VomitMommy
VomitMommy
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@Rogue11 said:
Fix the turn rate exploit and we can talk
never mind then
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Oni is quite strong and fun imo, but you need to get used to playing most of your game low on gens. Your game usually starts with 3 gens left...
And you better hope you are not going to play on The Game...
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Why even bother bringing survivors there at that point?
It's already pointless, if you don't want to camp it.
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@slipttees said:
Does this system only work with nearby generators or is it independent of your location?
I asked why yesterday an killer regress a generator more than 10x. Yes, I did. Pain Resonance 2x,Pop Goes the Weasel 3x, Kicks 6x times.
Pain Resonance 2x,Pop Goes the Weasel 3x, Kicks 6x times.
and all of that was into a single generator?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647828#Comment_3647828
it is nerfed version of her purple geographic readout that used to be 2%. this one is 0.72% with a -50% penalty. it also has no vault speed... or pallet break speed.
I fail to understand. Are we talking about same addon?
Low-Power Mode
By intermittently powering on and off non-vital components, the Drone can stay on for longer.
- Causes the Scan Lines of Drones to no longer rotate.
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@HolyDarky said:
The idea of bannercards and badges for us was a cool idea but the implementation was very poorly (only good guy badges behind a paywall at the start and then little during the winter event and now we start slowly with it).
I'd love to see if the developers would give us playercards and/or badges for every survivor and killer at the same time but I guess they will do it step by step. Chucky got his by release, Trapper's banner during the Lights Out modifier and Deathslinger as well as Alan Wake's banner during their tome (I guess Legion's badges is also in the tome but not sure). I guess this trend is what the developers want to do. I can understand it because it is a lot of work to create good banners and badges and it would look kind of cheap if they would just copy and paste the portraits of all survivors and killers to make them banners/badges.
Overall, I agree with you that we need badges/banners for every killer and survivor to give the playerbase the option to express themselves but I think we need to wait - for some survivors/killer longer than for others.
But hiding it behind limited events / paywall is still really bad in my opinion.
How the hell are new players going to express themselves. There should definetly be a basic option.
I am fine with having some "advanced" for events / DLCs, but I just don't understand why base portraits are not an option. Just so players can show off their mains etc.
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@Aoltre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647780#Comment_3647780
It's 25% total compared to 30% current + 5% total. Assuming we're dealing with the same base gen time of 90 seconds (90 charges), they are roughly equal at 67.78% or 61 charges on the gen, measuring to 25.33% regression.
Pop's damage is just this: % progress * 0.3 + 5 = % regression
So to figure it for 67.78%; 67.78* 0.3 + 5 = 25.4 | 20.33 + 5 = 25.33
with the base number being rounded, you'll get 25.334 in your calculator.
That means at roughly 70% or higher, Pop literally out damages Pain Res (as it should) in the current patch. I'm arguing that both these numbers are high comparative to 25% pre-6.1.0 which equated to fewer charges.
25% in the current patch takes 22.5 charges, 25% pre-6.1.0 took 20 charges.
Simply do the math before calling someone out.
or you can read it again...
25% total is way better than 30% current
I compare effect of perk alone, not effect of perk at the time when it was used.
Current pick rates have simple reason, other regression perks are either bad, or killer specific. You want lower pick rate? Then BHVR should give us new regression perk. Last good regression perk is Pain resonance. That's a long time ago...
Jolt and Eruption just get nerfed, so there is not really a reason why it should lower it.
Those perks are good and any killer can use them. That's it.
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Low-Powered mode would be quite good if it worked only when drone is in stealth mode, but would rotate otherwise.
Or it would change your active ability (rotation) into making it rotate/stop.
But current version is just bad.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647784#Comment_3647784
he used very popular before his ADS change and TR change.
I couldn't care less about his TR change, but ADS change just made him very unfun for me. I used to main him before those nerfs.
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@Chiky said:
sounds like skill issue to me
Well, Deathslinger used to be way more fun to play in past for sure.
I don't think he is worst killer in dbd, but he is definetly not best either and not really popular.
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@Aoltre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647475#Comment_3647475
No, my numbers are correct. I said it was in terms of repair time because gens were made longer in 6.1.0 and so naturally the current 25% regression would take away more progress than it did before the update. Yes, the percentage is lower but the current 23% is just barely more than the old 25%. My post is quite valid and sensical in regard to my comparison between new and old Pop.
I agree that pick rate isn't the best indication for a balance issue, but these two perks are overly prevalent despite killers naturally having a bit more variety in perk choice due to the limitations and strengths of each killer. The issue I'm getting at is that they are universally two of the best picks across the entire roster, Pain Res in particular only have one or two exceptions. The pick rate naturally reflects. Other slowdowns are also quite strong so it's not that we're short of other solid alternatives.
25% regression would take away more progress than it did before the update
No, you are simply wrong.
25% total is way better than 30% current.
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@BugReporterOnly said:
This is doing absolutely nothing to stop 3 gen. I am in a match with a Skull Merchant who is holding it down with her drones without kickg a gen amd chasing us off. Move the gens around. If a 3 gen happens like the Cage of Attonmemt at 1 gen left. She is forcing us to wait til the server kicks us out.
How exactly she keep regressing gens without kicking them?
So far seems like you just don't know how to deal with 3-gen at all.
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@Chiky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644590#Comment_3644590
i havent played it yet, but i imagine it's impossible to land hatchet throws with huntress ahhaah
Try Nurse... That has to be very chaotic experience
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644546#Comment_3644546
Pop has essentially been removed from the game until they fix survivors constantly 4% then restarting so that its never in a kickable state.
True, thing is same can be said about other gen kick perks, but in those instances where you can use those perks, pop has way bigger impact than any other gen kicking perk. That's why it is only I would consider valid, but I would probably avoid any gen kicking perk now and just go for blocking gens / pain res.
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Well, some killers are better than others for this mode, who would have thought?
This is not permanent mode, there is no reason to try balance anything around it.
Btw you forgot Doctor.
I can say same that some killers are nearly unplayable on this mode, but it's just not really suprising to me.
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@Halloulle said:
I think it's in a good spot. - Only issue may be Jolt/Surge depending on the map and where you end up in chase. - But making Jolt only affect gens with 10% progress or more seems like an easy fix for that one.
not really, range is already limiting aspect for this perk. Making it so gens with less than 10% progress won't explode at all is still quite a big nerf in my opinion and this 3-gen feature will be another nerf staying.
Jolt and Eruption are just gone with this update in my opinion. Same for most gen kicking perks, except for pop probably.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643969#Comment_3643969
True, but there are big problems caused by poor maps and map designs, players being able to choose them to exploit the bad design just exacerbates the problems while giving players an option to prevent atleast the worst maps for them.
Its adresses 2 problems to a degree for minimal work, so i don't see why not. There is not going to be a faster and easier solution.
I think system where you can choose a map is not a good and it can be abused, we can see it on map offerings.
But preventing 2-3 specific maps with current number of maps don't see as a problem. You will not get rid of all bad maps for you, but you can filter the worst.
I know for sure, I would never play RPD as a Dredge ever again, if I could.
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@GroßusSchmiedus said:
Or just rework map offerings into preventing maps instead of forcing them.
That's kinda wasted offering. I want my cakes...
Well, I just don't play map dependant killers, but map banning system might help some killers like Singularity etc.
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Called it...
That's what happens when you nerf almost every other option. The best option will become even better.
Let's nerf slugging too, so we have it 10/10 games.
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@appleas said:
Having the 8 regression events per gen be reset with every hook would go a long way in having the 3 gen system not affect normal gameplay.
The obnoxious 3 gen playstyle that people complain about usually have one thing in common: A lack of hooks. If the Killer is hooking Survivors, they are progressing the game and putting Survivors closer to death.
I would even argue the cap of 8 regression events could be lowered to 6 as long as they reset with every hook. That would actually target Killers who just injure and kick gens all day. Players who run multiple gen regression perks would be incentivized to hook Survivors rather than leave them slugged.
This simple fix would resolve all the complaints of gen kick/regression perks hitting the cap even though the players using said perks were not enforcing a 3 gen 1 hour scenario.
Having the 8 regression events per gen be reset with every hook would go a long way in having the 3 gen system not affect normal gameplay.
I really like the idea of reseting on hooking a survivor...
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643030#Comment_3643030
If making it so Survivors won't get the same 3 killers over and over messes up matchmaking there's a problem.
ALL. THE. TIME. I am so sick of playing against Chucky. It's nearly every other game I get that annoying rat. Him and Blight constantly, and then when things finally get shaken up it's a damn Nurse.
over and over messes up matchmaking there's a problem.
Yeah, we need more good killers...
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That would be difficult with 4 survivors, which often will be 3 +/- killers "banned".
Also it would kinda suck for new players, because people mainly play free killers there. So it was just pointlessly create longer queue times.
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@Quizzy said:
One, it's not "forever", as wiretap has a limit. And two, you are sacrificing your gen progress by doing this which is unwise. Bythe time wiretap is over, if you managed to run them the whole 120 seconds, your gen will be close 0 if you 99'd it.
You can't work on that gen anyway when killer is nearby...
This is extreme effect (wiretap), but there are survivors using this to deny perks like pop for example. I highly doubt this is intended effect of this feature.
As if gen kick perks were not gutted enough with this 3-gen update.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643113#Comment_3643113
I am not sure if you understood the gist of my comment. It was about tackling 3 gen at its most common source. Yes, it will force killers to adapt, but current perks offer variety of strong options.
Ultimate weapon nerf is a speculation. Lethal is a great perk if paired with any other aura reading.
Corrupt cant be countered by SWF, blocked gen is a blocked gen, and 4 other gens nearby is what you must work with. In a typical scenario 2-3 nearby gens will be worked on. And no they cant wait it out, because at current pace of the game against A and S tier killers it is not an option.
I am not sure if you understood the gist of my comment.
I don't really care about your reasons for those changes. I am just saying those changes make that perk absolutely garbage and 15 seconds corrupt is useless.
Corrupt is not main reason for 3-gen. I have yet to see 3-gening killer using corrupt. Maps are reason for 3-gens, not a perk...
and 3-gen is gone anyway, so I have no idea why you bother with corrupt.
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@FinestFantasyVI said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642884#Comment_3642884
I see, its such a shame an exploit like this is live. Honestly I wouldnt "mind" it as much if a big content creator didnt advertise it. I mean, he didnt say 'oh this is an exploit that should be fixed', but just abuses gameplay and then wonders in post game chat why someone is 'salty'.
NGL this is why I dont watch survivor content creators and this was the one time I caved in to give one a chance because I thought he was a cool guy. In my opinion videos that advertise and instruct exploits should be taken down.
post game chat why someone is 'salty'.
If I remember correctly the salty players was a survivor...
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642235#Comment_3642235
Wait out what? 2 minutes? You must be trolling
15 sec is enough for numerous aura/scream perks to reveal unsuspecting victims. Without corrupt change it is just a bad form to blame survivors for 3 gen especially in soloq.
Where did you get 2 minutes? I have never said it should be fully basekit.
Just saying 15 seconds is useless. Most of the times you don't start next to the gen as survivor, so often you would get to gen like 5 seconds left on corrupt? Or whole group can just go hide even if it was a minute.
Corrupt basekit is not really going to work, if you play against it every time. It's not really hard to counter, at least for SWF. So what is point of change that will be either useless, or issue only for soloQ?
aura/scream perks to reveal unsuspecting victims
How exactly that changes anything? Before I even get to chase corrupt is done and what perks?
Ultimate weapon, which is getting nerf this year?
Lethal Pursuer, which is weaker Corrupt for most killers?
Whispers, which is kinda weak on most killers?
Without corrupt change it is just a bad form to blame survivors for 3 gen especially in soloq
You know where those blocked gens are, corrupt ends in two minutes or first down. It's not really difficult to think about finishing gen there next... I just see excuses. Everyone knows gens there are not finished and they are close to eachother. So just do it as soon corrupt ends.
3-gen is mostly gone anyway, because of current patch.
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I think Iri is fine, because that actually takes a long time to get, just one survivor is nowhere near enough. If you have double Iri, I think you need to find all 4 survivors.
Tombstone piece is kinda broken tho.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642484#Comment_3642484
Agreed but she only wants to punish the killer. If it’s not a nerf on trickster, she wants to nerf Billy, if it’s not Billy, slugging for the 4K is toxic and should be an extremely punishable offense. She’s constantly blaming killers left and right on threads without looking at the big picture from everyone that is trying to be helpful in the feedback.
Killer shouldn’t be punished as you said and many others said. A surrender option or if nobody has the means to pick themselves up by any means than the timer could be ignored and all survivors die?
A surrender option or if nobody has the means to pick themselves up by any means than the timer could be ignored and all survivors die?
It could be implemented for both sides, where the game is over, but other side don't want to finish it for some reason. There would need to be delay, so you can't end game asap and other side doesn't have chance to finish possible challenges etc.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642484#Comment_3642484
I would prefer the killer be punished for playing like this, not rewarded. A surrender option would make since in certain situations such as 2 elimations with 3+ gens left and the situation seems heavily in favor of the killer. Other than that, no I don't support a surrender option for killers who choose to play this way.
A surrender option would make since in certain situations such as 2 elimations with 3+ gens left and the situation seems heavily in favor of the killer
Depends what limits you set for surrender to be allowed. You can make it so it's allowed when every survivor is dead/hooked/downed for X seconds. That fix bleeding out crying.
How exactly is that a reward anyway? Killer would win at that point anyway, doesn't matter if they manage to find all survivors, they bleed out, or they surrender. Outcome is still all survivors dead.
who choose to play this way
Some killers don't really have an option other than slug to some extent. Like Oni, Twins, Plague, Myers. They have limited powers and slugging helps them to get as much value as possible from it. It's logical to do it for them.
There are situations where it's impossible to hook survivors, it can happen quite easily on The Game for example.
Also Background player exists, if I see survivor dropping under pallet on purpose, why would I even try to pick them up? It doesn't make any sense.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642413#Comment_3642413
This is not Ok no matter the situation. I want fairness in this game. Nothing about slugging is fair when you do it for this long.
https://us.v-cdn.net/6030815/uploads/Z82SRMNSAAJ4/slugged-dbd.jpg
https://us.v-cdn.net/6030815/uploads/WNLV06LBK1NI/slugged-dbd2.jpg
https://us.v-cdn.net/6030815/uploads/5IUJ66HH1UO7/slugged-dbd3.jpg
https://us.v-cdn.net/6030815/uploads/O71JX5JUJ3TL/slugged-dbd4.jpg
And this is only a few of the screenshots I have of this happening to me and I think these are all in recent time too.
This could be fixed with Surrender option, no need to punish killer. You can ask for that instead...
There are actions survivors can do, where slugging is only counterplay, so it doesn't make sense to punish it in any way.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642228#Comment_3642228
Not even close. You're comparing a situation where survivors are literally unable to continue their objectives to a situation where the killer can still continue theirs. Survivors have nothing on the same level of control as killers have when they leave survivors on the ground. Killers should be punished severely for leaving survivors on the ground. Similar to how they are now punished for camping survivors, why can't we have the same thing for slugged survivors? If you're left on the ground for more than a few seconds you get a progress bar start filling that recovers you from the dying state after so long. And no the killer would not be required to be close to you for this to happen. Killers are toxic because they are allowed to be without being punished for it. Why do you think we got the unhook protections now? I don't know how long you've been playing DBD but I remember a time where tunneling was to be expected and the norm for every match. Survivors had no protections off the hook. Killers could down you the very moment you were pulled off the hook. Being eliminated faster than it took for you to find a match was not fun, so they made changes to help deal with it. Its not enough by any means, but its a start. Likewise, slugging needs to be seen in the same light as being extremely bad to the survivor experience, which it is.
Likewise, slugging needs to be seen in the same light as being extremely bad to the survivor experience
Not really, game doesn't end for you when you are slugged.
There are killers, where slugging is basically mandatory, if you want to win. It's nothing like tunneling even in terms of effectiveness.
You just want your hatch, even tho you lost that game anyway.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/404203/visual-terror-radius-and-onryo
Your not wrong. I did a poll on if players use the visual TR or not and over 90% of people who voted say they do use it.
Poor SADako.
It's funny you can turn it on in game, so even players who don't normally use it can just turn it on when they find out it's her.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/404303/no-more-slugging-for-4k
Poor Twins if slugging gets removed
Oni feels that...
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@Emeal said:
I share the concern that the new 8-regression events system disproportionately affects the Eruption perk. While Nowhere to Hide and Trail of Torment seem to be functioning well, the main issue arises from the fact that all these perks can be triggered 8 times on generators, while Eruption is limited to 4 uses. Realistically, it's rare to utilize these perks to their maximum potential in regular games. However, the problem with Eruption is that it now hinders any synergy with generator-kicking perks.
Considering this, a potential solution could be a rework for Eruption. Given its theme of exploding generators and Nemesis using weapons, a suggestion could be a mechanic similar to Overcharge. Eruption could trigger an explosion once Survivors repair the generator by 5%, causing blindness and revealing auras to the Killer. This rework might enhance the synergy and effectiveness of the perk while maintaining its thematic elements. Also its cool to blind Survivors now, an unescapable fact.
causing blindness and revealing auras to the Killer
That's kinda what CoB does anyway. It's bad.
Why not just change this new feature instead of gutting perks even more?
There are two quite easy ways how to fix it:
- Make the count work only for kicks -> you have to actually kick a gen 8 times, so Surge and Eruption are fine.
- Make it work only when there is 1 gen left, so it is actually 3-gen prevention feature.
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If those perks are not 100% counters, then they are pointless. What is point of Lightborn, when you can still get stunned on picking up survivors? Even if blind would be 0,1 seconds, that perk would be garbage. It's already not really good in my opinion.
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@camping_site said:
It feels like and it IS a killer buff. As BHVR mentioned it rarely reaches 8 regression events, so basically free 2.5% more for a kick. Nothing major, but we should call things their names.
Corrupt intervention is the main 3 gen enabler. It forces survivors to cluster repair gens in the beginning of the match. There is no way around it because its effect is so long.
Solution 1- make corrupt intervention block random gens.
solution 2- kill this perk and give corrupt 15 sec basekit, so killers have some time to get a grasp of the map but not too much to force SoloQ to repair gens ina cluster.
Solution 1- make corrupt intervention block random gens.
Then the perk is useless. The purpose of this perk is to get survivors to you and make it harder to spread on gens. Random generators blocked is beyond useless.
solution 2- kill this perk and give corrupt 15 sec basekit, so killers have some time to get a grasp of the map but not too much to force SoloQ to repair gens ina cluster.
15 seconds is irelavant as basekit. Why not just wait it out every game?
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641930#Comment_3641930
You're right. I think the challenges and achievements should be void if you refuse to hook a survivor for more than 30 seconds. Like I said, they need to incentivize hooks and deter slugging.
That's like saying survivor challenges for escapes should be void if killer has less than 4 hooks to deter gen rushing... It doesn't make any sense.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641830#Comment_3641830
Killer players who slug, especially for the 4k at the end, should be so punished that it deters the behavior entirely. They shouldn't see any value in it. It should be absolutely detrimental to their ability to win.
Then remake every challenge, or achievement that requires 4k. I am not going to risk losing an adept just to spare survivor's feelings.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641873#Comment_3641873
I understand your point now, and personally, I haven't experienced this yet. I'd like to get your perspective on how efficient you believe this strategy would be for Survivors. While it might annoy the Killer, constantly engaging in such actions could potentially waste a significant amount of your team's time as that annoying Survivor. I believe it could potentially become a lot easier for me to win such a game. I could strategically use perks like Pop or my other gen-perks on the generators they're actively trying to complete, and not the one the annoying survivor is trying to fake regress to get on my nerves with. What is your assessment of that perspective?
potentially waste a significant amount of your team's time
Way less than Pop is going to.
What is your assessment of that perspective?
It's better to distance from those perks until this is fixed and simply use base kit value of kicks. Some survivors will try this just to annoy killer, where it is free value for you at that point, because it doesn't deny any of your perks.
This is going to be bigger issue, when they nerf Grim Embrace and Ultimate Weapon.
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641605#Comment_3641605
If it is determined that gens are getting blocked just by engaging in general gameplay, then it is reasonable that it should only be active during the last 3 gens. However as a trade off for this, it is also very reasonable that they re-add gen tapping to the game.
These 2 features were clearly designed to work together. The removal of gen tapping making it harder for them to stop regression in your face, leading to additional gen regression events when the killer has to kick it later. It exists to make it fair for killers so survivors can't abuse the 8 event limit. However if this feature only applies during the last 3 gens, then gen tapping should come back. I think between 8 or 12 regression events on the last 3 gens even if survivors can gen tap is reasonable.
To not make both of these changes at the same time would be shifting the balance around more than the devs are intending.
Kinda an issue is this gen taping feature back fired and made gen kicking perks even worse. I really don't mind full removal of this feature.
Many survivors already found out, it is possible to work on gen, but never stop it from regressing -> killer can't kick it anymore.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640920#Comment_3640920
Yes I hate him. So what? It doesn't invalidate the fact that his cooldown is too forgiving which is part again why I hate playing against him.
When someone hates a character, they don't try to balance it, they just want to nerf it no matter what.
I don't really consider Chucky to be too strong, so I don't see a reason for direct nerf, unless you don't want to buff something else for him to keep him viable.
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@CammyChameleon said:
This IS VERY MUCH SO Affecting Normal Gameplay... Just using Surge alone activates this new system even when not even close to 3 genning, and it's very sad if you wanted to use a perk like No Where To Hide.
Surge And the After Regression Event From Eruption, need to not count towards this regression event. It stacks up to quickly and is ENTIRELY on the survivors fault if this perk activates because there is counter play of running away from the gens before going down, and hoping into a locker (Surge Related of course, which is why the kick for Eruption should still count).
I have spoken with many other people and they basically all say the same thing, Don't make surge count towards the regression event.
Alongside this make the regression event go up to 10-12 stacks and I believe the system is perfect.
Right now it's really flawed.
Either don't count perk effects, or make it work only when there is 1 gen left.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640395#Comment_3640395
Honestly IDC. It's just what he is. Everyone I know is currently more annoyed by a stealthy mini blight then a facecamping basement bubba.
If you want to stick with one sentence and ignore the rest of the post fine. Youre not productive either.
I have never even considered this to be productive conversation. It was just funny to see you try complain about "did not contribute any to the discussion", while your post failed at this in first sentance.
This is just another rant post, not reason to take it seriously. I gave this equal effort you put into it, which is close to 0.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640385#Comment_3640385
That just means it is worse than tunneling at every stage. Why would anyone bother?
To down maybe one more or add more pressure, you told me a second ago. You wanna explain to me why you shift from its a possibility to "oh no why even bother" just because I mention a timer. That's pretty unreasonable of you, I have not even given a timer yet and you are locking down on it. The flip is pretty blatant.
I think you are just rejecting the idea cause you don't want any timer ever on slugging, even in early game, that is fine Im not here to make you like that idea. I'm only here to hear out arguments against it.
Here alternative when you want it for early game, so you don't say I am unreasonable.
Survivors can pick themselves up after 30 seconds on ground when there is 5 gens left, 45 seconds when there is 4 gens left, 60 seconds when there are 3 gens left. They can't do it when there are 2 or less gens left.
Then killer can clearly tell for how long it is possible to slug them and can try to play around it, but it is not possible to slug all 4 survivors.
This is how you make it actually an early game feature.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640385#Comment_3640385
That just means it is worse than tunneling at every stage. Why would anyone bother?
To down maybe one more or add more pressure, you told me a second ago. You wanna explain to me why you shift from its a possibility to "oh no why even bother" just because I mention a timer. That's pretty unreasonable of you, I have not even given a timer yet and you are locking down on it. The flip is pretty blatant.
I think you are just rejecting the idea cause you don't want any timer ever on slugging, even in early game, that is fine Im not here to make you like that idea. I'm only here to hear out arguments against it.
you don't want any timer ever on slugging, even in early game
Oh no, what a Sherlock we have here. Maybe because I don't think it's good idea from start? It is going to remove an option from killer, which makes this game more boring in my opinion and alternative left is not going to be good for survivors.
You wanna explain to me why you shift from its a possibility to "oh no why even bother" just because I mention a timer.
How is that difficult to understand? It gives pressure when there is another survivor forced to pick them up. If they can pick themselves, it doesn't work. That's why Unbreakable is pretty good perk...
I have not even given a timer yet
Ok, let's make it 241 seconds and I am fine with it...
even in early game
It's not really an early game, when it is connected to hooks. Not time, not gens. Hook stages. Survivors can quite easily get to 1-2 gens left with survivors never being hooked. One bad chase is enough for that.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639956#Comment_3639956
Then he needs to be nerfed again. Hard! Stop trying to protect your overpowered killers because you want easy kills. See how this last sentence did not contribute any to the discussion? Take it as an example for yourself
Spinning that little piece of trash is hard enough
Oh right, but this is so good start for a productive conversation...
This post sounds like skill issue to me.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640232#Comment_3640232
It's not just an early game, when killer doesn't know if they can, or can't slug them. That just means they never can. Also why the hell would you slug, when you can kill the survivor? That's another reason why it doesn't make sense.
Hey so I asked in the first comment to you, "Why would the Killer need to see who they can or cant let be on the ground?" idd like an specific answer to that, cause I don't think the Killer needs to, much like how the Killer don't need to know who dies on next hook or not. Don't really see why the Killer needs absolute certainty of their options. That just seem strange to me, so I'm eager to hear why you think that is a must.
Instead you can rely on that the Survivor will be able to get up in X time or longer if they been hooked. You take the gamble.
Slugging is to increase pressure. This feature would make it unreliable and simply ineffective. So why bother trying to slug (except few killers without a choice) and just tunnel someone out?
Sure and with those rules you should be able to do it aswell, until the X timer is met. So it will be easier and easier to get that pressure late game while, but those rules will keep that pressure generating lower in the beginning. I think that is acceptable terms. Do you disagree?
So it will be easier and easier to get that pressure late game while, but those rules will keep that pressure generating lower in the beginning
That just means it is worse than tunneling at every stage. Why would anyone bother?
Why would the Killer need to see who they can or cant let be on the ground?
If you want to make mechanic as a variable (time changes, or disables), then if you are not able to tell correct what is the status, it's stupid to go for the gamble. Risk and Reward are nowhere near same at this point. Only right option would be to hook them, which makes it kinda boring to me at least.
Also it doesn't work only when the survivor is dead on hook. Why would I ever slug them? This mechanic means slugging is never an option. It's not gamble at all. It's just not a valid option.
Chase someone, down them, hook them. If that's all you are going to do and try it for different survivors, you are going to lose quite often. Only way how to win doing this, is to tunnel someone out of the game.
Slugging let's me to just down unhooked person and chase someone else. This way I still get pressure, but I am not really forced to tunnel. Your feature would give him unbreakable for free, so I can't leave him on ground, because noone is required to pick him up from ground, which lowers the pressure. So best and only option is to hook them again...
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640086#Comment_3640086
Sounds like basekit unbreakable with extra steps...
This also doesn't make sense, when killers don't even see number of hooks for each survivor.
Correct, but you explain why it doesn't make sense. Why would the Killer need to see who they can or cant let be on the ground?
Let's nerf slugging too, what could go wrong about that.
Its only slugging early game that is gonna be hard, what would be so terrible about that?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640100#Comment_3640100
Sure high mmr players need to be kept under control, but I don't see why we cant address that issue when we made sure the lower ranks can keep up and a fair and tolerable experience is ensured? Im not asking to ignore the top 5% but I dont feel like they should get special privilege in balancing and gameplay tolerance when discussing new changes. Right=?
Its only slugging early game that is gonna be hard, what would be so terrible about that?
It's not just an early game, when killer doesn't know if they can, or can't slug them. That just means they never can.
Also why the hell would you slug, when you can kill the survivor? That's another reason why it doesn't make sense.
Slugging is to increase pressure. This feature would make it unreliable and simply ineffective.
So why bother trying to slug (except few killers without a choice) and just tunnel someone out?
All those nerfs to everything else make tunneling better, then you see survivors crying more and more about tunneling. Who would have thought?
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@Emeal said:
I think everyone who wants games that take a little longer and don't want to end so fast, especially in the early game can agree in some regard to what bHVR showed us with that Mori/ unbreakable basekit update they had. I would modify the rules slightly, like so:
- The Survivor is able to get back up after like X seconds if they have not been hooked.
- The Survivor is able to get back up after longer than X seconds, if they have been hooked once.
- The Survivor is no longer unable to get back up when they have been hooked twice, unless they have perks for it.
This would make slugging early game way harder and ensure that people can play the rest of game better, while keeping the stress at the end.
Sounds like basekit unbreakable with extra steps...
This also doesn't make sense, when killers don't even see number of hooks for each survivor.
This is another change how to simply create more tunneling, when you nerf everything else.
Camping? Nope
3-gen? Nope
Hit&run? Sloppy butcher nerf coming
Let's nerf slugging too, what could go wrong about that.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637386#Comment_3637386
Then the people don‘t do gens and in most case you can just look at a wall or slug. Just hard countering an item, which is equivalent to a killers power (in my opinion), doesn‘t feel right to me.
So? How is that exactly better? It can still feel terrible for the killer, they couldn't care less at that point.
That's like Headon squad, you will win because they don't do anything, but that experience is really not worth it.