Trollinmon
Trollinmon
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I would like them to make Monitor and abuse a flat 8 while reworking shadowborn and put a flat 8 to the base game. That feels like that would be the best overall option.
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Or you could just run bond?
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I would recommend purely focusing on improving your chase. From there you can maybe take a look at a Tier list and see where your killers are at, and then think about maybe playing something that has a higher power budget/skill expression. So if you play trapper maybe look into hag or take a gander around the B-A tier selection.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394748#Comment_3394748
Good to know, thanks for telling me. When did they change that? Because when they introduced it they definitely stated that MMR played a role.
I have no idea. I just see how you can have long queue times even when it is at 100% or both sides can have a q time and there still is a bonus even though that implies that at those mmr brackets need the other side. I don't think they ever officially stated it is general, but just a logical conclusion that makes complete sense.
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@Mooks said:
Flashlight spamming SWFs? After flashlight clicking was removed?
also what are toxic perks you are forced to play? All perks are fine to use if you want to…
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394726#Comment_3394726
You realize that’s dependent on current playerbase in your region and mmr range and shouldn’t just be generalized?
The system doesn't take into account mmr. What ever side has less overall players is when it goes to that side. This is very apparent on the fact that you can never have both sides have it pop up and yet you can still have long queue times even when it is at 100% aka your mmr bracket needs the other side instead.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394201#Comment_3394201
Game sense doesn't always help you here. You can't possibly keep tabs on all survivors and their exact whereabouts, along with knowing exactly how much progression a gen is - especially considering a gen can go from 0% to 100% in under 30 seconds these days. You're heading to a hook, survivors complete a gen. "Game sense" would unlikely help you here.
Sure, it certainly won't 100% sure fire let you avoid never ever wasting a single proc. The problem with your scenario is that not only does it have to be common enough occurrence to be problematic but also the gen pop while you simultaneously are getting a very quick down. Can you give some scenarios of that being realistic?
You can keep tabs on survivors whereabouts though. They are on a gen. They are saving, healing, or on a gen.
When a chase ends you should have an idea of how far gens should be with that chase time. This certainly isn't the case all the time but usually is because players are not hitting gens that hard. You already have passive slowdown there since they just arn't hitting gens in the first place. Do you feel that you need slowdown for these games? Would you not trade a perk slot to just have survivors do other things instead of gens? The reason I want the perk is when players do gens and trying to keep them at bay. It may or may not accomplish this with the changes but I simply don't see the reason this perk won't be top tier. Sure the procs might sometimes be a dud. If that isn't the case in harder games then it really wont be an issue for me. The harder game should allow game sense to avoid that issue, making it fine imo.
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I would recommend just bringing slowdown and focus on getting better at chase. Games will slowdown the faster you down players and you can have a more relaxing game that way. I would say stop worrying about the end results and just go into each game where you want to set mini goals and try and achieve them.
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Nurse release- The "just mind game the infinites" being addressed along with Nurse being completely different killer from the rest of the roster was a blast of a patch.
Myers release- Super F'ing sick time to play the game. I remember back then getting drunk and playing Myers on Halloween. "You feel like you are actually Myers"- Prob some IGN reviewer.
Freddy release- Another amazing time for the game before they blew both his kneecaps out. Like Nurse he was just so different for the time that made it so enjoyable with it also being a big IP
Blight release- I found Blight to be a ton of fun on release. I mostly played him at this time and sadly had to drop him when they changed his FOV. Unfortunately I get headaches just by playing at 60 FPS( was resolved when buying a high refresh monitor) and with his FOV changing I started to notice issues if I didn't use Shadowborn. Sadly I don't play with that perk since I feel the need to always use it and using it on Nurse literally makes me have to quit game if I ever dare play her with it on since It feels like a slingshot when using her blink.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394191#Comment_3394191
It does matter, because you are hard locked at 4 uses and losing 1 because a gen pop as you were in the hooking animation and no other gens had progress is a huge blow that at least doesn't matter as much on live because PR has up to 12 uses.
I don't see the logic at thinking current PR is 12 procs. The game should be wrapped up around 9. New PR is basically 2 old PR procs(30vs25). The scenarios where game sense shouldn't cover this are where the survivors are basically messing around. Are you really having games where a single gen pops and there is nothing else being worked on and you can't have game sense to know that?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394164#Comment_3394164
It's a huge difference, because with the nerf, you only get 4 uses. It didn't matter previously because you could use the scourgehooks as many times as you could hook people on them. If it didn't have an effect, no biggy. Now it will be a huge biggy, because it has so many counters and downsides, and could ultimately provide absolutely no value to you whatever due to only having 4 a match.
The new PR is basically 2 old PR procs (25 vs 30). Yes it is more punishing if you waste a proc but shouldn't game sense fix this problem? Like the games were it would be wasted the most are game where player don't hit gens hard. I don't find I need strong regression in those game in the first place. There is also a limit on how many procs you got with the current version. The only difference I see is that you hitting a gen with no/low progress is going to hurt more with the new one. I don't see how that is a problem when I take my experience on when that scenario is most likely.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394164#Comment_3394164
The thing is you don't lose a limited use on live in that scenario. PR procing when it damages no generators is going to hurt now, because that's a use gone.
Oppression works the same way where it goes on CD regardless if there were any other generator hit.
Does that matter though? Like do you get hard games where you don't have an idea of the gen progression being made? Like if we go over a scenario where you get your first down and 1 gen already popped. You should have an idea of how many players were on that gen and if there is another gen that should have progress on it with that information. That game sense allows you to make the correct play on whether you pop that PR or not. The games where this isn't the case are game I already don't find to be very challenging in the first place.
I would also disagree that you don't lose a limited use on live. You should have the game in the bag at 9 PR hook. It's really more that the new effect is more punishing if it gets wasted. I think that's fair, but you should be able to have the game sense to know if it's a bad idea to pop that PR. Maybe this feels awful on live though since you might need to micro manage the perk more.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392249#Comment_3392249
that's not true, though. New PR could easily get 0% regression per hook if survivors finish a gen prior to a hook.
I mean isn't that true in the current game? I don't see games where PR procs do nothing to also be the games where I struggle. Those are the games where the players arn't glued to gens and a single gen being done means there are zero additional gens that have progress.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392958#Comment_3392958
-"But pop also had the downside of making your chase weaker since the survivor would leave and you had to either make your chase longer or forgo the kick."
Pop rewarded you for finishing multiple chases. The current meta rewards tunneling. The survivors decided they like tunneling. I never had this as an issue after using Pop for a long time.
-"I don't find myself getting really unlucky with PR. "
I played a game tonight vs some real tryhards in a swf who picked a corn map. I was playing MM for a daily. Using PR I got maybe 4/10 hooks to use my ability. If it had been once per person it would have been used like twice. That's a hell of a nerf. If every hook is made white then sure maybe make the perk do 40% progress and be once per game.
-"Not being able to use an exhaustion on your first chase is a pretty big downside. "
While you are technically correct the problem is that later in the game you can once again have the "third health state". DH would be fine if they made it so that once you DH you play the game broken.
Is there any reason to ever use the perk over Lithe or SB?
Tons of people want to use all of the exhaustion perks. I Still say make SWF have the rule : no repeats on characters, items, perks or offerings. That way everyone takes a different perk and it's not a big deal. If you want the freedom to bring anything then play solo - that's a fair compromise when solo play has an advantage over SWF and vice versa.
So if you got 4 PR in that game and them then making it require unique survivors would be 2 then that's making you go from 4 to 3.3(60% vs 50%). Sure that's a nerf, but barely one. You only have to go out of your way twice compared to 4 times and you get 4 PR procs of value still but the 4th one is 5% instead of 15%. You could also still run agi and front load that regression where you getting 4 hooks is equal to 6.6 PR procs which is massive for your early/mid game.
I don't see a good reason DH would be worth using over other exhaustions. You're not wrong but the nerf makes it look like the perk will not be worth running anymore. In that case I don't care how the nerf looks if I see it much less.
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Really good change. If you can proc it in 3 of your first chases it should really make a large impact on the early game(3 chases is the same regression as 5 on live). Think pairing it with CI or NWO could be really nice. Killer is at their weakest in the early parts of the game so this perk will be staying in all my builds. Only concern with the perk is hitting no gens is gunna suck. Guess that'll mostly come down to how it plays when it goes live.
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@Rickprado said:
There is really people thinking that PR 25% is a buff compared to the 15% live one? Scourge Hooks are *****, as most of the time you need Agitation to make this perk realiable, since there is some maps that is impossible to get a single Scourge hook proc (Like RPD, or the Swamp). Anyway, Pain Ressoance (aside Jolt) was one of the only perk that applied regression without the need t going to gen and kick it, making the game more dinamic.
Now, think of this situation: you hook one survivor in Pain Ressonance then go chase another one. After ending that chase, you don't have a scourge nearby, you hook in a normal hook. Then you encounter the first one you chased. If you chase this surv and have enough luck to down and get a scourge hook, you get nothing. Not because you are tunelling, but because you're just doing your objective efficiently.
Sorry, but if a killer spread too much the hooks (more than with 2 or 3 survs), most of the time this will lead to 4 escapes, even with 2 or 3 people are in death hook. """tunneling""" like this is necessary until the devs add a basekit mechanic to incentivise spreading hooks more than focusing on one or two people.
So if you get bad spawns how is the regression increase not more valuable? Is slowing the early game down not worth more than slightly more regression in total? If you run Agi I would say a 12 hook game is more like 9-10 scourge hooks of value. New PR is 6 at 15% and the 7th is 10%.
So it would be 25 vs 30. You could also be at 50 vs 30 if there was a scourge hook on your second chase. If you find the first guy after the second chase you are still 5% higher in regression.
High tempo is the best way to slow gens down. New PR can let you save the gens from going early and let you build that pressure up. You don't really need game delay if you have one dead at 3 gens. New PR lets you get that large regression out faster. First 2 hooks both on scourge and you are looking at 50% regression compared to 30% You need to win 2 chases to be 5% higher than the new PR's first chase.
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@Patchouli_Knowledge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392348#Comment_3392348
>you fresh everyone first then the perk literally can't get into play until you are getting your 5th chase.
By that time you have already lost.
I wouldn't say that's true in pubs.
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@Rickprado said:
TBH, i feel like the tier A and S killers got a small buff with the removal of self buff, but every killer lower than A (B, C D) got nerfed, mostly because the current meta regression perks (Pain Ressoance, Call of Brine, Overcharge and Eruption) got nerfed while old ones like Pop or Ruin are trash level.
Coordinated teams will erase the killer pressure in seconds with the new CoH and there will be no slowdown to hold gens. Or you down a survivor within seconds, or you probably will lose most of the pressure you got from hits.
I really wish they've made the base heal 20 seconds, even with some changes to Mangled and Hemorrage status.
At least they should rework hit and run killers, as this playstile won't be viable even with self-healing nerfs.
What makes PR worse? You needed agi to get 10 actual stacks from it and new one is 6 at 15% and 7th at 10%. With only needing each survivor to be put on the scourge hook once that should make agi not needed while making bad hook placements as big of a deal.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392894#Comment_3392894
Pop used to give me 6-9 uses per game which made the survivor objective 2-3 minutes longer.
PR already has a RNG element where it was strong some games and did nothing other games. Limiting it to once per player per game will make nobody use it.
They could have just said : DH is usable once per game and nobody would use it anymore.
DH gives multiple players massive time wasting potential. Killer perks that do the same thing get obliterated.
But pop also had the downside of making your chase weaker since the survivor would leave and you had to either make your chase longer or forgo the kick.
I don't find myself getting really unlucky with PR. Games once in a blue moon will have really bad hook spawns on maps like swamp, but in general I can usually get a handful of hooks normally. This changed version would actually be buffed in those scenarios since getting even 3 different survivors on a scourge hook is equal to 5 in the current version. I've also experienced games with old pop where I just wouldn't get much value from the perk.
Not being able to use an exhaustion on your first chase is a pretty big downside. If you don't see them use an exhaustion then that also tells you they most likely have DH. Feels like a fairly large nerf. Is there any reason to ever use the perk over Lithe or SB?
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392686#Comment_3392686
-"We get you want to kill the perk but the nuclear option isn't an answer for balance."
So it's ok to obliterate perks like Eruption and Pain Res but the sky will fall if DH gets an equal treatment to the point where : NO ONE WILL USE IT.
That's the definition of an unfair game where one side gets preferential treatment. Killer perks get obliterated and survivor perks get a slap on the wrist.
What would make PR obliterated next patch? You don't always get a scourge hook on each down, regression is larger making the times where you get the scourge hook to have a higher chance for it to be impactful, and the raw value of this perk only really goes down when you get 12 procs of PR in a game. Isn't the change only gut it if you camp and tunnel with it?
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How do you need to play as a team? You just go med-kit+ adren. It's what 24s self heals which are still the go-to item for soloq. Just use med-kit when you need to reset while no other survivor is nearby and don't really need to heal around 1-2 gen unless you are on death hook because of adren.
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@onryowave said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392750#Comment_3392750
if you think that losing 12 procs in favor of 4 is a buff then you deserve this meta, have fun rofl
New PR is 6.66. I would say after 7 procs I don't need the perk. Any game where it is hard to win will make this a buff imo. The only time where this is going to be weaker than current is when you are already going to stomp.
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@onryowave said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392696#Comment_3392696
because it had high usage. that's it lmao. zero reasoning beyond that, no one at BHVR seems to understand why it was used or why 3genning was a thing. here are some nerfs, survivors heal 2 seconds slower, have fun!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392704#Comment_3392704
no, they'll be the only ones left if these changes go through because that'll be the only viable strategy left lmao
I run this build at soft cap and do just fine without the current survivor nerfs. This build is... getting buffed? I feel that new PR is better than old one since going for hooks gives massive regression, and that is more valuable early on.
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Are the killers leaving the ones that camp and tunnel? I see this patch as a buff to how I play killer. Med-kits, DH, and COH all getting nerfs while PR being better in the early game.
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PR got changed from sustain regression to burst. It's 25x4=100/15=6.66 so you need to put each survivor once on a scourge hook and you get regression equal to 6.66 PR hooks on current patch. Keep in mind you don't always get scourge hooks nor need them very deep into the game. Shouldn't do anything other than nerf players that tunnel and camp.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392348#Comment_3392348
Why is it fine for killer perks to absolutely get nerfed into the ground, but dead hard is ok with a smaller nerf because “it would be used less”?
With the killer perk nerfs, it wasn’t a “the perks are still good, but we’ll just see them less”. The killer perk nerfs were a “completely useless now and not worth using anymore”
If all survivors are running the perk you wouldn't see it until chase 3 unless you hardcore are tunneling. If you are ignoring 1 guy and chasing 3 you still wouldn't see the perk until your 4th chase. That is a lot of power loss for survivor in the early game. I really disagree with it being a smaller nerf. Unless you are straight up tunneling the first player this change looks better than the one in PTB imo.
Also the PR change makes it much better early game and does nothing late. Really feels more like a shift in power while the power level of the perk stays the same. Kick perks needed to die.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392304#Comment_3392304
For me it’s not a big change, because it means I’m still heavily encouraged to hit a survivor immediately after they are unhooked, to throw them in deep wounds, so I don’t have to deal with this awful perk.
The original PTB nerf was better, because it was so bad that I wouldn’t worry about every single survivor potentially having it, so I wouldn’t have to proxy camp every hook.
The thing is the the perk shouldn't see much play compared to current. The fact every fresh chase can't have the perk takes a lot of the power out of the perk. If you fresh everyone first then the perk literally can't get into play until you are getting your 5th chase. That seems like a heavy nerf when SB and lithe are right there in power.
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Shame no big meta shake-up, but PR changes look great with the base healing at 16. 4 hooks on all different survivors is equal to getting 6.6 old PR procs. Should be way better early game.
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@WeakestNurseMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391768#Comment_3391768
I can't be the only one that thinks if DBD was mostly just a chase simulator where everyone gets at least 1-2 chases, then the game would be significantly better.
Oh dbd would be 100% better if it was like that. I think the issue is multifaceted where you need to fix tunneling while making it so the killer wants to chase all survivors and not try to remove players. Like having that idea while pairing it with game delay if you fresh hook someone and lose it when they die.
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Strategy should still be there since you can rotate hooks between 2 players. Even if you go for 12 hooks you can just ignore one player and spread hooks between 3 players.
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The only thing that makes sense on why top killers have add-ons that are so strong is that they are intended to be able to compete with 4 man swf with 4 bnp.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391565#Comment_3391565
u cant reliably force m2s unless youre on a totally insane map and/or the survivors are really REALLY good, and most situations where u can m1 the obsession u can also m2 them.
Ok is it a issue with skill or knowledge? I would argue it is knowledge. Like if we go to a longwall tile you can play the long or short side. If you play the short side how am I able to m2? Or Ormand with the junk tiles vs strong tiles. If you want me to m2 you then you stay at the strong tiles vs wanting m1 would be at the junk ones.
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You balance the killer roster around the skill required for the killers. Bottom tier killers have the lowest skill expression and buffing them would make them stronger compared to the mid killers. How this game does basic balance is that the lower tier killers are for new players and higher is for the higher tier players.
If you end up buffing C tier killers to B tier then what is the reason to play a B tier killers? Those killers are harder to play and result in the same power. Why would you ever learn Nurse when she is A tier and Freddy is B.
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Save has counter play with m2 killers. For Demo you want to basically just starve him of stacks. You either run strong tiles to force m2's or weak ones to force m1's. Slinger is a bit different here but you can still afk the chain and make him take much longer for the injure if there isn't an object nearby.
I think showing the survivors the killer has the perk once the killer hits 4 stack would be fair. That speed increase is enough for survivors to see that the killer has it and would make it equal to a 4 man on comms. That way at least the survivors have the same info as swf and can try and make better decisions around that info.
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And then you carry your team but they throw what you did because they were bored doing nothing but gens all game.
I would also say getting tunneled without anti-tunnel perks doesn't feel good. You don't get the full chase since it started with you being injured.
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Healing changes would make a perk like PR too strong next patch is my guess.
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This game was peak fun 3-4 years ago.
It used to be nearly every resource on the map would buy you time or create space if you got a window or pallet between you and the killer
changes are being made according to those with the loudest voices who instead of analyzing what went wrong. why they're unhappy, and making themselves better, they want the game to conform to them.
I find this interesting
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It basically boils down to the game being a 4v1. The 4 should not be adding health states since the extra time waste all of the other sides time where the 1 only ends one chase faster while the other 3 are not affected. Both are dealing with health state but are not created equally.
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@Komi said:
Wow I hope BHVR takes immediate action and further reduces the movespeed for engravings addons! But no yeah this is awful, surely we can expect Blights bugfix within the week
Yea more nerfs do look needed. He was struggling on PTB vs him. Just watch the end where it was double engravings.
https://www.youtube.com/watch?v=Ntzk0FM7J3g -
@Sonzaishinai said:
Tunneling is going to be harder but it's not cause of the healing changes.
But the nerf to pain res.
I generaly don't really cling to the meta and i'm not the biggest fan of gen regression perks so i didn't play much with the perk. But i picked it up a couple of times after the anouncement it's getting changed and holy heck is that perk a tunnel enabler.
Being able to harras the rest of the team with 45% gen damage while focussing on one person is really strong and i'm surprised so many people are confused that it's getting chased
It also will be harder to keep the last gen without Overcharge and CoB so sacrificing 3-4 gens to turn the game into a 3v1 isn't as much of a payoff as it was before.
Do i believe tunneling will be gone? No, not by a long shot. It's still the easy way out. I do think it's going to be harder to pull of then before
I've been running SB+OTR because killers see a p100 and think " hehe me gunna tunnel da p100 dwight" and there has only been one player that actually got rewarded by doing so. The only person was a legion that, like most killers, proxy+ tunnel off hook. The healing changes with SB+OTR should basically make tunneling players a dumb play.
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@AmpersandUnderscore said:
The two main reasons people give for tunneling are that it's efficient and because gen speeds are 'too fast' to play for hooks.
Literally nothing about the patch is making tunneling less efficient. It's still the best play to remove a survivor from the match as fast as possible. If anything, whenever survivor speeds get nerfed camping gets inherently buffed.
I'm expecting face camping to become the norm, where the 'perfect rescue' play for survivors is to trade two health states for the rescue, which takes literally zero effort from the killer aside from staring at the hook. After the rescue, they will take 60 seconds with mangled to reset while the killer tunnels the survivor off hook. It's free slow down, minimal effort for the killer, and gets even more efficient if the survivors aren't coordinated or don't execute it perfectly.
And the biggest reason people use for tunneling is gen speeds. Nerfing slowdown means, at the most efficient level of play, that survivors bang out gens faster than the killer can react. Good survivors will work injured with resilience or just pre drop everything to avoid the first hit at all. Everyone loves to point to competitive DBD to show why tunneling is 'necessary'. That isn't changing and will absolutely get worse.
Removing boons, nerfing flashlights, and making heals significantly slower just sends a message to survivors to do nothing but gens, do them lightning fast, and then leave. Exactly the reason people give for tunneling now.
There are direct and indirect changes. Tunneling is indirectly getting changed.
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@Seraphor said:
'Not tunnelling' will be more effective than it was before.
That's not really the same thing as 'tunnelling will go down'. I think on an individual basis, players who have started tunnelling regularly aren't likely to stop. That cat's out of the bag, pandora's box has been opened.
But maybe players who don't like tunnelling will play more, and newer players won't resort to it out of necessity. So it should have some impact, however small.
SB+OTR feels like it punishes tunneling very hard. The only thing the killer can do to counter it is let the survivor farm you off hook rather than play the grab gam. Split pressure buffs continue to encourage players away from those unhealthy tactics. Maybe I'm full of hopium but it looks like tunneling won't be seen much.
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@Dbdfan398 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390279#Comment_3390279
I feel like it needs to start with an otz video showing how to use SB
Yea I really hope big content creators will show how players should think about using the perk. Just giving some basic examples could go a long way for players. Like if the killer has CI do you use it right away or walk a bit and see if the next gen is closed.
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@Dbdfan398 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390274#Comment_3390274
Its going to become so common now.
I almost want DH to stay how it is.
I have seen people walk everywhere ever though the killer was far away, the hud makes it even more obvious.
Yea patch day will certainly be a rough one for soloq. Think maybe in a week after release survivors will start to get a feel for the new way to play the game though.
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I remember a time where I had a meghead walk across the entire mount Ormand just to save me off hook while killer was in chase.
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It goes off overall. If there are more survivors than killer then it pops for killer even if your mmr bracket needs survivors.
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Slugging is better short term and hooking long. The problem with just slugging is you take forever to remove players from the game/ create pressure on them because they are on death hook.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390153#Comment_3390153
People getting close to the soft cap.
So soft cap should be around 5%. They showed kill rates which are 60% overall and top 5% at 60% as well. 60% in dbd should be what 50% is in other games.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390092#Comment_3390092
Balancing around top tier play is not a good way to balance a game. The entire point to balancing is to make the game as fair and fun as possible for the most people possible. Only looking at high tier play which covers a tiny percentage of players will not achieve that.
@topic While I can see an argument for this I feel the core issue still revolves around BHVR. Specifically their inability to create balanced maps. Maps cause the biggest swing imo.
What would you consider high tier play? Games are typically doing general balance around the top 5-10% of players.
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I'm guessing they didn't like how double engravings were looking. I think it could be worth going more ms but higher charge time to encourage just running one. So maybe the MS would be either 25 or 20%. Time required for saw increased to 20%. And then heat to 10%.
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@Sava18 said:
"bigger FOV while rushing" - what??? Flat out wrong.
I'm fine with adrenaline vial nerf since it rewards bad play but also people have no idea that it limits blights max skill cap by quite a bit. The add-on is abusable by both sides.
c21 is fine, it's pretty easy to tell when a blight has it and play around it accordingly.
Ring and c33 are beyond busted though. Alch ring ring still takes skill but is still too much. C33 takes no skill and is basically a better Nemesis in add-on form.
Ring feels like it should either be +2 instead or make passive recharge slower as a downside to the addon.
