Sonzaishinai
Sonzaishinai
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- Sonzaishinai
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@VoidOfMe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397323#Comment_3397323
OMG you're a GOD!
I don't think I ever messed with that file, I don't even know where it was, but I checked it now and it was read-only. I unchecked it, but nothing changed, so I deleted the file and logged on, the message appeared once again, then I thought: "well, maybe it's a one time only thing" and relaunched the game and there you go, the message didn't appear for the first time since the progression system was changed. Thank you!!!
@Sonzaishinai don't know if you know this, but here you go:
Press win + R, then write in the box: %LOCALAPPDATA% like this
Look for Dead By Daylight folder - Saved - Config - EGS
and delete the file GameUserSettings (better do a backup, just crop the file and place it somewhere if you need it again, relaunch the game, the first time it will appear again, but after that it won't.
Be warned that deleting this file will delete some settings you've made in the game, like graphics, audio, etc.
Thanks!
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397232#Comment_3397232
Got it once and never again.
Are you getting it every time you open the game?
Yup, every single time
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Hold up, you people aren't getting that notification anymore???
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I think the biggest reason of this paradoxal hate is how his counterplay is very all or nothing.
Get caught in the open? You're dead. Short loop he can throw over? No chance your screwed.
Find a long wall loop? Suddenly roles reversed completely and Tricksters situation is pretty hopeless.
So survivors getting caught in low loops feel like they can't do anything and tricksters who get to long wall loops feel like they can't do anything
Not sure what you could do to fix this but i feel that plays a big role. Either the survivor can do very little, or Trickster can. Very rarely is it a case of equal oppertunity to outplay the opposition
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CoB is going to be terrible
After 60 seconds it will do 3.75 seconds of damage and then it turns off
It's purely a information perk now.
Overcharge isn't going to be much better. The regression is simulary laughable so the skill check is the only thing about it.
For overcharge it's fine. It has it's niche in some skillcheck builds for fun
CoB could use something more
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The real benifit of cages is the time you saved. Hooking is one of the most time innefficient things you can do in this game.
3 second pick up time, 1-16 seconds of walking and 2 seconds of hooking
That's 6-21 seconds you aren't pressuring the survivors, if all are on sepperate gens that's 4-14% of total survivor gen progress you gave away.
Same reason slugging for pressure is a underrated strategy
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396011#Comment_3396011
Actually its rare because of many pointless things to spawn.Like, 17-18 difference types of BP offering. Hatch spawn shack/main. Basement spawn shack/main. Survivor spawn offering. Mist offering that give no impact. Many useless addon.
I feel I can only get 2 items per level 50 BW
Yeah, i do agree there is way to much clutter. Would be nice if there was atleast one yellow or higher rarity item to spawn on bloodwebs. Especially now that medkits will be toned down.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396002#Comment_3396002
New pain res is still pretty much a joke, as much as people desire to fake the ilusion of 25% with all the restrictions still being strong it will be the same as when people said "pop isn't dead it will be more effective when fewer gens remain and still get value" and look at pop, it's literally a meme perk lmao, only people who use it is mfs who don't have good perks or people who came back to the game and don't know it was deleted.
It is pretty much better in most situations outside of hardcore tunneling which is a cheese strat and noob trap anyway and when it really shouldn't matter anymore
First hook you get 10% more regression then before. And the early game being the hardest part of a killer match being stronger early is better then being stronger later.
But i hear you, you need to get someone out asap. If you hook in order of A,B,A,C,A you still get a survivor out at hook 5, you actually harrass the whole team so you don't get genrushed, you get 75% regression with both the current and old version except you get it a hook sooner and you don't actually lose a scourge hook cause you had to sacrifice a survivor on it with the new version.
And if that's not early enough you can hook A,B,A,A,C and you only lose 10% damage on the 4th hook to instantly regain it on the 5th
It also takes 7 scourge hooks of current pain res to overcome the vallue of the new one. People keep mentioning how hook rng can mess you up when hook rng messed up the old pain res way more.
It does have less synergy with DMS but that was easilly countered anyway.
The changes are more of a sidegrade, arguably a buff even. Anyone who thinks this perk is dead either isn't thinking straight or is someone who uses the cheese strat of hardcore tunneling and knows it will make it harder
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I honestly feel blindness is very underrated.
Take a moment in your next couple of games to see how many aura perks the survivors are using. Especially windows addicts get screwed by blindness.
Also helps with slugging which is the key to pressure
The thing with blindness is that you don't really see the affect yourself.
When you down a survivor that could have made it to a pallet if they saw it with windows you typically won't know it.
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You can hop in a locker to prevent the killer from hitting you and then you can die without losing your item.
But honestly it's better to just let it go. Items aren't that rare in the bloodweb to throw a hassle over.
There is a perk that allows you to ger medkits, there is one that allows you to get flashlights and there are perks that make getting the random items you get better.
Play a couple of matches with a loot build and sole survivor if you play solo and getting items shouldn't be a problem
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395707#Comment_3395707
Looks like I have to spell it out for people because critical thinking skills are so rare these days. Pain res isn't that big a deal in total regression with A, how many seconds you can shave gen times off, B. The requirement of having at most 4 instances each game to get sad regression, and C. Permanent deactivation of a perk that gets neutered by hook rng.
You guys keep talking about the potential of the perk while actively ignoring the major downsides of the perk. Don't play dumb with responses
Hook rng is less with the new pain res
With the current one, each scourge hook you miss is 15% regression you'll never get again. With the new one missing a hook isn't that big of a deal. If you get that survivor on a scourge hook next time you get all the vallue.
You call it sad regression and talk about how many seconds you can shave of a gen by comparing a perk that loses you 90 seconds and a perk saves you 7 seconds per gen
You are right people's critical thinking skills are rare these days. But not in the way you want it to be.
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I've been sure to grab his adept quickly. Going to be a real difficult one after the changes
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392420#Comment_3392420
100% total regression really isn't that big a deal. Especially when Prove exists
"90 seconds time saved isn't a big deal when a perk exist that saves 7 seconds per gen by playing innefficient."
What?
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395667#Comment_3395667
If 17% doesn't matter, then there is no reason to implement it, right? Glad we cleared that up.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395668#Comment_3395668
Intended game design. Not a game problem.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395670#Comment_3395670
And I could argue that games that used graphics are not accessible to blind people. Not EVERYTHING is an accessibility feature. Lots of games have epilepsy warnings on them for that very reason. The vast majority of people whining about this do not have motion sickness, they just want a bigger screen. It's the video game equivalent of bringing your dog into a grocery store and lying and saying it's a service dog because you wanna bring it with you.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395675#Comment_3395675
I'm referring to any element of gameplay that avoids detection from the killer, whether that is hiding behind a rock or muffling your sounds with Bite The Bullet.
"Intended game design. Not a game problem."
Being able to down survivors of hook also was an intended game design, there even was and still is a scoring system to tell if you had a safe unhook or not.
You can't say it's not a game problem when it litteraly makes some people sick. It's beyond a game problem at this point.
The barely noticable difference it would make in stealth is so minuscul that it's embarrasing to even mention it
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395651#Comment_3395651
Except BT was changed as a shift to combat tunneling off the hook which was a game problem. You just want a wider screen.
To combat people being able to hide under a killers feet, which also is a game problem
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Imagine how terrible hexes would be if they
weren't active from the start
Needed 14 seconds to activate
Only affected anything in a 24m radius around them
Could be cleansed in 1-2 seconds
But you can spend 14 seconds again to put them down again.
Every single one would be awefull
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The new pain res is less reliant on scourge hook placement.
In the current version if you miss a scourge hook on somebody that's 15% regression you'll never get. In the new one missing one hook but getting the next hook still gives you all the vallue.
New PR is more of a sidegrade, arguably even a buff. Some players just conditioned themself to see any change as a nerf without thinking about it
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If you know you're drained after 5 or so matches don't be afraid to stop playing after 5 or so matches.
Even a half hour break can make all the difference in the world
Starting a game already frustrated will in the mayority of the time lead to more frustration and the blame will be entirely on you.
This isn't only for DbD but for pretty much every enviroment with high tention, even outside of videogames
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That's something that works in theory but not well in practise.
The only way buffing weak perks is going to lead to a more diverse meta is if they become equal or stronger then the current meta. And then you get powercreep.
To get a diverse viable meta it's about bringing perks to a roughly equal level. If out of 228 perks 20 or so are conciddert widly above others it's way more realistic to bring those 20 down instead of trying to buff 200 perks.
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This is the cutest thing i've seen today, thanks!
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https://youtu.be/DbRZtLVCelY
Kinda old video but still a very good one explaining how to get pressure on survivors
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393520#Comment_3393520
-"In a ironic twist they may actually have made the perk stronger then before."
Stronger than before would need to be like 40% per use. Why? Because if I hook meg on a scourge hook right now and then tunnel her and hook her again I get 30% in the current system and 25% in the new system.
-"You need 7 scourge hooks of current PR before you surpass the vallue of the 4 hooks from the new one."
Or you play efficiently as killer and get 2 hooks on the same person and get more regression now then you would after the nerf.
-"The only time time new PR is weaker then current is if you hardcore tunnel one person so all the people who say it's dead are really showing their colors"
The only problem is that there is no basekit defense against survivors tunneling your generators. If they tunnel your gens then you need to tunnel them out.
In short you're saying : if survivors loot lots of chests and break dull totems for points then killer game play is fine. While that is a true statement it is not a realistic depiction of efficient survivor gameplay.
tunneling generators is all i needed to hear.
Sounds to me you relied to much on a cheese strat and are now forced to deal with survivors above your skill level.
Hardcore tunneling from the start is something that can backfire massively if survivors get stronger. 95% of genrush complaints are just killers who tunnel at the wrong time.
Genrush and tunneling gens are excuses you are giving yourself. If you want to become better at the game you need to ban those words out of your vocabulary. The only time an actual genrush happens is with multiple bnp's or /and gen perks.
There are plenty of strategies against survivors "tunneling gens". Slugging being one of the biggest ones. Not many people talk about it but pay attention when you watch high level players. Almost every time they slug for pressure atleast once. That's one of the biggest things you can learn.
Hooking someone takes 6-21 seconds, that's ~7-23% times 3 of gen times you are giving the survivors for free when you hook somebody. A survivor slugged while you chase another means 3 survivors aren't on gens as someone has to pick the slug up. Slugging at the right time can turn any match around.
You still ofcourse want somebody dead asap but you need to do it while keeping the rest busy. Higher level players don't tunnel from the start, they look for the oppertunity to do so. Oppertunistic tunneling is very strong. Trying to force it leads to "genrushing". If you watch higher level streamers you'll notice this a lot. They make a snap judgement of when they tunnel. They pretty much never plan it from the start.
This probably won't matter cause you want to believe your own excuse too much but only you is holding you back from becoming better at the game
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393607#Comment_3393607
Not necessarily they could of just finished a gen as your getting a down. There's going to be plenty of time were you don't proc thr 25%
if they finish a gen as you are getting a down it means the next biggest gen is hit.
If that isn't above 25% then survivors aren't splitting up and being effecient.
The only time where it's concerning is when 3 gens pop at the same time right before you hook but how often does that happen.
If there is plenty of time where the highest progressed gen is below 25% then you don't really need regression anyway
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Why do people always jump to extremes.
Just because survivors don't like games of 3 hooks someone is dead doesn't mean we have to jump to the other extreme of 12 hooking.
Nobody (reasonable) complains about first dead at hook 5 or 6. There are inbetweens.
Changing the game to be 12 hook only is sacrificing variety for balance to make everything predictable.
I like loading into a match and not knowing if the first survivor is going to die at 3 hooks, at 6 hooks or at 9 hooks.
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Atleast the Pinhead one had a solid reason to be negative
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@[Deleted User] said:
Are you kidding me
https://us.v-cdn.net/6030815/uploads/0SPLK4I7A2BL/image.png
https://us.v-cdn.net/6030815/uploads/Z5FTIV1MX1AY/image.png
jesus christ. only 2 of them :(
It's beyond sad.
Glad there atleast a couple of content creators that aren't afraid to call this out
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393184#Comment_3393184
Your assuming the proc hits a gen with 25% or more it could proc on a gen with 10%-15% and you still lose a token.The perk itself already has a rng factor. The chances of you getting the full 100% regression are pretty low plus it becomes a dead perk once the tokens are use.
If the gen with the highest amount of progress has less then 25% you're generally in a good spot. Cause that means survivors are doing gens one at a time and not splitting pressure or they are not doing gens at all.
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@smartemarte said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393580#Comment_3393580
That's just way too situational, they've not nerfed it they've just made it obsolete 😂
So you're the solo team mate that thinks doing gens is situational
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393542#Comment_3393542
How are you getting a 100% scourge hook proc rate on every down? Camping the hook and forcing trades?
This is like saying autodidact is the best healing perk because on paper what if you get skill checks back to back to back and have full stacks in the theoretical best time? That's not even getting into things like timing of gens(you hook someone and the next highest gen is at 1%. Goodbye token!) Swf on comms calling out hook locations and avoiding those to make it significantly harder to get value, as well as prioritizing sabos.
It's a complete rng perk with at least 2 direct counters available to even non swf (avoid the known scourge hooks + sabo them) with comms making those counters even stronger, the perk then also has a timing component to it that the killer has no say over. Add in edge case scenarios like the only available hook to hook an on death hook survivor mid game and losing one of your four hooks permanently and the perk has yet another scenario where it does not shine.
Now if it wasn't tied to scourge hooks or killers had the ability to move the hooks at will? I would completely agree with you that it's very solid but the RNG piece completely kills it for me at least with everything else considered
Honestly I feel people really exagurrate the rng of scourge hooks, It is possible to get screwed but in my experience and from what i watched people play with them getting 80% of your hooks on scourge hooks really isn't a big estimate.
Sounds like a kind of confirmation bias to me, people remember the one time they didn't get a scourge hook much more vividly then the 5 games before where it never was an issue
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393205#Comment_3393205
I found that PR was only viable on killers that already benefited heavily from AGI - like trapper. In short you needed a perk to make sure you were going to get to use your perk. That's messed up.
PR is dead and nobody is going to use it unless they forgot to read the patch notes. To balance out being once per game you would need to make every single hook be a scourge hook AND the effect would need to be something like 40% regression.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393520#Comment_3393520
There is no scenario where this is a buff to PR except in someone's XML spreadsheet fantasy world.
PR was one of those perks that worked well when backing up another gen regression perk. It worked very well for example with Jolt. You down someone working on a generator who was hurt and the generator explodes. You hook them and the generator explodes again. Removing 15% of a 90 second geneator does basically nothing when the survivor can just hold the button and keep working across the map.
Lest you forget this perk used to show the killer which generator you were working on. Essentially this is an extension of the 6.1 rework and is the final nerf to the perk (because nobody is going to touch it after this).
-"You need 7 scourge hooks of current PR before you surpass the vallue of the 4 hooks from the new one "
Actually you only need 2 hooks because you can't use this perk more than once per person. If I hook meg twice on the same hook then I get more regression now than I will post patch.
What you seem to be ignoring is that DBD is in a state where you must tunnel one player out of the game before the survivors break your 3 gen. You hook the same player three times and what did you get for 2/3 hooks? You got nothing.
And here it's fair to point out my last sentence again
The only time time new PR is weaker then current is if you hardcore tunnel one person so all the people who say it's dead are really showing their colors
For the people that don't use the cheese strat of tunneling this is at the least a side grade and arguably a buff.
If you do the actuall optimal strat of hooking survivors in order of A,B,A,C,A you have the exact same gen damage, you have it earlier and you don't have to lose a scourge hook for the killing hook on A anymore.
Despite popular believe it is possible and sometimes even more beneficial to turn the game into a 3v1 asap without hardcore tunneling
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@Rickprado said:
There is really people thinking that PR 25% is a buff compared to the 15% live one? Scourge Hooks are *****, as most of the time you need Agitation to make this perk realiable, since there is some maps that is impossible to get a single Scourge hook proc (Like RPD, or the Swamp). Anyway, Pain Ressoance (aside Jolt) was one of the only perk that applied regression without the need t going to gen and kick it, making the game more dinamic.
Now, think of this situation: you hook one survivor in Pain Ressonance then go chase another one. After ending that chase, you don't have a scourge nearby, you hook in a normal hook. Then you encounter the first one you chased. If you chase this surv and have enough luck to down and get a scourge hook, you get nothing. Not because you are tunelling, but because you're just doing your objective efficiently.
Sorry, but if a killer spread too much the hooks (more than with 2 or 3 survs), most of the time this will lead to 4 escapes, even with 2 or 3 people are in death hook. """tunneling""" like this is necessary until the devs add a basekit mechanic to incentivise spreading hooks more than focusing on one or two people.
And in that same scenario if you did have a scourge for the second one then you'd have the vallue of 3 old pr scourge hooks and 5% on top of that.
And in that doom scenario you discribed all you've lost is 5%. The reward is quite a bit higher then the risk here.
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In a ironic twist they may actually have made the perk stronger then before.
You need 7 scourge hooks of current PR before you surpass the vallue of the 4 hooks from the new one. And i would say by the time you have 7 hooks you should already have won so what does it matter at that point?
More important then that is that the vallue is more front loaded. The early game is the point killers struggle the most and there is no denying the early game of new PR is stronger then the old one.
2 hooks for 50% vs the old 3 for 45%
The only time time new PR is weaker then current is if you hardcore tunnel one person so all the people who say it's dead are really showing their colors
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@almofan1001 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393090#Comment_3393090
It's strength is buffed, it went from 15% to 25%, that's huge. It just can't be spammed on the same hook like killers were relying on, so yes, it was buffed. If a gen was blocked, then that's what to expect when you stack slowdown perks (Dead Man's Switch or Thrilling Tremors). Gen regression perks shouldn't guarantee to carry you through the match, you have to be skilled at playing killer too.
Wait, no way. You're actually saying Pain Res is BUFFED from live? The perk that was the top used perk is actually buffed. Like even BHVR disagrees with your statement. It can trigger only 4 times, on 4 UNIQUE SURVIVORS, and requires a SPECIFIC hook. Additionally, a lot of times it doesn't even GUARANTEE that 25 %.
What the actual...?
If there are so many more downsides to trying to use this perk then just use Pop... you get more uses out of it and it will do the same amount of gen damage. You just have to make the effort to go over to it.
Pop is dead honey, like many other gen regression perks.
Wouldn't say buffed, but i wouldn't call it nerfed either now. More of a side grade.
Be realistic with yourself for a moment. How many scourge hooks do you get on avarage in a match.
You need 7 scourge hooks now to surpass the vallue the 4 gives you from the new pain res.
By that point you should have already won the game.
If your strategy resolves around anything other then tunneling then new pain res vallue is more front loaded. It's really not a stretch to see how it could be better now.
The early game is where killers struggle and there is no denying the new version is better in the early game
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392408#Comment_3392408
25% total regression on one generator once per survivor assuming hook RNG works out in your favor is, in fact, quite a lot to scoff at
How many scourge hooks do you get on avarage in a match?
If you get 8 scourge hooks with the old PR you got 120% gen regression
With the new one you get 100% gen regression with 4.
I would almost say that it isn't a nerf anymore but a sidegrade. By the time the old pain res caught up in vallue you probably didn't need it anymore
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Wonderfull changes, this is pretty much exactly what the community wanted.
No more Billy nerf, good compromise with the healing by still nerfing self healing but keeping altruistic healing the same, further tweaks to the perks.
This has pretty much been the perfect ptb. Drastic changes to then fine tune them after feedback. I can't wait for the update!
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If i had to be completely honest i would hate this change. And not even for balancing reasons.
It would just be boring. Kills any tention there is after being unhooked.
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It is a bit overtuned. Never played much with it myself but been picking it a couple of times and it snowballs so hard.
Also really enables tunneling as a strategy even more. Being able to harrass the rest of the team with 45% gen damage while focussing only on a single survivor is kinda nuts if you think about it.
It is a little overnerfed now though. What i would like to see is when you spend your last token and all survivors are still alive they are refreshed. So you could have 12 uses again but it takes spreading your hooks thin.
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Tunneling is going to be harder but it's not cause of the healing changes.
But the nerf to pain res.
I generaly don't really cling to the meta and i'm not the biggest fan of gen regression perks so i didn't play much with the perk. But i picked it up a couple of times after the anouncement it's getting changed and holy heck is that perk a tunnel enabler.
Being able to harras the rest of the team with 45% gen damage while focussing on one person is really strong and i'm surprised so many people are confused that it's getting chased
It also will be harder to keep the last gen without Overcharge and CoB so sacrificing 3-4 gens to turn the game into a 3v1 isn't as much of a payoff as it was before.
Do i believe tunneling will be gone? No, not by a long shot. It's still the easy way out. I do think it's going to be harder to pull of then before
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If you spend 7K hours on a game that you hate so much it's more likely that you are just having extreme burnout and refuse to acknowledge it.
It is okay to let a game go without first forcing yourself to hate it. You're only doing this to yourself
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@SweetTerror said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389406#Comment_3389406
Not if you have STBFL. If you have enough stacks then it won't take long at all to catch up and get that second hit in, especially if you're a high moving killer like blight, nurse, spirit, etc. Even Bubba with his high speed chainsaw add-ons are enough to catch up with an unhooked survivor.
Incorrect about stbfl
At max stacks the killer has a cooldown of 1.62 seconds
After being hit a survivor has a 1.65% muptiplier on their now 4.4 m/s movement speed for a total of 7.26 m/s for 1.8 seconds
Survivor made 11.76 m distance once a killer stops wiping their weapon and an additional 0.48 m in the remaining 0.18 seconds of their speedboost for a total of 12.23 m
Killer catches up at 0.2 m/s for 8.2 seconds and you get your safe unhook bonus when the killer is still 10.59 m away. After that it still takes about 17.65 seconds to catch up. For a total of 27.65 seconds after the first hit. So stbfl doesn't even come close to preventing you from getting your safe unhook.
It is true that killers like blight, spirit and nurse can do that. But in order for that to happen they need to hit the survivor pretty much instantly without using their power.
Or you know have alchemy ring on blight but that's an addon that should have been gutted ages ago.
Killers like trickster and huntress also can do it but that takes the survivor not taking cover
And you are also correct about Bubba but that's honestly a bubba issue. He really should lose stacks from hitting endurance effects.
Overall i still feel that it's not something to worry about. Even high speed killers need to be exactly there to get 2 hits in less then 10 seconds and need to play pretty much perfect while the survivor needs to make mistakes.
But fair is fair it is possible for them to do that so you got me there
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But then we would have to rename killers to hookers and that's just no good
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Seen this floating around a bit so to correct this
You only lose the safe unhook bonus if the unhooked survivor goes down in 10 seconds, the basekit endurance is 10 seconds.
The only way you don't get dead hard on a unhook is if your team is trolling
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I have been pleasantly surprised last time i used superiour anatomy.
It's a lot better then i gave it credit
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I wouldn't say it's solved. Tunneling will still be the easiest way to win and so players will still do it.
It has been weakened though. Strong regression perks allowed you to make up the risk of losing most generators cause you can easier keep the last ones. This will be harder after the patch.
Not being able to regresses a total of 45% gen progress while you tunnel one survivor and not being able to hold the last 3 gens in lockdown with CoB/Overcharge will make a difference
So while i wouldn't say solved, i don't follow the logic of people who say nothing has been done about it or even more crazy that it's going to be stronger
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388490#Comment_3388490
what makes you think console hasn't been looked at lol
I don't play on console so i don't follow it exactly but i'm pretty sure the performance of consoles hasn't been the best to say the least.
wasen't there a monster post of 1000+ comments about how performance of console was terrible and no changes where happening despite being announcent to be looked at?
again though don't see how that affects the number of players we have. You're kinda jumping around a lot
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@RavenBirb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378852#Comment_3378852
Yeah but how much of that is separated by platforms?
Does that matter? I know they are being ignored a lot but console players are players too
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Exactly as it is? You might be extremely in the minority then
I'm a big fan of the changes and even i don't want the ptb to go live as is
The recovery time on the ground is atrocious, the billy nerf is pointless and after playing it a bit i agree now that altruistic healing needs something. Even a basekit 20% speed up to change it to 20 second altruistic healing by base would make a world of difference.
Minor thing cause i don't care for the perk personally but Call of Brine could use a little something too cause now it only slows down by like 3.75 seconds if regressing the full 60 seconds. Making survivors scream instead of normal loud notifications on good skillchecks add a little bit of slowdown and synergy with perks like deadman switch without pushing it too far i'd think.
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Pretty balanced i would say. As far as m1 killers go they are up there
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Depends on my mood and challenge i have
Generaly just a injure untill crows come
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386041#Comment_3386041
Okay.
Go watch Hens then, I think he did a day of holding 3-gens with nerfed SM.
I'm sure at least one team was good, but hey, if you want to ignore obvious issues that's not really on me, so I'm out.
I seem to remember in the past we had a discussion about Legion where i argued he wasn't the weakest killer in the game.
Brought up that Otz had his 50 win streak with Legion and then if i remember correctly you said it was very much possible to have 50 matches in a row without good players
Regardless it's hard to acknowledge a issue when we haven't seen the potential fix yet. I think the perks were the big culprit here and those are being nerfed.
If she is still able to lock down 3 gens without CoB/Overcharge and survivors interacting with your power after the update i'll gladly eat my words