Trollinmon
Trollinmon
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403902#Comment_3403902
i just assumed this was mostly on how hard there power is to master? Demogorgon is just timing, and most of the time not even that hard of timing
I would say that his power gives you more windows to attack players which results in being much harder to hit every one. There are some very small windows that require perfect timing while also needing to identify that there is even a window there in the first place. I would think that being able to hit every shred window would be mastering the power.
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I think it's a stellar patch. Much less handholding which makes the game more enjoyable.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402741#Comment_3402741
This is for killers on skill ceiling not win rates
Yea, but wouldn't a killer that is considered to be strong that also has one of the lowest win rates mean they are hard?
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What makes you think Demo is easy? He is considered a high B/low A tier killer that has one of the worst kill rates in the entire game.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402507#Comment_3402507
Like I said, we will see what happens two weeks from now. I also use PR + DMS as the only regressing in my Nemesis, so we can compare experiences with two different killers.
In my experience, the strength of the perk was being able to proc it every hook and that was what made it good even if it relied in RNGs, because if you were lucky you would get a lot of value from it. Now, you would depend even more on that RNG as know you would only have 4 chances to proc it and do it in a moment you get a "good hit" on the survivors so it would do almost nothing in most games.
You think this is not the case? We will see how things goes from tomorrow on. No point in repeating the same things over and over again.
If you're running DMS then the reduction of procs is a bit different. I've always felt it was more of a cheese combo but I can see Nemesis really liking it because of the zombies.
You don't run it with Agi do you? With Agi I still see this staying roughly at the power it currently is at and my unknown is more around if it is worth dropping Agi. The issues with missing a proc or bad hook spawns don't feel like actual issues since I mostly run it with Agi, and that is already fixing any RNG problems I could have with the perk. Throw in needing to hook certain players on scourge hooks or avoid putting them on ones doesn't seem like a big issue because of this. Might just be more of the perk being fine but restricted into needing to be paired with Agi.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402459#Comment_3402459
The funny thing is you are saying it yourself. You use Agi so you can get to the SH 12 times, which means 12 "dice rolls". That's why the perk can be used reliably right now, because you can use it multiple times to remove up to 13.5 charges everytime even if you depend on RNG and things out of your control to have the full value of it, so doesn't matters if that 13.5 charges can be recovered in 8 seconds by two survivors because you would be able to regress them once again if you keep downing people fast.
PR was good because even if you don't get full value in every hook you did, if you keep doing them, you would regress a lot of progress if you were lucky enough for RNGesus to bless you. Now, if you don't get full value with every of the 4 procs you can do, you would get almost nothing as you would be removing less than 22.5 charges, recoverable as fast as 10.71 seconds by 3 survivors with basekit progression, 4 times per game. And getting that full value is not in your hands as depends on a lot of factors that aren't in your control, including at what rate those charges you erased would be recovered.
But like I said, maybe you are either the luckiest player or the strategic god of DbD and you would be able to use the new PR reliably even with all the RNG involved. I want to know if your opinion is the same about this topic in two weeks from now, as tomorrow the patch goes live.
Yea except it isn't 12 and more like 9. Once you are that deep into hook states the game is over. So you need to run Agi+PR for 9 procs. When I use it without it seems to be around 5ish. If you are also getting quick downs the perk would suffocate teams by itself. This is because there would be gens with progress on it and the proc would be 15% and put it in the regressing state. I'm expecting the perk to lose value in games where it is a stomp and gain value in games where I have a harder time going for hooks.
I really don't see this perk being super RNG. Sometimes you get really, really bad hook spawns but I don't find them to be bad overall. Are we going into time to hook players and how that additional time reduces the value from the perk? Kinda lost me where you are going here.
I can literally just go Agi and go from 9 to 7 and while being able to slam the procs early game where they hold more value. Players in my games are either losing or slamming gens. The problems are when players spread out and not stack on a single gen. You're acting like the correct way survivors play is do one gen at a time. There is no new RNG if you are already going for 12 hook games. Agi+ PR will be roughly at the same power it is now. The question for me is basically if I can drop Agi or if it is still feels required.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402432#Comment_3402432
And from those 12 hooks you always have a SH nearby and remove the full 15% of the gen of course. You never proc it and you see the gen next to the hook with maybe 1 or 2% done just blow up because the rest of the gens aren't even touched and they just done the one that was being worked on the second you started to hook. And of course, you never hooked the same survivor 2 or 3 times in a row because it is the one survivor that you found and be able to down.
And I'm the one with a skill issue and nitpicking? When you can't see the bigger picture here and are over simplifying things? Sure, buddy. We will talk after a week of the change being done, so you can tell us how much value you did get from the new PR when you don't have 12 chances to proc the perk in a valuable way.
I run Agi with PR so every down basically is a hit. I don't care if It procs on a gen with nothing on it because games where that happens often are the ones were I 9-12 hook with 1 gen done. My average first kill is between 6-9 hooks deep. The perk is literally around the same level it is currently if you don't camp/tunnel.
I'm just going to keep track of when I put a player on a scourge and avoid scenarios where I have high pressure and the likelihood of the proc being eaten is higher. Early game is the highest chance for the proc to be eaten which isn't that hard to avoid. If 2 players hit a gen then you know how many were on it and the 2nd should be around double that time. You shouldn't have 1 gen with the only progress in the game. You are either already in a winning position or playing vs bad players.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402387#Comment_3402387
The thing is, it is not in "some" cases, it will be in most of the cases. So, you in fact won't be able to manage the timing at all because there are so many factors out of your control that would make it impossible to make use of the perk for full value in a conscious and effective way in most cases.
And I didn't focus in the "worst case" scenario because I didn't even mention just one case to start with, but all the factors that would have to happen for you to get "full value" on purpose from the perk like you two was saying. The perk would be like wanting to draw an specific card from a deck, and here you are claiming that you would be able to do it so well without depending on pure luck that you would get enough value from it to keep using it.
That's why you haven't thought this well, and still don't do.
I literally win my Demo games with the only game delay being PR and I go for 12 hooks with little to no camping/tunneling. It's easy to see how this perk will work. Honestly seems like a skill issue and trying to nitpick the perk. Why would I care about games where survivors are goofing around? My hard games are when survivors are glued to gens. If you are not on a gen you are either in chase, healing, or saving.
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402282#Comment_3402282
Then why keep it in the game? Why not change it fundamentally into something new and different instead of leaving it as something you should not use? I’d like to think that Behavior doesn’t just nerf things so people don’t use them. That seems like actively hurting your own game on purpose.
I think it's just easier for them to do heavy nerfs instead of reworking something, and a good example is ruin or the kick perks. Those perks were gutted and there really isn't a reason to run them anymore. Keep in mind these changes are for their meta shake-up. They are doing these nerfs to encourage players to use other things.
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402270#Comment_3402270
Just because OTR exists doesn’t mean DS should have low value. Yea, I agree that OTR is a lot better than DS. So make DS comparable in value added.
But I don't think they want players running DS though. I think they want OTR to be the replacement for DS, and it would make sense with how much that perk was nerfed in 6.1.
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You're suppose to run OTR for your anti-tunnel needs. I see players play like it's comp in a good amount of my games and SB+OTR hard punishes them nearly every time. Honestly OTR with Sprint Burst is a busted perk combo that destroys old DS.
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@Kedasa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401845#Comment_3401845
Yeah, i agree with the point of the nerf it would be to lose its Scourge Hook Part, but calling it a top tier perk is just something i can't agree on. You say you need just 4 downs. In fact you are right but if you put in mind, what you have to do to use it, its way harder. If you really want to have the maximum regression, you have to look, which surv you gonna chase. And 25% for the work of finding a survivor, who hasn't been on a sh until that point + getting the down and hopefully the sh wastes much more time than you gain from the regression. So chasing down survivor to get the regression will make you lose more time.
And i cant be the only one, who experience sh doing almost nothing, because the furthest gen got finished a few seconds before the hook.
These are just my first thoughts about it, so im curious how top tier it will be after tomorrow.
I would say that it is a top tier perk but basically locked behind players that want to go for 12 hook games. So it's not a top tier perk for everyone but it's a top tier perk for certain play styles.
And 25% for the work of finding a survivor, who hasn't been on a sh until that point + getting the down and hopefully the sh wastes much more time than you gain from the regression. So chasing down survivor to get the regression will make you lose more time.
I plan on just keeping track of whose stack I've gotten and just play the game normally. You don't need to be putting that amount of thought into pub games.
And i cant be the only one, who experience sh doing almost nothing, because the furthest gen got finished a few seconds before the hook.
Which is a big reason I think making it not a scourge hook would be a nerf. Game sense should allow you to avoid wasting a proc like this. I don't see scenarios where the survivors are playing correctly and you can't avoid wasting procs of the perk. There should always be other gens that have progress on it after one pops or you knowing there is no pressure they currently have on gens to avoid getting your proc eaten.
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Making it not a scourge hook would be a nerf to the perk honestly. The fact that you can avoid using the proc makes it have more value in my eyes.
The new PR is still a top tier perk like it was before but now it's mostly locked to players that want to spread hooks. Instead of using Agi+PR for 9 hooks you can just run new PR alone for 5 or 7.
There is less time needed to be wasted to get your procs since it's only 4 times and also less problems with hook rng since you only need 4 downs for the total value; unlike before where you really wanted Agi for the full value of the perk.
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@HugTheHag said:
Does crouch tech even really work ?
I personally don't try because I don't want killer to think I'm teabagging them.
I've slid off survivors that were crouching as Demo.
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The perk is kinda trash once you get tempo. If you have good pressure it's basically just one person that will be on gens and that will make the proc do nothing.
I see the perk only good for camping, and for good killers they will run things like PR, sloppy, CI, jolt, etc. Best to amplify your pressure and mitigate the loss of gens early while you ramp and have your natural slowdown from downing players do the heavy lifting.
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The reason for 6.1 was to get killers away from running 4 slowdown perks. The changes to base killer nerfed the pre-leave, pre-throw, and DH for distance strat that was common for the time. They seem to intend for perks like Brutal and Save to be better because of the base changes.
Killers like Demo can be dealt with by understanding how to starve stacks from him. He doesn't gain or lose stacks when using M2 which can be helpful for survivor. I think the core issue with Save would be that for soloq you don't have the information required to deal with the perk. I think informing players that the killer has save when they reach 4 stacks would be the correct solution to fix the issue. There is counter play vs the perk and it really only feels unfair when you simply don't have the information that an swf gets as a solo player.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400575#Comment_3400575
ppl are already sweating over a number they can't see so i imagine it can't be much worse
Do you face the strongest killers with their best builds while also playing like it's comp? Do you constantly face killers that will bleed players out at the chance for a 4k? It certainly can be much, much sweatier.
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Wouldn't this basically make players just want to sweat more? Feel this would make soloq much worse since you now see number go down when you get bad teams, and I don't see how that does anything other than increase the chances that players tilt.
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I think rework Freddy and release Spirit were around 70-75% kill rates. I would say if they went from 60%(current) to 70% the game would just be just way too easy/boring for killer.
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Maybe your anxiety is stopping you from thinking clearly which is hurting your chase which then fuels your anxiety more. You should just try your best in chase and not worry if you have short ones.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399708#Comment_3399708
https://www.youtube.com/live/pstKyIxEOt4?feature=share
4:30h - tell me how to win against these with a D-Tier.
(Not myself playing here)
I hate that build.
First chase already shows issues. Unless they changed it you can snare through walls. At cow tree you could use the fact that she is already asleep and snare the short loop to get a hit 100% of the time.
Shack you could snare through the wall making her have to always drop pallet or go down since window on the inside would be snared making it a medium vault instead of a fast.
Because that mistake was made they dropped chase which is insane loss of pressure for early game. No CI or Lethal so you don't even know where your next chase is or have gens blocked to buy time. I would never drop chase there especially without running either of those 2 perks. Now have zero pressure on the map at the start of the game.
They are basically just playing like an m1 killer. Chase is really weak. Terrible pressure with a terrible build resulting in an expected outcome.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399435#Comment_3399435
There really should be an icon to hooked survivor with its own timer to let teammate know. Other wise every time I use RE and do Gen, another teammate just go trying to unhook. The perk is really useless in Solo.
Yea I would love to see a white background for when it is active with maybe it would deplete based on the remaining time on the perk. That would be pretty neat.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399276#Comment_3399276
You have to spend time to run to hooked teammate to activate and go back to Gen, then later run back to hook again for 2nd times, takes always alot of time.
https://us.v-cdn.net/6030815/uploads/C18V8C3D8ZEH/image.png
I made a simple chart of Gen time difference in 90second between with a Re and without a Re. About 20% Gen efficient gap, and that's already requires tight coordination that only SWF can do.
With 3 survivors left, Reassurance makes no difference.
https://us.v-cdn.net/6030815/uploads/XXIQWRTTOR1W/image.png
I mean, if Reassurance has 1-2 time use with 60sec pause, its still more useful for Solo than using 6 times on teammates with 30sec.
I would argue you should be sending 2 players for the saves if a killer is just sitting there camping the dude out.
I think increasing the timer and making it a one time use would be a great direction to go. The perk is balanced around all survivors being able to bring it in and letting the hooked survivor sit on the hook for an additional 90 seconds. Balancing it around being a one and done perk with maybe having a camping icon and more clearly showing Reassurance is active would go a long way for helping soloq.
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Vigil doesn't reduce the exhaustion timer by 30% but instead makes you regain exhaustion 30% faster. It isn't 40x.7 but 40/1.3.
I like vigil with self-aware for SB. Being able to pre-leave with SB and then walk back and get your SB really fast is nutty. Good supporting perk overall imo.
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@Canas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398757#Comment_3398757
Thanks for proving my point. Instead of 16 second heals survivors will be able to do it at an even more absurd pace now. And don't forget the free aura reading they get to coordinate it with randoms. The perk will remain an issue, especially on multi-leveled maps where the killer has to waste so much time on going upstairs just to snuff out the totem while everyone below him gets to profit off the effect until it's taken care of.
Pretty sure they removed the general heal increase and made it only apply to others. So you take that and the fact that you can't self heal, along with you having to find a totem and boon it, and I just don't see this perk being very good.
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@Canas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398536#Comment_3398536
Yes, CoH got buffed. They doubled the healing speed within its aura at the cost of removing selfheals. It used to be 50%, now it'll be 100%. Premades can meet up at the boon and heal up twice as fast now.
50% heal speed:16/1.5=10.66
100% heal speed:16/2=8
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Black heart- Feels required for heavy m2 usage. Should be 2.7 on shred with heart at 7.5% so it opens up more options for add-ons imo
Rotten green tripe- Just seems like a problematic add-on for stbfl.
Violet Waxcap- Broken. You just run this with enduring.
Deer Lung- Place all portals to get bl1. His chase is already strong and having that extra ms seems a bit much
Unknown Egg- Instant TP is really bonkers. Being able to go from one side of the map to the other in 1.5 seconds is really insane.
I like like both his current ultra rare add-ons
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@m4x1m_000 said:
It feels like they're trying to discourage camping if the killer's design allows it. I don't think they can do anything with Bubba's ability. Even if they limit him to start the saw within a certain radius of the hook, he will still be able to camp. You will unhook but with the same result if he was near. But this makes him a unique killer, isn’t it cool? I love facecamp Bubbas, especially if they hit me on hook. They’re funny to me.
Think the entire problem with Bubba is the fact he can down multiple players at once. Do you think Billy is as strong of a camper as Bubba? Even if Billy camps, you can still send multiple players to trade but with Bubba you're just dead.
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There are a bunch of killers where you just die if they camp the basement. He presents the issue that he can make any hook equal to basement scenarios. You can just not go down near basement but how do you deal with bubba if every hook is basically basement? The only answer is basically treat every bubba game where they will camp you to death and play super safe. Really bad game design honestly.
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Are you bringing OTR? I've been seeing a lot of tunneling recently and OTR has been really great at punishing it. Even had a Nurse try to tunnel me out in the start of a game and the IW was able for me to evade her. I would actually go so far and say if you pair it with SB that it is stronger than old DS.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396361#Comment_3396361
Survivors also have very strong Perks to chose from, but they dont need to chose, because the strongest Survivor Perks are not changeing. Perks that are strong on survivor side, but you never see them are Perks like:
Aftercare
Arlert
Botany Knowledge
Bond
Deja Vu
Desperate Measures
Distortion
Empathic Connection
Empathy
For the People
Inner Healing
Open Handed
Pharmacy
Resurgence
Situational Awareness
These Perks are all very good, but you never going to see them because they are much worse then the top tier meta perks. The Killer meta had very big changes over the years, but the survivor meta stayed nearly the same over the years. You could bring your survivor meta build from 2017 and maybe three of the Perks would still be meta perks. If the old build were Adrenalin, DH, Prove Thyself, and DS. The new one could be Adrenalin, DH, Prove Thyself, and Off the Record. Love the changes over the years in the survivor meta.
I would have to see how the meta settles for survivor. I think the changes this patch do make things like BK worth running more. Bond is a perk that is worth using way more now since COH was nerfed. Is PT really worth running now when BK is there and group healing is more common? With SB you might see players running vigil or self-aware more. It does feel like it will open things up more, but maybe it won't be enough.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396361#Comment_3396361
Eruption's just not as impactful as it used to be and really needs something to make up for the loss of incapacitated.
Bamboozle's only of value if you make a habit to vault windows and it isn't quite as useful as it used to be since breakable walls became a thing.
Pop is alright, but Pain Resonance is definitely not in a good place considering it is a scourge hook. Like the bump up in numbers help, but going from no limits to very hard limits isn't great. Like I think it just feels like killer perks are already not really getting anything truly new and as much as I love Skull Merchant she produced zero worthwhile perks with her released so watching a handful of useful and creative perks get nerfed isn't really gonna make people feel like there is more variety.
A lot of perks for killers are just not getting buffs or reworks to fit the state of the game now as opposed to when they were released instead they are exactly the same, have been made worse, or the game has changed to the point where their strength just isn't keeping up. This is where survivors thrive in variety because they get perks that can introduce mini-mechanics like crafting which go a long way to feeling more varied. If the only things that feel worth using are slowdown perks and a bulk of the perks you get that do anything interesting outside of a numbers adjustment to existing system is slowdown perks. That is what folks will use.
I think Eruption+pop is a good combo. I don't see it being that great as a stand alone perk but should have good synergies with other perks to make it worth running. Slowdown along with info is good value for a perk.
I like bam for m1 killers personally. Being able to make certain strong tiles weaker is good value for those killers. Shack is a great example of a tile you make weaker by being able to block the window and force the pallet faster. Not an insane perk by any means but I would put ii in the solid tier. I think there is no real way to make even more players want to use it without nerfing top things down. It does what it is suppose to do and it's mostly the total value isn't on par with the highest tier perks.
I don't see this perk moving much unless you didn't go for hooks. I think it's basically the best regression perk but is mostly tied to players that go for hooks more, and I think that is how it should be personally.
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Killers still have a good amount of perks to choose from:
CI
PR
Jolt
NWO
DL
Bam
STBFL
Brutal
Sloppy
Gift of Pain
Floods of rage
Eruption(?)
pop(?)
Nowhere to hide
All these perks are strong and worth using, but some might just be worth using more than others. Nerfing the clear cut kick perks would increase the chance to actually see more perk diversity, and you're down playing the survivor changes. I plan on running SB, OTR, Bond, Reassurance/Adren. To me that is the top soloq build next patch, and I don't see players running that now.
Nerfing the top down makes the sea of things under those perks more appealing. It's the clear cut way to actually give players more choices on what to bring, but that is assuming there are strong perks sitting underneath the meta ones. GOP is a great example of a perk that should be stronger next patch. The counter to this perk is to not heal which isn't a bad thing when DH is the meta. With that being seen less you have more reason to run the perk along with the kick perks also being nerfed. Nerfing and buffing perks both increase the variety for players. Nerfing clear cut perks like COB would actually increase this more than trying to make more top picks that compete with it. Hell gearhead with pop might actually be a good combo.
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@TOFFU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396111#Comment_3396111
CI works vs bad survs....when i take CI survs go from 30 sec to 40 sec gen bec they dont hide and know all gens location from start with discord.exe and just tunnel next gen
Oh, you are one of those killers.
Welp hope you enjoy your camping next patch. Best of wishes on your future endeavors
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@TOFFU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395779#Comment_3395779
Pr is dead now wake up
How so? You can run CI, PR, and Agi and lock down the early game where killer is their weakest.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395763#Comment_3395763
Hehehe... what reassurance can save survs from bubba the camp king?
That's a problem that I still don't understand why they haven't addressed
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@Defend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396057#Comment_3396057
I mean this also happens with deadlock, maybe a gen gets finished and the generator with the most progression is a generator that's on 1-2% progression. It still has value in terms of survivors unable to work on that generator.
... i'm also pretty certain no survivor would waste an additional x seconds trying to counter scourge in that situation.
Fair enough
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@Defend said:
I saw a really good suggestion to convert any percentage that would be wasted into seconds blocking a generator. Even if you only get 1% off of a gen, then you would still have 24% converted into blocking it (which is 21.6 seconds). I think its a really nice idea to both get the best value off of the perk and additional information you can use.
Wouldn't this still not really do anything since survivors can just tap a random gen while going to another part of the map making any time where there isn't any gen just still not give any value?
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395904#Comment_3395904
Problem is, that you cannot pick when the gen gets hit so you can easily waste 25% regression on a gen that was barely touched, which is 1/4 of the perk wasted and the max amount of regression you can get was toned down considerably as well. Also, 1/4 of your perk can easily be denied by a bit of bad luck or you being unable to find that last survivor, when you need it.
Basically they added another 2 factors that make this perk even more of a gamble than it already was.
you cannot pick when the gen gets hit so you can easily waste 25% regression on a gen that was barely touched,
Isn't that just false though? The fact that it is a scourge means you do have control on when you proc the regression. If they didn't make it a scourge it would actually be like this since you wouldn't be able to avoid getting the proc since you have to hook players.
Game sense should cover the early game gens and after that there should always be progress on more than one gen. Like if you get a down and the gens just got done you should have an idea that what is left is going to be low progress and avoid getting a proc. If it wasn't a scourge hook then that is something you wouldn't be able to avoid.
max amount of regression you can get was toned down considerably as well
The perceived max amount was toned down heavily. With Agi the perk went from around 135%->100% and without Agi you are looking at around 75% current and hopefully will sit around 75-100%. This perk isn't going from 180% to 100%. If you are getting 9 PR procs the game is over. There is no reason the game is not decided by that point.
Also, 1/4 of your perk can easily be denied by a bit of bad luck or you being unable to find that last survivor, when you need it.
Shouldn't the survivor want you to chase them though? Like it is actually in their interest for you to spread hooks on everyone. It is way worse for survivors if you ignore the last guy and just focus on getting all your hooks on the other three.
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@Xernoton said:
I've been playing without regression / slowdown perks for more than a year and I can see where you're coming from. It's definitely rough. However, I think the healing nerfs will have a bigger impact than we might think. This overall is a greater change than even 6.1.0 and I cannot predict how I will perform as a killer or survivor in the near future.
I personally think that these regression nerfs are horrible, mainly because all these perks are dead. No amount of "but they could be useful, if / when..." is going to change the fact that these perks don't fulfill their 1 purpose anymore. CoB doesn't make any sense and OC is a risk with too little payoff to be considered an option. Pain Res is not warranted to be a scourge hook perk.
This doesn't change a lot for me but why would we need even more useless perks than now? We already have Furtive Chase, Calm Spirit, No Mither (given it has niche, but it's still a meme), Territorial Imperative, Beast of Prey and more. They should be reworked to do something different at least.
What makes the PR change not warrant being a scourge hook now but did before?
If you don't use Agi you only really need to proc the perk 3 times for it to be roughly the same. Getting all 4 procs should be a solid buff.
With Agi you can slam all 4 procs early in the game were you want that regression the most. The regression early holds more value which should offset the total regression nerf. Getting 3 procs early with Agi shouldn't be hard and is equal to 5 procs of current.
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@HagsOnlyFans said:
you got a coh buff and they reverted the +8s to altruistic, also there are still plenty of really good exhaustions what are you even on about
COH change does very little. You go from 10.6 second heals to 8 while also needing to still place the totem down and have 2 players be in it to get the healing speed increase.
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@TOFFU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395763#Comment_3395763
You dont see the point
No choice left
Camping into Reassurance is not the play. Also PR is a top tier perk.
"Killers cant regress , dont get reward for chase "
Downing survivors creates pressure. PR regresses the gens. Reassurance counters camping.
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GL with that. Reassurance says HI!
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395667#Comment_3395667
If 17% doesn't matter, then there is no reason to implement it, right? Glad we cleared that up.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395668#Comment_3395668
Intended game design. Not a game problem.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395670#Comment_3395670
And I could argue that games that used graphics are not accessible to blind people. Not EVERYTHING is an accessibility feature. Lots of games have epilepsy warnings on them for that very reason. The vast majority of people whining about this do not have motion sickness, they just want a bigger screen. It's the video game equivalent of bringing your dog into a grocery store and lying and saying it's a service dog because you wanna bring it with you.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395675#Comment_3395675
I'm referring to any element of gameplay that avoids detection from the killer, whether that is hiding behind a rock or muffling your sounds with Bite The Bullet.
Can you give examples of how increasing FOV would impact stealth if there was a counter in place to make walk speed at base a bit better? And also not just stealth maybe being a bit weaker but also how that can justify players having to deal with the game being uncomfortable/unplayable for a slight nerf to a supporting mechanic in the game. The core way survivors avoid the killer is by chasing. Stealth is a supporting mechanic that is an alternative way that can be used for players to have an additional avenue for players to avoid going down.
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@WesCravenFan said:
Changing the Killer POV affects Survivor stealth, which is part of the core gameplay. If you want the Shadowborn benefit, pony up the perk slot.
So they can just increase base walk speed then? Or when you talk about stealth are you referring to FOV tech?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395395#Comment_3395395
I actually don't get long queue times at all, even when the incentive is on the other side. I reckon longest I've had to wait is like 30s but I'll pay better attention now to timing. I can't remember queue times ever being an issue the entire time I've played but I've seen people say before that there were periods of time where they'd wait like 5+ minutes. I'm glad I never experienced that.
Was the 2 difference incentives recent or like last year? I've noticed last year it was basically always 100% for the side it was on and now it seems to actually fluctuate. With the HUD I noticed killer would actually see the incentive during the day and those are usually the times where I could sit in a q. 100% on killer should be going right into a game since the survivors are there and just waiting for a killer.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394748#Comment_3394748
I'm pretty sure it still takes MMR into account. I play on both Switch and PS5. Have a couple years progress on Switch and would say its firmly mid-MMR, but still low MMR on PS5 as I didn't play on it much until recently. I get different incentives on each one despite them being in the same house, same region.
That's interesting. I'll get 100% on a role and wait minutes sometimes for the queue to pop. Peanits talked about how the mmr system is basically a bell curve, so the vast majority of players sit in the middle. Unless there are something weird going on with the system I don't understand why 100% incentive on a role is still requiring time to find players for the other side. 100% would imply there is a large need for that role and you should never have wait times.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395319#Comment_3395319
I would totally support buffing shadowborn to give you option how much you want your FOV to be + make it go possibly higher then currently.
Also I played nurse with the perk and had no issue*
*Actually shadowborn scews perception of distance so I need time to adjust to it to not swing on everything - that's the reason why I almost never use the perk - transition screws my games.
So you think shadowborn being a FOV slider would be a good change when I might only need 7-8 addition FOV. I have to give 25% of my entire build for that increase. I'm limited on the synergy for perks by being forced into running a dead perk just to make the game comfortable. Would you be fine if survivors had issues like this and it required the entire team to give one perk slot up to resolve?
Ok? So are you trying to dismiss my issues because you don't find it to personally a problem?
I don't use it because after a few games of it I get a massive headache. It feels like a slingshot when blinking. Like I physically become ill when playing her with shadowborn, and I have to run it on everyone or no one because my brain requires time to adjust to the FOV differences.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395304#Comment_3395304
No. I am saying, that this is not issue, because shadowborn exists. I am totally ok with making FOV available when the perk is in use. I am not ok with giving killer "bamboozle-like" perk for free, all time and every time
Ok so what about a player like me? Base FOV makes it feel like on sitting on a lego whenever I play killer and Shadowborn makes a killer like Nurse literally unplayable while also making the general FOV increase is now too large. I tried running shadowborn and ended up just staying at base and having to deal with being uncomfortable while playing killer. I found that to be the best solution for me personally- just dealing with being uncomfortable.
Other players/games understand that there is a spectrum for players having these issues and every game basically has an FOV slider. Saying the game has shadowborn isn't even a fix all solution on top of being a very bad one since the game isn't balanced around killer only having 3 perks. Shadowborn does literally nothing outside of the FOV change.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395293#Comment_3395293
Looks like I have to repeat myself.
Most people don't suffer from this. And people that do have options - like shadowborn or taking slower killer.
But even if this wasn't the case, the game still can't be 100% inclusive, because the game would suffer (in this case by limiting options what people can do in game).
Why are motion sickness people that just refuse to take shadowborn prefered over underage audience? Why won't the game change to tom&jerry style run&catch game? That way you could include young people/people with low tolerance to violence. The game would loose it's soul, but it would be even more inclusive (with a lot fewer players).
Wait are you literally saying players should suffer because you don't want options to do things like FOV tech being removed? What limiting options are there outside of that? Seems like a really bad hill to stand on.