Avatar

TeleportingTurkey

TeleportingTurkey

About

Username
TeleportingTurkey
Joined
Visits
0
Last Active
—

Comments

  • both metas were equally awful, just in different ways.

    i miss that short window when DH got its second nerf and wasn't used by anyone and MfT still wasn't added. Such a great time.

  • @Smoe said:

    I really like Hux, but yeah he's definitely not for everyone, you'd have to be willing to dedicate time, energy and effort to maximize Hux's efficiency, an efficiency that doesn't reward you enough for your efforts.

    The QOL features that would make me main Hux would be

    • Biopod's camera mode can be used to manually shoot at structures, walls and props to create more Bipods to get easier around the map
    • All biopod cameras resetting to center position every time you switch away from one of them
    • Basekit Haste Status Effect upon successful Slipstreaming to a Survivor, even if the duration is less than the haste addon's own duration
    • Doubling Hux's biopod shooting range

    nah, that's not what Singularity really needs. He needs QoL changes like:

    1. Removed slowdown penalty when using cameras near hooks. - because it does anything but punish this killer for camping, it just makes switching to next target after hooking someone even more painful than it is
    2. Priority of teleporting to slipstreamed survivor over placing a pod - because there's no possible scenario in which you'd be aiming at slipstreamed survivor and would want to place a pod in a pixel that is slightly in the way instead of teleporting.
    3. Decreased cooldown between infecting people from 3 seconds to 2/1.5 seconds - it is unnecessary and current numbers enable very cheesy and obnoxious "sit on the most open gen possible with EMP, wait till Singularity starts infecting you and only now disable the pod". Not even trying to hide, just standing right in front of the camera, bypassing reboot timer because effectively the camera is useless even before being EMP'ed.

    Not mentioning obvious stuff like better pod placement detection / detection fixes or further EMP/Printer nerfs to make them less impactful.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518064#Comment_3518064

    Do you play this killer with a controller or with a mouse?

    With a controller it's so... Ugh. More difficult than it needs be imo.

    with mouse.

    singularity is unplayable on controller because you cannot possible flick camera in pods fast enough to get most of your infections with the controller.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518205#Comment_3518205

    Oh Im sure its so much different from your high MMR games. We all know how good matchmaking is

    cool, but the post isn't about how singularity is good at stomping bad survivors. it was obvious to anyone. if you're good with this killer and survivors are dumb, ofc you're going to steamroll them, but whenever you come across any decent survivors (they ones that aren't clueless), you're going to have absurdly hard time. even if you don't get sent to a horrible map, because this killer is very dependant on map and map spawns (god forbid you get bad map spawns with many windows or all vital gens are obstructed or printers spawn in inconvenient places) because this killer's efficiency drops exponentially depending on how optimal survivors are with using EMPs and how good map spawns you got.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518064#Comment_3518064

    Not trolling, will happily provide gameplay once I get home

    Also from a brief overview of your little rant, dont think youve mastered this killer nearly as well as you think

    would love to see you call gameplay against some clueless people standing afk under cameras or wasting EMPs as an argument for Singularity being good and chill

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518064#Comment_3518064

    Since you know what you are talking about, I would like to ask for tip or advice then.

    How I play usualy Singularity is you start the match, as you trying to find survivors (going around the map and gens) you place Biopods on places that you expect at some point have value or Survivor near the area (idealy open space, near main buildings, trees with high trafic, etc.)

    Once you find someone, I try to splitstream them, placing quickly Biopod somewhere where I can see them and hit them (idealy I try to do it when we enter a loop so I don't waste time while chasing in the open the Survivor). Then I just chasing them normaly, whenever they get bit too far, TP on them while I can and trying to use the power to catch up to them, forcing them to drop pallets, fast vault windows, etc. I play him as chase Killer, I don't use much biopods unless I don't know where someone is at all and I want to see where to go next (like a Gen with disabled Biopod and there is Surv fixing gen). If someone EMPs mid chase, I try to splitstream them again so I can keep up.

    am I playing him wrong then?

    Idk, I need to see your gameplay to say for sure, but overall you're doing it right.

    The main thing you need to learn with Singularity is multitasking. You never stop for too long to place a bio, you place them as you go, you never overcommit to using biopods, you just instantly check them, mark people if there are any and continue your chase / patrolling, stopping for as little time as possible.

    And you constantly do that multitasking for the whole match. You place biopods on gens and never forget for too long about them, you try to place pods to cover choke point and you also don't forget about them, in some cases you also lock down printers with biopods and do the same etc.

    Because Singularity can instantly switch to cameras and back without stopping for more than a few moments, you should be constantly doing that cycle of placing cameras in vital areas and then checking them instantly to get info / infect survivor and move on. You never sit on cameras for too long.

    You are constantly gathering info, marking survivors & attacking them which is the key to success because such creates a lot of 1v4 pressure which can be dealt with only if survivors are coordinated enough.

  • @ThatRedPyramidThing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517565#Comment_3517565

    Also, on top of being hard to play the reward for learning and playing hard him well is not worth the effort. Nurse and Blight are difficult to learn and play but the reward is very high.

    Wesker and Pyramid Head are stronger than Meatball and easier to use.

    yeah, like, if I were to put as much effort into playing killers like Wesker or Blight as I did in playing Singularity, I would've been having time of my life cracking all these funny insane tricks and downing survivors even faster, while all I get for sinking effort into Singularity is just being able to use my ability more often which isn't exactly too flashy. It can be fun, but all that fun is lost once you realize your limitations in it and how painfully long it still takes to get decent people with it, all while still having to play around his power.

    All high skill rewards as Singularity don't feel rewarding at all. You don't get any more satisfaction than if you just played this killer in the most basic way, except you'd be losing quicker and more.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517916#Comment_3517916

    Your results match the time and effort put in. If you only have 20 hours in a character I dont know why youre expecting to have them mastered

    i've been playing this killer for 2 months nonstop and when I'm telling you it's not worth the effort because it's not worth the effort, it really is like that.

    to get any meaningful results against decent survivors (the ones that actually apply counterplay in chase and don't camp pallets / waste EMP for a single slipstream cleanse) you need to put in absurd amount of effort into constantly managing cameras (placing, adjusting, aiming, doing that on constant repeat nonstop even midchase). and if you don't do that, you're playing this killer wrong because you're just reducing yourself to a pretty bad 1v1 + surveillance type of killer, you must constantly apply 1v4 pressure. And you don't just do it randomly, you actually have to put thought into placing cameras, utilizing all that info, infecting survivors quick enough, etc,etc,etc.

    this killer's whole playstyle in sweaty matches isn't to outpace survivors like classic chase killers do, it is to drain survivors out of any resources and then slowly take them apart, all that while still doing unreasonable amount of actions every second because otherwise you don't generate enough pressure. Singularity at peak performance is an overcomplicated Hag or Skull Merchant because his chase power is not efficient enough in classic chase cycle gameplay. It's good at draining map resources, punishing survivors for grouping up, but not good for consistently and quickly downing people.

    it gets progressively worse because you realize that more and more survivors learn his counterplay and while it takes absurd amount of effort from your side to at least somewhat mitigate EMPs, they don't get distracted that much. They learn not to waste EMP on a pod near gen unless you actually infect them, they learn to switch sides if they gen is being watched by 2 pods (because it's literally impossible to place 2 pods on same gen outside of 1 EMP range and have them observe all sides of the gen, unless that gen has 2 sides obstructed & is in the open), they learn when to predrop or when to loop, they learn what windows are still safe enough to be used against you and so on. So while you were already sweating to manage the basics of your power against people who just mindlessly used EMPs, you're now forced to sweat in square.

    Im not even counting endless bugs with his power like cameras refusing to place, being obstructed by pixels or slipstream teleport being overruled by pod placement because 1 pixel slightly obstructed one of your aim's sides. It stops being annoying after you got initial hang of the killer, but then, after a month of playing with him, it becomes infinitely more annoying because you know you got screwed badly because this killer is inconsistent garbage

    so yeah, I mastered this killer and as a person who masted him, I can say for sure this killer is not worth it. He takes unreasonable amount of effort for results slightly above mediocre.

    image.png


  • @Shroompy said:

    Because he takes actual effort to play

    Big nono for this community

    almost as if people want their effort to pay off

  • As p100 player on this killer, I say he's just not worth it.

    I got p100 on him, most of which obtained after the event and I just can't force myself to play this killer now because it's incredibly exhausting.

    I have to put a lot of effort, drag out my games to get meaningful results and I just don't feel like doing that. Playing killer is stressful already and this killer just puts that in square with how much actions at every given moment you have to perform to get good results.

    And all that still means jack if you get efficient & coordinated enough survivors or / and bad map.

    This killer's penultimate gameplay against any decent team is to sweat for 5+ minutes eating all pallets on the map, while constantly managing cameras to harass people on gens to make them use EMPs/print and then hold 3 gen because survivors w/o pallets can't do much against this killer unless they're really coordinated.

    Any other strategies that rely on aggression / snowball, are pretty much sucker punch strats. If people don't anticipate it, make enough MAJOR mistakes to enable that, sure, but it's not consistent at all. And that relies a lot on slugging people HEAVILY which I don't find fun either.

    Playing this killer like pure chase cycle killer is also counterproductive and inefficient because as long as survivor has pallets, you can't down them no matter what if they know the timings to predrop / loop once more.

    So I'm kinda done with this killer after 2 months of playing him. I do win most games on him (98.5%+ killrate in 100+ games), losing only when I don't recognise survivors are good enough for me to have to really try hard and slug heavily / tunnel / 3gen or getting really bad map/spawns, but that doesn't matter because it's not fun.

    I'm just waiting for the Alien who I shall definitely main to p100 and beyond because Xenomorph, on contrary, can be played in a much more chill way and still get consistent results.

  • yeah, I hate daylight maps and coldwind is the worst offender.

  • @WorthlessBeing said:

    SWF and you have suddenly no power. That's what prevent any shapeshifting killer from existing.

    yup.

    the only way truly shapeshifting killer could exist is it being a glorified pig's crouch which doesn't really try to fool anybody into thinking the killer is a survivor and is just a gimmicky way of saying "killer can remove TR, but has to move slower".

  • people would probably hate him.

    he has pretty oppressive antiloop power that with enough skill would be really hard to play around for most players + this killer has really good mobility which makes him very unpredictable, meaning people would have harder time avoiding him.

    plus, that's Alien. People would play this killer 24/7 because of how popular it is.

    I bet it's a second wesker situation where a balanced killer would be hated because he's everywhere

  • @Alice_pbg said:

    if I'm not mistaken... both the alien and hux maps share a realm.

    I still agree with you on what you're saying, just a minor correction

    they share a realm and still have separate offerings for some reason. tbh, this is probably the only case where it should be like that because Toba is horrible, while Nostromo seems to be pretty nice except main building against boil over clowns.

  • git gud. this killer isn't the top tier, but low A tier easily with good enough performance. If you can't perform well with him, it's literally a skill issue because you're dealing with a killer whose ability doesn't play the game for you.

  • I think that's enough grind for one character.

    Though would've been cool if p100 unlocked some cosmetic that you can progress by depositing blood in it. Sorta like mega-prestige which just gets bloodier and bloodier the more you spend into your character to the point it looks like prestiges in 2016 where the character is just drenched in fresh blood.

  • @TetroXyD said:

    I had a similar thought when I saw the changes to the Onryo...

    BHVR modified the Onryo so that survivors have a strategic choice to make regarding the tapes, as they bring a penalty when in contact with the Onryo.

    If BHVR decided to take this direction with the Onryo, is it not possible with the Singularity?

    The two killers have some common points when you think about it.

    It must be said, currently, EMPs are skill -1. You take your EMP and you use it when it becomes dangerous.

    What prevents us from applying this concept of choice to survivors regarding the EMPs?

    This would allow for a more technical and less smooth gameplay for survivors, and it could give the boost that Larry needs, right?

    What kind of penalty am I talking about? Meh, no idea... But I found the idea interesting.

    I don't think EMPs really need more penalties than they do. They just need to be less safe to use like I suggested. Survivors shouldn't be able to EMP in your face (in your face through biopod in this case). When they're EMPing midchase, you can still do a last f-u teleport and if you do it early enough, survivor basically guarantees themselves a hit due to slowdown or at least is forced to cancel EMP for the next time.

    With biopods, however, this isn't the case. Completely risk free as long as you have moderately quick fingers.

  • @TetroXyD said:

    I had a similar thought when I saw the changes to the Onryo...

    BHVR modified the Onryo so that survivors have a strategic choice to make regarding the tapes, as they bring a penalty when in contact with the Onryo.

    If BHVR decided to take this direction with the Onryo, is it not possible with the Singularity?

    The two killers have some common points when you think about it.

    It must be said, currently, EMPs are skill -1. You take your EMP and you use it when it becomes dangerous.

    What prevents us from applying this concept of choice to survivors regarding the EMPs?

    This would allow for a more technical and less smooth gameplay for survivors, and it could give the boost that Larry needs, right?

    What kind of penalty am I talking about? Meh, no idea... But I found the idea interesting.

    yeah, like, they made a good change with making EMPs apply slowdown so survivors can't just mindlessly EMP midchase. They should do the same regarding EMPing against biopods.

    Either survivor should be smart & aware of their surroundings enough to take a risk and try to run to the cover before Singularity proceeds with teleport (which, in reality, isn't that difficult for survivor) or, if there are no possible way to reach cover before Singularity TPs, then just EMP biopod preemptively and ACTUALLY play around its reboot timer instead of bypassing it entirely.

    Though Im afraid BHVR are going to hastely forget about this killer's existence because him having design flaws in survivor's favour isn't that big of an issue as gen merchant having design flaws in favour of the killer.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489891#Comment_3489891

    ^ This

    Knowing the killer might be too much (although picking a FL against Hag or Wraith is no longer such a big deal), but prestige and player name (to access player profile) should absolutely be a thing.

    I had so many killer playing extremely scummy, and then saw in their steam profile the various complaints about it, with the player seemingly being proud of it and wearing the negative comments like an honor badge. If I was able to see the profile beforehand, I could dodge such scummy players, or at least prepare myself for it (taking perks against their playstyle or simply take off the cake/bps I usually bring).

    I feel like if people were allowed to know the killer, but couldn't switch their loadouts at this point, it would've been fair.

    idk how that would've been implemented tho

  • why not strap people to chairs and force them to play the game at this point?

    god forbid killers have agency in participating in matches against clearly strong(er) survivors.

    if anything, survivors should be given same amount of agency (knowing the killer/their prestige/nickname). This game is a casual game in the first place so forcing people into matches they'd consider unfun from the very beginning is counterproductive.

  • @GensByDaylight said:

    Jesus Christ hes been out for a little more than a month and you P100ed him already?!?!?

    You gathered least 2 million BP per day on average. Good god.

    Still, amazing achievement and I understand the issue you have with him.

    yeah, I get why Singularity's EMPs are the way the are, but I feel like they restrict him where they shouldn't and are too easy to use in some cases which just further pushes Singularity into very defensive and territorial playstyle instead of establishing map-wide presence against players who understand how to counter him.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489231#Comment_3489231

    https://us.v-cdn.net/6030815/uploads/D95FUYA8RLXS/image.png

    if we take this area right here. i am going pretend that RNG of this tileset is T-L wall with generator and I am going assume some random tree spawns. you can place camera's like following. green = trees with camera high up and I assuming both camera's are far apart where you cannot use 1 emp to disable both.

    https://us.v-cdn.net/6030815/uploads/THM5ATWFJC8T/image.png

    currently, if survivor hold an emp and you shoot them, you can disable EMP shot and kill the camera. Let's say they disable that. they make it so that you can instantly shoot them and it has no cooldown after infection.

    you can shoot from top camera, the survivor runs to EMP the top camera and disable his infection. you switch camera to bottom camera and now you re-infect the survivor and since there is no cooldown, you can tp on them if you complete the charge-up a 2nd time.

    so let's imagine this. you chase someone, you hook them. a basement hook happens like on this map. let's say basement is at shack.

    https://us.v-cdn.net/6030815/uploads/ZKQQFEM2BVQ3/image.png

    you move out of the basement. you check your camera's. you see survivor on gen. they do that interaction i described above and now you can tp from shack to your 3 gen. this logic applies all your gens. if you try to do this now, the only thing you get is 1 infection. nothing else. the survivor has plenty of time to walk away and will not get teleported on cross-map away. you can only cross-map teleport if survivor purposely is already infected i.e survivor messes up.

    now survivors would have to be actually smarter about dealing with that

    I am saying you can plan around them being smart and counter their reaction EMP strategy with potentially unavoidable cross map teleport's.

    firstly, I didn't say "remove cooldown". I said "reduce it slightly so its faster than it takes for survivor to charge EMP & cleanse".

    Secondly,

    image.png image.png image.png image.png

    Forgive my rough calculations, I'm not going to be sitting with an actual ruler measuring the exact ideal distance. That's as precise as it can get.

    I should add it took me a dozen attempts of loading into different maps (chapel, mcmillan, corn) to try to find at least one gen which you can control flawlessly with 2 biopods covering both sides and not being vulnerable to EMPs & not obstructed by anything that would somehow make my buff suggestion make it impossible to avoid TPs and I gave up at this point because there were always either obstacles or not enough space.

    On top of that, I really think you didn't really anything I said, because survivors can always avoid cross map teleports by EMPing the pod in advance. That's all my suggestion would achieve and that's really what should be a thing because survivors shouldn't be able to bypass biopod's cooldowns while working on gens.

    Frankly, I'm tired of this debate with you. You lack understanding of how this killer works because every argument you make is so detached from reality I'm baffled you actually bring this up. Please, go into an actual custom lobby with someone and try to get that nonsense you're describing actually working. Then, think how applicable that is in reality. Then, think again how counterable it still is in 3 gen scenarios. Nothing stops survivors from literally approaching

    Period.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489214#Comment_3489214

    yes they want you to manually infect and teleport. not 3 gen from the start while simultaneously apply hook pressuring and defending 3 gen from the start. this is what I mean by it buffs his ability to 3 gen.

    it doesn't because, like I said, it doesn't let you do anything you couldn't before with 3 genning. all it changes is makes survivors EMP a pod before they start doing a gen instead of holding onto EMP until they can react or puts them in a threatening situation.

    Literally no way it actually noticeably buffs genrush and you can say how BHVR won't implement it all you want because that is true since they don't really take suggestions into account anyway, but your argumentation is simply wrong here. You can already do what you could before and you already had and would still have all those restrictions and weaknesses except now survivors would have to be actually smarter about dealing with that, while also biopod uptime would actually matter.

    In 3 gens it doesn't matter whether or not survivors can react with EMP because they're wasting it the moment killer comes back regardless. They either use it right away and killer comes back before biopod is back because that's how 3 genning works or they react to the killer infecting them and killer still comes back to replace biopod. The only situation where this matters is when Singularity is stripped away from his crossmap mobility and encouraged to sit in one area because this way he can consistently replace biopods and maintain a web that eats through EMPs as he holds 3 gen. What's so hard to understand here? My buff idea would literally encourage Singularity to leave 3 gens more often because there would be more ways to play around crossmap mobility, as survivors on distant gens from the killer are always on timer with biopods unless they're taking a risk.

    I get 3 gen ptsd hits hard but, please, think rationally for a moment. I understand this killer a lot and when I`m telling you that 3 genning Singularity got WAY worse when devs removed a printer than it would ever get with being able to actually punish EMP hoarders cross map you shouldn't try to take this as a biased emotional opinion.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489213#Comment_3489213

    Spoiler Spoiler Warning ▲ ▼

    I am going assume that your p100 killer so your experienced and recognize the shape of what map this is. here's diagram explaining it. The map is father chapel.

    https://us.v-cdn.net/6030815/uploads/RF21GJA8WADS/image.png

    you place 1 pod within generator area, say within 14 meters and you place another pod 14 meters away from other pod so total area between both pods is 28 meters both pods cover the 3 gen. it means survivor need to use 2 emps to disable both pods. they're trying to prevent singularity from being good at 3 gen's but simultaneously punishing the killer for using his power effectively. that is just classic BVHR for you.

    removing cooldown would allow him to distantly pressure the map and setup a 3 gen from very start in which one of them posts says that they do not like killers that 3 gen from very start. Irony is that you can still 3 gen from the start but it is more tedious and not as effective as it could be due to internal cooldown preventing chain infections and chain-teleportation along with EMP mechanic.

    No, this isn't how it works, because none of these biopods would be able to control either of the gens completely on their own while fulfilling other mentioned conditions. You can't possibly find a 3 gen that simultaneously allows to place 2 pods on each gen that will control all of the available sides & not have any cover for survivors to EMP themselves/pod in safety while also being far away from each other to be unaffected by a single EMP.

    Always one of the conditions won't be fulfilled even for a single generator.

    Just for instance, even on your picture I can already pinpoint at least a bunch of examples of these conditions being unfulfilled.

    image.png

    So, like I said, nothing changes with my suggestion except making Singularity's counter being more sophisticated.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/384284/prestige-100-singularity-player-here-this-killer-needs-only-one-change

    You might say this would buff 3 gen, but you would be wrong. In 3 gen, Singularity just walks between all gens constantly replacing cameras and never truly relying on a full infection+tp cycle. You move between 3 gens, replace pods, place new ones to quickly infect survivors, drain resources and so on.

    -The change you are requesting is to remove the cooldown after infecting a survivor with the camera and disable ability to use an EMP for ~5 seconds after being infected.

    this buff 3 gen because you can put 2 pods far away from each other. if your able infect the survivor and teleport to them before EMP can counter it then you can shoot from 1 camera, switch camera and directly teleport from the other second camera.

    this encourages singularity to directly 3 gen from very start of the game akin to skull merchant drones using pods. 3 gen singularity is already possible currently with said strategy. no need to buff it to be most powerful then skull merchant which survivors already find problematic.

    this buff changes nothing singularity already couldn't do. actually powerful 3 gen singularity doesn't sit afk checking cameras waiting for a person to get on gens to infect & tp to them and it wouldn't work like with the change as well.

    In 3 gens you're close enough to infect people & tp to them manually. waiting out that cooldown before TPing hurts you more than it helps.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/384284/prestige-100-singularity-player-here-this-killer-needs-only-one-change

    You might say this would buff 3 gen, but you would be wrong. In 3 gen, Singularity just walks between all gens constantly replacing cameras and never truly relying on a full infection+tp cycle. You move between 3 gens, replace pods, place new ones to quickly infect survivors, drain resources and so on.

    -The change you are requesting is to remove the cooldown after infecting a survivor with the camera and disable ability to use an EMP for ~5 seconds after being infected.

    this buff 3 gen because you can put 2 pods far away from each other. if your able infect the survivor and teleport to them before EMP can counter it then you can shoot from 1 camera, switch camera and directly teleport from the other second camera.

    this encourages singularity to directly 3 gen from very start of the game akin to skull merchant drones using pods. 3 gen singularity is already possible currently with said strategy. no need to buff it to be most powerful then skull merchant which survivors already find problematic.

    2 pods strat isn't really working like that, trust me.

    you are either unable to place 2 perfect pods to cover all sides of the gen so survivor just ignores it.

    or you're placing pods so far that survivor runs out of their range before you teleport to them, because if they're within 20 meter diameter of EMP, they're gone, meaning they have to be 20.1 meters away from each other.

    forgot to add you have to place biopods in such a way, they aren't actually obstructed enough to allow to channel full TP because in the other case my buff changes nothing as it implies survivor deserves EMP w/o killer's arrival if they get behind cover (which happens because of poor biopod placement or just bad spawn).

    so good luck fulfilling 3 of these conditions on 3 different gens. and still being a victim to people splitting in 2s and preparing EMP beforehand.

    to put it another way, the possibility of you actually managing to get 3 gens controlled by perfect 2 biopods is virtually impossible.

    edit: apart from fulfilling these self excluding conditions that only happen on paper which already disregard any 3 gen arguments, Im curious how exactly will this change do anything to 2 biopod on each gen strat anyway? The only reason you needed 2 biopods in the first place is to pitifully counter reaction/preemptive EMPs and it did poorly before in most cases and it would do it poorly now. It doesn't matter if survivor can or cannot react because they're left with 1 active biopod anyway and Singularity still has to manage that stuff like he did before.

    And if Singularity can place only one biopod, then it's still not changing much because you're still unable to properly hold any spread 3 gen as the moment you fly away, ppl can EMP a biopod in advance and get a lot of progress before you return.

  • To be clear, I`m referring to that cooldown as in this timecode.

    https://youtu.be/RrmdIumi__I?t=60

    You infect a person and have to wait a few seconds before being able to teleport or infect somebody else. This time you wait should be cut just by a little so that it's (with time it takes to infect & charge tp) is slightly shorter than it takes for survivor to react & cleanse with EMP.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383949/why-are-you-defending-mft

    MfT is inferior to Sprint Burst, and Sprint Burst is perfectly fine. I consistently win my Killer matches with no problem. People complaining about MfT are the same people who blame their losses on anything but themselves. They lose, see a perk, blame the perk, instead of recording and watching back the match and seeing all the mistakes they made that led to their loss. I used to be that foolish child. I played Halo 2 with my friends, and if I lost to something I tried to get it banned in our friend group (generally with much success sadly). None of the stuff I wanted banned was busted in the slightest, I just lost to it without figuring out why, and didn't want to lose more. Exact same problem I have seen with most MfT complainers.

    I will certainly be swayed if I see all normal loops ran and where the individual loop breakeven points make it consistently 1 vault normal compared to 3 MfT or some such, but I haven't seen that yet. I main Killer, but I play both sides to figure out counters to things. If I play enough of a Killer, I will find Survivors who can outplay me, which I can then use those same strategies as Survivor. Then when a Killer counters those strategies, I know how to deal with the Survivors when I play that Killer again. In both my matches as Survivor and as Killer, I have found no greater value in MfT than Sprint Burst with the exception of Knight and Doc. I'm not gunna complain about a perk that only counters 2 Killers, and not that well mind you. Fearmonger is still a general perk available to everyone. What are they gunna do, never touch a gen? Well then they are never trying to win.

    MfT is stronger than sprint burst when it comes to killers who are affected by MfT. Not to mention they do 2 entirely different things.

  • @DavidHypnos said:

    The real question is why are you still bringing it up? These debates have been done to death. I’ve read through every comment on every post about this perk and no one is bringing anything new to the discussion. Let it go. They’ll either nerf it or they won’t. Life goes on.

    you see, if people let go then it would look like the perk is a non-issue to devs, because there's no negative or any feedback whatsoever on it.

    devs often tend to leave problematic things that aren't spoken of enough be untouched for a very long time because the community doesn't make it clear these things are a problem to them.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486379#Comment_3486379

    You've never eaten a 99d Sprint Burst have you.

    You chase a survivor for however long you need to to catch up, could be 50 loops around a pallet. Then they feign getting 'caught' on a corner so you lunge, then they Sprint Burst away and you whiff the attack, having used that loop to it's capacity AND preserved the pallet.

    That's doubling a chase. Not extending it by the 20% MfT gives you.

    Again, I literally play Pig. I'd rather take MfT over SB as Pig any day.

    as far as I remember, 99ing sprint burst takes precise timing & not doing jack to hold it like that instead of being free to do whatever you want.

    Sprint burst is acceptable because it has actual downsides of forcing you to walk or, on contrary, to never stop running which puts restrictions on the survivor.

    What downsides does MfT have again? "Be injured"? not like you can't heal and still get full value if the killer commits to the chase.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486177#Comment_3486177

    I don't know? Are you saying Sprint Burst and Dead Hard shouldn't exist either? Because that's what they already do. This is just another option.

    There are difference between killers simply being worse or better at dealing with more resources survivors have and killers literally ignoring this particular resource while it shits on the rest of the killers.

    Not to mention that neither SB nor DH do the thing that MfT does - making survivor stronger in chase, not being able to get a better position / reset once.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486164#Comment_3486164

    I only play "not strong killers" and I don't have that experience. I regularly catch survivors who it turns out have MfT, and I barely notice it. Once in a blue moon I'll encounter an actually good looper who evades me for longer than they should, and like I said, a Sprint Burst would do just the same, usually more effectively.

    Some killers just need to get good and stop relying on crutches like tunnelling and quadruple slowdown perks that catapult them into an MMR bracket they're not equipped to deal with without them.

    so the answer is in your statement "good looper".

    why should there be a perk that additionally rewards already rewarded enough skill expression against such killers? Why should a perk make already inconsistent killers even more inconsistent?

  • @Seraphor said:

    Because I genuinely don't see how it's more powerful than other exhaustion perks.

    Yes it's a strong perk, and it could do with some minor nerfs, but it's not the dangerously OP end of days disaster people keep crying it is.

    I main M1 killers such as Ghostface and Pig, and I find Sprint Burst to be much more problematic than MfT in practice. You can theorise why the math makes MfT OP all you like, but what happens in practice is what counts. MfT is only OP with incredibly skilled god-looping survivors with perfect pathing and flawless reaction times, the same survivors who can sit on a 99'd Sprint Burst to use just as you lunge and whiff btw.

    Minor nerfs that would be fair: Please choose any two of the following three options.

    • Instead of being a half-exhaustion perk, it's a full exhaustion perk. Inflicts Exhaustion as long as you are injured.
    • Only works in chase. Preventing you from pre-running and gaining value from it before the killer has a chance to build up towards Bloodlust.
    • Slight value nerf. Swap MfT's 3% with Boon: Dark Theory's 2%.

    Tangential nerf: Reduce Hope from 7% haste to 5%.

    Okay, but the issue isn't that it's "just powerful". The issue is that it's powerful only against not so strong killers and its impact affects the entirety of the second half of the chase instead of being a momentarily boost, meaning its value stacks on itself, quickly getting out of hand. It has a lot of issues and the permanent 3% haste for simply existing is the main one.

  • Dredge and Singularity, obviously.

    They have crazy potential for new skins.

    Aside from that, I'm interested in seeing blight Knight.

  • almost as if OP didn't play against very recent CoB OC meta.

    Be freaking grateful that current killer meta encourages them not to camp or tunnel, spread hooks and is simply regressing gens a limited amount of times instead of slowing them down to eternity or making kicking them more efficient than chasing&hooking survivors.

    I don't often say that, but sounds like somebody is just entitled.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282455#Comment_3282455

    By horror convention, shouldn't 1 survivor always have more than 50% chance of escaping then? Perhaps even higher. Considering the final girl trope.

    that's why hatch exists, it gives survivor essentially 2 50/50 chances to escape.

  • why won't you ask that question about knight who is in an actually bugged state rn, his power still has that infinite movement speed bug to my knowledge as well as it can just get disabled while destroying knight's ears with the sound

  • generally leaning towards killer more, but recently started to play a lot of survivor because it's less stressful for me

  • @Mat_Sella said:

    Yeah, I personally must say I LOVEEE the skulls as a back, but the neck/face/whatever that is...its just comically weird. Disturbing, but you can too easily make fun of it.

    yup, I wish the head piece was different.

    Like they could've made it look like the head of this lovely monster, following the theme of collecting body parts and rearranging them

    image.png

    It still looks like they've just put a lot of sticker eyes on it, but it's much more eerie than what we have

  • @Flopiyutiop said:

    The perk should have a hard skillcheck tied to the incapacitated part. Where, when a survivor is downed all previously kicked gens regress 10% and all survivors currently repairing get a difficult skillcheck. If they fail, they get the incapacitated status.

    Like so, their is a counterplay for solo players by succeeding to land the skillcheck. What do you think ?

    would be better if it had a 1 second delay before coming into effect, skillchecks are usually too easy to avoid, unless you make it incredibly hard, but then it would just be a total noob & soloq killer again

  • Eruption must have a delay before activating like 1-2 seconds, because it's impossible to know in solo q when another monkey brain teammate is going down and 26 seconds or whatever of incapacitated is just ending games.

  • whataboutism with nurse is getting kinda pathetic.

  • @Ripley said:

    Hope it is successful like Isolation, and not make the same mistakes Fireteam Elite did.

    About DesignDad leaving; I only recall that I disagreed with some posts made on the forums.

    from the look of things its like that mobile alien game but on pc.

    I'd pass, totally not another isolation to praise.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242925#Comment_3242925

    I really feel that people are missing the point here. I'm not defending the basekit Unbreakable, I am talking about its purpose and specifically why it's silly to start asking "what are killers going to get".

    Like, I could answer you! I could talk about how slugging would still be possible, just not a permanent solution as you get the pressure of someone having to pick themselves up + then being injured afterwards instead of the pressure of them being down until they're picked up by someone else, if I had to. That argument has some weight, and it has some holes, but to start going down that road would be a mistake because it's not relevant to the actual point here.

    So I'll say again: I'm not defending the basekit Unbreakable, I think its PTB iteration was heavily flawed and needs serious work before it'll be fit for live. That's not the point that's being made here. The point is that it isn't one to one, and survivors "getting something" doesn't mean killers must also "get something".

    Then you're just making populist statements that don't contribute to the discussion.

    It's very clear people are meaning what I explained - compensatory buffs for killers that are going to get weaker due to the change, saying they shouldn't expect these buffs because the change is temporary/not final/yadayada is just harmful to the discussion because it sends a message that none compensatory changes needed.

    If a big change like that is supposed to fix an issue and not change the balance, then there must be compensatory changes so that the balance remains the same.

  • @jesterkind said:

    Not to defend the basekit Unbreakable necessarily (at least in its PTB form, it needs hefty tweaking), but there's no reason to assume a one-to-one trade where killers must get something if the survivor side gets something. We're not spoiled siblings, here, there's no need to get jealous.

    The basekit Unbreakable is being pitched as the solution to a problem. It's not a gift, or a show of favouritism.

    Cool, so what are killers that rely on slugging going to do?

    Oni, Twins, most killers in general in specific situations have to resort to slugging one survivor and going after another in order to generate more pressure or punish survivors for a mistake.

    This basekit unbreakable does not fix hardcore 4 man slugging, if anything, it incentivises it for killers who can go for quick slugs because they can end the game quickly if they manage to pull that off, meanwhile soft slugging that is incentivised by the design of killers' powers is getting butchered.

    Apparently, they are supposed to suck it up and not get jealous over changes that directly decrease their strength and take away another opportunity at punishing missplays from survivors.

  • It's funny how BHVR is fully capable of making skins of that quality themselves, yet they purposely choose to print another feng min skin.

  • 1) Break LoS

    2) Try to predict where she'll think you'll go and blink

    3) Go the other direction.

    You have advantage - you know when she's charging your blink most of the time.

    The core idea is to move away from a location in which she can get a hit while she's blinking and can't change her direction. You obviously can't do it just while she's blinking so you have to start slightly beforehand, thus you need to break LoS so she can't react to your jukes accordingly.

    Another but similar way is to use difficult to navigate tiles like new Autoheaven ######### ones, Oni map statues, etc - the locations in which you can easily get away from direct lunge range and in which it would be very hard to properly estimate where you might be going.

    If you don't have a way to break LoS, try to avoid running in a straight line and try double backs or fake double backs if she's anticipating that and try to build as much distance on her as possible, because that makes her waste blinks to catch up and that means you get to live another 10 seconds.

    Nurse is also generally bad at tracking, so if your build includes chase drop perks like Lightweight, quick&quiet, lithe + dance with me combo, bite the bullet heal combos or you're not injured yet, you can try hiding from her if you just made her miss a blink and managed to break LoS for a considerable amount of time again. That usually works well on closed maps where she has zero clue where you're going if she lost sight of you for a while. It doesn't usually work to completely avoid chase, but it makes her waste additional time looking for you.

    Overall, it's a regular mindgame in which you're supposed to make Nurse make a mistake by being as hard to read as possible. Obviously, it's not as reliable as smashing m1 killers with pallets and avoiding them with windows, however it's not completely impossible. In vacuum, Nurse's power isn't the most unfair to deal with in terms of "zero counterplay" because a lot of other modern m2 killers don't rely on reading survivors or anticipating their moves and just use their power following a few scripts and basically play their own game until you go down like the Artist, Trickster, etc.

  • That would be Demogorgon with tp speed addons or Dredge in nightfall if you want to count the setup

  • Excluding the specific changes, my main general change would be "all earned extra bloodpoints are going into 5th separate category" so that you can earn up to extra 10k if you bring an addon.

    1. "The Beast" - Soot (Wailing Bell) - The Terror Radius is no longer suppressed while cloaked. Not changing, there are valid playstyles with it.
    2. Speed Limiter (Chainsaw/Bubba's Chainsaw) - Chainsaw hits only deal one health state of damage. Not changing, works fine because bubba can still land these 2 hits in one chainsaw rush.
    3. White Nit Comb (Spencer's Last Breath) - Decreases the lunge of Blink Attacks by -50%. No idea.
    4. Dull Bracelet (Spencer's Last Breath) - Reduces the maximum blink range by -4 meters. No idea.
    5. Kid's Drawing (Dream Demon) - Reduces the movement speed penalty of Dream Snares by -10%. I'd make it so dream snares don't disappear once triggered. It will turn freddy into more information gathering killer than antiloop one.
    6. Rickety Chain (The Redeemer) - Increases the rate at which Survivors break free by +33%. I'd make it so that Slinger's terror radius is back to old numbers with that addon (24 meters)
    7. Placebo Tablet (Blighted Corruption) - Reduces Rush movement speed by -15%. Somebody suggested to remove speed penalty and just give extra FoV to actually make it placebo. Great idea.
    8. Memento Blades (Showstopper) - Survivors take 1 extra knife to injure. It should just revert Trickster back to his old state where he could throw knives much faster but required 8 knives to injure somebody.
    9. Bent Nail (Summons of Pain) - Reduces the amount of Support Chains by 1. Chains can't be broken by pinhead.
    10. Videotape Copy (Deluge of Fear) - Teleportation does not inflict condemned. TV cooldown is decreased by 50%.
    11. Padded Jaws (Bear Trap) - Bear Traps do not injure caught survivors. Survivors can't free themselves for first 30 seconds after being caught.
1 … 3 4 5 6 7 … 9