Sonzaishinai
Sonzaishinai
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420675#Comment_3420675
It should deactivate because currently it's a very strong perk throughout the match with little ability for survivors to counter, and happens to also have the side effect of guaranteeing a pity kill during end game camping. Essentially a parallel of why DS deactivates.
Doesn't guaranty a kill though.
If the obsession tanks a hit and another survivor unhooks you can safely unhook somebody and make a dash for the exit gates.
There are also some perks that makes unhooking faster that help. NoLB (very underrated) does wonders for that.
I agree it's very strong and not easy to safe from but it's not a guaranty like old DS was
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This is why when i face a heavy t-bagger i start to ignore them.
No matter if they want to goad or just plain annoy you. In the end attention is what they want. Nothing will crush their spirits as being ignored will
9 times out of 10 they won't even do gens. They'll just follow you around throwing the game for their team.
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I hope you don't have high hopes of becoming a lawyer
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@Annso_x said:
Besides the "balance issues" being used as an excuse for people against FOV slider & similar things (which I agree are poor excuses), isn't more difficult to implement accessibility settings for killers because they're in 1st person and have different heights, which I assume demands more work and has way more complications than changing UI stuff on the survivor side bc they're all the same PoV ?
@NoHookDC@Sonzaishinai@ProfessorDunwich I mean we literally just got the heartbeat thing for survivors and it's only because of the noise the Spine Chill nerf made. If BHVR was to nerf or rework shadowborn I have no doubt we would get a FoV slider in the following weeks. Also the previous accessibility setting was for colorblindness, which was mainly done to help killers see the scratchmarks & pools of blood, so I feel like you guys are jumping the gun a bit tbh.
In any case, I have no idea how complicated it is to implement a FoV slider but until we get it I do agree these challenges should be changed. There are challenges where you have to use 3 perks but you can use a fourth one, so I don't understand why the adept challenges exist. If ppl want to do the adept they will, there's no reason to force people to do them through challenges...
Yeah, i know it isn't really fair to say that they only care about survivors. They clearly care about both.
I'm just still salty about the hook counters and a fov slider would improve how much i could enjoy the game by a lot.
It honestly shouldn't be that hard to make one though. They have perks like Shadowborn and Monitor that already play with it and it's also changes on Legions power
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Don't play online multiplayer games if you have internet issues.
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@NoHookDC said:
Remember: Accessibility is for Survivors only. When it comes to Killers, the excuse is 'But the game balance'.
While ignoring that the visual TR, while a good accessibility change, also changes game balance.
I really wish i could say you're wrong but it does really feel that way.
Same thing with hook counters. It is for both sides information that is already available in the match that both parties can use to their advantage.
But only on the survivor side do people who have terrible memory get help.
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Don't think there is etiquette in DbD. Just how you personally choose to handle things.
For afk survivors i usually just hit once and leave. Recently i did have a funny interaction where i found a afk survivor and just stared in their face. It was pretty funny when they suddenly started nodding.
I generally give the last survivor hatch but it depends.
Generally when i open the gates i leave. Maybe stay behind for a bodyblock but other then that i skidaddle
I wish i could finish the game asap on a dc but i feel bad. So i try to get everyone on deadhook atleast before killing/letting them go to give them atleast some chance. This would be easier if there were hookcounters for the killer BHVR >:(
For gift item it depends. More often then not it will let me be more mercifull
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416895#Comment_3416895
Effects are not a linear function of the cause at all. If it takes 30 sec for the killer to hit you in chase, then it doesn't matter whether the addon heals you after 18 or 24 sec, in both cases, you'll be healed mid-chase, and the nerf is "irrelevant" (literally no impact - it didn't impact the course of the game at all). I don't know what is the average chase time, but from practice, I can tell you I used the new syringe 15-20 games and got hit 0 times, so it is way higher than 24 sec.
Now if the addon was nerfed to 30-40 sec then it would suddenly become a significant nerf. As said, because the effects are not linear.
And don't forget, you are not forced to use the add-on in chase. You can use it while on a gen and it wll save you 24 seconds that you would normally spend healing, ie. it saves about as much as a green toolbox + BNP, just for ONE ADDON.
And if it takes 20 seconds for the killer to hit you in chase the difference between 18 and 24 seconds suddenly is significant.
If you add random numbers you can always invent scenarios where nerfs don't matter.
If a gen at 25% is affected by ruin and isn't touched for a minute and half then the ruin nerf also is insignificant
Most people also can't look into the future. There are killers you can face who will be able to go from you being save on a gen to getting hit in chase in less then 24 seconds. And it's more likely then in 16 seconds
Fact is that there is 8 more seconds that risk the syringe being a addon that does nothing. That's 50% more then before. Doesn't mean it's weak but there is no denying it's weaker
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416258#Comment_3416258
Syringe taking 24 sec instead of 16 sec is irrelevant as you can do something else in the meantime, so you're not losing any efficiency. Meanwhile all medkits have had their efficiency nerfed by 50%. So comparatively, the syringe is now 1.5x more interesting than before. BHVR thought "Let's multiply all the numbers in the description by 1.5x and call it a day", unlucky that's not how math works.
That's 8 second more risk that the killer can find and down you before the syringe did it's job. I'd hardly call that irrelevant.
With that logic a syringe taking 90 seconds to heal you would also be a irrelevant nerf cause you can do something else in the meantime. I don't think it would see much play if it was nerfed like that
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I don't see how anybody can see Overcome as an issue. Imo close to the worst exhaustion perk in the game.
Smash hit and it are in a neck on neck race to be the worst now that selfhealing is harder.
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New chapter teased
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Having to hold m1 for longer is the price of being able to have long meaningfull chases.
How long you are able to run a killer and how long you have to hold m1 to get stuff done sadly are correlated.
If you want to hold m1 for less time to get the same amount done then in order for killers to still have a chance they would need to be more overbearing in chase leading to shorter chase times.
It's a lose lose. Either it's less of the boring stuff and also less of the excitting stuff or vice versa
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414931#Comment_3414931
"Killer players were abused as children" isn't the take I expected to see on the DbD forums today.
Happens surprisingly often.
Some people just have a big ego and the only way they can feel good about being beaten in a videogame is by imagining their opposition to be as sad and deranged as possible.
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Killers can't get those shiny items in their bloodweb so it's special for them if you give it them
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414531#Comment_3414531
NOLB actually doesn’t apply to self-healing. Its description isn’t super clear on that iirc, but yeah.
:(
Yeah then it's impossible without reactive healing shenenigans
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Okay i'm going to take a stab at this.
First things first Botany has to be a part of this build so we need to make sure we have enough juice in our medkit
Botany adds a 20 penalty of item effeciency on top of the 33% from self healing. So in total you have (1-0.2)*(1-0.33)=0.53 or 53 efficiency. That means you need 16/0.53= 30 charges to finish a full heal.
So you can use a addon to have your medkit have more then 30 charges or you can use streetwise to offset Botany. Addons give healspeed though and as further seen there are a surprisingly few perks that give speed to self heals to Streetwise is the best option. That leaves our addons the 10% and 15% healspeed bonus
for perks Botany and Desperate measures increase our own healspeed the highest so those are obvious. No one left behind also gives a hefty 50% bonus. Sure only active during end game but we are looking if it's possible. No matter how unlikely
So for heal speed bonus botany 50%, desperate 56% with everybody injured, addons 25%, Nolb for 50% for a total of 181%
But wait! If we go all out we might as well have a teammate with Leader next to us. Why they wouldn't just heal us instead? who knows but we want to see how fast a selfheal is possible so we can add this. That's a additional 25% healing speed for a total of 206%. But wait wait! If we are going to have a teammate just standing there anyway might as well give them the streetwise. Then we can change it for Resilience for another small boost of 9% for a total of 215% healing speed
Now for the slowdown sloppy gives us mangled so that's a 20% penalty and the normal 33% from selfhealing. That means 1-(1-0.2)*(1-0.33)=0.47 or 47% slowdown leaving our total heal speed at (1+2.15)*(1-0.47)= 1.67 charges per second or 67% bonus
Meaning we heal in 16/1.67= 9.6 seconds! We've done it, it is possible to heal yourself through sloppy in less then 10 seconds! All it took was every single healing bonus imaginable after all gens are done with everybody injured including a teammate watching you heal instead of just doing it themself and it only works once. Also assuming all this math is correct
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@Meathammer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412652#Comment_3412652
if someone has played for that many hours and didn't learn anything then God help them
I think you'd be surprised how many people are shockingly avarage at something they spend a lot of hours in.
Even outside of DbD or gaming
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My vote goes to yes.
Not only reworked but completely redesigned.
Completely change the affect. Messing with the ability for the killer to hook you without others survivors input is always going to either be useless or overbearing
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@Meathammer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412594#Comment_3412594
Yeah.... no. I have 5k hours so I think it's safe to statistically assume that I know what I'm doing
Number of hours played means little to nothing.
All it says is that you had a lot of oppertunity to learn. Not that you actually learned something.
Somebody could play killer/survivor for 5k hours but DC the moment anything goes wrong and they would likely be worse then somebody with 500 hours who rewatches their games, analises their mistakes and follow other strong players to learn from them.
Not saying you are just a example.
Thinking number of hours played = automatic skill is a common fallacy gamers fall into. That's not always the case.
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Here is a hard pill for a lot of people to swallow.
If the mayority of SoloQ is bad. Then it's statistically very likely you are one of them.
I was also baffled by what my soloq teammates did and how they never did gens. Then watching my own gameplay and being critical about myself. I saw i was part of the problem.
I started running gen aura perks like rookie spirit (massively underrated) and paid more attention and the difference is noticable.
I know some of you will be good survivors that are dragged down by their team but i would suggest taking a critical look to yourself too if you want to point fingers to your team.
It's a lot easier to see the flaws in others then it is in yourself
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@verysleepy said:
Pointless. There's thousands of killers who are amazing who don't post online, or twitch stream, or are on PC where there is charts of kills. Console killers are insanely good too.
Saying a streamer is the best like supaalf nurse. How do you know he's the best nurse? Because he YouTube's and has a streak and hangs about with 'comp' self proclaimed elites?
There are probably many players who remain quiet and out of the light who are better at nurse.
Just saying my 2 cents.
That some quiet person living in a monk monestary in the mountains is better then streamers is pointless.
People want to know the "best" player of these killers so they can watch and learn from them.
What use is it to them that some unknown person that they can learn nothing from might be better?
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I'm still enjoying the game a lot.
I think it's important to remember that people who are content are usually quiet.
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@KenwanObinobi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410657#Comment_3410657
I did 4 or 5 hooks. Pretty much all trials have the gens done in 4 to 5 minutes.
Dunno how you cannot believe it. 1min30/2 minutes, 3 gens pop. How long do you think they need to do the 2 remaining gens ?
That sounds like a problem with overcommiting. Also 3 gens done within the first chase while you have deadlock? Yeah sorry seems fishy to me.
How do you expect to improve if your not honest with yourself?
Really, record some of these matches and watch them with a timer next to you and check when each gen got done.
Most of the matches i believed that were over in 5 minutes more often then not had the last gen popping at the 9 minute mark.
Time is percieved weird sometimes.
Not that it's impossible to get the gens done in 5 minutes, but survivors that do typically have way less bp then that.
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@KenwanObinobi said:
https://us.v-cdn.net/6030815/uploads/IIGEMBW89D0L/image.png
Honestly it is games after games after games after games, 100% of this kind of build, insta heal and/or gen rush, sometimes a mix of both.
3 gens out during the first chase.
The 2 were almost done 2 minutes later.
How should i play this ? Explain me cause honestly, there is no way.
5 pallets 3 meters away from each others, no anti-lopp power, what should i do ?
What is the point to nerf self-healing when a survivor with we'll make it can heal you in 8 seconds, pretty much nothing while a killer needs 2,34 seconds to break a pallet ?
I'm getting terrible freeza vibes here. Where he says planet namek will explode in 5 minutes but it ends up taking 3 hours of screentime.
I'm a bit skeptical these survivors finished the gens in 5 minutes but still have a avarage of 22k bloodpoints.
Do you record your games? Or have a actual timer with you? Perception of time goes a lot faster when you are stressed
You'd be surprised the mistakes you can catch yourself making after a unwinnable game if you watch it the next day
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@Nihlus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410484#Comment_3410484
You are ignoring the fact that for Dead Hard to do anything, you need to already not be under an endurance effect/deep wound. If you tunnel the survivor, and hit them before the borrowed time wears off, they cannot dead hard until they mend. It won't do anything. It is entirely within your power to never see a dead hard go off again if it bothers you so much. This is why it's a dead perk.
There is a fun interaction with DS if killers keep doing that to you.
You lose deepwound when you go down. And if you ds the killer you are back on your feet and you can use dead hard.
Not going to say it's the best option against a hard tunneler but it is one they often don't expect
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I wonder what would happen if we changed the end screen result to work on hooks rather then kills.
So for example
0-3 hooks: entity hungers
4-6: brutal killer
7-10: ruthless killer
11-12: merciless killer
Just change that and nothing else. Would it really change peoples playstyles? That would be really interresting if it did
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410443#Comment_3410443
Uhhh have you read the patch notes?
Healing nerf is cancelled, that is why i said it doesn't even exist.
Dh is only nerfing 1 time less, and if you unhook someone it's unchanged, the *nerf* don't really change anything about tunnel.
Self care speed is even longer than the seven patches ago,i could not even remember when .
Yeah distance is huge,if it's not only 1.2 meters, you know survivor can run 4m/sec right?
Dh rework is a rework,it makes you can't brain dead gain distance, but reward you more from being hit.
I wouldn't call the nerfs small.
The real nerf to healing is the amount of times you can do it. Before a single yellow medkit with one common addon was enough for 2 heals. Now that's the best possible medkit you can have.
Deadhard didn't one use less it went from infinite to a max of 2. Now if you hit a deadhard you can let them go and bother other survivors. They won't have it for next chase. In the past you couldn't cause they would just have it again.
1.2 meters takes the killer 2 seconds to catch up. That's 8 more meters a survivor can make it to a pallet. It makes quite the difference.
That said, I do agree that survivors are overexaguratting. Medkits are still strong, DH is still strong. Just because something is weaker then before doesn't mean it's useless.
I think the biggest frustration survivors have now is that they are less independant. Which means being more dependent on your team. Which in soloq means suffering and hellfire
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@Maperson said:
Give me Chucky already ffs
Yes please! Only licenced chapter i would really get excited about anymore.
Maybe Friday the 13th too but Chucky more
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In general if the number of gens is equal or higher then the remaining survivor players when somebody dies. It's really hard to catch back up.
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Child's play chapter please.
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It's pretty nutty.
Never have i seen a community so vocal about wanting change and then so angry about it when the change happens
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@Brix said:
Pain res + Grim embrace is a nice combo now since both are same token based
Depends on how it's done.
If the gens are blocked before the final pain res goes off you miss out on that last trigger.
If pain res happens before the block it's indeed very good
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I've always found Play with your food underrated. That extra movement speed helps more then you would think.
Also honerable mention to Eruption and Pain Res.
People are a bit too quick to write any change as a nerf into the ground. They are still amazing perks.
I find pain res often being better then it was before
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Claw traps don't break on their own anymore. Extend the battery life
After the battery is expired survivor can remove them if they want. A succesfull hit from skull merchant also removes them. And the vaulting a pallet thing we have now.
Skull merchant will eventually run out of drones if she doesn't start commiting to chases and score hits. At that point her 3 gen is marginally better then a trapless trapper
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New?
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Tried Selfcare,Botany,Bite the bullet, WoO
And it's honestly not so bad. Faster heals for your teammates, only 6 second slower selfheal then a medkit would give but infinite and fun mindgame/stealth potential.
As long as you don't fall in the classic selfcare pitfall of healing every change you get it's pretty fun.
I've also ran DH,DS,OTR,WoO (guess what perk i'm addicted too)
It seems counterintuative but it actually works pretty well together. Take the hit of OTR, make a "mistake" before DS expires, stun the killer and have DH available. It's a little tricky with the durations of the perks so I wouldn't say this is strong but a pretty satisfying feeling if you pull this off against a tunneler
I really should start putting WoO of my builds though...
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My idea for DH was to make it activate when injured. Deactivate on use and to activate it again you'd have to either heal or go down before reentering the injured state. So people couldn't circumvent healing with it by using it as a psuedo healthstate that regenerates. The actual change is honestly better though.
CoH change is fine, it's still a good perk. And better for solo's despite what people on the forums say. The aura reading is very good
Medkits honestly also is fine. They are still really strong. And it's actually a interresting option now to use them either on yourself or allies where as before using it on allies was a waste.
People have a bit of a bad habbit of calling every nerf a nerf into the ground and never even trying the perk/change.
Dead hard is still very strong. Medkits are still the best item for survivor. PR is stronger then before in many cases. Eruption also still is very good. This community just has a very poor judgement what is and isn't useable
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I agree.
The rng and varriety are the reason why DbD is so replayable even though it's always the same gameplay loop.
That it leaves things unbalanced is a small price to pay. People overvalue balance. It's important to not have big outliners but a perfectly balanced DbD would be a boring DbD
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I say get rid of it.
It's something that punishes new players hard. Encourages facecamping. And it's something that's just a coinflip when any latency is involved.
People just try to bait it anyway which often leads to you baiting it 3 times while the killer just awkwardly stares at you to then just result more often then not in a normal hit anyway
Anything that involves awkwardly standing and waiting should be heavilly reduced or removed. Those things have a tendancy to just kill the otherwise high speed momentum feeling of the game
It's the same annoying waiting around that dead hard has
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Piggy back ride!
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@[Deleted User] said:
One angle people often don't talk about is matchmaking. A plat in a GM lobby is a bug that gets identified fairly quickly in OW, but it's an intended feature in DbD. The DbD equivalent of Masters/GM players are actually rounded down and then matched further down if they're all solo queuing.
You often have this massive skill gap and game sense gap among teammates in solo queue DbD. One player will consistently go down instantly to a killer and a teammate will run that same killer for 2 gens. A remotely intelligent killer just tunnels out the weak link and wins.
With SWF, you get to pick your teammates. Instead of the expected norm of high skill variance, you suddenly have a situation where every survivor might be on equal footing. It's not so much the comms and information that present an issue for the killer. It's the fact that strategizing around the worst survivor gets ingrained in killers because that's the expected norm of bad matchmaking. The SWF probably isn't doing anything special, it just requires the killer to win the game as opposed to waiting for one survivor player to lose the game.
Yeah, thought this too. While comms can do a lot the biggest advantage of swf is having semi reliable teammates
@sulaiman said:
Because usually, team shooter games are symetrical, while DbD is not.
Imagine you play a team shooter, and one side has an automatic disadvantage. The communication vs not communicating might amplify that disadvantage, until it becomes gamebreaking.
Also, shooters depend a lot more on individual skill, while in dbd, individual skill only helps you so far. In a team shooter, one guy being worse skillwise than average does not too much to unbalance the match. in dbd, it breaks the match.
How could you translate that into DbD? It's obviously always going to be assymetrical but how could we make individual skill matter more?
@Trollinmon said:
For league there isn’t a large benefit that VC will give you. You have a good ping system and chat to help coordinate plays around the map. In dbd you have none of this while also having zero idea what builds your team are running.
Do you think a ping system of some kind and seeing what builds your teammates are running in the lobby would make a big difference in how Solo vs SWF goes?
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Don't run 4 slowdown perks unless your chasing and gaming sense is extremely good. No amount of slowdown perks matter if you aren't finding/downing survivors.
Best tip is don't underestimate slugging. It's one of the best pressuring tools killers have. Chasing a survivor instantly after downing another is the difference between 3 survivors having free reign on gens while you carry to a hook and 1 being on gens as one is down, the other in chase and another having to pick up their teammate to avoid a snowball.
In 95% of the cases going after another survivor after a down is better then hooking. Especially if your confident in your chasing. The only time you should hook is if there is no survivor near, you already have a slug creating pressure or if you get vallue out of the hooks like PR.
In addition don't be afraid to go for the snowball if you see an oppertunity. Even if you don't get it preventing a snowball often takes the entire team their attention and that's attention they aren't putting on gens.
And lastly learn to recognise some of the rng elements. Sometimes the map is just stacked against you. This isn't necesaraly a bad thing as it's these kinda rng elements that make dbd so replayable despite it practicly being the same thing over and over.
But it does help to recognise it. In both ways. Not only when it's against you but when it's with you too.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407610#Comment_3407610
It should not be a mode, all I can image is 7 survivors sit on 2 Gens and each completed in half a minute, and 1 survivor will be instant death once found.
Yeah, the biggest problem with 2v8 is that there is just nothing you can do as a survivor if 2 killers double team you.
At best it could be added to KYF as a fun mode but with randoms it would be hell
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Amazing, that made me laugh so hard.
My favorite interactions are when i do something really dumb like throw the pallet on the wrong side and instead of instantly swinging the killer just stops and we stare awkwardly at eachother
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While i don't agree with them and think it's very sad it is within their right to leave feedback this way. It's what it's there for.
Smart people just learn to make their own mind and not blindly listen to steam reviews.
It is kinda interresing, community is bassically saying to BHVR to never make any drastic changes again and whatever they do never listen to the community again.
Pretty much everything that was changed was asked for in large quantities by the community. And in the big scope of things not that much has changed. 4ish perks got nerfed and the most busted item survivors had was toned down but still is the strongest tool they have.
For BHVR this makes things very easy. Just go back to supersafe changes. Clearly people hate change. They secretly love running the same perks over and over again. What a joke
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Why are you playing the teambased side if you don't care if your team did well? genuinely curious.
I agree it could be rewarded better but that is a very peculiar mindset.
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@ShroudedGhostFace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406255#Comment_3406255
Lethal can be completely countered by Distortion. Name one survivor perk that can unblock gens that are blocked by Corrupt Intervention. You can’t because no such perk exists.
Lethal only becomes decent when you’re using an aura build or when you’re using a high mobility killer.
Might as well run Discordance since it’s a waaay better information perk that gives you value throughout the entire match, not just at the beginning.
Lethal can be 1/4th countered by Distortion unless multiple people run it which is very unlikely, and you will also instantly know they have distortion cause it's the only perk that can do that so that's still free information for you and on top of that it eats 2 stacks of distortion. I would call Lethal more of a counter to distortion then the other way around
Again you don't need to unblock gens from corrupt, there are other gens you can work on. Not to mention it turns of by itself if you play to well. Don't see Lethal doing that
It's honestly kinda silly comparing the 2 perks, they do 2 different things. One is buy you time the other giving information to allow you to snowball. There are killers i would never run Corrupt on, there are killers i would never run Lethal on. It's completely killer/strategy dependent. It really isn't a case of this one is just better then the other
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@ShroudedGhostFace said:
Lethal is a waste of a perk slot. Corrupt Intervention will always be universally good on every killer.
Lethal is pretty much never a waste of a perk slot.
Problem people have with it is that they use it to find the closest survivor and then pretend they didn't see the rest of the players too.
Good use of Lethal means you find your first 2 chases fast. Depending on what's happening you could also slug and prevent a early gen from getting done and force others of gens too.
Lethal is close to the best perk in the game on the right killers. It offers a quick way to snowball but it's up to it's user to make it happen.
Corrupt, while good i always found a bit overrated. Great on setup killers like trapper or plague but for others the survivors will just go to the nearest unblocked gens. It's good but people really need to stop pretending it stops any gen progress while active. There are still 4 workable gens on the map and only one place the killer can be at a time.
I would never run corrupt on killers like clown, blight, nurse and pretty much any killer that wants/needs to get downs fast to snowball. It's really not as universal as people think
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@Pulsar said:
It's been fairly easier, unfortunately.
PR is REALLY good. No Way Out is practically a free win.
I've seen a couple of CoH. They haven't really been an issue for me, which is pretty much what I thought. I haven't seen any successful DH's yet.
Survivor has become a bit more miserable for me. Less healing autonomy so I have to rely on my teammates more, which is never a good thing lol
Glad to see i'm not the only one that thinks PR is still pretty strong
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Pretty good so far.
Although i did notice that uncapped framerate effects skillchecks a lot.
The update changed back some settings capping my framerate at 60 and before that i think i hit great skillcheck about 50% of the time and now i often am in the later part of the skillcheck. As in unnerving would make it a fail.
Haven't failed any yet so i'm not inclined to uncap it again but it is kinda interresting how much it affected it
