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Tostapane

Tostapane

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Tostapane
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  • then you are fine with eruption and dead hard working in that way despite you complain about eruption (you cannot complain about a perk that waste a lot of time for only one side: if both have those options, both needed to be looked at, otherwise you'll end being biased toward a specific side)...

  • @solarjin1 said:

    "dead hard still op!! NO! eruption is"

    https://us.v-cdn.net/6030815/uploads/CZYOTOHUB2HM/images-286-29.jpeg

    im just enjoying the show

    personally i don't have problems with eruption since it can be countered in more ways somehow if you are experienced enough (fogwise, emphaty, aftercare, kindred, etc etc), but dead hard it's another thing, especially when there are so many auto dead hard users around... as far as i know the only killers that can counter dead hard are deathslinger and legion (not completely in the 2nd case, but at least you can deny it's use in a normal chase where the survivor is still healthy thanks to FF)

  • @DyingWish92 said:

    One of the base kit changes he needs, man is this stupid. Just cost me a couple kills in the end game where the survivor was body blocking the injured one and they were both fully juiced. Nothing to do, free escape. I suppose I could have left a tad bit of stalk on them but it was a stressful back and forth match and I wasn't thinking of it.

    Update Myers already! No other killers can run out of their power!

    they should also erase the lightburn mechanic that wraith has right now... it's an outdated mechaninc that need to go...

  • @hailxsatanxeveryxday said:

    I think he's mostly fine as-is (he's an S-tier killer depending upon build), but I agree with the OP; he shouldn't be able to run out of stalk.

    Also, half of his addons are completely useless.

    LMAO myers s tier killer, now i've see a good joke 🤣

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320474#Comment_3320474

    Yeah, 25 seconds of being able to do LITERALLY nothing. Imagine if as killer Dead Hard stunned you for like 10 seconds with literally no warning and nothing you could do about it.

    At least with Dead Hard you can bait it out, possibly let go of the Survivor afterwards which will make them have to mend which wastes time, and once you get hit by it you know its not going to happen again if you decide to keep going for them.

    With Eruption you have 0 indication (unless its a killer like Oni, and even then its only when he's in Blood Fury) that its coming. I'd be fine with it even blocking the gen for 25 seconds but no, it gives Incapacitated which lets you do literally nothing other than run. They also shadow buffed it recently, so that while you're working on it and Eruption goes off it will now actually regress the gen further.

    So you're not dealing with just a 10% regression and 25 seconds of wasted time, but also an additional 6.25% because of the added regression (this doesn't even take into account if the killer has Call of Brine, and in that cases its an additional 12.50%). In total thats 41.25% (or 47.50%) of a generator that could of been completed, but the killer simply kicked the gen and got a single down. And they can do this all over since the perk has a measly 30 second cooldown

    But yeah, Eruption and Dead Hard. TOTALLY similar

    i propose a fair trade: you get eruption nuked (or reworked) and 2 the general buffs that killer got gone for good (basekit BS and the 2 free stacks of STBFL), but in exchange you get dead hard and off the record completely reworked (not nerfed, REWORKED) and basekit BT gone (as far as i know, that was an extremely stupid change because now people are doing saves with the killer still near... they should be punished for the unsafe unhook, not rewarded for a bad play)

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320482#Comment_3320482

    People who leave those are even worse than the people who accumulate them.

    Right because the casual player with 300 hours is worse than the person who actively goes out of their way to make the game as frustrating and miserable as possible.

    you know, you should blame BEhavior not the players for allowing those things since they have the power to change those things. Generally speaking if people have the chance will ABUSE everything they can do in order to reach their goals (mind you that this is in both endchat/gameplay: just like the classic guy who kept running at a god tile that can't be mindgamed like the house in the garden of joy for example and in the end spamming gg ez without being even able to run normal tiles properly aganist a pure m1 killer to people who kept being toxic toward a killer who's playing fair and ABUSE perks in order to have an easy win and being more annoying as possible, to killers who kept hitting and nodding at you while on the hook or using exploits/bugs in order to get an edge over the survivors like the infinite mending legion bug or the blight j flick). In short words if they can do it it's worthless complaining with the players who are doing those things

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318660#Comment_3318660

    Nope, DS stunned for 5 when it released. Then it was nerfed to 4, then to 3 when the unhook requirement was added. Then it was buffed to 5, and it got rebalanced in that position by adding the conspic action nerf.

    But I don't know why I'm explaining this. Because there's no way you are legitimately dumb enough to think that a 40% stun duration cut is a 'fix' but not a nerf, especially since the perk had maintained this form for THREE YEARS without any issue.

    And good luck using Stakeout with a camping killer.

    For your logic then the old MoM was a Fair perk when it was released. Just because a perk was released in a certain way doesn't mean that It was fair or balanced. It's a fix because It wasn't supposed to stun the killer for so much time, the only reason It was modified so lately was because they gutted the previous meta (and killer players were asking for a long time some modifications to that perk because It was easily abusable by Survivors). Are you that dumb to think that ds Is useless right now? i guess that you don't play at high mmr then...

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361134/killer-mains-and-tiers

    It really depends on the killer.

    • Wraith? Bodyblock, Lethal Pursuer, NTH, Sloppy, Nurse's (assuming no slowdown). Hit and run, catch them healing.
    • Trapper? Play another killer.

    it's sad that they didn't buffed properly my old main (trapper), giving him tools in order to keep up the pace that survivors have to accomplish their goals...

  • the solutions are quite simple:

    1 YOU DON'T

    2 you play them with perks that will soften up their weaknesses and tunnel (YOU NEED to dispose of a survivor asap if you want to have some chances, otherwise you'll loose even to bad survivors who still press m1 on generators)

    3 ignore the outcome of the match and play however you want

    4 (optional) if you see that survivors are awfully bad (or generally speaking they aren't rushing gens; healing whenever they can, searching chests and doing totems in order to do points instead of ending the match as soon as possible) you can easily chill even with those killers

  • but hey, they already fixed it removing all the possible pallets available at once in the map /s

  • wanna see something more atrocious than soloq? Play killer aganist competent SWF with a mid tier/low tier killer in maps like the game and garden of joy, then you'll know the meaning of true pain...

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316948#Comment_3316948

    Survivors GOT 'buffs for camping/tunneling';

    They got one buff and two nerfs. DS got removed and gens got slowed down, both feeding into tunnelling and camping as more effective strategies.

    But hey, that's exactly what you asked for! 'Second chance' perks gutted, and tunnelling and camping get to stay and even get buffed! That's great, right?

    Oh right, now you have to deal with a genrush meta, since actually punishing camping and tunnelling is disallowed. Oh well, I'm sure you'll deal with that as the consequence of getting exactly what you asked for, right? You'll probably not be back on the forums to cry about how the game has become worse from BHVR doing exactly what you told them to!

    2 nerfs? DS wasn't nerfed but fixed (remember that when it was released ds stunned for 3 seconds, which could be mitigated even more thanks to enduring, then the devs proceeded to buff DS to 5 seconds and later nerfing enduring, forgetting in the meantime to revert the DS stun back), but even nerfed this perk is extremely useful and timewasting for the killer, especially when paired with OTR and Dead Hard. Gens despite the 10 seconds added now feels more fast to do because the recently released perks allow a survivor to complete a generator in lesser time than before (a survivor with hyperfocus, stake out and a green toolbox can finish a gen in less than 45 seconds https://www.youtube.com/watch?v=SYnLWrbGexg)

  • @WesCravenFan said:

    Because Bubba camping is game throwing. Your team has to massively screw up for him to get a 4K, even with Deadlock.

    You know why people REALLY hate Bubba camping? Because SWFs are obsessed with the four man escape. Absolutely obsessed. They froth at the mouth if they can't save their last man. Drives them insane.

    When my friends and I play, we are happy for one of us to throw ourselves on the grenade for the 3 man escape.

    But the hardcore SWFs will REEEEEEEEE about "counterplay".

    Exactly this, and this is why I love him

  • @Audiophile said:

    Post 4k slaughter by a Blight I noticed they were a streamer so I went into their channel for a chat. In short they acknowledged:

    • Winning 95% of their matches
    • That matchmaking is broken
    • That Blight is broken (though they said it was only certain addons which I disagree with since, as they said, they win 95% of the time with or without those addons)

    They said they play Blight because they have fun playing Blight, not because he’s broken or wins all the time.

    So… they do something they know is unsportsmanlike and unfair just because they are allowed to and THEY have fun. Regardless of all the people they make NOT have fun because the killer and game are clearly broken. This is a pretty common argument amongst killers in this game. But here’s what this is also saying - they have no moral compass of their own to stop them from doing something wrong. The system they are playing in says it’s ok so they will go along with that since it allows them to do what they enjoy.

    Does anyone not see what’s wrong here? Not see the obvious philosophical issue? People who allow themselves to go along with corrupt / broken systems are not free from responsibility. Especially when you’re not forced to go along with it. If you continue to play broken killers and don’t take steps to just play a fair game, you’re the problem. You can’t just blame the game and the unfair system. You have the freedom to make the game more fair by not playing the strongest killers and builds in the game and using the cheapest, easiest tactics. This is why survivors get angry at this game and killers. This is why the DCs and quits. It’s not just saltiness. It’s a complete lack of fairness and an abrogation of responsibility of both killers and BHVR. We want to play fair games, that’s all.

    Say this to SWF squads...

  • @Wexton said:

    Thought this would be a fun question, I'll go first. I was playing pyramid head on coldwind farm, it wasn't too long into the game at that point. I saw a Nea, and of course I chase her. Hit her once, and she threw down a pallet in front of me. Then this cheeky little Nea teabagged me, so I charged up my ranged attack. And she expected it obviously, which was why she was teabagging. So I aimed slightly to the left, it hit her and she went down.

    The Nea died on hook because nobody came to save her, I honestly just love it when survivors teabag and immediately get punished for it. It's hilarious, what are your guy's most satisfying moments?

    Made an entire toxic swf ragequit for giving to their last mate the hatch and afterwards finding and closing said hatch in the face of that guy and make him dc too... I LOVE when I make those groups pay for their arrogance/toxicity (but still I prefer chill matches with no one toxic despite this reality is only a dream)

  • @Ginnypig said:

    Do you change lobby? I do.

    Usually no, but in that case I'll make sure to play dirty from the beginning, especially when people instaswitch at 5 seconds

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317162#Comment_3317162

    The dumb excuses that people come up with to justify the existence of those two addons surprises me more every day

    it's not really a dumb excuse tbh... in order to hear something you have to turn up the audio to RIDICOLOUS levels, at point that when a chase is starting the chase music will literally murder your ears (a reason why i don't use this killer). A solution will be to improve the audio heared/giving more clues where survivors are while phasing in order to avoid this annoying situation, after that a complete rework of those addons would be the right thing to do

  • @TheDavidKingMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317099#Comment_3317099

    “Do you have any proof? Oh by the way I won’t accept actual proof.”

    Seriously? What other “proof” am I supposed to give besides official stats? Do you think someone’s subjective experience is more factual than objective data?

    yes, because as i said those data aren't a worth thing to take into account... example: i can do a match without doing a single hook but in the end doing a 4k due to bloodwarden (this is a complete win for the data, it won't take into consideration HOW survivors lose and how the entire match was played) or i can do 8 hooks but in the end i'll get 0k because i gave them a free escape on purpose instead of killing them (this is a complete defeat due to the statistics)... saying that you are considering worth stats is like supporting the ridicolous theory that "dbd is like hockey" if you know what i mean...

  • As for me, i changed my point of view recently about being a "fair" player. I promise to myself that until SWF will exist in the current form (without perks/characters/items limitation) i'll do what is needed in order to win the match. Usually i'll start chill, but if i should get already tryharders/toxic idiots i'll start to change instantly my gameplay... if things should get even worse then i'll go full tryhard mode, with the strongest addons and perks... ngl i don't enjoy using that kind of stuff, but if it will make those people cry, it will be a reward more than sufficient for me (in short words you don't care about my fun? Don't complain if i'll do the same then)

  • @GenJockeyNance said:

    How do we feel about map offerings? Personally I dislike map offerings of any kind, preferring to let the cards fall where they lie. Even as survivor I prefer my teammates don't burn map offerings - I find when there's a map offering to a survivor sided map, the killer plays in the most unfun way for survivors because why wouldn't they? When the killer burns a map offering to favor their build, survivors rage quit or go super super tryhard.

    I think the Eyrie rework gives some hope as maybe in the future, the devs will look into the other maps that are heavily survivor sided. The maps size, the loops, etc makes me think map offerings just shouldn't exist or have offerings to not go certain maps I think would be much fairer for all players involved because as it stands, map offerings can influence how people play. Rather than just have fun, the Coldwind map offering for example, will make a killer likely camp or tunnel more.

    Obviously if that's a person's natural playstyle anyway, it won't have any effect but those who swear no mercy with a map offering may play differently simply because there was a map offering so then the match is just unfun for everyone involved.

    Should they be removed, reworked? Thoughts?

    COMPLETELY REMOVED. If someone will bring a map offering, i'll make sure to play in the meanest way possible (there are bp offerings, why you should use a map offering instead of these? Clearly to give you an advantage and/or to be annoying on purpose). maps should be purely rng (the actual map offering system is another thing that will gave more advantages to SWF)

  • @RainehDaze said:

    Ah yes, "balance" only by going around making sure every Killer loses any remotely good option they have.

    How about something far more pressing and ridiculous first, like BNP? That's a single addon and not an entire pass.

    i would gladly put also medkits generally speaking (too much useful and strong, especially when paired with certain perks and addons). Toolboxes should only sabotage hooks instead of being used on generators (genspeed is already fast enough, especially when certain perks will improve the reparations by a good amount)

  • @TheDavidKingMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317085#Comment_3317085

    Considering that killer is currently in the strongest state it has ever been, and survivor (especially solo) is at its weakest, it should in fact to a priority to nerf the broken things from the killer side first.

    You're derailing the conversation to focus on unrelated issues. This conversation is about spirit and blight addons and whether or not they are fair. It is not about survivor addons.

    did you have any proof of your statement? (and no, i WON'T CONSIDER STATS AS KILLRATE RELIABLE since they won't tell you the truth about the course of the match) because since when i started playing this game (2019) the game became WORSE than before (back in those days i could chill, even as killer, now it's always a tryhard fest)

  • @Laurie268 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315757#Comment_3315757

    Sounds like you will tunnel no matter what then since all the things you listed are normal survivor gameplay. I’m surprised you didn’t add in survivors breathing as a requirement too

    recently yes, i was always forced to play in that way for a reason or another, but yesterday i can safely say that for the 1st time after months of unfun matches due to the limitation of my gameplay i finally found 3 matches that were chill all made with meme perks/addons, also the last one that i did was WHOLESOME (why matches can' be all like that?)

  • Fatal arrogance: if a survivor will crouch/point at the killer/emote to follow him/her while in a chase for 3 times in a short window of time, this perk will activate and the killer can instadown and kill on the spot said survivor

    Military Camocloak: once unhooked this perk will activate, making you INVISIBLE to the killer (also you won't leave scratch marks, pools of blood or make any noise). This perk will auto deactivate once you are 24 meter far from the killer, you start repairing gens/healing others/yourself/do a totem/search a chest and if only 2 survivors remain in the match (to avoid situations where survivors can keep the game hostage)

  • @Leonardo1ita said:

    I'm a Pyramid head main with 3,6k hours, and I've been playing since jenuary 2017. I've always played both sides equally, and I main also Pinhead/Cenobite and Sadako, but also play a lot of other killer even if not so often.

    Since Deadlock was first announced, I knew it was gonna be a massive problem. It had to be nerfed/changed, it's just too strong if combined with other perks.

    Currently, with 90 second gens, imo the absolute best build you can bring is: Corrupt, Deadlock, Ruin, No Way Out. The idea of the build is to have as much passive pressure as possible, to do the thing Pyramid head is the best at sadly: tunneling.

    • Corrupt intervention is still the best early game slowdown perk, and makes some maps like Azarov a bottleneck. Competitive players always use it, for obvious reasons.
    • Deadlock is probably the strongest killer perk in the game right now, maybe even stronger than Eruption on all killers, but surely it is better on Pyramid head. It combines very well with the next perk:
    • Hex: Ruin. After the nerf, it's still strong and much more consistent than Scourge hook: Pain Resonance, which is very RNG based, especially on very big maps. It's very evil because: 1 if they leave a gen that got deadlocked it regresses 2 it can be tormented with your power, and if they try to cleanse it, even crouching, they get tormented 3 of they waste time bodyblocking the gens regress in the meantime 4 if they try to cleanse it/bless it easily game they waste massive time 5 if they try to find it, in the worst case scenario it buys you 20/30 seconds. + If one person disconnects because you're camping/tunneling them for example, the perk doesn't deactivate.
    • No Way Out: even 2 stacks give you 36 seconds of blocked gates, which are enough to camp the second person, when one gen is left and get a third kill, or if things go wrong and they have Adrenaline, to get 2k and tie.

    You might argue that perhaps Noed, Terminus, Dead Man's Switch, Pain Resonance, Pop, Call of Brine, Eruption or Lethal Pursuer are better than Ruin, but of all the perks I haven't had any that has provided such an insane passive regression, even if not a good perk on other killers.

    With these perks, the strategy is this:

    1. Try to torment someone in chase at any cost. If not, once they get hooked, place a torment wall 4 meters around the hook, so when they get unhooked they either die or get tormented.
    2. Try to hook someone close to a gen so Ruin regresses it as much as possible
    3. Be always close for the moment when someone gets unhooked: hit both the unhooker and the unhooked to immediately counter Off the record and Dead hard, and avoid Locker Decisive Strike:
    4. If they go in a locker, just wait out the 20 seconds mending timer. Watch our for Head On.
    5. Once downed, Cage immediately, and go to the furthest point on the map that contains a cage spawn. They will always be caged there, unless someone had died in a cage there previously.
    6. Kill. There's no Off The Record/Decisive Strike this time, even if you have to watch out because they still might have Decisive Strike from the previous unhook.
    7. Once the first person is dead, you might wanna change strategy and go for a 3 gen strat with Call of Brine and/or Eruption, but I think just repeating the process and tunneling another person out is the better strategy.

    Other tips:

    • Always hook if possible in the basement, because Reassurance cannot be used, and because you can hit the person in the back hook immediately after an M2 super fast. Try to hook not on 2 floors, and in areas where Reassurance is difficult to use.
    • Always hook first and cage only if you might suspect Deliverance. In some situations it's better to cage first, but very few ones, and hooking first always guarantees a stack of No Way Out.
    • Some survivors will heavily bodyblock you to delay the kill as much as possible, some even going down: if that's the case, sometimes waste 2/3 seconds to cage them, it will be very useful to create even more pressure, and especially because if you catch them later they're already second stage.

    I've done a 110+ games winstreak doing this, and it's just completely gross: I've beated or tied 3/4 competitive teams doing this, while using just the common add-ons.

    With no add-ons, Pyramid head is better than Spirit no add-ons, perhaps even stronger than Artist.

    Solo Q teams have NO CHANCE.

    I've gone against the most meta perks, medkits with Syringes and Styptics, BNPs, but nothing, it's basically impossible to lose with this strategy! Especially if you use Terminus to avoid Adrenaline.

    As even Otz has said, tunneling has become even MORE prominent.

    TUNNELING IS JUST OUT OF CONTROL WITH DEADLOCK AND PYRAMID, THERE HAS TO BE A FIX, AND FAST.

    It doesn't have any sense that I just win 110/120 games with no effort, and even in the worst case scenario against a competitive team where I ######### up massively I still "tie", aka 2k /6 stages.

    if you did that steak it means that you were aganist REALLY bad survivors probably... things aren't so simple as you stated sadly...

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315911#Comment_3315911

    DS is garbage.

    OTR and DH can't really be used well together.

    UB is okay but nothing great.

    Adrenaline is good.

    PT is bad.

    Hyperfocus is good.

    Resilence is good.

    BTL is okay.

    I would like to amend my statement. You don't need four slowdowns if you are fairly skilled.

    and you don't need all those 2nd chances if you are skilled as survivor

  • and survivors doesn't needed the free bt (especially since people use it for other things instead of escaping from the killer) plus 2nd chances on 2nd chances stacked (dead hard, off the record, ds, unbrekable, adrenaline and addons such as styptic agents and anti hemorrage syringes) plus perks for speed up generators (prove thyself, hyperfocus, resilience, build to last when paired with toolboxes) but yet here we are... If you want to remove the unfun things that one side bring then you should the same for the other, period.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315665#Comment_3315665

    Yea but they didn't totally change his power. That's what I was referring to when I said that and when Mandy said it.

    Also no one wants another Freddy style Nerf

    hillbilly and deathslinger wanna have some talks with you...

  • @StickyB said:

    Now I'm not saying that this is going to be a 100% guarantee that you wont get tunnelled after this but these are the things that'll make me tunnel as a killer (maybe even camp more than I should)

    1. Taking the hit after being unhooked, ESPECIALLY if your savour isn't injured. You're giving me the choice between someone stage 2+ who I can down in one hit vs someone who could be fresh who I need to down in two hits, it's pretty simple maths. This is probably the number one cause for me tunnelling someone and it's completely preventable on the survivors side. DONT TAKE THE HIT.
    2. Bringing me to an unfavourable map, this one might sound a bit entitled but I'm more likely to sweat and not even give a hatch if I see someone bring me to Ormand or Erie. Those maps are too large at the moment and makes pressuring gens too hard when they're on the other side of the map. And the only other way to pressure gens without being there, it pressuring a kill. Whether that means people have to come take hits so it's not a 1v3 or or they need 2 people for the unhook, sometimes it's simply to viable to leave the unhooked person if it means I'm pulling multiple people off of gens. However, if I get taken to these maps by random, I'll probs just play for fun since I'm most likely not getting a 4k.
    3. Running towards gens, so many times will I see someone unhooked and they'll beeline it towards the gens instead of staying away and running off with the person who unhooked them, if I can down you in my gens, I will take it as that's free pressure.
    4. If you're in comms, and you know the last 1-2 gens are going to pop, don't pop them. This will make me think I have more time then I do and is a very good strategy to give yourself some breathing room. Save then pop the gens. I'm not gonna be camping if I think I have 4 gens remaining and I can defend a couple.

    I think this is about it, what makes you tunnel more or less?

    TLDR:

    1. Don't take BT hit
    2. Don't bring map offerings
    3. Stay away from the 3 gen
    4. Don't activate endgame too quickly

    back in the old days i was extremely chill, but now i would be a lot more pityless:

    • bring map offering? CAMP (only if the map is one of the most safest for survivors) AND TUNNEL (the map MUST be random... also why use those offerings when you have BP offerings?)
    • bring items such as toolboxes and medkits? (i can't be sure if you have simple brown stuff without addons or purple/green items paired with red/green addons, so better safe than sorry) TUNNEL
    • disrespect me for WHATEVER reason? TUNNEL AND HITS ON THE HOOK
    • healing completely right under my nose after stunning me with a pallet? (meaning that you put your heals at 99% on purpose just to troll) TUNNEL
    • rush gens? (in that instance it's because i'm forced to do it in order to keep up the pace with the survivor's efficiency) TUNNEL
    • bodyblock while i'm chasing someone? TUNNEL
    • being in a SWF (especially if they are all streamers) and bring broken stuff in order to bully the killer? CAMP, TUNNEL AND HIT ON THE HOOK WHILE NODDING (at that point i'm not even interested to win, i just want to be sure of giving an unfun experience for toxic SWF)
    • sabo my hooks/finish a gen under my nose while carrying a downed survivor? (wanna play optimally? Fine, i can do the same ya know?) TUNNEL


  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315729#Comment_3315729

    my last video reporting a wallhacker has still 0 views. i guess they go only for the obvious blant cheater and the rest of the reports only get the generic "thank you for your report" answer.

    don' even waste your time to report them cause BHVR won't do nothing about them... i know this for experience since the last 2 times that i reported someone even with screenshots (those idiots even admitted in the endgame chat that they used cheats) nothing was done about it. I suspect that their report system will only aid their fog whisperers to avoid those "people" if we can call them in that way...

  • @Firellius said:

    Ostensibly, it's OTR: Both are very clearly marked as anti-tunnel perks since they offer protections to a survivor that has been unhooked as long as they don't get/take the opportunity to help their teammates. OTR is basically couched in the same language that DS was, that marked DS as an anti-tunnel perk, so it's reasonable to assume that OTR replaced DS.

    And while I think that was the intent, I also think that the result was something else entirely.

    First off, one thing I've noticed is that, despite the gen times going up from 80 to 90, a lot of killers still complain that gens are going too fast. I'd say almost more so than before 6.1. I initially wrote it off as shifting standards, but then I saw a response to someone complaining about the gen-regression meta, where someone said something along the lines of

    "Suck it up, we've dealt with a DH, DS, UB, BT meta for years"

    So I made a half-joking response of 'how nice, survivors coming in with only DH, as long as you don't play like a jerk'.

    But that got me thinking about what happened with DS going out and BT becoming partially basekit. UB is basically collateral, since its primary value was in weakening the killer's counterplay to DS, which was to just slug and not pick up. But with those three meta perks out of the picture, that opened up three new slots for survivors to pick perks in.

    And I don't think OTR is one of them.

    I think it's Prove Thyself and Hyperfocus that took their places.

    Which is why the gens feel like they've been going faster. Without anti-tunnel and anti-camp clogging up the survivors' loadouts, they've got space for new perks. And you might think that that would make for more variable gameplay, but then we run into another problem:

    Tunnelling and camping still need to be countered, as they're extremely efficient strategies.

    So what counter do people gravitate to, now that perk bandaids are a non-viable solution?

    'Just do gens'.

    Unfortunately, unlike with tunnelling, where a killer can decide to adopt this strategy halfway through the game in order to improve their chances of winning, survivors don't really have that choice. They can't wait for the killer to start tunnelling someone off their first or second hook and -then- decide 'well, time to grab my genrush perks'. Which leads to teams picking and using genrush tactics against killers that don't tunnel.

    And unlike DS, those genrush tactics -do- work really well against killers that don't tunnel.

    So to summarise, I think that the replacement for DS was intended to be OTR, but it worked out to being 'genrush'. Is that a crazy interpretation?

    Always has been. You see, the REAL problem aren't the perks that were changed/nerfed/buffed, nor the basekit added for survivor: THE MECHANICS are the real problem about this game. As killer in order to have more chances of winning you HAVE to tunnel: 1 survivor out of the game will reduce the POTENTIAL efficiency of survivor of 25%/50% if not more, while doing mixed hooks will only make easier the escape for the survivors since their POTENTIAL efficiency will stay at 100%/75% and as survivor you HAVE to rush gens in order to activate the exit gates: why wasting time searching stuff in the chests or doing totems, risking of being killed if hooked too many times when you can do all this later with all the time at your disposal once the exit gates are powered? (unless the killer itself will open the exit gates, but you get the idea why it's always better rush gens instead of doing other things)... mind you that also the devs tried to nerf camping and tunneling while nerfing gen regression perks in the meantime without giving other valid options for the killers in order to keep up the pace with the survivor speed at accomplishing their goal (and despite all this tunneling and camping are STILL the best strategies in the game to do)

  • that killer has a lot of issues:

    • low MS (4.4) so you can't defend generators since you don't have mobility
    • EXTREMELY map dependant (if you have a map like lery or the game you can only hope that they are bad enough to catch one of them cause your power won't help you in any possible way due to the walls and objects that will stop your knifes)
    • enough addon dependant in order to be somewhat troublesome for the survivors

    bamboozle is a must cause some maps are just impossible to play with him if you don't have it (garden of joy and haddonfield are some examples) and slowdown gens aren't worth enough unless you'll try to create a 3 gen zone. Overall it is the killer himself that will have troubles when you'll face competent survivors regardless of the skill that the killer player will have, so don't think too much about it.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313684#Comment_3313684

    Lofl. Self pity and crying from the side that has EVERYTHING handed to them. Not a good look….

    1st of all nothing is handed to killers since killers in order to get kills must actually chase people (which require ACTUAL skill in that case for both sides unlike pushing m1 on generators like automatons), add the fact that most maps in the game are literally unplayable for low tier killers due to being too much safe or too much big and you start to understand things a bit better (at least i hope so)... 2nd see, killers have 3 choices left at this point: leave the game or play only survivor or adapt to the circumstances... in my case i'm not crying, i'm adapting to the survivor's gameplay since i'm one of the FEW killer out there who are still playing with meme addons and sometimes average builds, but when 8 of 10 matches you found people who keep tryharding, using every tools at their disposal in order to escape and being annoying toward the killer despite said killer is playing fair, well, it's perfectly understandable that the killer will make the motto "better safe than sorry" their mantra and will start to play in an unfun way in order to have better chances of winning, ignoring the fun of the others.

  • @[Deleted User] said:

    The Game is fine, the small size makes the map easy to control even for low mobility killers.

    LOL it is not. Did you count the numbers of pallets (safe i might add) that this map has? Not to mention that this map isn't so small as you think...

  • did you ask to yourself why those things are so common? i'll tell you why since i'm slowly becoming (not yet but soon probably i'll play only in that way) one of these killers: WE ARE TIRED. Tired to be disrespected by people despite we play "fair", tired of being trashtalked regardless how a match will go, tired to see survivors complain about tunneling and camping when they are the main reason why those killer do those tactics (optimal and unfun gameplay such as pushing generators even when injured or bodyblocking and sabo the hooks when a killer is trying to hook someone, map offerings, busted items/addons/perks, being toxic for no reason or because you know to be in a ultra safe part of the map), tired of all 2nd chances that survivors got overall speaking. These are some reasons why killer players are doing those things. Clearly there are people who actually enjoy playing in that way, but those types of players are extremely rare.

  • @Mockingjay_S451 said:

    uhmmmm… if you think being killer is exhausting. Hello, solo queue? Talk about a physiological investment.

    Killer is as strong as it ever has been. As others have said, if you struggle with killer it’s a skill issue (not meaning this as a dig, it’s just the truth).

    try to play pig in a map like the game for example aganist decent survivors, you'll change your idea rather quickly... the loadout of the maps is troublesome to say the least: there are places where you can't even reach a survivor (garden of joy central building is an actual infinite to make another example)

  • @Wewantjason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310233#Comment_3310233

    I played 12 hours yesterday or so as killer. Used eruption in maybe half my games. Only three or so games I lost I was running it, not counting the DC when I made a silly meme build and it failed so bad I got bored cuz the meme didn't work.

    Eruption is good but it's not nearly as good as people think. I don't think it's cost me a single solo queue survivor match so far, and in my killer games I still end up at 1-0 gens before getting my 3/4 K. Hell I had a game last night on groaning storehouse that was nearly 40 friggin minutes and I didn't even have eruption. The survivors were so good at looping I was thankful I didn't take it because I couldn't juggle both the second hit and kicking the gen without losing my three gen

    If they nerf it, its just going to send blight/spirit/nurse/wesker/plague through the roof. The perk only hurts bad survivors, who are facing bad killers (if match making actually exists anyway) and those killers need the perk. Keep nerfing things and people will quit, regardless of if it's overrated or not.

    Gen rushing is the current meta. Period. If the devs take away the gen regression the killer win rate will plummet and they will be back to where we were in the summer when they over buffed killers to fix the win rate

    There needs to be a new objective besides hooks and gens, period. The balancing around gens and chases being the core mechanics will always lead to these issues. nerf this then thats too strong, nerf that then the next thing becomes abusable. It's a system like a clock, or a row of dominoes. There needs to be a fundamental base game change.

    Just like when end game collapse got added. Introducing hexes, introducing obsession, we need more mechanics and game play besides gens/chases. The gens and chases are the part that makes the asymmetrical balance so challenging.

    I'm not saying these are good ideas, just general ones

    1.) each door needs to be repaired at some given point before it can be opened

    2.) revert hatch/key changes to make hatch plays an actually feasible goal again

    3.) add "lore item" for each character. spawns on map randomly like pinheads box spawns. No aura or icon. If A survivor finds the item and a killer hits them while they are holding it the killer is stunned momentarily as they stop to pick up their "memory of their old life." Same for the survivors except if a killer picks up their item the killer sees their aura for 3 seconds.

    4.) Do something with the entity already. Maybe add a hidden room or secondary basements to maps. Killer can "commune" for 5-10 seconds to get a 1-2% haste effect but loses time doing it. Survivors can "commune" for several seconds to stun the killer. Entity commune is useable once per match only by first player to find it.

    5.) "sharpening stone", killer can interact to give their weapon power (grants exposed to first survivor hit). Ability is removed after first SWING. So killer wastes time on this if they miss the hit.

    6.) add some new survivor items already. And remove the regents. No one has used regents since the game launched and are clogging the blood web. Same with broken keys. So many survivor items and killer addons are just terrible and could be reworked, but thats getting into another topic.

    7.) "the entity corrupts". If exactly two survivors are left with three or more gens, they gain the ability to "fight for their life". Not sure what this would entail, but I think it would pretty fun to see the last two standing fight it out for hatch instead of hiding. Could stop hatch stand off and slugging for the 4k. The entity "blesses" the last survivor with and escape and the killer gets their win via 3k. idea i had was the survivors gain an attack on their active ability button to injure one another and then become "chosen to join the killers".

    None of these ideas would happen of course but the train of thought is what I was wanting to get out there.

    finally someone who would gave constructive ideas instead of blaming people for criticizing the choices made by the devs. I fully agree that survivors need another goal to do beside gens (gens are boring to do and doesn't require proper skill in order to be done), but as you said this won't happen sadly because it means too much work for the devs to be done in reasonable time

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311307#Comment_3311307

    Ah yes so for me to have a chance at not being inflicted with incapacitated for 30 seconds I need to either use a perk that's locked behind a paid content and also RNG based or use a different perk that still not any good because telling whether a survivor is gonna go down through seeing their aura is near impossible.

    1st you can still found those perks in the shrine of secrets, so they are POTENTIALLY locked behind a paid content, but you still have the chance to take them FOR FREE.

    2nd welcome to dbd, where not everything can be counterable: how can a killer can counter stake out, hyperfocus, inner healing, blast mine, repressed alliance, etc etc and how can a survivor can counter shadowborn, lightborn, thinkerer, etc etc? That's right, you can't

    3rd in that instance i offered the possible counters for that perk, if you consider them not worth to take it in exchange of other perks that's your problem... it's like going aganist a flashlights team squad and complaining about not having counters despite lightborn was made for that purpose because you want run other perks

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310267#Comment_3310267

    And what if I'm the survivor on a generator with no telling on whether my teammate is gonna go down soon?

    technically you can't entirely, it's just by guessing (like another certain survivor perk of my knowledge), but it can be predicted easily by the movements of the killer or the chased survivor by a couple of specific perks (fogwise and emphaty)

  • @Aceislife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310233#Comment_3310233

    You shouldnt be punished for doing the objective because of other players that go down. I'd say most of the survivor players are not very good at looping, at least in my experience. The ones doing the objective shouldn't suffer because of that. I can tell this perk was created in the first place to help create pressure. But it's a little overkill when you're playing soloq with unexperienced loopers.

    For that logic then the killer shouldn't be punished for trying to down someone that was unhooked because the other players did a mistake, but survivors got a basekit BT in order to avoid those kind of situations so...

  • @Ghoste said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310233#Comment_3310233

    Well that’s the problem: it crushes bad players and solos, but a good SWF has no problem with it. Might need a mini-rework.

    Exactly... I would like have a perk extremely effective aganist swf than a perk that will stomp solo and bad survivors

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310233#Comment_3310233

    Eruption is far from overrated and can literally cause games to last far longer than necessary. If you think it’s overrated your either new or god awful at the game.

    Or maybe you are the one that's new or bad... Having problems with that perk it implies that you have difficult to kept busy/hiding fron the killer...

  • imagine complaining about a average perk who works only if survivors are bad at looping/hiding from the killer and the killer wasted time kicking a gen instead of being in a chase... seriously with all the perks that killer can use i don't understand all this hatred toward eruption... overrated perk imo

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309377#Comment_3309377

    Try playing Wesker, Dredge, Sadako, Freddie, Nurse, Myers or Ghostface, or hell even Trapper. All of those killers can excel on The Game.

    LMAO that was a good one XD. seriously you can't do fine in a map like that when you are aganist decent survivors (or survivors that will play safely... they can do it since it has too many pallets). If you win in a map like the game with those killers, it's not because you are good, but because the survivors that you faced were EXTREMELY bad

  • @NERF_KILLERS_######### said:

    There should be no reason a killer can 4 stack gen perks making it close to impossible to do gens all game, but survivors can't stack exhaustion perks honestly, I been playing for a long time I only made this account to make comments now because the people that main killers are dead crybabies but in reality, now at this point in the game killers that are just decent at the can throw on a killer like ghost face, the shape, the legion, or the pig and win, but if they are good killers then they use more overpowered killers like the nurse, the plague, or the spirit and jus end your loop entirely making the game really unfair for survivors because they end our only hope of getting away, but not to mention how unfair does this sound, survivors have to wait 40 seconds for exhaustion perks to come back but killers perks take 10 - 15 seconds making even easier to catch us like killers already move faster than us why do they also need they perks so fast, I'm not going to name them because there are so many, but there is one perk I have been running to lately that is lightborn I think perks like lightborn and lightborn should be like the killers exhausted perk and once active it take 30 - 40 seconds to reactivate like survivors exhausted perks

    you can stack off the record, ds, dh and adrenaline, making you a tank (3 hits for the 1st hook, 4 hits for the 2nd hook if killer is tunneling and 3 hits for the 3rd hook if adrenaline will activate)... 10 hits in order to dispose of a single survivor aren't strong enough for you i guess... (all this without mentioning instaheals, bodyblocking and map loadouts)


  • @PoosyKhat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309091#Comment_3309091

    i think that you COMPLETELY missunderstood my message

    No. I heard you loud and clear.

    using the basekit bt/BT/OTR to bodyblock on purpose IS EXPLOITING a game mechanic/perk since you are using it for a different purpose.

    I keep coming back to the point on you calling body blocking an "exploit" while giving tunneling a pass when the two are clearly on the same boat.

    i wasn't talking about dead hard in that circumstance, but since you have mentioned it then yes, i'm aganist the nature of that perk...

    That is your opinion/take on the perk and I totally respect that. Though I'm also not a huge fan of DH myself, I do not share the same amount of distaste towards the perk.

    those that you have mentioned are both 2 valid strategies currently indeed, but they aren't fun to verse, just frustrating to face and as i said previously, they should be looked at.

    I can also vouch that 95+% of the players find tunneling and camping "not fun to verse" but unlike me, who's accepted that tunneling/camping (alongside bodyblocking) is a legit strategy (albeit unfun), you demand changes for one side yet fail to reach the same conclusion on the other.

    Like I said before, you should look back on you priorities.

    YOU think that i'm looking only for a single side when i stated that BOTH types of gameplay should be changed/deleted in order to have a better experience.

    i want to make a couple of examples:

    • as killer you just hooked someone and went for another guy, who run toward the hook and save the hooked survivor. you are still chasing that guy, but the hooked survivor will block the only passage to use in order to keep the chase with his savior, at this point you are FORCED to tunnel said survivor since you are unable to keep alive the chase with the other survivor and you have already started another chase with the unhooked survivor (at that point without the possibility to use a possible dead hard since you have a free hit).
    • as survivor: you see a camping bubba, best thing you can do is doing gens and get out asap. a killer that will tunnel? bodyblock whenever you can and slam gens

    Again i'm not saying that bodyblocking is an exploit: it is only when you are using perks that are supposed to help you in certain situations for a different purpose (BT was thinked for helping you to escape from the killer's grasp and incentivize the killer to go for another survivor, NOT FOR TANKING HITS unlike mettle of man who has that purpose)... if people kept do those things then in my book they CAN'T COMPLAIN about being camped/tunneled.

    As i said i want a better game for everyone, but we both know that at this point this will never happen because the game mechanics aren't funny (hold m1 on gens and abusing of every possible 2nd chance/map loadout for survivors and tunneling/slugging/camping for killers)

  • the point of what i meant to say was that is FAIR to dispose and disincentivize camping and tunneling, but you must also find a way to balance the game with those 2 mechanics gone (and if you'll be honest you'll recognize that this game isn't balanced for that type of gameplay currently IF YOU WANT WIN, or at least if you aim to kill survivors)


  • @PoosyKhat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309072#Comment_3309072

    If Tunneling is considered "strategy" for killers, we should also count body blocking as a legit "strategy" too. Can't go one way and not the other.

    Also, I can't wrap my head around about Dead Hard being an "exploit" of survivors' perks. If you are arguing against DH having a second life then you're literally arguing against the very nature/existence of the perk itself. That's like complaining about Reassurance stopping the timer and calling it an "exploit" when that's the whole reason for existing in the first place. What would be the point in Dead Hard without the second life? Pre-nerf DH I'd understand as the extra movement boost not only extended chases, but also forcibly disoriented the Killer's screen at the same time, but I can't seem to see the problem with the current DH.

    I think you need to rethink about your ideas on DBD's "exploits". Perks doing their jobs isn't an "exploit". In fact, I'd argue Tunneling, Camping and body blocking as exploits as the devs never intended them to be played in such a way. However, as you classified Tunneling as a legit "strategy" (and I reiterated that Body blocking is also one then), you'd may need to change your priorities when it comes to balance.

    and i think that you COMPLETELY missunderstood my message... using the basekit bt/BT/OTR to bodyblock on purpose IS EXPLOITING a game mechanic/perk since you are using it for a different purpose. i wasn't talking about dead hard in that circumstance, but since you have mentioned it then yes, i'm aganist the nature of that perk... In this game you don't have the luxury to waste much time as killer and this perk is one of the many reasons why killer will tunnel: better hitting again a unhooked survivor already injured (denying his DH since he will be already in the deep wound state) and with only 2 possible health state, or better go for a new one, without being hooked once, with 3 possible health state? logic is simple... those that you have mentioned are both 2 valid strategies currently indeed, but they aren't fun to verse, just frustrating to face and as i said previously, they should be looked at.

  • @HugTechLover said:

    Killer main to killer main, be careful of relying too heavily on this eruption & CoB combo. It’s bound to be nerfed. Especially if you are a less experienced killer, don’t get too comfortable. Remember the last meta shakeup? Many survivors were runnin around clueless without Dead hard and it was a slaughter for a couple weeks.

    The same thing is bound to happen if y’all get too complacent with this current meta. When I’m playing survivor (incentive isn’t on killer) I see a lot of killers running full regression builds that are slowing us down just enough to maybe get a 2k, but they are absolutely lacking in chase. Once this change happens, those 2k’s will turn into GGEZ’s for the survivors.

    I’m not saying don’t run it.. run whatever you want (I hate kicking gens so I don’t run any gen kicking perks). Just don’t get crutched on it and sabotage yourself for when it gets taken out from under you.

    never use it since i considered it trash (it's good only when you face average survivors who are greedy: when you start to face competent loopers or people that will just play safe and drop the pallets whenever they can this combo become USELESS)

  • @PoosyKhat said:

    From personal experience, tunneling has gotten MUCH better after the base kit BT changes. Killers are more likely to chase the unhooker and not the hooked now than ever before.

    The problem is, now with the BT changes, tunnelers have become more apparent and it's clear as day now that people who are going to tunnel, tunnel.

    Though I agree somewhat that it's largely a fundamental issue, DBD did try (and has been quite successful in my experiences) in trying to discourage players from tunneling and if people are STILL trying to tunnel, I think it's more of a personal choice rather than a skill-oriented one.

    a pity that devs gave a free BT for countering the best strategy that killer have (not to mention the DS that despite being nerfed is still good, adding another health state, paired with dead hard and you have to hit a survivor 4 times before getting a down), without mentioning that survivors use it to bodyblock instead of escaping from the killer, FORCING you to tunnel, while survivors can still do their optimal gameplay without being penalized for it... i would gladly see camping and tunneling gone for good, but if you dispose of those tactics, then you should do something also for the optimal gameplay for the survivors/exploiting their perks

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