TicTac
TicTac
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@Donkeybqlls said:
I recognize the pain, because even when you sabotage the hook the killer is going for, in my opinion it only rarely results in a surv being able to free themselves. But this remains a hard nut to crack. I've been thinking about a perk converting a percentage of recovery into struggle but that might only encourage slugging because the killer rather won't pick anyone up if they were down for a while ... Which you could counter that with an other perk which lets you recover to a full state when every1 is down or hooked for more than x seconds. That second one seems really niche but since we all hate slugging ... Idk, I'm just brainstorming here, I'm not at all saying either perk would be without flaw
Isnt your first perk idea just Flip-Flop? And the second just an infinite unbreakable with bad conditions (but the conditions make it only one-time useful in a realistic setting)
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070433#Comment_4070433
I feel like that would have the opposite affect that you want. You would actually encourage slugging because most survivors would use that and kill themselves early (just remember when you could easily ######### on hook). So killers would be MORE incentivized to slug to get rid of someone quick.
The bleed-out-effect should just be activated if two survivors are left. And it should still be like 10-20 seconds, similar like the hookdying animation.
Personally i would prefer your option. I would even take an 1vs1 without an escape as reward, but some players struggle with looping.
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I really dont understand why some people are always so negative. We get good changes, but its always bad.
Of course there is a chance that it will happen. But i also got a two-man who didnt unhook players which didnt bring a cake (1 of 100 matches). The problem are a small minority of people, they will always find something.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069279#Comment_4069279
You are not wrong, we just need more clarification from Ryan and test out the PTB.
I am figuring out on same tempo as everyone else, they didnt show everything entirely until PTB drops for players to test it them selves with other combos.
Yh waiting for the ptb is the safe choice. I just dont understand why so many people argue with some really weird assumptions. Those things are really unlikely to happen, so why complain about it? That just drowns the real feedback in a sea of useless comments.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069243#Comment_4069243
CoB is technically regression / info perk
Overcharge too
And also as many others you listed and we all know for some of those on list it requires you to actually be hooking and doing manual work for most.
I just need to see how it will play out in PTB, i think it will be based on hook states for killers and survivors start initially.
So on 1st hook it procs normal values
2nd it degrades the value
3rd even further
4th max value lost if stacking like full decked out slowdown build.
Its a very delicate process how they will lead with this, it could be golden and put players that stack on a proper leash and fully mitigate that as a way of playing and require more skill based matchmaking this way, we could potentially see MMR balancing out.
What are you talking about? Thats not what was said in the livestream. The example was if you have Hope and Mft active at the SAME time, you will get full Hope-Speed (stronger effect) and 50% of Mft (weaker effect).
You are talking about something completely different. Maybe im wrong, but where do you get your information from to make those assumptions which have nothing to do with the livestream?
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@NotVerySuss said:
idk man it doesn't make sense to me when I compare blight with the other 4.4 killers.. all of them have powers that are extremely oppressive during chases and can work around pallets..even god pallets.. yeah sure blights power also work on some tiles/loops but I don't think anyone would disagree that his power in not as reliable/strong as the other 4.4 killers.. unless they some give him compensative buffs I really don't think he will work at all..
Blights power is strong anti-loop. Its just really hard to use that way. I win against most Blights right now, but against good Blights it feels like a different game and i lose. They get hits in places where im completely save against average ones.
But yh there are some loops which are problematic. So they need to look at that. On the other hand there are high loops with good visibility which completely destroy 4.4 ranged killers. Some have gaps where you can throw/shoot through, but on some of those you need to leave the survivor or waste a lot of time to force the pallet down. So we will see if Blight gets help for some loops.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069206#Comment_4069206
Its a very finicky process if you ask me as you mentioned 16 survivor perks vs 4 killer perks.
Both treated equally when it cant be equally.
This change that is coming is probably related to how some people that player killers and some survivors that are highly cordinated beat one another like we all here know the term baby killer, baby survivor etc.
This is not made for those type of players, if anything its for the situations where hard stomp squads selectivly stack perks very effectivly and same goes for killers.
Im just saying killer since its only 4 perks, and you are alone vs 4 other players vs 16 other perks, not talking about soloQ here, soloq players will enjoy this update and baby killers since they just slap on a random build they think works or find meta one.
But if we disect this fully, a killer wont be able to bypass their stack perk nerfs like swfs would be able to if it applies total, the system must see that swfs are stacking it differently not just the same perks but rather very similar perks that give same end goal results.
This is potentially deadly for us some in higher bracket for mmr, since soloq at that point becomes also kinda meta and players can be like "aha this guy is conflicting with me, let me match his synergy" while on killer you are forced to swap a specific build for variety perks that simply wont have such stopping power.
Like since there is only 1 killer and 4 survivors
But thats not the case. The meta perks like Pain Res, Pop, TBTC, Ruin or Corrupt dont stack. The only builds which get hit are builds with only slowdown (Penti, Thana, Dying Light or Sloppy, Leverage), but they are not really meta.
Edit: CoB and Overcharge will also get hit, but who plays that as best in slot?
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068931#Comment_4068931
Honestly Mandy no it's not these adjustments and Bug fixes are not enough to make people feel he's more counterable and it should not matter if he's not overperforming he's extremely miserable to play against due to his core design and his Skill floor makes him to easy a Killer to win his power grants him extremely mobility and a free damage state he should be made 4.4 just like Blight is going to be.
Listen to the communitys feedback and take it back to the Devs please we are tired and sick of the Ghoul.
He cant be 4.4m/s. Yes, he should get some changes, but only killer with an ability to down can even be considered to be that slow. (He can swing himself close to a survivor, but that would need to work on more loops for 4.4)
If you are on a standard loop (car or rock loop for example), you cant have a 4.4 killer who needs to m1. Thats like looping a Huntress or Trickster with no ammo. They cant catch up and they need to eat the stun, bc if they respect i make two more rounds.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068436#Comment_4068436
Thank you! That much I understand, however, what all constitute 'blood moon events' in that category? I can't seem to isolate a list.
Difficult. The wiki has some listed, but its maybe outdated. Blood gen kicks for sure, kicking a blood can, hitting a survivor wirh a blood can. Then blood gen repair (all steps). But maybe there are more.
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There are the four categories (Brutality, etc.) and a separate event category (max. 20k points). The offering doubles the bp gains for this category (blood gen kick: 500 = 1000), but i doesnt exceed the cap.
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I mean isnt that his third close attempt? So i doubt Blight will get changed bc of it. Would be nice though.
On the other hand it shows that while its impossible for almost 8k people, top tier survivor can beat it (dont know how good the map was). So we also need matchmaking changes bc its pointless to play almost only matches where players are not equally skilled.
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@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067770#Comment_4067770
Your mathematics does not consider the fact that killers are running slow down perks, and the fact that if you get spotted in the middle of a walk, you will have to do another trip the station again. There many other variables that you don’t see and include in your numbers. With all due respect of course.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/465724/psa-dont-walk-with-blood-cans
Most of the time it is better to run, but there are times where that isn't true. You leave trails for example, so it makes it more likely the killer finds you. Also if you know the gen is at like 60%, a full can is 40%, so it would be better to walk to that gen to get the full 40% instead of having to make 2 trips.
The trail dont make you more likely to be found in most cases. Bc if you are running the scratchmarks are more obvious. But yes, the worst case is the killer finding you.
It is a bit like with normal gens. There are times where you should stealth, bc your gen is almost done (and in solo que nobody will finish it while you are in chase), but 100% stealth only works if noone is found. If i get chased (bad for my gen efficiency), the team is free to chase. And for 100% stealth: idk if my random teammates stealth, if aura perks are in play or people cant stealth well enough. So playing for it in my matches is a huge gamble.
And for the regression: yes, in that case it would be better to walk. But there also could be a second regression event and suddenly you need 55 liter. But you are right, if you have a lot of gamesense, you can play more optimally. Its not like always running is the play. Its only a simple solution bc most of the community cant or dont want to read the game on this level. So the simple "always"-solution is the best they can understand.
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Banner was maybe the release challenges. There is also currently a twitch drop. Emblem could be the prestige reward or it was also one of the release challenges.
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@Aven_Fallen said:
Also have to say, I did not notice any difference. Pallet Saves are rare, but they still exist and still work as before, from what I have seen. The Killer was always able to block the prompt of dropping a Pallet, if they were too close to the side you wanted to drop it from.
@kaneyboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067836#Comment_4067836
they’ve made it harder since patch 9.5.1. The prompt can often disappear. I used to be able to vacuume into the pallet to save but now often the killers hit box stops this from happening. It was a silent buff to killers. Not surprised though in this game.
Before the change the killer had no hitbox while picking up. So he couldnt bodyblock the pallet. I dont know how long it was like that (atleast 10 months) bc i didnt work when i started playing 8 years ago. So i never tried it until i saw a streamer do it.
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@100PercentBPMain said:
math is nice, but at the end of the day you are still leaving blood trails while healthy. if a killer notices then you just wasted all that time bothering to get the can since you can't just set it down and have it settle for later.
if the killers actively in chase then yeah you're better off running.
I think the scratchmarks are maybe more obvious. Whats your point? I shouldnt run into the killers face?
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I still get the message that something was done if i reported someone some days ago. Dont know if it did result in a ban.
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@ConsAnthroid said:
- It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
The amount of times PainRes destroyed me, because I spilled 1/3rd of the can and didn't have enough to top it off is way too high… then gen gets blocked so you have to wait even longer or abandon it.
Just walk when you can afford it, also leave cans on the ground if you have to run away.
The best possible way is: Fixated towards the gen, Sprint Burst towards the pump.
Getting hit byJust no. I did the math and generally its better to run. There are special cases where you should walk, but its certainly not in general. And not all the distance.
On that note: if you walk and are slower there is a higher chance of a gen regression event, a gen block or the killer interrupting you.
And another thing: if we do the gens which are so far away from blood pumps that all this comes into play, normal gens are just more efficient. So if you are not that unlucky with rng and two of the blood gens have less than half a map distance to blood pumps, you shouldnt walk.
- It obviously depends on the situation, but in general it is actually better to walk. Just tested it. You lose A LOT of blood when running and your time efficiency goes through the window, especially when you consider meta perks.
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@ArthurVeloso said:
I am not sure why they designed this so we are forced to bring fixated in every match.
What are you on about? I literally proofed it mathematically that fixated is not neccessary. There are moments where you should walk the last meters and fixated would help, but thise blood gens are so far away from bloodpumps that normal gens are better. So normal gen progress perks are better than fixated (on that note: perks like de ja vu also work on blood gens or am i wrong?)
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@Wezqu said:
It depends on the situation if the gen is further away it might be beneficial to walk as having half can lost before you get to the gen is in my opinion way too much loss. Still you can run part of the way so you don't lose that much of it. If the gen is quite close there is no reason to walk unless you know that you might be too close to not finish the gen because of the amount you lost while running as it takes three trips if its close even while running the distance. I had few of those where the gen was touch and go but as I ran the whole way there was not enough blood in the can so its again situational.
Like I would say its better to get the gen done in four trips than run the whole way and get it done in six or more. Of course people should have Fixated so walking is not wasting that much time.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067570#Comment_4067570
Meh, if the Gen is further away, it might even be more beneficial to just do one of the regular Gens. If the Gen is too far away, you will not really get enough Blood if you run, but you will waste way too much time if you walk.
E.g. I had a game yesterday where all 4 Blood Pumps spawned between the Water Tower and Shack on Dead Dawg. And the Survivors tried to do the Gen in Main with this and they barely got any progress done, since it takes way too long to fill it.
I got interested and did the math. I hope theres no mistake.
Tldr:
- Only walking is always worse than only running, even with Fixated. (Champions of light would obviously work)
- Maximum only running distance for only 3 cans is worse than a normal gen
- Maximum 3 cans running distance + walking is always better than 4 cans only running
Can: 40 liters
Lose while running: -0,7L/s
Gen: 90 liters
Running: 4m/s
Walking: 2,26m/s
Fixated: 2,64m/s
3 runs (3x 30 liter)
Lose: 10l = 14,28sec = 57,14 meter
Side-note: 6 x 14,28sec = 85,68sec + filling time
Maximum only running distance is worse than a normal gen.
4 runs (4x 22,5 Liter)
Lose: 17,5l = 25sec = 100 meter
Example: 60 meter
Running: 4 x 15sec = 60sec
Walking: 3 x 26,5sec = 79,6sec
Fixated: 3 x 22,7sec = 68,1sec
Only walking is always worse than only running.
Side-note: 60sec + 60sec (running back) + filling is far worse than one of the normal gens (90sec)
Combo: running and walking
57,14 meter running + walking the remaining distance
97,14 = 40 meters walking
Running: 4 x 24,28sec = 97,14sec
Combo:
Running 57,14m: 3 x 14,28 sec = 42,84sec
Walking 40m: 3 x 17,69sec = 53,09sec
95,93sec
Combo is always better than running 4-times.
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At this point it would be less time-consuming to handcraft every map instead of fixing the rng system. But i guess the least amount of work would be leaving a bad rng-system in the game and dont care about it.
The spawn locations of the new blood pumps are sometimes really bad. They all or 3 of them spawn on one side of the map and two blood gens on the other side. (worst examples were west RPD and Yamaoka temple for me)
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067002#Comment_4067002
I mean, it is probably a synergy, but unintentional. Because as I said, the goal for Potential Energy is that you slow down your repair speed (because you need 30 charges to load it up and you gain 20 charges out of it). And with reduced charges on a Gen it is not the intended way anymore how the Perk should function.
So it is most likely not a Bug which happened due to Spaghetti Code, but simply an oversight of an interaction, since Potential Energy was created when Generators could not have reduced charges (when it released, BNPs did 25% of a Gen as Progress).
Its not the goal. The token conversion is 1:1. Got changed a while ago.
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I wont say its fun to play against Trickster, but there are ways to deal with him. The most important thing is to prerun (make use of the 4.4) and always look for high objects and loops. Its better to give him a hit to reach a good loop than delaying the hit for 10 seconds and then getting two-tapped.
Prime example is shack, but some other loops also work. Predropping the pallet is sometimes necessary.
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@KatsuhxP said:
What exactly do you mean with "mechanically challenging"? Do you mean complex as in you need a deep knowledge of the killer to use him right, or do you mean it's hard to do as in you have to have good musclememory as example?
The one to which my two examples belong
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066273#Comment_4066273
Back in the day it was 3% of gen progress after hitting great skillcheck and it was predecesor of hyperfocus, people that can hit them almost every time like the high experienced survivors did gens way faster thats why they chnaged it like 5 great skillchecks is 15% of gen progress if the one gives you 3% for hitting it thats more than BNP and like 13,5 seconds of gen time (thats just regression from pop or pain res).
Giving it back to top survivors would meant they would do gens way faster which isnt needed and killers regression perks would need buffs to compansate for it which would backfire on less experienced survivors that more miss or just dont hit the greats reliably so I dont think its great idea to change it.
Back in the day it was 2% for generators. Im not 100% sure if it was more in the first year, but i checked the changelog.
I dont know why you answered me, bc i dont want it changed.
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How many hooks did you have? If the match is that short, you probably didnt generate a lot of fast track stats.
On a side note: this time is easily possible if you get almost no hooks (without Fast track), but there are also enough cheaters out there.
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How many hooks did you have? If the match is that short, you probably didnt generate a lot of fast track stats.
On a side note: this time is easily possible if you get almost no hooks (without Fast track), but there are also enough cheaters out there.
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@Aven_Fallen said:
I dont think that new players will ever think it is unfair that someone else hits more Great Skill Checks and gets a Gen done slightly faster (it is only 1% per Great Skill Check, after all). And honestly, it should be the case that there is more skill at doing Skill Checks which can be achieved. Obviously, repairing Gens overall is not the most skillful interaction, since everyone can press M1. But the Skill Checks are basically the only way of Skill Expression you can have while repairing a Gen and as Survivor, you have to do that A LOT. Dumbing that down would not be good IMO.
Because why even bother going for Great Skill Checks if you dont have any real incentive anymore? Sure, more BPs is nice, but since you can cap out on the Objectives Category, this incentive might be meaningless. Personally, I was already a bit unhappy with them nerfing the Skill Check Progression on Gens from 2% to 1%, even if they increased the BPs. Obviously it was a very easy and logical way to make Gens take longer, but for me it was removing a lot of reward for actually being good at Skill Checks. This should not be reduced further.
@tyantlmumagjiaonuha said:
Just like the pre-rework Ruin, there’s always been a sense that BhVR has viewed getting a “Great” on skill checks as an extremely difficult feat since way back. Otherwise, there’s no way to explain this Fast Track situation. Right?
P.S. Along with Fast Track, I’m really feeling just how strong Déjà Vu is again in this update. Was it a lie when they said they were just temporarily applying a speed buff until the 3-gen system was complete? Déjà Vu is still being used all the time in gen rush builds.
Experience is something, but the difficulty of skillchecks also depends on the FPS.
I have 3k hours on ps4 (30 FPS) and now 1k on PC (120 FPS). It was a bit weird to get the different timing done, but after one week i had a far better success rate than ever on PS4. And i had 3k hours experience on playstation.
But 1% is completely fine.
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Remap your controls. Aside from this issue playing with the standard double binding is just hard mode. Healing under pallets, Pinheads chains, ...
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It would be interesting to compare it to the character pick rates.
Would you level up the least-p100-chara just bc?
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Which Spirit change do you mean?
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@DemonicDemons said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065125#Comment_4065125
Maybe it is a lunge bug idk cause my lunge in scratched mirror myers is like the smallest lunge consistently through every game, like 0.25 seconds of a lunge basically a quick click of my m1 even though I'm holding it down, I preferred the old playstyle where I was actually able to get kills but never 4k, even with the 4.4 boost I'm still getting survivors that are basically just as fast as me and I'm just chalking it up to speed hacks or something cause I'm just barely able to keep up with any of the survivors across a large amount of games, so either the 4.4ms is bugged or there are a hell of a lot of subtle cheaters running in games.
4.4 sometimes feels slower bc the hitbox of the killer is larger and you cant hug objects as tight as survivor. But there are certainly cheaters, so who knows. (But that many are unlikely, atleast from my experience in europe).
The lunge bug sounds annoying. Was it always there or only after the update?
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From a P100 Myers player:
I didnt like Slaughtering Strike at first, but with the changes its just a speedy lunge (not real turnrate-limitations), so it works out for me. My favourite build was Speed-Myers anyway.
Base Myers has still the same problem. He can be easily prerun if survivor pay attention. I know both sides bc i play with less experienced friends, but while they struggle to spot him (and call every stealth killer op), i dont see it as a real useful power on most maps. There are some gens (even on outdoor maps) which you can sneak up on, but its really rng-heavy.
Whats brings me to Mirror Myers. For me hes dead. But that has nothing to do with the rework. Its the map offering change (it was a neccessary change). Its ok with 4.4m, but without the addon its pointless. I only have Chaos shuffle experience, but its useless against decent survivor. Pre-rework Mirror-Myers would be awful. He needed an indoor-map. And against good survivor pwyf was needed. Except you played optimally. Which meant proxy-camping. But i never did that bc i wanted to scare people. Not use a build + map offering to sweat with an unfun playstyle for a win. Why was pwyf still needed? Without it i got my scary hits, but couldnt down good survivors. It would be hit, reset in a safe location, hit etc. Slowly the gen gets done or the survivor get sloppy and go down. Thats boring and after the third hit not even scary anymore.
So in conclusion: im fine with the rework, even if it isnt perfect. And the lunge bug is really annoying.
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@ScarHand said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064941#Comment_4064941
Thanks for answering my question. I have a similar question in regards to the Leatherface killer: I already purchased him from Dead By Daylight's in-game store with Auric Cells. So, what would happen if I were to buy the Leatherface DLC from either the Epic Games Store, Steam, or PlayStation Store?
You would throw away money. I think there is no special reward like charms for old chapters.
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New players (who need bp) probably dont know how it was before.
Long-time players mostly dont care bc they dont need bp.
I got friends which played awhile ago, took a long break and then started playing again two months ago. They complain about it bc they know how it was before and need bp. But they are not invested enough, to write on the forum or any other social media.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064737#Comment_4064737
Where would you put Freddy? I've always considered him an M1 killer, despite his map traversal and anti-loop power, so just curious
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064739#Comment_4064739
I would say he is clearly an M1-Killer. But the line can blurry at some point. I think it is important to consider how often a Killer can injure with the M2 and how useful the M1 is in a chase. And if we look at Freddys chase power, then it is not really different than Clown and nobody would say that Clown is not an M1-Killer.
Freddys only way to damage without using M1 are the Dream Pallets, but I would not really consider this something which would not make him a M1-Killer, because the amount of times you actually remove a Health State with those is pretty low.
The map traversal also does not really help him in chase. Sure, you can cut people off, but I think it is way more efficient to do that as Ghoul.
I would even go as far and exclude map traversal powers completely. What matters is the tools to down a survivor (not injure bc cases like Legion).
So i agree with Freddy. You slow survivor down, but you kinda play the loop normally. Pinhead is also only slowdown. Clown, too. But what about speed Clown? I would say M1-killer. You could say Spirit has only a speed-up, but i wouldnt call her M1-killer.
Its very hard for me to find a clear definition.
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Im not completely against the idea, but the recent events showed the opposite. 2vs8 ruins my queue times.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/465244/is-my-xenomorph-build-good
Personally I reckon you need a bit of regression, scourge hook pain res is always a good shout, pop goes the weasel, surge. Eruption might work well with your build since you have lethal pursuer and it's another nemesis perk so hopefully you already have it.
Another suggestion I'd swap out ultimate weapon for darkness revealed. Gives you practically map wide aura reads for the same setup. It's a dredge perk, reveals auras of survivors who are near any locker when you open a locker. Again synergises well with lethal pursuer.
Darkness Revealed is kinda stronger than Ultimate Weapon if the map has enough lockers near important places, but both are not really that good on Xeno. (Xeno has no reason to search lockers like Huntress)
For OP: if you have already leveled Bubba BBQ could be a good choice. It works well with Lethal. Another good perk (even better with Xenos vault addon) is bamboozle (Clown).
If you dont need gen regression right now, a lot of aura reads feel nice and comfy. But if you start to get opponents, which let the gens fly, you should atleast consider two gen perks.
Corrupt Intervention (Plague): always a good choice
Eruption (Nemesis) + Pop goes the weasel (Clown): good gen kick combo
Pain res (Artist) + Turn Back the Clock (First): Similar to the first combo, but you dont waste time kicking gens. (if you exit a tunnel and kick the gen the survivor gets a good head start). A complete build would be:
Lethal, BBQ, Pain:Res, Turn Back the Clock
Start a chase with lethal, down. Pain-Res-hook, BBQ reveal, interrupt gen with tunnel, explode the gen with TBTC and immediately start the chase. Repeat.
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PWYF is also very strong on her. If people dont cleanse, you can easily manage the stacks.
But in the end its about forcing a cleanse. Enough snowball with your one puke (or three with apples) can work, but good survivor will just split. The iri addon which gives you puke after a gen completion counters no cleansing completely, but its an iri.
The sad part is that the most effective way to force a cleanse is proxy-camping. They cant unhook without cleansing.
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That would make it less punishing. But counts a pallet break with power as a whiff? And what about bubba? Right now he loses stacks for every used chainsaw charge.
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@Rickprado said:
It would be absurdly broken perk for killes who can injure easily or have some for of exposed effect.
I wish they could rework the perk so you could stay with the 1 stack effect for longer instead of getting 15% of stacks. It would be viable in many more killers than it is today.
There are other perks which have the one-stack-effect more consistently like Rapid Brutality or Furtive Chase.
PWYF doesnt work for most killers but its a strong perk for killer who only need one hit (like you said). So it has its uses and shouldnt be changed.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063270#Comment_4063270
Every time I see these nerf-survivor posts complaining about something as minor as this I have to assume it's a player issue. All the things survivors were promised last year were ripped away, plus medkits nerfed on top (and I'm sure toolboxes are next), and people want something as minor as the 5s extra BT taken away too. It's the wanting survivors to spawn on the hook joke that never goes away.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063278#Comment_4063278
As others already said, I think it has a lot to do with your momentum. I had a match yesterday that was 20 grueling minutes. Three injured survivors on death hook trying to repair a last gen I could no longer regress, but could still use for Nowhere to Hide, and I had Nurse's Calling, so they couldn't safely heal. Gen gets done and I get one of them. Dead. I use an aura add-on to find one on edge map. Dead. I closed hatch at shack with the last one nearby. They ended up escaping solely because they'd found a key and I'm so unaccustomed to the rare clanking sound of hatch being opened it took me a second to register it and I didn't react fast enough. Good for them though. But they all worked hard to get that gen done and I still won.
But even in matches where I threw and got one hook I've still won. The big difference is killers can play awful and still win, while survivors have no such luxury. There's no way for a bad survivor team to just suddenly win after they were losing. And that's what I don't understand with this community. Some people want to perform poorly with the stronger role and still get freebies.
I really dont know if its bc of the asymmetric part of the game or the bad matchmaking, but people in dbd really struggle to assess their skill level.
Maybe thats why they want changes so much and not look at ways to improve/learn from their mistakes.
But to be fair that goes for both sides.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063199#Comment_4063199
Not even slugging, just by regular ol gameplay the endgame is always killer-sided - survivors have far less resources available to them by the time endgame rolls around. Less pallets, less items, and typically less team mates. It's kind of mind boggling that OP claims that it was survivor-sided even prior to the 15s endurance. That sounds like a convenient way of ignoring their own performance during the rest of the game.
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063196#Comment_4063196
I'm not talking about downing someone after a successful unhook. Like I said, you blew that match and they deserve their out. End game is, in the broad sense, killer-sided. Survivors can have zero hooks and the killer can still win by slugging everyone.
And even most M1 killers have something that let's them travel faster or better than survivors, whether it be speed elements like Wraith or Clown or teleports like Dredge.
The endgame is not really killer-sided. The game as a whole has just a bigger comeback chance for killer than for survivor. But the change is in theory higher before the endgame. Slugging midgame with no possible exits is far more effective (4-man-slugging is generally weak against decent survivor, so you would only try it desperately in endgame most of the time).
Less ressources make the killer obviously stronger, but the survivor gain the ressource exit gates + the whole map (if the gates have a good split). So the killer is at its strongest with one gen left.
That all said: survivor should have the advantage if they make it to endgame with 3/4 alive. One-hooking someone should not be possible. Pity-kills make no sense. Thats why the standard is good and special cases like Bubba etc shouldnt be the norm.
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063114#Comment_4063114
Tested it and yea, mouse+keyboard get this now too.
Was this always the case? I don't remember it being like this when I last played killer, which was quite a while ago.Well, atleast for 8 years now from my experience. (so yes, it was always like that)
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Maybe something like the infected gamemode from other games. Its random who is the first killer, so everyone plays both roles and their is no hard pressure if you are not that good with one role.
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062961#Comment_4062961
Thank you. I watched it.
This is another example of BHVR not understanding game development and terms.
- They added a hitbox that's slightly larger than the damage hitbox.
- If a survivor is within this hitbox when the killer swings, the killer will auto aim to track the survivor.
- Their reasoning is "because the survivor would be hit anyways." (which isn't true, you can try to dodge)
- They made up a bullshit word for it because they don't want to admit it's a type of auto aim.
This just further shows that BHVR does not understand their own game.
Because the hit isn't instant. A survivor can try to dodge the hit. But with the killer's aim tracking the movement of the survivor when they try to dodge, that is definitely a type of auto aim. And when you play survivor, you can tell whether or not a killer has this enabled.I've seen BHVR try to play DBD before, it's painful to watch. So it's no surprise that they don't understand the concept of trying to dodge a hit when the killer swings, and just assume that "you would be hit anyways!"
"you can tell whether or not a killer has this enabled"
There is no option to disable it. Its always on, for everyone.
And yes, its tracking the survivor model, but that is not as important as it sounds. The hitbox is larger than the survivor. So you can hit the air around a survivor and it counts as a hit (bc it matters that you hit the hitbox and not if you hit the visible survivor model).
That looks obviously stupid, so the system aims your attack to the survivor model. But that only happens if you connected with the hitbox already. So it was a hit anyway. Worse, if the redirect to the survivor model aims your weapon against an obstacle, it could even let the attack fail.
Whats the difference between controller and mk? Technically both have the system, but mk probably needs its less. Bc you can easier aim your attack, you probably often hit the survivor model directly and not only the hitbox. So there is no aim dressing neccessary.
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062856#Comment_4062856
I don't think you're right about that. You can tell when a killer gets "aim assist" and when they don't.
The killers that get it will automatically turn towards you, while the killers who don't get it have to manually aim when they use M1.
I generally play killer with Mouse/Keyboard and I can definitely say that my aim does not automatically turn towards any survivors when I M1 - it's been a while since I played killer on controller tho so I can't say what happens on PC when you plug a controller in as killer.Dev stream:
https://m.youtube.com/watch?v=A8SwqJJKlaY12:20
The rest of the video is also kinda interesting, but that part answers your question.
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062837#Comment_4062837
… Which is a form of "auto aim", since it's automatically adjusting where you are aiming.
This also is only enabled for controllers. Any other game have separate lobbies for aim assist VS non-aim assist, so that players can make that choice.
Either way, my main point with this post is how the default setting for cross-platform causes platform-dedicated lobbies to be very empty.No, thats wrong information. Aim dressing is enabled on mk and on controller. You have zero advantages as killer on controller. Only disadvantages on some killer.
There is official info about it, but if you want a quick confirmation. Streamers (who play MK like Otzdarva) have aim-dressing.
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There is no auto aim. There is aimdressing (on console and pc).
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From my experience its completely random. With the locker counter its also perfectly fine. Everyone knows when the perk is in play, so its really low effort to counter.
The problem i see is that many survivor dont know the aura part. Maybe they should use the aura-revealed-icon from 2vs8 (i dont mean for every aura perk, but for perks which get shown anyway)
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@violineflute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062493#Comment_4062493
yea thank your for your advice, my settings is fine and i find out that Ada just cant DH. Last match i play as Leon and everything was okay..
Do you have different other perks on Leon and Ada?