Tsulan
Tsulan
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- Tsulan
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Kick out We´ll make it and Adrenaline. They won´t help you in this situation and replace them with OtR + MfT.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612327#Comment_3612327
- Adding 50sec Gen basekit.
- Almost remove self healing with Selfcare, Coh, Medkit nerf.
- Instead of healing in 16sec before doing Gen, survivor just do Gen being injured with Resilience + Adrenaline.
- Killers thought the Gen time extended from 106sec (16sec healing + 90sec Gen) into 114sec (24sec healing + 90sec Gen). But no, it dropped down to below ~83sec with Resilience.
- Now killers want Gen time to be increased further so survivors have to be injured doing 114sec of Gen.
Its not about the gen times. Its about giving survivors something, anything else to do.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612328#Comment_3612328
Gens are already tedious and mind numbingly boring and killer main solutions are to make it even longer?
No, the solution is to give survivors something else to do. When Ruin was still meta, survivors would spend a good amount of time, searching the totem. That is downtime survivors don´t spend on gens. We simply need something else apart from gens for survivors to do.
Gas cans, to refill gens have been proposed several times. Its just something else to do than hug gens all match.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612328#Comment_3612328
Let's be real. Killers wanted nerfs for medkits and CoH but both of them made survivors leave gens which was free slowdown for killers.
But yeah, devs are doing some terrible decisions. They need to make side objectives worthful for survivors, if survivors have no reason to leave gens ofcourse games will be so fast.
Side objects like Hex perks. That are so bad, no one bothers to go search totems anymore.
Boons are also terrible. I understand that the devs wanted to improve teamplay and not have everyone constantly self heal. But i think a better approach to the CoH nerf would have been to just reduce the self healing, but have the teammate healing buffed.
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@MikaelaWantsYourBoon said:
Killers wanted this meta. They wanted every side objective survivors have to be nerfed: CoH, medkits, chase perks etc.
Now survivors have no reason to leave gens.
Actually, killers have been complaining about gen speeds for years. Yet every time the devs went on and nerfed healing instead.
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@SqueakyArmor said:
You really outdone yourselves this time. From making Twins completely irrelevant by survivors throwing snowskulls at Victor to snowpiles blocking loops. You better have that kill rate disabled cuz I don't want manipulated kill rates in your statistics and see unnecessary killer buffs.
I´m getting mixed signals from this comment. Just to clarify. Do you want buffs for twins or not?
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Out of curiosity...
What do you consider made you a "toxic killer main"?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612010#Comment_3612010
I would be too, but that makes it all the more baffling that some people describe that as a survivor exploit.
No, no. Its not a survivor exploit. Sorry if i expressed myself wrong in that regard.
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@CLHL said:
If you can keep your chases under 30 seconds, you don't need any regression perk to begin with. I agree with your point of view, but for me that's a problem, these perks should slow down the game and not make your stomping stronger.
Thats one thing i didn´t like about the gen kick meta. A killer who gets a lot of hooks doesn´t really need the regression of PoP. Meanwhile a killer who would need that regression, because he doesn´t get a lot of hooks, just struggles.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611457#Comment_3611457
Why would you want to prevent that? That's a huge W for the killer.
Survivors sometimes need protection from themselves. Remember how years ago, survivors would hook bomb their teammates? Wasn´t exactly fun to play survivor, when your teammates farmed you. I´d suppose its to prevent a similar situation.
Honestly, i would be mad at my teammates if they were running the killer around the hook and prevented a rescue.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611472#Comment_3611472
being in a different floor should not pause the progress
Its not visible where the meg is, when you were far away. Meg could be sitting right in front of the hook. Because bots do this stuff of unhooking at the worst possible moment
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611457#Comment_3611457
Too close? He’s at least 50 meters away from the hook.
???
On the first and third screenshot? 50?
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Keep chases below 30 seconds. Mmhhh sounds like this instantly eliminates all m1 killers.
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Years ago, devs tested a anti camp mechanic. Where the hook progress timer stopped when the killer was to close. Survivors then completely stopped the progress by simply looping the killer around the hook. Devs scrapped the idea and now brought us this.
It only works as good or bad as our community allows it to. I sometimes see my teammates loop the killer around the hook. Which only helps the killer.
I guess the Meg Bot is also somewhere nearby the hook. Because bots are well bots.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611370#Comment_3611370
You're in luck, while it isn't this exact game, there's another post with screenshots of the mechanic failing to do it's job:
Interesting to me, how people want to hand wave and dismiss in this post, but there's a suspicious silence when someone actually posts pictures of the killer next to the hook.
Go post there.
He is to close on the first and third screenshot. Progress bar doesn´t fill, when survivors are literally next to the hook. To prevent survivors abusing the mechanic, by looping the killer around the hook.
Could also be caused by the Bot Meg. She isn´t visible on the screenshots, but since bots behave in special ways, she´s probably close by.
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You are to close. The meter fills to slow, because you are to close to the hook on the first and third screenshot.
Its to prevent survivors from looping the killer around the hook.
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Thats something normal. During every event where survivors just have to finish gens, the gens fly like there´s no tomorrow.
After the event stops, gens usually slow a bit down.
Its always amazing to see how fast gens can really go.
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...
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610574#Comment_3610574
There is no difference between standing next to the hook and 6m away. Both can hit survivor right off hook by pressing M1.
Everything has a gray zone that can not set a hard limit. When does Gen rushing start and not Gen rushing stop? 12 hooks before Gens done is not Gen rushing; and 11 hooks before Gens done is Gen rushing?
Gen rushing starts when survivors go from the hook straight to the gen, without healing.
When in doubt about the gray zones, its best to go by the official dev notes. Which i posted above.
Hell, i´ve had 2 matches where the killer camped and the meter filled rather quickly. Even when he was further than 5 meters away.
I guess the only way to effectivly solve this dispute, would be to see the actual match. As we don´t know if a teammate was nearby, which caused the meter to fill slower. Or the killer wasn´t as close as 5 meters away, or...
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610574#Comment_3610574
I’m only saying this once, so I hope you get it.
Camping is not based on distance it’s based on activity. If you just stand near the hooked survivor unmoving (or moving very little, as in you move around but never out of sight) you are face camping. If you leave the area (but don’t go far—even if you’re out of sight) yet return a short time (like seconds) later then leave and return then leave and return continuously you are proximity camping.
Either way the goal is to ensure that survivor A.) isn’t unhooked or B.) can be re-downed immediately or shortly after being unhooked & then rehooked.
Face camping: never leaving line of sight to ‘guard’ the kill.
Proximity camping: MAY leave line of sight but continuously returns to hook within a short time of leaving to ‘guard’ the kill.
Ability / Spell Camping: Hag, Singularity, Dredge, and killers who can use objects or their abilities to teleport back to a hook can do this. It’s a rare form of camping because these aren’t common killers.
Complex camping: a blend of both proxy and face camping (a Bubba at the top basement stairs for instance. He isn’t in LOS of that hooked survivor but he also isn’t leaving the area & is stationary while guarding his kill).
Thats funny. Cause the devs clearly define a distance for the anti face camp mechanic to work. Not losing line of sight, could mean the killer is standing at the other end of the map and look at the hook: Long distance face camping.
Years ago, we had an official statement on the exact distances the devs considered face camping, proxy camping, hard camping, soft camping, etc.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610554#Comment_3610554
You know 5m is still within lunge distance yes?
Like if you think face camping is only when the killer model is only in the survivors I don't think you can be taken seriously.
0 to 5 meters, the self unhook meter would fill the fastest. 5 to 10 meters is slower, but it fills still fast enough to self unhook. You said, it barely filled. When it should actually allow you to self unhook long before dying.
Which means that the killer was either further than 10 meters away and/or other survivors were nearby.
In both cases, the anti face camp mechanic works as intended.
Here is the dev blog on this
Dead by Daylight’s Year 7 Anniversary broadcast has officially wrapped, and as per tradition, we’ve announced several live balance updates slated to arrive throughout the coming months. -
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610563#Comment_3610563
5 m from hook isn’t proxy camping; it’s face camping. And face camping itself is just sticking to one area without moving. Proxy camping is wandering back to the hook then leaving again then coming back.
If 5 meters is face camping. Then where does face camping stop and proxy camping start? Also, where does proxy camping stop and camping start?
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@Gabe_Soma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610554#Comment_3610554
5m from the hook means face camping, there is 0 difference with the killer standing with his face in front of the hook.
Also, if another survivor is coming for the save, the killer can literally face-camp because the meter stops filling up.
Stop making excuses to justificate this flawed and abusable feature, that's quite ridicoulous.
*proxy camping.
Not face camping. Ask a Bubba if you need further explanation
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I guess if the killer checks for one of the gens on the map = gen camping.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610495#Comment_3610495
I agree, im a former killer main with about 800-900 hours as killer, so i know too well how survivors treat killers. Im still advocating a lot for killers on this forum, even when im a survivor main now.
Just had a really fun game against a demo, he even dropped a chase and caught me because i snowballed him mid chase, lol.
Same. I mainly play survivor now, even though i defend killers most of the time.
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Technically facecamping. Thats a new one... Like long distance face camping...
The anti face camp mechanic is supposed to work against face camping: the killer standing right in front of the hook. Its not supposed to work on proxy camping or when teammates loop the killer around the hook.
So as you describe it, it works just as intended.
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@[Deleted User] said:
Yeah, they need to fix this asap.
killers have been proxing hooks all day, even the good killers - i do understand why the slow moving might need to do it, but this is getting out of hand.
Hooks need a rework on how they work.
But that isn´t what the survivors want. Before BBQ was nerfed, i argued that it would increase camping. Because there was no reward for killers to go for a different target. Most responses i got were "why should i get punished by the mistakes of my teammates?!"
Now we got FTTE and survivors already complain about why they get punished for the mistakes of other survivors. When its clearly an attempt of the devs to give killers an incentive to leave the hook. Yet, survivors don´t like it. Even when the timer of the exposed is quite short and most of the time doesn´t even give the killer his down.
As long as survivors complain equally about the killer, when he is camping as when he is not camping. There is no solution. Because lets face it. If the killer gets salt no matter how he plays, he´ll end up playing in the worst possible way. Since there is no difference in the responses.
A couple weeks ago, i had a non camping Bubba. After the match i thanked him and he was surprised. Even more, my teammates left the usual comments like "trash killer, ggez, etc". When he actually played whats considered playing by the "survivors rule book for killers".
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Many people take occasional breaks from the game. For example, i took a couple of breaks this year and came back during events. Only to find out why i took a break in the first place: our beloved community. So another break it is.
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I always thought that its about asserting domination.
Could be wrong though.
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I still believe that Twins would have been the perfect candidates for Coop Killers.
Effectively doubling their playerbase.
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@TeleportingTurkey said:
https://us.v-cdn.net/6030815/uploads/6IAYCRMVVA7U/image.png
This killer is perfectly fine, especially once you roll out a solution for 3 gen.
Whatever you have in store is not needed.
This killer is just niche and requires time / effort to learn. He doesn't need any further major buffs nor updates.
Nothing he actually needs can be qualified as "update".
As current Singularity main, I do not trust you with anything you might do to this killer.
Please don't go through with whatever you're planning.
Sincerely, p100 day 1 singularity main player with more than 6k slipstream TP knocks.
While i personally don´t enjoy playing Singularity at all.
As former Freddy Main, who loved the original Freddy release version, i totally understand how you feel.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607890#Comment_3607890
No, that's kind of part and parcel of being a high risk perk.
It's the reward that's lacking with most of them. Like Ruin going from 200% to 100% was a total waste of a perfectly good perk. I wager a lot of these hexes could be saved with a few adjustments to either their risk or their output.
Here, let me try it:
Blood Favour - If the hex is cleansed, gain a token whenever you hook a survivor. At two tokens, a random dull totem becomes the new Blood Favour totem.
Crowd Control - Increases vault speed through blocked windows by 100%.
Huntress' Lullaby - First ignited upon getting a hook, so it cannot be cleansed before it comes into effect. Additionally, while it can only gain tokens while the hex is up, if the hex totem is destroyed, the effect persists at whatever number of tokens the killer had acquired beforehand.
Retribution - When another hex is reignited, Retribution is reignited if there's another dull totem available.
Ruin - Back to 200% regression.
Sorry, i expressed myself a bit wrong here. You´re right. Being cleansable is part of the high risk part. But whats lacking is the high reward part. Hex perks should be strong af, simply because the killer has to take other perks to protect the hex. Needs to divide the attention between survivors and gens, to also cover the hex.
Also, with weak hex perks, no one really bothers to go search for them. But simply ignores them. Which also causes survivors to spend more time on gens.
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Because totem perks (that includes boons) are trash.
While boon perks still have the benefit of survivors being able to reignite them, hex perks are simply gone. Which is pretty weak for a "high risk, high reward" perk.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607477#Comment_3607477
People were complaining about facecamping before the system was put out. Now that facecamping is practically non-existent, people are just moving on to the next thing to complain about.
I still remember how face camping was the thing where the killer stood in the exact hooking spot. Preventing the "press m1 to unhook" prompt to appear. Devs introduced unhooking from every angle. They removed body blocking the hook for killers. Survivors then jumped to call standing next to the hook face camping.
Hell, i´ve seen a twitter screenshot from a killer who stood on the second floor, like 20 meters away from the hook and it was still called face camping.
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Because gens usually don´t run away.
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This doesn´t sound healthy. Have you considered consulting a doctor about this?
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Ban them. Each and everyone of them. They didn´t learn their lesson on the first time, because nothing happend and will happily exploit whenever this bug resurfaces. So the only way i see, is to ban them.
This is something that completely ruins the game for everyone else.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604430#Comment_3604430
Well of course, who wants to get constantly screamed at by some random kid? There are other ways to buff solo queue to get them closer to swf though
Like what?
First we got the status icons, that tell survivors at all time if something is affecting them. So no guessing if a exposed status effect is in play.
Then we got the HUD. That tells every survivor what the other survivors do each second of the match. The last days i´ve seen claims on this forum that solo is further away from SWF than ever.
Meanwhile killers don´t even have a wiggle progress bar.
Sometimes i wonder if the devs should take all the HUD info for survivors away, so they can see how the game started and how close the current info levels are to playing as SWF.
Even when you bring in a chat wheel, people will still complain that it isn´t enough. Nothing will be enough to bring solos on the same lvl, unless they get ingame voice chat.
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Only way to bring solo to the same lvl as SWF is to introduce voice chat.
Aaaand the community is deadbound against it.
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I mean... new players have a certain grind until they unlock everything. But thats more a core issue, than a stranger things thing.
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Thats nothing new. Those are pretty old tactics. Or does no one remember Ninja Claudettes with darkest Moonlight offerings?
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Or just do it like me: open the gate after seeing No Way Out + NOED, getting hit with Blood Warden and still getting everyone out.
Endgame chat was funny. My teammates were somewhere between being happy for escaping and "duuuude, are you out of your mind?!"
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Stopped reading after nurse untouched for 7 and a half years...
Ever heard of Omniblink nurse?
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I wouldn´t trust a game company that instantly and harshly deletes critisism.
There are a couple of games on my wishlist, which i really would like to buy&play. BUT their forums are what you are asking for and the strong censorship reflects on a lot of negative steam recesions. Which is why i´m not spending any money on them.
Valid criticism isn´t something to be afraid of.
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The flashlight "fix" before the howling grounds event?
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601970#Comment_3601970
Skill issue. Do better at applying pressure. Killer is easier than it has ever been. I always get 4ks as Trapper without trying.
Ha! I get 4k as Wraith without even uncloaking!
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@Gabe_Soma said:
Prioritising generators is not always the best and most convenient choice, everything you mentioned has consequences that the survivors will have to pay for.
Like the 3 gen nerf?
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@Pulsar said:
I see threads almost daily complaining about Survivors not healing and doing gens instead.
Putting aside the absolute ridiculousness of your statement (seriously, Survivors cannot tunnel someone out) and looking at your basal argument...half of these things are throwing and the other half are already complained about.
Survivors do not usually have time to do totems or chests, nor do they generally have time to waste healing after the self-healing nerfs in the current meta. Just like Killers usually do not have time to one-hook everyone, then two-hook everyone and then three-hook everyone.
Speaking of which, I find it endlessly amusing that the cycle continues. I watched this exact thing play out five years ago after the first round of self-healing nerfs. Killers complained about Survivors healing too quickly, BHVR obliged them and nerfed healing. Survivors didn't waste time healing and just, to quote you, tunneled gens...you know, their only objective. Killers complained that gens went too quickly and the cycle continues to this day.
Whats ridiculous about that statement?
If you boil the core gameplay down, gens are nothing else for the killer than what hook stages are for survivors.
Survivors don´t waste time on totems, because there simply are no strong hex (or boon) perks right now. Even more, teammates will complain about anyone who does totems instead of gens, since we have the HUD.
Maybe killers are still complaining about gens, because in most matches 2 or 3 gens are finished by the time the killer gets the first hook.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598429#Comment_3598429
Literally no one is asking for pre-4.6 DS back though. Literally no one.
But you lot are all up in arms over a perk that is virtually impossible to use offensively because it might, might, under very rare and specific circumstances, with a lot of effort and coordination, be useful to a survivor sometimes.
Whatever trauma you have from pre-4.6 DS is no reason to hinder the game 2.5 years down the line.
I´m just an optimistic with experience. I really hope the devs don´t turn DS into what it was before and find something useful for the perk. As i said, turning the stun timer to 5 seconds would probably be enough. But the announcement sounds like a total rework and the last reworks haven´t been exactly great.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598416#Comment_3598416
That's 2.5 years ago, bud.
So you want those dark times to come back? Because 2,5 years passed?
How bout we also bring back infinites and exhaustion cd that reset during running?
Just because some years passed, doesn´t mean that we should bring back terrible things we had in the past.
EDIT: only a few months ago, we had the flashlight exploit. Our community happily jumped the occasion to make playing killer as unpleasant as possible. The devs kill switched it and tons of people complained that they suddenly couldn´t bully killers anymore.
I don´t really think bringing the old, weaponized, 2.5 year old back. Will be healthy for the game. I hope the devs don´t go that road and instead give us a completely changed perk. That can´t be weaponized but still is a viable option against tunneling (just turning the timer back to 5 seconds would do so much in that regard). But we´re talking about BHVR. So everything is possible.


