Avatar

Sonzaishinai

Sonzaishinai

About

Username
Sonzaishinai
Joined
Visits
13,829
Last Active

Comments

  • I really need to see how this works in game.

    The wording is kinda confusing.

    Also what a random number is 19m? Why not 20?

  • @Peanits said:

    Our offices are just desks and conference rooms and a cafeteria, my dude. It's not an evil lair. We don't have even one excessively tall arm chair with an angry looking cat we cat pet while laughing maniacally.

    In reality, nobody who spends 8 hours a day working on a game wants people to be upset about something, but things take time. Game devs aren't the super villains you want them to be.

    Great, my immersion is ruined

  • @ARTRA said:

    25 seconds of silence.

    Underrated comment

    I'm honestly looking forward to playing with the new one. I think people are going to sleep on it

  • I wish it was a bit more visible tbh, i always forget about it

  • I'm looking forward to it. Been wanting to have another information based killer and it looks like she will be able to fill that niche. She reminds me of Mortal Kombat so the looks don't bother me at all.

    General concensus seems to be that she's very weak but with the dbd community that doesn't mean much.

    I know of another m1 killer everyone thought was weak who turned out to be in the better performing killers.

    Perks look allright, nothing too strong but fun to try out stuff with. Going to really look forward stomping on survivors that desperatly want to make bloodrush work.

    Don't really care about how the survivors look but it is neat that they are twins. Teamwork perks could be cool but need some tweaking, as in a scissor to cut out that rediculous cooldown

    Overal looking forward to it. Not going to say i'm superhyped or anything but excitted

  • Incapacitated and to an extend Killer instinct are tools that should just be linked to killer powers.

    It makes sense for the twins that they can stop a survivor from doing gens if they choose to keep victor on their back. Or else what would be the point.

    Giving something so powerfull to the entire cast is just a recipe for disaster

    Deep wound is another one of those statuses. There should never be a killer perk that allows the killer to inflict deep wound on survivors

  • Don't understand how this can be abused at all and i leave pallets up all the time to break later.

    The pallets a killer would leave up are generally unsafe anyway. I would be so happy if a survivor ran around resseting those and not working on gens

  • I hate DH as much as the next person but maybe showing a video of a killer who ate 4 and is still able to clean up all survivors isn't the best showcase against it

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362525#Comment_3362525

    I swear there is no more demoralizing feeling in DBD than seeing someone SB from miles away and knowing it's gonna take like 30 seconds to catch up

    I just kinda let them run off and come back 20-30 seconds later. There are other survivors i can harrass in the meantime

    If they spend their entire sprint burst to run away they just made 18m of distance which takes them 4.5 seconds to backtrack back to the gen.

    7.5 seconds slowdown and using their exhaustion just from approaching a gen seems like a good deal to me

    If you know it takes forever to catch up just don't. They are the ones who spend their exhaustion, you didn't spend anything yet

  • @[Deleted User] said:

    I don’t agree that survivors are too fast, but I think it’s very reasonable to say that the age of the 110% killer should be over (with some obvious exceptions). Unless of course maps are standardised in size. Crossing huge maps as a 110 killer is painful and contributes to the three Gen strategy people like to moan about.

    Also sometimes it seems like survivors are looping things so tightly that half their body disappears into the structure. I’ve definitely seen on Ormond survivors stepping on top of rocks as well.

    There is practically zero difference between 110 and 115 killers when it comes to map traversal

    For a distance of 200 m a trapper would cross it in ~43.5 seconds and a huntress in ~45.5 seconds

  • Killswitch is for broken things

    People played vs spirit who had zero directional sound for years without it breaking the game.

    this isn't like clown who got a permanent speedboost and threw the entire basis of killer speed vs survivor speed out of line.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361546#Comment_3361546

    BBQ isn't powerful. It's decent. Deadlock is not powerful, it's just an incredibly easy comfort pick. Iron Will isn't good anymore since its value was removed and it gets disabled by perks that are almost mandatory. Windows of Opportunity is a learning tool but outside of knowing when a pallet is broken, it does nothing that a normal survivor player won't learn from just playing.

    The problem is that you're conflating 'popular' with 'powerful'. But perks aren't just picked for being strong. Hell, even acquisition muddies the waters already. Yeah, you're going to see more Self-Cares than a lot of other healing perks because Self-Care is on Claudette, a free starting survivor. DS, prior to 6.1, is another perfect example of this: The perk itself was dead weight in almost all circumstances, but it was a perk that massively improved game health and thus had an astronomical pick-rate.

    That's why I mentioned that people have a really bad grasp on what is and isn't an 'A-tier' perk.

    Disagreeing with Windows

    With the rng in this game there is no amount of learning that will let you know where everything is.

    Knowing if a strong window has spawned or is blocked from a distance is very strong info

    It's the most used perk after dead hard for a reason

  • @LuthirFontaine said:

    God I hate Wesker aside from Pinhead he's my least favorite to face. I hate everything from his goofy run to his stupid vacuum grab to the fact he won't shut up. That office quite works well.

    If I had a gun with two bullets, and I was in a room with Hitler, bin-Laden, and Wesker, I would shoot Wesker twice.

    To be fair if i was in a room with 2 skeletons and a crazy supersoldier i would also desperatly and probably fruitlessly shoot him.

    In game he's fine. The only issue he has is how often you see him and that's something you fix by buffing other killers to also become viable like him. Not by nerfing him.

    Nerfing is something you do for things that are actually problematic, buffing is the way to promote viarity

  • I think they have moved on to more QoL and perk changes.

    Maybe they'll give more information during the aniversary. It's saved to assume that planned twin changes were either scrapped or delayed.

    Most likely delayed

  • @dragondemon75 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361144#Comment_3361144

    I’m sorry but you sound so corny, if we weren’t meant to wiggle out why is there a bar? I highly doubt you have a degree in math. The killer can practically carry you forever, b e c a u s e you can’t wiggle out. There is barely any progression no matter what and iron grasp? Forget about it. Boil over was a great perk to counter that. Maybe fix it so the wiggle progression was a little slower. But they completely took it out, took out great skill checks to help with wiggle progression, and iron grasp remains the same. It’s impossible. I’ve been carried around the map like princess ######### Fiona by toxic mfs on a daily. Not being able to get out.

    The wiggle bar is there so you don't end up in basement every single down and to prevent the killer from keeping you on their back forever.

    Trust me you do not want wiggling out to be a common occurance. The harder you make to get hooks after the killer already won the chase the more you push people to never hook again and just play the game by slugging everyone for 4 minutes.

    You're advocating for something very dangerous here.

    Also

    Screenshot_20230304-090718_Chrome.jpg

    Straight from the wiki, it's only 7 meters of distance extra

  • Well the first step to playing her would be to wait untill she releases

  • @TicTac said:

    They will ignore the lore and the entity will transport the killer into the real world to kill people there. Bc for non-dbd-players this is easier to understand. There will be a lot of dead people and our self-insert protagonist needs to find out who is behind it. Bc its the real world there will be guns.

    Ah and there is a cameo pallet appearance. They will be in a storage hall and instead of dropping a pallet, they will knock-over a mountain of pallets and the killer will be buried under them.

    But on a serious note: if im correct with one thing except the pallets, i will not watch it.

    Thank you for making me imagine the scene with the mountain of pallets, comedy gold

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360574#Comment_3360574

    1. Yes, Legion can always follow you while they're in their power. Legion will either take the hit on the survivor and change targets or single out the survivor and cut them off after the on hit speed boost expires. With Lithe, you take the hit, gain 6.48m (not entirely sure about Legion's CD on feral frenzy hit) on Legion and Legion reaches you (point blank) in 6.3 seconds. With Overcome, you take the hit, gain 9.96m and reaches you (point blank) in 10.91 seconds. In one case, Legion has control of the chase because they can get in front of you. In the other case, Legion cannot reach you and is forced into the exhaust.
    2. Yes. Why would a killer leave a pallet up on those maps? They're pallet centric maps. OFC you can stun them and run through them but that relies on you stunning them and then you have to backtrack through them which costs you distance.
    3. Yes, you cant control over the killer your facing against. You also cant control their map offerings or the offerings of others. What difference does this make here?
    4. Yes, its a matter of personal preference. I'm just saying that Overcome isn't a low tier exhaustion perk. It's probably just below a well managed SB and below DH. Because of its ease of use and its effectiveness against so many killers it's probably better than having to manage SB.

    1) math isn't exactly right here. Legion's movement speed in FF is 5.4 m/s ( more if he hits more survivors but for simplicity's sake let's take this) and their duration is 10 seconds. They have zero cooldown after hitting a survivor. Their fatigue last for 3 seconds at which they move at 2.07 m/s

    Without Overcome survivors have a speedboost of 6.6 m/s for 1.8 seconds. So for that duration the survivor moves 1.2 m/s faster then Legion and in 1.8 seconds gain 2.16 m of distance on them. Then they go back to 4m/s and Legion catches up the 2.16m in 1.5 seconds. So in total the Legion is point blank in 3.3 seconds. not 6.3 seconds, then Legion goes through fatigue for 3 seconds where the survivor can make 5.79m of distance which takes Legion about 6.6 seconds to get a hit with full lunge.

    So in total it takes Legion a total of 12.9 seconds to get within hitting range after FF and the survivor can make 56.28 m of distance. You should pretty much always find a loop or vault in that time. Even if Legion tries to cut you off. You still have an exhaustion perk at this point

    With Overcome the survivors have a speedboost of 6.6 m/s for 3.8 seconds. So they gain 4.56m of distance on Legion who catches that back up in 3.25 seconds which means Legion is in point blank range in 7 seconds. Not 10.91 seconds. Everything else is the same at this point except that you are exhausted. Legion still has 3 seconds left to cut you off with Frenzy

    So Overcome saves you 3.7 seconds... Any other exhaustion perk does better here except Sprint Burst and Dead hard but those work better after you are injured and Legion isn't using Frenzy. At which point Overcome does nothing

    2) Why would they leave the pallet up? simple, a stun takes 2 seconds, in 1.1 seconds you have vaulted with Lithe. If they break the pallet then instantly which takes 2.34 seconds you have made 18.96 meters of distance before they can move again. If they break the pallet in that situation they break the chase. If they chase instantly you have gained 8.34m of distance which still gives you 10.8 seconds before they hit you with a lunge, with how pallet heavy those maps are you will highly likely find something and that other pallet will still be up

    Yes you need to stun them but for DH you also need to time your endurance with the killers swing. It's harder to pull of then Overcome but being easier to use does not automatically make a perk better. This is something you can do regardless of injury. Not to mention that you can also use lithe normally if killers don't instantly break the pallet. And if they do instantly break the pallet i don't need an exhaustion perk anymore to win on The Game

    3) Even if they bring offerings it still gives you a chance your offering beats them. To be fair Balanced Landing for me isn't far off from where i would put Overcome either. They are both inconcistant

    4) I'm sorry but it really is a low tier exhaustion perk. If it was close to SB like you say it is you would see it way more

    If you look at Nightlight stats it has a 2% usage rate... The only one lower then that is Smash hit. Lithe is 19.88%

    Now i know Nightlight isn't official but it's a close enough estimate. the real usage rate isn't going to be so much higher that it will suddenly look like a often picked perk. People don't play it and in the mayority of the cases it's cause it's just not that good. And to completely make my point while researching this i found out that in 5.6 they "fixed" it so it doesn't work with endurance so the only redeeming quality i gave it of working with OTR apperently doesn't even work. They nerfed this perk and nobody even noticed it.

    Again, just preference. If you like Overcome don't let my rambling stop you from enjoying it. Just stating the reasons why I think it's not that good. I do think it has it's uses in specific builds. I just don't think it comes close to the other exhaustion perks. Especially not Lithe or Sprint Burst

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359928#Comment_3359928

    Survivors often go down in dead zones and get hooked in a dead zone. Going down is the result of using up the pallets or losing the mind game. Vaults may still exist.

    Most of the issues you described can be applied to the other perks as well.

    Lithe on RPD, The Game, Midwich.

    Balanced on just about every map except Haddonfield.

    SB is the generalist perk but needs careful management.

    The issues with Overcome and Legion exist with all the other exhaustion perks as well, except maybe not Dead Hard.

    Billy/Bubba same thing w/ the other exhaustion perks.

    Plague is correct and exclusive to Overcome.

    Myers/Ghostface exposed, yes same hard counter.

    Yes, there are certain killers and effects (almost exclusively exposed effects) that counter overcome.

    But Artist/Trapper/Pinhead/Freddy/Clown/Trickster/PH/Knight can counter lithe very easily. They all have tools that either make the vault dangerous either through hinderance, force damage, or cut off the loop.

    Most of the exhaustion perks have counters either through gameplay or abilities.

    I don't think it's worst exhaustion perk so far. Definitely better than balanced landing and lithe imo. Maybe on par or below SB and below DH.

    Sorry some of your arguments aren't really making much sense to me

    How does the issue between overcome and legion exist with the other exhaustion perks?

    The moment overcome activates is when Legion their power bar is refilled. So they will always be able to follow you while in their increased speed power.

    With something like Lithe you can wait untill after they exhaust themself and then vault something forcing them to chase e distance you made as a normal 115 killer. That's a huge difference

    Also how is Lithe bad on the Game or Midwich? You know it triggers on pallet vaults too right?

    Both of those maps have a lot of loops in dead ends where if the killer runs them correctly leave you trapped after you drop the pallet.

    With Lithe when you stun the killer you can instantly vault and get out of the dead end and on top of that leave the killer the awkward choice of chasing you instantly or breaking the pallet. Most of the time they just chase you instantly meaning you can use the pallet later again

    And while it is true that some exhaustion perks only work well on specific maps (balanced landing indeed being the biggest offender of this) you have some semblence of control over this with map offerings, you have zero control over which killer you face and how nice they will play to allow you to heal after being unhooked

    With all said though it does all boil down to preference. If you can make Overcome work then all the power to you. Glad somebody can make use of it. For me it's just not consistant enough but at the end of the day that's just a oppinion

  • A nice post showing that most people complaining about the game don't know how a company operates

  • Oo very excitted about this

    Obligatory joke

    It is a possibility michael will get more screen time in this movie then he did in his latest one

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359893#Comment_3359893

    All the situations you described require a prerequisite condition to be activated. Overcome has a prerequisite of being healed or having endurance.

    If there are no pallets nearby no smash hit.

    If there are no vaults nearby no lithe.

    If there are no drops nearby no bl.

    Overcome can activate with endurance. It's the only condition that's present 100% of the time. The other condition is to be healed. Which is present when another survivor is there which is most of the time.

    If your teammates brought Borrowed time you had 12 seconds of endurance, most killers just always assumed borrowed time was there so even if your teammate didn't have it there was a big chance the killer would wait to hit you.

    The chance of you not reaching any vault/pallet/ whatever you need is so low that i can hardly count it. You would have to be hooked in the deadest of dead zones for that to happen

    But in case you need more here's a list of all the situations of the top of my head Overcome does nothing

    Play vs Plague, doesn't trigger on broken

    Play vs Billy/Bubba, if you are in a situation where you can't force an m1 overcome won't help you

    Play vs blight, he will very quickly make up the distance overcome creates, not entirely useless ofcourse but still.

    Play vs Legion, either he spreads frenzy and you had a speedboost at a time you didn't need it or they follow you with a refreshed frenzy very quickly closing in the distance you just made. You'll also be helping them so much by wasting time healing to trigger your exhaustion perk

    Vs Oni, if he's in rage mode overcome won't help you. Atleast vs him people are more heal happy so teammates will help you stay healthy more

    Vs myers/ghostface, get tier 3'd or marked overcome does nothing

    And while hit and run was pretty much dead cause of CoH it wouldn't do much against that either cause you'll be getting your speedboost when you don't need it

    Killer gets 3 stacks of devour, haunted ground gets triggered, end game rancor, noed, pretty much every exposed perk ever. Overcome does nothing

    It's a little better now with OTR and sone killers triggering the endurance to get rid of dead hars but before that it was horrible. You also never saw it. I know cause i payed attention to it.

    In the month after it released i saw it 3 times, 2 for adept and one trying a lucky break build with it. And with me playing Legion it did absolutely nothing for them.

    The upsides don't make up for the downsides. For me it's the worst exhaustion perk so far. New chapter will probably change that though

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359789#Comment_3359789

    Both the first and second case also apply to any exhaustion perk except maybe SB depending on how quickly you get unhooked.

    I'm not sure what's significant about either of these scenarios. The problems exist for all perks except for maybe DH.

    No, the pro players don't develop games you're correct. That's why they're there to help balance them. They don't need to code, create a development plan, QA the features, etc... They just need to come up with ideas or identify problematic areas.

    I am not saying that BHvR should only hire pro players either. It's just that there should be people on the team, ESPECIALLY THE BALANCE TEAM, that have a good mastery and understanding of the game.

    You're not hiring these people to code although if they can that's great! They're hired to think, to come up with solutions, and to provide a better perspective to the people who are implementing the changes. Maybe the Blight hug tech could have been caught before release, maybe his collision could have been better, and maybe the Nurse's problematic playstyle could have been altered.

    They're two different jobs and they should be treated as such. If one person can fulfill both roles, great! That's an amazing asset to have on any team for any project.

    Not really, you can use most other exhaustion perks in that situation

    If there is a vault nearby you can use lithe, if there is a drop nearby you can use BL, if you can pallet stun the killer you can zoom off with smash hit, you can even jump in a locker and head on them

    Overcome is the only exhaustion perk so far that does absolutely nothing untill you are healed. Same for exposed the only other exhaustion perk that gets screwed by one shots is dead hard and that is one time cause you'll be injured then.

    I can list so many situations Overcome does nothing where other exhaustion perks can do atleast something it's not even funny.

    I do want to make clear cause my wording was a little weird that i do think the devs should listen to pro players. Just not blindly and only to pro players

    If baby dwight who has been playing for 2 days complaints about trapper being op they should check the data and then see trapper isn't doing well so it's a case of dwight needing to get better

    But if a pro player says something they also should check to see if what they are saying is right by checking what is happening in games

    The chances the pro players are right are ofcourse higher but it their words shouldn't be automaticaly have more merrit.

    I do kinda wish the devs and the higher up players communicated more, looked up how LoL was doing cause of this thread and found like a 3 hour interview between a dev and a pro player.

    I would love to see Otz and others be able to ask questions and have more insight on their design philosophy. Sadly i think the hostile nature of the community kinda ruined that from ever happening

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359723#Comment_3359723

    Overcome is still a great perk. What's wrong with it? It heavily punishes m1 killers for hitting you. In all honesty, it's probably just a a bit weaker than DH but it's easier to use. You literally don't have to do ANYTHING.

    Overcome provides 2 extra seconds of on hit sprint. 3.8 seconds at 6.6 m/s is 25.08m.

    Killer covers 6.6125m. At this point it would take the killer 41.8 seconds to catch up point blank or 31.8 seconds to get back into lunge range. Assuming the survivor is actually good at maintaining distance and ran directly away from the killer. At this point, it may be better for the killer to just drop the chase. The main issue is that survivors just need to position themselves to take advantage of the incoming hit so they don't waste valuable time running into things or pathing.

    Anyway, you can cherry pick these examples as much as you want. Fact of the matter is both of these people know more about the game than the average player. I would trust them to deliver good changes more than the average player. I would trust them to deliver good changes more than the actual devs.

    If you really believe what you said in your first sentence, who would you hire to build you a house? An experienced home builder with 20 years of experience or someone with 2 days worth of experience?

    If the answer is yes than obviously experience with a task matters in completion and quality of that task. As experience goes up, quality will go up.

    Anyway, the point isn't that just because someone plays the game alot or is really good at the game makes their voice "more important". The point is that their opinion is more likely to be backed by solid reasoning and understanding of the game than less experienced people. Just like the home builder example. It isn't carte le blanche for control over the direction of the game. it is a solid foundation to look at and build upon.

    Problem with Overcome is that it's only good in specific circumstances

    Calculate how much distance Overcome generates if a killer tunnels you of hook before you can heal.

    then calculate how much distance Overcome generates vs a insta down killer or any of the exposed perks

    Spoiler the answer is zero in both cases

    Remember when Overcome came out there wasen't OTR that gave you 80 seconds of endurance of hook. It was pretty much a dead perk the mayority of the maych if you couldn't heal before the killer found you.

    It's a bit better now with more sources of endurance but at the time it was a trap. You were basically holding out a neon sign that said Tunnel me i'm defenseless against it

    It doesn't matter it's strong vs m1 killers, those are not the killers people need help against. A blight will laugh at the distance overcome creates

    As for the experience thing this is what the problem is with listening to pro players

    If i had to build a house ofcourse i would listen to the 20 year experienced builder

    Thing is pro players aren't builders. They don't develop games.

    What you are actually asking when you say who i would listen to is 7 year old experienced home builders (the devs) or people who have spend 7 years in a lot of different houses and know from experience what to look out for.

    People who lived in a lot of different houses may know from experience what was wrong with their previous houses and know to look out for that. But they'll very likely not know as much as the person who makes the houses in the first place

  • The thing is also that i don't actually believe there are that many people that really know this game well enough to have their voice more important then others

    Who should the devs listen too? Otz that didn't understand that 50% speed reduction means that a task takes twice as long?

    Scott Jund that was convinced Overcome would be close too if not stronger then old dead hard while it was close to the worst exhaustion perk in the game when released?

    I don't want to downplay the skill of these people as they are really good at the game but to say their voice is more important then others doesn't seem right.

    They miss the ball quite often too

  • Might just be me but i don't remember people complaining about sprint burst in the short time after 6.1 where people thought the new dead hard was useless

  • I mostly main Legion, i try to fan out to other killers but i always go back to them

    Imo everybody who wants to be good at this game should main a m1 killer at some point

    M1 killers force you to learn how to pressure, mindgame and a lot of basics

    You can really tell who the killers are who jumped on antiloop and never played the m1 game, the moment you find a way to counter their m2 they crumble to bits

    If you can't do decent with m1 killers you are stunting your growth with all killers, outside of nurse ofcourse

  • @Peanits said:

    What purpose would this actually serve other than encouraging elitism? One person's opinion is no more valid than someone else's just because their MMR is higher. Both of you are people playing a video game, we should be doing what we can to ensure that both of you have a good time. To say that only someone who's among the best in the world should have a say would imply that the opinions of the vast majority of people playing in the middle of the pack don't matter, which is incredibly selfish.

    I really can't begin to stress how rare it is for someone to be near or above the matchmaking softcap for MMR. Far more people claim to be 'max MMR' when in reality, there's nowhere near that many people up there.

    That said, that's what the community team is here for; to take feedback from everyone, including the people who are up there.

    "I really can't begin to stress how rare it is for someone to be near or above the matchmaking softcap for MMR."

    That's going to sting for some people here

  • @Omans said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359055#Comment_3359055

    I don't think the poster is saying that only people at the very top of MMR should have the only say in how the game is balanced.

    But it is fairly clear to most of the people actually in the top percentage of players in this game that the balance team doesn't seem to have that insight from top players that the poster says LoL devs have.

    Am i the only one that thinks that LoL really shouldn't be set as the standerd?

    They might have had the "insight" to balance for top play but everything bellow that was miserable from what i remember it.

    They had nerf Irelia just as DbD has nerf pig

    I haven't played in years so i don't know how it is now but from what i remember i prefer DbD's balancing.

  • It is kinda funny how having every perk ever would be a massive nerf to survivor

    Everybody broken, everybody slower at cleansing/blessing totems, everybody has to rummage through a chest after opening it cause it always is a now useless medkit first, bigger penalties for missing skillcheck, etc...

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358854#Comment_3358854

    I think I see what you're saying now.

    Under the old DH the distance gained by the survivor is roughly 3 extra seconds of travel time for the killer. This translates to 12m of total distance gained by the survivor assuming we are at a max range lunge.

    The new DH provides only provides 2m. However, because of the endurance effect if the killer triggers it the result is significantly worse for them. They will move 6.6m/s for 1.8s for a total of 11.88m.

    Assuming ranges of 6m from killer to survivor and 6m from survivor to pallet.

    Before the best option for the killer was to take the lunge. There was no endurance so even if they missed they would at least make distance to the pallet or vault before the survivor could trigger the action. Now the best option is to not swing, if the killer triggers DH its basically a guaranteed transition to another tile unless there's a dead zone.

    In fact, because of the Endurance effect there is now a safety buffer zone in place. A good survivor will use DH when they see the killer trigger the lunge animation and won't fall for a flick. So at 6m, a Killer's lunge would be easily detected and countered as there is around a 1 second window for the hit to connect. Plenty of time for a survivor to react and dodge. To have an ample chance at actually hitting the survivor, the killer would need to be within 4m. This cuts the reaction time to about .66 seconds which is still alot. but at least they're more likely to fall for a flick.

    This still takes around 3 seconds to catch up. So really, it's just the same situation as before, right? What am I missing? The total distance moved by the survivor in both scenarios is the same I think.

    I agree that the previous distance was created on demand by the old Dead Hard. But here, it just exists always. Getting the Endurance proc is terrible EDIT: for the killer.

    I think the misunderstanding we are having is that i am talking about windows and you about pallets

    With pallets you are correct, if you could hit them at the last second they can dead hard and be mostly safe. You can't hit the dead hard and when they reach the pallet you get stunned and don't get the hit

    With windows it's different. You don't get stunned. You can hit them while they are vaulting. They can't have dead hard endurance during the vault. Unlike pallets there is nothing stopping you from hitting them.

    With old dead hard the distance they gained meant they were out of your reach so you couldn't hit them while they vaulted

    Do want to remind that i'm not arguing dead hard is fine now. Just that saying that the devs accomplished nothing by changing DH from dash to endurance isn't really correct

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358338#Comment_3358338

    I agree that distance is the problem. But in both situations you described it's distance to a point. If there is no pallet does the speed increase matter? You can't go anywhere and the killer will eventually catch you.

    It matters if there is a window there, which are way stronger then pallets cause they don't get used up

    In the situations i descibed one is a 100% escape and the other a 100% down and vaulting a window isn't exactly an uncommon occurance

    With pallets it's not really the same either, it is possible to hit between the endurance ending and them throwing the pallet but it's a tight window, there is also the point that you need to use it at the exact right time. Old dead hard you could pretty much use whenever you had a straight line. With the endurance one using it too early or too late means you could very well get hit

    The distance you were invincible might be the same but the invincibility never was the problem with old dead hard. They could have completely removed that and it still would have been broken.

    The problem was that it created distance between you and the killer on demand and new dead hard just doesn't do that

    Not saying new dead hard is fine but it doesn't compare even slightly to the old one, even if it was a full second endurance

  • @Blueberry said:

    I find LP to be redundant. It tells you information that good game sense already gives you. You have spawn points memorized. That's giving up an entire perk slot for a couple seconds extra aura reading essentially. Which unless you're going full aura reading build (which is more meme'y honestly) to benefit from that you'd be better off just throwing an extra aura read perk in its place.

    It's good for learning spawns though I suppose.

    It does so much more then that

    Going to the place where a single survivor spawned instead where a cluster of 3 survivors spawn is the difference between 3 gens being done in your first chase or 1-2 gens being done

    You have a good idea where everybody is as they will probably stick to the gens they spawned to. That means that after your first down if you are close to that gen you can leave the survivor slugged and go harras the one on the gen

    One person needs to get of a gen to pick up the slug, the slug can't work on a gen and you just chased someone of a gen that was probably about to be finished.

    If you are able to down that survivor before the slug is picked up you've had massive pressure and just delayed your first hook a bit all because Lethal told you someone was working on that gen earlier

    It's not just for finding a survivor quickly. It's for making the absolute best out of the worst time in the game for you

    Honestly one of the better perks for a lot of killers to me

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354203#Comment_3354203

    Because the community is mostly a bunch of sheep and the gen kick meta wasn't a thing. Even with Eruption the way it is currently, it took a very long time before people discovered it. The community doesn't have a broken mechanic detector that switches to the current best perk after every update.

    It took over a year i think untill people figured out how strong dead hard for distance was

  • @Mr_K said:

    Are flashlights toxic or do toxic survivors use flashlights?

    I just imagined a flashlight but instead of light it just trash talks whenever you activate it.

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358444#Comment_3358444

    Easy to get lost playing him and overheating. Completely kills the flow.

    Yeah, people aren't exactly wrong that overheating doesn't really affect good billy players much but it is such a detriment to learning him

  • I never knew CoH gave 1500 bp per blessing

    Maybe i should start running boons

  • I tried Billy recently and god i forgot how bad it is.

    Did pull of one nice curve though

  • Skull merchant instantly gave MK vibes to me. She really does look like Frost.

    If only her Mori was the spine rip

  • I change perks quite often but PwyF on Legion is surprisingly neat

    Often first perk i pick on them if i'm not sure what to take

  • Doctor was actually suppose to be raiden from mortal kombat

  • The good old darkest dungeon trinket philosophy

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358226#Comment_3358226

    I don't understand the scenario you described and what the false thing about DH is.

    It seems like in your scenario the problematic aspect is distance and speed has little to no effect on this problem.

    Imagine the same scenario you described. Except instead of getting a burst of speed you would be invulnerable for the total distance traveled with the speed boost. This is still problematic right? The killer can't do anything so it's the same situation.

    The thing about chases is that total distance traveled doesn't matter that much

    What matters is the distance between you and the killer.

    Old dead hard increased that distance cause for a short time you were faster then the killer. So you could safely vault the window 100% of the time before the killer could reach you

    New dead hard doesn't increase the distance between you and the killer. It may last longer but the killer will be right on your tail.

    And seeing how you can't activate dead hard while vaulting all the killer would have to so was wait untill you vault or untill you are done dead harding

    The only way out of that situation would be to get lucky and time your dead hard well the killer would pretty much always down you.

    If there was no pallet near that window the endurance could last for 5 seconds and it still wouldn't matter

    Old dead hard increased the distance between you and the killer, new one doesn't. So as far as windows are concerned you could never use the new one for distance

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358044#Comment_3358044

    So I know how much trust I should afford them in their decisions.

    The first version of DH in the PTB had a 1 second duration.

    The goal of the rework was to address the problematic aspect of the distance gained by DH. This is straight from BHvR.

    The 1 second duration is a reduction of distance of 5%...... Completely negligible in almost all cases. This passed by multiple devs, and was signed off and approved.

    They wasted weeks of valuable feedback and testing time. What a poor decision. It did the absolute bare minimum to address the issue they wanted to solve.

    Then the Eruption change happened. People complained and they rightfully removed the Incap effect but kept the % total regression.

    How are they so far off the mark so consistently?

    The flashlight video is a perfect example of them being unfamiliar with their own game. Project lead gets rekt, 1 month later they complete gut flashlight blind speed. It's gone. Wow. If only they noticed this months or years before by some method of observation like playing their own game.

    Yeah seen this dead hard thing floating around on these forums and i'm going to clarify that this is false

    With dead hard for distance it never was the distance you couldn't be hit that mattered but the burst of speed

    If you were heading to a window and knew the killer would hit you as you vault with old dead hard you could gain distance and clear the window no problem every time

    With endurance dead hard you could never clear that window, as long as the killer hit you while you vaulted or waited out the dead hard you are going down. Regardless of the invinvibility distance being the same

    Now 1 second was to generous and they rightfully changed that but in a lot of cases the for distance part wasen't nearly as much of a problem

    The community is filled with people with the dunning kruger effect where they think they are experts and know so much about the game while they really don't

    Now i'm not going to say that the devs are perfect and they do drop the ball often (ruin change for one) but in a lot of cases it really isn't that bad and most of their changes have solid reasoning

    People often say that the devs are clueless about the game but the sad truth is that it's the community that is clueless

    I have not seen any other game community that spreads so many falsehoods about the game they are playing


  • @Anglosaxon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356640#Comment_3356640

    Thats a fair reply, except any burglar I caught would not be alive to read an apology, simply because they are scum c*nts. However one decent person apologising to another is not "Creepy" Its respectful. You may learn that in time.

    My apologies, i did not mean to say you were creepy.

    It just seemed like you were being gaslit into apologising for something that wasn't in any way your fault which is something that creeps me out

    I just finished reading a horror story with heavy gaslight themes so that was kinda fresh in my mind when i wrote that.

    I didn't mean offence

  • @Skittlesthehusky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357769#Comment_3357769

    very heartwarming haha love to see it

    thank you btw, its the next day and im definitely doing a lot better now, it was a hard hour to go through, still struggling a little but such is life!

    for those who have said no so far; i hope u find someone! there's a lot of good people in this world that i think would love to meet you or find someone to talk to

    for those who have said yes; seeing those posts make me very happy and i just want u to know that. im really glad you could make a friend and go beyond the confines of the internet to even meet them irl, thats a dream i wish could come true for me and it keeps me hopeful for smth like that in the future

    seeing dbd be a thing that brings people together is such a feel good thing to witness and i definitely hope it continues to be a thing, idk i just really like seeing the little positive things in life lol <3

    This is the kind of wholesome stuff i really want to see more off. Thanks for making this post

    I always saw Karu as a sassy fluffy cow and i'm not taking no for an answer either

  • @coldestwinter123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357083#Comment_3357083

    IF there would be even one case of someone getting "banned" from the report function for being a "dick" that would be a travesty.

    There is a guy named hookcamplol who literally only does the things i stated prior 😂 and pretty sure he is a fog whisperer.

    You are missing the plot tho.

    Going out of your way to be a jerk however is not really 'playing the game'. It's just that: being a jerk. 

    😂 Do you recognize that thats a legitimate way to engage with the game? Your characterization of said actions are subjective one sided opinion and not recognized by the game as a category?

    Regardless of that, there are plenty of people who play nice who get tbagged trolled and made fun of by killers and survivors, yet they still continue to play nice and dont say a word about it ? Your explanation and prefacing that "i play with out addons" "i play with out perks" " i play nice" is really just a roundabout way of saying "i expect them to do the same" you can say it as many times as you want that you are not doing so, but your actions are clearly implying the opposite. There are both killers and survivors who get bad mannered forever and say not a word....because whether the people they play against are nice or dicks don't change how they play,and they say nothing about it cause thats what they want to do and they feel no emotion or frustration either way.

    what i gave you... is a real solution. Because clearly it bothers you enough to post about it(its good keep posting,engagement is good) Just try to play normally, you dont even have to go out of your way to be extra dick about it, but you are gonna win more and feel less frustration. You cant affect what your opponents responses are but you can change the framing of your own view so that it doesn't bother you.

    it can be that its mild projection, but the ONLY time i care about tbaging at the gate is when i clearly went easy on them because i noticed someone being fairly new .

    "You are the issue. You play nice and expect that people will do the same to you"

    Good philosophy, wrong way to use it.

    It is one thing to smile and wave at people and getting upset they don't smile and wave back

    It's another entirely to smile and wave to people and getting upset when they spit in your face

    You shouldn't hold people to your own standerds, that's true. But it shouldn't be a hard ask to hold them to the standerd they have evolved from dung flinging apes

    "IF there would be even one case of someone getting "banned" from the report function for being a "dick" that would be a travesty."

    You seriously believe people don't get banned for telling other people to off themself? If it was only tbagging you might have has a semblence of a point but sadly that's not how it is.

    Your "solution" is also the worst piece of advice i have ever heard

    Saying you should be a jerk prematurely just so you can have a sense of poetic justice when people are a jerk back is like saying you should throw every egg you'll ever own to a wall so you don't have to get upset if you get a rotten egg.

    You'll just live a sad omelletless life

    If everybody followed that advice then the whole world would be people being jerks for no reason.

    That's the kind of reasoning i would expect from a comical overly evil villain from a animated movie, not from an actual person

    this is not nice to say but this is what you need to hear.

    You and others with your mindset are the issue

  • @Riski said:

    I would say 5 is fair too, hook survivor 1, hook someone else, survivor 1, someone else, survivor 1. I would argue this is generally safer and, on average, more successful than getting a kill at 3 hooks due to pressuring all survivors by forcing unhooks and spreading pressure. Compare to putting all your eggs in one basket and letting 3 chases deciding the outcome while 3 other survivors slam gens. Worth noting that each hooks isn't always 1 chase but assuming it's you'll be more reliable going for multiple survivors.

    I've heard some people suggest 6 hooks is the best option in pubs, 1 hook/chase on everyone to feel the waters on each survivor then choose one to kill from their but I feel like that's a preference of play style and you don't need to get the hook to feel how good the survivor is.

    Yeah i agree, going for 5 hook kill for me always seemed way more concistant if the survivors have their wits about them

    Going for 3 hooks against one survivor in a row feels to me like a zerg rush. Either you win fast or you lose fast

    @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357656#Comment_3357656

    While true, the question only really asks what feels fair to you personally. This game is a vs game so everything goes (within the rules) wether it feels "fair" or not.

    Should have probably specified that. I do indeed mean fair for you personally, not what would be fair for who you face

  • @Phasmamain said:

    I’d add makthinker’s skull and Haddie’s calendar partially to dredge’s base kit to make him feel more fluid

    I’d make compound 33 no longer apply hindered to survivors, It’s strong enough with just the faster break

    Blight’s token recharge 3 seconds instead of 2 (Makes a full recharge 15 seconds which is on par with spirit) to punish him more for misplays

    Deathslinger gets his 24m TR back in exchange for a lullaby (Could be whistling or faint bell chime) which would be 30m like trickster

    I would be so down for a creepy whisteling deadslinger

1 … 10 11 12 13 14 … 142