Avatar

Valimure

Valimure

About

Username
Valimure
Joined
Visits
1,205
Last Active

Comments

  • I'm running Coup de Grace, and this is actively causing me to lose downs in some games when my intention is to lunge past someone who's trying to body block.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802401#Comment_3802401

    Its exactly the opposite. How can you possibly say most maps are survivor sided? If they were the kill rates would not be so ridiculousy high.

    Because the kill rates are across all levels of play, and the vast majority of people playing this game aren't particularly great at it. Most maps have near infinite loops and chainable pallets, you just have to find and know how to use them.

  • As MMR goes up and survivors improve, gens need to take longer.

    I shouldn't have the same amount of time to chase, down, and hook a team with a combined total playtime of 1,000 hours as I do with a team with a combined total playtime of 10,000 hours.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/427397/badham-horrible

    Because they simply hate good balanced maps, ether they are garbage for survivors or they are badham, eyrie or garden of joy xD

    This is absolutely not true at all. The Game, AKA Pallet Factory? Autohaven Wreckers?

    Most maps are vastly survivor-sided. The only two that stand out as being overwhelmingly garbage for survivors are the new Haddonfield and Rotten Fields.

  • @sizzlingmario4 said:

    Had that 75% gen been blocked by Deadlock at the moment you hooked him on the scourge hook? If that gen was blocked and no other gen had any progress then Pain Resonance will not trigger (since it can't hit the blocked gen and therefore there's nothing available for it to damage).

    Nope, another gen across the map was currently blocked.

    I'm wondering if the reverse happened, because the "highest" gen was blocked it just didn't proc Pain Res at all instead of it applying to the next one.

    Think I'm gonna swap out for Pop as a precaution.

  • @Yoshirama said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801363#Comment_3801363

    So you're saying SoloQ should be hard and miserable while SFW have all that communication without issues?

    No, I'm saying we shouldn't balance around the fact that SWF parties exist.

    I play solo plenty and do just fine. I know the maps and tiles, pay attention to what resources have been used, and plan my escape route before I hop on a gen. I still get caught eventually because I make mistakes, but that's literally the point of the game. Windows basically removes your ability to make a mistake because you can simply run from pallet to pallet without ever being at risk.

  • The problem with Adepts to me is that it just ruins the game on either side. If you're in a match with someone going for adept as a survivor, chances are their perks are useless and they're going to be very little help in the match.

    If you're going against a killer looking for Adept, they either have to sweat the match out or they're just going to have absolute circles run around them because they have two, sometimes three useless perks.

  • @Yoshirama said:

    Why people still complains about Windows? Is not overpowered, the main reason why is so used is because of SoloQ. There’s no way people can know where the pallets have been used.

    Please stop asking for making SoloQ more miserable.

    Again, that's literally the reason it's overpowered.

    You aren't supposed to know what pallets have been used 100% of the time - that's map knowledge you need to gain by, y'know, traversing the map and making mental notes.

  • +1

    I don't always want to play Survivor with friends and if they see me online… they want to play lol

  • Sad that people don't realize how much of an issue this is.

    I had a couple matches today where I chased someone to a gen that was almost completed. I scared off the teammate that was working on the gen but the person I was chasing jumped into the locker… so now my choices are leave them to finish the gen, camp the locker while one of the other gens is completed, or eat the potential DS and start the chase over again. And that's part of the problem, it's just the THREAT of DS that's enough of a deterrent. I can at least down someone and leave them on the ground if they decide to body block or take a protection hit to waste some time… though then there's also the issue of Unbreakable being meta now as well.

    The bottom line is that Decisive Strike isn't just being used to deter tunneling; it's being weaponized. With Unbreakable + Decisive you can safely eat a hit for free and lose the chase for the killer. It's basically just as bad as old Buckle Up + For the People as you're saving someone at no cost to yourself. The killer loses the chase, or they waste the next minute standing over you.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800736#Comment_3800736

    Sure they still learned, but newcomers/casuals had an even worse time than they do now and would go down even faster (although not by much), leading many people to simply give up on the game before they could learn enough to be able to enjoy the game (not to mention that there was a time when basekit BT and anti-facecamp wasn't a thing and tunnelling was even easier and uncounterable for SoloQ even if it wasn't more common than nowadays). Getting friends to try and keep playing was much harder before.

    WoO doesn't make someone magically good at looping, just know where are the deadzones that their teammates likely created, chances are they waste pallets early and every other chases are a non-issue.

    People give up on 1st hook enough as it is, no reason to make it worse. BHVR tries to put things in place so that players of all skill level can at least somewhat play the game and bridge the gap between SWF and SoloQ (which is why Kindred but without Killer aura should be basekit imo, HUD info was a great step in the right direction) so Windows has it's place and should remain, especially with ever-changing maps and tiles as well as some amount of rng in map-generation.

    Knowing where the deadzones are is exactly why it's too strong.

    This game should not be balanced around SWFs. Killers need survivors to have the opportunity to make mistakes to even have a chance at winning.

  • Doesn't even need a range nerf, it needs to have an activation / deactivation condition.

    Something like being injured activates it for 20/25/30 seconds.

    Or it goes on a 30/25/20 second cooldown after vaulting a pallet or window.

  • Speaking as someone who runs Lightborn basekit thanks to Flashbangs, I actually have no issues with Blast Mine - it gives me their aura (usually hiding nearby) or a lot of people love to do this thing now where they think you're blinded so they come and put another Blast Mine on the same gen to try and stun you twice… so free hit for me.

    Chemical Trap is meh, it's a brief slowdown. Doesn't bother me much.

  • Whether she's weak or strong is irrelevant, her playstyle / power is generic, boring, and lacks meaningful counterplay - that's why people struggle on hook against her. She gains far too much for free without actually interacting with survivors. Plus the fact that you could be actively screwed over by teammates on the other side of the map was problematic as well.

  • Bumping this because it just happened again.

  • @Alen_Starkly said:

    I understand that flashbangs might seemingly not have a counterplay…. but Lightborn doesn't either. I you waste a flashbang though, you usually need to go back to a gen to get another one. Flashbangs can be countered by Lightborn, infectious fright, languid touch, etc. Lightborn cannot be countered by anything. Which is a shame, it should have a cooldown, or means to activate/recharge it.

    Precisely, and I hate needing to run it. That's one of the points I'm making here. I wouldn't need to run Lightborn if I could actually avoid a flashbang through the proper means of facing a wall. If I down someone on a pallet or out in the open, then obviously I need to look around and take my possible loss there but… Killers shouldn't need to make the choice of "Run Lightborn every match or be held hostage" just because two people brought Flashbang.

  • @TheRealConsent said:

    I like how everyone in this game is high MMR

    I mean obviously it's hidden here but I can tell you my time playing League I was consistently ranking in Diamond. 🤷‍♂️

    I'm not the greatest of all time by any means but I know what I'm doing (most of the time :P)

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799427#Comment_3799427

    Okay so if you can't get a quick hit and they keep distance, then you can pick up facing a direction they both can't cover since they will be farther away right? Once you know where everyone is it's a lot easier to play around them.

    Again, doesn't matter what direction you face. Flashbangs work next to you and can even be dropped "on you."

    Background player is also a thing.

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799414#Comment_3799414

    Okay so in that scenario, wouldn't it make sense to take LOTS of time to clear the area like suggested before then? Only one person is doing gens so you have lots of time. You could even likely get injuries then. It could even snowball some.

    No, because while I chase the one person to injure them the other is healing the person I downed and now I'm back to square one.

  • There's an event going on right now so the normal mode is filled with sweatlords more than usual at the moment.

    Killer is the power role in low MMRs, but as you get higher the game does end up being quite survivor-sided. If you're new, chances are you're just a victim of the crappy matchmaking right now due to the lower player population, or you might be playing against groups where one person is a much higher skill level than the others.

    Learn the tiles the best you can but also just expect you're going to lose plenty of games. I still do, that's for sure.

  • Actually playing Dredge in that mode is terrible, because the darkness barely changes anything for survivors and he's limited with the same crappy FoV as everyone else. He basically loses an entire part of his power.

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799380#Comment_3799380

    Good positioning? If the survivor died against a wall it meant they had poor positioning or baited you to pick up for the flashbang. Positioning is relative in this case.

    You don't usually have to search an entire area either. If you chased into an area and looped it you wouldn't have to look around the loop for example. You can also simply clear one direction to look when you pick up as opposed to all areas. Consider also that if you do this successfully you have gained a ton of time over survivors, so the reward is often worth it too.

    In a typical SWF scenario there's one gen jockey and the other three are there specifically to waste the killer's time, so it's not usually just one person you need to worry about.

    You can't "clear one direction." The point is that it doesn't matter if you face a wall or pick someone up out of a locker… you can still be flashbanged, so the only two options available are either bring Lightborn every match or slug everyone (which, you'll notice, Unbreakable is very popular right now for this very reason.)

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799090#Comment_3799090

    So your mad you have to run perks to counter a possible gamestyle..? You do realize survivors have to run perks to counter

    -tunneling

    -proxy camping

    -aura builds

    -gen regression

    -slugging

    All of these gamestyles the killer might or not do, sometimes they might camp instead of slug, or not do any of the above so youll waste a whole build.

    Just because your mad that you have to waste a single perk slot doesnt mean your opinion is valid, literally everyone else has the same problems as you

    You keep missing the part where it's not an intended mechanic. Again, you cannot flashlight save someone if a killer picks them up from a locker or if that killer is facing a wall. Flashbangs should be the same. That's all I'm asking for.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426929/flashbangs-need-counterplay

    Surviviors waste time trying to get the blind, which also needs 40% of personal progress of a gen. If you hate a playstyle so much that offers literally no counterplay run perks to counter it, infectious fright…lightborn… exc exc. but trying to make survivior interaction less will just help gen rushing

    “Running perks to counter uncounterable situations is unfair”- ever noticied how the surviviors you slug have unbreakable to…counter uncounterable playstyled

    Did you… read the post? I am running perks to counter it. But that's the problem; perks are hidden, so I don't know if it's needed or if I'm wasting a perk slot every game for something that shouldn't be an intended mechanic. You cannot flashlight save someone while / after a killer pulls them out of a locker. You can, however, time a flashbang for that same save. That is not a healthy mechanic for the game, as without Lightborn your options are literally stand at the locker and wait for them to come out so you can slug them or leave to chase someone else.

  • @Ohyakno said:

    I've posted about this before but apparently it's not a big enough issue to garnet attention. People are getting better at clipping into the killer for an unavoidable blind. It's only going to get worse

    Yeah, it's pretty much only an issue at higher elos where I'm playing against a ton of P100s / SWFs.

    Don't get me wrong, it's hilarious bringing Lightborn and just flat out ruining their entire team comp, but I shouldn't need to run it in every single game just on the assumption that I might be going against people running it.

  • @Royval said:

    I mean you do have to do gens to get them

    That's… not the point of this thread at all.

    Besides, do you realize how easy it is to do 40% gen progress? Most games you'll have that done before the killer even injures the first survivor.

  • Give killers basekit Pop and Deadlock as well and these changes should be fine!

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797472#Comment_3797472

    Yeah, you get in lockers when you know BBQ is in play. Crouch behind your gen and count to six. I cannot be the only person that ran distortion when the tokens didn't regenerate, right? Knowing how to avoid BBQ was a big part of conserving tokens.

    I have no clue how you ran out of tokens vs most killers. Are you not taking chase? Even not being chased you can't run out.

    BBQ is honestly the least of my concerns.

    We're living in the age of Weave Attunement and Human Greed now. There is legitimately no reason to bring Distortion at all because your single token is going to be wasted by just walking in the wrong spot.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797270#Comment_3797270

    Distortion tokens regenerate. If the killer does not have stealth and only BBQ and lethal you are never going to run out of tokens. The only time I've ever, ever ran out tokens is vs full aura reading huntress. That's it. It's infinite aura denial vs most killers. That's problematic.

    Now is this change too far? Yeah probably. It could start with 2 tokens that replenish when you enter chase and still be very good.

    I've run out of tokens plenty of times myself, but yes two tokens would have been fine. Lethal and BBQ is a combo designed to quickly snowball a match, it needs to have some counters.

  • I'm really just scratching my head at most of this update.

    I had the same thought with the Moris… it's just promoting a terrible playstyle and encouraging even more toxicity in the games as killers are basically never going to want to let the last survivor go now.

    Corrective Action is going to lead to even faster gen rushing.

    Distortion is being absolutely gutted and is nearly useless now. Let's think about this in terms of numbers: even if a killer ONLY has BBQ and Chili, in most matches you'd get 3 aura reading blocks vs their possible 11 aura reads. It's horribly unbalanced. Even lowering the charges to 2 would have been a better compromise, but as it stands now everyone is better off just removing Distortion and putting on either another gen rush perk or Off the Record. Just can't believe they're nerfing Distortion with no mention of any changes to Weave Attunement still.

    Leverage rework is another great perk to incentivize tunneling, though maybe it'll have the added benefit of at least making people stop healing right under the hook.

    Glad for the Skull Merchant nerfs though. Not sure how much they'll do to actually make people want to play against her, but it's good to see things at least being tried.

  • But yeah, Distortion is now basically useless.

    Absolutely gutted it with this change. Aura reading is already way too prevalent, and it's just going to get worse now. One positive at least, every single Distortion user should now be running Off the Record instead so you'll have some protection against tunneling as well.

  • @Emeal said:

    The fact that Distortion players hide the entire game and their team-mates die must be the reason why this has changed.

    I can assure you, as a Distortion user, in most cases I was the only one actually doing the objectives.

  • I really do wish they blocked that map instead of taking you to it.

    Would basically be the equivalent to bans in draft modes of other PvP games.

    Always a great time getting brought to GoJ and then having survivors teabag as if they don't have multiple infinite loops on the map to choose from instead of thanking me for not immediately DCing.

  • @ReverseVelocity said:

    I mean we already have Undetectable. That's basically what that does.

    Yeah, just edited my OP to clarify a bit about what I mean. The undetectable perks killers have are all related to other things, I'm thinking something that specifically kicks in when your aura would be revealed.

  • This is honestly the least of my concerns about Singularity right now.

    His Overclock is overtuned even more when it was already oppressive before (3% haste every time it's used on top of making pallets and windows essentially useless is overkill) and the aim assists he now have take out the most skill-based element he had before.

    EMPs basically feel useless when it takes all of half a second for him to tag you again thanks to the auto-aiming.

  • @ppmd said:

    I'm glad to see someone talking about this. I think it's both maps in the realm, so that would include the shattered square too. I think they were fine before this update so I hope they fix this before long.

    Shattered Square is definitely pretty dark as well but as it's mostly outdoors I can see decently enough.

    Not that the map isn't without its own plethora of problems... Way too tiny, barely any pallets, terrible gen spread... Bleh.

  • I mean it already has a specific counter... Don't tunnel the person off hook, or just slug them for the minute after if you really must tunnel.

    What needs to be fixed is that, in my experience playing killer, it doesn't seem to properly deactivate right now by performing conspicuous actions. I've watched people cleanse totems, heal others, unhook survivors, and then still somehow be able to use DS.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795618#Comment_3795618

    How would you change the achievement to fit this? I am inclined to agree that yes, kills aren't owed but when a tactic can be this reliably countered all the time every time, for no other real reason BUT to deny someone an achievement for 30 minutes, that probably shouldn't be a thing right? This sort of locker trick kinda needs to go, being able to hide in a locker to avoid a Mori I mean.

    Being able to get it by using an actual Mori offering would help.

    Survivors would still be able to deny by struggling on hook I guess but it also gives those same survivors an option to actually play the game through hook stages instead of just getting into the nightmare cycle of be chased, hide in locker, struggle free, be chased, hide in locker, etc.

    I'm guilty of denying this achievement to people because of how much I hate MM's playstyle as a killer, especially when they're going for this achievement. I'd be much more inclined to actually give it if they earned the two hook states on me instead of just expecting me to not jump into a locker in order to not be instantly deleted from the game.

  • The fact that it was meant as a "training wheels" perk and yet has some of its highest usage in high elos should be telling.

    All it needs is an activation / deactivation condition. Something like activating for 10/20/30 seconds when a chase begins, then going on cooldown for 60 seconds.

    Or it deactivates for 30/25/20 seconds after using a pallet or vaulting a window.

    Just something to make it less of a "turn off your brain" perk.

  • I never said they were better versions of them? I'm well aware of the shortcomings. All I said was that they're harder to dodge because, as the OP said, there's no audio indicator that Hellfire is being charged.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794395#Comment_3794395

    Huh?`I don't follow your train of thoughts. I am not proposing this 100 regression tokens on top, I meant that the whole perk gave a maximum of 100% regression, but if there was no gen to regress, it wouldn't consume tokens. And on the plus side it would stop working once a survivor died. I honestly don't know how you arrived at this 200% extra regression.

    Ah, I didn't understand what you meant in the first point about the "counter."

    I was thinking about using all 8 hooks at the 25% max which would be 200%.

  • What you're proposing would be a max possible 200% regression. That's an extra 2 gens survivors would need to complete and way too much of a buff simply to counter tunneling.

    Honestly if you wanted to play it like this it would need to be 10% regression per hook to bring it in line with what it currently is. Still does what you want, but wouldn't be quite nearly as busted.

  • Singularity is honestly pretty broken right now in the right hands.

    His skill ceiling is high, sure, but EMPs are the only counter to an utterly oppressive power that takes all of a couple seconds to reapply.

  • These types of matches are so insanely rare that I'm really not sure they're much of a concern. Besides, if survivors are busy working together to mess with the killer they're not doing objectives.

    If your goal is really to stop trolling, 30 seconds is far too long of an endurance effect. Try something like five seconds.

  • This is why I run Lightborn in most games.

    It's already bad enough being blinded while facing a wall without dealing with blinds while picking up from a locker. They need to fix this.

  • Honestly this would be a great addition to games vs bots. I've learned so much about how to counter killers I was struggling with just by playing a couple rounds with them - but I can't play any of the licensed stuff to learn them because I haven't spent the money.

  • As helpful as it would be to put solo queue on the same level as SWF... I don't think this community as a whole could be trusted with voice chat.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791565#Comment_3791565

    in what world is an aura perk of all things a crutch perk? If anything distortion would be the crutch perk given its free and total countering of an entire perk category.

    Just like Windows of Opportunity, it takes the guesswork or human error out of the game. There's no need to patrol gens or search for a survivor near objectives when you can just see exactly where you need to go next.

    Distortion is also not the end-all be-all counter to aura reading as well. There are plenty of times where my stacks get eaten faster than I can recharge them. I also get chased plenty even while running it, because I'm actively working on objectives, rescuing people from hook, etc.

    I'd be fine if it didn't hide scratch marks, because it is pretty ridiculous that I can not only hide my aura but actively turn a killer's own perk against them to escape a chase (like with I'm All Ears for example.)

  • Think that's how it's intended to be, it's a mind game. He's still new so it will take some getting used to for sure.

    There's two things I don't like about the power: one, that there's no noticeable audio cue that he's charging it, and two, that he can hold the charge indefinitely. Makes him way too good at camping (especially in end game) because there's not even enough of a cooldown for you to unhook someone whether he misses or not.

1 2 3 4 5