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Xernoton

Xernoton

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Xernoton
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  • Survivors still heal. It is absolutely possible. You just can't heal yourself unlimited times anymore.

  • The only complaints about SB I've seen so far were from survivor mains. Funny how that works.

  • "People that don't agree with me should be banned."

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407111#Comment_3407111

    These overheat changes are not good.

    How about we have : no overhead unless you are within 16m of a hook where someone is hooked?

    The devs told us that overheat was added to prevent people from using the saw to guard unhooks so that would prevent such a scenario.

    I know but it's likely the closest thing to a QoL improvement Billy is going to get. Removing overheat would be the best option and I stated douzens of times how I didn't like that this actually made him stronger at camping because it contradicts overheat's existence in the first place. However, being in chase and not having to worry about overheat feels good, there's no denying that.

  • This is honestly my biggest issue with this tome. I actually have to play SM.

    She is just awful. Boring to play as and against. They should really go back to the drawing board with her and her completely rework everything from the ground up.

  • The overheat changes are good. However, some things felt a bit wrong over the last days. Like some pallets that I just couldn't break with the chainsaw or objects that I couldn't see (even with Shadowborn) stopping the sprint.

  • Ahh yes. 4 escapes is the only acceptable outcome of any match because otherwise survivors could feel unhappy. Let's buff survivor movement speed to 20 m/s.

  • Regarding DH, I have already made countless posts why I despise that perk. The main part is that it defined the meta for so long that every killer would wait behind a survivor until they used it. Imagine telling a new player that they have to wait after every survivor in every single chase or give them a third health state. Also DH countered most killer powers in the game to a degree. It just always feels bad, making the right play as a killer and getting punished by granting the survivor a third health state.

    Devour Hope just feels cheap. When I face it, Devour Hope either does nothing or it hits like a truck and suddenly a killer with 3 hooks at 4 gens kills all of us. The perk is not overpowered but I just really don't like it.

  • No. Definitely not. Both are great perks on the right killer but pretty mediocre otherwise.

  • Do me a favor and actually read the patch notes. This is no "X-sided patch". Survivors lost some of their precious toys and now have a harder time nullifying the killer's work, while killers lost 2 gen regression perks completely, that defined the killer meta since 6.1.0.

    Both sides got considerably nerfed and until we see how the kill rates change we should hold off on the "us vs. them" discussions.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405327#Comment_3405327

    They are valid strats to use and yes they don't want to fully make it impossible to camp, slug, or tunnel and they don't want to make a punishment for those who use them toxicly but also punish those who use them in the proper situations.

    There is nothing toxic about camping.

  • Never. That is never going to happen. BHVR don't want to stop camping. They see it as a valid strategy and part of the core gameplay.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403978#Comment_3403978

    Lithe is the easiest exhaustion perk to use. Because you can use it on command (with windows). For Killer, anything that create distant is annoying.

    But what I think about Lithe:

    • You hit a healthy Lithe user or non Lithe user at window, you success at getting the hit. They both speed boost to another title.
    • ^ same for hitting injured, both Lithe and non-Lithe down at the other side of window
    • You dont hit Lithe user, or non Lithe user at window, the result is the same. Theyre already on the other side of window, Lithe or not

    That's how I look at it as well.

    Also, a survivor doesn't to decide whether they want to use their Lithe now or later (unlike SB).

    I just don't really mind the perk. At least for now. If it ever gets to the same point as DH, where everyone would run it no matter what, then it becomes a problem again.

  • I thought Merciless Storm was only regressing gens while blocked but this is really a problem. They should really killswitch it.

    But knowing BHVR'S track record of killswitches I have my doubts that will happen.

  • Who in the world complains about Lithe?!

    I mean, yeah, it's not great to see a survivor make distance on you as a killer but it's nowhere near as annoying as DH was. Lithe is fine, DH was not.

  • This is what I call a quality of life improvement. Seriously, good change!

  • The one in main building and another one of those 3 would be fine.

    All 3 though... I wouldn't want to play against Knight or 3-gen Merchant there.

  • Not really. Tunneling at 5 gens is mostly unnecessary. I will however go for someone that forces their "anti-tunnel" perk on me DS, OTR). They want to get tunneled, so who am I to ruin their game and put them in a normal game?

    I do also hit and commit to people getting unhooked in my face. Nothing personal, but you do not get to heal and come back with 3 health states (2 + DH / Styptic Agent) later.

  • "I don't understand why people that gen rush complain about camping."

    The faster a match goes, the less nice I'm going to play. Sometimes tunneling does not enable gen rushing but stop it. If I have the opportunity to kill someone by camping out a hook stage at 5 gens this could help me win.

    Survivors playing efficiently force the killer to play efficiently and vice-versa. Both are unfun to go against.

  • I played Artist again today and to my surprise I was not paired with a group that would completely wipe the floor with me. Instead I was put against a group of players that just started the game. I checked their steam profiles and talked to them in end game chat. They felt a bit helpless because none of them could really do much against me in chase. This is even worse.

    I could maybe comprehend, if I slipped into high MMR with her somehow because I hit the soft cap (I usually don't speculate about that) and then got unlucky, but these survivors literally had no idea what they were even supposed to do against me. Meaning, now the matchmaking didn't just ruin my experience as the game naturally was won from the moment I started moving but also the survivors' because they were completely destroyed. I tried to play it a bit more chill, when I had 4 hooks with no gens done but still.

    The rest of my games were not much better. Either the survivors would completely dominate me (most matches today) or die at 5 gens.

    I've had days when all my matches felt awful and I would just lose no matter what killer I played but I would usually experience that on my mains and not get a match where the survivors had no idea what they were doing.

    I would really like to know what is going on.

  • @ShroudedGhostFace said:

    Skill issue

    Oh, 100% true. That is beside the point though.

    Matchmaking shouldn't put me up against survivors that absolutely know what they're doing, when I have little to no experience and (obviously) no talent on this killer. At least not consistently.

  • @HugTheHag said:

    I've played survivor yesterday evening / early this morning, and games have been pleasantly random on my end.

    I've had a very sweaty Blight tunneling ruthlessly and 4K'ing, and a couple of games later a very gentle beginner Pinhead.

    Might be unlucky ?

    Yeah, that might be. I'll try again today and see, if it's any better.

    @TheWheelOfCheese said:

    That's what happens when there's a higher than 4:1 survivor:killer ratio queuing for a game. Lots of killers are going to get thrown into the group that's been waiting the longest, not the one that's the best match for them. The groups waiting the longest are going to be those at the extreme ends of the MMR pseudo-bell curve (as modified by the soft cap).

    One way you could solve that is to incentivize some people to play the other role, which is exactly what the PTB build would have done if it reached live.

    Of course, enough people complained about that to cause BHVR to cave, as expected, so you will continue seeing the same poor matchmaking for the foreseeable future.

    (You could also solve it by dispensing with the absurd soft cap, but I doubt that's happening soon.)

    I'm not exactly new to DBD, so I've had my fair share of that as well. Though, it's never been this extreme. Usually I'll have a range of matches that goes from way too easy to pretty much unwinnable for me (mostly due to my own lack of skill and experience) and sometimes a match in between. That wasn't the case here. I'm a bit baffled.

    @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372458/matchmaking-gone-haywire

    Artist adept is rough of you aren't good with her. Hope you get it before the pain res nerf kicks in. Hope you have better luck with it soon.

    Thanks. I've never really cared to get better with her as she's just not my kind of killer and my win rate with her is abysmal (though that's mostly fine). I'm just confused how I was consistently paired up with groups that are so much better than me.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401796#Comment_3401796

    u sure? i had ton of people try to crouch tech me vs billy and it never work without elevation. Maybe i been getting lucky i don't know

    Yes, I'm sure. You can't be crouch teched when you're too close to the survivor when initiating the sprint as the hitbox seems to adjust over a small period of time (seemingly building from the ground up). Also a survivor that is perfectly centered on the Hillbilly's screen can be hit as long as they have their back turned exactly at the chainsaw (not 100% certain on that one because I couldn't reliably replicate it yet). But the slightest inaccuracy will make the chainsaw shave around the survivor's hitbox.

    Elevation can guarantee that the Hillbilly will miss you no matter what.

  • @solarjin1 said:

    It's not that bad verse blight and billy But Verse demo u can use it out in the open and don't require any change in elevation unlike the other 2

    You do not need elavation against Billy either. Elevation only makes it easier.

  • Yeah, not being guaranteed an escape is stupid. Just look at base BT with open exit gates.

    You know, that this would actually incentivise tunneling even more, right? After all, if I get the DS out of the way early on, I won't need to worry about it in endgame. Though, then you're not gonna make it to endgame anyway.

  • It doesn't matter how you play. Someone will find a reason to be offended.

    8 hooks without a single kill? You're still a bad, bad tunneler.

    Leaving after every hook? You're still camping because you didn't leave the map.

    Using any perks? Toxic.

    This works both ways unfortunately.

  • I think Freddy. There is no situation where a base Freddy becomes dangerous. He does have a teleport but cannot really get a quick hit or down after that. His anti loop is basically a significantly weaker version of Clown's purple bottle and he doesn't have any potential to snowball like basement Trapper or Myers.

  • This isn't new. Hook spawn logic on Midwich is completely ridiculous and it has been this way for quite a while. Not saying, this is ok though. It definitely shouldn't happen.

    Please BVHR, fix this issue.

  • It took years for them to change DH and even then, BHVR did it because it was massively overused (75% pickrate at high MMR) and because killers complained.

    Camping and tunneling are strategies, that BHVR actively support and incentivise. They keep adding perks that work best when camping / tunneling or can only be countered by camping / tunneling. This is not BHVR being killer sided, this is them making balance decisions that make the game less fun for BOTH SIDES.

  • Good ideas.

  • I mostly think their opinion is biased at least a bit towards the role they play more often. Then I read what they have to say and reevaluate.

  • It varies. One match you get a super well coordinated SWF and beat them due to a combination of luck and skill, the next you go against a baby Dwight, who just installed the game 10 minutes ago.

    I feel like this has gotten a bit worse than it used to, though I believe part of DBD's charm is the random moments that appear when the matchmaking goes haywire.

  • Does it really matter? I mean at some point there probably will be another lgbt survivor but changing an existing one just for the sake of adding another one would feel a bit cheap, wouldn't it?

    I think we shouldn't force this and instead wait for it to happen naturally. That way BHVR would have the freedom to do it the right way.

  • After reading and thinking about what you said I mostly agree.

    Especially the point you made about players being able to do well even without stacking slowdown is something that I can attest to. I might not be the average player (mostly because I know a lot of the actual numbers behind perks and powers) but I'm not a tournament player either. I have refused to put on slowdown for almost 2 years now and I've been doing fine. I can see how limited my time in a match is and that often enough I am completely unable to compete due to matches being over in about 4 minutes but I'm doing ok. You can play without slowdown. It's just way harder than it should be (in my opinion). Even 1 slowdown perk can make a big difference, though we're moving closer to where that is no longer the case.

    I am uncertain about Overcharge. It offers too little extra regression speed to be considered a good perk for that part alone. The skill check is a bit of a mixed bag as well. It's punishing for newer players (that already have a rough time going against any slowdown) but pretty much a non factor for everyone else. In my opinion it's worse than before the initial buff in 6.1.0.

    One thing though. I looked it up and Thanatophobia at 4 stacks gives you 4 × 2% + 12% = 20% slowdown instead of 30%.

  • Making him move at 115% would make him completely uncounterable in certain loops, so I'm not sure that's a good idea.

    Also, if you make his Main Event not run out, you basically add the same problem that Bubba already has in worse. You can completely deny unhooks, while still creating pressure in medium distance. This is not desirable in my opinion.

    I think Trickster is in a weird spot. Buffing him would make him completely unbearable to play against even though he could use some tweaks.

  • Alternatively, buff DS to 7 seconds stun, add 10 seconds haste after they got unhooked, make it deactivate, when a different survivor is hooked and make them recover slower, when slugged.

    This would add a serious risk to tunneling, while still punishing a survivor with DS bodyblocking for their team mates (which literally forces the killer to 'tunnel').

  • Definitely not. Bloodlust is, sadly, a necessity due to crappy map design.

    Even after 6 (almost 7) years BHVR haven't quite figured out how to balance maps. They keep adding either way too strong tiles, that no killer can mind game and pretty much always promote brute forcing (i.e. The Game, Garden of Misery, Cowshed, Eyrie, all Badhams, Haddonfield), way too many tiles in close proximity, that promote Shift + W and create literal infinites, if left pallets are left unbroken (Temple, The Game, Cowshed, Ormond, all Coldwinds, Shattered Square) or way too unsafe loops (Midwich, current Wreckers Yard).

    If you can run a killer for so long that they have to build up bloodlust, you're already doing fairly well and will most likely buy enough time for your team to finish the gens (unless you're playing with potatoes, then even a no-blink Nurse is deadly). Removing Bloodlust when whiffing would only punish newer killers. And newer players already suffer in this game.

  • It's neither. In my experience the side that brings the stronger stuff (items, offerings, addons, killer) has a huge advantage, so the game naturally favors them.

  • First, Hillbilly does not get a buff to anything but his ability to camp. If you want to complain about that please start a post in Feedback and Suggestions.

    Also gen regression is getting nerfed massively. The change to Pain Res makes the perk somewhat usable but still bad. It can activate 4 times and then it's gone. The real problems for 3-genning were gen spawns and CoB, Overcharge, Eruption. After the next mid chapter all of these things will be changed in the survivors' favor. I would hardly call that a buff to killers. You will not have to deal with CoB anymore and I expect OC to be the same. They are too weak to be considered viable. Though, I do agree that camping and tunneling are issues that need to be dealt with. I'm affraid, when this update goes live and we'll see more Deadlock and Corrupt Intervention, camping will be more prevalent than ever. After all, the perk that rewarded the killer for winning a chase were nerfed at some point in the last 9 months.

    My SoloQ experience has been quite good lately. We haven't been 3-genned too often because it is easy to see where a potential 3 gen could be and break it before that happens. With the new HUD everyone plays much more efficient and it helps you know exactly who is getting chased, who works on gens who is healing etc. Overall, I think it's fair to say that SoloQ is in the best spot it has been for at least 1 1/2 years.

    Try playing killer for a change. You're likely to feel like an absolute power house at first before you realise how ridiculous 5 seconds self-heals and losing 3 gens in 90 seconds is. Btw, Nurse is literally the strongest killer in the game. With a bit of basic muscle memory you already destroy most survivor groups. Your experience with her is not the same as with any other killer. All other killers are bound by the game's rules and mechanics such as looping. That's a big difference.

  • She is invisible. Her giving directional audio clues does not make her visible. Spirit is (arguably) the 3rd strongest killer in the game. If you know how to play her, there is not much a survivor can do against you in chase. She also has some of the strongest addons in the game.

  • @jesterkind said:

    Call of Brine doesn't only have +25% regression. It has a secondary effect that was completely unchanged and is, in my experience, surprisingly useful.

    Kicking a gen to get a notification the next time someone does a skill check is hardly worth a perk slot. Undying gives better info than that.

    If I need info, I'll run an info perk. Not CoB.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394919#Comment_3394919

    No they're not dude stop dancing around it. Survivors can still hammer gens... Boom... Game over.

    It's not like you couldn't play without any slowdown. Yes, it was way harder than it should but it was still possible. Also, Corrupt Intervention, Deadlock and Jolt are still solid options.

    The first chase is guaranteed to go without DH. That is a big deal. Survivors need more time to heal and can't heal multiple times with 1 medkit. This should enable killers to create pressure more naturally and without the need of specific perks.

  • A survivor bodyblocking the killer with 4 health states? No thanks.

  • I mean, toning down Bubba's tantrum a bit wouldn't be a bad thing but straight up removing it? It adds a layer of skill and complexity to this killer, that would otherwise feel a bit boring.

    I think the tantrum is a good mechanic. Just maybe a bit too long.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395589#Comment_3395589

    What makes the PR change not warrant being a scourge hook now but did before?

    If you don't use Agi you only really need to proc the perk 3 times for it to be roughly the same. Getting all 4 procs should be a solid buff.

    With Agi you can slam all 4 procs early in the game were you want that regression the most. The regression early holds more value which should offset the total regression nerf. Getting 3 procs early with Agi shouldn't be hard and is equal to 5 procs of current.

    Problem is, that you cannot pick when the gen gets hit so you can easily waste 25% regression on a gen that was barely touched, which is 1/4 of the perk wasted and the max amount of regression you can get was toned down considerably as well. Also, 1/4 of your perk can easily be denied by a bit of bad luck or you being unable to find that last survivor, when you need it.

    Basically they added another 2 factors that make this perk even more of a gamble than it already was.

  • It's a bit weird that an accessibility option like Shadowborn is kept locked behind a perk slot, while survivors get a visual TR and Lullaby indicator. I would love to play the game with 4 perks instead of 3 but the killer's FOV is awful.

    Shadowborn does not give you an advantage other than not wanting to puke every second of the game.

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