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Spectralfx

Spectralfx

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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370462#Comment_3370462

    Survivor is the role that needs to know more (you play killer, you learn this killer. You play survivor? Learn how to counter each and every killer you will encounter) and so is especially a lot weaker on beginners.

    The game is so unfriendly on beginners, that you either have to play with friends that know the game, or you just have to play killer. There's no in-between, because otherwise you are looking at very long streak of looses or maaaaaybe hatch "wins". This and patch 6.1 is the reason why there are so very few beginner survivors.

    Also devs adopted policy to listen to killer mains more and more - the result? I just played cowshed which is supposed to be one of strongest survivor maps in a game. Playing against legion - one of more managable killers - I got immediately into deadzone, because 1/4th of the map contained ONLY 1x LT and 0 pallets and in far corner shack (so it didn't matter I prerun him with 30m distance). This is the map that is supposed to be broken OP for survivors mind you... There are also maps like midwitch where god forbid devs will touch it in any way to actually balance the stuff.

    So get used to playing against 4man squads more and more, because there will not be any other survivors considering the direction where devs went.

    ------------------

    To @SaltiestChip . Unfurtunatelly - that's the nature of humans. You will encounter it in every multiplayer game. Killer is a bit harder on toxicity, as you are alone against 4 people (4 people play together against you). You can try to play survivor - which is a bit better toxicity-wise, but you will soon encounter the loosing streak I spoke about above. So the only advice I can give you - find yourself another people interested in the game - preferably at least 1 veteran player that can help you and play together with them. That way you will get a good game from time to time making up for the bad taste from the majority of them.

    Honestly,

    That's so untrue... as survivor all you need to do is rush gens and pre-drop pallets... simple stuff. I played a lot of it lately and it's a joke!

    As killer you need to anticipate all the bs anti-chase perks each individual survivors may have at the time, what items they carry and all the other crap they can do like with Brand new part and what not.

    Playing survivor is very chill because the killer can only be at one place (usually) but as killer, it's very stressful due to how biaised the game is towards survivor winning if they make no major mistakes.

    Add to that the fact that ANY strategy from the killer's part is considered "faux pas" because you know... can't tunnel, can't camp hook, can't 3 gen (killer has no agency in that one as survivors pick the gen they push or not?) Etc.

    What a lot of survivor veteran fail to realize is that playing killer actually requires far more skills.

    Hang in there newbie... I feel for OP

  • Buff killers except nurse and blight...


    But Billy... poor billy, look what they did to our boi! Him and trapper are just bystanders at this point... it's disgusting how underpowered these are nowadays.

  • Want to discourage killer from tunneling?


    Easy, nerf Dead Hard and increase gen times.


    Then killer gets time too chase and hook.


    That easy.

  • Honestly, Gen pressure is dead and 6 feet under for killer because there is always that one or two survivor that shows up at the start of the trial clicking their flashlight knowing full well that they have a million pallets and the equivalent of like 5 health states to chew through while the rest of their teams just bring brand new parts and get like, 3 free gen before first down if any.


    This Survivor bias needs to stop freaking yesterday, make killer deadly again for crying out loud.

  • Since the fix to DH is just to "wait it out, bro"

    I say the eruption we useds to have was perfectly fine because the fix was exactly the same ... "just wait it out. bro"

    Nerf Dead hard or bring back our old Eruption, I don't care which but its tiresome to see that only killers get their toolbox smashed with nerfs while the survivors get away scot free every darn times.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370162#Comment_3370162

    Parry mechanics that invalidate all the work done by your opponent with just the push of a button aren't, for sure. Imagine if in SF3 you would only need to parry the first hit of a whole combo. Too much reward for so little, and in the case of DH you have half a second to parry, not 1/6 of it.

    But it is simple to fix. Just remove the speed boost on hit for it so it doesn't work like a literal 3º health state, for example.

    he's right you know.

  • @Rise432 said:

    ######### it buff pain reso so its on all hooks and maybe add 20 seconds more to DMS

    This COB + overcharge meta is the most stale thing ever

    All my games today have been nothing but trying to avoid 3 gen lockdowns, dealing with sloppy hit n runs. hitting overcharge skillcheck over and over again.

    There is no killer vs surv interaction anymore. Deja vu is straight up on my main build and I seriously consider to bring toolbox and brand new parts every single game I play now.

    Nerf prove thyself and remove Resilience gen buff if you have to. I just wanna get chased for more then 10 seconds before the killer decided to avoid me rest of the game unless they find me in a deadzone trying to deal with their 3 gen

    you won't get chase if DH and low gen time are a thing. period.

  • Killer main here.


    Overall, maps fall in 1 of three category in my book:

    1. Too big

    2. Too many pallets

    3. Busted loops / safe spots

    4*. All of the above.

    *: all the new maps are CRIIIINGE

    So most can be matchup dependent, which I like/dislike depends of my current build/killer.

    Note I do not play nurse or blight, I avoid face camping / tunneling when I can... the struggle is real fam.


    My take as of now (wasn't always the case) is that ALL MAPS ARE TERRIBLE! just some less than other...


    My most recurrent complain is that the devs are always making the killer visible on all tiles...

    Jungle gym with tall walls? Oh no some planks are missing....

    Shack? Missing planks there too...

    There is no possible mind games these days, moonwalk is USELESS if the survivors just SEE you at all times...


    And why on EARTH does some of these tiny bushes have collision!? Assinine!

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366030#Comment_3366030

    The devs can't win in that regard. When they bring out anti-loop killers, survivors complain that looping is pointless and all they can do is hold Shift + W.

    When they bring out killers without anti-loop, killers complain that they just get looped for ages and can't do anything.

    With how the game currently is though, killers do need -some- kind of anti-loop in their kit or else you simply can't beat a team of good loopers. Some really good survivors simply -don't- fall for mind games and then the chase is literally just circling a pallet a half-dozen times, hit them, they run to another loop, you run around it another half-dozen times, then Dead Hard... That or it's pre-drop every pallet on the map while their teammates bash out gens.

    Omg this!!!!

  • @ironblade said:

    They tried their hardest to bring out a good chapter and they did. The balance and scream changes are good, the maps done right, the killer is really fun and good and the survivors are top notch. I'm glad they made survivors better now that eruption has been nerfed.

    No.

  • @Skill_issue said:

    i know it was opressive but honestly the current dead hard allows them to get to pallets/windows anyways, tank the hit, and then get a sprint burst afterwards. either way you still have to sniff the survivors butt before you swing.

    at least with the old dead hard killers could use their secondary attacks (tricksters knives, huntress hatchts, victors pounce, demos shred, etc. and recover to launch another ranged attack) trickster gets hurt worse because it just resets the laceration meter and victor didn't get kicked after whiffing through a dead hard unlike the current version).

    killers who used exposed perks could wait it out and hit them after the recovery now they just tank the hit and run off while gaining knowledge of what killer perks are in play (noed, haunted grounds, make your choice, devour hope, etc.)

    Thoughts and opinions?

    No.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365623#Comment_3365623

    Here's the thing, the game is impossible to balance if there's two distinct sides of vastly differing skill. If you balance out the game entirely around solo Q, SWFs will shred through killers. If you balance the game around SWFs, killers will shred solo Q. The first thing to establish is a baseline for performance for the survivor side (regardless of solo Q or SWF); hence the attempts to bring solo Q to the level of a SWF. If it's found after the fact through meta-analysis that killers are underperforming, then killers will receive a blanket buff.

    Moreover, I go out of my way to look for SWFs when I play Blight nowadays. Even using no perks (just Shadowborn) and no addons, I can still get 8 hooks (no tunneling off hook and no downing anyone who is still injured) by the time last gen pops. The game really isn't as one-sided as you make it seem to be, unless if you get some atrocious first chase against a 3 man BNP.

    I would be very careful.

    You getting hooks is meaningless if your MMR (an hidden stat) is low. Besides, hooks don't win games, kills do... good survivors will take turns on hook any day to get a 4 man escape without a second thought.


    It's anecdotal evidence and I will not consider such an argument as a valid one.


    That being said, currently, killers needs a buff, as we speak... as in right now. It's been demonstrated by various full time streamers on both sides why it is so, it's a complex issue at high levels of play that touches gen times, perks and sound design to name a few.


    Let's buff killers, THEN talk about solo Q, in that order.

  • I say they should nerf the ability of survivors to do gens and heal!


    Why you ask?

    Because it's more fun for killer of course!

    I also believe that all survivors should start the match broken and incapacitated for 10 min...


    If they think it's too overpowered, just throw in there built-in noed and no escape.


    Also, all killers should be able to blink like nurse, that would be pretty dope.


    This is my iteration of what the original post said, I feel like I should have asked for more tho...


    Tunneling and camping is just a playstyle for killer, get over it... because it's here to stay.

  • So... when survivors body block killer it's okay but killer can't??

    You know, I'd REALLY LIKE IT if I could just phase through those with built-in 10 sec+ BT from hook who deny me the hook trade only to cry "tunnel!!" after the game...


    That would be NICE!

  • How about... no.

    It's been nothing but survivor buffs lately.

    SWF is currently problematic because unless you're like a full time streamer with all the perks... you'll lose every games against swf (there is an argument to be said that even that is getting dicey for full time players)

    Y'all talking of bringing solo Q to that level is anxiety inducing because, they might actually do it.

    Hell no!

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364331#Comment_3364331

    For it to be hit negation, you should be able to get somewhere after the hit. Like sure - it makes sense to remove shift-W for successful DH, but entirely removing any sprint would make it hardly useful.

    Maybe cutting the sprint time in half might make it still possible to get to next closest loop, but not far enough that killer looses chase.

    You can make it to a pallet during the animation the killer has wiping "the blood off the weapon"(which makes no sense to have since DH denied the hit but whatever)


    Just stop t-bagging and clicking your flashlights and you'll make it.


    So no, you don't need any SB on that.

  • @Nos37 said:

    Not being allowed to place drones near hooks makes sense... Until you think of Hag

    Hag can trap the hook AND teleport to the hook when activated! Skull Merchant has to walk back to the hook.

    I guess since survivors cannot instantly break drones with flashlights it was deemed unfair for Skull Merchant..??

    No it's because you can't make a good killer without a majority of the community coming here to complain (there are more survivors than killers)


    So they either nerf older ones or purposely release new killers with flaws as big as the sun.

    Because the only fun that counts is the one survivors have at the gate t-bagging.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364338#Comment_3364338

    I didn’t try to dismiss it. You didn’t mention it. And this thread is specifically about the scenario of survs getting gens done and opening the gate.

    you are describing a behavior that is reportable as ‚holding the game hostage‘ btw, though you would have to make a clip, in-game report and additional support ticket if you wanted to report that. And this usually is an exception and not happening on a regular basis to most players.

    and I would appreciate it if you didnt call me that, even if it’s not a serious insult. And especially considering you just dropped in a thread where a new player asked for advice and you just made a comment which didn’t give any info for them nor on your specific scenario and it could almost be interpreted as condescending towards them, downplaying their ‚problem‘.

    No comment.

  • So... moral of story is:


    Survivors hates:

    1. Getting tunneled

    2. Getting face camped

    3. Zoning that denies them good tiles

    4. A killer with high mobility

    5. A killer that can lockdown three gen

    6. A killer with projectiles.

    7. A killer that brings meta perks (sweaty)

    Etc.

    My point with all this?


    How about we COMPLETELY ignore the survivors mains for a good while, they had enough free wins.


    Buff killers in every conceivable ways please, I want to have funn too.

  • Just spam drones wherever they care to be and camp said spot if they stack on it (that's where exposed value might comes in play)


    If they are splitting up and deactivate your drones it's good because it keeps them of gens.


    Just pay attention because they may disrespect your power and expose themselves to rush gens... just take chase if they do that cuz that's the money line for this killer...

    It's a convoluted insta-down/zoning killer...

    That loses to DH because they won't heal and T-bag your exposed status lmao

  • @Naturally_Pink said:

    Franklin's Demise now causes the item to stop functioning for 30/45/60 seconds. Placing an item on the ground will also activate this perk.

    Good.

  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363859#Comment_3363859

    Pig, 115% & 24m TR ----> 115% & 32m TR

    Legion, 110% & 24m TR ----> 115% & 32m TR

    Deathslinger, 110% & 24m TR -----> 110% & 32m TR

    Myers, 115% & 24m TR; Wesker, 115% & 40m TR;

    Blight, 115% & 32m TR, Nurse, 92% & 32m TR

    Some of the TR´s are pretty wack and i wonder when they´ll standardize Myer´s 24m TR to be 32m like it was done on Pig.

    TL : DR, there is nothing that makes sense unless you can read their minds.

    Hey now, if you could read their minds you would probably be declared clinically insane within the hour from being bombarded by these crazy ideas.


    This is what they "do"... there is a whole filter between that and what they "think"


    I have nightmares about the later daily.

  • Imagine,

    Nerfing killer in a sea of "nerf DH" posts and a nearly permanent 100% BP bonus for killer...

    What timeline is this?

  • <match cancelled because a player disconnected during loading>

    *facepalm* my bad, I forgot that bringing a map offering to NOT play the new map would cause this! (I played 5 times in a row)


    It's chaos alright!

  • @Nazzzak said:

    It's normal with new killers. Players don't know how to play the killer yet but still want to win, so there's plenty of tunnelling and camping.

    It'll die down in a few weeks.

    I'd normally agree...

    But here's another who didn't follow the debacle on the public test servers...

    Double yikes

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363741#Comment_3363741

    rewards kicking gens

    This is precisely what we need less of

    pop

    Pop has been making a huge comeback lately. It's not old Pop, but it's a very underrated perk nonetheless and can let you shave off crazy gen time with PR.

    On "rewards kicking gens" ... yes, yes this is what we need more of because a killer NEEDS to kick gens. To not kick it is not an option based on how efficient survivors are right now.

    On "Pop the weasel"

    People don't run it because... it's low-key viable now... they run it because everything else was nerf to the ground so bad that this the scrap we have left!


    I'm going to cry myself to sleep over how clueless these people are now

  • @NimaKh1 said:

    https://twitter.com/milkdudkitty2/status/1383666231312408578?s=20

    I love the more realistic uncut screams, but they are just a bit too loud. I believe the devs should bring back 3d distant screams they had in 2018, where you could actually hear the environmental echo. Made the game sound creepier and more real!

    It's a detail but you're right.

  • @scoser said:

    All I'm trying to do is get my adept skull merchant and it's just 24/7 DCs as soon as survivors even think they're gonna lose.

    I feel ya,


    I just DC too now, what's the point right?

  • @bm33 said:

    It widens gap between solo and swf, which goes against what they've been saying they want to do. Solo could guess the perks based on when they heard a teammate scream and be able to try to counter the perk, now they can't do that but SWF can still tell their teammates what perks are being used.

    It's removing necessary information for killers to make their perks worthwhile. For a perk like MYC that is designed to encourage the killer to leave the hook and go after the unhooker it basically kills that incentive and instead killer has no reason to not go after the already injured survivor.

    Also with the added "noise notification" on perks with aura reading it nerfs Distortion. I'm losing Distortion tokens but killer knows exactly where I am thanks to the noise notification - it completely defeats the purpose of Distortion. Atleast with map wide scream killer didn't know my exact location when my aura didn't show with these perks.

    Someone on another post said have the 3D for within 19 meters and have the 2D mapwide. This is a WAY better solution. It doesn't remove information from killers or survivors and if the killer is close to the screaming survivor it helps them in locating that nearby survivor.

    I support this.

    100%

  • @Technature said:

    Skull Merchant sucks so hard that locking down a 3 gen and tunneling is all she can do.

    It sucks.

    Uhm...

    So I guess some players are only learning this now due to not keeping up with the public test servers...

    Yikes

  • I can't even.


    This particular change feels like a fever dream, I'm going to wake up soon right?


    These people have jobs and get paid for this right? Is this real?

  • Let's grab a virtual measuring tape to make sure, y'all making me doubt now lol

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364357#Comment_3364357

    Well, I'm confused too. From the look of your initial reply to me, you were disagreeing with the OP about DH and SB (Which is in line with what I was arguing), but you only mentioned me and not them.

    I get it now! I thought you were replying to that other guy but you were replying another person entirely.


    It's on me, I felt something was off lol.


    I goofed up lmao

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364356#Comment_3364356

    Oh yeah Face the Darkness is even more useless now.

    You’ll still get the noise notification, but it activates so randomly that the scream was needed to let you know that it had actually activated!

    Which sucks because Face the Darkness Freddy was the closest I could get to playing pre-rework Freddy again 😞

    This feels like a fever dream, who greenlighted this change? do they know about the perks of the knight?


    Look, I know he's a bad, unpopular killer... but one would think they remembered their second newest killer before goofing up like that!

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364354#Comment_3364354

    "Why do you hate me for having a different opinion?" is a non-argument. How am I to engage in good faith with a statement so absurdly reductive and misrepresentative of me that it could apply to any statement voicing any disagreement with the original post?

    You quoted me but then... mentioned something someone else said...


    I'm sorry to ask, but are you a bot?

    Do you read the posts?


    I am legit confused.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364345#Comment_3364345

    Perks and add ons that make survivors scream now have a 19 metre 3D sound instead of a map wide 2D sound.

    So if a survivor screams within 19m of you, you will be able to tell where they are. However, if they are further than 19m you won’t hear the scream at all and only see the notification bubble.

    This is an issue because perks like Make Your Choice and Dragon’s Grip relied on the map wide scream so you could tell which survivor is exposed. It also hurts solo queue as well as now you can’t tell if a killer has MYC or Iron Maiden if it triggers on another survivor unless you are within 19m.

    MYC and Deathbound are hurt the most as they require you to be further than 32m, so the scream will never activate for them. So it’s a nerf to perks that are already weak or situational.

    This has no effect on killer powers, so Doctor and Freddy still work the same.

    Thanks for the detailed explaination...


    Wow... so Hex: face the darkness does nothing now... like, actually NOTHING.


    What a SILLY decision... talk about nerfing killers, wow...


    I'm expecting a dead hard buff now... do they read our posts and purposely do the opposite??

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364104#Comment_3364104

    You haven't addressed my actual argument at all, and you're accusing me of arguing in bad faith?

    What I originally said was that "Dead Hard doesn't bother me personally, so it must be fine" is bad logic, and I even backed it up with examples.

    Then you started going on this weird tirade about how "That's just like, your opinion, man".

    I disagree.


    He responded to your concerns, in obvious good faith, if you actually read the post you wouldn't make that claim you just made.


    That's where I'll call it out.


    I treat every survivors as if they didn't have it at first because I hate losing to perks I haven't seen yet...

    The amount of free games survivors gets on me for that makes me consider the uninstall button every days...


    The fun I have when this singular perk don't show up is the ONLY reason I still play.


    SB I can ignore and or play around. DH... I can't, there is no meaningful decision for a killer to make... always a silly gamble that we more often than not lose at higher levels of play because, you know, pressing E isn't hard unless you make excuses for it.

  • @328 said:

    Screaming, as it previously worked, was absolutely fine in every single way. Not a single person out of the 8 people who still play your game had an issue with it. And now a ton of perks are needlessly nerfed into unusability because of this change. Make Your Choice? Useless, since you don't know who is effected. Dragon's Grip? Exact same issue. Infectious Fright? Its strength is cut in HALF (or MORE than half if you're playing a killer with a large terror radius). And those are only the ones hit the hardest. There's a ton more perks and add-ons that have been crippled into being unusable because of this change.

    What the ######### Bhvr?

    Can you detail the changes?

    I feel like I am out of the loop on what you are talking about... but it sounds interesting to know, ngl.

  • OP is 100% right.


    What in tarnation... is the point of dedicating artists on this map, only to have them, at a later date, work on said map AGAIN when and IF the devs wake up and finally decide to address gameplay issue on said map.

    To me, what this move means in terms of messaging to the comnunity is:

    "This map's design is good, and you will like it!"

    What a bad call...

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362352#Comment_3362352

    you can open the gate yourself as long as the last gen got finished

    As long as...

    Uhm, yes, of course, the exact scenario I experienced that you try to dismiss as some kind of exception that never happens...

    Of COURSE they didn't do the last gen, what do you expect!?

    This comment gives me "Uhm yes, the floor is made out of floor" vibes, no offence, I'm actually chuckling over this (I am quite amused)

    Silly bugger.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364139#Comment_3364139

    Sorry, but I see those things as exactly the same. Camp and tunnel are things that most annoy survivors, but give dopamine rush to killers (via more wins). DH annoys killers, but give dopamine rush to survivors (when they pull of some spectacular game that would be otherwise impossible).

    And if DH meant no speed boost - we would basically get to same situation as with current DS. It sure can help you - but you probably didn't really needed it if those 2s/1,8s would be enough to recover from that situation. Why would anyone use perk that is hard to get right and if it actually works - chances are high it will not help you anyway? Like we can maybe talk about shortening the speed boost - but it should still be enough to get to "something" - at least closest structure for the perk to make any sense.

    I understand your points, they are valid.

    There is one thing however, DH is a singular perk that counts as both, hit negation AND mobility(CRAZY mobility at that!).


    Listen, if you use dead hard at the end of the match on my mace attack from Oni to flashlight save your downed fellow survivor I picked up thinking you were downed (because the game plays the "going down" sound on that??)

    Ok, that's ONE thing... fair. Well played. Next game let's try again.


    THE ISSUE is the WHOLE MATCH, that perk combined with SB and prove thyself allowed the whole team to rush gens with COMPLETE impunity, at toolbox speed, while packing 3 flashlights/flashbangs!

    it's assinine too think that Oni, of all killers, lacks the MOBILITY, and LETHALITY to pressure that crap.

    DH allows teams to skip healing entirely, because, I will say it again: DH is a guarateed health state with built-in SB... granted, only at higher levels of play.


    I don't care about the scrubs who can't pull it off, they would probably find a way to die on hook even if the devs opened the gate for them at the start of the trials and they would probably still cry about it here too.


    Ultimately, The perk has to stick to its lane, it's supposed to be an "Hit negation" perk, not an all end beat all perk.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362268#Comment_3362268

    By this logic are we going to finally get camping and tunneling nerfed to ground? It checks out on all of your conditions.

    And actually DH helps against both of these things (especially when taking into account other survivors w DH trying to save against that camping bubba or taking DH hit while bodyblocking for tunneled person). Like DH is clearly not enough, but it's something.

    Sure, as soon as we nerf gen rushes and medkits into the ground!

    Let's be real, as controversial as it may be, Tunneling and camping are just playstyles, strategies if you will. Some killers and/or build are better at it than others.

    In the end, these things are sort of... in a tug of war with each other.

    Survivors are too hard to down because they heal too fast? A counter-play for killers might be to camp a survivor or two and vice-versa...

    A killer is trying to camp a survivor? Quick, do a gen rushes to escape asap...

    Oh no... Killer is getting gen rush! quick, gotta tunnel a survivor out to mitigate their ability to do gens!

    It's all related, like it or not, its about a "balancing act" ... nerfing ANYTHING into the ground will NEVER work...

    It's about making sure that there are counter-plays and meaningful decision and skillfull plays to be made.


    The problem with Dead hard isn't the base concept of it ... tank a hit to prolong a chase ... sure!

    The problem is that perks does Mobility for survivors ... they will hug the killer in some instances and body block just for the speed boost... on purpose, not even caring about the chase or anything.

    It just do too many things in one, that's the problem.

  • @Nos37 said:

    @Spectralfx That's the point I was trying to make. The devs said that the endgame countdown exists to prevent the survivors from taking the game hostage, but it only changes how they take the game hostage (not doing the last gen). "/s" means end of sarcasm, implying that I was being sarcastic about everything before it.

    We've been asking for a concede option for years, but according to the community, "you chose to look for match, you need to play out the whole match." You're stuck there as their bloodpoint pinata until the survivors are done with you, and then they just might let you leave.

    So. Just go afk, and the match will last at most an hour before the server kills all the survivors and ends the match.

    As much as I appreciate the answers and effort you've clearly put into it, no sarcasm here...

    that is not an option.

    DC is the option. If non-games continues to be so recurrent, I'll just tank the penalties and play some other games in the meantime.

    There is literally nothing on this earth that will convince me to just stay there, even AFK, its a matter of principle.

    My time is precious, you beat me, open the gate and leave... that is A-okay, nobody is entitled to a win and as a competitive gamer, defeat is certainly an option for me as this is how you improve your plays down the line.


    But I draw a proverbial line in the sand for people who are just obvious trolls, trying to get their kick of the day just purposely making others miserable or worst, those who are trying to gather material to put online as "content creators" to show off.


    The current state of the game is absolute garbage for killers and the update that just dropped did nothing to improve that, honestly, I think we would need a killer strike and let the timer for a game blow up until they fix this mess.

  • When I see this I down them but no hook.

    No free "get out of match" card ...so if they get a change of heart they are still in the match.


    Meanwhile however, I give no quarter and do my best to get my 4K asap.

    Breaking the spirit of survivors is part of the strategy, if they give up they are already dead, no need to hook those quickly.

    But the flip side of that is that I won't drag out the match to revel in their misery, that would be silly.


    After the match, I do let know other survivors that they played good if they did and let them know that I feel for them.


    Respect is key here.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363177#Comment_3363177

    oh no

    please don't tell me you think red ranks mean something?

    Oh no, don't tell me you never made it to it to see it does?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363094#Comment_3363094

    Bubba chainsaws through DH, his swing doesn't stop.

    Billy can get hard cucked, but, to be fair, I don't have any experience on Billy.

    Oni can get kinda destroyed but he can also avoid it, easier than Billy imo.

    Myers and Ghostface are both good against it. You don't want to be injured against a stealth Killer and Myers can choose who he pops his Tier III on.

    Why do you INSIST that Survivors always land their DH? In reality, this is just survivorship bias. You only see the DH's that work or fail miserably. I'd say that only 1/4 of DH's actually land and out of those 1/4, I'd say 1/2 are meaningful.

    I insist they always land it because in red rank, they do.


    You assume the survivor is trash and that's exactly why you are wrong about this.

    Bubba does NOT, I repeat, DOES NOT work vs DH.

    You clearly have no clue.

  • I fully support the OP's idea

    @Emeal said:

    So Dead Hard is a really good perk, its fun to use and extremely obnoxious for the Killer too. What better Perk to start a flame war over. I mean Dead Hard was already nerfed once, but Survivors recovered and learnt to use it again. Who cares about introductions, AAAA I hate this perk so much, someone else could write this intro better.

    But here is what I find odd about DH is all its benefits;

    1. Negate a Killer Power or Killer Attack
    2. Slow the Killer down with Attack cool down.
    3. Give the Survivor a Speed bonus (6.6m/s) for 1.8 seconds.

    On a Successful Dead Hard to killer is left behind wiping his weapon, an attack was negated and Survivor gets speed bonus as well. That like a lot, like not even Sprint Burst negates a hit, and sure you can miss a hit vs a Sprint Burst Survivors but its not as bad as an on hit weapon cooldown. Plus this gets worse for other slower Killers. Dead Hard is like a smorgasbord, compared to an All bran Diet. Yikes. No wonder its prefered.

    So my Suggestion really is to change the focus of Dead Hard from its mid-way point between as a hit negation perk and haste perk to make it just a Hit Negation Perk. Basically tone it down to have some more risk and not so great benefits that it overshadows other viable exhaustion perks. This must be the standard, right?

    Now bHVR loves to make the game simple (bless them) they consider new gamers and that is great, but it was a mistake to make only one new status effect: Endurance. It actually complicates balance even more, since Endurance is automatic Dead Hard. It works great for being unhooked Styptic Agent and perks like Off The Record, We Gonna Live Forever and Soul Guard. Because you are either protecting from Tunneling or making a Heroic Rescue on another Survivor which requires two Survivors. That stuff is cool with me. But on Dead Hard its getting out of hand, Dead Hard isnt negated by Conspicuous Actions or require the help of anyone else.

    Now lets say Endurance had a little brother, Lets call it ""BRACED"" (Get it? cause your are braced for a hit.) Braced does exactly the same as Endurance does, but it does not give a speed boost for a hit you take. This would solve any issues I have with Dead Hard as it would force a Dead Hard user to become more dependent on the pallet situation while also being fun to use for Survivors, at least what I think is what Survivors value the most of the three DH benefits. To sum up leave Endurance for anti-tunneling plus heroic saves and let Dead Hard have braced.

    Added bonus a New Status Effect Braced could also be used to balance other Perks, Items etc. with Endurance that are also too good. A smaller tinier type of Endurance just makes sense to have as an option and I think Dead Hard calls for it now.

    Thanks for coming to my TED talk on Dead Hard, I cant wait to hear your feedback on these changes and I hope to hear from Survivors who are open to this- If you have questions about something that didnt make sense, please ask, ill be happy to make it easier to understand if I can.

    Hope you have a great day.

    TL:DR: Change Dead Hard to not give speedboosts from negated Killer hits, centralizing DH's Strength as a Hit Negation Exhaustion Perk and not as both hit negation and Haste Exhaustion Perk. This will make DH less able to protect the pallet economy and give Survivors a chance to just make it to the pallet, forcing pallet breaking and thus less resources saved by the Survivors and put it on par with normal (non-DH) gameplay. Cool Beans.

    It's a very well thought out suggestion.

    Saying that endurance is too good for anything other that anti-tunnel is right on the money for me.


    Hit negation is fine... it's the free SB they get on top of their initial perk SB that tilts me (it's like picking 5 perks with 2 SB in).

    Like... for real, As Oni I feel like my power (due to it's charge time) cannot help pressure a survivor that just jump to all the pallets in the world!

    Sure... tank my mace with it and walk away... but not like... tank the hit AND "anime teleport" to the next available god pallet for crying outloud!

  • Broskies... imagine the glorious crappy hot mic action of some person blasting just the worst music/familly life drama you could think of! (Mandatory dollar store mic on that too!)


    Yeah...


    Lets not do that.

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