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TinfoilHat

TinfoilHat

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  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080577#Comment_4080577

    am always speechless when people say Pennywise/IT is just a Clown. Like.. its not really a secret for those that read the Book or watched the Movie that IT is not actually a clown??

    And then the whole power concept of the bottles? Jason as a Trapper Skin makes way more sense

    hes some entity i understand, but what would he run around as? a giant entity that swallows the earth? . Hes obviously a clown in his physical body….

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080575#Comment_4080575

    There's some problems with these.

    The killer themselves? All their options to cut survivors down, from tunneling, to camping, to Slugging, are all baseline. Compared to countering them, it takes more skill and or perks and usually those perks are one offs. So those "options" come at both a cost and temporary use compared to the repeatable free "options" the killer has.

    Fearing forced pick ups is reasonable, BUT when people keep Slugging for misery (ie: slug one go off to find another, repeat till everyone is down) then SOMETHING is going to give and no one is to blame but those players whom ruin everything for the rest.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080576#Comment_4080576

    And the survivor has to basically use their 4 perks just in case the killer wants to slug or tunnel which is free. Generator times aren't the problem here. Hell no one reasonable will complain much when your back is actually at the wall and you do whatever. The problem is people feel their "back against at the wall" from second one and do these things. Or just don't give a damn about others and do it cause it's free and hard to counter with a bonus of misery to the opposition.

    This division and fighting is a symptom of a bigger issue and both sides are grumpy and taking it out on the other side. divided we fall…. js js

    The problem is that the bigger issue is the players though. Yes both sides, but it a people problem.

    This is the problem tho, as you stated killers feel like their back is against the wall lets be real I get iri 1 killer most seasons if i play but "joe shmo" riding the silver and gold train is 100% going to feel like this BECAUSE if he takes a chase (hits a pallet) a gen is popping and generator anxiety starts to hit. I'm sorry but trying to be as unbiased as i can theres no way these fast gens ripping is fun for either killer OR survivor.

    100% the average killer is getting anxiety hoping he doesnt get bagged at gate, sabod to heck with a SWF or bullied in general from a decently educated surv team. Average killers cant be expected to sweat every match playing macro and micro at the same time! Meanwhile you guys get ELUSIVE(which i said was going to be way more of an issue than Fast Track and i stand by) gen perks, fast heals after unhook. You and I might be able to deal with situations like this but average joes are not.

    So again, my issue is with the way the match is currently being played. Pallet to Pallet gen rush to oblivion stealth and you expect a guy to not try to slug? Its really a hard task taking hooks after every down or even at all when a 20 second chase can lead to 2 gens popping OFF rip.

    Please dont take this as an attack against survivor i play soloq surv from time to time and i find its really fun and most of the time i do not get slugged but with the average time im ripping gens i cant say i blame the killer if he feels thats all is left to do even if it is 2min into the game and 3 gens popped.

  • @ShanoaLegendaryPlz said:

    So far theyve teased both jason and pennywise. So either 1 of those 2 or both in 1 chapter.

    i mean, they could just get a license to use the skin on clown instead of wasting space on a 2nd clown theme character slot.

  • but yet killer has to get 4 perks around a team of perks and hope they arent full stealth survs or gen rush survs? come on man stop blaming the killer whos always soloq and start looking at THE issue, GENERATOR REPAIR TIMES. its not fun for killer OR survivor (unless the surv gets to bag at gate then they are happy.) no killer enjoys slugging but if it means a win or bags at the gate sorry but ill tunnel, ill slug and do what it takes against 4 people while my back is against the wall.

    If things changed it would benefit NOT ONLY killer but survivors as well. This division and fighting is a symptom of a bigger issue and both sides are grumpy and taking it out on the other side. divided we fall…. js js

  • its insane that the mindset is give us a second chance perk BASELINE? its insane that you would think this way, you already have sooo many options against killer esp if you have friends thats 16 perks vs 4 perks??? but you want a get out of jail free card baked into every survivor? and lets be real gens go fast enough that it would be insane to think that a full SWF could just get back up if you misplay.

    You down a surv, their friend/teammate is too close why would i want to be forced to pick up when i can punish you for misplaying but instead i have to worry about baseline second lives? get out of here.

  • why give hatch? you are a killer… so kill. The only thing youll get in return is bagged. end of story.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080409#Comment_4080409

    That's also not to say its impossible to deal with. Its personally why typically my strategy is to immediately drop chase after breaking pallet and going somewhere else. And i tend to play either highly mobile killers like blight/ghoul etc, that can get around quickly, or ones with great macro like sadako, knight etc.

    and thats great, but personally i cant stand hearing the ghoul scream every 20 seconds and i am not paying for the girl skin because im done dumping money into this game. all in all i just feel that maybe its not impossible but unless you find yourself a killer whos A→S tier the game feels really bad and might as well chop half the roster if only those feel good to play. not to mention that we also sit in queue to get gen rushed to oblivion and it makes me not want to spend time hooking a surv at all.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080251#Comment_4080251

    This is not really true the way you think it is. Yes nurse blight spirit ghoul etc don't care. But we are talking about MOST of the killer cast not the top ones which are a different issue. So keep that in mind as you read this.

    All it takes is 2-3 pre-dropped god pallets, and 3 gens are going to get done, let's imagine say, a legion, who effectively has no power after the first hit.

    Breaking a pallet takes 2.34 seconds. A pallet covers about 5 meters from 1 side to the other (a little under a lunge which is about 6 meters). A killer breaking a pallet, if the survivor shift+w away, the survivor will gain 9.36 meters of distance for a total of 14.36 meters of distance. In order to hit that survivor, the killer needs to lunge at them, a lunge makes the killer move at 6.9 m/s for 0.9 seconds. the last 0.3 seconds of which they can hit, and then for a few frames after they are able to land a hit. The distance of a swing for killer is about 1 meter. Which means that the killer needs to be 1 meter away for the final hit. Because survivors move at 4 m/s, when factoring the lunge and the distance, this means that to hit a running survivor with the very tip of your lunge, you need to be 3.61 meters away from the survivor. (During that lunge the killer moves 6.21 meters and their hit extends out for 1 meter for a total of 7.21 meters, but during the 0.9 seconds the killer is lunging, the survivor is able to move 3.6 meters. Thus, 7.21 - 3.6 = 3.61 meters).

    So in summary:

    • Dropping a pallet and the killer breaking it puts the killer at 14.36 meters away from the survivor
    • They need to close the gab to 3.61 meters of distance in order to hit the survivor at the tip of their lunge.
    • This means the killer needs to close the gap by 14.36 - 3.61 = 10.75 meters.

    How long does it take the killer to catch up to the survivor at 10.75 meters? Well the killer moves at 4.6 and the survivor at 4. So every second, the killer gains 0.6 meters of distance. So simply 10.75/0.6 = 17.916 seconds. To account for lag, and human reaction and to make math a little easiy, i think we can safely round this up to 18 seconds. And that is in the best case scenario.

    So, in our scenario, lets say the survivor just shift+ws to a pallet and predrops it. No mindgaming, no looping, no nothing, just pure shift+w and predrop. Every predrop extends the chase by 18 seconds.

    This doesn't factor in the time it took to start that chase. Land the first hit, find the survivor, any of those things. But, lets say the survivor predrops 3 pallets (keep in mind these days maps have around 20 pallets at this point), then they just shift+w to a corner of the map. This means, no looping, no mindgaming, no nothing, just pure, predrop a pallet and shift+w away as the killer breaks it.

    In that scenario it will take the killer 3*18 = 54 seconds to down the survivor. Then they have to, wipe their blade, pick up the survivor, sit through the pickup animation, find a hook, walk to the hook, put the survivor on the hook, wait for the hooking animation, THEN they can start the next chase.

    How long does that all take you think?

    54 seconds + 2.7 seconds + 3 seconds + 8 seconds + 1.5 seconds = 69.2 seconds.

    Again this factors in nothing else. This is assuming the killer starts their chase at 14ish meters away from the survivor, the survivor doesn't try to mindgame, they don't try to do anything, they just predrop a few pallets. And its a legion. So the survivor is assumed injured, but the killer has no power to speak of to deal with this in any meaningful way.

    So by the time you do that, the other 3 survivors are 20 seconds away from finishing 3 gens? Now how many resources did that survivor "waste" oh 3 pallets? Well how many are left? 20? Oh so they still have 85% of the map to work with.

    As a killer main, this is amazingly true now the math is mathing. I can chase and they just run from pallet to pallet if I choose to drop chase then time is wasted esp if they pre-run you and do the same thing to you. Its a damned if you do, damned if you dont situation which is a weird way to feel as a "power role" and even more strange to make someone feel when its already 4v1 perks not even included

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071475#Comment_4071475

    Weskers last buff was redicing cooldown for his dash by 0,5 seconds to 5,5 seconds each so instead of waiting 12 seconds for both dashes you get them 1 second sooner but before this buff he got nerfed infection rate speed and hinder basicaly his whole infection was nerfed.

    What are his buffs?

    Reduced cooldown after using bound to 2,7 seconds which is normal for each killer after getting hit as cooldown.
    Hi time window between bounds is now 2,5 instead of 2 seconds so part of his must run addon the golden egg basekit which is good.

    His last buff is ruduced cooldown of single bound by 0,5 seconds which is basicaly same as his last buff to now instead of waiting for two bounds 11 seconds now you get them in 10 seconds which is huge huge buff its like giving nemesis rocket launcher or wesker his 7 minutes timer before he has no time to play and kills everyone.

    I get some killers need more better buffs or more like ghostface (2 seconds faster night shroud but brown addon gets nerfed) or doctor.
    The other buffs are kinda ok like demo is better no high camera lock, shread is faster in speed and portals give longer oblivious instead of poor 5 seconds 12, or dreadge who gets badicaly huge buff to antiloop because he is same speed as survivor if he lods his power so his remenant is better now and not so broken by holding W still its type of zoning atiloop that doesnt work everywhere and is more specific and tricky to use.

    So I understand about Wesker. As for Ghostface I think we can all agree that "buff" was a whole bunch of NOTHING. I mean look at springtrap what did his buffs do? Demo I agree the shred is a buff the problem is not the oblivious status effect its the fact that he has to interact with his portals in a way that makes him slow down which can be the difference between saving a gen and losing one in a match in high MMR.

    My main point of not being excited is that these "buffs" are just not changing anything. The same perks need to be ran esp at high MMR and if we are being real it is not changing any balance of anything. its stale right now, and these "buffs" seem to be thrown as scraps to try to appease on paper but its doing nothing. I dont want killers to be overly buffed and just totally destroy the dichotomy of the game but as said im looking for something to change and shake up whats going on already maybe we dont need to run "Corrupt Intervention, Pain Res" every match to feel like we have a chance at all.

  • Personally id drop no quarter for A Nurse's Calling so you can see if anyone is healing. The point of the build is to make your terror radius as large as possible to mess with them, as predictable as survivors are going to be you are too so ANC should help you see where they are at least. Also try to use like overcharge/oppression to give them gen skill checks because gens are going quickly gen/aura reading are prio

  • This is a fantastic idea, as a killer main i feel like im wasting BP just trying to get my good add-ons when i could be spending them on leveling my survivors or other killers. I'd go as far as let us "craft" addons with our crap low tier/rarity ones so we dont have to dump BP into a killer that gets nothing if its P100.

  • honestly how can killers feel "excited" about the "buffs" ?? its truly a giant nothing wrapped with nothing except for maybe Wesker who probably needed the buffs the least out of all the ones listed. I'm excited for the game as always but these "buffs" to test on the PTB seems bland and to be honest lack luster for the simple fact that these changes don't even shake up the "Perk-Meta" and at this point are necessary to run with gen speeds. I just want to be able to pick a killer find some fun perks and maybe not be as strong as the best but at least be somewhat viable.

  • @random1543 said:

    I had one match yesterday where someone was crouching away super fast when killer was coming towards them, the only way I could tell is because I could see her aura as I was on hook and she didn't even have urban evasion so there was no way she could move that fast, killer did not even realize until I mentioned in EGC because she was only speed hacking to hide. (everyone still died)

    Just make me think how many people are hacking but are not dumb enough to use it when team mates are on hook and see aura so they never get caught.



    Yep thats the other thing is not everyone is full "rage hacking" but sometimes you see things that just dont add up and its very subtle.

  • @JonyL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058146#Comment_4058146

    Hackers are quite common these days. For example, in this 2v8 game, there are killers and survivors who exploit this vulnerability. This problem has existed for a long time, and the game's owners do nothing about it. If this game had a way to view recently played matches, believe me, I and more than half of the DBD players would be constantly uploading them.

    https://youtube.com/shorts/lUMsEGnsOFk?si=upRIWsZW_uQZDe3E

    https://youtube.com/shorts/NtqwmzWHQxk?si=rCMX7-UTUsRKThKp

    This! I reported to BHVR and I wasnt recording any games but if I could go back you would see…