Trollinmon
Trollinmon
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469083#Comment_3469083
Presumably, relative difference between survivor and killer speed.
Survivors move at 100%, killers (most) at 115%, so Hope knocks 7% off that 15% difference. 7/15, leaving 8% difference remaining.
MFT then knocks 3% off that 8% difference. 3/8
Although I think it's a little disingenuous to frame it this way. Whether you're using Hope, MFT or both, we know their values, 7%, 3%, and combined 10%. Mathmatically you can manipulate the numbers to say "MFT gains power when used with Hope", but realistically this isn't any more meaningful than just saying "combined it's 10%" and would apply to any two effects of a similar nature.
Bearing in mind, that 10% requires two perks.
Framing it this way is how you look at things if you are theorycrafting them. The total value is 10% but you don't get the perspective of what the value the 3% is giving. It isn't perfect since there are other variables in the game but gives you a more accurate understanding of what the perk is doing.
If you have 50% damage reduction and go to 75% then you double the value the 50% gave when adding 25%. It takes 100 damage to kill you and having 50% dr makes it take 200. When you go to 75% it now takes 400, so 25% is half the value of 50% but is also giving double the eHP.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470660#Comment_3470660
If they walk they're negating the distance their perk grants, depending on the killer it will equalize the chase.
If they heal for blood echo they're not on gens, that gives time to apply pressure, more if you have sloppy. PWF and Genetic Limits are pretty dog I'll give you that, but BE and Fearmonger aren't bad at all.
When looping there are usually times to wait and just walk to see if the killer is going to mind game. I don't find walking for 5 seconds to be difficult to do when you are healthy. Only thing fearmonger does for me is make me want to heal.
The thing is that survivors healing means they have 2 health states. The game will last longer but also take longer to get downs. And the thing that also sucks is BE has a cd and you have to find that person that you hit with otherwise they will not be exhausted later on. So you really need to run fear+BE so that when you hit the BE fear will keep them exhausted.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470614#Comment_3470614
Well that's the thing.
If you care enough about a perk you can bring a perk to counter it at the cost of losing a perk elsewhere.
No different than running deadlock to counter Gen rushing. Or DS/OtR to counter tunneling.
A single perk doesn't even counter MFT.
Fearmonger-heal and walk during the chase to remove the exhaustion.
Blood echo- heal
Genetic Limits- don't heal
Play with your Food- requires nemesis to get stacks.
So to counter the 1 survivor perk you need 2 killer perks.
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You should be taking the window and not walk around the tile.
The only issue I saw was just the tile spawning next to shack. If you play the jungle gym tile you can 50/50 that window and the killer gets punished heavily for guessing wrong since you can chain into shack. There are a decent amount of pallets on that map that are unsafe and at the end you broke one of them. When a survivor gets to a unsafe pallet you should play the tile even when the pallet is thrown.
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3 stacks of current PR is equal to 5 stacks of old. This perk would give worse value in basically all games. It would only be good for the 8 hook zero kill games.
Now how you would make something like this work is that when you hook a survivor you remove 15% of the highest progressed gen and the perk deactivates if the same survivor is hooked consecutively. Basically every hook is -15% as long as the survivor doesn't get hooked back to back.
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I don't leave 99 gates and will open whenever I leave the gate. You get enough time to do the things you need to do and Blood warden is an extremely rare perk. Much more common to die to a 99 gate rather than BW so doesn't make sense to do it. Also EGC is fun so I like it pop it and experience the tense moments that can be created.
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469765#Comment_3469765
Bringing MfT does not make you good. Its not an automatic win. Thats my point. Acting like because someone has it, makes them a pro looper all of a sudden, is just disingenuous to this convo because its not true. If you are seriously struggling with this, I'd implore you to visit some good killer main's channels and watching them for a bit because you'll learn a lot and see why what you're saying is wrong. I'm not going to convince you are wrong but gameplay will. If you really want to know how to do the whole hit and run effectively, watch Hexy. He's very very good at it (although he loves to troll and mess around lol) and he does it with a variety of killers, not just Wraith. And yes, deadzones are a valid point to bring up because they do happen and good killers do force out strong tiles or god pallets, the earlier the better. For instance, Hexy does this and its what a lot of times, secures him the win. He does an excellent job of creating dead zones.
Thats why I want low tier killers buffed. I think most people want low tier killers buffed, right? I don't want Trapper to stay at the bottom. I don't want Hillbilly (who is also one of the most fun killers to go against) to stay the same while Blight, Nurse, Wesker, Spirit, etc stay at the tip top for years. At least we can agree on that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469785#Comment_3469785
You're right, it would likely be more difficult I agree. But its still the better option over gutting 2 perks, especially one that hasn't even been in the live release of the game for even a month. You gut that perk, no one runs it. And then what was the point of even unlocking it in the first place, if everytime something strong comes out (that is ONLY deemed truly busted OP with Hope) we just nerf it to the ground w/o looking at any other avenues that would probably be a lot healthier of a change. If haste stacking is the problem, thats what should be addressed.
This isn't like Eruption that had literally no counterplay in solo que (the majority) and stayed in the live version of the game for months while every killer ran it and told themselves they didn't just win because Eruption carry. There is counterplay, they aren't impossible to catch. There are dead zones, there are mind games they can still lose.
DH was not a problem against good killer mains is what I was saying though. The forums and Reddit screamed the loudest because lesser skilled players ran there/here to voice their complaints. Good killer mains did not do that because they had no reason to. If you're able to hold a 90%+ win rate playing a variety of killers that aren't S tier and most aren't even A, I''d have the opinion that the killer player is very experienced, has likely been playing for some time, and is both map and situationally aware, tracks perk use, whose been on hook, whose on death hook, etc. Just a generally skilled player and easily well above the average.
You wouldn't play Demo, I wouldn't play Demo. People don't play things just because they're difficult. Its a factor of fun/playstyle/power 99% of the time. Unless you're just wanting to challenge yourself for some specific reason? But generally that isn't the case. If that were the case, we'd be seeing a lot more Hillbillys. But people know he isn't strong because of where he sits right now, especially when you can play other killers that do the same thing if not better and you won't be frustrated as hell playing them.
I'm saying if they brought Trapper to Wesker's level (fun, playstyle, strength being the main focus), it'd incentivize people to play Trapper. Because there would actually be a reason to play him. It wouldn't be Dead by Trapper, people would still play a lot of other killers that they love/are experienced with. The thing thats hard to measure, is that fun is subjective to each person. What you find fun someone could find boring and vice versa. I'd bet a lot of people enjoyed Omega Blink Nurse while also knowing it was crazy strong. If it was weak, they wouldn't have spammed it. Thats the same case with Hillbilly. He was popular before the gutting b/c he was strong, took skill, and was fun for both survivors and the killer player. Now he lacks strength, his powers been gutted and he's barely ever seen because people who play killer want to stand a chance, not be some toy the survivors play with and mock.
Anyways this is just my opinion & take on this and others. I don't want to veer off into several more topics like I've already done lol, so this is my last reply. Nice talking with all of you! We'll see what happens.
Yea I would agree it would be better then killing 2 perks. I think the thing is that I just don't see this perk being good for the game and fixing that issue still keeps the perk with problems. I see there being multiple issues with the perk and the endgame haste stacking just being one component. So from my point of view even if they went down that path there are still problems with the perk. Makes more sense to deal with the perk that is causing all the issues rather than fix all the problems that are coming from one single perk
I would disagree with the mind games being a counter for this perk. I find this perk makes mind games even harder since survivors have more wiggle room to mess up. The dead zones is a good way to deal with the perk but I think that shows the problem if the chase perk requires me to do macro play to deal with it.
I think Billy is a good example on why simple killers need to stay lower in power. Why would you play Billy when you can play something that has that same power but is much easier to play? There needs to be power increase to justify the increase in difficulty.
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469592#Comment_3469592
MfT isn't OP by itself. Its strong, sure. But that's the whole point. And whats with this whole 'i dont want longer chases so nerf it' approach. If you're committing to a long chase with someone, isn't that entirely on you? The reward for running that perk is literally to prolong chases, which is what it does IF you are any good. It isn't going to save you like MfT+ Hope in end-game. It isn't going to do anything if you run into a dead zone or if you lose a mind-game at a weak pallet tile.
Why is it the person's fault who takes the killer's time away from his team? Why is there no responsibility on the killer? No one forces you to commit to a long chase, hell there are plenty of killers that can play the hit and run style effectively so why is it the fault of the person running MfT who actually makes use out of it and not on the killer who ignored 3 others just sitting on gens w/o any pressure?
So because a match is harder and you're less likely to get the result you want (3/4k), MfT has to be the issue? I also don't see 3/4 MfTs that frequently and even if multiple people are running it, it doesn't mean they're good. I've seen so many people running MfT go down fast, lol. Its just a perk, it doesn't just make you a pro looper over night.
Yes Hope + MfT is bad. I think most if not all of us can agree there at least. But thats entirely because of haste stacking.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469388#Comment_3469388
Getting haste off unhook doesn't need to change. Why wouldn't they do it? Yea I'm sure there's more work to it than just changing some numbers on a perk and calling it a day but its the healthier and better option compared to gutting 2 perks people want to use still. Just make us choose which one we want.
Harder loopers deserve to be harder to down, thats the reward of getting experience in the game and getting better. I'm confused, you want perks that reward bad players and hold their hands? There are plenty that do that already. IMO, its completely fine and rational to have certain perks give advantages to people who are more skilled. That isn't a crazy concept to me, because its normal & common in other games.
The problem with old DH (talking about the one before the latest gut nerf) was a lot of people complained about it when in reality they just weren't very good players and had self-inflated egos. It wasn't an issue against actual good killers. Annoying & frustrating though? Yea! I know several killer mains, and even some content creators who had win rates of 90%+ playing A/B/C tier killers and never hissed about DH being broken or OP. I mean Hexy for instance, a Wraith main, was winning 90% if not more of his matches, didn't matter if he was against an SWF - he actually prefers SwFs cause he likes sweating.
And the vocal ones will always be the ones who complain about a perk b/c a match didn't go their way which is exactly what happened on Reddit and the Forums. Good killer mains didn't do that, the only ones that tried to spin DH as some crazy OP perk were the ones who thought they better than they actually are. I've seen so many people blame the old DH for why they lost, when in reality they made some horrible decisions in the match that affected them way more.
Ex. I remember my 2 teammates were on death hook (1 person already dead) while I hadn't taken a single hook, I got into chase with Nemesis with 2 gens up. He stayed on me for the entirety of the 2 gens being worked on, and downed me as the final gen was completed. He hooked me near 1 of the exit gates. I got saved, teammates helped bodyblock and take hits, we got out. Found out he was a twitch streamer so wanted to watch the match back from his perspective but when I got there, this guy was just cursing me out and complaining about DH being the reason he lost and how the survivors aren't any good, etc. Just full on emotional response instead of looking at anything else. Its always gotta be the survivor's problem/fault?
What? If we buff low tier killers to be more on the lines of B/A (not even talking Blight or Nurse level), how does that have any relevance to high tier killers? How does buffing low tier killers make higher tier killers harder to play? Yield no additional value? Not everyone is playing killers based on difficulty, they play killers for their power/playstyle/strength most of the time. If low tier killers were brought up to similar levels/strength, it'd do nothing for the other killers that were already high like Wesker, Blight, Nurse etc. People would still play them.
You're tellin me if we buffed Trapper to a similar level of Wesker's, people would stop playing Wesker because it provides no serious value anymore over Trapper? Hell no! People would still play the hell out of Wesker because he's fun and still very strong. People would just have more choice in what killer to play knowing that whatever they pick, isn't crazy weak or F tier.
Haste should all be going to the same spot for the coding. So they would have to rework the entire thing to sperate haste off hook and perk haste. On top of that they would have to add to all the descriptions of haste perks that they don't stack with other haste perks which they never go into that direction. I don't see them doing that when the problem really stems from one perk.
I would say there shouldn't be a multiplier for chase and flat extenders are better. SB will add 10 seconds to chase and better players can 99 the perk and do plays you would never be able to do without it. I find that healthier than a perk that increases your chase times by 20%.
DH was an actual problem vs good killers though. The problem is it depended on what killer you played on how DH was. For a killer like Demo 6.1 DH was literally better than 6.0. The patch they went and "nerfed" the perk actually ended up buffing it.
Why would I play a killer like Demo when I can play Myers that is the same power level and not even close to the same difficultly to play at the max potential? How is then Myers not a massive problem when he is very easy to play and is B tier? Sure at higher levels of play it isn't going to be broken but the lower you get the stronger he becomes. Those 2 things are why weaker killer honestly are fine in where they are at. I have seen players bring up how low tier killers are only fine because of Save and I think that is perfectly fine since it adds more difficulty to those killers which allows better players to get more value out of those killers' kits without it affecting lower levels.
If they buffed Trapper to Weskers level and made him still that simple to play then It would be Dead by Trapper. We saw the same thing with Omega blink Nurse where she was very easy to play for the power level and everyone spammed her. Players are very happy with playing things they don't like for free wins and we even saw this with the 3 gen meta. How could anyone actually like to play that way outside the fact that it was broken, so hey why not take a free win.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469369#Comment_3469369
It wasn't limited to just wesker. I believe the worst effects were killers who could get innate vault speed from add-ons or ability like wraith or T3 Myers. Even the standard vault was broken, if it wasn't part of the killers power.
So it sounds more like it was a bug they fixed. Correct me if I'm wrong but in current dbd vault speed stacks with other vault speed. If that is correct then they didn't remove vault speed stacking and I'm guessing they ran into a bug with the new vault perk that needed to be ironed out. Like can't T3 Myers and Wraith still stack vault speed today?
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469388#Comment_3469388
Even if they did buff the lower tier killers it would most likely take years to buff each individual killer. They can't just do broad charges since they would buff the already higher tier killers like blight. If they buff the lower tier killers they would have to do each one at the time. Since the twins rework has took more than a year so far can you imagine how long it would take them to buff every single low tier killer? These people don't think about this stuff when they suggest buffing lower tier killers. It's almost like they don't know anything about how this dev team works....
Yea doing buffs to all the low tier killers would take a long time. That's not something they would do over a single patch since base kit buffs would buff things they are not intending to buff in the first place. Even buffing lower killers brings the concern that the changes will severely hurt the lower skill levels where those killers are the strongest. Like asking for Nurse, Blight, and Spirit buffs. For low tier those killers are weak and in need of buffs but at higher levels it would break the game.
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469355#Comment_3469355
Its a balance. DH wasn't only strong, it was a lot of fun once you got the hang of it and extremely satisfying when you did get it to proc to save yourself. MfT is passive fun. Sure, you don't get any on-use power but if you're a good looper, you'll definitely be able to use it to your advantage and chain tiles together easier. Longer chases = typically more fun/focus. And so what if it doesn't give you any strong on-use interaction with the killer? A lot of perks don't. They're passive or you don't even notice them till the end-game scoreboard.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469362#Comment_3469362
If there are 0 issues with haste outside of these 2 perks, why not just address haste stacking? Its a simple solution and it doesn't screw over people who just want to run 1 perk or the other. Like I said, I don't even run Hope with MfT. Just because there hasn't been any prior issues with haste doesn't mean haste stacking shouldn't be addressed.
If there are all these haste perks that are now 'problems' because of MfT, where are they? Why is no one complaining about those other perks? Why is it only Hope and MfT? No one is complaining about anything else besides these 2 perks synergizing way too strongly with one another. So why not fix that and IF people really want haste, they'll have to pick one or the other. I feel like that's a way better solution than just outright nerfing 2 perks when there are better ways around it.
But don't you think better loopers deserve to be harder to down? I think thats a pretty rational thought to think, I'd expect someone with 1000+ hours to play better than someone who has less than 100.
As for the lower tier killers, I agree somewhat with you. They do suffer more because of MfT but they suffer fundamentally because their core power/weak balancing. I'd rather have them brought up to higher standards to meet the likes of the higher tier killers like Nurse, Blight, Wesker rather than nerfing a perk that affects a fraction of the killers and is nullified by the others.
Babysitting gives haste off unhook and that wouldn't work if they made haste work like endurance. They won't just made perks not stack when it comes to haste I don't think. That sounds like a nightmare to do and it is something I can't see them investing time into when the problem is just MFT.
No problems outside of MFT when it comes to haste. They've played it fairly safe when it comes to haste before this patch.
Better loopers are harder to down because they are already better loopers. Making a perk that does little for the average player but becomes increasingly stronger the better the survivor is doesn't make much sense. It is the same problem that DH had where the average player wasn't getting much value from it but the better players were getting too much.
Low tier killers are simple to play so they should be weaker. If they buff lower tier killers then the higher tier killers are harder to play but yield no additional value making it not make sense to play those killers. If you go down that path then you would just end up buffing the entire roster.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469359#Comment_3469359
Think so.
Legion and Wesker used to be affected by vault speed perks like Bamboozle and Fire Up.
Hope can be stacked with Blood Pact for an even greater Speed Boost of 114% m/s
But they made those killers just not be affected by speed for their power and didn't make all vault perks not stack with each other. They made Freddy not have addons rather then make it so % slowdown doesn't stack.
Blood pact is a really clunky perk that isn't anywhere near convenient and basically requires comms and loop with with another person. Realistically Hope would be just getting nerfed just because of MFT. They wouldn't alter how haste works in general just because of a single combo, at least I don't see them doing that.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469359#Comment_3469359
They removed stacking vault speed shortly after wesker came out iirc, because stacking bamboozle, fire up, and superior anatomy was causing vault speeds that literally broke the animation. So something like that has been done before.
Hope definitely stacked/stacks with other haste since the time limit was removed. There are tons of videos around that time of people playing with Hope + Blood Pact, which gave two survivors 114% ms during end game, and only took 3 perk slots.
But that is more of those things not working with his power. You can still stack those perks right now but on him his power just doesn't get affected with speed perks. They didn't go in and make it so vault speed doesn't stack and instead just made it so his power doesn't get affected by it.
Yea and that build isn't a problem. The thing with all haste outside of MFT is it is clunky to get/maintain outside of Hope. So blood pact doesn't have a duration but it is clunky and looks really niche to get the proc while MFT is just something you get by existing. Other perks are duration so while OP it is for a limited time. There was no issues with the haste mechanic until MFT came. To me that indicates that the new perk is what is causing the problems and nothing else.
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469299#Comment_3469299
Because haste stacking is the issue here, not 1 individual perk. When you bring 1 of these perks by themselves, they aren't a problem or deemed OP. Most people were not running Hope before this, it was considered like Pulsar said, niche. Some people did run it, sure. But no one fussed about it because it wasn't ever that crazy strong on its own.
MfT is the same deal. I run MfT as well, coupled with Resilience and I've never had someone complain about it or call it OP because I can still go down, I can still walk into a dead zone if not running WoO and its not the saving grace that MfT + Hope is at end-game. Sure it helps me in chase more if I'm a good looper but isn't that what a perk is supposed to do? And it only benefits you ideally if you are any good at chaining tiles/mindgaming so why nerf a perk that isn't directly the problem? If it were so busted strong on its own, I'd agree a nerf or looking at is in order of course. But that isn't the case (as much as some people want it to be).
Stop the 2 perks from haste stacking, that is the solution. It'll allow people to still have a choice of what they want to run and it won't kill off 2 perks people would want to use.
I would say there are zero issues with haste outside of these 2 perks and there was zero problems prior to this patch. There are a bunch of haste perks in this game and is only a problem now with MFT being added. To me that shows MFT is the core problem and nothing else.
I honestly don't see how the 3% is fine even without other things. Yea you can make mistakes and the perk won't get you out of there but 6.0 DH somewhat did the same. The problem with perks like this is it makes better loopers harder to down compared to other exhaustion perks and hit the lower tier killers much harder. From there you look at endgame issues and seems like the correct thing would be nerfing the new perk that is causing the issues.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469299#Comment_3469299
Because Hope is enabling MFT to boost the percentages in this niche scenario?
Hope is giving you a 7% Haste, MFT is only giving you 3%. Logically, you'd want to address the bigger number first.
Here's what you could do:
Hope can no longer stack with other perks that give Haste. There you go, you killed off the fun Endgame build without destroying either of the perks individually.
Have they ever done that though? Wasn't Forever Freddy the same issue with stacking things and they just removed it rather then make it not stack. And there are other haste perks that you can stack with hope that don't create this problem. Isn't this really just a case that is caused by not having a duration. Hope was fine on its own because you can't stack it with other haste perks that don't have a duration until this patch.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469277#Comment_3469277
Take away Hope and what do you have?
Hope's the issue in that scenario.
Why can't you do the same in regard to MFT? If you remove MFT then there isn't a issue, and we know this by the fact that Hope has been in the game since release. It is only a problem now because of MFT. How is MFT not the issue here?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469185#Comment_3469185
So, once again, it's Hope that's doing the heavy lifting as MFT on it's own wouldn't really be doing much.
Doesn't that imply that Hope is the issue and not MFT then? I see it as the opposite since using MFT with Hope basically makes MFT a slightly worse additional Hope. In that case how is Hope doing the heavy lifting when they are roughly both giving the same % reduction? That's like saying the 90% damage reduction is doing all the work and not the flat 10% that makes you immune. The flat 10% is pushing it over the top and not the 90%.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468899#Comment_3468899
What are those numbers?
The reduction of the killers bonus movement speed based on percentage.
Hope reduces the killers bonus ms by 46.6% and when you add MFT you reduce it by another 37.5%. The more haste you get the more effective that haste becomes. If the killer is 110 then 5% haste is equal to 2.5% when stacked. The first 5% makes the killer take twice as long to catch up and the additional 2.5% would double it again.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468876#Comment_3468876
Hope is doing 99% of the heavy lifting in the end-game.
In almost every case, Hope would have won you the game.
Hope increases the effectiveness of MFT.
Hope is 7/15= 46.6%
MFT is 3/8=37.5%
Normal MFT is 3/15=20%
So when Hope is combined with MFT the effectiveness of MFT is nearly doubled in value
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Yea next mid chapter
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467529#Comment_3467529
Yeah, I switched out NWO for bloodecho and the next game went better. That lobby had 3 MfT. I just hate I have to change all my killer builds to include a bloodecho or fearmonger just bc of one perk.
Yea it does suck
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NWO is a terrible perk right now. It was already rough with the adren meta and MFT+Hope is pointless to be really running endgame stuff. If survivors are running that combo as 4 then your best option if all gens get done is to open the door and not waste time. Really good game design honestly.
If you want to play Plague right now I would say you should either play her nasty by getting everyone infected and camping or doing a strong build. If you want to go for chases I would go something like Fearmonger, Blood echo, PR, and CI.
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Why would you put We'll make it over Botany? BK is 10.6 second heal with no conditional and WMI is 8 with needing to get a unhook for the perk to activate for only 90 seconds.
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@[Deleted User] said:
Solo Q stays rough if you have Cheryl she’s got a really good counter with repressed alliance!
Also goes well with wiretap
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Killer
Going for chase is the bread n butter. Having player interaction is when the game is at its best and chases are the main source of it. Love having fair tiles where you can mind game and doesn't feel unfair for either side. Going for 12 hook games are always fun as you get the max amount of chases possible. Chase killers are some of the most fun killers in the game. I find that tempo based gameplay is much more fun rather than macro heavy. I find I have the most fun when It's all about tempo where I get a down find another survivor and get into that rhythm.
Survivor
Survivor is really fun when killers are chasing multiple players and I have a variety of things to do. Light stealth is fun to add more depth and variety to the game. I find perks like Inner Healing add to the game as it adds something else to do rather then repair gens or get chased. I find perks that make you think how you get the max value in a match are great. With inner healing you want to think about pathing more when you're going to gens as to check the totem spawns without going too far out of your way.
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I would say full hex builds wouldn't be better than running 2 hex perks with 2 other perks. Wesker should be good with Blood favor and you can do crowd control/undying with it. Throw on something like penti/pop with PR and it's a solid build. One of the builds I personally run on Demo and enjoy running.
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@ZamasuManzon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464715#Comment_3464715
Thanks for the tip. :)
I THINK that I've found the issue: memory overclocking. This PC is 3 weeks old and while I was setting it up I turned DOCP on. I've disabled it and now HCI memtest don't give me errors for the first 10 minutes even opening 17 instances of it at the same time to test all the RAM. A full test would need like 40 minutes, but I'll play the game for the next days and see what happens.
This issue tough only happens with DbD. Every other game, emulator and etc that I have here works fine with DOCP on.
Yea if you were getting errors with the overclock then that'll do it. If DOCP is running the ram at the settings it is rated for then I would call the company to inquire about getting a replacement or if there are other things that can be causing the errors to occur. Wouldn't keep the ram at base speed when you pay more for the binned ram that runs at better speed/timings.
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I had something like this happening and it was bad ram. I used HCI memtest and tested all ram at the same time. Ended up being a small portion of ram would give an error every 5 or so minutes. If you haven't done that then I would at least test to see if all your ram is working correct to rule that out.
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If you want to solve the problem then instead of running 2 gen perks maybe run 1 and OTR. Killer is the same way where you have to run some gen defense otherwise the game won't last long for those players to actually play. Looks like you are trying to rush your objective and the killer matched that type of energy.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460857#Comment_3460857
No heal meta after a massive healing nerf which prompted numerous complaints about how Survivors only did gens.
Was that at lower ranks? I remember back then it was Nurse, Spirit, and Billy meta. Survivors were getting so fed up with Spirit that it was becoming common that survivor mains were deranking to green/purple ranks to stop seeing Spirit all the time.
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I've been having a blast with the pallet one. Been using it when there isn't a pallet nearby to play a game of chicken. Some good dumb fun which is refreshing.
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I wouldn't mind a adren nerf in like 1 year. I don't think the perk is a problem to the point where it needs a nerf at this moment. Yea maybe it is a bit too strong but I don't find that I'm sick of seeing the perk, and it does have a tradeoff and is predictable on when it will show.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461048#Comment_3461048
Sure. OK. I didn't see that. But that still only points to the thing, that the perk is still less used then lithe (21% at the same time https://nightlight.gg/perks/Lithe ) and about the same as sprint (15% at the same time https://nightlight.gg/perks/Sprint_Burst ) . As we are considering brand new perk that people will drop - when they realize they don't like it (new perks always get higher usage rate at the beginning, because people want to try them out) - it's still just worse option. And yet - I don't see so many threads about need to nerf lithe or sprint burst.
Still I wonder how do they really calculate it and nightlight. Like how could these numbers add up into 5% they show in main page (but I guess they take into account longer time frame than just those 14 days).
Well for most players this perk will be worse than other exhaustion perks just because those perks are easy to get the value while MFT isn't. If you last 30 seconds in chase with nothing then a perk like lithe or SB are going to be much better perks. I don't think a perk like this will ever have a high usage unless it was game-breaking.
I would assume it's just the average of the 14 days, but I'm not sure. I just look at the perk page to see what it is looking like after a patch since that will give you an idea of what it's looking like more accurately.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460927#Comment_3460927
You are right. it was released 13th of june = 8 days. If we use those 8 days as the average and prolong it to 14 days (which is not fair, as people want to try new perk at the beginning even if they will never ever use it again), then you still have 4.8%/8*14=8.4% usage rate. That's quite a number, but it's still very far from it's contenders - mainly sprint burst and lithe.
it is at 14%
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Bringing old Freddy back while also fixing the core problems he had back in the day. Current Freddy hasn't aged well and feels like clown with a tp while his old kit was interesting and unique.
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5 mil
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@Hexan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460626#Comment_3460626
I have too ask Call of brine, would you say they nerf it in a good way. because I understand way they nerf it, but the way by lower its numbers. Feel like ruin it's use
Yea I would say so. If they kept it at 200% but made it a buff that comes after hooking someone then it would just encourage camping. If they don't nerf the numbers as harsh then killers like Skull Merchant would be able to still drag games out. Think the perk is a bit flawed in design.
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Yea if you are not running meta it seems gens can fly. If you want to go for chases then you should just run CI, PR, and Pop. Basically the meta before 6.1 which makes downing a survivor give massive slowdown.
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I would say it is the same as windows vs zanshin tactics. The reason windows is miles better than zanshin is because survivors control the flow of the chase. 3% on SM can be frustrating for survivor but you can avoid that 3% from doing anything significant. If a survivor having 3% haste makes the loop +1 then the killer doesn't have agency in that situation. If the killer has +3% haste the survivor can pre-throw the pallet and there isn't anything punishing from doing that if the killer goes for chases. So SM removing pallets faster at times just enhances her 3-gen potential rather than letting her do chases well.
Now we can look at survivor and what 3% can do for them. You can pre-leave and make the killer take longer to remove that distance. You can hug small objects in dead zones to waste more time because of the hitbox difference. Certain tiles are going to be +1. Pallet stuns are more punishing to killer. Sometimes being able to go 2 tiles over instead of 1. Along with timings for killer being changed. Now add that on top of the problem with hope and the extra endurance the perk gets. Feels like power creep and adding more frustration to the game.
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Would rather them just fix the maps rather than nerfing a aura perk honestly. I legit never ended a game and thought about how op WoO is but I have thought about how dumb certain setups are.
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We just got a survivor meta shift in 6.7 lol
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@Exerlin said:
It's a good thing a killer doesn't have to hold W behind survivors all the time. You have the option to leave and go to a gen or another survivor, you know. There are MUCH better things to do with your time other than follow a survivor from pallet to pallet.
Also, I find it really funny when people bring Hope into this equation. Like, y'all seem to want to nerf hope as much as MfT! Hope is really strong by itself, doesn't really need any other speed boosts to be useful, and is only activated in the late game. The killer has basically lost at this point or is about to lose, so who cares if a survivor can have +10% movement speed instead of +7%? Just admit that if Hope activates, you've already been outplayed.
I swear, if Sprint Burst was released today, the forums would be 90% about THAT perk instead
I swear, if Sprint Burst was released today, the forums would be 90% about THAT perk instead
Remember when players said that if DH was nerfed players would just complain just as hard about SB? Pepperidge Farms remembers
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I would say the current state of gen regression is bad. From my experience if you are running only one gen defense perk survivors end up not having to heal with adren and push through the gens since you can't really stop the gens without stacking slowdown. Survivors can play safe and pre-throw pallets and basically nullify slowdown. On the other hand if you are stacking meta slowdown then that isn't the case. The fact that you adding slowdown amplifies the other slowdown you are already running is bad game design imo.
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You could watch zubatlel play survivor with the perk and see the value. It certainly is not in a fine spot when compared to other exhaustion perks.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455748#Comment_3455748
This would hurt Guardian. Guardian gives 7% haste on unhook when survivors basekit get 10%.
I don't think we need to go straight for no haste stacking, we can nerf it by making it stack multiplicatively so that multiple effects together are not as strong.
How would that work? If you made it multiplicative then 2 sources of 10% haste would be 121% ms vs the 120% that is right now. Additive is what makes it weaker when stacking and multiplicative makes it stronger.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455263#Comment_3455263
Read carefully am talking about overall killers like to justify and tell survivors run x perk for this and that and do this and that, yet killers hate when survivors tell them to do the same. Fear monger is hella annoying and useful, annoying not seeing where a person downed and I that like using lithe cnat use it if am already push in a chase.
Why would anyone run fearmonger to counter MFT when you can run a top 3 killer that counters the perk and doesn't require you to run a non meta perk?
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454739#Comment_3454739
3% haste =/= tanking a whole health state
Was old DH for distance not basically a health state? You are making it somewhere you shouldn't. Sounds like another health state to me.
"The better the players are the small the window for hits become and the more impactful ms increases are."
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Already seeing scenarios where the perk is basically giving extra health states. Seems like it's DHv2 where the bad players struggle to get the value but better players can. The better the players are the small the window for hits become and the more impactful ms increases are. If the perk stays meta then I'll just not play killer or run the top 3 since they don't care about the ms boost.
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Terrible
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451677#Comment_3451677
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451679#Comment_3451679
Considering that facecamping used to mean "a killer standing so close to a hooked survivor that it's preventing other survivors from unhooking, because swivel hooks didn't exist back then, and facecamping literally used to 100% make it impossible to unhook"....
.... It's ok if people want to evolve the word to mean "directly next to a hooked survivor", but 16 yards is completely unreasonable.
It has to go further out otherwise killers can just bypass the mechanic entirely. As long as it takes a long time at 16m then I don't see it being a problem for proxy camping. They also have 6 months to refine the system.