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YamamuraVideoRentals

YamamuraVideoRentals

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  • Yeaa… I've always disliked going against doctors. If we kept things simple, just the ability to shock survivors and prevent them from vaulting or dropping a pallet for 2 seconds is already strong anti loop.

    All this map-wide scream ability, wonky skill checks, and going to tier 3 and having to snap out of it is just too much oppressive disruption. And I haven't even yet mentioned the fake pallets and illusory doctors.

  • @Xyphus said:

    No. Not even elaborating on this. Just no.

    Yes.

  • They just need it to be something like get 1 or 2 escapes = "killer pass". Which is a shortcut in queue times.

    If it took 1 or 2 escapes, that would at least make people try a bit more and earn it.

  • I don't even get why chucky was nerfed tbh. Nobody was asking for this or complaining about him.

    Meanwhile twins and singularity are totally busted and unfun to go against like every single game.

  • I do feel like it's hard to have fun in the event without totally throwing.

    But I guess even if you lose because all you did was throw snowballs at people, it can still be fun. 😂

  • I'm not so sure if the nerf was absolutely terrible. The math all works out so that chucky has the same range (the max distance from a survivor he can use his power and still reach them), but the only difference is 0.6 seconds of time. Which COULD be enough to get them to a window or pallet. I imagine that haste effects like sprint burst or hope will actually swing the number more in the survivors' favor though, but probably only by a little.

    He's decidedly weaker, but by a small margin. Still, I guess it wasn't necessary seeing as his kill rates appear to be in the bottom 10 of all 38 killers.

  • You can make your own portable snowman, hide in it, jump out of it, and then hit it with a snow skull.

  • @Emeal said:

    Consider the rate P100s already get good items and addons.
    A way for those players get the good items ever more could be harmful to other people's enjoyment.

    What if people just used the items they had instead of lusting after the best of all the items?

    I can't change how people are going to play. They'll either use what they have, or the addons and stuff will sit there in the thousands collecting dust…

  • @Zuiphrode said:

    The whole "cheap and unearned" crack shows just what kind of mindset this is coming from.

    Clearly from an entitled survivor main who has never played killer in their entire life!

  • Taking a hit seems like a pretty stupid idea, since being injured means he just downs you with a basic attack anyway. But now you're making extra noises and leaving pools of blood everywhere.

    MAYBE that would work with bite the bullet and self care, and you pretend to be a bush.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854772#Comment_3854772

    It's not just comp tourney play. It's literally how you versus ghostie. I was just following up as an example that its not just some random suggestion that everyone is claiming. Even the tournament players acknowledge he is incredibly simple and easy to versus and that's how you do it.

    Contrary to your belief, following the killer around doesn't require a competitive match - anyone can do it, and you can entirely shut the killer down to being a meager m1 powerless killer. That in itself is enough to shut down the killer's match. If you want to go overboard, then hop on comms with a team to communicate his whereabouts to really make a point.

    The only reason people have issues against him is because they dont want to make the effort to counter him, don't want to look around while doing gens, and so on. It's no different than versusing xeno and refusing to touch turrets. You just have one person following him, and he's entirely powerless.

    You know, I have TRIED to do that, but it turns out, we get into the same problems I already mention.

    I break ghost face out of his stealth, he already has me marked 80% of the way. Then he just has to follow me around for like 15 more seconds and can instantly pop his instadown.

    Admittedly, I am not a great survivor player and rather suck at looping. But your response to cheap instadowns can't just be something like "just don't go down."

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854429#Comment_3854429

    Hes one of the easiest killers to go against, though. When ghostie is the killer, all you need is one survivor dedicated to just following him around. He won't get ANY time in stalk. He's literally a powerless m1 killer the entire match - literally being the weakest possible killer in the entire game at that point.

    In tournaments vs ghostie, all survivors also don't touch ANY gens when they don't know where he is. They only do gens the moment his position is known and they arent near him. He has no map traversal abilities, so it's always an easy win.

    Have one survivor follow him. Survivors only touch gens when his position his known. Easy win. Losing vs a ghostie is always completely up to the survivors.

    Ah, so we're justifying unfair mechanics by assuming all gameplay occurs in a SWF comp tourney… How classic.

  • @TheSableSimp said:

    Guys let's nerf the C-tier killer

    Doesn't really matter if he's "C-tier" or not. All the tier lists big streamers make are trash anyway. Pretty much every exposed hit this guy gets feels cheap and unearned.

    ALL the ghost faces I wind up going against just use a little semblance of stealth to get closer, but it always ends with there being a stare down and them being revealed. Well that's great, you probably say, thinking everything is fine. But the problem? Now my stalk meter is like 80% just from that, so no matter how clumsy and hamhanded they handle their stalking next time, they just get a free down.

    At the very least, the devs need to make it so that:

    • Ghost face can't stalk you while he's in chase.
    • The meter decreases slowly over time like with trickster, or when you reveal him.
    • Give him something else to compensate. Faster cooldowns, more speed while sneaking.
  • It should have had reduced TV turnoff time, not increased. Increased mobility was the one thing this addon gave Onryo, but then survivors can rob that of you for 84 seconds.

  • I main Sadako and I love pallet eater builds and breaking walls. Lately I've been doing a lot of:
    Brutal Strength, Fire Up, Bamboozle, Superior Anatomy
    Or if I'm feeling cheeky: Brtutal Strength, Fire Up, Enduring, Spirit Fury
    I've just been using her brown addons to try to get some mind games at loops.

    I also sometimes enjoy being sneaky and giving survivors jumpscares and have a build saved as:
    Huntress Lullaby, Overcharge, Insidious, Gearhead
    Pinwheel addon and Murky Reagent, though I have too many anniversary cakes…

    First two perks keep survivors more focused on the gens. Gearhead will let you know when/where a survivor is working on a specific generator. Pinwheel allows you to sneak up to them without a lullaby. Insidious is also funny to hit survivors when they think you have left, but you haven't. Find a good spot to wait, stand in place, and then manifest to get rid of your lullaby.

  • Wait.. so they DO see you with killer instinct, but you are not debuffed with houndsense at least?

  • My experience: I've seen +25% bonus to survivors, and yet the queue time is about 2 minutes at least… meanwhile when I queue up for killer it takes like 8 seconds.

  • Even if the survivor steps out of the locker, the game still isn't over. The killer still has to kill the survivor.

    The only way the survivor can end the game is if they find the hatch or complete the rest of the gens and leave through the exit gates.

  • It was done in 2v8 but the implementation was flawed, seeing as survivors got a generator speed increase per hook state, rather than per death. Seeing as survivors who were on death hook could still do gens just as efficiently (or more so with the buff), this was the real problem. They should have only got bonuses to repair speed per dead survivor.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828972#Comment_3828972

    That's what I've noticed with experienced killer leaning players vs experienced survivor leaning players. They to completely separate conclusions of what went wrong with a survivor match. The killers usually say more objective, survivor accountability-based stuff like, "They just weren't efficient on gens. They were too altruistic." Etc. But then you hear the survivors all say the same thing: "It was the unfair killer/build we were facing. That's OP!" Never a mention of their own decisions during the match. Not one.

    Survivors will ask for the most ridiculous BS with their buffs, like "We should be on hook 10 more seconds, because gens take 10 more seconds!", they actually get the buff, and we think "Surely they won't be able to lose now, because they have such an advantage at base." And then they just don't use the buff to their advantage. Like you said, rather than waiting til second 69 to get the person off hook, they do it immediately even after the killer's been seen going back to hook. It's survivor buff appeasement, except they don't even use the buffs, and then ask for more.

    And then they cry "The killer tunneled me out!" just because they're the first to did. I die first all the time, sometimes from pushing gens while death hook and injured. Want to know why? Because I'm the only threat on the whole team, and am quite good at looping but not enough to where I simply can't get downed. So the killer goes on a big long chase, which should be game-losing, without any fear that the remaining gens will be done. My teammates will simply heal up, and when I'm dead, then they'll start working on the remaining 2-3 gens. But not before then, oh no!

    And who is playing that badly? Mostly noobs. But also, the survivor leaning, multi-thousand hour players. They can have that much play time, and their gameplay and thoughts on balance are basically similar to a complete noob's. The survivor gameplay loop is so simple compared to killer's yet they think that just because they've played a lot, that makes them good at the game. They're not. They go down to Pig every 30 seconds, they complain about Ghost Face, and they say killers having aura perks is unfair. So I don't know how you get that many hours in a game and you're that clueless, but these guys have managed it, and they always happen to lean survivor.

    It's not like adding 10 more seconds per hook state was crazy. I had actually suggested something like that in a whole post full of changes dbd needed. All that bit of extra time does is hurt the camping/proxy camping strategy a bit more. I think it's well deserved.

  • And then it was Haunted Grounds they cleansed, backed by Undying. 🤣

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853160#Comment_3853160

    What you're implying is that it's ok to sit in a locker for 60 minutes until server closes because....the killer isn't entitled to an achievement?

    You sure showed those Myers they should have tried switching out that chainsaw for a Dredge kit

    I think the entire situation is silly, but the thing to keep in mind is that the killer has all the power to kill and end the match quickly. Nobody is entitled to free achievements.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852892#Comment_3852892

    I would honestly love to know how to avoid being blinded when picking someone out of a locker or out in the open, or when smashing pallets.... All of which have a lengthy animation. I understand positioning is key but you can't position with a locker, it's unavoidable. Maybe it's an mmr thing, I don't know but early days it wasn't an issue...these days it's crazy. Lightborn is a perk like any other is so if that's a crutch then every perk in the game is a crutch

    Start slugging and you will farm mountains of salt.

  • Is this topic even relevant anymore since any killer can freely mori the last remaining survivor?

  • Maybe it's useful when you're trying to stealth and the killer is patrolling an objective. But that might be only in theory. For some reason, seems like the majority of crows are on the edge of the maps now.

  • You can earn small amounts in the premium rift. But.. in the end, you are basically only compensated for the cells you used to buy the premium track in the first place.

  • Yeah, NOED almost guarantees you get at least two free downs if you play your cards right. Since it's endgame, those downs could easily be death hooks.

    Very strong in a full endgame build. Couple noed with perks like no way out, blood warden, remember me, and you get way more noed value. You also have lots of time to check your totem to see if anyone is cleansing it.

    Another scenario: run iron grasp and agitation. Down a survivor with noed, bring them to the hook nearest to your totem. Now you defend both the hooked survivor AND your totem. No amount of teamwork is saving them.

    Anyway, I think it would be interesting if they did something different with NOED. Keep the speed boost. Give a bonus to attack cooldowns like STBFL. A bonus to vault and pallet break speeds. I think even preventing a survivor from leaving the trial for 10 seconds after getting hit would be pretty cool. Would be a much more fun example of JUST LEAVE™.

  • Well as a philosopher once said, You can't both eat your cake, and not eat your cake too….

    Or something like that. 🤣

  • Bingo. There have been many complaints about map offerings giving "unfair advantage". So bhvr finally does something, and makes it a little easier to bring sacrificial wards. Seems fair enough. I still don't usually see them in most lobbies.

  • "Why can't killers have one little buff to a perk?"

    Thrill.png

    Data analysts at bhvr losing their minds when the numbers veer way off of 60%.

  • Would you rather….

    A: gen rush and get blind sided by NOED

    B: still lose the match because 10 minutes were wasted looking for every dull totem

  • It's all crutches on both sides, honestly.

    But as you can imagine, sometimes a crutch is needed by someone who has broken their leg. Other times, a crutch is wielded by a bully who just wants something long to hit someone with.

  • I frequently couple the VCR addon with the Iri tape. And I'd also run deadman's switch for obvious reasons. VCR + iri tape means the aura of the TV you are projecting to doesn't shut off, and since ALL TVs play the noise, they don't know for sure where you are going. Unfortunately, this seems to be the most viable use of the VCR (and maybe iri tape too), but I've still had fun.

    Anyway, yeah I think VCR still could use some adjustment. They should make it so survivors still see the TV aura for an extra five seconds. This will again make your exact projection target uncertain, until hopefully it is too late for them.

  • Eh… I slug. But only if I see other viable targets to go after. It's just free pressure. :)

    Slugging just to slug as your main strategy to close out the game is cringe though.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851458#Comment_3851458

    Calm Spirit, Counterforce and Boon:Illumination assist with totem cleansing speed.

    boons also take a long time to cast. INCREDIBLY LONG with calm spirit and when trying to overrwrite a hex totem. It seriously takes over two minutes.

  • They could probably just make it so that if a survivor was JUST in a chase with the killer, and the killer pulls them out of the locker within 3 seconds of them hiding, it's a much faster animation.

  • @vol4r said:

    You can't justify Thrill's buff if killers like singularity, blight, billy, trapper with bloody coil, demo with whistle, pinhead with long range chains or killers with teleporting ability.

    Too many broken tactics to protect the totems, on top of 47 sec of cleansing time.

    Did you guys ever went against singularity with his cameras? blight or billy with their free mobility? It's miserable to go against those with for example blood favor, crowd control, thrill and undying. It makes games too miserable for surviviors.

    And don't forget:

    • Wraith with his very fast cloaked moving speed.
    • Nurse with her blinking ability. Can get up and down stories in a pinch.
    • Hag with her traps. There are certain addons that let her freely teleport to them.
    • Meyers has no mobility, but oh boy he'll have a hayday stalking someone cleansing for 47 seconds.
    • Our biggest MVP Dr. Herman Carter.
    • Huntress sniping.
    • Freddy, Sadako, Dredge, Unknown all teleporting to you to ruin your day.
    • Pig and Ghost face sneaking up on you for the grab.
    • Legion spotting your killer instinct from across the map and sprinting over.
    • Pyramid head leaving trails of torment around the totems.
    • Twins with Charlotte putting Victor on guard duty.
    • Nemesis zombie rng shambling in to say hello.
    • Artist and her crows.
    • Knight sending his guards out on patrol.
    • Houndmaster's Snug coming for your bones.

    I'm sure there's more killers with less obvious strategies, and there's always Face the Darkness. As I've figured out, the person who is first hit, who curses all the other survivors, can run around without screaming every 25 seconds, so hey, good luck with your resilience and counterforce!

    @TWS001 said:

    It's pretty much just a waste of time you don't actually have trying to cleanse all the totems.

    Best way I've found is Commodius Toolbox with charge and speed add ons, run Built To Last, Streetwise, Sprint Burst and either Deliverance or Resilience and smash the gens ASAP.

    There's no Pain Res, Lethal and Corrupt to worry about, killers aren't patrolling gens much. Get to end game or as close to as possible and as long as someone can survive any length of time in chase you should be able to delay Devour long enough. Deliverance self unhook don't give them a stack.

    Thats the best way I've found and was getting consistent 2+ outs every game yesterday.

    And actually, you are exactly right.

    As I've told other people, it isn't healthy for the game. Because the totems take so ridiculously long to cleanse, instead of bothering and wasting all that time, survivors are probably just going to completely ignore them and rush gens harder. And what do killers love complaining about the most? Gen rushing!

    I don't think the metas that are developing would be fun for either side.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850651#Comment_3850651

    Friend that's a lot of words, and I'm not sure why you're so angry at me for responding to you responding to someone else who asked you to answer a question. I didn't even come at you angrily or with any amount of aggression.

    Now I'M confused.

    So I actually respond to your questions, and you follow up by just saying it's a lot of words. Do you realize it took all those words to answer your questions? The dismissiveness is insulting, and I take it you didn't even bother reading.

    Hey I can play the same game. Why can't we buff thrill in other ways that don't make it completely and utterly exploitable with certain perks and strategies? Why hasn't anyone, you included, left even so much as a trollish comment on the suggestion thread that I linked? You still haven't answered that.

  • Nope. Nerf it back.

    It's completely broken when you know how to capitalize on it. Sometimes "resistance to change" is there for a very good reason.

    There's also other ways they could have buffed Thrill, rather than just inflating numbers without thinking and increasing cleanse time exponentially.

    SEE HERE

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850772#Comment_3850772

    no they don't. they are not necessary to cleanse.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850776#Comment_3850776

    Aren't they supposed to provide value?

    what about killer perks? aren't they suppose to provide value? Or are they just suppose to be cleansed every game?

    Well, without perks or items to help deal with totems, then they become even more obnoxious to deal with. You could spend MINUTES just trying to find one or two totems. And I'm not even taking into account the time to cleanse them yet.

    This is how DBD has always been. Both sides bring perks. Sometimes some perks are only useful against other perks. And sometimes those perks don't see any use because the other side hasn't brought the things they counter.

    Consider this: If I bring a full build to counter Thrill and the killer has no hex totems, I've pretty much brought 0 perks. As a survivor, I get extremely little value from things like maps, detectives hunch, or counterforce.

    But if the killer brings hex totems and I have the same build to counter them, the killer still gets value no matter what. This is absolutely guaranteed. Totems can still affect the match before they get cleansed. I can fail to cleanse the totems for one reason or another (being chased, interrupted by scream, etc). Or in the very worst case scenario, even if I manage to cleanse the totems, I've wasted oodles of time doing so, when I could have been doing gens instead.

    People bring deadlock for instance, which blocks a gen for 20 seconds. You pretty much only get value out of this perk 4 times. 80 seconds of survivor time wasted. Now how much time does buffed thrill waste for survivors? See the problem?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850651#Comment_3850651

    totem placement will do exactly nothing vs a team that has maps or detective hutch. it doesn't matter where you place the totem and bvhr has new habit of putting aura-reading base-kit for totems like hex:plaything. the best compromise to totems is making totems a large time sink so that even though totems are likely to be erased if found, they'll at very least provide the killer with some side-objective to slow gens down. A side objective if you will.

    But hey, those are items and perks brought to "just counter" the nasty hex perks!

    Also, when certain totems make you downable in one hit, make chase ten times harder, or otherwise make skillchecks impossible, they aren't exactly side objectives.. then they become a necessity to cleanse, but then usually by time you realize it's too late.

  • I've actually used insidious not long ago. But it's still very hard to get value out of it. Fun when you do though. 😆

  • @trapners

    Not going to argue with your analysis of the video. Tru3 always seems full of himself after all. I will just reply to this though:

    When a survivior wins quickly, its the games fault, when killers win quickly, it is a testament of skill? Id like to include the killers “less than 2 minute victory” included hooking and killing every survivor. While the less than 3 cuts at end game interestingly

    Yeah, it is the game's fault when survivors when too quickly. Exactly "how quickly" is up for debate, but let's just say that even with a competent killer, a game being over in 5 minutes is still way too quick.

    On the other hand, when the killer wins quickly, this is a result of major screwups by the survivor team. It's not necessarily a testament of skill, but I would argue that it takes a player that knows what they are doing to capitalize on those mistakes.

    Anyway, I haven't really read anything else. Just wanted to say that as survivor MMR increases, it should take longer and longer to do gens. There's actually a lot of balance issues with dbd, and I've tried to address as many as I could here.

  • It's not like it's a bad idea overall. Did not feel like it hurt 2v8. At least as a survivor, you're like "oh crap, I gotta run", and don't just sit somewhere like a potato not knowing that the killer knows exactly where you are.

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849823#Comment_3849823

    I agree, but why can't we tone down TotH while also buffing some of the counterperks? You never answered that.

    Sorry? I was never part of that discussion. Don't act like I've been dodging or ignoring questions I haven't even been asked in the first place. Anyway…

    I've said this in multiple places on other threads, but the REAL problem with totems is their placement. 90% of the time they're just out in the open, very easily visible as you are running across the map. 60% of the time, feels like they're RIGHT next to a gen. Can't tell you how many times I have ran a hex totem only to find it near a generator in plain sight.

    THIS IS THE PROBLEM. We need better hiding spots for totems, and we need more of them.

    Fiddling with the numbers on perks only does so much, but in this case, I'm afraid "toning down" is no good and the change needs to be utterly reverted. 28 seconds even feels like a bit too long, honestly. Because when you also run Face the Darkness, that still makes totems impossible to cleanse for those who are screaming. Even with resilience.

    Buffing the counter perks isn't really a solution either because then that's basically bhvr admitting there is a problem, but instead of fixing that problem, they replace it with an even worse bandaid fix by buffing certain perks that help cleanse totems. Trust me, we do not want a meta arms race of impossible-to-cleanse totems followed by perks that make cleansing totems super fast. Because then if you're running any sort of hex build, also running Thrill of the Hunt becomes mandatory, otherwise your totems get destroyed in 5 seconds by people who came with those counter perks.

    Remember, this is why hex builds are so often coupled with Hex: Undying. Because "RNG" is usually so bad that hex totems get found within the first 30 seconds of the match.

    Instead, completely revert the slowdown change. If you're actually interested, I've written a topic about how the devs could tweak Thrill of the Hunt and add another interesting effect here.

  • The videos are already out. And despite the mountains of evidence showing that Thrill is broken, some people still insist that everything is fine…

  • @Emeal said:

    I mean think of it, if that bug is allowed to stay then EVERY HOOK is a Scourge Hook at the cost of 2 perks.
    I think Jagged Compass is meant to just increase the number of hooks OR give you a hint.

    No, not quite. There are certain scourge hooks that only activate WHEN/WHILE you hook, like pain resonance, monstrous shrine, hangman's trick.

    As is now, only floods of rage and gift of pain benefit.

  • @ad19970 said:

    Can someone enlighten me which exact build is the problem here?

    Edit: Nevermind it seems to be Hex builds in general.

    Run Hex: thrill of the hunt and Hex: face the darkness and Hex: devour hope.

    Choose any other perk, could be another hex perk, or something else that complements your style.

    Injure one survivor, and profit as you hook every other survivor. When face the darkness is down, protect your totems.

    You cannot lose, unless your power goes out.

  • I do like the music that's currently playing. Although, I've never heard the old one. Maybe it's better.

    Anyone have a link to it?

  • @indieeden7 said:

    I might be jumping the gun a bit here, but this perk seems like it's s almost on par with original Undying. If the killer has any sort of detection or mobility power, you CANNOT cleanse hexes. SWF may be able to coordinate synchronised cleansing, but this buff hurts solo players IMMENSELY.

    Not to mention, if the killer has any perks or addons that make survivors scream, or otherwise interrupt survivors like pinhead's chain hunt, it is absolutely impossible to do anything.

    okay. Technically, some situations are not absolutely impossible, but with the amount of coordination and strategy involved, it's a lot of wasted time that still loses your team the match.

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