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VomitMommy

VomitMommy

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  • It's not really niche perk, if you play around it.

    I basically try to end my chase in shack (if there is basement) and this perk let's me greed shack like crazy, because I don't care if I die there. Most killers will bring you into basement unless you make it too obvious you have it.

    But you definetly need SWF for this perk to be viable. So you can use information for call outs (when unhooked) and your teammates won't try save you (waste time).

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740963#Comment_3740963

    How does it negate flashlight saves and pallet stuns? Those happen at the point before you even get control of your character... At least it would lead to people needing timing again in flashy saves...

    It doesn't work against flashbang/flashlight, but it works on pallet stun unless survivor actually time it perfectly.
    If survivor tries to play it save (wait until you move), you can send the survivor away.

    I usually don't go for save while playing survivor, so I don't care about it as survivor and it just feels so good as killer to use it.

    Thing is if there was perk that would do only this effect, I wouldn't consider it good anyway. It would be definetly valid to use if you are worried about sabo squad, but otherwise I think Agitation is just better.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741292#Comment_3741292

    Arguably Mage Hand as a single ability would still suck because you have a power that only deals with pallets. You would be better playing Doctor who can do the same thing but also more.

    Yeah, that's true.

    I meant it like it's not as bad, compare to others.

    But it still wouldn't work on most maps.

    in Nerf Comment by VomitMommy
  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741072#Comment_3741072

    I fail to see how they are underpowered. The aspect that keeps Vecna balanced are the long cooldowns.

    Mage Hand is even in need of a small nerf.

    I fail to see how they are underpowered.

    All of them except mage hand would be incredibly weak as single powers.

    That kinda means they are underpowered, no?

    in Nerf Comment by VomitMommy
  • It doesn't block immediately. You can still vault it, if you are fast enough.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740588#Comment_3740588

    can they add remote hook feature base-kit to killer? survivor can have base-kit unbreakable. it feels so good to instantly hook. no down-time for killer.

    Kinda an issue is, that it is near impossible to pallet save against it.

  • @[Deleted User] said:

    ok, let me try to put this in another way.

    Lets say that people stop use Distortion, i cant talk for others but my self, but my looping isnt good, so what you get it a 15-30 sec chase and then im downed → this leading to me leaving the game early, now you have 1 less to fix gens… do you really think thats a better option??

    and you think that is going to change if you will avoid chase?

  • One of the biggest things people complained in the past events was that power because it takes nothing to earn the hit/down.

    Really? In my opinion the exposed was way worse. I am glad they chose to remove that instead.

  • I know for sure, if I would have to start from start. I wouldn't do it.

    I usually don't recommend DBD to new players, mainly because this insane grind.

    It's just not normal you need almost 2k hours to unlock every perk in DBD. Not talking about money to unlock all DLCs.

  • Sounds like skill issue.

    No instadown killer is without either big requirement, or counterplay.

    It simply relies in skill of survivors to take advantage of that. Sounds more interesting to me than every killer just using M1.

    If you gutted their power so shamelessly, then you would also need to buff them / remove counterplay.

    I highly doubt that would be more fun for anyone.

  • I have tried to learn Chucky, because of the low cooldown. Just for them to nerf it in next patch?

    Just c'mon now...

    When power starts an activating, isn't that kinda rewarding system for trying to use his power on long range? I feel like that should be supported, because it's fun.

    Kinda boring to use power only when I am confident on downing a survivor close to me.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739654#Comment_3739654

    I think the fact that 90% of my games are the same 4 killers, is proof that I am playing against the top 10% every game. Killers gravitate to what is OP and hardly play anything else, unless a ritual or challenge requires it.

    You keep saying how you track your games. So what is your escape rate?

    Because if it is under 40%, then you are not high MMR. That's simply not how it works.

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739480#Comment_3739480

    This I agree with, but let's tighten it in light of the fact we literally have SWFs that can win almost 50% of the time if strong enough.

    I think the Killrate range that is acceptable is between 57-65%. No higher and no lower. Killer should always basekit feel and be much stronger than Survivor, period. I want my Survivor games to feel challenging, without the Killer having to resort to nasty tactics to do well.

    we literally have SWFs that can win almost 50% of the time if strong enough.

    We literally have SWF that escape way more than 50%.

    There were competitive teams going for 4 escape streaks and basically how this ends is killer from different competitive team stream snipes them with Nurse.

    I think the Killrate range that is acceptable is between 57-65%

    So buff Nurse? What a great idea.

    @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739532#Comment_3739532

    I think worrying about SWFs when the vast majority of the player base is solo survivors is an extremely poor use of time. I agree with your kill rates FOR solo survivors. If that is the overall average killrate you are going for, then solo survivors will be that much more at a disadvantage.

     If that is the overall average killrate you are going for, then solo survivors will be that much more at a disadvantage.

    Their data proves you wrong.

    So either kill rate matters, or not. If it does, there is no need to buff soloQ. I disagree with that.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739276#Comment_3739276

    Maybe me playing at high MMR against strong killers is skewing my stats. I guess my point would be no killer should have over a 60% killrate, and no killer should be below 55%. If either of those two things exist tuning needs to happen.

    Maybe me playing at high MMR against strong killers is skewing my stats.

    of course you are. Same as everyone else :D What you consider high MMR is exactly same as what BHVR consider high MMR. For match making it doesn't matter how you are, or think you are.

    Btw if you are losing as much as you act, you wouldn't be in high MMR. You need to escape regularly to be in high MMR.
    So pick one, either you rarely escape, which means you are not in high MMR, or you escape regularly and I don't see your issue at that point.

    I guess my point would be no killer should have over a 60% killrate, and no killer should be below 55%

    That's impossible and opposite of smart.
    Should Nurse, Singularity and Artist be buffed just because of low kill rate? It doesn't make any sense.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739376#Comment_3739376

    Tunneling is happening regardless of what players do, so I wouldn't mind the trade off. I would also be okay with the killer DCing if someone died early or if someone else left. I record stats and in nearly half of my games the killer tunnels from the very first hook.

    Games are over 99% of the time if someone dies in the first 5 minutes or if someone DCs. I don't see the point of playing out a game you are going to get very little points in and die anyway.

    I record stats and in nearly half of my games the killer tunnels from the very first hook.

    I highly doubt that.

    I don't see the point of playing out a game you are going to get very little points in and die anyway.

    So can we let killer DC if 3 gens pop before first hook?

  • Those are going to be some next level speed runs...

    LoL players are going to look like most stubborn players compare to this.

    I mean, same rules need to apply for killers, so I can see something positive. When survivors try map offering I can just hard tunnel someone and immediately DC.

    What a great idea…

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739154#Comment_3739154

    The data they showed us was before the big killer buffs and substantial survivor nerfs. I wouldn't be surprised if its around a 55% for SWF and 70% in solo lobbies.

    What are you talking about?

    Screenshot_20240613-101304-153.png

    the big killer buffs and substantial survivor nerfs.

    What buffs and what survivor nerfs?

    Basically only major nerf was healing nerf, which was like April? So most of the data are after that period.

    How were killers buffed? You think 3-gen feature and current patch buffed killers?

    Basically playing without any slowdown improved slightly, but you are going to lose many games anyway.

    Strongest killers can do was nerfed a lot.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738790#Comment_3738790

    Huntress overdrive mechanic however is a good idea machine gun hatchets anyone lol

    That's basically Trickster on steroids.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739085#Comment_3739085

    I think 50% kill rate is fair, and right now its much higher than that.

    Well, luckily doesn't matter.

    BHVR wants to have kill rate around 60%, which I agree with.

    And kill rate is around that right now for both soloQ and SWF based on data they showed us.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738968#Comment_3738968

    When was soloQ worse than it is right now, just a few months ago? Because, the past year or so has been some of the worst experiences in the game I have ever had. I would have no problem agreeing with you if the game offered in game comms, or some way to interact with your team better. The fact is they do the opposite of facilitate communication, there are tools to actually hide yourself. If you wanted to go out of your way and try and get people in discord, or just in your party, in most cases you wouldn't even be able to.

    If they were to go down a path of increasing communication between solo survivors I would have no problem saying you are right. Unfortunately, the path they are going down is the opposite. Using 3rd party programs and websites to play the game at a playable level on survivor should be embarrassing for BHVR.

    I have no problem with them nerfing SWFs and buffing solo survivors, and I think just about everyone on the forums would agree. Yet they keep blanket buffing/nerfing either killers or all survivors. Which does nothing with the gap between solo and SWF. If I were to have a tier list with Solo survivors, SWFs, and killers. SWFs would be high S, killers would be low S, and solo survivors would be B or even C tier. That shouldn't be a thing, there should be handicaps of some kind to significantly reduce that gap.

    The only arguments I have seen that solo survivors are good, is that streamers do escape streaks. Well if you watched those escape streaks, 9 times out of 10 they run a build in which they plan on letting their entire team die. They almost always use perks to play for hatch or a very quick gate opening. On top of that, their streaks are usually fractions of the games of killer streaks. If the best way to escape in a team based game is to not help your teammates, then there are significant problems with the base game.

    When was soloQ worse than it is right now, just a few months ago?

    before HUD changes? HUD was pretty big deal at least for me.

    I would have no problem agreeing with you if the game offered in game comms, or some way to interact with your team better.

    I just want chat wheel.

    If you wanted to go out of your way and try and get people in discord, or just in your party, in most cases you wouldn't even be able to.

    How so? It is super easy on official DBD discord. There is just bunch of rooms to join players. I have used to play there quite a lot and it is still active as far I know.

    If they were to go down a path of increasing communication between solo survivors I would have no problem saying you are right.

    Well, issue is by their statistics. The difference between SWF and soloQ escape rate is minor. Experience is completely different tho…

    I definetly don't think there is reason to make killer's experience worse because of it. Just complain and try to get devs to add soloQ features instead. That's just best for everyone imo.

    I have no problem with them nerfing SWFs and buffing solo survivors, and I think just about everyone on the forums would agree.

    Well, you are wrong about that. But go and try to make a post about nerfing SWF. Don't forget to mention me, so I can get popcorn.

     SWFs would be high S, killers would be low S, and solo survivors would be B or even C tier.

    I kinda agree. It's little bit more complicated than that. You have killers like Nurse, Blight, Billy on same level as SWF, then you have most other killers spread all the way to A, then you have B on survivors.

    That shouldn't be a thing, there should be handicaps of some kind to significantly reduce that gap.

    I have already said I agree with this. Best solution is to buff soloQ. Killers are not affected, SWF are not affected, just soloQ improves and everyone is happy.
    Trying to bring SWF and killers to soloQ level is just going to make it bad for everyone, how is that good idea?

     On top of that, their streaks are usually fractions of the games of killer streaks.

    Because it is complete gamble. Hey if you god-like looper, then your chance is way better. All you need to get is stubborn killer. But still gamble.

    I don't think soloQ is unplayable, it all comes down to what you expect from the game. If your consider game to be "good" only if you escape, then just soloQ is bad for you. Mild shock…

    Also are you sure you want to balance the game around escape rate / kill rate? Because that is not going to end well for anyone.
    In my opinion Artist and Singularity are good killers, but their skill floor is way higher than most killers in DBD. So their kill rates are trash.
    Should they be buffed just because most players are simply not good enough with them? No
    Should survivors be nerfed so their kill rate increase while ignoring killers who already have good enough kill rate? That's even dumber

    SWF and most killers in DBD are in decent balance in my opinion. Probably best we ever had. So only thing you need to do is focus on soloQ and few specific killers. Don't touch what is not broken.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738497#Comment_3738497

    This is the evilest most guilt-ridden reasoning I've seen in a long time! 😂🤣

    It's for a good cause. Use any means necessary.

  • There is no way for the survivors to avoid this

    How so?

    I can check since start of the match. Then just put item next to wall.

    By giving up items, you wasted 2-3 perks of the killer. That's most value any item can give you.

    I am going to laugh so much if this gets nerfed. That would be really pathetic.

    It even tells you, you are revealed.

    If you hate this combination, then use Object of obsession. That's the ultimate counter, killer is just screwed without undetectable.

  • That sounds kinda annoying to do every game... I am lazy person.

    Why not just display it exactly same like you can see your perks now (under offerings)?

    I wouldn't show it in lobby. But should be fine to let players see it during the game.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738739#Comment_3738739

    Just to put what you said together. You should give up on playing this game on your own and play with a SWF or lose. Is that correct? That's a very quick way to kill a game where most of the players are solo players. I get that you are a killer main but you have to see how this would be extremely bad for the overall generation and retention of solo players.

    You should give up on playing this game on your own and play with a SWF or lose

    That's not give up. It's about expectations. I play soloQ regularly, basically whenever is bonus for survivors. But I simply don't care if I die, I just want to get good chase and if someone manages to escape, good.

    But you definitely shouldn't expect to escape all the time.

    That's a very quick way to kill a game where most of the players are solo players.

    Oh really? SoloQ used to be even worse than now. Is DBD dead game? I don't think so...

    Even if you consider this an issue. Fix is not nerf for killers, because you said SWF are able to beat you already. So that part seems fine to me.

    Change is supposed to be QoL features for soloQ, which I will be more than happy to get as long it won't affect SWF.

    you have to see how this would be extremely bad for the overall generation and retention of solo players.

    I have suggested several possible changes to help soloQ on forum.

    But approach keep nerfing killers until soloQ can escape regularly is simply flawed.

  • @cruelb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735148#Comment_3735148

    Well that's not what I meant, I was talking about the chest offering. And yes, I crouch, is it too much for you not to be so unpleasant?

    And yes, I crouch, is it too much for you not to be so unpleasant?

    Yes

    Well that's not what I meant, I was talking about the chest offering.

    Items against mage hand and orb are really strong. Not talking about 20 roll, those are super annoying on some maps.

  • Pretty much.

    And thanks to Vecna we know chat wheel is possible, because that's basically same system as his spell selection.

  • Imagine leaving the game just to see prepared wall of insults :D

  • I would love to just get basic chat wheel.

    Would be cool to create like 20 commands and each player can select like 5 of them to use in game.

    This is way better than voice chat in my opinion. That simply wouldn't end well in this community and most players are going to turn it off.

    Chat wheel doesn't require personal interaction with randoms, so I believe it would get used more.

    Just give it like 5 seconds cooldown so survivors can't spam it and annoy everyone else.

  • Lol

    Because overheat mechanic was such a good idea for Billy, right?

    So it definitely is going to end differently with other killer...

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738751#Comment_3738751

    I heard someone say that only with Alex' toolbox you can Sabo and get away without getting downed after taking a hit... I don't know for sure... I guess with addons it is possible on the other toolboxes as well?

    You can definitely do it with Alex and add-ons. It's just pathetic.

    I don't think you can do it with other toolboxes, at least not this way. Maybe with resilience? I haven't test this one.

  • Doubt it, devs never really wanted to use kill switch on perks unless it was game breaking. Like turning invisible whenever you want...

  • I lately got to enjoy Spies from the shadows.

    Use your perk to communicate with animals and find out crows are just bunch of snitches.

  • Yes please…

    Not very well designed UI for sure.

  • @MarbleThrone said:

    You can use your grade reset points to first get some cakes on the characters you play most. Blood Points will flow in abundance during the event anyway, so there will be plenty of opportunity to level up characters, even the ones you normally don't play much.

    Blood Points will flow in abundance during the event anyway

    Abundance and Blood points doesn't seem right in same sentence for me.

    There is never enough Blood points!

  • I had two groups try it and it's definitely very annoying. Unlucky for them one was when I played Oni and second Twins...

    When I see survivors around me trying to Sabo, I just immediately drop the survivor and play game "Who wants to bleed out"...

    They can't stop me, if they are on ground.

    Fact that you can bodyblock, Sabo and leave is just silly.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738559#Comment_3738559

    Correct, the vast majority of survivors are solo players and the game should be balanced around them not SWFs. Give the killer some extra currency for playing against SWFs and prevent them from losing pips. We SHOULD NOT be balancing the game around less than 10% of the player base, why BHVR thinks it was a good idea is insane.

    It used to be like you said, whoever wanted it more won that game. it is no longer that anymore. If the killer plays seriously and the team isn't a 4 man, he wins 90% of the time. Why would you expect solo survives to keep playing in a meta like this? You would need to be completely brain dead.

    We SHOULD NOT be balancing the game around less than 10% of the player base, why BHVR thinks it was a good idea is insane.

    Disagree, they should just bring QoL features that give soloQ a chance to get somewhat close to SWF power level, of all players are decent.

    No game should be balanced around bad players. Any decent SWF encounter is going to be bloodbath this way and you would see queue times skyrocket, like we have had in past. Before healing nerf queue times were usually around 5-10 minutes while playing survivor for me. Screw that...

    All soloQ issues I have are connected to my teammates, not the killer.

    It used to be like you said, whoever wanted it more won that game. it is no longer that anymore. If the killer plays seriously and the team isn't a 4 man, he wins 90% of the time.

    No, it's still exactly like this and you proved it yourself.

    The only times I lose, are if the map is extra tragic for me, or if it's a coordinated SWF

    It's very simple, if you want to win majority of your games as survivor, then start looking for SWF. If you play soloQ, it's casual.

    SoloQ is equivalent of no tunneling and no slowdown. If you play like this, you are not trying to win.

    We SHOULD NOT be balancing the game around less than 10% of the player base, why BHVR thinks it was a good idea is insane.

    Why not? What pvp game balances around bad players?

    Dota balances around tournament results and it works very well for them. I consider their balancing to be one of best, ever.

    I am fine balancing around casuals for PvE.

    DBD is not PvE game.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738508#Comment_3738508

    I have played 2 games as singularity that would hardly prove anything. I play a ton of trapper, he is the most free wins you could ever imagine. The only times I lose, are if the map is extra tragic for me, or if it's a coordinated SWF that target my web gens. Trapper just happens to be the killer that the community thinks is the worst. If the worst killer can dumpster 90% of the player base, then the game is probably not that hard.

    On the flip side I play 90% survivor and getting 5 escapes in a row would take me a week. I would easily take a bet for 20 trapper wins in a row, before I took the bet for 5 solo escapes in a row.

    he is the most free wins you could ever imagine

    Have you tried Hag? There is not many survivors under 1k hours who can play against her.

    Trapper just happens to be the killer that the community thinks is the worst.

    I would say Freddy is worse...

    The only times I lose, are if the map is extra tragic for me, or if it's a coordinated SWF that target my web gens

    That seems right.

    If the worst killer can dumpster 90% of the player base, then the game is probably not that hard.

    It depends on specific killer and what counterplay is available.

    Let's be honest, trapper is not really difficult killer to play. So if you lose depends mostly on survivors.

    That's why I brought Singularity. There it depends on both your and survivors skill.

    solo escapes

    Solo is very important part. There it depends on your skill, your teammates skill and killers skill. It's just gamble.

    You have crazy guys like JRM or Ayrun who had valid soloQ escapes, but it's rare.

    But if you go full SWF? That's suddenly not that difficult bet, if you have access to enough decent players. At that point to lose you need combination of killer's skill and what killer/perks he is currently using.

    This game is and always was about which side commits more for the win, is more likely to win. That didn't change and probably never will.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738486#Comment_3738486

    How many wins in a row would you be satisfied with until you agree that killer is easy? Is it infinity? I have a feeling it's infinity.

    50 would be good enough, but Trapper is kinda noobstompy, show me Singularity.

    Funny it's not like I am against considering most (important part) killers to be easy win with, because I consider most survivors bad. That's exactly like when I consider easy to win as SWF.

    Both sides are easy if you make it to be.

  • @Jaredleto1234 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738197#Comment_3738197

    Your 4th statement proves that it's extremely easy to do. If you have to put restrictions on killers to make them not get a 4k, you are overpowered my guy. Wake up.

    Then do it :) if you can of course, but doubt it.

    Would be an interesting fail compilation for sure. If actually good survivors decide to stop it, you are without a chance.

    That's why you can see something like 4 escapes streaks… It's almost like both sides can have it easy if you play to win by any cost.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738361#Comment_3738361

    Oni's a good choice too. Eruption is good on M2s since it encourages downing with your power on the Killers that can do so, where Surge compels you to M1 to get the effect. I mainly recommend Pyramid Head after a thread I saw noted he's hard to pick regression for since they're hook based like Pop or Pain Res or otherwise restricted, while Eruption slots nicely into his playstyle.

    Going back to the topic at hand, my view on Pop was initially confusion since 20% was where it was last, but remembering the gen kick buff I'm wondering if that mitigates the drop to enough of a degree that 20% isn't as bad as it looks on paper.

    I think it is viable in combination with some other slowdown perk to help.

    So outcome would be pop is weaker, but not dead.

    But I definitely wouldn't use it as solo regression perk.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738346#Comment_3738346

    Eruption was the video's regression of choice for M2s, actually, alongside Call of Brine. The video was made before the perks got reworked/nerfed, but the logic is still there (Eruption does for M2s what Surge does for M1s, turn downs into regression, while CoB gives the kicks to activate Eruption a bit more oomph). Nowhere to Hide was a common combo, too.

    With the 8-kick-per-gen update, though, the only Killer I'd suggest Eruption for is Pyramid Head, since it works off of M2 downs and isn't hook based, so you're free to choose cage over hook if desirable.

    I use eruption regularly on Oni…

    Eruption is definitely valid if you want to use nowhere to hide, basically get as much value as possible from each kick.

    CoB was nerfed so much I don't even consider it slowdown perk, the difference is just too small.

    I liked to use Eruption+Surge on Wraith, but that's just terrible combination now.

    I think No Way Out might get more use. It's kinda nice to have back up plan, so last gen is not so stressful situation.

  • I don't remember any company doing something so dumb.

    Highest escalation they can do is banning the account, or hardware ban. But even that is way over the top for chat.

    Game company that would regularly get people into trouble IRL would not be popular...

    I have seen anything even close basically only when companies were dealing with hackers. That usually went to law suits.

    But for end game chat? That's next level pathetic.

  • Let's hope it will end better than Twins rework when it comes to it.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738333#Comment_3738333

    A video from early last year offering general builds for each killer typically paired Pop with Jolt/Surge on M1 killers. The logic, as I understood it, was Surge made sure you didn't have to stop to kick gens as often, while Pop potentially ensured that you'd get your money's worth if you did have to kick a gen.

    Surge, or eruption+nowhere hide might work

  • @C3Tooth said:

    If a Gen has 30sec progression

    • Old pop cut 9sec + 2.5sec from kick = 11.5sec
    • New pop cut 6sec + 5sec from kick = 11sec

    If a Gen has 60sec progression

    • Old pop cut 18sec + 2.5sec from kick = 21.5sec
    • New pop cut 12sec + 5sec from kick = 17sec

    Its definitely not death, its just killer used to 30% cut + new 5sec from kick.

    Kick is 5%, not 5 seconds, right?

    So it's 4.5 and used to be 2.25

    99% gens used to be 28.65 and is now 22.3

    Kinda misleading to stop your calculation at 60%, no? Because of it's current, the more progress the bigger difference.

    Pop is not good enough as solo perk, you just need to combine it with something else. Preferably not pain res, because both got worse and have same trigger, which can be an issue.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737841#Comment_3737841

    Pop was a high tier killer perk. Killer like trapper or pig rarely used the perk effectively. They dont have the time or the mobility to do this. On those killers surge is way better.

    I don't think Surge is that good for Pig, because it doesn't work on ambush...

    It's valid for Trapper.

  • I don't understand what is the issue with it...

    You can find in first second on match, then just put your item in corner. You just traded your item for killer's two perks, I take it...

  • @Junylar said:

    -10% of a gen is still more than 80 seconds, the amount of TOTAL charges gens used to have for the most of the game's history. So by using the invocation, you are just wasting time AFK and picking No Mither not even returning the gens to the fair 80 seconds. It's a fool's trap. Like the rest of so called "genrush builds": all genrush builds have been nerfed to the ground long time ago, the only gen rush you can achieve now is by bringing toolboxes and playing on comms in 4man, to spend time as efficiently as possible, and you have to hope the killer doesn't tunnel too.

    all genrush builds have been nerfed to the ground long time ago

    Hyperfocus has different opinion in this topic. Solo gen in 37 seconds seem valid to me...

    I love how you try to make it big like "the game is worst for gens in history of man kind".

    While reality is just completely different :D

  • That's not bad idea imo.

    Might help survivors who don't use it, so there won't that one survivor hiding with distortion who seen chase only on HUD...

    But for most players it wouldn't change that much.

  • @GolbezGarlandGabrant said:

    Isn't overhealing how survivors lose? Especially when it's done under the hook.

    Depends on the killer.

    It's kinda correct way to play against 3-gen.

    But keep healing against infinite Myers, or Legion? Not really

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