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SweetTerror

SweetTerror

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SweetTerror
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  • The only way you stop hardcore camping is like you said to remove grabs from unhooking survivors, and personally I think a killer's power should deactivate within 8m of a hooked survivor. They can still take hits, but it stops Killers like Bubba from being able to use their chainsaw.

  • @dugman said:

    Sadako obviously works best if you have a good macro game and are good at stealth. Not just her Undetectability and on-and-off invisibility but also her short height mean she’s good at using line of sight blockers to get near survivors unseen. (Her lullaby hurts somewhat but isn’t a deal breaker.) Couple that with good map mobility and you can do a hit and run strat with slugging for additional pressure and it works pretty well. One of my favorite builds with her is Jolt plus slugging with her Green add-on that gives survivors additional Condemned stacks when they heal or revive another survivor, It makes it so if you slug a survivor and they get revived and then healed to full the rescuer gains two additional Condemned stacks just from that which really ramps up how quickly they build. If you use that combo and focus your hooks on just one or two survivors and slug the others for pressure they end up having to run around dealing with the tapes and healing each more often and thus stay off the gens a lot more. It’s not even all that Uncommon to get a Condemned kill out of it in the chaos.

    I do agree that Dredge is more effective overall, it’s teleport is a little more reliable and, even though his stealth isn’t as frequent, it’s good enough during Nightfall to do some damage. His anti-loop is pretty mild but still better than nothing. Sadako’s main weakness is once she’s in a chase all she has is partial invisibility immediately after Manifesting, which can make a difference sometimes but it’s kind of niche. Even so, though, Sadako plays differently enough from Dredge and is fun in her own right. 🙂 Yeah, I wouldn’t turn down buffing her a bit, but I have a good time playing her regardless.

    Yeah the Dredge seemed like everything Sadako should've been. There's counterplay to his teleport (locking) without removing the ability altogether like you can with Sadako's TVs. Even with the plague there's a great mechanic there in that if you don't use a fountain to heal, you will eventually become injured.

    Bottom line, survivors shouldn't be able to hang on to tapes for as long as they do, because catching someone off guard who's not paying attention is very few and far between.

  • @EvilSerje said:

    Playing almost only Sadako since release.

    Yes, she is terribly weak. DEVS, YOU KNOW, DO IT.

    Here are my tips.

    Perks: she is weak so she has to be compensated with perks. In my opinion, Bamboozle is a must. After recent update Jolt and STBFL works super well on her too. Recently started to test Bamboozle + Enduring + Spirit Fury + Jolt build, not much data yet, but works pretty well so far, you just buldoze through pallets with zero respect.

    Gameplay: always try to be demanifested, that gives survivors a little more trouble to loop you. Also in small loops with clear line of sight it's great to remember her invisibility burst timing after she manifests, that help to mask change of your direction and gain you two meters for free (you move one way, but change direction when she blinks invisible).

    She is hit and run, so try to damage as many as possible so they spend more time on healing than gens. Slugging is very helpful too. She can suffer for 1 hook after 1 tactic.

    Good thing is to pay attention which TV is turned off.

    Super skilled Onryos even count condemn stacks, and when one survivor is near comndemnation, start to shutting down all TVs so survivor couldn't grab a tape.

    Addons: intemittent invisibility addons are nice, iri tape is great.

    Painting is great addon, but require from you to play super heavy slug style.

    Yeah chase builds are what I have the most fun doing since pallets are the only thing survivors have to use against killers. I'll give that a go with Sadako and see how that plays out. Sadly it's not an effective enough strategy if you're looking for a consistent 3/4 K, but it definitely keeps everyone on their toes.

    I know BHVR made generators instantly regress 2.5% on standard kicks since killers were having to rely on regression perks to be effective, but that still hasn't changed, and chase builds highlight just why that is. Base regression from a single kick (imo) needs to be at least 5%. If you want me to abandon a chase to kick a generator, then I need to have a good enough reason to do it, and 2.5% regression isn't a threatening enough reason.

  • As I've said before, if this newest patch was meant to reduce the grind, then there's literally no reason good enough to take away the blood point bonuses from BBQ/WGLF. And since they deactivated the incentives, it gives me little reason to play matches given just how little blood points there are.

  • @ZVom said:

    If BP bonuses from BBQ and WGLF remained, we would have had a fair grind reduction.

    Currently we've got a boogaloo that looks like it is a reduction but in fact it benefits veterans and screws new players.

    It's just very unhealthy

    Exactly. There's no reason good enough to remove the blood point bonuses from BBQ and WGLF, and with the incentives turned off the grind is ridiculously high right now.

  • @Maxx_Calin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098569#Comment_3098569

    This is something I totally agree with u on. With the new update, grinding levels and prestiging survivors or Killers should be alot faster than it was before yet it's not for 2 reasons:

    1: The people who made the prestige rework took away the bloodpoint bonuses in BBQ & Were Gonna Live Forever which at the end of the day made no sense at all. How has the grind being reduced to 75% when the bloodpoint bonuses of those 2 perks have being taken away. Without them, farming bloodpoints and grinding levels to get to lvl 50 to prestige characters takes 2 to 3 times longer than it should take. Taking those bonuses away, they made the grind alot worse than it was before the update.

    2: Another reason grinding has been very difficult since the update is now u have killers with their buffed up perks killing survivors way too fast in matches where they are hardly getting any bloodpoints at all and the killer ends up with a bunch. Now when u had the bloodpoint bonus on WGLF as a Survivor. Even if u got killed fast by the killer, as long as u got at least 2 unhooks or 2 protection hits before the killer got u. U would end a match even if u lost with a decent amount of bloodpoints. But now with the removal of that bloodpoint bonus from WGLF. The only people who can do effective bloodpoint grinds in matches are killers and that ain't at all fair to survivor mains. Yes some perks needed changes but BBQ & WGLF didn't need nor did they deserve their bloodpoint bonus taken away.

    Yeah I've noticed that it takes roughly 2-3 games just to earn what you used to get within just a single match. Sadly the grind hasn't gone anywhere.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098569#Comment_3098569

    There's been a lot of speculation that it might have been an executive decision to cut back on the amount of reduction was had, so these types of changes were like a way to walk it back essentially. The oft touted 75% reduction is an absolute best case scenario, and thats what decisions like the BP tax were based off of.starting with 50k could very well have been a ploy just to make 20k seem more acceptable, or it could have been a glaring oversight. Its impossible to tell which is which with this game on a good day.

    Yeah a lot of people have come to the same conclusion that the amount of reduction that's touted with this update isn't anywhere near as heavy as BHVR says it is. That's not to imply that they're lying or anything, but the reduction isn't as substantial as we were all led to believe. Not to mention that while yes you do get smaller blood webs each time you prestige, as many people have pointed out the higher rarity items that you can unlock are now very few and far between. Hell you're lucky to even see survivor puddings and party streamers anymore, and with the removal of the blood point bonuses with certain perks, in some ways it's like the grind never ended.

  • The sad truth is, is that this is just a different kind of grind to replace the previous grind that was already there. Case in point: the removal of the blood point bonuses. There's literally no reason good enough to remove the blood point bonuses from BBQ and WGLF. None. If this change was meant to reduce the grind, then there's no reason to remove the blood point bonuses.

  • Honestly, all I care about is the fact that bots isn't being pushed back. The DBD community has been asking for this ever since day one, and it's good to see them sticking to the late 2022 game plan.

  • I have to imagine it's because that would take more work than simply reenacting the blood point incentives. But I agree with others and that they should be offering double blood points daily until the incentives are reactivated.

  • @Laluzi said:

    I've had a few games where I got wrecked running chase perks, but I've had much greater success with them than I did in the past. Previously, doing something like Brutal Strength/Fire Up/Enduring/Spirit Fury would have been a pure meme build, but now I can pull it out and do fine unless it ends up being a huge map.

    That said, CoB stacks so well with Overcharge or Eruption that it's been equally tempting to stack them, and I've done that in a few games too (and generally destroyed.) But I haven't played much killer since the update thanks to the queue times.

    That's been my experience as well. I've been more effective with chase builds than I have before, which is nice, but I heard that the mid chapter update made m1 killers more viable now, so I wanted to test that with Freddy. After playing a handful of matches now, I still feel the need to rely on regression perks.

  • @TheArbiter said:

    Means they are prestige 0 with the character

    Gotcha. I thought it was a glitch. Still, kind of weird to see.

  • @Marigoria said:

    You don't have and shouldn't speak for the behalf of anyone. Show that you don't like the same foul behavior by not participating in it and it's enough.

    ^This. You're not responsible for anyone else's actions. Toxic behavior and toxic people in general will never be taken seriously, nor will their comments ever be heard. Constructive criticism is all anyone is looking for, and if you're incapable of doing that, then your voice will never be herd.

  • I haven't played the mobile game in quite some time, but the team behind the mobile counterpart seems to be on top of what the community's been asking for in the main game for so long: bots, Mori reworks, in-game communication for solo Q, etc. Personally I would love to see a wheel of communication options in DBD proper that solo players can choose from to communicate to other players.

  • @Jarky said:

    It's still a set of 4 perks each week, it's just you can now purchase them to Tier1/Tier 2/Tier 3 across all your characters. You can't purchase any perk you want at any time from the shrine.

    Oh wow I completely misinterpreted that. I literally thought that you could purchase any perk you wanted to so long as you had the shards to do it. I thought it was supposed to be just another way to reduce the grind. Bummer. 😕

  • I always thought that once you're locked into an animation that has you pulling the survivor off the hook, that you should be immune to being grabbed. Not only that, but the Killer's power should deactivate within 8 meters of a hooked survivor. Just those two things alone would go a long way in helping to put an end to hardcore camping.

  • As others have stated, BBQ incentivizes killers to seek out other survivors. When I played killer and I saw the auras of someone in the distance that I hadn't hooked yet, I was definitely eager to go that direction. But removing the bonus definitely incentivizes killers to camp more than ever now.

  • @RodDeWitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072845#Comment_3072845

    Useless? It is a regression perk and gives you -15% regression when you hook somebody, it works fine, specially with the state of the gens right now. You are just mad that cannot go from the hooked survivor to another one quickly anymore

    Yes it's regression is perfectly fine, but the downside is, is that you have no idea if it's working or not. Since the generator doesn't blow up causing survivors to scream anymore, you can just continue to sit on the generator and easily replace that 15%. I would much rather prefer to use Jolt since it no longer has a cool down, but to each their own.

  • No. It no longer gives information, and because of that, that means the survivors can just keep working through what was lost, which makes the perk just about useless now.

  • I haven't had a chance to play with the new update yet, but I'm definitely looking forward to running more non-meta builds. It's something I always preferred because I personally enjoy chase builds, but it was always infuriating to do so because of perks like dead hard (for distance) and generators flying within minutes. It's definitely more comforting to know that I can take a more laid-back approach, and that I don't need the best of the best just to stand a chance anymore.

  • I have almost every survivor perk with Feng since she's my main and the only person I really play. Because of that I know that I'll be properly compensated as far as prestige level goes, but I can't bring myself to prestige now for fear of losing everything that I have available on her already. But I will say that with dead hard officially getting heavily nerfed, this will definitely entice me to play a lot more killer now!

  • If I'm playing killer and I noticed that one or two survivors dc, then I'll usually give the remaining survivors a pity win all the while ensuring that I hooked everyone at least twice. The biggest downside about dead by daylight as a survivor is having your teammates disconnect, because it all but guarantees that you've lost the match.

  • Honestly I used to play a lot of Pinhead because I loved hearing the voiceover lines, but for some reason now his lines don't activate all the time. In fact, I've had matches where he only said something after one or two hooks, and that was it.

  • While I did see this match in action, something that a lot of people fail to realize is that survivors literally spawn in right next to their one and only objective. It's like the killer spawning right next to a survivor. BHVR needs to stop having survivors spawn right next to generators. Yes, generator speeds are a tad too fast (a fact acknowledged even by BHVR themselves), but when you have survivors spawning on top of their objectives with perks and items that also increase generator speeds, it's no wonder that matches can go that quickly.

  • To throw my two cents in, I too do not enjoy playing solo when it comes to survivor. The game is not balanced around solo survivor, yet ironically it's not built around killers having to compete with a well coordinated team that is in constant communication with one another either. It's a mess all around, but I'd easily play killer over solo survivor any day.

  • @TrustyJoat said:

    https://forum.deadbydaylight.com/en/discussion/comment/3063612#Comment_3063612

    There's the problem: "Playing like this is unfun for the survivors"

    They don't care about your fun; stop caring about theirs.

    ^This. You have to understand that this is your game just as much as it is theirs. The survivor rule book states that you shouldn't camp or tunnel or use certain perks like noed, and it's just absurd. Play the game how you want to play it. At the end of the day, Killers are called Killers for a reason.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058182#Comment_3058182

    Yeah, bots are just in custom matches so far is all they are doing at the moment. Maybe hypothetically if the bots play well enough they’ll extend it to allow bots to replace disconnected survivors like the mobile version does, but that’s speculation. 🤷‍♂️ Either way there’s no chance they’d have normal pregame lobbies with bots in them.

    Personally I’d love to see relatively decent bots replace disconnected players. It’s much fairer to my opponents if they at least have a bot player taking some of the burden on gens or getting me chasing them then to go against me shorthanded. And I definitely am against the idea of “oh, someone left, so I’ll leave too”.

    I too would love to see a fairly decent bot replace a disconnected player. There's truly nothing worse than having a survivor disconnect at the start of a match, as it makes completing five generators almost impossible. Not saying that a bot would get the job done, but at least it ensures the killer has something else to focus on.

  • Dead by Daylight is not the kind of game that caters well to new players. The fact that it took over 6 years just to get a practice/bot mode is kind of nuts. Personally I'm waiting until the mid chapter update goes live before I hop back into the game. Playing killer is a sweatfest no matter what your MMR rating may be, and the changes being implemented will definitely help. Even BHVR themselves admitted that Killers aren't being anywhere near effective as they should be, so I would suggest wait another week or two and try it again once the changes are live.

  • @Onyx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058706#Comment_3058706

    Hackers or just cheaters in general that managed to get ahold of the bots also made them super powerful, giving them all the perks in the world times 100. That is not the true experience of the bots, so let us get that out of the way, because it's not what it would be like. Don't try and paint it bad because of cheaters.

    Secondly I love playing against AI, in fact, I prefer bots compared to players. Bots don't taunt, don't insult you, don't BM, don't camp, don't tunnel and you can program them to not be hyper efficient. Basically bots make matches feel nice and relaxing. No more pressure, no more sweating, just fun casual matches. That is not the experience you get against players. This is because bots don't care about winning or losing, they just exist to play, humans, on the other hand, are obsessed with winning, and so they do everything in their power to do so.

    Real players will use the most annoying, but effective builds, most powerful killers, most powerful addons, squad up for perfect communication. Bots don't do that. Bots are the real chads that just play the game and they could have every perk in the game, no meta stuff. Bots. Are. Fun.

    It was weird how in the last Q&A BHVR said that bots were practically off the table, and then in the anniversary stream they did a complete 180. People have been asking for a practice mode for years, and now that dead by daylight is starting to see a lot of asymmetrical multiplayer competition (evil dead, ghostbusters, etc) that actually incorporate the modes and gameplay options that we want, it no doubt forced their hand.

    As the saying goes, competition is healthy, and sadly if it wasn't for all of these other games that have been released and are on the horizon, these changes in DBD probably never would have happened.

  • @GoodBoyKaru said:

    Nope it's now mandatory have fun spending 20k BP every 50 levels ✨

    And that's precisely why I can't understand why they're removing the blood point gains from BBQ and WGLF. If they're going to require blood points to prestige, then there's absolutely no reason why they should be removing the blood point gains from perks.

  • @FilthyLegionMain said:

    As soon as this comes out, I'm spending the rest of my days in custom with those bots unless I'm doing a tome.

    Considering all the sweat and toxicity that one endures in dead by daylight, I always said that if the day should ever come when I can play against bots, then I'll never go back to playing against real people ever again. Obviously that's a gross generalized statement, but I can definitely see myself playing against bots more than humans in the future.

  • A common theme with DBD that you'll find is that you'll see a lot of people basically all agree that despite being fun to play, those moments of fun are only had in random intervals. With the mid chapter BHVR is buffing killer because even they acknowledged that Killers aren't being anywhere near effective as they should be, but sadly there's still nothing being done to help strengthen the experience of playing solo survivor into more of a positive one.

    Basically at the end of the day playing killer is a sweatfest, and playing survivor is made more tolerable if you're playing with other people. I stopped playing for 4 months and when I returned my first solo survivor match I was greeted with the most tryhard of killers, and my first killer match I was greeted with the most tryhard SWF. DBD is not a highly competitive game, yet so many people treat it like it is. And some people will go the extra mile and be toxic to you in the end game chat if all you're looking to do is have fun. All the more reason for this game to have a ranked and an unranked mode.

  • It's July for sure, but as far as the exact day is anyone's guess. Usually the live patch goes through 3 weeks after the ptb though.

  • I've been saying forever that we need a new Michael Myers skin in the game, preferably a Halloween Kills skin that shows off the burned mask. Everything about him right now is so clean cut that he looks like what one would expect if he was hand drawn into a comic book.

  • For me nothing will be harder than getting the achievements/trophy for winning a match as killer while using just their perks. It's hard enough doing that and getting red emblems, but doing so against a SWF with a full meta loadout is damn near impossible, especially if it's with a killer that's weak in chase. I wish they would change it to just achieve a 4K, as that would be a whole hell of a lot easier.

  • @DeadByCommunity said:

    Don't get why the try to reduce the grind with this new system but at the same time nerf the perks that helped with it. Makes no sense. Side note imo don't get why one of those perks got a new effect but the other hasn't gotten nothing new for compensation. Don't forget you have to pay 50,000 BP just to be allowed to prestige. How is that helping? Then the shrine got it's BP bonus reduce.

    Yeah the changes to the shrine are even worse. It starts off normal enough, but if you want to unlock level 3 of a certain perk, it's going to cost you over 10,000 shards (which is just dumb because a perk shouldn't cost more than an actual character), and given how slow you accrue shards in this game, the blood point bonus for purchasing a perk you already own isn't anywhere near worth it.

  • @[Deleted User] said:

    Your friend could P1 a character to unlock their T1 perks on all other characters, allowing them to then buy T2/T3 through those characters' bloodwebs. So it's not that much more of a grind compared to now in that sense.

    The problems are as follows:

    1. If you're playing survivor, unlocking perks immediately on all characters doesn't really mean much, as you're probably only going to be sticking to your favorite survivor(s) outside of character-specific dailies/challenges.
    2. This is more expensive than going for teachables in the current system, and the prestige tax makes the idea even more daunting.
    3. There's this really murky area where you as a player have to decide whether you want to go for P3 immediately so you don't have to put a single point into other characters to get the T3 perks you want, or just go P1 and spend BPs on the character(s) you want the perks on. And then furthermore if you opt for the second option, you could end up feeling like you wasted BPs if you then decide to P3 later down the line.

    Overall I do think this system inherently favors long-time players over newcomers, as well as people who have and play more of the content, but it's not the absolute worst thing in the world. Definitely not the best thing since sliced bread either, but not too shabby.

    What they need to do is up the BP gains & caps, cut out a lot of the bloated offerings in the pool like they did with old map offerings, and maybe even provide players with more ways to interact with the "economy" of the game. Things like allowing players to sell items they don't want (at a reduced price) so they can potentially grab more of what they do want, having a rotating item store with daily deals (buying and selling items at better prices), or maybe converting those BP offerings into BP add-ons for your add-ons (or something like converting your 4 category offerings of a tier into a better offering). Stuff that's both interesting & useful, and makes the grind less of a circle clicking simulator.

    I do agree that if they are going to remove the blood point gains from perks, then they definitely need to either increase the gains like you said, or remove the cap. If bhvr is going to go all in on removing the grind, then there's literally no reason to remove the blood point bonuses. I agree with others that it should be base kit.

  • @Chaos999 said:

    In terms of immediacy, it really hasn't. However in the long run, a new player will be able to enjoy a greater variety of perks across multiple characters much faster than with the current version, while older players will be able to jump into newly released characters almost instantly.

    As someone who still remembers how being new feels, I gotta say that, as a new player, having too many perks available too fast can be extremely overwhelming. I remember my first days of DBD, when I entered the custom games with my friends and saw all those perks and had no idea what they did and was like, no way I'm reading all of this, so we would just play perkless xD.

    As I played on the regular matches more it becomes more organic, you first get familiar with your char perks, then with the new perks that pop on the web, you start getting your favorite perks, gain an interest and start reading the other char teachables, maybe watching some vids and plan your growth. I really don't think that a "regular grind speed" in the early moments of a new player is a problem.

    Grind becomes tedious when you have been doing it for a long time, and that's where the new mode shines.

    While I can understand how seeing all of the perks available in a custom game can be a bit overwhelming, the nice thing is that once bots are introduced and the official practice mode has been implemented, it will allow new players to test things out at their own pace. If there's a certain perk that suits your fancy, you'll have a chance to test it out in a practice match with bots. But as it is, you're still stuck grinding through three levels of prestige blood webs to gain access to tier 3 perks, or take a chance at hoping that it appears in your main survivor/killer bloodweb.

    No matter how you cut it, it's still a massive grind for new players.

  • IMO, nothing good has ever come from multiplayer games having end game chat. While there may be a few golden nuggets of positivity pop up every once in awhile, the chances of encountering toxicity is ridiculously high. People feel secure behind the safety of their keyboards, and because of that most times people will say things that they shouldn't, which is why I prefer single player games.

    I think dead by daylight would be a whole lot healthier for everyone's mental health if they just disabled the end game chat entirely.

  • Yeah it's really concerning. Between base kit borrowed time, off the record, ds, and mettle of man, playing killer is going to be worse than ever before. What I really don't understand is DS is supposed to deactivate when the gates are powered to prevent a guaranteed escape, yet off the record isn't affected. I'm now not looking forward to this rework as much as I was initially.

  • @DoomedGuy said:

    You learn best by failure, real players will be far more cunning than braindead bots (most of the time)

    Make no mistake, I'm not expecting bots to properly reflect how a real live match will play out, but when you're new to the game or new to a killer, trying to get a feel for things when you're going up against a tryhard swf makes learning the ropes incredibly difficult.

    There's a reason why practice modes exist in so many multiplayer games, and it's good to see that BHVR has changed their mind on implementing such a mode.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028314#Comment_3028314

    Thats the thing. When I tried Spirit for a while I couldnt make her power to work, would get constant outplayed in a big way and in the pgc it was constant "gg ez", "lul so easy" and what not.

    Really, I don't even want the bots to react to my power, just to run away in the smallish tutorial arena and being incompetent while I can try out the power.

    Funny enough that's all I want too. In the first two games as the dredge all I wanted to do was to get an idea of how to use his power, but survivors would end the match within minutes, plus they would incorporate the hold w meta thus defeating his anti looping potential. After getting absolutely crushed in those first two matches, I really have no desire to go back until I can practice properly.

  • @MrCalac123 said:

    It really does feel bad to leave your comfort zone only to get dumped on by a tryhard squad

    It really does. There are so many killers that I haven't played with that I would love to try. More often than not though you're going up against squads that either want to end the match as quickly as possible, or worse be as toxic as possible. Like I would love to play Sadako, but after my experiences with the Dredge, I'll gladly avoid getting steam rolled over and over again.

  • The sad truth is, is that DBD is not friendly to new players. Only now after 6 years have they revealed that an official practice mode with bots is finally coming. This game expects new players to jump into the deep end when they don't know how to swim, and it's an absolutely horrible learning tool. If you can, get people in a custom match, otherwise unfortunately you'll just have to be steamrolled over and over while you learn. It's why DBD has suffered at acquiring new players over the years.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028316#Comment_3028316

    It's better than 2 months ago, tbh, when the most we knew about bots being implemented was "It would be a lot of effort to code them properly for each killer, so don't expect anything about it anytime soon" at least

    Right?! In the last Q&A they literally said it was practically off the table, and now they've done a complete 180. No doubt thanks to games like Evil Dead and the upcoming asymmetrical Ghostbusters game which all incorporate their own bot modes, forced bhvr's hand.

    Competition is healthy for all games, and it's good to see that DBD is finally getting some decent competition.

  • @GoodBoyKaru said:

    The end is in sight! They've set a tentative date for this feature for the end of 2022

    Oh man it can't come soon enough! It's a bummer too because at least one or two more Killers will be incorporated before bots finally see the light of day. But again I'm perfectly comfortable waiting because being steamrolled over and over isn't fun.

  • @rooCraah said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028090#Comment_3028090

    Chase builds are based. You wouldn't want to run Brutal Strength on Nememy, but STBFL is viable and Enduring is very strong in some loops, especially with Spirit Fury as having to tentacle a pallet after a stun is awkward.

    Have you tried I'm All Ears on nemmy? Can lead to fun shots over windows near shack and long wall jungle gyms that would otherwise require a lot of prediction, but I'm not sure. Definitely gonna try it more after Lethal Pursuer buff though.

    That's why I mentioned I only run brutal strength with killers who don't already shred through pallets faster than other killers. With pallets being the only offensive option survivors have, being able to make that less effective, imo, makes killer a lot more tolerable. But now that the meta is changing, people will now be able to run more builds and more perks that they never thought they would.

  • I prefer chase builds with Nemesis and killers in general. Nothing makes you feel like an unstoppable force more than being able to shred through pallets and shrug off stuns.

    So my build usually entails STBFL so you can keep the pressure going, Endearing, Brutal Strength (unless you're playing with someone that can shred through pallets fast already), and either a slow down or information perk. Technically you could also run PWYF to give you even more of an incentive not to attack your obsession. A lot of players expect Killers to be rocking slow down builds, so when they see you effective in a chase it can really catch them off guard. LOL

    With killers already getting a slight cooldown on successful hits and breaking pallets when the mid chapter goes live, means these perks are going to be even more effective than they are now.

  • While cutting down on the grind is very beneficial and long overdue, there needs to be a way to earn blood points faster if perks no longer do that for you. They either need to have blood hunts more often, or see to it that party streamers appear far more in the blood webs.

    After the nerf, BBQ and WGLF are going to drop in usage drastically, and if it takes me roughly 4 to 5 matches as killer to earn just over 100,000 blood points, then prestiging isn't going to be nearly as rewarding as BHVR wants you to think it will be. I barely have an hour each day to play games, and I don't want to spend a whole week grinding just so I can prestige perks for a single character.

  • @Laluzi said:

    Mine have gotten super unbalanced lately. Too much sparing due to flans means I'm going against a lot of newbies (though towards the evenings, I start getting matched with random people and it's better.) Like I was using up flans on Legion today and I had six different players fall over from Deep Wound. Two at the same time, even. So enough 4es will tank you, that's for sure.

    That said, they haven't implemented a time decay system yet, so your matches will probably be as sweaty as they were before you left.

    That's what I was afraid of. I know that during certain times of the day, it doesn't matter what rating you have as it will be completely thrown out the window in order to cater to survivors that have been waiting in the lobby for a long time. This is one of the reasons why I've been looking forward to bots for such a long time. I would feel more comfortable going against a live team if I knew how to better handle a killer I've never played with before. I've invested 3.5 million blood points into Dredge, but I'm too reluctant to hop into an online match because I've never played with him before.

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