VomitMommy
VomitMommy
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I really want a viking killer. Give me some cool skins and it's my new main no matter the power.
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Issue is this has nothing to do with tunneling.
For most killers it's near impossible to get 4k when all gens were finished and all survivors alive.
Even last gen is difficult. 3-gen feature makes this even more broken...
And if you think survivors wouldn't play around it, then you are naive.
2 gens left, soloQ on hook and gen 99? Yeah, that survivor is dead...
It doesn't make sense to give survivors better chance at escaping for letting someone die.
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Survivors are such a drama queens these days...
Just a hook through shoulder and they scream, so you can still hear them in next game.
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I would want two changes.
- More locker spawns, they can make it as Dredge only spawns
- During Nightfall if you teleport to locked locker, you instantly break it and get out as usual
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@Xyphus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764978#Comment_3764978
But those can be fun when the Surv accidentally jumps into the locker and I vault instead of pulling them out - hilarious moments have happened
It's hilarious for me as a killer, but doesn't really feel good for survivor.
Kinda sucks to lose a chase early because of locker spawn. Survivors know how Dredge feels at that point :D
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Those players should be forced to use deja vu and prohibited to repair gen they don't have aura reading on...
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Survivors could simply keep one gen 99, so they can use it immediately when someone dies and often skip last gen.
This would be super broken, once survivors start playing around it. You basically get old key situation, but better and without an item.
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New game mode, shouldn't touch base game.
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And windows
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@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764758#Comment_3764758
You dont have to respect pallet, not only that if you can accurately predict which locker their in and quickly grab, its a easy grab.
The point you mentioned of it not being easy is delusional, it takes “im going in this locker, its ready” for a callout, even if they dont know the exact one regardless it will have the intended effect
and yes, everyone has something they dont like to play against, but theres no option to filter it out. If you hate it so much run iron maiden?You dont have to respect pallet, not only that if you can accurately predict which locker their in and quickly grab, its a easy grab.
Not really a grab unless survivor screwed it with low reaction time, you get a hit at best, which is on level of bodyblocking at that point, so still worth it for survivors.
Even if I know there are somewhere in that loop, you usually have 2 lockers next to each other, good luck trying to blindly open lockers in chase. That simply won't work, unless you have seen survivor going there, you are going to get stunned or extend your chases by paranoia.
The point you mentioned of it not being easy is delusional
People regularly screw it and you act like it's super easy to outplay, so if that is true (it's not) that also makes it more difficult to use.
“im going in this locker, its ready”
That's useless call-out. This call-out would be enough with that change, because survivor is going to see directly what locker you are in.
If you want to prove your point with an example, you should do better job at it. Your example is the exact reason, why it shouldn't be a thing.
Unless you have only lockers in one row, your call-out is useless for the survivor. What locker, what side, what loop?
If you hate it so much run iron maiden?
Lol, use bad perk (unless you want reload speed for your killer) against chance I play against it, which is luckily very low now.
So I just bleed out any survivors that use it on me more than once.
But I will rather play against old MFT than deal with headon in even remotely close numbers (pick rate).
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@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764611#Comment_3764611
yes because 2 second callouts are extremely skilled interactions between survivors…
The only time head on perfectly works is the first instance, after that its easy for the killer to bait the locker especially if it seems suspicious…
and yes it wont automatically make head on good for soloq but it could still be useable then, you act like head on is the most problematic mechanic of dbd, because having 2 or more survivors interacting with you is sooooooo badThe only time head on perfectly works is the first instance, after that its easy for the killer to bait the locker especially if it seems suspicious…
Not really realistic for most killers, are you going to respect every locker in your chase? That's simply impossible.
yes because 2 second callouts are extremely skilled interactions between survivors…
Not really that easy, otherwise it would be used more. The effect is strong.
you act like head on is the most problematic mechanic of dbd, because having 2 or more survivors interacting with you is sooooooo bad
I act like I hate to play against that perk. Not really difficult to understand, everyone has something they don't like to play against. I don't care about most things, but headon is simply annoying for me.
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@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764330#Comment_3764330
To be honest head on should show aura when active, would make it actually viable in solq
@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764330#Comment_3764330
Why should we not have that? SWF already have that information, and this perk could actually be used in solo q to help teammates if you changed it like that.
Because it's basically DS with cooldown. It should not be easy to use.
Even for good SWF if you look at bully squad videos, they mess it up quite often, because it's difficult to make precise call outs on locker spawns.
If you show aura of locker you are in, it won't suddenly become viable for soloQ, you still need teamwork to use it, but it will become brainless to use for SWF.
The moment Headon gets into meta is the moment I end with DBD, unless they make Enduring work on ANY stun to use it as counter perk, then I would never play without it… -
@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764360#Comment_3764360
Way to miss the point. Killers don't have to go the same speed as survivors, but the point is that they are faster - it's one of their strengths - with some killers being even faster than the others. Which is the main point of that tidbit - that killers are already faster than survivors, and yet there are killers who even faster than that.
Well, thing is killer has to be faster than survivors. Otherwise game simply can't work.
While killers who are even faster has some limitation or requirement to balance.
There is no killer who would be simply basic M1 killer, but faster no matter what.
It doesn't mean they are broken, just because they are faster.
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@vol4r said:
I am not doing gens for 120-130 seconds. Especially with the amount of regression perks killer have.
I lose most of my games anyway, because of how many bad players I am getting because of MMR. It's issue for SWF aswell, if we are playing on discord servers we don't get 4 good players in a team most of the time, SWF players come in different skill levels too and I want to remind you that 1 bad player in a team is enough to lose a game for all surviviors.
Especially with the amount of regression perks killer have.
All of them nerfed and no good regression perk since Artist. That's a long time ago...
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762541#Comment_3762541
Big difference in what the devs are saying is happening, and what is actually happening. Too many killers have kits, without perks, that make them guaranteed to have an easy time.
Killers like Billy, Ghostface, Leatherface, and Michael had one hit down moves, with Billy and Leatherface getting free downs without any effort. Killers like Michael and Sadako can kill you without a Mori. Every killer is faster than the survivors, some being even faster still. If I wasn't being lazy, and hesitant to make a book of a reply, I'd go in-depth on breaking down the kits. Depending on the survivor, it doesn't take long for a killer to knock down and hook a survivor - but for the survivors, each gen takes 90 seconds. Add that to most of the maps being insanely small or in-doors with narrow corridors, and you have the survivors playing on hard mode.
And its not hard to recognize - judge how you feel playing survivor versus killer. When I'm survivor, matches feel like they take forever with hardly anything getting done, where the killer seems to always be nearby. But when I'm killer, matches feels like they fly by, whether I'm against a decent set of survivors or a bad set. Not to mention the difficulty differences - it is far harder to be a survivor than it is to be a killer. I get 4Ks more than I escape.
That's why I say it's killer sided. Survivors only have pallets and their ability to loop - which really depends on if the killer isn't experienced enough to make looping pointless. Wiggling doesn't do anything, and once you're down to just yourself, if the killer reaches the hatch first, you just lose, especially if its one of those crappy maps where the doors are next to each other.
Don't get me wrong, I don't need to win to have fun, just had fun in a match against Sadako where I was running from her the whole time before she insta-killed me because of her BS kit. But it was a fun chase, at least.
Last thing before I stop writing - I can blame the devs for people's behavior when they actively encourage that behavior. The fact that slugging, camping, and tunneling are perfectly okay in the eyes of the devs is reason enough to blame them. When you encourage bad behavior, it's your fault when bad behavior occurs.
Every killer is faster than the survivors, some being even faster still.
Game wouldn't really work if killers had same movement speed as survivors, would it?
We have seen what even 3% less in difference does....
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My issues are usually teammates in soloQ, not really the killer.
I have no issues when we play SWF.
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I was worried it's another "show my aura to others", but I am fine with this one.
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Doesn't make sense for someone who managed to get hit faster to have same cool down.
You have same system on Legion, Spirit, Oni, Nurse, Wesker...
You wait only on what you used.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763439#Comment_3763439
To be fair, it's already something you can do without the Scratch Mirror effect, just the notion of stalking at 4.56m/s with basekit Scratch Mirror amused me...
Man just zooms around a corner then says "ah... you can see me now... I'll slow down a bit". It amused me greatly xD
ah... you can see me now... I'll slow down a bit
So Myers would have social anxiety, that seems right.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/420249/i-hate-these-games
Have you tried Vecnas new perk Languid Touch?
It is pretty hard to avoid disturbing crows, usually when you notice them it is too late, and it messes up Lithe users specifically pretty hard, because usually crows are chilling somewhere sneaky in amongst tiles with vaults.
I am using it quite a lot and kinda an issue is you don't really get to know how many or if any exhaustion perks it denied, but I had people that still used even DH on me, which is kinda bait when I wouldn't expect them to do it with that perk...
And SB doesn't care at all.
I use it mostly on Blight, so main targets for me are Iron Will and DH, don't care much about Lithe or SB.
I don't really think it's that good counter against Lithe. It's highly map dependant.
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@Nun_So_Vile said:
This thread reeks of skill issue. Nothing really to see here.
Depends on specific killers.
Playing against stacked SB as Wraith for example is huge pain, but I couldn't care less about them as Blight...
OP mentioned Deathslinger, then distance is biggest counterplay against Deathslinger and exhaustion perks make it easy to get that.
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I just refuse to use hex perks in general now.
Guaranteed spawns, terrible spawns in open, totems next to gens, survivors spawning next to my hex etc.
It's just so unreliable and most of them not really worth it anyway.
Make it so hex totem can't be cleansed until first gen is finished, then I will try them again.
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@Rogue11 said:
Yea it's stupid and shouldn't work like that. At least they reverted the Stridor nerf so something actually counters it.
You can also apply exhaustion on survivors now.
Languid Touch + Spies from the shadows is solid combination on most killers.
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Even without BP bonus, just simple notification to you, when player use this feature on you.
On Dota it's something like "<player name> has commended you", which in Dota increases behavior score...
Definitely better than trying to write on other people profiles.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/420818/reward-for-give-props
I actually have been thinking of the same thing. A reward system for playing well and fun. Might incentivize the toxic ones to change their ways.
Part of me wants a player based reputation system, but this community is too toxic to not abuse that
Might incentivize the toxic ones to change their ways.
I don't think it would be enough to get players stop being toxic, but it might prevent some from starting to walk on toxic path.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763402#Comment_3763402
It was bothering me so, I did the Maths. Your movement speed in as Vanity Mirror/Jewellery Box Myers is 3.96m/s when stalking through walls. So yeah almost as fast as a survivor.
Myers passive stalking with both tacky Earrings and Jewllery Box
Oh… he comes out at 4.56m/s…. Tier 1 Mikey becomes almost a normal m1 killer while passive stalking… That's funny 🤣🤣🤣🤣🤣🤣🤣
Basekit Scratch Mirror might be kinda busted xD
Wouldn't be that much difficult to balance imo... Definitely sounds fun to me
Also you wouldn't be able to follow survivor stalking, because you wouldn't be able to use it with LoS on them. Otherwise you get into tier II
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763235#Comment_3763235
Cheers friend!
I'm also surprised you haven't got a tweak for me. That feels like a first... 🤣🤣🤣
I've nabbed a few of these ideas from discussions I've had with others, but I've listened to every rework suggestion for Mikey intently to really grasp what people want from him, then tried to address it in a thematically satisfying way.
I think the part I'm most happy with, is every change here has you play even more like Myers than he already is... I was very worried about any change that alters his behaviour too much... despite being weaker, Myers is still regularly played, because hes fun... so I wanted to avoid anything radical like a teleport , or trying to balance needing more stalk for a tier 4. The stationary stalk bonus and movement speed bonus w/ the sixth sense are my favourites.
Watching from afar then quickly disappearing from view is so perfect for him, and the faster movement will make it more likely to only catch a glimpse of him in the distance. Then there is no hiding, he's crashing through walls to get to you 😁
I was considering changes to the mirror shards, but I didn't have any good ideas for those so I left them as is.
I was considering changes to the mirror shards, but I didn't have any good ideas for those so I left them as is.
I was thinking it would be funny just put scratch mirror basekit. (Stop working at tier II)
On open maps you simply use it to find survivor to stalk quickly, but on indoor maps you would have option to try stay at tier 1 and play sneaky.
But I am not sure that playstyle is popular enough... (Survivors usually don't like it, at least in my games)
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I want this...
Kinda all of it, that's rare.
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Damn, solid post…
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763097#Comment_3763097
The end result of this nerf is to encourage the killer not to kill someone as fast as possible. You don't need slowdown perks active if one survivor's dead and everyone else is on death hook, pretty categorically- and while that specifically can be hard to do consistently, the concept scales easily.
What I actually want this to do is the following: The killer would pick Pain Res, maybe picking Deadlock or something as some minor passive slowdown, but otherwise picking other perks that aren't slowdown. The killer would then focus on using all their Pain Res tokens rather than tunnelling someone out, because tunnelling someone out would be wasting tokens, and then focus on spreading pressure to keep their other, lesser slowdown perk active.
What I also want is that any killer who does tunnel someone out is at least not so overbearingly oppressive as someone who still has three Pain Res + Grim Embrace tokens left to spend on an already severely weakened team.
I'm fully aware this won't fix tunnelling on its own, but it'd be an appropriate step to take to both weaken tunnelling and achieve the other desirable goals of lessening slowdown stacking and encouraging more healthy play from the killer.
Finally, yes, I agree it wouldn't apply to every slowdown perk, I said that in the main post. It'd definitely only even be something to discuss for generator slowdown perks, so healing slowdown and endgame perks wouldn't be affected here.
The end result of this nerf is to encourage the killer not to kill someone
as fast as possibleIssue is your change works even if killer did it as late as possiible… While those who did it as fast as possible are still going to win anyway.
You are trying to use your example only on perks that are made exactly in mind to work as incentive. Those are Pain res and Grim embrace.
I said before I would use your idea to nerf instead just nerfing numbers. That would be good change.
It doesn't really work for Surge, Eruption, Pop and whetever other perk you would want to put this on. Those perks were made to work whenever the specific trigger happens, it doesn't matter if that survivor was never hook, or is dead hook. Those perks never worked as incentive to target unique survivors.
So if you want them to be incentives, then make them this way. It's not really difficult to do in my opinion and is actually something that would help the game.
Let's say Surge starts at 4% default regression, whenever I hook unique survivor it gets by 2%, so after I hooked everyone, then total regression is going to be 12%, but if I kill my first hooked survivor, I am going to be stucked at 6% for rest of the game.
You could rework even basekit kick regression exactly same way. You put base value lower than current and maximum value higher and the value gets stuck at whatever you are when survivor dies. For basekit maybe something like 3% and 1% for each unique hooked survivor.
That's how No Way Out works. You have base value and it gets better more unique survivors you hooked. With my way you could add this to No way out too.
That's how you make an incentive. -
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763089#Comment_3763089
I mean, yeah, the only effects are negative compared to before. It's a nerf, those aren't supposed to make the thing better, lol.
It's just not a nerf that punishes the killer. They have to bring the perk, knowing that it'll deactivate under certain conditions, and change how they play accordingly. That's an incentive, not a punishment. If it were a punishment, they'd have to end up worse than just not bringing the perk to begin with.
The end result of this nerf is an incentive to play a certain way and keep your perk active.
Is killer in worse situation than start of the game after killing a survivor because of your change?
Yes
The end result of this nerf is to get killer avoid killing a survivor.
And as I have stated before it fails at this anyway....
It least for me, your change would make me kill survivor faster than I do it now.
Right now I am trying to wait until 2 gens left to even try find them, so I expect to kill them at 1 gen left. I simply wouldn't wait that long with your change on most killers.
It's simply impossible to put this on all slowdown perks anyway. It doesn't make sense for No Way Out for example.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763069#Comment_3763069
A few different perks (on both sides here, even) have deactivation conditions, and to my knowledge, none of them are punishments. There are also plenty of perks (again on both sides) that won't do anything unless you go out of your way to use them, and that also isn't a punishment just because you're being deprived of the perk's effects.
For all of those perks, you bring them knowing that they'll only do what you want under certain conditions, and you let that knowledge affect the way that you approach the game to try and maximise that value, either by activating the perks to begin with or by consciously avoiding their deactivation condition.
In other words, those perks incentivise you to play a certain way in order to get or maintain their effects. They don't punish you for not doing that, because the end result there is just that the perk doesn't do anything, it doesn't make you worse off than if you'd had an empty perk slot.
Those perks don't do it now.
Your change only makes them worse. That's simply not an incentive.
You can try to fit it into situation so it seems like it, but that's not done by your change. Your change is 100% negative for the killer. There is nothing good for the killer.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763063#Comment_3763063
I'm not gonna argue against a chatbot, dude.
Though, for the record, that chatbot is agreeing with me in the last point lmfao
Well, even chatbot knows the difference between incentive and punishment :D
I agree it would change how killers play, but call your change what it is.
It also wouldn't change how killers you want to fix play, it would only push everyone into trying kill a survivor faster.
There is definitely a threshold where I can reliably win with any killer without a slowdowns. That's definitely not 1 gen left, so your change would make me do it sooner than I do it now...
Incentive is something positive
Punishment is something negative
Perk not working anymore is positive or negative change for me?
I can't explain it more easily....
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763060#Comment_3763060
Not a punishment, an incentive. You aren't put at worse than default, you're just returned to that default.
Your change is what reverts it to default. That's worse state than what was at start of the game, which were 4 working perks.
Your change has nothing to do with current effects of those perks, it only makes them worse.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763059#Comment_3763059
Nope, not working perks is the default. If you didn't bring the perk, then you also wouldn't be getting their effect. Is that a punishment too?
You bring the perk because you want its effect, and because of that, you are incentivised to play a certain way in order to get that effect. If you bring, as a random example, the perk THWACK! but never actually kick a pallet or wall, you don't get the effect of the perk, because that perk incentivises kicking pallets or walls. You aren't being punished for not doing it, you're being incentivised to do it.
The incentive is the effect of the perk, it doesn't need to be stronger. You would already bring some of these perks because they're strong and desirable, and they would continue to be strong and desirable if you were incentivised to play well and play fair to maintain them.
Seems like I am not good enough at explaining such a basic topic to you, so let's see if AI is better at this...
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763048#Comment_3763048
I understand how incentives and punishments work, yes. In order for it to be a punishment, you would have to end up worse off by the effect, which you're not. You're returned to default, because the effect of the perk is the incentive to play in a specific way.
Yes, you'll notice being returned to default in every game. You'll notice it when you don't need slowdown perks anymore because someone's dead. At least, you don't need slowdown perks at that point as long as you've gotten some work done and haven't focused all your attention on one survivor.
As to the combination topic, Pain Res + Pop is still very effective and oppressive. Less effective than "overwhelming" is still "very good". There's also combining Pain Res with Deadlock and Grim Embrace, both individually solid slowdown perks and also quite good when paired together. This, though, is where we'll take a stop and acknowledge the other half of the sentence, which is that they're especially oppressive when paired together with tunnelling. That's why I'm suggesting the change that I am, I think you shouldn't get to use these very strong perk combos if you tunnel someone out.
None of these combos are necessarily unbeatable, but that isn't the line, obviously. I laid out my three reasons why I think this would be a good idea, and I'm especially considering those three combined, not just individually- though it'd be good for those things individually too.
In order for it to be a punishment, you would have to end up worse off by the effect, which you're not.
Not working perks is worse effect...
For incentive it would need increased effect for each survivor hooked before someone dying.
Your change is not incentive. Perks are exactly same effective as now, they works exactly same until you do something and suddenly stop working. That's a punishment for killing a survivor.
Pain res and Grim embrace are incentive as perks, because they do something for hooking unique survivors.
Other perks simply are not affected in any way by it. Only difference is if someone died or not.
It would be an incentive if you bring unique survivor hooking as % buff for each of current slowdown perks. That gives reason to hook other survivor.
It's an incentive if I want this change to happen.
It's a punishment if I want to avoid it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763039#Comment_3763039
I don't believe my suggestion would affect games like the one described all that often. I do believe my suggestion would affect games where the killer has multiple slowdown perks and tries to tunnel someone out, which was the actual issue I aim to address.
You said you don't need slowdown perks when someone died, so even at 3-gen left those survivors are dead even with your feature...
Only situation where it is going to matter is when killer actually killed someone at low gens 1, or 2 left. Unless survivors were bodyblocking like crazy that doesn't happen against since 5 gens tunneling killers.
So you are giving free escape to survivors against killers that actually tried to play fair...
What would tunneling killers use? Corrupt, Deadlock, No Way Out (this one simply has to work) and maybe NOED or something.
With that build I am free to tunnel and don't care about your feature.
Issue is when I use slowdown perks to focus different survivors and I actively try to end the game on low gens. Suddenly this feature is definitely going to cost me those close games. So what to do about it? Only thing for me to do is get someone out of the game at gens I am confident playing without any slowdown. That's not 1 gen left...
So you try to combat tunneling by giving a need to tunnel sooner....
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763033#Comment_3763033
All that is definitely not true. Slowdown perks are still good and viable individually, and can still be extremely oppressive when combined.
I will concede that most of the problematic combinations involve Pain Res specifically, but rather than just nerf that perk down again and wait for the next problematic combo to arise, I'd rather see the devs do something to address stacking slowdown and tunnelling with them.
If you don't stack slowdown, you'd still have your two/three other perks. If you don't tunnel, you'd have all your slowdown for longer. If you're playing well and fairly, you shouldn't notice this change severely harming you.
As an aside, your perk deactivating is not a punishment, it's just part of how the perks work. It wouldn't be punishing you for killing someone, it'd be incentivising you to spread your pressure before someone dies if you want to keep using your perks.
it'd be incentivising you to spread your pressure before someone dies if you want to keep using your perks.
You clearly do not understand, how incentive works.
It doesn't do anything different for me if I avoid it, it affects me negatively if I do it. That's a punishment.
And it's going to affect me no matter what, because you have to kill someone in this game to win.
can still be extremely oppressive when combined.
Like what?
Pop was nerfed a lot and so was pain res. That combination is nowhere near as strong it used to be. That's how math works, if you lower %, it's less effective.
Eruption/Surge is trash used together.
Other gen kicking perks were nerfed to the ground and then obliterated with 3-gen feature.
Even just blocking nerfs were nerfed and their time is limited, those can't really snowball.
What is your combination that is not going to trigger 3-gen feature, there won't be negative synergy like pop and deadlock and it's going to be so oppressive that it needs a nerf?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762985#Comment_3762985
I don't personally believe that kind of game would happen all that often, or at least not to the degree where it'll swing your games all too heavily. Even in those scenarios, where it's the last generator and you otherwise would've been able to stave it off a little longer, it's not as though that makes a huge difference and you've still got the endgame + a dead survivor to try and leverage.
Of course, it'd have to be tested, but my gut instinct is this wouldn't swing things too heavily.
I don't personally believe that kind of game would happen all that often, or at least not to the degree where it'll swing your games all too heavily.
If you don't believe it would make a difference, then there is no reason to do it.
Why nerf it when it's not needed and it wouldn't make a difference anyway in your opinion?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763006#Comment_3763006
Stacking slowdown perks hasn't gone anywhere, though. Neither has tunnelling someone out and using your slowdown perks afterwards for an even bigger advantage.
It's not that any individual pick is itself strong enough to warrant a huge downside, it's that they all exist in a game where they can be used in an extremely overbearing way, and this change would be to mitigate that without harming their ability to do their job.
Stacking slowdown perks hasn't gone anywhere, though.
But it's way worse and combinations are more limited.
Just because it didn't completely go away, it's not a reason for another nerf...
they can be used in an extremely overbearing way
That's simply not true after 3-gen feature and all those nerfs.
this change would be to mitigate that without harming their ability to do their job.
Slow down perks are already just shadows of past.
It doesn't make sense to punish killer for killing someone, even more so when it can often be outside of killers control.
Current perks even combined are not that strong anymore.
Your change would make sense when you get them to strongest version and let 3-gen feature control them.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760661#Comment_3760661
I mean I purposely facecamped (before the change) as Bubba with the name "Camp Experiment" and won (3k+) every match with old Deadlock, No Way Out, Lethal Pursuer, and Bamboozle (to ensure a quick enough 1st down). It might still work if I camped chokepoints instead, but also the Deadlock nerf from 30s→25s was most certainly warranted. I was already winning more than 3/4 of my normal (mostly Ghosty, but plenty of variety like Myers, Legion, Dredge, Blight, and more) matches, so my MMR was already well within the top-MMR softcap, so before the facecamping change it was uncounterable (by the Survivors in my ~25 games). Arguably it could still be done with choke points, or slugging a would-be rescuer and dropping them under hook to prevent the facecamp progression.
Tunneling is a bit different, because often you lose due to tunneling because the team is bodyblocking instead of pumping gens, or rescuing 10-15s on hook instead of 45-55s.
Before and now with Bubba, against team (SWF) that notice and accept what is going on, the result is going to be either 1k, or usually 2k. Even more so after Deadlock nerf, because survivors are not so punished if they are not playing around it.
Worst case scenario is bubba camping inside 3-gen... That's an issue for survivors.
Also most survivors are stubborn and refuse accept someone is best to get sacrificed...
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762956#Comment_3762956
I mean, something like Pain Res absolutely does not need a buff even with this hypothetical change because it's already the strongest thing killers have, and considering the 3-gen feature didn't have a meaningful effect on the performance of any slowdown perk save for maybe Eruption, I don't think they need changes because of that either. In the case of Eruption, it has its own problems that are largely independent of this change + is still good and viable even with those problems.
I am fine with killers slugging because that has answers on the survivor side, and the cases where it doesn't need changes anyway. I don't actually think that would be the answer, though, because I feel like killers would just try and swap between survivors to actually use their perks.
Even at one gen remaining, if you've been doing well, you don't need slowdown perks. If you're not doing well, slowdown perks won't save you, contesting the last gen with multiple survivors alive isn't worth it. You'd need to actually get someone killed, rather than stalling the gens. This change wouldn't really affect those situations, and in fact, might push some players into making better plays and winning more because of it.
None of current slowdown perks need nor deserve such a change tho.
I would be fine with it for prenerf pop and pain res. Not now
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I don't really think any of current slowdown perks should get this change without a buff, when many of them were already nerfed with 3-gen feature. Eruption and Surge most.
You don't need them at 3+ gens left, when someone dies. That's not really true with 1-gen left...
If you know you are going to lose your perks when someone dies, then you would slug like crazy, if you are in situation, where you need them.
Suddenly survivors giving up is an issue for both sides and you would definitely need to display hook counter to the killer.
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I was thinking about it that this was supposed to be change for pain res instead of % nerf.
But for most perks you have to buff them a lot for this to be deserved change.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762283#Comment_3762283
It's still pretty common, honestly.
Really? I don't remember last time we have seen it and I dropped it from all builds.
I have checked my tracking on Nightlight and in last 54 games we didn't play against it once.
Overall it has 8% pick rate, where I believe most of it are simply new players / fresh killers. Simply because they don't have anything better to use.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762716#Comment_3762716
The worse part is every time bHVR does not at least take our feedback into close account, its not bhvr who suffers, its us who gets to have a worse of Killer for like 6months until bHVR can scramble enough to see, what they did is a inferior Killer product.
We told them on the PTB forum and I did not see a single response to that critique.
I wish bHVR had a more indepth dialogue about the Killers with us on here.
That's mostly impossible for them, they wouldn't do anything else...
But I wonder if there was a conversation with their consultants on this topic.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762680#Comment_3762680
consider using memorial flower add-on than. i believe current max is 7. the post is proposed change. i have no clue what BVHR plans are to change on Myer's but his AMA suggests that he will receive changes in the not so distant future. since that point, i spent some time to work on some ideas for how myer's could be improved.
overall goal is to make Myer's less dependant on Mori add-on. Weaken them a little bit as many player over years have said that they do not have much fun vs them. Improve his base-kit and give him an add-on overhaul. The haste over-time mechanic replaces bloodlust 1,2,3 after reaching EV2 & EV3. Myer's can still get bloodlust in T2 if using Vanity mirror, EV2 uses regular bloodlust instead of modified version for T1.
So 15% limit is really useless, because it's impossible to reach it.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762614#Comment_3762614
a chase build is really great on legion. lately i runa full screw your pallets build with spirit fury enduring brutal and that addon that destroyes palltes when you vault them. its not uber strong but fun to use and often survs get pretty frustrated that pallets are just not a thing against you
I enjoy enduring with the addon the recover power if stunned.
Funny how many survivors don't expect me to just immediately go for swing under pallet, then get instadowned and often DC.
Overall enduring lets me not respect any pallet.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762672#Comment_3762672
your not meant to reach 15% haste for entire trial. i expect average to be around 3-4% haste in regular trials. More prologue trails will reach 5-7%. the idea is that Michael Myer's starts off weak and grows in power over time as m1 killer. there is one add-on, the grey add-on that allows you to restore stalk points every time you hook someone. This add-on allows you to go uber late game with many hooks and acquire higher haste threshold.
Survivors have limit on stalk, there is a limit how many times you can get tier III.
I don't know without testing how many, but I would guess like 5 times or so, definitely way below 15. So why even include it?
So either that limit is pointless, or stalk limit should regress over time. Stalking limit as what's annoying me probably most on Myers.
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-[New] Every time Evil within 3 is activated, Gain 1% haste for the entire trial. [Max 15]
So you would also remove stalk limit per survivor, or make it regress over time at least?
Otherwise I don't think you can even reach this limit.
I didn't notice this change at least...
