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SpyUA

SpyUA

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  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/471925/killer-pacing-perk-diversity-let-perks-enhance-killers-not-fix-their-base-game

    You don't require slowdown, it just helps as you literally say. I run chase builds often and sometimes the match just snowballs.

    I think some people are just too afraid to let go of their safety blanket when it comes to killer.

    And survivors don't require anti-tunneling or exhaustion, or gen rushing perks, it just helps.

    But I think some people are just too afraid to let go of their safety blanket when it comes to survivor.

  • Maybe you win easily because the MMR got reset

  • @Guardian116 said:

    Its one of the trash perks now that only noobs will ever use. Killers cried survivors died.

    Wanna talk about how survivors cry?, but anyway vigil was busted and survivors majority of the time only used to decrease exhaustion, bhvr does realise this is a low number and they will buff it later or add an additional effect, the previous version was "a nightmare to balance".

  • It's so easy to dodge the sniping against judgement, ig you just want the judgements to run full slowdown instead of aura perks.

    Inform the survivors when their aura is being read

    The build you are complaining about literally does that, you even said it "when Deerstalker shows the killer aura or Celestial Witness changing the obsession", shouldn't be too hard to think a little bit like those things are so easy to notice so why are we complaining, if a killer goes to you when they kicked a gen then they have no where to hide or they go straight to you after a hook then they have barbecue and chille.

  • As a killer main I would want a buff for such a weak killer like ghostface but your idea is flawed and very unfun for survivors because it's too strong for slugging and this wouldn't work on swf and only punishes solo q.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113532#Comment_4113532

    Yes, the person said "I don't know why anyone would go into a locker against Jason, 0 reason" - one reason is to use Head On.

    I literally said in brackets "only sometimes for perks ig"

    @SpyUA said:

    The doctor can't be countered as easily as jason, the counterplay for Jason is to crouch and it fully counters his omnipresent, you shouldn't go in a locker anyway (only sometimes for perks ig).

    Edit: oh someone else said it, mb

  • The thing is, I will repeat this again, survivor gets elusive so their aura is hidden for those 10 seconds and only killers aura is revealed.

  • It was fine in ptb imo, I don't understand why bhvr had to ruin it.

  • The rescued Survivor's aura is revealed to the Killer for 10 seconds.

    It literally doesn't show the aura, where did you get that info from and even if it did the unhooked survivor gets elusive for 10-15 seconds.

    2. Let Exile rescue count as an unhook for perk activation. This would bring the existing anti-tunnel perks back online without touching the power itself.

    The judgement loses access to a lot of perks when exiling the survivor so the exile should count as hooking as well as unhooking.

  • Head on works perfectly fine, he will go try to grab the survivor from the locker and they can use head on. Jason can see that red thing in omnipresent if a survivor is in a locker anyway.

    @JWienstein300 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113138#Comment_4113138

    Yes that is true, but when he can stay in ominpresent FOREVER, what good is crouching.

    That he can stay in omnipresent forever is not an issue as he can't injure and he is limited to spawning only in pallet/window locations.

    Being in locker is definitely worse than crouching.

  • An easy way to counter the sniping is every time you hear the sound cue of judgement charging the beam, start dodging and stop whatever you are doing and the judgement will be very unlikely to hit you, look for the beam aura as well, it's genuinely not that hard.

    And you did not play against her for 200 games, people don't play her much, I only encountered her once after playing 20 matches. Even if you did, judgement players don't just do snipes, the injures are not free as well.

  • The issue is with this build is you don't get zealous, which is quite important for judgement so I won't be using this build personally.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113036#Comment_4113036

    But buffing and reworking all perks combo killed by diminishing returns will take ages.

    Bhvr is probably buffing the perks affected by diminishing returns that need the buffs the most first (they are affected by it a lot), then the perks that are affected by it but still decent perks, bhvr does take ages to do anything honestly.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113138#Comment_4113138

    It’s good to enter a locker against a doctor when he is charging his static blast to not get a madness level.

    So just going inside a locker against doctor and don't go inside against Jason, it's that simple.

    What's the complaint of the OP?, against Jason just crouch anywhere, no need in wasting time to go in a locker.

  • The doctor can't be countered as easily as jason, the counterplay for Jason is to crouch and it fully counters his omnipresent, you shouldn't go in a locker anyway (only sometimes for perks ig).

  • Use that brown add-on that makes the m2 stuck at walls, it should makes it easier on controller.

  • I don't really agree with you, in medium range you can do flicks or use the brown add-on that makes your M2 stop a at wall so you can aim, works great and quiet fun to use

  • There is an anti-camp system tho

  • That would be a good change, this would make more sense for another survivor to save their teammate from a trap

  • I only have one question, why?, nobody is asking for this and this would make it unnecessary complicated while the game is already not very beginner friendly, I just don't see the point in this change.

  • There will be a change to 45 perks soon, half are perks affected by diminishing returns and the other half is changes to general perks which are outdated.

  • @cammoking123 said:

    I read diminishing returns doesn't work on four slowdowns. Like what? Isn't that what diminishing returns is for?

    And it doesn't affect the gen rushing meta, it does affect repairing speed perks but hyper focus + stakeout is basically unaffected and using a repairing speed perk + one two three four is insanely strong.

  • So what does the killer side get from this?, countering 3 gen might be hard in solo q but it's incredibly easy in swf as 2 survivors can be on one gen and other 2 occupy other gen that further away and when killer comes to one gen do the other gen, there's a gen kick limit and the killer would either waste time going to one gen and the other while survivors are getting progress or the killer would be chasing and wasting time for survivors to get progress, this should take 5 minutes max to complete the gen.

    Doing a 3 gen is quite essential for killers like hag and trapper, and they are the best at doing it.

    The 2 survivors thing is an issue because of the hatch which should be changed.

  • The thing is the "ridiculous abilities" are very easy to dodge, you can use object of obsession in case of aura perks and a simple way to counter the judgement is any time you hear she is using her M2, assume she is trying to hit you and run away like 5 meters from whatever you are doing and after the beam continue doing a gen or healing.

  • It's so easy to dodge, try using object of obsession if it's so hard for you and whenever you hear judgement using the M2, just stop what you are doing and move like 5 meters away and when you hear/see the beam continue doing the gen.

  • @pidgeon said:

    Would be nice, its a bit disappointing after hearing Huntress, Unknowns, Artists, and so ons sound effects, it makes the power feel more rewarding when I get my mini dopamine boost.

    I agree with you and the post that it's nice hearing the sound but on artist it's just really bad and unsatisfying...

  • I like that the judgement has the exile option but my issue with it is how easy it is to get it, on Pyramid head there is a way to avoid it but the judgement is already released and reworking at this stage is not something bhvr should do and nerfing her is unnecessary as well (maybe some small nerfs could be done).

  • @MeepLord1576 said:

    i'm not sure. how would you present that aesthetic wise? also i really hope they don't do that, vecnas like the most unique killer

    I haven't watched the movies but I know about that bag and maybe he will get random abilities in the bag every 30 seconds or after hooking that can be used a few times or once and he can look in the bag at any time and choose the thing like vecna does.

    Probably he would be very strong and survivors would get something against him, something like a flamethrower on xeno but to weaken art the clown in some way.

  • @random1543 said:

    We have diminishing returns now so a lot of the gen perks dont even stack as good anymore (I think hyper-focus is only one)

    A legit one second gen would be a hacker.

    Hyperfocus and stakeout work perfectly fine and diminishing returns don't affect it much, you can still use perks like de ja vu or resilience with it and one two three four as fourth perk and diminishing returns doesn't do anything to it.

  • Similar to spells on vecna in my opinion

  • It's a bug only in the animation but it doesn't affect lunge in any way, the hitbox and amount of distance you gain from a lunge is exactly the same.

    Probably will be fixed next patch

  • I agree with those buffs, a lot of these perks are likely getting buffed in that patch with a lot of balance changes, especially unbound.

    If some of them don't get buffed they can still get buffed in future chapter.

  • @Piruluk said:

    To be fair:

    It takes 14 seconds to bless a dull totem + wasted time to find one.

    8.18 seconds saved on a gen with the steadfast boon….

    Ultimately its a garbage perk. Also killer can take out within 1 seconds and has pathetic range, at best might cover with 2 gens, but more often than not, its only 1. Where you lost time setting up, interesting enough even with 2 you likely lose time anyway. In theory could save you 2!!!! seconds at absolute best case…

    This boon is mostly paired up with gen rushing builds, then the 10% becomes much stronger saving much more time and the boon can affect multiple survivors as well, you are not talking about it's secondary which makes gen regression speed take 8 seconds to regress just one charge which is a lot and you would stop the regression probably after 20 seconds and you would only lose 2.5 changes.

    Any boons are annoying to face as killer and to normally the killer either needs to go look for them wasting probably like 10-20 seconds while survivors are still getting progress on gens or getting healed/healing or going for an unhook, or the killer finds a boon while chasing a survivor and if they decide to sniff it then they lose distance which will take 5-10 seconds to seconds to regain or after the chase they would take about 10 seconds to comeback to sniff the boon.

    The thing with this boon is it's really good at gen rushing but as well countering 3 gens, the "pathetic range" would most of the time have 2 gens in its radius, having gen speed obtained quite easily and stronger than resilience/de ja vu on multiple survivors (which can also be combined and diminishing returns doesn't affect it much, you will still use hyper focus + stakeout with the boon). The 3 gens is powerful on killer (especially on trapper or hag) and with this boon multiple survivors can do multiple gens with higher gen speed and weak gen regression, will make ease to break the 3 gen with one perk, killer can try to go sniff the boon and they will waste 10 seconds to get rid of it but every second is important to keep the 3 gen.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112336#Comment_4112336

    Yes that's it, my bad. It is not as bad as I originally thought!!! Still very strong especially with Pop.

    What I still would like is a debuff indicator for the last survivor that worked on the generator. A bit like Turn Back the Clock and of course Ruin. For solo queue of course.

    Ye, an indication wouldn't be bad, turn back the clock is one of the coolest perks in the game so this one can also be like it and let survivors know to stop regress it quicker.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112332#Comment_4112332

    It's because of the perk wording. Let's ignore for now the fact that a 99'd gen is rare, it's just the maximum.

    Call of Brine: 50% faster = 150% of default regression speed

    Lay Waste: (max) 178% faster = 278% of default regression speed

    Lay Waste: (max) 178% faster = 278% of default regression speed

    Oh ye, mb

    But still you are wrong about the 89 changes taking 61.85 seconds to regress, you need to divide 89 by 0.695

    89/0.695 = 128 seconds

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112325#Comment_4112325

    I didn't say that it should be, just that the reward for using the pendant should be linked to the punishment you are receiving in the exile.

    I think for completing the objective in the exile you get 0.5 of endurance + 10% haste + eluse for each sole you collect when you get out of it to the normal 10s basekit (I might be very wrong, I haven't manage to play against judgement personally and I think that's what the tutorial said).

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112318#Comment_4112318

    Maybe I misunderstand the calculations? The generator will take 61 seconds to regress, right?

    Normal generator regression speed is -0.25 charges/second

    With a generator at 89 charges ("99'd") Lay Waste will regress it at 178% faster than normal:

    Lay Waste Regression Rate: 0.25 * 2.78 = 0.695 charges/second

    89 * 0.695 = 61.85 seconds

    I feel like survivors would complete a 99'd gen before you get to kick it.

    The percentage don't work like that, idk how you got 2.78, 100% = 1.00 so 178% = 1.78

    0.25 * 1.78 = 0.445

    89 * 0.695 = 61.85 seconds

    This is also very wrong as it's not how regression speed works

    let's round the 0.445 to 0.5 to make it simpler, so the regression speed is how many charges it loses each second and -0.5 charges per second means that it takes 2 seconds to lose 1 change, a gen with 89 changers with lay waste applied on it will take 178 seconds to fully regress (a bit longer as rounded the number) and survivor will probably manage to stop the regression soon.

  • The new tutorial tells everything about the exile so it is pretty clear.

    too unfavourable for survivors.

    It shouldn't be favourable for survivor.

  • Call of Brine which is already a nasty perk to facem

    You cannot be calling call of brine a "nasty perk" 😭, if was nasty a long time ago and diminishing returns makes this perk worse, call of brine has a much weaker effect than this perk but it has no cooldown.

    But anyway, lay waste was really weak in the ptb with 1% and it's so much better, the cooldown is good enough (can be longer honestly by a little bit) and you can technically use pop more frequently than this perk if the chases last 20 seconds or less.

  • I thought the same way at first, but using add-ons helps a lot, specifically the brown add-on and blue add-on (the brown makes the divine light get stuck at a wall and the you can aim it easily, the blue add-on makes you able to return the divine light back and get a hit, it's nice to combine them together).

    The zealous does actually do a lot, a lot of hits you get with zealous you wouldn't get without it.

    Just try the 2 add-ons I told you.

  • I recommend reporting it to the beta hub, even as a killer main I think this is disgusting, does third seal make you unable to see cages on pyramid head?, if no then this should definitely be fixed.

  • @blondemagnolia said:

    For the first time in a long time, solo queue doesn’t feel like a massive handicap anymore because people are finally doing gens instead of cleansing 27 totems and opening 31 chests. And now killers have started unnecessarily dragging matches out and manipulating the game instead, which is honestly just exhausting.

    If so many killers are slugging use an anti-slug build for now, slugging gives less mmr so the killers doing the slugging should not gain much mmr and after a few days you should get the killers hooking and then use your normal build.

  • @NeverSolus said:

    I just ignore the anti tox maneuver. All it does, ironically, is incentivize cocky and toxic survivors to be more toxic and cocky as they do it anyway with an air of '*I'll take your debuff because you aren't #)*%% anyway.*'

    It's kind of hilariously more toxic than other killers.

    Can you get queued against me?, I haven't seen a single survivor t-bagging when playing judgement, like t-bagging is just losing distance so I don't mind it and in gates they can't escape so I will take it any time.

  • if you run lay waste and call of brine, is lay waste diminished to 1%?

    it will take the lay waste value when you kick the gen and if call of brine is has stronger value than the current lay waste value will be halved and if lay waste is stronger than call of brine will be halved.

    If you run lay waste and pop does the regression speed count of initial amount of charges or charges remaining after pop was performed of the generator?

    Initial

    If you run surge and eruption, does Surge deal only 4% on erupted gen?

    I am pretty sure this is not affected by diminishing returns as they are just taking away a value from the gen and not last an amount of time like regression speed or haste and even if it does affect this then the 4% is not that big and I think this is the only example like this.

    Will there be some particular value indicator in the future to better understand synergiez between perks?

    I don't think it's that necessary but does it say anywhere about diminishing returns in the game? like in the perk description or somewhere else cuz I don't remember that, so brand new people can know something like this exists.

  • @Linkdouken said:

    It states within a certain proximity to the killer (I think it's 32m?)

    It's 10 meters

  • It's a 10 meter radius where this will activate and survivors need to t-bag/taunt 3 times for it to activate.

    They were definitely outside of 10 meter radius.

  • Delete the game then install it again, this should help

    Edit: you can also instead try to verify integrity of the files on steam so it doesn't take as much time

  • What bhvr is doing rn is seeing how good is elusive and how well it helps against tunneling, after that I think they will consider perks like borrowed time or babysitter.

    Probably if elusive will be really bad they are going to do a different anti-tunnel change, like they don't want to make it really bad like with the last year changes which were very abusable and 15 seconds of endurance was as well abused.

  • The MMR reset just happened, there needs to be at least a week to stabilise the people in the MMR they should be in

  • In 10 seconds it's always possible to get to a pallet or a window, with elusive if the killer was far so they can pressure gens then they will struggle to find the unhooked survivor and if they are close then other survivors can do gens and one can unhook after 50 seconds.

    The issue with 15 seconds is how often it was abused, I can tell you so many times when the unhooked survivor was protecting the unhooker with no hooks or less hooks and then when I tunneled to punish them, they were complaining about me tunneling.

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