Valimure
Valimure
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891398#Comment_3891398
This game makes proximity checks that are completely separate from hit validation checks.
If an attack succeeds the proximity check, then the game can yank the killer’s camera, and force the killer’s lunge to turn into a short M1 attack… and then the hit validation check can fail because the game forcibly changed the killer’s attack.It’s officially called Aim Dressing, but it is functionally an Auto Aim feature because it affects the game before hit validation. Because, just to be clear, Auto Aim affects the game BEFORE OR DURING hit validation, and Aim Dressing affects the game AFTER OR DURING hit validation.
I miss so many hits because of this forced M1 crap.
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You can't give the entire kitchen sink to a kit and not expect it to be a nightmare to play against.
Speaking of which, new Freddy…
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It's not even VPNing half the time, it's their own crappy servers.
I consistently have 120-150ms ping when I play with friends. My guess is because they're the ones hosting, I'm being routed to the server in Oregon - the literal other side of the US from me.
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It's a fundamental flaw with his power that basically encourages this playstyle.
Because of the speed boost he gets and the ability to hit multiple people at once with it, it's just extremely easy to proxy camp (or even face camp, since he can still double tap even after they unhook.) His power needs to stop once he lands a hit, or they need to remove the speed boost he gets during it.
I really think they need to extend the anti-camp range for ranged killers too. Deathslinger and Huntress are both really good at getting free hits when people go for unhooks.
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Disagree, this is the change I am the most excited about.
My only worry is that it's going to kill things like jumpscare Myers who needs Lery's or Midwich to work, but that's a small price to pay for SWFs to need to choose between map offerings and BP boosts.
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It's a really good show but I'm trying to think of what her power would be since her game in the show was primarily mental…
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I think a combination of 1 and 4 would be best.
Essentially, people get a random role when they queue up but if you're selected as killer you can "pass" on the role to another random survivor within the first half of the lobby timer.
Most Killers are usually okay playing Survivor, whereas I know several friends of mine would be absolute hot garbage as Killer and hate it.
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It would certainly be in-theme, but my only worry is that it would be another straight buff after the ones he already received awhile ago. I find uses for most of his add-ons except the one which is why I thought it'd be a fun combo between Broken Doll or even with Tilling Blade.
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@Devil_hit11 said:
hex:third seal. slugging dredge is pretty popular play-style to play with dredge.
Eh, not my kind of play style. I play Killer and Survivor pretty evenly so I know how unfun the current slugging meta is.
I currently run Pain Res, No Way Out, Zanshin, and Coup de Grace.
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@HansLollos2 said:
C'mon, it's not that hard, just a bit tricky. And why is it so bad? It's a unique ability that he can't be blinded that easy at pallets. It's cool that a Killer has something passiv-unique. And blinding Killers at Pallets isn't really something that does a lot or is necessary. It's just something to annoy the Killer and giggle for Survivors. Just let the Killer have fun to and say "Haha he tried to blind me".
@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/434595/can-we-talk-about-chuckys-blind-immunity
Blinding at the pallet is literally pointless, you're just wasting time that you could be using to gain distance, so stop complaining that you can't annoy the killer, complaining that you can't blind chucky at the pallet is the same as complaining that when you tbag at the gate the killer didn't come out to look at it
Killer is around half of my playtime in the game. Blinding at pallets can do a lot. Sure, there are some times when I can continue following via audio but there are plenty more where I'm inadvertently running into a wall or object, or the survivor was able to put some additional distance on because they were far enough away from me when the blind went off that I couldn't tell what direction they went. Tbagging at the exit gates is something ######### do for fun, blinding has actual in-game usefulness. I get blinded myself quite often from Blast Mine and flashlights, it's fine. The only one that actually annoys me because, again, it lacks proper counterplay are Flashbangs.
Anyway, I have seen dozens of failed flashlight saves on Charles during pickup animations as well because of the shortened window to blind him - that translates into higher kill rates, higher win rates, which indirectly helped lead to the recent nerfs. Personally I don't play Chucky so I really don't care either way, but I've always had success at outplaying his power prior to the nerfs - just thought this might be a more reasonable thing to address, but hey keep him at 3.4, that's fine.
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The ideas surrounding map offerings have been there for years. I've always thought they should block that realm from appearing rather than bring you to it as a sort of "ban" system like a lot of competitive games do.
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I'm glad it's not just me.
Survivors have straight up just disappeared after rounding a corner because I can't tell which direction the scratch marks are going.
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It's not rare for me honestly, this happens most of the time I supposedly block an offering.
Happened 3 out of 4 matches I played last night.
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It'd be nice if his tokens actually worked as, y'know, tokens.
If I only use one teleport I shouldn't lose them all.
Though his main issue is still crappy map design. Shelter Woods has eight lockers. Eight. That's it.
And then there's plenty of maps that have no lockers anywhere near gens.
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@ReverseVelocity said:
This post sounds like it was written with ChatGPT.
Anyway, Thrill is busted atm. It needs a buff from it's previous form but this isn't the way to go about it.
Oh, it 100% was.
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You'd think survivor mains would be more excited about killers not running gen regression or aura reading perks.
Doesn't matter what killer it is, they can't defend every objective on the map at once. Just do the gens and leave the hexes if they're that much of a pain.
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...this encourages tunneling even more.
If I absolutely must get every single hook state to have a chance at winning the game, why would I bother spreading out those hooks when I can chase the same terrible looper over and over?
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@Alen_Starkly said:
Generators are already super boring to do for most people. I don't think solution relies in increasing the gen repair time. I think the solution lies in something like basekit Corrupt Intervention, so survivors can't just instantly sit on gens upon spawning in the map. I see that a big issue in a lot of matches.
Sometimes by the time you finally manage to find a survivor, a gen or 2 can pop. Hiding and instant gen access are the causes of this. Another Idea I have is have all gens blocked until the killer enters a chase with someone for the first time. Then unblock them all (or unblock all but the 3 gens furthest from the killer's spawn point). This would knock out the matches where survivors just keep hiding successfully while you're just trying to find someone.
Alternative objectives would also be good. Killers have doors they can break on maps so it'd be interesting to see something like pallets / vault locations that need to be "set up" before they're usable.
Unlocking a shuttered window, or standing a pallet upright that begins horizontal for instance.
Things that aren't essential to the match but are beneficial to do.
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They need to increase the charges required for gens depending on the average MMR of the survivors.
Current 90 for low, 95 for mid, 100 for high.
That would be 25 extra seconds for mid tier and 50 extra seconds for high tier... Not a *huge* amount but it will at least be a start.
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@TheSableSimp said:
Just go get the guy hiding around the corner
Again, my options shouldn't be to leave the person I won the chase against or eat a blind. I would be happy to go chase the other person if I could actually down the other survivor to get the pressure I earned.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/434133/killers-need-blind-immunity-during-grabs
hit the survivor when coming out of a locker →pick them up.
You can't. The game forces short M1 taps when you're near someone, which turn into grabs when a survivor is going in / and out of a locker.
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That would be way too much and completely kneecap solo queue and low elos even more. Gens certainly go quite fast in a lot of games, but changes need to be small and targeted to ensure the wrong people aren't being hurt by them.
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Like you said it's due to latency. I get it's frustrating from the survivor PoV, I definitely feel like I'm well past the vault when I get hit quite often, but when you play killer you'll see you really can't get hits on windows / vaults unless the person is still in the actual animation.
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Dead Hard is still one of the strongest perks in the game and you want to make it stronger? No thanks.
I see enough people scripting it, I don't need to go against basically invincible survivors.
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Huntress was and is much, much stronger than Blight in a 2v8 mode. Blight has cooldowns between rushing and can actually be slowed / stopped by pallets. Huntress is just a complete wrecking ball when you have double the targets and the ability to do damage from halfway across the map.
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Honestly the entire sound design of this game needs to be rehauled. Everything from the chase music to the killer's terror radius are so ridiculously loud it's pretty much impossible to hear anything else.
I've never understood how people always know exactly where I am as killer or how killers can hear my breathing when I play survivor without somehow turning off the music. I can't even hear the Wraith's breathing when I'm working on a gen, but somehow people go running before I've even rounded the corner whenever I play him lol
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Twins' ability to slug has always been hugely problematic. Honestly these nerfs don't even address the core issues that it's far too easy to land a hit as Victor and it's far too difficult to crush him when he DOES miss because there's not even enough time to run up to him after he lunges ten meters away.
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You're close with #9... Survivors just need other alternate objectives to complete. Kind of like killers have to kick open some doors, survivors should need to set up some vault and pallet locations before they're usable.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806151#Comment_3806151
If you think people running DS/DH is bad then play a few solo q games and you'll quickly realize why a lot of people opt to use these perks; being tunneled is a very likely outcome in a match for any of the survivors.
Deducing if someone has DS is really easy because they do exactly what you're talking about, body block. You can usually play around this (remember, you're faster) and get the other person or down the DS user and slug for ~60 secs. This is slowdown because now his team needs to decide: do they go for the pick up and risk you snowballing them because you managed to down the other survivor quickly and return to the slugged survivor or do they continue their gens and allow themselves to get 2 people hooked? Up til now, that's 2 people not on gens and you have the possibility to convert this to 2 hooks while forcing at least 1 survivor, if not both, to come coordinate a rescue. From a micro perspective, it looks like they're winning by body blocking and delaying the down(s) but from a macro perspective, you're in a better position to swing the game in your favor by downing the body blocker and the other guy, tunneling the DS guy out, etc.
Nothing is guaranteed and you could end up just hooking 1 of them at best, getting outplayed by both and getting no one (if DS surv is body blocking though you can just down him and wait to rehook him, so worst case you can at least get him and let the other guy go). Either way, you're taking a risk and so are they. DS guarantees nothing, it's one time use, use it in the wrong place and you're gonna go right back down if there's no resource nearby for you to play. If you waste it body blocking then you're writing your own ticket to being tunneled out because the killer is gonna want you gone and he knows your DS is done. Personally, in solo q when I do run DS I'm certainly not wasting it body blocking for someone else because I want value from DS for myself, not for my teammate; using it on my teammate ensures I'll go right back on hook.
I play both killer and survivor pretty evenly. I know the problems both sides face, and that's why I try my best not to tunnel when I play killer.
What we're talking about in this thread though isn't DS being used for its intended purpose of deterring tunneling. What we're concerned about is how it's being weaponized in matches.
Again, I'm perfectly aware of what I'm doing. I bait out Dead Hards. I don't fall for obvious baits. I have the count going in my head after someone is unhooked so I know when it's safe to hook them again. But when the survivors I'm being matched with are on a pretty even level with me, chases can be greatly extended when someone gets enough time to make it to the next pallet or loop thanks to a body block.
If you aren't aware as well, there's been a bug in the game for ages now that does not allow you to lunge past a survivor. The game forces short M1 taps if you're close enough to someone, so it's much more difficult to get around someone than you think.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806184#Comment_3806184
The thing about that is that you're sort of missing the other half of the trade, though, and that's the half that's in the killer's favour.
So, let's assume two survivors are coordinating to pull this off, you've got one that you're actually trying to chase and the one who was recently unhooked trying to bodyblock. You point out, correctly, that it makes the chase take longer, but what you're neglecting is that the killer gets more pressure than normal from that chase.
Chasing one survivor lowers the team's efficiency by 25% for the duration of that chase, and you should generally always want to have one survivor occupied like that. The reason it's so strong for the killer to already be in a chase before the unhook happens is because that situation lowers the team's efficiency by 75% — you have one in chase, one on the hook, one going for the save, leaving only one to do generators.
If we assume that you're chasing two survivors at once, you're lowering the team's efficiency by 50% instead of the usual 25%. Sure, there's an amount of time the chase could last where that still ends up being not a good trade for you, but by the same token, you have the freedom for that chase to last noticeably longer than usual because it's dragging more survivors off generators than usual. This is increased exponentially if the unhooked survivor is foolish enough to actually get downed, because then you get to finish your chase and go find someone else with a slug on the ground and a survivor on the hook to further increase your pressure.
It might give survivors some short-term gains, but it also gives the killer an opening to get a much stronger long-term gain if they make the right choices.
As you noted, the ideal situation is only having one person free to do gens.
Chasing two people still leaves two on the gens... That's not good for me.
You can't reliably slug either. If you look at the screenshots I posted of survivor loadouts, Decisive is being paired with Unbreakable quite often which means you're gaining nothing more than the ten or so seconds it takes for them to recover.
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@jesterkind said:
I don't think either of those are really problems, honestly.
Everyone's already pointed out the big problem with disabling DS on protection hit, but I'll go one further and point out that someone trying to bait you into eating their DS via taking protection hits can be 100% countered by simply ignoring them. Hit them if they're blocking a doorway, walk through them, ignore them. Not an issue whatsoever.
I have seen some arguments about the locker thing that are a little more reasonable, like someone going down under a pallet and their recently unhooked teammate hopping in a locker close by, but honestly I think that's a niche enough interaction that it's probably fine. Maybe if it becomes an epidemic, but until then, not really worth caring about.
When it comes to DS, the only issue I can think of is that getting a save isn't considered a Conspicuous Action. Change that, and there's little to be worried about.
I wish I could ignore them, that's the point.
Unfortunately they're forcing us to go through them because they have safety from Decisive Strike, and that's the problem. I don't think you realize how much time can actually be wasted by people taking hits. If they have Dead Hard or Off the Record and can take two hits, that's even more time wasted.
Even one body block is enough for the other survivor to make it to the next loop or pallet - that two second recovery time from hitting someone can extend a chase by thirty seconds or more. Is it an issue once? Not much. But is it an issue when everyone is running the same build? Absolutely.
There's also the issue I've run into of chasing someone off a gen but someone I just unhooked is also hanging around but hopping into a locker when I get close. That's a lose-lose situation for me as a killer: I can't pick them up or I'll eat the Decisive Strike and I can't leave them or they'll finish the gen, so I generally end up sitting there counting to 60.
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Hellfire is much more comparable to Executioner's Punishment of the Damned. Same trail length and width.
Wolf Pounce is more like Demogorgon's Shred. Can also be used to break pallets.
Bat Form's a bit like Spirit's Haunting, though you can't teleport or go over pallets or windows with it.
I think he's in a pretty decent spot overall, I still have a couple issues mainly with how fast he can attack after changing forms and the fact that he can hold Hellfire indefinitely. Makes him a very good basement camper, combined with the fact that he basically had no basic attack cooldown after the ability so you can't even get an unhook off before he's able to basic attack whether he lands Hellfire or not.
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These are two separate games from the last few days.
For anyone who doesn't understand, this is why we're getting annoyed. I'm not trying to tunnel people, but when the person who was just unhooked is intentionally running behind the person I'm trying to chase every single time I'm essentially being expected to double the number of chases in the game.
Sure that's two people not on gens, but there's still two others that are.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806137#Comment_3806137
I mean we are talking about 2 completely different games, different mechanics, different concepts of being 'good', etc…
That's why I said it's not an exact comparison, but there is some overlap however different they may be.
Regardless though, back to the topic at hand... I sincerely don't think people realize how bad it is.
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805965#Comment_3805965
I love how everyone in this game is high MMR
While it's not an exact comparison I was ranked anywhere from Diamond II to Diamond IV over about six seasons of playing League of Legends.
I may not be the best at whatever I play, but I tend to get pretty dang close.
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Yeah, it's pretty bad at high elos. Most people are running Unbreakable + Decisive + Dead Hard. Not really much you can do when they're deliberately running behind the person you're trying to chase.
I think it should deactivate for protection hits after the initial endurance / speed boost from being unhooked happens.
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Windows is still picked a full 5% more often than Pain Resonance.
Consider the fact that there's a 4:1 ratio of Survivors to Killers as well to compound that.
But honestly, sure. I'd be fine with Pain Res getting a further nerf if it meant Windows actually got the cooldown or activation condition it needs.
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Wait they actually fixed this? I was definitely blinded immediately after a locker grab before and was forced to drop the survivor just a couple weeks ago.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805153#Comment_3805153
Complete safety? Most pallets aren’t even safe. If you are just mindlessly following survivors into pallets who, as you say are using “training wheels” and not mind gaming the “terrible players” then that sounds like an issue of skill on your end. Why don’t you just say what you actually mean. That you want to win 100% of the time.
That’s what it comes down to. Even your statement shows your entitlement.
“They’re meant to get caught.”No, you have to catch them. Nothing needs to be nerfed, you just need to stop mindlessly walking into pallets. I play about 60/40 survivor and killer, and it makes no difference to me whether somebody uses WoO or not. But that’s probably because I don’t just follow them from pallet to pallet and let them dictate the chase.
Again, if you need to blame your inefficiencies on a perk it speaks volumes that this entire thread is about personal skill issues and the need for 100% victory to feed bruised egos.
I'm not the one who made the training wheels comment, thanks. Windows of Opportunity would be fine if it was truly a training wheels perk. There's a reason it's the most used perk in the game at all levels of play. The fact that its pick rate is literally 33% and six points above the next used perk should be plenty of indication that it does its job a little too well.
All you're doing is gaslighting without any actual factual information. I mind game plenty, I don't break every pallet, and I hover around that 55-60% win rate as killer. I'm not "unskilled," I'm just objective enough to know when things on both sides are stronger than they should be. If you'd like to compare stats, I'm happy to do so.
All it needs is an activation or cooldown condition. Windows should not always be active.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805144#Comment_3805144
OMG, survivors can use a perk that gives them some information to help them when being chased. Completely unfair.
Maybe they should start the match on hook. Or they should all be tethered to each other so that the killer doesn’t have to figure out where any of them are. He can chase them all at once.
Yeah, I can play that game too. See how ridiculous it sounds. That’s how it sounds when you did it.
You missed the part where it's a 4v1 game and survivors are meant to get caught eventually, not run from pallet to pallet with complete safety.
It's not just some information that helps with being chased. It's knowing exactly where they need to run to next with no activation condition or cooldown. That's the problem, and that's what needs to change.
If we want to do an actual comparison, it would be like killers having permanent aura reading on survivors the entire match to always know exactly where they need to go.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/427157/windows-of-opportunity-needs-a-nerf
Sure, rework WoO the moment killers don’t get to see gen auras or hook auras when they down someone. Difference is, killers get that information basekit. Survivors have to use a perk slot.
Oh my God the killer gets some advantages in a 4v1 game? Completely unfair.
Killers should also have the same movement speed as survivors too, right?
How unfair they also get abilities that can damage survivors.
Honestly they shouldn't even get a weapon either, survivors don't have one after all.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805070#Comment_3805070
As soon as they stop letting killers see aura's of generators I'll stop saying windows should be basekit. If it was just "training wheels" I wouldnt see streamers with over 8000 hours using it.
Yes, because seeing the auras of the things you're trying to patrol / protect and seeing every escape route available to you on the map are totally the same thing.
It's clear you're incredibly biased. I'd recommend playing some killer matches so you can actually get some perspective.
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You actually think most maps are killer sided?
Haddonfield and Rotten Fields, sure. That's about it.
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@ITSDANDER said:
I see windows of opportunity waste of a perk slot, you should learn the tiles and be observant of your surroundings. I see light born the same way, waste of a perk slot. Be observant and aware of your surroundings. Counter a flash save by looking a different way from the savior or look into the wall
Yes, waste of a perk slot, that's why it's the #1 perk used by a third of all survivor players.
Lightborn is a requirement vs Flashbangs, as facing a wall doesn't matter and you can be blinded / drop a survivor even after picking them up from a locker. It's currently basekit for me until Flashbangs actually get some meaningful counterplay.
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He's super outdated.
Needs to start with all traps at the beginning and yes, they should have an automatic reset every so often just like other killers whose powers you can neutralize.
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@TieBreaker said:
If survivors lose DS from taking a protection hit, all the killer has to do is hit the survivor as they come off the hook and DS would immediately deactivate.
I'd be fine if it didn't count during the time survivors have endurance / the speed boost after being unhooked. That seems fair to me.
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@Memesis said:
Don't tunnel. Hit the DS user if they're body blocking and keep going after the unhooker. What differences does it make if they unbreakable themselves back up should you choose to down them?
At most they gave their teammate ~3 seconds of time and distance taking a protection hit, and another ~3 seconds if they take another. It is worse for the team for the survivor player to try to get value out of DS and fail than just run away and reset.
You're occupying two survivors at once while they attempt this even if unbreakable is in play.
DS and unbreakable are probably in the healthiest place they have ever been in DBDs lifespan.
I don't think you understand how valuable those three seconds are in most games. That's enough time to make it to the next loop; those three seconds usually end up extending a chase by another half a minute or more.
The thing about most protection hits is that they're risky. You either need to be healthy, or you need to have fulfilled specific requirements for it to be safe. The Decisive + Unbreakable combo is too safe, wastes time, and makes sure the killer cannot gain any ground for a full minute after an unhook. It's not what it was intended for.
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I'm honestly starting to wonder if Sac Wards are broken right now. The last three times in a row I've brought one I've still be sent to the realm that someone else brought an offering for.
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@devilhand said:
There's one thing that I am very curious about for this update. If Corrective Action results in a missed skill check becoming a great skill check for a person, wouldn't that mean that it would loop infinitely with two people on a gen and they purposely missed skill checks to make sure they become great skill checks and regain tokens like that? If it is how I think it is, Genrushing is going to become even bigger than it already is.
There's no way it can go live.
https://www.reddit.com/r/deadbydaylight/comments/1fj2ygd/theres_no_way_these_devs_play_their_game_now_lets/
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@[Deleted User] said:
This is a bit unreasonable. Totems are meant to be found; you can’t expect a curse to last forever. If you want to play with totems, look at The Artist. You’re asking for something the game wasn’t designed for, and you might be one of those who complains about every good thing that works well for survivors. A bit of reflection before writing wouldn’t hurt.
Totems were designed as an alternate objective that can get survivors off gens for a bit.
However, when one spawns right next to a survivor's starting location there is very little you as a killer can do to get there in time - that's not good design, and it's easily fixable.
I play both sides pretty evenly and know the frustrations of both, but thanks for your concern. I'd appreciate a bit of introspection on your part as well before you try to call someone out for giving feedback on a feedback and suggestions forum, thanks.
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They're an absolutely unhealthy mechanic that have long overstayed their welcome.
One side or the other shouldn't be held hostage in a match that's specifically designed to make the game as difficult as possible for them. They do nothing but cultivate toxicity.

