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Toystory3Monkey

Toystory3Monkey

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  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765975#Comment_3765975

    I never played the soma family photo, but man does his ability run out fast. I wish they didn‘t get rid of his overcloak scaling.

    i think it's fine they got rid of it bc now he has more interactive counterplay than predropping in any scenario

  • in a way he got weaker because he no longer has 5% haste and overclock scaling.

    his basekit got stronger overall, but he became less consistent in terms of getting hits, as overclock runs out fast & you have to make survivor get out of safe position to hit them with overclock.

    it's not a big deal, but it's something you need to consider now, you cannot just m2 m1 people like you used before, unless they're really not very smart.

  • predrop pallet earlier and dont camp it. if he holds/picks a pallet without literally breathing in your neck, you can make another loop even without the artifact meant to be the counter.

  • @ChaosWam said:

    My only one complaint about him is he's tough to face on Lampkin Lane.

    Which really, it's Lampkin more than Singu at that point.

    he was always a menace on that map, bc he loves all the things that survivors love on survivor sided maps - open spaces and low wall safe pallets.

    haddon nerf didnt help that at all

  • @squbax said:

    I mean while here in the forums I have not seen the first complain about new singularity, I have seen some streamers and people on twitter complaining.

    Now dbd twitter users opinions might as well be ignored as they will complain that trapper is too strong lmao. And the few streamers are just tilted because they somehow cannot use EMPs and lose. So at the moment I do not think many people complain about it.

    However I do think maybe the sentiment will become more prominent as more people play singularity, as I trully believe that what makes a killer fun in the eyes of many in the community is just how easy they are to beat, as shown with billy being loved while he was a joke and hated once he became strong.

    sad, but true.

    i hope survivor players learn too, the counterplay is complex, but it's much better than something like "pray they're bad"

  • even though such system would be welcome, it would absolutely require lots of limitations and failsafes against abuse.

    also in that case 1v4 for killers should be severely buffed so the killers arent put in lose-lose scenario.

  • @Dreamnomad said:

    This feels like a reply to another thread. Who are you even talking to?

    im talking in general and hopefully trying to get an answer from people all over place that I see complaining about the killer who got more accessible and fair.

  • @danielmaster87 said:

    His tail attack hitbox is really pathetic. It's why survivors will twitch in front of you when you try to use it in the open, and it'll just miss, like with Nemesis. It requires the survivors to be locked into animation, and even then it sometimes doesn't hit them for some reason.

    it's fine if you actually aim it properly all the way through aiming window which is like 0.4 seconds for xeno

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765350#Comment_3765350

    Part of the social contract of discussing things on the internet is that we all acknowledge things like "it feels [adjective]" are inherently subjective statements and that pointing that out is largely pointless.

    Like, I disagree with their opinion, I think the power is satisfying to use and actually quite whelming indeed, but please don't engage in the petty unproductive nonsense of pointing out what we already know, that this kind of thing is subjective

    I can say the same about using feelings as arguments because these are just pointless.

    I can feel whatever, I'll still talk about factual differences and their correlation to said feelings. People here seem to be skipping that part.

    Plus, again, I find it borderline insulting and incompetent to make generic statements like "X is just Y and therefore boring/underwhelming/whatever else" because these kinds of comparisons are extremely surface level and show that a person hasnt actually bothered to consider anything below the surface level or they purposefully don't do that for the sake of maintaining integrity of their narrative.

    People who compare killers with abilities doing a similar thing (flash news, abilities made for the same game will be similar) and say they're identical instead of looking at differences (different combinations of abilities in the kits, different mechanics of the abilities in the kits, different power levels, etc) are being way less productive than any reminder to not use feelings as arguments.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765249#Comment_3765249

    Im not saying Xeno is a bad killer, Im saying the power is underwhelming in the sense that it doesnt feel good or satisfying compared to these other killers.

    extremely subjective statement.

    i find xeno to be much more satisfying to play than any of those killers.

    please dont try to pass your subjective judgement as an objective statement.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764947#Comment_3764947

    Ok but their powers are still very similar in chase which is where most of the fun is as its where both sides have the most interaction.

    The other aspect of his power being tunnels are also fairly similar to other killers who teleport, such as Demo who arguably better since its less map dependant and doesnt rely on RNG.

    He also has a direct counter to his power built into his kit which is much worst than Nemesis' since at least he has access to it at all times, and he can break pallets.

    Now that being said I do think Xeno is cool, but its power is fairly underwhelming when you really think about it

    "why play trickster when there's deathslinger"

    "why play nemesis when there's pyramid head"

  • @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764943#Comment_3764943

    The zombies are too unreliable to say they are consistently good, regarding turrets an m2 will always prevent you from exiting crawler mode so most of the time you should be in your power, xeno's map control is just the cherry on top.

    overall nemi is a killer that takes less effort and skill to use, but he's way weaker bc of that.

    xeno has to deal with more resources instead of getting through existing ones faster, but he can play around way more stuff than nemi and avoiding his ability is much harder.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764920#Comment_3764920

    Every major complaint from survivors was how fast he gets and how boring tail attack is to play against

    they always say that vs any killer that requires learning new timings and counterplay, so I guess that's a good way of measuring how unique the killer actually is.

    if survivor players are immediately successful with countering any players playing new killer, the killer players either havent learnt to play the right way (singularity, look at the uprising complaints about the killer that was virtually unchanged and even made weaker in certain ways after the update) or the killer is bland copy paste (havent seen that happen in a while tho, every new killer is the same stream of whining about how boring they are).

    frankly, xeno is neither of those cases, considering how his power is revolving around external counterplay tool with high skillcap that's designed to help manage his jack of all trades powerful ability.

  • @Rxstevo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764920#Comment_3764920

    Other than his map mobility, What makes him interesting? That's what makes Nemi fun and interesting. It not just some bland anti hit over pallet anti loop. As Nemi you can break pallets and get rewarded for you hits by upgrading the tier. If you want a hit over pallet anti loop on early game just play huntress. Xeno is not unique in any way. For survivors it is but for killer its so bland and basic.

    sounds like you simply prefer nemesis.

    xeno's tunnels have lots of utility and create fun moments of catching people off guard or cutting them off, not to mention they allow to quickly scout the map to find people by sound or footsteps, while tail attack offers a different kind of midrange antiloop without middle man in form of wind up and which instead instantly transitions to a fixed attack delay, while it also has good verticality and potential to hit people by surprise over tiles or through small cracks.

    not to mention unique gameplay dynamic with turrets that I personally really enjoy on both sides as it gives survivors more ways to interact with the killer and allows me to have less limited and clunky ability.

    from what i see you say, you ignore and dont value these differences, preferring reductive surface level comparisons which, ngl, sound like a huge cope to me, so I don't have anything more to tell you, therefore I can only wish you good luck with whatever killers you enjoy

  • because he has map mobility and satisfying skillshot if you have enough skill to use it.

    he also doesnt have to get through 8 extra hits & tier up his power, he has way better early game.

  • @Moonras2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764866#Comment_3764866

    It could lead to more toxicity in the endgame chat. I don't know how many times over the years id be in a group of solos, only for the killer to go off on a name calling tangent and accuse us of being a toxic swf. It doesn't happen often but it may get worse if killers know they were against a swf.

    I am fine with them trying it out though. Never know how it would play out without being tested.

    i dont think there can be more toxicity in the game chat and i find it to be a petty excuse to not be fair with people.

    telling killers they were against swfs/solo will do more good than harm because it will help people finally see that SWFs dont affect their chances of winning that much.

  • no reason not to show SWFs after the match, but before it will lead to lots of issues

  • idk, yesterday i was grabbing a turret and got jumpscared by the xeno crawling out the moment i picked it up.

  • kinda wish these werent 5k, but 10-20k rewards instead.

    yeah, we get 115 levels which is 575k bloodpoints, but the amount of grind it would take could honestly land a bigger reward, esp with how many bloodpoint wastes there are.

  • i dont think wesker needs that.

    it very much boils down to personal preference whether or not you want to use medallion or not. it's not necessary to plug holes in killer's power like soma's photo or motr

  • because they fixed the bug that was present since PTB and they compensated for it.

  • wraith or huntress.

    first is just boring chase while invisible and try to bodyblock / fake leaving power, the second is m2 holding zoning simulator with stupid hitboxes.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763495#Comment_3763495

    This I can get behind but I have a feeling they won't do it, I'll have to wait and see tho

    they said you will have to hold the button to get autoaim.

    my assumption is that it will INHERENTLY mean you would be aiming at survivor slower than if you tapped the button and instantly aimed as you would enter camera later, therefore giving survivor more time to run behind the cover.

  • as long as autoaim delay is making it worse than manual aiming, then it's fine.

    he would be more accessible, but skilled players would have to use manual aiming to get best results

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762941#Comment_3762941

    But the problem is if you dont run meta; expect to be crushed by meta, i still agree with you that i could always tune down my builds but if we ever encounter a meta nurse or vise versa and i encounter a 4 man swf meta survivors its still probably gonna be a hopeless game.

    Albeit these games dont happen often, probably only facing these every three or four matches at high mmr, which isnt bad at all but thats why im discussing it because its still not healthy or fun to go up against, especially if your holding back to give your opponent a chance and they go 110%

    you cant avoid hopeless games entirely, thats just how any pvp game is, especially the one with bad matchmaking and high variability, best you can do in dbd is minimize their amount.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762676#Comment_3762676

    Hatch is a bad mechanic. It's motivation to keep going because it's a completely free escape.

    sure, i'd love to see it reworked into final chase, but we're playing with the cards we're dealt

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762818#Comment_3762818

    Thanks for your input, but all you did was roughly describe how i should destroy survivor’s or killers by making sure to run swf and run meta perks.But that is the other half of the same coin i just described… boring win matches.

    Also, i never said anything about hating the game or anything about balance, no clue where you got that from

    I also said that you can tune down your builds depending on your experience.

    I stopped running meta on singularity/xeno a long time ago because winning almost every match became boring as I was good enough with the killers to play them consistently and efficiently, therefore not needing meta to get wins on regular basis. Which lead to me having more rough matches (even if that's achieved by them being way more survivor favoured) and more enjoyable experience because the games became less one sided.

    As survivor you can do the same by playing in SWF with people who can guarantee high skill input and then limiting your builds or by just playing with meta as solo and maximizing your impact in the match. F/E by pulling the first chase and actually winning it, giving your team a very good start.

  • @Neaxolotl said:

    It's mostly because every perks are like "if you are winning, you will win more"

    People applause for a perk that require skill/effort to work, but if we want to talk about balanced matches, all we should have is something that helps when we are losing, not other way around

    yeah.

    this is the peak example of "you excel at what you measure".

    people put sign of equality between "you have to earn" and "is healthy" and ended up with a heavy snowballing meta.

    perks that "reward for losing" arent usually healthy, but they should be allowed to exist to make matches more volatile and therefore less predictable.

    noed, unbreakable, stuff like that is what gives people second chances and allows to keep going even if the match is not looking well for them bc they made a few mistakes that caused loss of control

  • i feel like they dont know what game they're playing.

    The game is balanced pretty fairly and if OP is unlucky with the matchmaking, it's not really the balance issue.

    If they want to constantly pull chases and win consistently, they play the wrong queue, because they should be playing in premade instead of with soloq teammates that have randomized iq and skill and who wont be able to keep up with gens or teamwork to give OP chances to prove themselves. Neither would they be guaranteed to hold their ground against killers while OP is repairing generators. Always a dice roll. Assuming they even have skill for winning by chases, of course.

    As for killer, I recommend OP either plays with meta perks or without them depending on how good they are with their killer of choice, because this game matchmaking is, yet again, incapable of providing equal matches every game which often leads to one sided games which OP seems to complain about. If they play their signature / good killer with best builds available, they are going to stomp most of their opponents because they naturally would outperform them in 1v1/1v4 and perks would only press that advantage further.

    OP can also just play something else if they're so frustrated with the game. As someone who has been in the fog since first days, the game is actually very balanced and enjoyable for the most part.

  • you can always play for hatch, that's why it exists - so you have motivation to keep going.

  • @Devil_hit11 said:

    he is largely same killer. he got a lot of QOL for -2% haste in overclock. If you thought he was oppressive in the chase now, than he was stronger before the change with correct add-on's.

    some common sense, thanks

    5% haste + stacking overclock up to 7 seconds of 120% speed was way more oppressive than current fixed 5.7 (or 6.1) seconds with 118%

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762391#Comment_3762391

    The average soloQ player can barely handle sadako, cannot solve pinheads box and doesn't know how to place turrets against xenomorph.

    Expecting those players to know how to use EMPs and handle overclock is absurd. I am not saying singularity is too strong, I am just saying you expect wayyyy too much from the average soloQ player.

    the average solo q player doesnt deserve to win vs singularity that does anything more complex that cant be just countered by "EMP when goop and near camera" and "predrop when green" because the skill difference is a gaping pit

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762391#Comment_3762391

    Exactly. Singularity can still find a beat, however, and counter the pre drop with a certain add-on.

    predrop is the main counter, but it's far from the only one.

    at some point you need to learn the timings and understand when to predrop, when to greed, how to path to minimize losing pallets and so on.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762384#Comment_3762384

    Its true that nothing technically changed, but it's hard to refute that he feels SO much better to play. He feels more responsive overall which makes for a more rewarding experience when you do put the skill

    well, just saying you could do the same before.

    yeah, qols gave him teleports / infections where he otherwise wouldnt have, but it's not that big to make a difference, it mostly just makes the experience smooth.

    you still have to have same game awareness, know how to aim pods to gets scans/tps when survivors are under cover, how to use overclock in chase (now more than ever bc you cant just mindlessly w key vs knowledgeable survivor anymore if you want to win chases) and so on.

    im still dreading the complaining once devs also roll out the autoaim for him, so that even more singu players start performing on a bare minimum. i really hope devs recognise that hux deserves to be strong and that once people finally learn the counterplay with more exposure to him, things will be fine.

  • Nothing effectively changed about his ability.

    He got haste basekit, but also lost overclock scaling and that mechanic was what allowed singularity to shutdown loops SO well.

    He still remains very skill dependent killer with lots of interactions in 1v4 and 1v1 and fair counterplay.

    The only thing that's absurd is new soma's family photo. Applying deep wound upon infections is broken. It should at least activate upon teleports or overclock hits.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762309#Comment_3762309

    What's your favorite build on him?

    I kinda enjoyed games I had with him yesterday, so might give him a try.

    So far mostly copied my build from Skully.

    Rapid brutality, Bamboozle, Surge, Corrupt

    I dont have a specific favourite build. I just have a bunch of perks I find to be extra fun on him. Unrelenting, coup, rapid brutality, stbfl.

    Other than that I just run whatever. I stopped running default meta a while ago bc I got good enough with the killer that rolling pubs with sloppy pain res pop got boring, so Im just experimenting and allowing myself build freedom as singularity is one of those killers whose kit has everything necessary on its own, so you dont have to pluck holes with perks.

    Hubris enduring is a funny combo, let yourself get stunned (easy to do with new overclock timing), let survivor run a bit far away from the pallet and proceed with teleport right behind them, skipping the pallet. If they dont know they can vault back or they do it too late, they're dead.

    Recently I played survivor and barely escaped terminus remember me soma's photo singularity that kept everyone injured and deep wounded and held both gates. Super nasty, but worth trying too.

  • @VomitMommy said:

    I don't think those changes made Singularity really that much stronger. Yeah, to some extent mainly for EMP change.

    But most of it was just bunch of QoL things that made him so much better to play as.

    as a person who literally has more singularity playtime than all people here combined, I can say that he wasnt even made "stronger" in a common sense of it, he was rebalanced to be more accessible and less addon dependent.

    singularity's overclock is balanced around 3% haste rn (it literally runs out just before you get within hit range if survivor is running away from you in a straight line, you cant bullrush free hit every pallet), his abilities overall were made smoother to use and less clunky.

    people who complain about him out themselves as incompetent players who become neuron activation meme from seeing "buffs" in patchnotes and conditioning themselves to think the killer was overbuffed. he wasn't, they just always sucked vs that character and got carried by the fact nobody really bothered to learn the killer on the proper level, therefore never providing enough of a resistance to make these people learn the advanced counterplay.

    all they know is how to waste EMPs and predrop.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761793#Comment_3761793

    I can shed some light on this. 👀 No, these were real matches, the second match you saw wasn't artificially drawn out and was nowhere near 30 minutes.

    For full context, we go into these gameplay segments completely blind with a group of players from all different skill levels, some goofing around and having fun while others play more seriously. Our guests have never played the mode before, they have no idea what to expect, so what you see is them experiencing it for the first time. This is great because we want everyone to see their genuine first impressions, but it takes a few matches to warm up as a group and figure out how seriously we should all be playing. Ultimately the goal of these segments is to showcase some of the things you can do, not to flex on each other.

    I wouldn't read too far into these exhibition matches, but by all means please do let us know how it feels once it's out! This is the first iteration of 2v8, so there could very well be tweaks that we need to make - time will tell.

    it feels like your fog whisperers act like it's fun to get 2v1'ed by killers when you are applying 2 big nerfs to knight just to prevent this exact thing from happening.

    feels kinda wrong to me.

  • MMR isnt counting 9 hooks as wins on purpose so people who 9 hook can play vs same level survivors and "have fun" while 9 hooking.

  • i just dont like how we're getting more perks that allow to burst gens.

    they arent necessarily "time efficient", quite opposite if anything, but they work in such a way, that you can't really pressure people while set up their gen perks and then they burst the gen so fast, you cant do anything about it.

    all those so called "anti 3 gen" perks that in reality are used to quickly pop any unsafe contested gens, throwing strategy in that aspect out of the window for killer bc there isn't much they can do here.

    it doesnt feel healthy, esp when there's more and more stuff like that.

  • BHVR have too many things to support and they seem to take too long to perform necessary changes.

    which is why we often dont see killers getting changed unless it's one big batch of changes (update/rework) with a few tweaks after and then the killer is forgotten for another few years.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759739#Comment_3759739

    Would buffing m1 killers to 120% be broken? I think this is a fair valid question.

    congrants, you just broke balance of m1 chases and made killers spend ¬2 seconds less to cross the entire map.

  • @cobbler_bps said:

    I can't really speak on behalf of other killer items because some marginally effect the 1v4. For example, curing yourself of ouroboros affects wesker's recharge time for virulent bound and thus one could argue impacts his ability to traverse the map and interrupt gens or gets denied a hit because someone makes a pallet that they wouldn't on shorter cooldown. And not getting that hit means it takes longer to get a hook and thus buys gen pressure. There's a lot of nuance to other killer items and I'm not educated enough to speak on those but there isn't such nuance to the lament configuration. Picking up the lament configuration means more progress is gained on primary objectives for the other 3 players, there's no scenario where it isn't.

    pretty much.

    we can give the benefit of the doubt to things like uroboros cure or tapes which are less of a slowdown and more like a quick thing to do outside of chase / spend resource, but the box is very much directly tied to survivors' ability to do gens. and one of the ways it applies pressure is by forcing people that otherwise would've been doing gens to fetch the box and pull chase on them. survivors with OTR/DS up, esp in scenarios where killer isnt actively tunnelling, are robbing killer of most of the value and forcing them into playstyle that the perks are allegedly meant to prevent, alongside creating lose-lose scenario which isnt healthy either

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759427#Comment_3759427

    If "it affects other players" then yes but in limited quantities

    So in order

    Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)

    No

    Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)

    No

    No

    No* (if mending self idk if mending others counts as conspicuous)

    No

    No* (maybe just a small timer reduction like 10 or 15s not instant exposed)

    No* (maybe just a small timer reduction like 10 or 15s not instant exposed)

    No

    No

    No* (if using on self)

    No* (if using on self)

    No

    Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)

    No* (maybe just a small timer reduction like 10 or 15s not instant exposed on using it to disable pods or cleanse other survivors)

    No

    Maybe (maybe just a small timer reduction like 10 or 15s not instant exposed)

    No

    There is an argument to be had here since this is the old Ds case of haha I get to waste your time and stuff for free while you can't go after me bubble that still exists in these cases. To some extend it wouldn't really be fair if one of the individual actions immediately led to being fully exposed but some of them should have drawbacks so you can't do them for free or excessively since then you would just be playing the match again and should be fair game to target.

    most of them need to count as conspicuous actions upon completion:

    placing a turret, finishing a jigsaw box search, solving the box.

    some actions need to count the moment you start them like accelerating printing.

    this situation is a great example that bhvr's "consistency" approach is harmful because each case is different and therefore they just ignore it altogether, making anti tunnelling perks extremely unhealthy if used in these scenarios.

    ideally, they need to have a separate list in manual about what constitutes a specific conspicuous action in the manual, while short description just generally mentions interacting with killer props.

    Survivors shouldnt be able to freely complete secondary objectives meant to apply pressure by creating extra objective to work on while under the effect of perks that dont allow them to do anything BUT that secondary objective anyway, defeating the whole purpose.

    And in cases of like Pinhead, when the killer has to contest secondary objective, they also just make this decision into a potential game throw, esp if the killer is playing fair in the first place. Imagine you have 3-4 people hooked once and the most recent unhook runs for the box. So now you MUST chase a person with extra healthstate from OTR (+DS and even DH if they let you get through first 3 hits fast which possibly means they preserve pallets) or lose box and your main pressure tool. That doesnt sound like tunnelling or a fair punishment.

    People defending this oversight should decide whether or not they want killers to play fair, in which case antitunnel perks can be strong, but cant be weaponized, so the killer playing fair isnt punished, or they want killers to play dirty and in that case antitunnel perks are perfectly okay in that scenario, because the killer wont be playing fair and fun in the first place to be punished for nothing. If they're not okay with killers playing in the unfun and sweaty ways, they shouldnt advocate for antitunnel perks still being capable of punishing fun playstyles.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759420#Comment_3759420

    Okay, let me explain this.

    Pinhead is a macro Killer. This means that his individual chase can be weak at times, but he has a power/ability to make up for it, one that affects multiple Survivors at once.

    If a Survivor with DS or OTR is doing the Box, you can chase them, or you can let them be. If you choose to chase, you can down them. When you down them, you initiate a Chain Hunt automatically, without picking them up. This means there are literally zero negatives, not only do you not need to pick, but you also get massive pressure by having a slug and a Chain Hunt up at the same time.

    Your comment about Pig Boxes tells me quite a bit and confirms what I had suspected. Pig's Head Traps do not need to disable DS, OTR and other perks. That is a ludicrously biased and short-sighted idea. You don't need to give Pig any more excuses to camp Boxes and force boring playstyles.

    You will also be massively buffing all of these Killers:

    Trapper (Disarming Bear Traps disables anti-tunnel)

    Hag (Wiping away Traps disables anti-tunnel)

    Pig (Removing RBT's is now Conspicuous)

    Plague (Cleansing is now Conspicuous)

    Demogorgon (Removing Portal is now Conspicuous)

    Twins (Kicking Victor is now Conspicuous, also crushing him)

    Nemesis (Removing T-Virus is conspicuous)

    Pinhead (Solving Box is Conspicuous)

    Artist (Removing Crows disables anti-tunnel)

    Onryo (Removing Condemned now disables anti-tunnel)

    Dredge (Locking lockers disables anti-tunnel)

    Wesker (Removing Ouroboros disables anti-tunnel)

    Skull Merchant (Disabling Drones removes anti-tunnel)

    Singularity (Using an EMP removes anti-tunnel)

    Xenomorph (Picking up a Turret removes anti-tunnel)

    Unknown (Interacting with a Hallucination disables anti-tunnel)

    Vecna (Interacting with a chest or item disables anti-tunnel)

    Surely, you can see how unbalanced this is going to be. All this does is encourage boring and bad playstyles.

    all it's going to do is to force people not to ignore killer's presence doing things that are supposed to give killer pressure, partially because survivors have to do these things, but hold it in risk of killer being there.

    Pig's box camping is not a viable strategy since they added extra box and hid their auras from her. It's the same as saying that adding conspicuous actions in the first place would encourage boring strategies because killers would go back to gens where unhooked person might be. Somehow survivors generally learnt not to touch gens to keep their stuff or leave the area.

    Using an item never disabled antitunnelling and I never said that it should, however interacting with killer props (singularity's printers for example) should definitely disable anti tunnelling.

    Idc how biased you call me, I don't like anti tunnelling perks being weaponized and used as a shield from killer's aggro when the killer is not tunnelling and playing in good faith while survivor gets objectives done for free. If your solution to that is "well just deal with it", im not going to agree with your sentiment because it's ludicrous.

    Having survivors run into your face with "aNtI tUnNeLlIng" perks, do secondary objectives in your face, pull aggro when they're in a perfect spot for chase partially thanks to their antitunnel perks is not fun or fair by any means.

    I really hope that once babysitter sets its place in meta, they'll go after OTR and DS and leave them in the past. Best antitunnelling perks are the ones that give survivor a guaranteed headstart / good position in chase after they were unhooked, making tunnelling off the hook impossible which is the actual problem that needs to be solved and is only encouraged by perks like OTR which counterplay is quite literally tunnelling people off the hook to not let them keep 80 second endurance.

  • @Pulsar said:

    Let's not. Not really any reason to, Pinhead is fine except for his FoV bug

    "not any reason to"

    apart from the fact that survivor abuses anti tunnelling protection to do a risky / dangerous secondary objective that's supposed to stall the game but isn't because that person is doing the only available objective, thus optimizing the time of his team which is doing gens.

    and tunnelling them isn't really working out bc they have those perks up and you're not pressuring the rest of the team that is doing all the gens freely uncontested, meaning you just have to give up box.

    same goes for a bunch of other killers with secondary objectives.

    there's not really an actual reason to rush to complete secondary objective ASAP against any killer, even pig, and still deserve to have antitunnelling up.

    the only feasible excuse is that people can suck at the game and not make correct call, losing their protection, but at this point, they need to learn.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758958#Comment_3758958

    spreading infection doesn't have rewards. They could made it so that every infection reduces the rate at which crates passively print EMP. Like 5/10/15/20% slower. right now i don't see reason to spread infection. I just see more tunneling singularities with this change.

    the reason to spread infection is because it applies pressure as any marked person is potentially vulnerable to you crossing the entire map within a second and appearing behind their back with 3% haste and endfury fireup on steroids.

    infected people cant do gens with cameras without EMP as they risk being immediately attacked, the cant traverse the map safely or come to their uninfected teammates without risking to infect them too.

    it's sad we lost this mechanic, but it doesnt change the motivation to constantly infect anybody you can

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758602#Comment_3758602

    No one wants players who love Singularity seeing their favorite get wreaked, and I too hope that doesn't happen.

    yeah.

    if they keep the 0.2 nerf as the time to hold the button for autoaim, it's generally fine and nonproblematic.

    im still worried about cameras finding people on their own, but if there's a delay, it would def be more optimal to do it on your own which is fine by me.

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