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TeleportingTurkey

TeleportingTurkey

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  • @Astel said:

    Isn't that road map which is revealed in Reddit AMA confirmed as old one, which is cancelled? As I know, Singularity update is postponed/cancelled and Hag, Demo, Huntress, Clown and Doctor replaced it, which is the road map that is announced before.

    I really hope they came to their senses and realized that fixing 3 gen is better than ruining singularity and that was their only issue with singularity.

    for once, i really hope BHVR don't listen to people's feedback because in singularity's case they're blatantly wrong. Nobody gives Hux a chance and blame their mistakes on his kit. I had same issue too, I overcame it.

  • @bjorksnas said:

    He takes ~3x the amount of effort and gets the same reward as most killers he deserves to be thrown a bone

    his reward is one of the biggest one killer kits offer, except objectively busted killers like blight/nurse.

    singularity cannot be reasonably countered by shift+w, he deletes pallets and outplays most tiles at incredible pace, has objectively the best info gathering tool in the game, one of the most effective secondary objective stalling tools in the game and instruments for 1v4 pressure.

    if you think singularity takes way more effort than he gives payoff, then you're either bad at this killer or purposely play on indoor maps exclusively where these statements actually apply.

    I guarantee you that if you drop your gameplay to me, I'll find countless mistakes and misuses of power that you commit without even realizing these are mistakes.

    His power allows incredibly creative and unrestrained usage and it makes up incredibly high skill floor and ceiling for a reward that is one of the biggest power values in this game that is actually still fair and balanced for what it's worth.

    Singularity is probably the only fair killer in this game that actually enables enough room for skill expression to not run into your performance ceiling against good enough survivors cheesing optimal gen / chase strats. If you lose on this killer in normal conditions, it is always because you underperformed and / or got outclassed and outperformed by survivors, rather than losing because you couldn't do more.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400130/singularity-does-not-need-an-update

    Just because you don't think he does that doesn't mean that a lot of others think he needs one- He's very unfriendly for console players(just like how old Trickster was) and his EMPs can be easily oppressive at times which brings his fun factor for many players down and, yes, they basically did the same type of power counter for Xenomorph, but they made the turrets not as easy and simple to use as the EMPs and Xeno's tail attack comes back on an automated system where you can speed up the recharge time whereas Singularity isn't nearly as simple as that.

    The EMPs/printers and lack of QoL support for console players are the main issues with him that are NEEDING to be addressed. Outside of that he isn't in need for changes anywhere else-

    A lot of killers are unfriendly for console players and not a single reasonable change they can do to singularity without killing his identity will aid his issue.

    and EMPs are not as oppressive as people say. You literally need to apply more pressure on survivors so that they can't just pick up passively printed EMP and make you lose your power.

    This is how I casually play Singularity and I don't have any issues with EMPs - https://www.youtube.com/playlist?list=PLSuh37BHlwRZTYrOCabDvmqvSIz4EAHOC.

    This killer has the biggest potential for 1v4 game and his power is perfectly fine.

  • @MikaelaWantsYourBoon said:

    Soma family base-kit is only change i need for him. I really hope they are not gonna gut him because he is very fun and unique killer.

    tbf, i don't even want it basekit at this point.

    it's very powerful and considering that singularity's chase doesn't take much mechanical skill, i'm fine with such powerful effect being kept behind an addon so singularity's basekit doesn't become too oppressive.

    I just want devs not to ruin singularity by their "updates".

  • image.png

    They just replaced the roadmap with the new updated version.

    This is not funny.

  • @sizzlingmario4 said:

    Wait they replaced all the "killer tweaks" in the March-April section with Singularity update.

    Interesting.

    seeing how they handled trickster update or onryo update, i do not trust them at all.

    they'll definitely try to make him easier to play, inevitably gutting all of his potential for skill expression in the process. i don't want larry to turn into another boring killer with mediocre power that's "more consistent" but infinitely less efficient which takes a dozen games at worst to master so that casuals have easy time playing this killer.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606424#Comment_3606424

    I mean if kills is your only win condition and you have 4 alive with 1 gen left then I'm sorry bro 9/10 times with a semi competent team your losing. You shouldn't get rewarded for holding the game out that nor should the game even be allowed to go that long. An hour in one match is wildly stupid.

    I do agree with the killer running out of resources or regressive kicks. At the end of the day it's a double edged sword because both sides are not wanting to throw the game, when said killer's TR is heard the survs pre run and killer kicks an empty gen, killer doesn't chase running surv in the distance because they know that's gonna throw the game, most people won't care and eventually get bored and throw the game by chasing said surv. On the flip side you have survs who also don't want to throw so they'll run the killer away from the gen being worked on instead of staying and letting the killer down them. Once again most players will get bored and throw.

    The point is the game shouldn't go past like 20 minutes with one gen left honestly. End the game already let the entity kill the survs and shame the killer for not doing their only purpose. Everyone leaves with whatever BP they've earned and get no pips/de-pips, then move on to the next match.

    like I said, it's fine for killer to give themselves a window to turn the game in their favour by defending 3 gen, but it should be a resource killer needs to use strategically, rather than just mindlessly overcommitting to defending gens until the server shuts down.

    the stalemate needs to be resolved naturally by one of the sides eventually becoming unable to go on and the best way to do it is make killer eventually exhaust 3 gen. frankly, i find issue only in said infinite regression which gets multiplied by powers that provide map control which get misused and cheesed horribly.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606117#Comment_3606117

    I agree with this! I haven't had a match that's lasted that long but I have had matches last about 35 ish minutes and all are in the 3 gen stand off criteria. I never purposely hold exclusively from the beginning a 3 gen but if the survivors 3 gen themselves then I'm going to defend it. That being said if all survivors are left and only 3 gens are left to me they've won, I'll pick one to kill and leave the others to the gen. If they save their teammate then better more hooks for me.

    Killers gotta stop looking at kills as a means of winning. If you destroy the survivors with 4 gens left and then let them all leave you still won, I mean do you you really need the iri emblems to tell you how good you are? Ive had plenty of matches trying to master trick shots on huntress where I won personally because of how many crazy shots I hit.

    Last 3 genning simply to drag the games out is wildly stupid and will always be toxic af. I mean you could literally increase survs gen speed and killers haste til the last Gen pops or a surv is put on a hook. You could also make it to where instead of the gen speed increase all 3 gens progress as the one being worked on.

    Killers gotta stop looking at kills as a means of winning. If you destroy the survivors with 4 gens left and then let them all leave you still won, I mean do you you really need the iri emblems to tell you how good you are? Ive had plenty of matches trying to master trick shots on huntress where I won personally because of how many crazy shots I hit.

    I dont really share this sentiment, i consider kills as the only real win condition in this game. That said, no kind of win requires going such lengths as holding 3 gen till the server closes.

    I feel like the main issue with 3 genning is that killer possess infinite regression resource, as almost all the time survivors get uncounterable 3 gens against killers who take CoB/Overcharge/Eruption combo and just cycle between gens, endlessly kicking them and getting meaningful regression from that. Part of 3 gen solution could be reworking these perks to make them no longer work in the long run.

    Like, make it so CoB can only regress up to 1 whole generator worth of progress throughout the entire game, but buff the regression rate to 300%, do the same with Overcharge and Eruption - buff numbers, make them finite.

    It's fine if killer can hold 3 gen while the killer still has resources for that, but eventually they have to run out of them and, imo, it's better if it's the killer that runs out of regression, than survivors run out of healing.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606039#Comment_3606039

    They're not doing their objective. They're exploiting a mechanism designed to punish survivors who don't do their objective.

    yes, they're actively cheesing the mechanism that punishes the genrush and refusing to take any steps as a power role in order to finish the game.

    if killer is incapable of breaking 3 gen stalemate there's only 2 possible reasons this is happening: 1) they actually can do that, they just don't understand that / refuse to do that; 2) they are outclassed so badly, they should just take the L and the only reason they're still going is because survivors are not bothering enough.

    either way this means that they should leave their 3 gen and commit to that chase eventually and let it end one way or another.

  • as singularity main, i cannot wait till 3 gen hostage gets fixed so people stop treating this killer as a new skull merchant.

  • @MikaelaWantsYourBoon said:

    I really don't know why this is not adressed yet. Just let me go to next match.

    For fixing this issue, just add give up button for last 2 survivors. Simple. Why i am forced to stay on ground for 4 damn minutes. It's boring. This is just bad design.

    https://us.v-cdn.net/6030815/uploads/A5P82S8YKC6Y/20231205031052-1.jpg

    or just rework the whole dynamic / gameplay when 2 survivors are left so killers don't feel obliged to slug if they want 4k

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604327#Comment_3604327

    Although i disagree that SoloQ doesn't need some info buffs (a basekit Kindred or even bond could be nice), i agree that one of the biggest problem in SoloQ is that random people throw the game for many reasons - and this cannot be fixed by any dev in any game.

    I play mostly survivor on SoloQ, and its miserable not because survivor is miserable, but because randoms do so many dumb stuff through a match (like taking hits for someone who have been picked up right in front of a hook) thats even when 3 people is playing right its hard to win.

    people are literally incapable of basic game sense, taking aggro from killer when it's actually necessary, taking protection hits, etc,etc.

    all that stuff doesn't require people to have comms which merely make it easier because you'd have somebody yelling at you what you should be doing.

    and even that isn't a panacea, because no amount of coordination can aid poor chase / overall skill.

  • I'd love if they added a "sudden death" mechanic when there are only 2 survivors left in the trial which effectively revealed their positions to survivors until the first chase began / they've been stealthing for a while and allowed killer to kill any survivor on spot.

    survivors would have to outlast a timer that depends on the amount of gens remaining to complete, after which the exit gates automatically became powered/opened.

    since the most amount of stealthing nonsense begins when there's 2 survivors left, alongside other not very fun nonsense, would be a fun dynamic if killer was given a way to begin finishing them off one by one without hooking, while survivors do not have to do generators anymore to escape since their new objective is to merely survive long enough.

    that would imply removing hatch for last survivor / reworking it in some ways to not be an rng coin toss.

  • Solo qs play victim more than some killer mains do, lol.

    Buddy, sorry to break it for you, but there's NOTHING bhvr could do to actually make solo q playable.

    90% of solo q issues is not lack of communication and therefore ability to optimise themselves, but the fact these are random people with random skill that have no idea what to expect from each other and that are doing various random nonsense which rarely includes finishing all gens and escaping.

    SWFs tend to be successful generally because they're premades & they have a common goal (which is usually to win). They don't suffer as much from the random factor of teammates being bad at survivor, running bad builds or doing tome challenges instead of gens.

  • WoO is fine.

    It doesn't boost survivor's stats, nor does it give them any real advantage in 1v1 apart from aiding game sense issue which doesn't affect killer's ability to deal with survivor within a tile anyway.

    if you're good at killer, you should be able to zone them away from being able to chain tiles at some point anyway.

    so im fine with WoO every single game, that means they're running one less perk for me to actually worry about.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604017#Comment_3604017

    But the problem is that, not all SWF teams are that good. Most of SWF teams are beatable, even with comms. When people are complaining about SWFs, i am really not getting the point. What SWF teams are we talking about is important.

    Casual SWFs are mostly fine , you can win these games without problem.

    Strong SWFs are maybe challange but you can beat them too with good play.

    Top SWFs are probably the problematic ones. But seriously, i just don't see the solution to make them feel balanced. Because 4 very skilled players will be challange no matter what. And balancing game around these survivors will come with more problems because you will just break game for other survivors.

    as long as you're better in 1v1 than most players in swf, you most definitely are going to do well.

    i feel like comp 4mans are just another reason we need competitive/ranked gamemode.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603025#Comment_3603025

    "will result in such huge changes, that players that currently like Twins will be disappointed with the rework."

    Whoever is responsible for approving such changes does not care about the current players.

    Freddy, Billy and Deathslinger players painfully learned that lesson.

    add trickster there

  • because it's good and god forbid you want it changed because it's the healthiest gen slowdown we had in years.

  • that 5% buff looks like a mockery

    @dance said:

    Hi all!

    Just wanted to give you a heads up that we're looking into the slow throwing speed, both base and during Main Event. We haven't forgotten about The Trickster, and still love hearing your thoughts and feedback.

    remove 4.4 and revert his throwing speed, maybe even increase it so he has the same TTK as max throwrate pre-nerf trickster. don't make him into 4.6 dummy.

  • @moulesfrites said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599779#Comment_3599779

    Survivors just predrop pallets, not blind or cleanse this totem.

    good, then it's just a meme perk. nobody cares. perks can be bad or easily countered, they are not entire characters.

  • End transmission 10/10 - gave me my main main killer, couldn't care less about the rest

    Alien 10/10 - gave me my main killer & fav horror movie monster

    Chucky - 7/10 - nice addition, but i don't really care, most points for execution, though the killer isn't really fun to me

    Stranger things - 10/10 - more skins plz and demo buff (and zoning fix)

    Nic cage - 10/10 - fun perks, fun survivors, W

    Tools of Torment - 2/10 and both points are for survivors only because they're kinda cool, the rest, perks included is a big L.

  • yeah, that stuff is unhealthy.

    bhvr are notorious for overbuffing perks with low usage to the point they become a huge issue.

    boil over rework was one of the worst things that happened to modern dbd

  • @kit_mason said:

    As a Singularity Main, please don't nerf EMPs further.

    Making them very weak opens up creating Skull Merchant 3 Gen strategies on a different killer, and I'd quite like playing my main with a full lobby instead of ragequit DCs and constant advocacy for nerfs or reworks.

    I'm all for suggestions that aim to address Singularity's pick rate, but making him unfun to play as and against is not the solution. I think the best thing to do would actually be to buff EMPs slightly and then make some or all of Soma Family Photo be basekit, thereby putting more focus on his power in chase and drawing away from using EMPs to camp gens.

    i dont think they need to buff EMPs to compensate Soma's photo basekit.

    they just need to put it basekit with corresponding nerfs to the overclock base duration & rework addon into something you don't have to run every game.

    and even that is totally optional, because i'd rather not have singularity get into devs' scope ever, rather than seeing him get into a cycle of getting buffed so much he gets nerfed to the worse state than before.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599795#Comment_3599795

    Especially for such people, this perk appears in the upper right corner of the screen. And even if it hadn't been, balancing the game for people who are not able to make a conclusion "I dropped a pallet on the killer's head and got blinded. I don't think I should do that again, because he has some kind of perk" – this is the way to nowhere.

    Following this logic, I can make almost any perk in the game completely useless.

    why are you trying to so hard to advocate for a pretty annoying perk to be strong?

    bhvr are doing the correct thing by not making such perks good.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599779#Comment_3599779

    Oppressive and frustrating to deal with? I forgot that entity forces survivors blind or stun killers.

    It works same as with Spirit Fury, once you know killer have it, you know how to play around it, but even easier.

    So i see literally 0 reasons not to make it at least 2 seconds.

    people who know how to play this game well, sure.

    you know damn well a lot of people would find issue in a sudden blind out of nowhere that lasts way too long.

    accessibility issue muh muh.

  • this is that kind of perk that is better a bit weaker than it should be than otherwise.

    it can be really oppressive and frustrating to deal with.

  • @JudithMorel said:

    singu is actually very oppressive in all my solo q games. and reduce the emp's would make him S tier from A tier. i will stand by my opinion that hes one of the most oppressive killers right now if the singu knows what they are doing.

    pretty much.

    singu's entire power is being very oppressive. you cannot buff or nerf him too much, otherwise he is way too much for average solos on more or less their skill level of killers or entirely useless.

    even if what we have rn isn't the sweet spot, im 100% sure we shouldn't experiment any further. best thing devs can do is just do something about soma's photo, MAYBE do some QoL changes and LEAVE HIM as is.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599637#Comment_3599637

    I honestly don't.

    For me , killers should not be add-on dependend. Their base-kit should be good enough. And add-ons should change their play-style or give them little buffs.

    If Singularity needs to use one add-on which makes him good to play, this is bad design. This add-on should be his base-kit.

    im just saying that when choosing between trickster/Freddy treatment (duh nobody plays this killer bc too strong/seemingly weak, let's buff/rework him so the killer is easier, oh well, we buffed him too much, nerf into worse state than the killer used to be in) and purple addon dependency, Im choosing the latter.

  • @MikaelaWantsYourBoon said:

    Singularity is already A-tier killer. I believe there is few maps are terrible for him but most maps are just fine. Maybe they should add Soma Family Photo to his base-kit and give different effect to this add-on, so people can use different add-on combos.

    But he is fine killer anyway. Nerfing EMPs again will remove his all counterplay which will end to nerfing him as well.

    tbf, i think they could either delete it altogether and actually buff other aspects of this killer or add it basekit. any outcome is fine, i just really hate the addon dependency.

    though im fine even with addon dependency if it means devs won't break larry.

  • @GannTM said:

    I feel like some people really don’t understand how strong Larry can be. This is a hot take, but I think he’s high A tier with Spirit and Wesker when certain perks and add ons are in play.

    people just dont understand that for larry to reach high performance you need to play on the level of a player who mains this killer.

    if you just pick singularity up for a few games, you will never get that high tier performance like you would get on most other killers once you quickly get used to their powers.

  • @GroßusSchmiedus said:

    There are more important issues.

    1. Sound being an add-on. Seriously i rely more on sounds than my eyes, and this is very disorienting for me, and on top of making it uncomfortable to play for me the add-on also has a downside, making you spend more time than you often should just for sounds. Just make sound basekit without the 0.5 second penalty and rework that add-on.
    2. Being balanced around infections, seriously that is something thrown on top that can be removed. Just remove the infection and make the overclock last a little longer to compensate. I feel like this would benefit both sides while making his kit a little less bloated and more streamlined.
    3. The inconsistant pods, sometimes you see a the survivors ankle and you can infect and teleport to them, other times it gets blocked by them stepping on grass or a branch that not even hides 5% of their body.
    1. maybe, but im fine with it being addon, it's way too good for basekit.
    2. no. infections are really important part of his kit.
    3. that's the issue of maps, the reg could be fixed, but generally you just need to place them better instead of showing off and shoving them in places, where they get blocked.
  • @Emoba said:

    Singularity mains have no such complaints, trust me.

    yeah, if you find issues with EMPs, you're literally not good enough to have opinion on this killer.

  • literal skill issue.

    Share your videos with friends, family and the world

    the only issue singularity has is horrible dependency on soma's photo addon.

  • because nobody likes stealthing survivors.

    it's boring, uninteractive and it should be countered/punished/limited as much as possible.

  • what killer meta wasn't miserable for solo q?

    or, let me put it better, when solo q was not miserable when you were trying to win?

    im sorry, but this isn't killer meta or killer issue. this is solo q issue that cannot really be aided.

  • @TheArbiter said:

    Ultimate Weapon guarantees a 4k if the killer slugs one of the last two people and the survivor doesnt have calm spirit

    the main reason why this perk shouldn't get axed.

    it's incredible to not have to slug till bleedout or hope survivors loses rigged 50/50 game (guess in whose favour, no, not killer's) of hatch&exit gates.

    when devs finally address the issue of survivors getting a handout for existing and ratting, ultimate weapon can go

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596446#Comment_3596446

    "they're merely limited in their ability to do it indefinitely"

    I mean, you can't do it indefinitely on a technical basis.

    Either survivors do the gens, or you kill them. The only way it'd be "indefinitely" is with something like old SM (i have not played as or against reworked skull merchant) or maybe funny skill check Doctor who's exclusively focusing gens.

    The other day though, I went against some players that hid all match, and when it came down to the last two players at three gens, neither of them touched a gen for 10+ minutes. Eventually I found Feng hiding in the corn, and the other girl escaped, but point is something like that is holding the game hostage.

    Defending a three-gen isn't, and as scummy as it can be, neither is planning a three-gen from the start.

    I get it, their intention is not to reward mistakes or whatever, but it's BHVR. Can you honestly say you have any hope at all that they even know what they're doing?

    well, I hope their fix to 3 gen is addressing hostage situations, alongside buffing the potential for good faith gen defence. because that's what the issue is, not just killer's ability to defend 3 generators, but survivors' inability to break the 3 gen eventually if the killer takes too long to break them.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595357#Comment_3595357

    Why should the killer get punished for defending a 3 gen for the entire game, if those are literally the only generators being repaired? The killer literally doesn't have a choice to defend the other generators in these scenarios.

    killer is not being punished this way, they're merely limited in their ability to do it indefinitely.

    plus, you're picking on this idea as something set in stone and written in the live patchnotes. it's just a general idea.

    we could, for instance, limit only passive regression & buff corresponding perks accordingly so there's no infinite regression resources in this game anymore.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595311#Comment_3595311

    What happens if a SWF decides to only repair the generators showed by Deja vu (which is the current 3 gen)? Would the killer get punished for defending the 3 gen, if there literally aren’t any other generators that need to be defended, because the survivors are purposely only repairing the 3 gen?

    i mean, worst case scenario, we can limit this feature only to the last gen, but I don't really see the issue in the scenario you've described.

    if survivors throw themselves at this particular gen, then you can pressure them way easier. Keep in mind, it would still take 90 seconds to finish, it's just that killer can't infinitely regress it. And if survivors throw too many resources to remove this particular gen, killer would still have the regression capability for other gens, while survivors would be left weak

  • I really hope their solution is something like "each gen cannot be regressed for more than certain % (f/e 100%/150%/200%) of its max progress. and buff perks/effects with unlimited regression capability so even they can give fair value.

    what this would achieve is effectively prevent 3 gens from working in the long term as long as survivors are doing any progress at all. killer would still be able to hold a fair / good faith 3 gen (a natural response to survivors leaving 3 gen in the first place), but taking survivors hostage for unreasonable amount of time would be impossible because regression would be a finite resource, therefore something that killer will run out of and would be forced to lose the 3 gen.

  • a perk that makes the game miserable for walking killers but did precisely nothing to combat high tier meta killers, i wonder if it deserved it.

    it effectively got DH treatment as you could only consistently activate it once per hook stage in combo with dead hard (or twice if the killer tunnels and then lets you go to give a chance to proc DH) so it can still be effective.

    if anything, MfT got off easy. Fairly speaking, haste should've been capped to 10 seconds of endurance duration rather than kept permanent under a harder condition to fulfill.

  • @Aven_Fallen said:

    I dont really see the turrets as that effective. Yes, they do something, but more often than not a single turret is not enough to break Xeno out of his power. And his Power is really strong.

    The thing about Singularity is that the EMPs have to be good. Because he can be really oppressive if there is no EMP nearby. Get chased by a Singularity while nobody with an EMP is nearby. You will notice that it is really hard to deal, because he can constantly teleport on you and you dont have much to defend at this point.

    I think that Singularity is more dependent on the opponents. If those are a well-organized group, it is hard for the Killer to deal with that. But if they are not that organized, you can have a lut of pressure due to the ability.

    turrets are not meant to break xeno out of his power, they are meant to force xeno to break them in order to avoid losing the power, which in return slows xenomorph down and gives the survivor more distance. if they were designed like you think they should be, xenomorph would be everything people foolishly say about the singularity.

    it's the same fallacy people fall for with singularity but reversed - they confuse guaranteed reward with something that can happen if your opponent messes up. in singularity's case it's way more complex for obvious reasons, but the principle is the same.

    neither turrets nor EMPs need balance changes. the most i believe should be done is doing something about their verticality (of both) as EMPs have unlimited verticality while Singularity is limited vertically (and the reason for that is devs' lie about un'emp`able cameras which is completely wrong in the light of unrestricted vertical range of EMPs) and turrets have no vertical limits either which in niche cases can make them really unfair to xenomorph as they make the "punishment" unavoidable.

  • Both are perfectly fine.

    EMPs don't need any nerfs or changes, it is singularity's overclock that needs soma's photo effect basekit (at least partially) to be complete. They do have problematic design in terms of denying singularity fancy crossmap mobility which could be addressed, but absolutely isn't necessary.

    If you struggle with any of these things - it is entirely "you" issue. Killers with built-in external counterplay are way more punishing and difficult to play than other similar killers as survivors have more resources and opportunities to combat you, however that is always compensated by extremely powerful ability that takes skill to utilize at its fullest.

  • I want ruin buffed to 150% and no longer be a hex with the same condition of disabling whenever a person dies / 1 gens remain (just in case it somehow becomes too op in 3gens).

    as for DS, it should be 5 seconds, no reason for it to be 3 seconds with current limitations.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591145#Comment_3591145

    Imagine lacking so much skill that injuring Survivors is being alleged to be the equivalent of a herculean task. If one person in the lobby has the combo and you are so offended by it, you can turbo tunnel them out of the match, or merely have them be the one injured, not the entire lobby. No one else can heal them for 60s after a use. Even if everyone has it in the lobby, you get the permanent 33% slowdown, so you need something like 45s an injury state for that combo to be a threat. As I said before (recontextualized here), if a Killer is taking 45s per injury state (during chase), they have significantly larger issues than FTP+BU, they have chronic "sucks at the game-itis". That is 10s of Bloodlust 3 before getting an injury. Even then, that is basically having all 4 Survivors down 2 perks each. 4 Survivors with 0 perks wouldn't help that Killer win. As such I gave the 4 (perkless, Killer agnostic) methods of counterplay and I am met with accusations of delusional thinking and the repeated false claim of no counterplay existing at all, to which I respond "have you looked in the mirror lately?".

    Imagine now claiming everyone is using the same skin in every match when that was never mentioned beforehand. That's like me claiming every Blight runs C33+Alch Ring. A FTP+BU usage (while not even remotely close to Blight's power), doesn't also include the worst possible condition of an omega sweatlord, just as all Blights must all be omega sweatlords and bring C33+Alch+full meta perks.

    Now the only issue that I would agree on is if you have hearing damage and are unable to hear Survivors within 12m before a down. Having game action subtitles resized based on volume as an accessibility feature would be great. They started with the visual TR, but that doesn't work for every noise, nor for Killer at all. Plus with the game's sounds consistently being bugged, it would help to test and prove audio not working correctly if for example gens are being progressed on the other side of a wall and the subtitle doesn't show the 'gen being worked' sound.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591590#Comment_3591590

    Point 1: You agree it is easy in the vast majority of matches, thanks. If they are close enough to risk FTP+BU, they are close enough to give a free hit as long as you have more skill than your opponent (minus bugged sounds or Light Step to be fair). They gift the Killer spread pressure on a silver platter, and the choice of 2 chases. Sounds like a win to me as Killer.

    Point 2: The best way I can try to describe it is provide some attention or something for every Survivor to do, or set them up for failure, otherwise they will do gens and Killer will lose. Nemesis infecting the first person and swapping chase is an example, another is stalking as Ghosty to prep 99's for snowball potential, Oni similar to both Nemesis and Ghosty getting an injury to bleed and encourage healing sooner than later or risk that snowball potential, and even non-Tombstone Myers helps to take a hit and stalk a bit before swapping targets. Every Killer can apply pressure across the board, but it is a macro skill to learn how to do it, and how your specific Killer utilizes it best. Some Killers are low in terms of Macro potential such as Clown, as your Macro is instead your Micro. A Clown's Macro strat is his Micro, has a fast down to force a hook to force an unhook(+heal) and repeat. If you whiff Clown Bottles or Huntress Hatchets or Demo Shreds or Alien Tail Whips or so on, improve your Micro to improve your Macro. (Although some of those have greater Macro potential than others and aren't entirely reliant on Micro for Macro.)

    Point 3: Think of health states collectively. If you have H+H+H+D, you have 2+2+2+0, or 6 Survivor HP. If they FTP+BU, they are H+H+I(B60s+E10s)+I(E10s), or 2+2+1+1, or still 6 Survivor HP.

    Arguably it is better to go after the non-broken Survivor, but mileage may vary. They may have bought 20 gen seconds from the 10s Endurance from the other 2 Survivors, but how much time did they lose by shadowing the chase and not providing the gen seconds during it? Well if the Killer averages 10s/20s/30s follow-up chase (11 for the Endurance case to show the Killer has the capacity to count), and the Survivor with FTP+BU still has to run 5-10s (or 7.5s average) after using it to reach a gen (and ensure they aren't the one being chased), and the Survivor still needs to be healed for an average 32 gen seconds.

    In the 10s(11s) chase, the Survivor only progressed 3.5s of gens, and still needs to heal for a basekit 32 gen seconds, so they are negative personal 28.5s, and negative team 8.5s. In the 20s chase, the Survivor only did 12.5s and net negative personal 19.5s, and team positive 0.5s. In the 30s chase, the Survivor only did 22.5s and net negative personal 9.5s, and team positive 10.5s. As long as you are mid match, this basically means it is a win for Killer, as the threat of an injured teammate provides too much snowball potential for most Killers. The vast majority of FTP+BU in my matches of Killer have been the 10(11s) chase, as I am able to bodyblock dangerous loops that would meaningfully extend the chase, or prevent the combo entirely and force a premature 32 gen second heal (or a Ghosty 99'd stalk down instead).

    If it is the final singular gen, then fair, it prevents a death or 2, but that is far too rare in my games on both sides. Personally I consider myself weak in terms of skill (but strong in terms of game knowledge), so if I can do it, then certainly anyone else could, as long as they aren't foolishly giving the Survivor the speedboost without planning on dropping them for the other Surv (to force mend slowdown).

    Also back to the collective health state concept, if they did FTP+BU, now after that delayed 'true down', you are back at H+H+I(Broken for ?s)+D(on Hook) or 5 Survivor HP, with only 2 Survivors in a safe position to rescue, and the 3rd Surv unable to heal for another (insert time remaining) and can only provide value on gens (or totems if applicable). When played correctly, that typically results in an injury on Surv 1, and then a forced hook trade on Surv 2, with now all 3 standing Survivors injured, and 1 on hook. That is a Macro death snowball, and very likely for the Killer to win.

    Point 4: I would think someone with the name containing "Nerf DH" would be more happy to prevent Endurance procs, but I digress (it could have been the OG DH to be fair).

    Point 5: Yeah if you focus someone with a specific combo and give up possible advantages that is up to your discretion, but at least we yet again agree the counterplay exists.

    Point 6: Yeah that's kind of the point, they will attempt to run anything. However the results are entirely dependent on the Killer skill vs the Survivor. The most common usage of FTP+BU is on someone weaker on the team to delay their death, but that basically means the Killer is better than them by default. If a Survivor is running a Killer longer than the Endurance granted by BU on a Z-wall, they deserve to live, and the Killer needs to learn how to play the game. If the Survivor was better than the Killer, then the Killer can simply chase the BU user who likely is worse instead. Since the Killer has the choice of who to chase, they can easily pick the 11s chase every time. Even if the better Survivor attempts to Endurance bodyblock for the weaker Survivor, they risk a shortened Endurance timer and a forced pallet drop in the best case scenario for the bodyblocker. Having 2 injured Survs and one less pallet (that likely had to be a strong pallet to enable the bodyblock to occur at all) sounds like an easy snowball potential for me as Killer.

    To close: So we agreed on 2 of 6 points (or 5 if you didn't intend LOL to be a serious refute, and more of an aside to the Deep Wounds part), and I gave reasoned explanations for the remainder. I very much prefer engaging in a dialogue than someone saying "its impossible lalalalalala" and sticking their fingers in their ears (like the other person), so thank you.

    i like how low mmr killers who play against babies think that "just keep everyone injured" is a valid counterplay.

  • @tjt85 said:

    Aww, I was looking forward to zooming about the map in the end game with Batteries Included. A healthy change but tbh, it does reduce my desire to run this perk.

    it's the worst way they could've done it.

    they couldve just removed 4% haste from noed (why does it hate it anyway, make hex visibility radius change with tiers) and kept batteries as is so killers get another really nice endgame perk, while noed is getting nerfed.

    win-win, but nah, they'd rather nerf a new perk and keep noed.

  • @Gabe_Soma said:

    8 blades to activate the Main Event is still ridicoulous, they barely touched him.

    it made sense with the increased throwing rate, but not with old throwing rate WITHOUT acceleration, as it seems.

    also, batteries included are "too strong" with noed, but hope is fine and dandy.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590989#Comment_3590989

    I could say the same to you by saying "skill dif git gud scrub", but I gave the actual how, just in case you truly were so clueless to not figure out any of those on your own or by watching gameplay videos produced by others. If that is too difficult for you, I suggest swapping to 2-handed gameplay. 1 hand simply isn't going to cut it to move and aim at the same time, even with mouse macros to do that with, and is likely the only reason it is so difficult to engage in the combo's numerous counterplay approaches.

    Entirely perkless the Killer has 4 (main) avenues for success. I'm sorry you are unable to see them through your victim complex blinders.

    the fact you keep doubling down on that tells me enough about ftp+bu apologists. imagine being so detached from reality.

    "bruh just keep everyone injured every time you need to down a survivor, it's that easy"

    "bruh just choose better target out of 2 identical survivors in the same identical position with same identical buffs".

    i feel dirty even talking to you.

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