TheWheelOfCheese
TheWheelOfCheese
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339118#Comment_3339118
I'd say no. We don't need more elitism, toxicity and to feel like Dbd requires more and more time. A video game is healthier without it.
We already have elitism and toxicity. The difference is that a lot of it comes from mid/low MMR players who claim to be high MMR. Revealing rating and deflating some people's egos may actually reduce toxicity coming from the faux-elites.
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@Piruluk said:
Only survivor perks or survivor sided bugs killswitched but those are instantly
Tell me you're a biased survivor main without telling me you're a biased survivor main.
Nurse and Clown have both been killswitched in the past, Nurse for almost a month IIRC.
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@NewPlayer100102 said:
Doesn't all of this violate the EULA and allow for Behavior to revoke the streamers license to play DbD?
I mean, of all the negative experiences i've been around in this community small streamers are far and away the worst. You would think Behavior would not want these people using their game for profit and making it look like an internet bully's dream playground.
One of the most toxic DBD streamers around has a cosmetic that you can still purchase in the Charity Case DLC, so I would not bet any money on BHVR curbing toxic behavior in the streaming community. They literally do not give a flying #### about it.
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@Beatricks said:
That would just let observant folks work out in great detail how terrible the matchmaking currently is, so BHVR will never implement it, claiming it's a bullying issue. Which it is not.
This exactly. There is absolutely no other reason to not show ratings besides how it would reveal how terrible the matchmaker is. All other reasons given are nonsense.
Showing ratings would actually humble a bunch of people who claim they are at high MMR when they are not, which is a good thing IMO.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330655#Comment_3330655
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330668#Comment_3330668
I THINK, and I don't want to make this racist in any way, that this has something to do with some Asian formatting?
If i remember correctly, the first time I saw this format it was someone specifically saying they were from Asia/china.
Also the broken English could be an indicator.
It's a code block, so it looks like the forum is trying to do syntax highlighting of code. But I can't work out what languages have articles like "the" etc. as keywords, and "time" is colored differently as well (possibly the name of a function instead of a keyword).
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@Vampirox said:
OP its a given already that the Devs only kill switch survivor perks. They let killers run rampant free without worry, just look at Eruption everyone in the community along with streamer killer mains that the perk needs a nerf but here we are.
and before some white knight makes a fool out of himself i do know the nerf to eruption (better late than ever i guess) but either way it shouldve been kill switched or changed sooner not after half of solo queue survivors quit
They literally kill-switched Nurse for what, 3 weeks? Your confirmation bias is showing.
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Most games use UDP, which doesn't automatically retransmit missed packets (UDP is connectionless). Games use it because the retransmission timeout of TCP is absurdly long for real-time use cases, so game netcode handles missed packets on its own. However, if packet loss exceeds a certain percentage, it can cause excessive desync or it can drop you from the game session.
Try running an hour-long ping test and see if you are experiencing any packet loss. If you are, the problem could lie anywhere between your computer and the game servers, but the most likely culprit is either your hardware (modem and/or router) or faulty wiring.
30Mbit doesn't help determine the type of connection; it could be DSL, cable, or fiber, for example. Generally if you have a problem with fiber cabling, your connection just won't work at all. Degraded phone/coax cabling can cause packet loss with DSL/cable connections. This is particularly likely in older buildings, where the cabling was installed before broadband Internet access was widely available.
If you are using a wired connection to your router, bad ethernet cables can cause packet loss; if you are using wireless, there might be too much interference on your selected wireless channel.
It could be a problem within the ISP's network, such as an overloaded neighborhood switch.
Basically, it could be... pretty much anything. My intuition says it's packet loss though, likely attributable to one of the factors mentioned above.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330409#Comment_3330409
If you want proof that mending isn’t healing, try mending a teammate while you have Endurance. You actually won’t lose it.
It probably doesn't help with the confusion that healing and mending have the same icon in the new survivor action HUD.
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Dead Hard: The change is mostly fine. I'm not sure it will change that much though. The problematic uses are typically the 50/50 at a pallet/window, which doesn't change except that it may force them to drop the pallet after being hit. For a window 50/50 there is effectively no change as much of the speed boost was already eaten up vaulting.
Off the Record: I agree with these changes, but I have one tweak to propose. The long cooldown has never made much sense to me; if you are being tunneled, you're almost always going to get hit really soon, closer to 20 seconds. The long cooldown only encourages new players to play immersed and not contribute once they are safely away from the killer, lest they lose their protection. The tweak I propose is that the timer changes to either 20 or 30 seconds, but the timer is paused when the killer is within 16m or 24m; additionally, the survivor loses collision with other players. Like the longer timer, this strongly discourages the killer from waiting it out. Unlike the longer time, it both prevents OTR from being used to body block counter to its purpose (collision is removed), and it doesn't incentivize players to refrain from working on their objective to keep their protection.
Hyperfocus: Synergizing with toolboxes is indeed a problem, as toolboxes guarantee 3 skill checks. I'm fine with Hyperfocus not gaining tokens or awarding bonus progression while a toolbox is in use. Alternatively, if Hyperfocus is equipped, it could suppress the skill checks the toolbox usually generates.
Circle of Healing: Usage with a medkit is only part of the problem. CoH effectively deletes an entire playstyle, one that weaker killers rely on: hit and run. Spreading injury is a great way to create pressure. When CoH first released, playing nearly every M1 killer was absolutely miserable because your primary mechanism to generate pressure was taken away from you. Now that CoH isn't the shiny new toy and has undergone a few nerfs, those killers are somewhat viable again. However, if you load into a match with CoH on such a killer, you're very likely to have a hard time. CoH needs some tweak that retains its spirit, but doesn't delete an entire killer playstyle just by being in the match. Maybe it doesn't grant the self-heal ability -- or, there is no speed bonus whatsoever when a teammate heals you (it's purely a self-heal thing). Something needs to be done, though.
Better than New: Similar to the above, having the healing speed boost last until down punishes hit-and-run. You saying that this perk would "act as a punishment to killers who don't go for downs" pretty much makes this point for me.
Pain res: Honestly a 3% nerf might actually be too little for a map-wide perk. Maybe it could go the PGTW route and instead have it take off 18-20% of the gen's total progress instead of a flat amount of progress.
Deadlock: I think your proposal is good. My only worry is that the precondition means a killer who is struggling to get hits isn't going to get value out of the perk. It might also cause some problems with certain killer powers (for example, Trapper can injure with a trap across the map).
Overcharge and CoB: Honestly, I'm not a fan of the design of either perk and would probably opt to rework them. Ruin-style x% regression increase on-demand is not interesting. CoB is like mini-Ruin plus mini-Surveillance. Overcharge is also like mini-Ruin, except with the surprise skill check, which I kind of like. I'm not sure how to address it for newer players, but limiting how often it can be used isn't the right answer, I don't think. Basically, I'd rather both perks did something entirely different than what they do right now, but I don't really have any good ideas to give.
Grim Embrace: I think 60s is a bit overtuned, and aura after a hook is redundant with BBQ (I'm not even sure why the perk currently has that effect). Another aura reading effect could be cool, like: for the duration the generators are blocked, any time a survivor moves more than 16m away from a generator (even completed ones) they have their auras revealed for 3 seconds. This creates an interesting dilemma for the survivors: stay near the generator they were on or risk being revealed. It also makes generators act like traps, revealing any survivor who goes near one and then leaves it.
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@Murgleïs said:
I do care about my teamates. Most of the time, I don’t mind trading myself for someone else so they can escape instead of me.
And I don’t need any reward for that. Being a final girl is boring anyway.
Yep, not saying some people don't. I strongly suspect you're in the minority.
I definitely don't see how an overall-match-outcome-based reward would be a bad thing, anyway. At worst it doesn't change people's behavior, but at best it promotes behaviors and playstyles that are better for the team as a whole.
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@CheesyBabyBoi said:
In my experience noises for killer really only makes any difference only once a match, so i can kinda get why they havent bothered
You must not be playing against very good survivors then.
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@Brimp said:
Honestly the whole complaining about pain reso and dead mans was just not logical. You literally see the aura of a survivor before they are considered "hooked" by the game. Like sure they lose the aura after they get picked up but you know the general location to it and as soon as you see them get flung off the killers shoulder you let go.
Which is why Fearmonger is a slept on part of the PR+DMS combo. Not only do you cuck exhaustion perks, you force survivors to let go shortly after a down.
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@Seanzu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330121#Comment_3330121
No - that's not what I'm saying at all.
The chase music is designed to mask survivors sounds and make it harder to pin point survivors, this is intentionally hiding information to make chases more fun, footsteps + moaning isn't supposed to be 100% accurate because chase music is there on the killer side for this reason.
When part of a chase music is lower, you can hear the cries / footsteps better, when it's louder, it's intentionally louder to hide those cries / footsteps to make chases more interesting, however, it doesn't mean the audio for those isn't there, it's just a lower volume than the chase music INTENTIONALLY to make chases more interesting.
So it's not information you're supposed to have all the time, unlike a normal terror radius, which you can always hear, and always gets louder and quieter depending on the distance of the killer, there are perks and certain powers that turn the terror radius off, but never mask it, unlike chase music for footsteps.
unlike a normal terror radius, which you can always hear
Sacrifice SFX has entered the chat.
(To clarify, I agree with your overall point.)
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@JoeChill261 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330110#Comment_3330110
Nurses new chase music literally has me contemplating if I even want to buy this rift, next chapter, or just be done with DBD. They intentionally made it so loud and jarring to lower the skill ceiling of her baekit, as nerf. It is a lazy dogshit way to balance a killers power, and a slap in the face to the players of this community. I may not like some of the perks being needlessly being nerfed, but limiting a core function of the game because they can't be ######### to balance a killer properly, and making her just annoying to play is unacceptable.
Imagine the outrage this community would have if they made generator noises so loud for survivors that it completely drowned out the killer heartbeat. Having to resort to muting the actual game to be able to play a killer because the chase music is so needlessly loud and jarring is a ######### move.
Imagine the outrage this community would have if they made generator noises so loud for survivors that it completely drowned out the killer heartbeat.
No kidding. The sacrifice SFX already kind of does that, and that sucks enough.
Can't wait for them to alter the Spirit phase walk SFX so she can't hear anything, either.
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@Sava18 said:
What you said is correct. BUT, it's also because a good portion of players aren't trying or aren't good.
See the second half of the title.
Yes, that's part of it. I don't think it's the primary reason.
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They learned nothing from the Ghostface debacle, did they?
Sigh.
BHVR, when people say "they don't play their game," it's because of this kind of stuff. Anyone who got in a chase as nurse for more than five seconds knows it's awful, so the only logical conclusion is that you never actually tested this yourselves in the game.
It's miserable.
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This sounds like a fun idea. I imagine it would take a lot of work to actually implement the models/textures for the various stages of disrepair, so I doubt it's something they'll ever do. Or, at least, I imagine it would be limited to specific skins.
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@Dreamnomad said:
Easy way to complete that challenge is to get "chased" by the killer when the killer is already actively chasing another survivor but has no interest in changing targets then just run off a different direction to "escape". Just use Empathy so you know where an injured survivor being chased is at.
That's definitely one way and is how I initially approached the challenge. However, waiting until an endgame scenario where someone else is hooked and is being camped is way easier. Get close enough to get in chase, run away and the killer stays by the hook. Rinse and repeat. Takes maybe 15-20 seconds to do all 4 "chases."
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The idea of the map is awesome. Playing on the map was.... ugh.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329808#Comment_3329808
That's ok for me but there are arguments why it should still stay in some form to punish dc/afk:ing players.
You cannot drop grade anymore so it's not really even a punishment in its current form. The most you can lose is however many you have towards the next grade, so what... 4 max?
This also assumes people who DC care about pips. People who DC generally do so because they aren't having fun. That just means they care more about fun than pipping, which is honestly a totally valid position (DCing notwithstanding).
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327826#Comment_3327826
This one isn't too bad, using your summons to pincer and flank people is pretty normal Knight style.
https://us.v-cdn.net/6030815/uploads/GFPSU323AC8Y/image.png
This one is literally requiring you to play badly.
https://us.v-cdn.net/6030815/uploads/BP8UBGV4EM2X/image.png
This one is just evil.
There's a handful more - the two that stuck with me was telling you to escape the trail while using *and only using* No Mither, which is...basically just forcing you to troll your team and one that requires you to unhook the person who unhooked you a bunch.
A lot of the killer ones more or less require farming, which is how I got the clown one. Let survivors do gens and throw bottles at them.
Survivor challenges like that one are best done in a SWF where your team knows not to finish any gens unless you are on them. They can go around getting them 99'd and let you finish them. Having said that, I did that one in solo by running bond and looking for teammates working on gens; I would only touch a gen by myself if nobody else was on one. Took a few games, but wasn't too bad.
I would not even attempt the No Mither challenge without a group.
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Couldn't find any useless survivor perks
You didn't look hard enough then.
- Corrective Action
- Red Herring and Diversion (both fun, but bad)
- Buckle Up (made redundant by the new survivor action icons)
- No Mither (-1 health state for unlimited Unbreakable is a horrible trade, if anything this is an anti-perk)
That's just off the top of my head.
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It is completely unprecedented that, after implementing a suggestion from the community (namely, making blink attacks non-basic), the community is unsatisfied and complains about what they didn't change. Truly, this is a one-of-a-kind occurrence within this community that nobody could have ever predicted.
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326675#Comment_3326675
In the update notes they said the fixed Whispers so it works "as intended"
And it's intended to not detect survivors?
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Touch Nurse's code, Whispers breaks.
BHVR moment.
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323673#Comment_3323673
You're not 100% correct about that, whether they were hacking or not I'm not sure but the point is the same, I had a killer game literally yesterday where survivors were healing in 2 seconds, usually in my face, taking hits for each other, mettle of man 3 of them, reactive healing 3 of them, one person dedicated to the gens, I could do nothing.
People will dedicate a whole squad build just to screw with a killer, not many people, but people.
If they are that good at the game that they can pull off a build like that, they would have won regardless.
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They can't really remove map offerings until they remove achievements that require a specific map.
Really, all they have to do is give survivor map offerings 1/4 the weight of killer map offerings. An entire team should have to play the same map offering to get a 50/50 with a killer map offering.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323511#Comment_3323511
These are not things that occur in the regular games.
*yet
There just needs to be a popular streamer who points this out and this will become the next favorite build for SWF.
Bring it on.
SWFs setting all this crap up aren't doing gens. Anything that distracts from working on gens is a-ok with me. And you're forgetting all of the prep time that goes into these 2s heals, which is way more time spent than saved on the heal itself. And it pretty much requires the killer to cooperate with how situational it is.
I'll take this over hyperfocus / stake out / prove thyself builds any day.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323273#Comment_3323273
Yeah, it really does. Because all the moaning boils down to 'she can trap stuff and teleport, and I can't just literally run through the trap and escape because it snaps my camera'.
Seems there isn't much point in continuing this discussion as you've already made up your mind and won't be convinced otherwise.
Cheers.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322090#Comment_3322090
Not a strawman, just a gentleman named Ockham who once had a razor.
... which doesn't even remotely apply in this case.
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@AmpersandUnderscore said:
Remove slugging for the 4k and this problem goes away entirely.
I'm generally a fan of the idea of hatch, because the game only functions if survivors have hope. Survivors without a hope of escape leads to an excessive amount of disconnecting and giving up.
But as a thought experiment, let's take your suggestion at face value and delete hatch. Slugging for the 4k goes away entirely, so that's a bonus.
Instead of 'the last 2 survivors hiding', now it's only the last 1, and now the killer has no means to trigger the EGC. So you're in the exact same scenario, but with half as many survivors you could possibly find, and literally no way to progress the game yourself by closing hatch.
But since nearly every 3k becomes a guaranteed 4k, you've driven up kill rates across the board. So I guess killers get to be blanket nerfed too.
I'm not sure that deleting hatch will really get you what you want.
I also like the idea of the hatch.
My point is that the current hatch mechanic is utterly incompatible with the policy that survivors are not allowed to stealth when it's a 2v1. I don't care which thing changes but one of them has to, or the policy is requiring that a TOS-following survivor throw the game to give the TOS-breaking player hatch, which seems like an utterly ridiculous state of affairs.
If they are hell-bent on considering stealthing to be a TOS violation, they need to rework hatch somehow.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322125#Comment_3322125
The thing is, we wound up with basically the exact same Survivor perks. That's what I mean by the meta didn't move.
Literally the only thing that's stayed gone is Borrowed Time. Dead Hard is ubiquitous to the point of nausea once more.
DS is also mostly gone, but yeah.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322155#Comment_3322155
Its not a good idea. There are case like the last Gen is 95%, Im doing Gen, you chase the last one. They jump into hatch and then I instantly die?
Like I said:
I'm sure there are other viable ideas.
But it won't matter anyway, because the devs have no monetary incentive to change this, and the forum mods move threads like this into the idea graveyard that nobody reads.
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@C3Tooth said:
Remove the 10% chance of a survivor will sacrifice themselves to give their teammate hatch. So there will be 100% of the time both survivors will just hide. At least I know I always throw myself off for my teammate to get hatch.
Killers give up when they know they cant get a kill and stand in a corner. Survivors give up when 2 died with 2-3 Gens remaining. Can I ask what's the chance of my teammate that can run for the last 3 Gens? Because I know I cant run for 3 Gens.
If I do Gen just to die and my teammate get hatch, why I just not throwing myself off anyway? There is no point to do Gen at that point.
There is no point to do Gen at that point.
I agree, which is why the current policy on holding the game hostage is stupid. Reworking hatch is also an option, for example: the hatch opens when there are two survivors left, and after one survivor escapes through it the other survivor is immediately mori'd.
I'm sure there are other viable ideas. The current hatch mechanic is simply not workable when the rules say you can't do your darndest to elude the killer in a 2v1 to get it.
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@burt0r said:
"But survivor need a chance to escape at any point in game. Otherwise they DC, afk or troll." /S (Please imagine this in a whiney voice in your head)
Indeed, I'm fine with any of those outcomes TBH. 😝
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321980#Comment_3321980
And her kit is annoying because...?
Not trying to sound sarcastic, but you can probably see what I'm driving at. It's going to boil down to 'because she's not a standard chase killer'. Because that's what it always does, and why people still complain that playing against Artist is 'boring'.
There's plenty of non-standard chase killers I like playing against. I love playing against Nurse, Oni, Huntress...
Hag is just bleh. Constantly wresting control of my camera away from me and making loud noises in my ears is just a horrid experience.
But if you would like to continue "driving at" the strawman you've constructed, have at it.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321972#Comment_3321972
Yes. And the most likely reason why someone would find a roaming Hag unfun to play against is...?
Because her kit is annoying?
Is this really that hard to understand? That there might be other reasons someone might not like to play vs Hag than "I can't loop her forever?"
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321437#Comment_3321437
Ah...you want a killer that you can just loop forever.
Weird, that's not even remotely what I said. I said Hag is unfun to play against. As though that's some kind of hot take?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321072#Comment_3321072
You're clearly admitting that the success of dead hard is dependent on things like skill, latency, etc.
So, then, if the survivor fails to do those things we'll call it their 'penalty' for failure. But if they can pull it off, let's say they 'win a prize'.
So dead hard is a 'penalty' vs 'prize' perk.
That sounds awkward. There must be some other, alliterative mnemonic phrasing we could use to describe this phenomenon.
Hmmm.
We do not disagree on the term "risk."
We disagree on the qualifier "high."
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321041#Comment_3321041
You've never seen my Hag ^^. Not a campy Hag at all...more 'there are traps exactly where I'm herding you at all times' Hag.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321012#Comment_3321012
'Cracked' is relative. They had 6,000 hours on their weakest member. I've got...maybe a total of 800 hours on killer. Crazy good, played every loop, slipped away from every blow, two of them had Fogwise/Hyperfocus/Stakeout so they were calling out where I was constantly. Game took...6 minutes total, including a prolonged fight over the gate.
Either SBMM really pooped itself or they'd spent ages smurfing down their MMR. Or @edgarpoop is right and Demogorgon has some bug that gives him a massively inflated MMR.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320960#Comment_3320960
I still think he's crap. Just 'herd people forever until they go into a deadzone/corner and M1 them'. We'll see how the midchapter helps him.
You've never seen my Hag ^^. Not a campy Hag at all...more 'there are traps exactly where I'm herding you at all times' Hag.
Both sound extremely unfun to play against.
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@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321051#Comment_3321051
You lost a perk spot.
You could say the same thing about any other perk that you don't get value from for any number of reasons. That doesn't make them "high risk."
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/361449/question-about-nurse
To be fair STBFL can work on any killer, all you have to do is not chase the obsession and you can preserve stacks, you can still grab them and preserve stacks. Obsession can also change throughout the trial with certain perks.
STBFL does not affect blink attacks though, which should be the vast majority of hits when playing as Nurse (spasmodic Nurse being the exception). Blink attacks skip hit cooldown, instead causing her to fatigue. Same reason Unrelenting is pointless on her.
You aren't going to land hardly any non-blink attacks all match. There's the odd one where a survivor misplays, but that's not enough to make STBFL worth running on Nurse.
The PTB doesn't even change this -- now you just won't gain or lose stacks from blink attacks.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321055#Comment_3321055
Those uses are exactly the reasons killers hate dead hard. One of the biggest complaints on this forum about the perk is this situation here:
I could throw this pallet now and gain distance, but I'm going to loop one more time and hope I time DH correctly.
Foregoing the safe play for a riskier move that may or may not work out. It entirely depends on the player's ability to assess the situation and the killer and wether or not they can actually time the play correctly.
Anyone can pre drop a pallet injured, greeding the pallet to force the killer to hit your .5 second dead hard is always a risk.
If played correctly, it is exactly not a risk at all. DH at a pallet is one of the least risky plays one can make with DH because the killer loses no matter which play they make. It's only "risky" if the survivor misjudges the distance, which is not the fault of DH.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321051#Comment_3321051
This might be true is dead hard was never used offensively. But it is, quite frequently.
People go out of their way to use it to body block where otherwise they would just run away injured. Hiding while injured is the safe play. Running at the killer injured in the hope of timing your button press correctly is the risk.
And using the perk offensively is part of why this perk is and will always be despised by killers.
Edit: accidentally a whole word
Well... sure, you can use lots of perks to make risky plays. But the perk is not inherently high-risk. You can find stupid high-risk ways to use it, sure. But those uses aren't the problem.
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@HugTheHag said:
DH is high risk high reward. It might do nothing all game if latency screws you over, if you're not skilled enough to use it, or if the killer correctly baits you.
Eruption is still a very decent regression perk if no survivor happens to get incapacitated because they're doing something else at the time, and it takes no particular effort.
They're not perfect equivalent. They would be if Eruption didn't remove 10% and start regressing gen : then both would be timing dependant, might do nothing, and would waste 25 seconds of the opposing player(s).
(I play neither)
DH is not high risk. If you fail a DH play you are in exactly the same spot as if you didn't use DH at all. You didn't lose anything extra.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/361390/that-feeling-when
Ahahaha yeah. Christmas Eve, on Demo. With a chill build and a flan - go in expecting a fun game but get a crazy genrushing comp team that absolutely slaughters me and cusses me out in postgame.
So I fire up my Hag, and run into a bunny rabbit team next who cuss me out for being sweaty.
This game...I swear, I just can't sometimes.
To be fair, you were playing Hag.
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STBFL has no effect on fatigue. If someone is running it on her without the spasmodic add-on, they are either memeing or don't know what STBFL does.
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@Little_Kitten said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318063#Comment_3318063
"so why PUNISH the majority of players"
I must admit that having to wait a little while is a terrible punishment, which nobody in the world would know how to face... 🤣
Killers have to wait out DH and yet OP can't wait out the match to see killer perks.

