VaporLion
VaporLion
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- VaporLion
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u say resilience is ok but take us out this gen rush meta. resilience is literally the best gen rush perk after prove.
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Im pretty sure its unwinnable if you get chainhunt and have hex ruin active since they cant cleanse totems during chain hunt and the chain hunt itself pushes them off gens so they degress from ruin. not sure if it regresses more then you can progress. And no matter if it doesnt, it is a big problem.
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Pigs addon "video tape" also is a problem because she could camp before a jig saw box and you might die based on rng.
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its not just 2 seconds longer but the range is 16m instead of 6m. And swfs are able to use kinship in the same way as reassurance. So yea its just a straight up powercreep for swfs. And the range difference is really huge. Being able to reach basement hooks with it and also the lesser distance gets you quicker on gens.
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oh yeah i forgot about that change cuz i made a break and barely play anymore, but it goes to show how stupid it is. Its not a logical assumption to be made that mending will skip endurance. Might as well remove Endurance when the mending is applied.
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Ok but to be honest, the finisher Mori just feels stupid imo. Instead the entity should consume all survivors.
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oh and i just realized they should attach the ability to see if a survivor that you just downed is able to get moried for that perk.
either trigger Killer instinct after down for 3 sec or a short "scary piano sound".
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3283308#Comment_3283308
There's basically two ways to handle network latency. The first way, you go by "who gets to the server first wins"--first one to say something has happened gets it to happen. In slower games, or with really good network infrastructure everywhere you're playing, this works pretty well; it's immediate as far as anyone is concerned and it's great. It is exploitable (if someone's client can report hits or whatever, and the server can't properly check, then suddenly...)
The second is basically "what time did you send your message?" This is what leads to favouring bad ping--everyone reacts to what's on their game at the time, and the server basically goes "oh, this person did it first on their side, they win".
Although then you can have middle grounds etc.
And neither is perfect--another downside of the first one is that if there's any sort of latency at all, time-critical reactions basically get disabled.
what you are explaining is very generalized though. i think dbd is coded in a way where it just looks on the killers client to directly check if they hit a survivor or not. So its purely about whether the killer has a good ping or not and the survivors ping doesnt really matter for hit validations specifically. On dead hard it might. And the reason i think that is because i faced cheating bubbas that insta down you when they are not even visible on your screen.
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bruh. i think the latest update messed up some stuff. Since that update Ive also seen a lot of spots where it looks like you can walk in between two objects but you cannot.
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@Ayodam said:
Ping is certainly an issue. Personally, I don’t understand why bad ping is ‘rewarded’ while good ping suffers.
im curious. what makes you think that good ping suffers ? it wouldnt make much sense coding wise but it does feel like it.
I personally think the problems happen because the game is netcoded based on killers interactions and then uses survivors interactions as a reaction to that. I guess we would need a dev to confirm this.
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now the bp bonus is not shown in lobbys anymore.
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also i just noticed that i joined a lobby while i had fearmonger on 2, then lvled it up on 3. then after the game it will say fearmonger 2 and not 3. so also a bug there.
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well i just tried it and its really bad. you have to press m1 to cancel it instead of movement keys which costs you time everytime the killer comes
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@Gandor said:
There is already possibility to not hold M1 to repair and heal (if devs did not remove it, but I doubt they did). Look at options in game.
oh i didnt know about that change, thats good to see.
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its funny to see that people with killer pictures say the current dead hard is fine and the ones with survivor pictures say its not.
well and im one of them. i have to say the old dead hard was broken like no other perk and using it made me extend chases for so long that i won almost every game. but the new one even with my 1k internet and rapid laser speed keyboard feels so incredbily inconsistent and i hate it. its my most hated perk and i rather use 0 exhaustion perks than to use dead hard. The new dead hard feels generally really strong against weak killers and mediocre against good killers but the problem with it is just that it doesnt trigger right when you press it which is just bad considering that you only have a 0.5 s frame to get it off.
And i can even prove my point because Wesker currently has this bug where if you dead hard he grabs you, then slaps you against a wall and then dead hard triggers which makes your character bugged out lying on the ground. The reason this happens is because dead hard shouldve triggered on this initial impact but the game gave you the endurance state to late.
Sadly dead by daylight is not very up to date when it comes to networking and therefore i think dead hard is a poor choice of design when they redesigned it, however i dont know how to change it to the better without making it broken. Deleting it doesnt make sense either so yea i dont know what the solution could be.
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i think dead hard should be reworked. it just doesnt work with the way the game is designed. its a win or lose perk that is heavily server dependend. it can go either way and one side will always feel betrayed.
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well i rethought about legion and agree that he can be kinda annoying especially with slowdown perks so i would put him in meh / annoying tier. Plague i dont mind playing against.
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@[Deleted User] said:
Favorite is Nurse. Least favorite is by far Legion.
favorite to play against, not as
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3257030#Comment_3257030
you think so? Go ahead and play BBQ trapper with no add-on. Go play trapper vs top calibur survivors on Badham preschool with self-restriction that you can that you need hook every survivor 2 times before being able to kill them. Go play trapper on Rotten fields without camping basement, Just play all farm maps on killer. Burn some Eyrie crow offerings. Try some other maps like Ormond offering, Gideon's offerings and Red forest offering's. you can try it with no add-on sadako, clown, myers, freddy, ghostface, wraith, pig.
Sure you'll beat some trash teams but all strong teams that are able to m1 generators and loop will get 3 man escape pretty easily. I have played enough of -hard- mode m1 killer that playing for hooks is certain loss. its only good for de-ranking.
no its not that i think so, its that dead by daylight devs leaked stats about kill rate and there we could see that they are quite high i think like 61% average. and i dont understand why ur telling me that trapper sucks, i literally did a thread to suggest a buff for him and this has nothing to do with the topic.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3256864#Comment_3256864
absolutely. Killers that advocate the game to be balanced around "hooks" would love the change. 7 hooks would be like every game where survivors are all 2 hooked but nobody dies early since killer did not tunnel. survivors would win like 80% of the time with that rule change at high mmr. I think a lot of killer would struggle to win. most of the killers are balanced around 4 hooks in my opinion.
i think you are completly wrong on this. average kill rates are already quite high and its while the killer is trying to tunnel to reduce overall survivors in trial. if its all about hooks, the killers would just leave the hook instantly and therefore get the total hook count way quicker.
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the stats the devs gave out are not accurate. Any good player will assure you that blight and nurse are the strongest killers. Their stats showed way different stats even in top mmr. So i dont know what they think is considered "high mmr" but its just wrong.
Plauge , Dredge & Onryo above blight and nurse in "high mmr"... Suuuuure. I would consider Dredge and Onryo one of the weaker killers.
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its not just about removing tunneling but id like to have a gameplay where you actually care about other survivors and play as a team. i feel like currently its mostly just do gens and once the gates are opened 50% of players leave you behind. Also it would end games right on the spot instead of dragging them out in bad ways. i feel like currently once 1 survivor got tunneled out you most likely lose and there are a lot of people that just start to camp in locker or edge of map. If it was global hook-states that annoying part of the game would be removed. But im kinda worried about people throwing and this would make your entire team lose on the spot. Though its not far off from the current state of the game.
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@tippy2k2 said:
See, I feel like that would do the exact opposite
If I'm a killer and I know the entire team has 7 lives, do you think I'm going to run around and chase various survivors or am I just going to hammer the hell out of the week link until it snaps and takes everyone out?
fair point. i think for this mode they could make it so you are not injured after getting unhooked. but yea i just realized there is a lot of things that have to be thought about like for example how long you can get hooked and what happens after you are hooked for a while etc.
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i think they should remove that you have to run in order to activate dead hard. its a stupid condition that doesnt make sense. i think sometimes i just wanna fake a window vault and stand still at the window while doing so but then i cant acivate dead hard because you have to run in order to activate it.
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maybe its just happening on vaults where there is a dropdown / fall. i tried it on the window in Disturbed Ward where there are the round glass windows with 1 vault in the main building and it did definetly not work cuz his head was pointing towards the ground.
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i tried it on a dropdown window and during vault animation he is looking down so i couldnt blind him.
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@Marc_123 said:
In the one challenge you have to bring 15 at once. Gather 15 and then deliver.
Not in parts.
Additionally sometimes selecting another challenge and coming back helps.
i literally did that because i thought i didnt but it doesnt work no matter if i have 15 or less.
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@RaSavage42 said:
Ok so...
1) The Pig isn't taking advantage of the fact that you have a RBT on... I.E. not working on Gens
2) The Pig whom Tunnels the Trapped Survivor is the same person who'd Tunnel no matter which Killer they played
3) That player is just hoping for a Head Pop that's it
tbh i would rather get an insta headpop after a gen got completed then to get into this position where i cant do anything that will let me live.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248317#Comment_3248317
search the box. if she downs you. she is forced to slug you for 4 minutes. your team can ignore you as long as pig camps the slug and finish all generators and escape. you'll just be martyr for that pig game. It is unfun game for you to get tunnelled, but pig will not win the game by doing that if your team plays correctly.
ur not getting the point. i search box and she'll chase / down me when im near the end of it and gets a free hook or death. there is no counterplay and youre suggesting letting her kill you. thats not a solution, that is literally suicide.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/3248317#Comment_3248317
Thats even slower than just outright camping you. Especially if you know how to force chases.
camping at least has counterplay. and why would i have to run into the killer to trigger a chase not to die ? do you actually think that the game should work like this that the survivor has to chase the killer to not die ?
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@AetherBytes said:
Just start searching boxes then when she's close enough run to force a chase.
what they do is watch you from a distance and when you are about done with a box they force you off it. if you go for a new one they follow from distance. this makes it so there is 0 counterplay and a guaranteed death. this just feels undeserved and stupid that the killer doesnt even have to submit a chase to get you killed and feels like a wayst of time. id rather just die on the spot then be caught in this unescapable exploit loop.
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also i think the yellow wire should reveal both exit gates and the hatch. maybe remove it too and make it a new addon
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3245075#Comment_3245075
And who in you "high MMR" runs it? I presume nobody. And there's a good reason for it
i dont know about you but im in red rank 1 and i see it like once every 5 games or so.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3244843#Comment_3244843
My math checks out perfectly. Because it's all about how much time I can potentially save compared to how much time I can invest into my primary objective. If the net result is almost always in favor in doing gens instead (and in the case it isn't - the game is won anyway), then doing that ineffective thing is always bad. It's deliberately going for ineffective play. I mean - you don't need to go for optimal play all the time. I sure don't bring BNP's to my games (with very few exceptions). But doing things that are (almost) always by huge margin subobtimal IS THROWING. You will not see usage of a perk that requires you to throw the game if it does not include something that can be considered funny (so yes - people bring blast mine even if it's throwing the game. But MoM and taking free hit for loong heals is 100% not that funny as blast mine)
and btw blast mine isnt throwing. in combination with wire trap its decent because it makes it so the killer gets stunned and has to kick the gen twice to remove wiretrap while giving your team information about where the killer is.
imagine everyone working on gens would run that perk combination in solo q, it would provide you with constant information and it does get rid of quite a bit of time from the killer if he decides to kick gens. and yea i dont run it myself but im just saying its actually not that bad.
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where is you argument besides using words like throwing , ineffective and suboptimal plays ?
dont talk to me if you dont understand that its a 4v1 game. in high elo survivors get tunneled out of the game almost every match and having a tool that can potentially prevent that is quite good. I would however still mainly see this being used in swfs that use reactive healing.
Also you have to think about how often you could actually activate this protection hit. You just need a survivor in front of you and it works. F.e. when running to the gate you could often easily escape. And people often run adrenaline just for that single reason of getting out. And that perk could be used way more versitile.
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its not throwing at all if you save your 2nd stage teammate from getting downed and removed from the game.
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also your math doesnt check out at all because any waysted time of the killer is free gen time for the other 2 survivors in the trail.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3244834#Comment_3244834
It does not from 6.1 You don't get enough time to sabo. It worked before 6.1 but then killer's after hit CD got lowered by 0.3s. You would need purple toolbox with speed addons to combat this. Otherwise this does not work. Meaning perk that is designed for sabotages (saboteur) is already not enough. I play it. I tried it multiple times. You don't have enough time for it. Even if you are able to use all the sprint duration it does not work
thats just wrong. if you bodyblock the killer until he hits you, you will get distance because you get an automated speedboost and the killer slows down after hit. and you can currently sabotage right in front of the hook where you get hit, then sabo with alex toolbox and speed addons and dead hard right after. so this would even work without an alex toolbox, because you get distance from the hit.
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also the killer doesnt catch up to the other survivor that fast so you could easily tank twice.
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na if you bodyblock the killer with MoM and then go to the hook and sabotage it works.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3244675#Comment_3244675
Taking extra hits for sabotage implies that saboteur would need to be fixed - in description it states you sabo in 2.5s but in reality it's 3s. As killers are able to consecutively hit you at 2.7s, you would need to be able to tank like 5 hits for this to have any effect + sabo loosing CD (basically you would use sabotage only to not loose collision). Or purple toolbox with both speed addons. This is too big of an investment to be worth anything. I mean you can have sabo squad making you not hook anyone, but they won't do gens to get it efficiently. It's bad tactics that might be a little fun, but it almost guarantees you loosing the game.
What I am trying to say is, that this change would be almost meaningless buff.
IMO what would be meaningful buff is @mizark3 's version (this might even see some real usage - still not meta) or @sizzlingmario4 's version (I think this will buff the usage rate only a little, but we would maybe see this perk go closer to 1% usage rate).
first of all, you can go to the hook before the killer gets there and start sabotaging. also, its not just about sabotaging hooks but tanking so many hits that the killer cant get to a hook in time. also you would have to use skill to use mettle of man and dont just get it anytime you want. its stupid to just get an extra chance. you could for example body block and tank 2 hits while another survivor is getting tunneled.
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i think the idea with 6 tokens 2 for prot and 1 for normal hit would be good in theory. however the perk in itself is totally unbalanced as soon as it becomes somewhat good because it just grants you a guaranteed second chance which is undeserved and unfun to play against.
i think i would rework the perk so you only gain that effect if you are currently taking a protection hit. then this perk could only be used in certain cases, f.e. getting a teammate to an exite gate while tanking another hit or for sabotage builds tanking another hit.
that in conjunction with an easier activation of course.
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"If you fix Genrush, tunneling isn't necessary no?"
as long as tunneling gives you an advantage, killers will use it at their desposal. so that doesnt fix it in any way whatsoever.
Also im not sure what genrush perks you are referring to because honestly i think that they are generally quite bad with the only exception being prove thyself. and i think prove being gone but having 80s gens would actually be a buff to survivors.
I agree that hitboxes are weird particularly for huntress and wesker. The main problem i see with this is the fact that you cant see a ping indicator in lobbys anymore. this makes it that you have to live with these really bad hit validations in some games. this and also that the matchmaking doesnt really give priority to your own region.
Replays would be nice but i doubt this will address cheating very well. What i could think of is that there could be messurements from the game that check if the killer or survivor is doing something impossible and therefore will get automatically disconnected. ( f.e. movementspeed, itemaddons ). Best would be an anti cheat system that detects if external programs are accessing dbd files.
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i can guarantee you that 2 protection hits would make this broken. Ive seen this be used in swfs with reactive healing and purple medkits with extra charges and it does somewhat well. if it had only 2 as a requirement , this exact thing would go out of hands for the killer.
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another possibility would be to nerf the duration of base bt once the exit gates are powered which i feel like would be more fair because you cant just get hit right after unhook but i think it would be weird because people that dont read patchnotes wouldnt know of this change just by playing.
Also i wanna add that this change would make Perks like the actual BT , Guardian and Adrenaline better and nerf Sprintburst a bit which i think would be good to shake up the meta a bit.
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ok wow thx for letting me know that i have to loop the killer. i didnt know that.
but jokes asside, you cannot win certain 3 gen situations especially with insta down killers. if the killer isnt stupid he doenst overcommit. and as long he doesnt overcommit he doesnt lose. as long as the survivors dont overcommit on gens, they dont get hit. so yea good luck escaping this never ending cycle without ever missing an overcharge skillcheck i would love to see you face a good killer so you can agree with me :)
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3242478#Comment_3242478
Because you always can win. Even in 3gen situations it's possible - but I agree everyone needs to know what to do (which is kind of hard in soloQ). Also you should take care to not create 3gen in a first place. I mean - killer can camp his 3gen from the start of the game, but that also means he is giving you 3-4 gens for free - so you could potentially have enough time to teamwork into deleting his 3gen instead (this is currently still possible even if it's hard. I mean it will be possible until they make an additional buff to regression perks). The teamwork is about doing all 3 gens at once and once the killer comes, you immediately loop away from the 3gen to maximize the time for everyone else. This will take long, but survivors should slowly win if they can hit overcharge skill check.
About proof. As it happens there's a streamer that has almost identical opinion to mine. So I will post link instead:
i disagree with you there. you cannot win certain 3 gen situations. if the killer uses degression perks and walks back and forth he gains more slowdown than you get gen progression. if you want at least some progression which is initself such a time wayst for both sitdes, you have to overcommit which will then allow the killer to down or hit you. and this even more of a problem in solo q because without comms you dont know what the killer is doing.
in the game i just had at some point i just surrendered and walked into the killer because ive had enough of this. its a prison of constant degress, just not fun gameplay.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3241492#Comment_3241492
The math works differently here. 1, proof gives those 15% to everyone so that would correct it to 200% 2, it actually takes different base value (the lowered one from penalty by multiple people) so your final efficiency for 2 people is 195.5% with current proof.
Also I don't like your idea. Proof is a means to delete time penalty for cooping. Many people don't realize that cooping poses also inherent risk of multiple survivors being in 1 spot (and 2 survivors can't both e.g. fast vault single window). This is also the reason why I think proof is highly overrated and that it already does not work well if you don't have last 1 or 2 gens.
yea youre right about the maths. but why dont you like the idea if you think that prove is overrated?
im sick of 3 gens and i think its too much work for the devs to rework maps with balanced gen layouts which is why i think this would be an easy solution.
you literally cant win in some situations. in fact i just had a game in lerys memorial where a myers just facecamped a claude near a 3 gen and won on the spot. if i experience this type of stuff it just makes me sick of this game.
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so currently prove thyself gives 15% for each survivor. if it starts at 5% and you would get 5% for each completed gen, that would be 25% for the last gen.
currently genspeed with prove thyself and 2 survivors working on it is roughly 185%
the last gen with that idea of prove thyself and 2 survivors working on it would be roughly 195%.
with that you would even out with the current speed of prove thyself on the 3rd gen and get 5% more on the 4th and 10% on the 5th.
could also start with 0% where you would even out on the 4th one and get 5% more on the last one
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ok but can you guys address the idea with prove thyself giving more efficiency on every completed gen ?
I feel like it fits the theme because you literally prove yourself by completing gens. it adresses the problem with 3 gens pretty well because you wouldnt gain much value early to mid game and in the endgame only if you work with another survivor.
I think 3 gens have to be addressed because it drags out games in an unfun way for both sides and gives the killer a win condition he often doesnt deserve if he has failed at getting downs. You could argue that its the survivors fault for not breaking a 3 gen as you have already stated above but i think this is not always the case if the killer decides to camp the 3 gens at any point in the game. its like a backup plan kinda like old hatch. and you cant always break a 3 gen right from the get go, thats why killers often cycle to the most middle gen first.
having this lategame genspeed would make it more healthy for the game. there would still be play around the 3 gen and you would have to sacrifice a perkslot to fight it.