option alone will keep this incomplete buggy mess played for month or maybe years after the servers die in a while.
There will never be another "Smash Bros of horror" like DBD again and making the game not require online would be a great thing.
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This would be beyond busted. Every Killer (except the ones with Lullabies) would be a stealth Killer if Survivors are all on gens.
Combine that with Discordance and insta-down Killers would get free downs all the time. Grouping up on a gen would straight up give Killers like Bubba and Myers free kills.
I'm sorry but it would literally discourage grouping up on gens. Do you want Survivors to always be split on gens? Because that's the very definition of genrush.
Insidious is good at essentially one thing and it's already much more efficient and unhealthy than it should be in SoloQ.
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It's only before endgame and the range is generous. Some Killers can still effectively camp due to ranged attacks or mobility (Nurse, Huntress etc.) and proxy-camping will become the new camping until endgame.
Bubba's, Myers's and Billy's days as early-game facecampers are numbered at least. It's a step in the right direction.
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I'm honestly tempted to believe they are CM9i since they defend the old design XD
In all seriousness, no Killer should be able to turn their brain off, listen to music and be able to stall a game for nearly an hour against a vastly superior team.
The fact that some people don't play like that doesn't mean that the vast majority of people do play like that (hell, CM9i made it worse for a while) and that 99% of teams simply can't deal with it. The best team in the world on comms was held hostage, how the hell are SoloQ players supposed to do it?
The rework hasn't yet been truly demonstrated, I'm pretty sure some people will find another way to force lose-lose situations even with the rework. But at least Dull Merchant's days as a "chess player" are numbered.
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Honestly, while C-tier is kinda right, it's mostly because they managed to replace the former bug with another bug.
While the movement speed penalty is harsh, it wouldn't be so bad if they didn't break the tail hitbox in the process.
When (if) they fix the hitbox then I think Alien will get back up to high B-tier in the right hands.
However since nearly all Survivor/content creators complaints have basically stopped and pickrate plummeted (I think I came across more Legions and Bubbas in the last week than Xenos) I have my doubt that they will fix anything that "buffs" Xeno.
Wesker will take back his pickrate throne in short order and the status quo will resume until the next Killer that is stronger than average.
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Well...technically they are invisible and not invincible (they still have collision) and most actions will make them visible again but I think the reason is that the bug is unreliable and doesn't always work unlike the locker exploit which is easily and frequently used by griefers and cowards.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543966#Comment_3543966
Sure. Boons can provide SOME value in SOME situations. Same as hexes. Good devour on lery's or swamp can make the game. Does this happen often? Hell no. But CAN it be of value? Very much. Boons are in the same boat in this regards. They feel bad - the only one that was strong was CoH and that one got nerfed so much, that I consider exponential better now.
They are in about same boat - Hexes are more fragile, but if they stand they give more value. Boons give much less value (it's questionable if it's even worth to stomp them now), but even though u can keep them up pretty consistently, you will probably not get value out of them (but from time to time they can change the outcome of whole match - if stars align).
Pretty much.
But imo Hex perks are too vulnerable to rng. I don't know if you saw it, but a while ago Otz brought 3 Hex perks and lost all of them not even 2 minutes in since the Survivors basically spawned on them XD (theres a youtube video of it).
Boons's weakness (now) is how situational they are and how only SWF teams can truly get consistent value.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543651#Comment_3543651
i'd rather have vulnerable perk that has some worth but will disappear quickly, then useless perk that I can burn time on repeatedly for very little value.
Both Hexes and boons are bad (hexes because some of them don't provide enough value - like 3rd seal or huntress lullaby AND all but plaything/pentimento are fragile) and boons because they are always more wasted time then actual benefit - because of tiny size they work on.
I mean, now boons are mostly useless (although they can offer surprising value for SWF teams and in multi-floor maps, even nowadays when I SWF with my friends we regularly get good value from Exponential or sometimes Shadow Step, COH is only ever used if we bring specific map offerings) since the COH gutting but before they were essentially 4 perks for the price of one since the whole team could benefit from it.
Old COH was one of the few things holding SoloQ together since it made self-healing possible (albeit in a small zone) without needing to hope a teammate takes the time to heal you and made randoms a potential asset to the team without meaning to. This and MFT are mostly to blame for the enhanced gen efficiency and lack of healing compared to before unless they run perks specifically for healing (self-healing now simply takes too much time in nearly every match to be viable).
Time in DBD is gen time, one person spending a bit of time to give self-healing to the whole team still left 3 people to do gens. Even nowadays boons are a hard-counter to Pentimento since booning Hex totems don't break them even if the Killer snuffs them out (it also adds insult to injury and doesn't give a noise notification to the Killer even if it takes a bit more time).
Boons are now useless for SoloQ but they can still see some use in SWF teams that aren't just meta addicts.
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In my opinion they should simply revert it to 5 seconds to actually punish tunnelling (outside of endgame, that change was good).
Most of the roster can catch up and re-down the Survivor in a few seconds unless they are in an strong tile when it triggers. Some Killers can down them nearly instantly again.
Reverting the nerf would create a "Old Dead Hard effect" (since nobody fears new DH) that would discourage tunnelling because the Survivors might run the perk which would reduce tunnelling across the board.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543504#Comment_3543504
hex are meant to be high risk, high reward perks. the only thing you can do to increase their lifespan is make take more totems to cleanse. a perk that does that is hex:undying.
I always say: a perk that requires another to be useful isn't reliably good. Especially when Survivors can spawn in front of them at the start.
It's bad enough that Hexes are one-use while Boons are infinite, most Hex perks are not even worth the risk.
Imo all Hex perks should work like NOED and Plaything: until their effects are triggered for the first time they are not lit.
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They did killswitch Residual Manifest and any perks making getting a flashlight possible, however some people found a workaround.
Since the killswitch doesn't force a restart and only "kicks-in" on startup, some people are simply not closing their games so they keep their flashlights. Came across a 4-man flashlight team yesterday and thought they were hacking until I learned of that XD
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So THAT'S how I came across a 4-man flashlight team yesterday!
I honestly thought they were just hacking XD
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Honestly, as disgusting as the "basekit Unbreakable" idea was. The concept has some use.
Simply make it so that if only 2 Survivors remain in a trial then they can get up by themselves.
There, problem solved.
Basekit Unbreakable can't exist the whole trial. But slugging for the 4k (which more often than not results in the slug bleeding out after 4 minutes) is beyond boring for everyone involved.
Alternatively, if only 2 Survivors are left, give an "instant bleedout" option to a downed Survivor.
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We can't expect BHVR to killswitch an entire character until the rework. Not only do reworks take years at a time but there are achievements/tome challenges requiring playing Dull Merchant. It's also worth saying that not everybody who plays her are sadistic brainless apes trying to copy Cm9i.
Also cutting off content that people paid for, possibly for years, isn't exactly a smart business move
However, the new DC bots offer a possible middle-ground. Even BHVR acknowledges how horrendous that SM playstyle is, they even called it "egregious" not too long ago.
While killswitching the character entirely isn't a viable option, a possible temporary solution would be to disable the DC penalty after 15 minutes only against Dull Merchant until her rework.
That way Survivors don't have to choose between a DC penalty and wasting an hour of their time if the Killer chooses to play like that and the Killer can still play the game for their achievements/challenges, they will simply face bots if they decide to stall.
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The collision in DBD is bad enough, combine that with ping/servers and people trying to protect each other would stun each other non-stop.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538622#Comment_3538622
Well it's eliminating one of the most common reasons people dodge so that's a start.
Also dodging others based on outfits is a thing? We need a documentary about those people.
You'd be surprised, a team with similar cosmetics or just using a cosmetic popular content creators are known to use is enough.
Literally had to change character because Killers apparently didn't want to go against a Resident Evil team (we weren't even a 4-man! The other two just decided that they wanted to follow me and my friend by switching to RE characters...) and we got dodged 3 times.
Also the Killers can literally go into profiles to see playtime anyway.
I didn't say it didn't remove one way, just that it'll just change how and why they dodge.
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I frankly think the whoke thing is pretty pointless. It won't fix lobby shopping, all it will do is change how people lobby shop even if it is just an optional thing.
If all prestige are hidden, then Killers will dodge based on skins and items more than now. This would prompt more people to switch to their preffered skins/items last seconds, making Killers bitter and lose interest in the game (increasing DC chance and probability of scummy playstyle).
If hiding prestige is an option, Killers will dodge more against those with hidden prestige.
In my opinion whether this changes goes through or not, all it will do is make lobby shopping different, it won't fix anything other than preventing people from showing off a bit before the game.
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@dwight444 said:
The Dead by Daylight team is aware of this issue and is looking into it but can't give any concrete details as of right now.
I understood that reference XD
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@Pluto_1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535710#Comment_3535710
I understand that. I'm saying it doesn't proc at all (you can see the timer in the perk icon).
If the perk doesn't proc, it means it couldn't proc because no aura could be read. Which means they likely had something to block it. I've used and seen people use this perk enough to know that it works (even though it's pretty bad).
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There are a few perks that block aura-reading and lockers block aura-reading, if Survivors were injured but you didn't see anyone then that means they were in a locker or had one of those perks.
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I honestly don't have much against the Xenomorph. It's by far the best Killer in terms of design we've had since after Wesker and it's the first Killer that doesn't feel like a joke, or a chore, in a while for good Survivors, the first Killer in a while that can hold their own against decent teams without needing to play like a scumbag if they aren't cracked. Pretty much all she needs are a few tweaks to her missed attack speed debuff to punish missing a bit more and fix her cooldown bug where she straight up doesn't slow down after a successful tail hit (she's supposed to slow down but sometimes she doesn't, leading to some unfair combos, but it's a bug that will be likely fixed in the mid-chapter or earlier).
She has counterplay, both in the turrets and in her power. People think that turrets should be a guaranteed power-loss but remember what happened to Singularity; a good and original power in theory but is in reality an M1 Killer for 80% of the game if Survivors are decent and proactive with EMPs, nobody plays him anymore for a reason. Survivors shouldn't have full control over the Killer's power.
Nurse exists and the only "counterplay" she had was removed when flashlight interactions were removed. Now it's "hope the Killer is bad and the map rng smiled to you" and yet I don't hear as many complaints because Nurse was an exception, a Killer that even cracked Survivors feared instead of laughed at and needed thinking to face.
Even when the Xeno gives up on a chase her map traversal makes the game never truly stops and Survivors can't stop being aware since she can quickly find someone else. Dynamic gameplay is good and keeps the game going.
Xeno is a Killer that isn't a joke and that needs more than perks and a pallet to invalidate in chase but is far weaker than Nurse as she is still bound by the core rules of DBD and can be greatly hindered in chase.
Let's think about similar attacks to her tail attacks.
Nemesis tentacle (at tier 1 & 2) is 5 meters, and at tier 3 it is 6 meters and can destroy pallets with a minuscule cooldown. Infection slows it's potential but there's only 4 vaccines and a good Nemy will quickly exhaust them.
Pyramid Head's trails are around 8 meters (without any range add-ons), can go through walls and hit multiple Survivors at once, the only downside is how much it's telegraphed and it can't go over holes but a bit of experience will mitigate that.
Alien's tail has a range of 4.8 meters, cannot destroy pallets or go through solid obstacles, it is also horrid to use at point-blank range. It cannot hit several Survivors and the cooldown on missed attacks is a full 3 seconds (one of the longest cooldown for attacks of it's kind, it's just that the movement needs tweaking and bugs need fixing, Xeno is supposed to slow down more after attacks).
Every other ranged attacks in the game (Slinger, Huntress, Demo, Trickster etc.) can either hit from huge distances or break pallets. Xeno has to chase and can be baited into an M2 at vaults/pallets just like Nemy can, it feels impossible to avoid because of the one advantage she has over the others: very little telegraph except for a tiny sound cue.
Turrets aren't best used as gen-defense tools (although the radar function ignores any stealth and is a decent early warning to run), they excel at mid-chase tools. Put inside loops/hidden in tall grass, if a Survivor is getting chased and goes through the detection range, the Xeno will have to choose between losing distance and losing her power (the fire does slow her down a tad too).
The major difference between Xeno and most of the other Killers is the need for cooperation and keeping turrets around the map, which takes a bit of time but can greatly enhance certain loops and even deadzones (since the turrets also have some verticality and can burn the Xeno from above if placed on the edge of small hills).
It's true that super cracked Survivors don't need that, hell there's a Naymeti video literally called "looping the new Alien Killer with no perks" it's pretty funny and it shows that even turrets aren't mandatory to deal with Xeno but are a welcome aid.
So yeah, I like the fact that we got a Killer that we have to actually focus and think to counterplay but isn't literally unbeatable if the player is good like Nurse.
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After the (now officially dying) F13th experience and the REsistance experience, I agree with everything except the custom emotes for Survivors.
Teabagging is annoying enough when done for BMing, we don't need Survivors twerking in front of the exit gates or around an afk Killer or teammate, primed for recording. Keep emote trolling in games like Fortnite.
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For people interested to see that Xeno can be looped if you're good enough, I recommend watching "Looping the new Alien Killer with no perks" by Naymeti on Youtube.
Quite funny and interesting watch!
After all, if a "cracked" Survivor with 0 perks in SoloQ and an mmr that's through the roof can do it, then surely non-potato Survivors with a bit of experience and a full build can?
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While It's true that the speed debuff could be tweaked a bit, I don't think Xeno is in a bad place. She's definitely powerful in chase but is still bound by the environment (unlike Nurse and Pyramid Head that can attack through walls) and has a clear weakness.
If you want an example, I'd recommend watching "looping the new Alien Killer with no perks" by Naymeti on Youtube. A funny watch that shows that in the end, skill and game-sense are enough. Even the turrets weren't crucial in most of thosr chases.
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Go watch "looping the new Alien Killer with no perks" by Naymeti on Youtube.
Quite a funny and educational watch for this topic!
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I firmly recommend a video on Youtube from Naymeti called "looping the new Alien Killer with no perks".
Quite a funny and educational watch!
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The Xeno is perfectly counterable even without perks and minimal turret help if one is good enough.
Go watch Naymeti's "looping Xenomorph with no perks" it's a funny watch!
For the vast majority of those chases, the tail was available to use and the turrets were few and far between and were more of a mid-chase assistance than anything else.
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Good, no-win scenarios shouldn't exists on either sides (this is why DS was deactivated during endgame, although it should have kept 5 second stun) and if the Survivor is precise and lucky enough to not get spotted when hiding close to a gate then escaping should be possible. In no situation should opening the doors be _truly_ impossible.
I never really understood gates spawning 20ft from each other.
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I'd honestly take a Killer that is super hard to counter within a 4.8m range and can be taken out of its power sometimes rather than a Killer that can be 20m away from me, go through 2 walls and hit me before I can react.
There's already countless videos of people steamrolling Xenos in SoloQ, she's very dangerous in chase but is still bound by the environment and can't hurt you from across the map.
When they fix the movement speed bug after tail attacks and reduce the miss cooldown movement speed to like 1.3-1.5 instead of 2.0 then she'll be fine. She does indeed have a movement speed that's just a tad too high after tail attacks (the cooldown is already 3 seconds it's just the speed that needs a slight tweaking).
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Almost every Killer will bring one or two aura-reading perk/add-on (if available) and some of them absolutely destroy Distortion (Gearhead just makes Distortion irrelevant after 30 seconds even if the Killer is cross-map, long-range aura-reading perks like Darkness Revealed remove token without making them recharge).
Since DH got murdered, Distortion is the only semi-reliable way to survive longer against Nurses: not get spotted in the first place.
Distortion exists to at least make the possibility of hiding a valid strategy, not everybody is a master looper. A full aura-reading build (or Gearhead alone) will chew through tokens faster than they can recover anyway so it's only a matter of time until you can't hide.
The game was originally meant as a "hide and seek" type of game and this perk make the playstyle semi-viable.
Distortion doesn't make you a better looper.
Distortion doesn't make gens, healing or yourself go faster.
Distortion doesn't erase mistakes or give Endurance.
Distortion doesn't block screams or sound.
If the Killer didn't bring any aura-reading perks (or just brought Lethal Pursuer, which happens fairly often actually) then it's basically the same as bringing Lightborn against a squad with 4 toolboxes: a wasted slot and 25% of your build useless.
Very often I would lose one Distortion tokens to Lethal, then the others by BBQ and/or Darkness Revealed and then I would be vulnerable until the Killer got close with no reliable way to hide.
Even as Killer, I would rather go against Survivors that hide than Survivors that can nearly outrun me while holding W and do every gens in record time or are able to instantly get up with Endurance after they get downed.
TLDR; Distortion is fine in my opinion and is only there to prevent hiding being impossible, not to mention it's a wasted slot if only Lethal or no aura-reading perks are brought AND won't negate a full aura-reading build or Gearhead alone.
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Yes, unless the Survivors cleansed every single totems prior to the last gen popping then a Dull totem will light up and the Killer can see it just like any Hex.
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Just to put it into perspective. Some random Dull Merchant main named Cm9i basically held Team ETERNAL hostage for 55 minutes by holding a 3-gen. Team Eternal is arguably one of the best if not THE best DBD comp team and even they could barely make it before the server shut down after one hour.
I recommend watching "Skull Merchant is a failure" by Skrump on Youtube, it explores the whole thing in-depth.
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If I had to guess, I think it has something to do with the Alien's control stations.
Like most Killer props (Plague's fountains, Freddy's clocks, Hux's EMP crates etc.) They often use possible totem/chest spawns as possible locations (for example the chest in the main boat in the swamp can sometimes be replaced by a Plague fountain). Freddy clocks, for example, once created a spot where the Killer couldn't go but the Survivors could in the Temple of Purgation.
My guess is that Control Stations messed up certain areas and they have to fix them.
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Well, if you "blocked" the player using the DBD feature in post-game then I don't know of any way to undo it.
If you used the "block" feature from the console/PC support you're using then it can be undone.
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There is a loophole that people use to also bypass the "block" setting on Xbox.
The players in the "people recently played with" menu won't be affected by "hide my name" and so other players can make an educated guess on who you were based on that after the game.
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Yeah I agree, it's unintuitive and just feels weird to not be working on it while applying Blast Mine.
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"Ranked" and "Casual" Queues cannot exist for one simple reason: they would become meaningless in short order and in the end nothing good would come of it.
DBD has a very aggressive and competitive playerbase which is notorious for exploiting every scrap of edge they can get to make the "other side" miserable (go watch "The Downfall of bully squads" from Ardetha on Youtube, very interesting watch).
If Queues were separate, not only would that make queue time longer but it would also cease to function shortly when good players start going against other players that can match or surpass them on the regular, and what do you think will happen then?
Former "ranked" players, after getting beaten too many times or simply wanting easy stomps, will go to the "casual" queue and start to steamroll people meming around or bringing unoptimal builds, which would make "ranked" queue times even longer which would make even less people play it and so on and so forth until only a handful of comp players remain in the "ranked" queue out of principle and the other 99.9% of the playerbase is playing casual queue in order to hope for a game where they don't sweat, returning us to the current situation.
As unbalanced as the game can be, splitting queues won't fix anything, better to work on fixing the bad things instead of further dividing an already split community. Leave rule enforcing to tournaments.
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Because outside of Dearstalker then I'm not sure any aura perk reveals downed Survivors.
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While moving is not required, PC players can set up automatic M1 attacks to prevent the penalty.
If no attacks and no movement is made for too long then you'll get the penalty.
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Kinda.
If the Survivor that unhooked you starts healing you immediately then you'll get some value but you have like 5 seconds before Resurgence is basically gone.