VomitMommy
VomitMommy
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Yay, bleed out festival. Let's go! Whoever denies me two hooks will get bleed out.
I might start to use Frenklin's again… That will be a valid counter, but I would have to pay attention in lobby for this. -
Source: "trust me bro"
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@ChainsLogic said:
They apparently fixed it a long time ago, but people with super high dpi were able to get around it, so they didn't really fix it in the end. This and Wesker's hug tech needs to be removed from the game. Thankfully Wesker's hug tech is harder to do, compered to Blight's hug tech, so at least it's a less common sight, than it was with Blight.
You don't need that high DPI, I can do it with 3000, which probably any gaming mouse can do.
My DBD setting sensitivity is 50%, so probably less if I would change it to 100%.
I really don't think it should be removed. Oni has weakest early game in DBD, his power should be strong. It is way weaker without flicks. It would be very easy to loop him on short loops, if Oni couldn't flick more than 90.
Only fix I would do is make it possible for console…
I really hate such cherry picking to removing only techs you don't use. Either remove every tech from both sides, or just don't remove them unless it is really game breaking, which I don't consider to be true for neither of those. -
@Rogue11 said:
Throwing your mouse across the room is not "skill".
Sounds like someone who can't do it…
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Well, will be fun to ruin this with stealth killers, or undetectable perks.
I don't think it is anywhere near as annoying compare to old object of obsession. -
Broken is literally first thing I would remove and I am mostly Skull merchant main.
I will prefer survivors healing over working on gen any day…
Skull merchant is simply noob stomping killer and broken has part on it. New survivors are not able to play injured.
So by removing broken, survivors will still get punished, if they don't pay attention outside of chase → get injured, but they have chance to recover from it at least.
It's some time since I wrote my suggestion, so here we go again:- remove broken → always mending
- disarmed drone aura is diplayed red
- drone is disarmed for 35 seconds (was 45)
- drone can't be recalled while disarmed
- reduce hindered to 5%
- rework haste
I would make haste work based on only two stacks, each giving 3%.
3% is for claw trap duration and 3% is when any survivor got detected by laser. That would make it easier to track for survivors, her average haste will be slightly increased, but maximum decreased → less noob stomping again.
Disarming drone would become trade off again → completely disable drone in trade for information. It would actually make it viable to disarm mid chase, which is just too funny for me. Right now merchant can just instantly recall her drone, so there is no point in doing it.
I rarely use Hindered, so I don't care that much about it, but there just should be something, so drones can't be completely ignored by injured survivors. - remove broken → always mending
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https://youtu.be/00UyjryBsFk@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729117#Comment_3729117
Please provide the evidence that I’m wrong and I’ll concede to this argument.
Good enough?
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729066#Comment_3729066
So the guy saying that guy is wrong is way more wrong it doesn't matter if its counterable or have a skill ceiling its not intended design Oni is only supposed to attack 90 degrees not 180 hes not supposed to backwards slam you. Thats it.
Chucky 180 flicks weren't intended either and got fixed accordingly, Hug techs are no exception blight got fixed eventually so will wesker. Devs aint the quickest fixers but it will eventually.
So many things about this game were not intended. Basically most things survivors can do were not intended.
I would rather keep all techs than remove all of them. Game will be simply boring without those extra things you can learn to do, which is true for both sides.
I am definetly not a fan of cherry picking. -
If Drones won't do anything against claw trap, then you can just fully ignore them while injured, which doesn't seem right.
Also removing tags on disarm is simply terrible idea as I have stated in so many posts already…
Btw you should really learn what rework means, you definition for small is also questionable at best. Just for the title you are objectively wrong. -
@SylverDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728631#Comment_3728631
I'm really trying to stack this offrend 'cause i don't wanna use sabo and have more intensive game with less hooks, so it's more difficult to the killer to just, for example, the doctor or any ez killer like that, to just take down us and tunnel us.
Don't tell me about injustice doing this, cause i remember u, the killer HAS MEMEMTO MORI, and i bet u that they don't care about if we sabo or we flash them, they will use it to have FUN, while we are being killed, as u say, with no fair.
I remember u that the survivors has to take 4 perks making a build to TEAMWORK, and if u don't play premade, with STRANGERS, while, the KILLER, can play alone, and, obv it depends on which killer is, they don't really need a good perk build to win a game.
First of all, why are you bringing killer's offering to this? You had no idea about it, so it didn't affect your choice at all. Just trying to justify it…
How is Doctor "ez killer"? That's new one…
the survivors has to take 4 perks making a build to TEAMWORK, and if u don't play premade, with STRANGERS, while, the KILLER
But when you stack multiple of same unpopular offering, that means you are playing SWF. So I don't see your point.
If I see 1 Petrified oak, then I simply couldn't care less. I will consider it a new guy or just someone who run out of offerings.
When I see multiple of them, then I will consider that to be done with a purpose and my answer will be clear. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727662#Comment_3727662
https://us.v-cdn.net/6030815/uploads/G66IF3RPJPKD/image.png
It's really not true SWF are not using WoO. Everyone is using it and Bond is still good even for SWF. It is useful to everyone other than full SWF, where everyone is skilled enough to use clock call outs, but I can't see those to be majority, it's very small % of players.
the very top usually is small % of players. I do not see any harm in buffing average SWF because average SWF is not over-performing by too much. well they're still 43% but it is not as high as 48%.
Issue is that information is still more effective for average SWF than soloQ, so it doesn't decrease the gap at all. It's just buff to survivors in general, which I don't think is need for that right now.
What you are basically trying is to get average SWF into competitive SWF level, which I really don't think is good thing to do.
I really couldn't care less about escape rates. If you want to use this to support your claim, then it means there is very little difference between soloQ and SWF, right? So there is no reason to give any buffs to survivors. BHVR wants kill rate on 60%, that fits.
Those results are really not helping anyone. -
@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727657#Comment_3727657
Using something that's in the game doesn't scream bully squad at all, that sounds more like a team trying to be as efficient as possible. Killers already have everything else handed to them currently, wanting them to lose one hook too because of distance wont hurt them too much now would it.
Thing is sabo squad is nowhere near most efficient thing survivors can do, so this doesn't make any sense.
wanting them to lose one hook too because of distance wont hurt them too much now would it
Killer wouldn't lose hook just from those offering. But just noone stacks Petrified Oak offerings and hope for the best. They are going to bodyblock / sabo and have some perks supporting this.
If survivors try to deny my hooks, depends on game I will either tunnel someone out or bleed them all out. If they want to be "efficient", so can I.Killers already have everything else handed to them currently
Oh, how so? That sounds interesting…
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728044#Comment_3728044
it’s not a new program, Hens states in the tweet in my OP that he has been part of it for a while already. It’s just now made public(?) and/or they added the charm for people in the program.
Also, it’s not like they actually make the final call on this, so don’t blame them for any changes/additions made. It’s a big team working on this game.
phttps://forums.bhvr.com/dead-by-daylight/discussion/comment/3728041#Comment_3728041
this hasn’t happened before, it’s still going on from before?
And people have already stated that this is not solely content creators as I assumed at first.
Also, it’s not like they actually make the final call on this, so don’t blame them for any changes/additions made.
Oh, don't worry about that, I still blame devs.
I wonder if they didn't ask on the concept, ignored feedback, or players just failed to realize from concept how bad idea it is… -
I really hope this is actually new and not year old as some say. Otherwise how the hell Twins rework got to PTB?
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@tippy2k2 said:
Tippy will do it! I can be trusted with power!
For my first demand, more shirtless killers!
Ok, that's a change I can get behind… I vote for Tippy!
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728017#Comment_3728017
Making it harder to hook is clearly the point of the offering, but why is it considered toxic? Or is it not inherently toxic unless paired with certain perks like boil over, saboteur, breakdown, exponentiol boon etc. In your opinion, is it the mechanic of denying hooks toxic and should be taken out of the game or is it toxic if paired with perks or friends? (If this sounds hostile it's not meant to be, just trying to understand why the op was being "toxic".)
Making it harder to hook is clearly the point of the offering, but why is it considered toxic?
I have never said anything about toxic. It is simply something that is going to make me tryhard and just make sure you all die for this. Any hook preventing actions will make me do it, doesn't matter if was FTP+Buckle up, Background players, Sabo etc.
I don't think it is toxic, but it's definetly unfun for otherside, so I have no reason to hold back and I will try to make the game same for them.
I am sure to apply this on many survivors after toolbox buff… -
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727851#Comment_3727851
It spreads hooks but typically not even very far, as there are so many on most maps close together. Even in the op post they had 3 people being to em and all 3 were on comms and it still didn’t work. If it was guaranteed to work everytime then I would more so understand the hatred but many times it doesn’t work so I’m not sure why it’s deemed to be so toxic.
It doesn't really matter, if it works or not. Issue is what you are trying to do.
There is simply no other reason, why you would want to stack this offering other than attempt to deny hooking for the killer. -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727756#Comment_3727756
You die regardless... Be it by the timer or because she hooked you because you otherwise solve the box. However when a killer other than pig is after you there is no secondary condition under which you still die. That's what I meant. Another killer cannot force you into the secondary objective because you otherwise just die and therefore take a free down/hook they need to hit you normally, which is my entire point. Sure other killers can tunnel you as well and their chase powers might even be stronger but pig is basically the only one where no matter how bad you play it and if you get into chase at all the survivor will die to either you or the trap on his head.
You die regardless...
You just wrote there is chance for hatch if you live long enough, but you don't have that option with trap, because of time. That doesn't make any sense.
If Pig tries to get me out by forcing trap, I get more time than if she went directly for tunneling.
Another killer cannot force you into the secondary objective because you otherwise just die
Not sure how I would count Pinhead, Wesker, Sadako for this…
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727728#Comment_3727728
For the xth time now... I never said it is strong, it is just not avoidable for the player it is done to... Ofc more often than not the other guys will get out, it is still a super annoying thing that should not exist for the one guy that drew the short stick. Hard tunneling the guy might leave him enough time to survive until endgame and get hatch there, whereas the timer thing does not.
Yeah the how to do it is rough. If I had to brainstorm ideas, I guess you could make it so that while within x m of the guy it does not tick down, which would towards the game delay part, because now the guy is doing nothing so you basically play a 3v1 and it only kicks in when you want to annoy that guy. Maybe you could make it so that pig can get in chase while crouched, but only under certain conditions to avoid making her stealth even more useless. I'm sure there is something that could be done to get rid of this thing.
Hard tunneling the guy might leave him enough time to survive until endgame and get hatch there, whereas the timer thing does not.
How so? I really don't see logic in this.
You die to timer only if you let her. What exactly she can do to you if you start solving the box in front of her? She is forced to stop you → stop the timer. -
@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727043#Comment_3727043
and what do you get for giving a free down? you are only getting hooked again. Wich is better for the pig since you are stalling for less time.
The problem is not dying to the trap, the problem is that you ARE FORCED TO DIE, for the head pop trying to make her lose you, or to the hook if you dont run away.
and what do you get for giving a free down? you are only getting hooked again. Wich is better for the pig since you are stalling for less time.
She followed you for several seconds in what you described. If you actually let her pop your head, that's a mistake. Forcing her to hook you is most safe spot for you at that point.
Wich is better for the pig since you are stalling for less time.
Not really, you are stalling for more time, because you are supposed to combine time from your trap with hooking timer.
The problem is not dying to the trap, the problem is that you ARE FORCED TO DIE, for the head pop trying to make her lose you,
I am type of person who couldn't care less to die, all I am thinking is overall win, if my actions help to get 3 out, I am happy about it.
It is possible to escape against active trap, but not really for soloQ tho. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727233#Comment_3727233
I don't think you understand how big 21% is. I do not remember what pain res % was, I want to say it was 25%. Recently pain res got nerfed to 20% total regression as this perk was present in 60% of killer load out. I am trying find dev post but just take my word for the post.
that is massive. Just by looking at the numbers, i'd say 21% is probably 40-50% of survivor perk load outs. that means that on average, every dbd killer match you play, there is at least 2 window of opportunity per match.
It is been many years since dbd has posted stats on 2, 3, 4 man swf but 3 and 4 man swf are extreme minor minority of that play dbd. the vast majority of player playing dbd are soloq and duo. It was something like 65% soloq, 20% duo, 9% trio and like 5% 4 man.
When BT become basekit, it was major buff simply because it opened slot to any other perk.
Borrow time is a raw advantage perk. Are you surprised that soloq and SWF would benefit equally from this change? WoO is info perk.
That's also major buff that would affect everyone. That's not just soloQ feature.
inevitably, the UI could be argued to help SWF as well as Soloq but like the stats show, soloq escape rate is 39% while 4 man SWF at high MMR escape rate is 48%. I don't think it is equally as important for 4 man SWF. Part of reason why the % number is high is because 4 man SWF is not having to run bond or WoO and is instead running perks like Decisive strike and Adrenaline, High impact raw advantage perks to increase their survival escape rate. This also goes into FTP+Buckle up or Background player. All these perk are not really that popular in soloq because soloq just doesn't have perk slots to use it. Simple as that.]
Only valid idea in regards of Bond I have seen is it would affect only surivvors you are not in SWF. So 3 SWF (see 1 survivor), 1 soloQ (see 3 survivors). That would still be a huge buff for survivors except full SWF.I am fine with that as a change. as I said, i don't think it matters too much for 3 man/4 man swf. It is not like they're struggling anyway.
I don't think you understand how big 21% is.
It's a lot, when you compare it to any other perk, but it's not everyone.
i'd say 21% is probably 40-50% of survivor perk load outs.
Yeah, that seems like a valid guess. Still nowhere near to everyone.
Borrow time is a raw advantage perk. Are you surprised that soloq and SWF would benefit equally from this change? WoO is info perk
That simply doesn't matter. Only thing that mattters is opening another perk slot. I consider WoO chase perk, because it helps in chase.
inevitably, the UI could be argued to help SWF as well as Soloq but like the stats show
Sure, but depends how much. It all comes down to how easy is that info shared. It's very easy to say just action (healing, working on gen, cleansing a totem) anyone can say this type of information, that's why I don't think it affected SWF that much, but helped soloQ a tons.
Part of reason why the % number is high is because 4 man SWF is not having to run bond or WoO
It's really not true SWF are not using WoO. Everyone is using it and Bond is still good even for SWF. It is useful to everyone other than full SWF, where everyone is skilled enough to use clock call outs, but I can't see those to be majority, it's very small % of players.
To most players, Bond makes body blocking way easier and mainly prevent you to bringing killer to your teammates unless you want to. It's possible to get that affect only with clock call outs, most players are not able to give you precise enough information except major structures (shack, main etc) and even there it can be difficult get into correct position for bodyblocks.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727283#Comment_3727283
Can I ask what was wrong with bringing the 3 offerings?
It depends what offering.
3 cakes? I will try to make it nice game, if possible.
3 Petrified oeak? That sounds like trying to make unhookable situation, so that's just asking to get bleed out. I am not going to be nice against that, it just screams bully squad. -
Just for what you were trying to do, I hope the killer got 4k…
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727047#Comment_3727047
This change help every survivor in DBD, not just soloQ. I really don't think we need any feature like this in current situation. I can get behind features to help soloQ, that would affect SWF very little, or none. This is definetly not one of those. This is major buff to all survivors.
the majority of survivors are using window of opportunity. i believe the official statistic report that 21%(?) of survivors use window of opportunity. This isn't really a buff if everyone already using the perk.
The buff is saving an extra perk slot so you don't need to use WoO's in soloq.
It is same thing if survivor could see aura's in like 24 meter radius so they can locate other teammates easily in chase to loop more efficiently or find healing. that would save a perk slot on bond. so that is 2 extra free perk slots now can be used on really strong like decisive strike+adrenaline. So those perk would likely be top pick-rate which is what most SWF uses anyway. so now soloq and swf are playing same game.
report that 21%(?) of survivors
This isn't really a buff if everyone already using the perk.
Since when is 21% is considered everyone? That's some very flawed math. 100% != 21%
This isn't really a buff if everyone already using the perk.
Sooo just because players already use something, it is not considered buff when it becomes basekit? That doesn't make any sense.
When BT become basekit, it was major buff simply because it opened slot to any other perk. Fact that everyone was using it, has nothing to do with impact of that change.The buff is saving an extra perk slot so you don't need to use WoO's in soloq.
….
So it is not buff to players who use it, when they gain extra perk slot? Whaaaat
It is same thing if survivor could see aura's in like 24 meter radius so they can locate other teammates easily in chase to loop more efficiently or find healing.
That's also major buff that would affect everyone. That's not just soloQ feature.
So those perk would likely be top pick-rate which is what most SWF uses anyway. so now soloq and swf are playing same game.
No, you just buffed the game for everyone. SWF are still better by a lot and SWF are going to have way easier time with those changes.
There is no way WoO should ever in any form become basekit. It has nothing to do with soloQ fixing, it just makes game easier for any survivor.
Only valid idea in regards of Bond I have seen is it would affect only surivvors you are not in SWF. So 3 SWF (see 1 survivor), 1 soloQ (see 3 survivors). That would still be a huge buff for survivors except full SWF. -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727055#Comment_3727055
I think the opposite is true, her chase gameplay got improved which is the most interesting part about every killer. Using her dash is way more viable than before now and I picked her up again because I think using her dash is thr most fun thing about her.
Even without the auras being shown you still have a rough idea where boxes are and unless your goal is to interrupt them while doing boxes you still have game sense to use and find them.
I think she is quite a bit stronger now than before, which is great considering she was on the weaker side before, I guess now she is around average, maybe a bit higher.
her chase gameplay got improved which is the most interesting part about every killer
But it's still worse than most other chase killers. All I need to do is drop the pallet and pig has nothing and she is not good against hold W and her "stealth" is still bad.
If I want "Pig gameplay", I think new Chucky is going to that job way better than she does.Decrease her TR again, that would make her interesting.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726424#Comment_3726424
A few seconds over 30, but:
https://www.youtube.com/watch?v=nco8WCnAziE
Not that I'm complaining, Hyperfocus + Stake Out + Built to Last are in a few of my core builds as I get too bored doing generators without them. It's also quite a bit of perk and item dedication to pull, leaving one susceptible to being tunneled out or hit-and-run strategies; but on the flip side, you can do this to 3 generators per match pretty reliably by yourself.
Anywho just wanted to showcase (using someone else's short) that it's possible since it was asked for.
Damn, that's a speedrun.
Funny is you don't need multiple survivors running this build, just 1 is usually enough and other survivors just need to do is get this one from of chase. It's really boring for them tho. -
That doesn't make any sense, when you have killers that are hard countered by perks. They would become so miserable.
I am fine with this, if you are willing to go for competitive rules and there can't be item, or perk twice and probably ban some perks based on killer. But that's also terrible idea…
Would be an interesting approach if they ever decide for ranked mode for some reason, which is still bad idea in my opinion.
Also lobby shopping would go wild with this. -
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727043#Comment_3727043
I mean you can still find people without tracking perks if you have game sense, just like on every other killer, I don't think removing box auras made a significant difference, especially since it would only help you have an idea where the one survivor is that you should not chase anyway, because he is busy getting rid of the head trap..
just like on every other killer
That's the issue. "Just like every other killer." That means she is not unique anymore.
There is so many killers who also lacks information, but are just better in every way.I don't think removing box auras made a significant difference
I don't think she is overall weaker than she used to be. I would say she is around same. But she is definetly less interesting and her identity changed for me. I used to play Pig quite a lot even when she was weaker than she is now.
I have absolutely 0 reasons to pick her now. There is so many killers who are simply better in chase and actually have additional things I can do with them. Like Chucky, Artist, Demo, Nemesis etc.
Pig is just bland with very low skill ceiling. Aura of boxes gave you additional options and it definetly had skill component to correctly predict location of survivor based on time and location of boxes.
You lost that and it is just below average chase power. Traps are just something random that is going to happen. -
@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726794#Comment_3726794
And then you have people like myself with thousands of hrs who don't care anymore and just play for fun and not to win.
And that's completely fine and valid way of playing any game. Mainly way less stressful :D
That's why I really don't care about how many hours players have. I am going to figure out, how good they are in the game and adapt based on it.
But give up just because someone has more hours than me is lame… I will rather play against better players than worse, because it let's me improve, not just noob stomp to boost my ego. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726790#Comment_3726790
SWF don't call it pallet locations, they call out looping locations like 1 clock, 6 clock, 9 clock, and so on. it is implied that where ever your looping, your using up the resources of that area.
Something does need to be done about WoO. I think it both need nerf and something need to be add base-kit for survivor to know what pallets have been used. I proposing something like a red aura is shown when a pallet is dropped.
It only makes it easier to start loops and chain loops, once again, taking elements of RNG out and making skill more important.
The elements of RNG in original DBD was part of balance of looping. there is no chance that BVHR will ever add aura's as a regular mechanic for survivor within the chase. part of the feel of dbd is suppose to be that your a survivor trying to scavenge resources and piece together a puzzle in the chase. WoO really deletes chase immersion in dbd. The skill to become proficient at looping drastically goes down with Windows. that is why i do not think it is healthy perk but at same time, it is a perk that bridges some soloq weaknesses creating a necessary evil with exist.
they call out looping locations like 1 clock, 6 clock, 9 clock, and so on
Most SWF are not capable / can't be bothered to use clock call out system. I have played with only few people, where we actually used this.
But anyone can just say "I dropped shack". You can easily make call out like that. But that's still not majority, most players simply don't care and talk about completely unrelated things. Not all SWF are competitive.I proposing something like a red aura is shown when a pallet is dropped
I think impact of this is way bigger than you expect. It's not about just information what pallet was dropped, mainly it won't help you at all, because it's very difficult to guess what loop was it unless you have direct LoS.
But it is going to make protection hits way easier for survivors. Not even WoO is doing this, so I have no idea how you connected this to basekit feature, when it has nothing to do with WoO.
This change help every survivor in DBD, not just soloQ. I really don't think we need any feature like this in current situation. I can get behind features to help soloQ, that would affect SWF very little, or none. This is definetly not one of those. This is major buff to all survivors.
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@PatchNoir said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726802#Comment_3726802
i think they removed the box auras to avoid the pig chasing an unhooked survivor with a head trap (like what is happening in my post).
Before you could patrol the jigsaw boxes instead of gens and bodyblock it, RN the trap is like a gimmick kill, just like sadako condemnation.
When they are exploited it's strong, when used fairly is just a subpar slow. As a killer main i feel the weakness too, but we have to agree that trap tunneling is unfair.
i think they removed the box auras to avoid the pig chasing an unhooked survivor with a head trap (like what is happening in my post).
Aura of boxes made it so I had option to try predict where is a survivor after my chase with someone else. Lack of aura created your situation. If she doesn't follow you, she won't find you without a perk for it.
When they are exploited it's strong
What you described is definetly annoying for a survivor, but it's not really strong and you have option to prevent it as survivor. If you start solving a box in front of her, she is forced to down you → stop timer.
@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726802#Comment_3726802
the fact that traps are now a joke tht represent no threat at all to survivors is what killed her for me
I would be completely fine with that increased timer, so it is overall less likely to kill someone, but I still have my additional option to find survivor and play around it. They simply removed incorrect part of the nerf they tried. -
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726794#Comment_3726794
If I take a thousand people with a thousand hours and compare their skill levels to a thousand people with four hundred hours, the skill disparity between the two will be noticable. The folks with a thousand hours are gonna be better on average. Full stop.
Suggesting that people don't get better at stuff the more they do that activity is divorced from reality. Is it always true? Of course not. No blanket statement about a group of people is ever going to be completely accurate. It's safe to make inferences though.
Yeah, but if I see myself playing against players with way more hours, it either means I am better than average or they are worse.
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@Junylar said:
They have buffed totem placements about ten time already. The problem of hexes is SWF, where if one survivor saw a totem -everyone saw it. In soloQ games hexes can stand until endgame, especially if you care enough to defend them.
They have buffed totem placements about ten time already.
Wait, what? What buffs are we talking about?
Totem spawns on any new map are terrible. On most maps, you can usually see them from several meters away. They often spawns next to gens.
Basically only indoor maps have chance for decent spawns, but even those usually have some guaranteed spawns you can easily check.In soloQ games hexes can stand until endgame
Since when soloQ means there is no player who is able to look around? It's just so easy to find totems. As soon you find first totem, you can find rest, because there is a pattern on most maps.
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726797#Comment_3726797
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726799#Comment_3726799
Doesn't change the fact its still BORING AF.
If you consider that boring, then you are playing wrong game :D
Since when is Oblivious even that strong effect? You can finish whole game on most maps with that effect quite easily, just look around…
You even see aura of the totem, it's brainless easy to find it. -
I am suprised anyone plays Pig now.
Her last change kinda killed her for me. She is just not interesting without aura for boxes. That was simply additional layer she had over other killers.
Now it's just below average chase power with random slowdown outside of my control. -
Have you heard about that super tryhard tactic of finding and cleansing a totem? It might help you with this problem…
I miss when we had NOED hunts for all totems. I have no idea how can anyone have an issue with totems now, they are so easy to find. -
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726677#Comment_3726677
They're certainly indicative of skill. It'd be silly to suggest someone with 800 hours is as good at the game as someone with 200.
Doesn't matter, this is highly individual.
You have players who are competitive in nature and just manage to get into decent state under 100 hours, because they want to win and actually trying to improve.
Then you have players who simply don't care and are beyond saving even at 1000 hours.
When you believe someone is better than you, then try to learn from them if possible, not give up just because you are likely to lose. People like this are reason why I never want DC penalty removed. -
It also doesn't necessarily make mind games or loops more difficult for the killer, as the loop itself remains the same.
That's not really true. WoO just makes your chases longer, because you can never guess wrong about pallet/window position.
It's funny how people try to hide WoO behind noobs and soloQ, while even SWF use it. SWF usually makes call outs only for god pallets, or none at all.
Best thing about WoO is ignoring most of RNG map generating, you can never be surprised by it.
I don't think WoO should get nerfed, but BHVR should definetly not use "high pick rate" as a reason for any nerfs as long this perk is around. Well, they failed at this many times.It definetly doesn't need to be basekit.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/415060/penalty-for-giving-up-on-hook-1st-stage
Why I constantly see:
this ruins the game for both sides and fast.
Yet only killers complain? Just finish that game and go to the next one, simple as that.
I don't get this "nooo, my game is ruined!!!", who cares, you'll find next match in 2 minutes, finish game, go to the next one, ggs.
Also:
this has been in discussion for a long time.
IDK why they give up honestly, but they do.
So maybe read those discussions and comments that people have added, because they have clearly stated why survivors give up.
Yet only killers complain?
Where did that even come from? I don't like it mostly, because I feel bad for other survivors.
I don't play with any survivor main who would not dislike when someone DC / suicide.
I can understand players, who never want to win, don't care, but otherwise? not really -
Any time the on hit speed boost is activated Overcome is triggered:
This is basically only buff I could see happening to overcome. Overthing else you wrote about it is nonsense.
Overcome would become hell for any M1 killer.
Your cooldown system is a joke. During overcome you gain distance 25.08 meters, killer traveled 11.69 . So you have 13,39 meters between you and the killer, which is going to take at least 22 seconds for 115% killers to catch up.
There is a reason why there is an exhaustion system, not cooldown for movement speed abilities….Iron Will
Overcomplicated as hell… Just either make it 100%, or remove exhaustion part.
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723104#Comment_3723104
I agree! I was thinking about either Basekit Corrupt or Deadlock? Surely we can think of a good compensation for these buffs.
Corrupt is definetly better overall.
It is reliable unless survivors decide to hide for whole duration and mainly it won't screw with your other perks/actions. Getting Deadlock in kicking animation is really annoying…
But I don't think there will be any basekit killer buffs. There is simply an issue with how it affects killers like Nurse/Blight/Billy and how it affects Pig/Trapper/Freddy. -
@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722838#Comment_3722838
Killers got basekit stacks for STBFL, basekit gen-kick (-5%), what's your point?
Not sure how that works when STBFL and all slowdown perks were not nerfed more than we got in basekit…
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Nothing new
it's that type of game, where you are going to win in the end, but at what cost? -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719111#Comment_3719111
in case 1, survivor get an unhook and potencial gen progression because they do not need to heal. they're not threatened. they can also heal because your chasing someone else, though you can return the hook manually.
in case 2, the killer is threatening second-hook stages/deaths, is getting free injuries, potencial slugs and all of that is being compounded by hex:ruin which is also eating gen progress during all that from the killer camping the gen near hook + all survivors needing to get off gens to save teammate.
You ignore the fact that I am actively chasing another survivor in case 1, who was most likely working on gen. Which means I am either getting health state/ down, or at least pallets out of the way.
If I am not, I can go back and either slug, or tunnel. Doesn't matter. Basically my worst case scenario is to go back into your "case 2".
in case 2, survivors have 60 seconds to finish any gen and that survivor run for rescue, except few specific killers, solo rescue is not risky to do.all survivors needing to get off gens to save teammate
except they don't. There is plently of time to finish any gen with high progress and then go for save.
If you just camp and don't leave as gen, there is no reason to lose any progress on generator unless you managed to hook survivor next to that gen, which is a mistake from that survivor, as I said. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718253#Comment_3718253
when all survivors are alive and you hook someone. going after another chase means that 1 person is on hook and and 1person is being chased. I am not going to count the person walking to the hook because walking for survivor is extremely efficient compare to killer(Killer walking to hook someone is always negative compare 1/4 survivor walking to unhook). Let just say 2 survivor are off-gens. The person who is off the hook will rapidly be saved in most cases.
With ruin, If 1 person is on a hook and a gen is regressing with ruin, Ruin acts like 1.5 survivors off gens because you end up trading progression with another gen. The thing is, when someone is on hook, eventually, someone has to get off gen. This increases the value of ruin to 2 people off gen because two generator are simultaneously regressing. there is also bunch of butterfly effects that occur. One of which is that saving survivor off hook when a killer is camping often makes survivor have to take many health-state injuries. In order to recover your health-states, you need to heal but healing when gen are incomplete vs hex:run = more regression.
Without ruin, camping is less rewarding because the gen only regresses at 0.25 rate which is 1.25. there is no automatic regress either so there is even less rewards for camping. that is in summary to why hex:ruin felt out of meta. It just wasn't good enough for camping. Legion can kinda of use ruin because he can injure everyone, then camp which forces survivors to heal and than there is that add-on called fuming tape which you can like spam vaulting to get old ruin. Long while back, it was strong because ruin was 200% and fuming tape makes 300% alongside unnerfed version of thanotophobia which applied -15%-20% which stacked on top of ruin. If you do heal, then ruin regress quickly but if you don't then thano slows gens down on top of free hook trades and so on. anyhow that is talking about some old dbd stuff.
modern day dbd camping is like deadlock+grim embrace where you can clock the deadlock from triggering and then as you hook the survivor, you can like stand like 9 meter away from the hook to avoid camping system and then as deadlock ends, leave the hook slightly to extend the 30 second deadlock into 42 second. I am aware that this is being weakened to 25+10 for 35 seconds. Ruin/Undying replaced by gen-blocking.
I am not going to count the person walking to the hook
but then
The thing is, when someone is on hook, eventually, someone has to get off gen.
This doesn't make sense.
I really don't understand what you are trying to say.
In both situation it is 1 survivor on hook and 1 survivor unhooking, right? But if you are going to chase someone that is +1 survivor in which you have chance to select who it is and option of survivors going for rescue is 1 of 2 now, where is a chance both need to work on gen.
If you camp, any survivor can come for rescue, it's up to survivors. So where did 2 gens regression come from? They are free to finish whatever gen they have and then go for rescue. -
Stealth is basically only thing she is good at right now. If you take that away, she is worse than Freddy in my opinion.
Without stealth she is basically worse Clown, her % for haste / slow are pathetic in comparison.
Stealth is her redemption right now. Survivors could just stay injured without a worry otherwise and she is kinda useless at that point.
It makes her huge noob stomper tho. -
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717520#Comment_3717520
I mentioned that being hooked was a mistake in another thread in regards to pop goes weasel and then someone said that being hooked is not a mistake.
Otz at one point explains original undying+Ruin in Tru3 vs Otz #1 discussion in regards to ruin enabling camping. Tru3 thought that ruin would enable killer to go away from the hook and otz argued that ruin empowered camping. I do not remember exact conversion.
Being downed is not a mistake, it's expected outcome, location may be the issue. That's a big difference.
If you get downed against M1 killer next to the basement, or gen with high progress, that's a mistake. There is reason why running into corner is often considered optimal play…
Otz at one point explains original undying+Ruin in Tru3 vs Otz
I have seen this video and don't remember this part. I know they talked about undying + ruin, which was cleansing lottery, but not really in context of camping.
From my understanding, I can get more value from pressuring survivors and making them actually leave gens.
Camping doesn't achieve that, that is fully in control of survivors. They pick who will go for save, which is unlikely to be person with high progressed gen. -
@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717283#Comment_3717283
Worth noting that this is the best case scenario in which survivor is uninterrupted and does gen from 0% to 100%.
5 SECONDS DIFFERENCE
This is not best case scenario, if we talk about maximum value. You basically expect killer to never kick / apply any slowdown perk to that gen.
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@Devil_hit11 said:
Ruin does not punish camping. it rewards camping. you hook someone with a gen with 50% progress and ruin eats the gen. It also rewards very defensive play-styles usually centered around defending the totem.
Ruin does not punish camping. it rewards camping
For your scenario survivor needs to make a mistake and get downed next to gen with high progress. That's unlikely to happen, unless you are instadown killer, or bring Agitation.
Original logic is with camping you are not forcing survivors off gens to get maximum value and let them finish it before going for save.
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@shalo said:
I like the perk, as soon as you blind a WoO user they turn into a baby giraffe.
Yeah, no wonder Ultimate Weapon was so hated and nerfed into oblivion.