YamamuraVideoRentals
YamamuraVideoRentals
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@SidneysBane1996 said:
So let me get all these complaint posts straight.
Survivors are allowed to bring whatever they want and be as strong as they want with their meta perks.
But the second Killer gets anything new, nope it needs to be nerfed into the ground too strong we can't learn to play around it or simply accept that we can't win every match even in SWF.
And we can't just ask the devs to buff the counter perks to them because…?
Make it make sense,
This isn't just "anything new", this is a spike in power that is absolutely busted and extremely abusable with certain killer powers, perks, and addons.
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No.
There are many different powers, perks, and addons that make cleansing totems nearly impossible with thrill. Hex totems were always meant to be high risk, high reward perks that a killer could lose, but now survivors waste so much time, just to most likely get interrupted, that it's an unbearable lose-lose situation even if they manage to cleanse totems, or if they ignore them and attempt to gen rush.
Yeah, totems felt weak, and this was primarily due to their placement. Simply making totems take 3x as long to cleanse, about 47 seconds, is NOT how you rebalance totems. This is how you utterly ruin the game.
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Generally consensus was that hex totems were "weak" and "high risk, high reward" because if they were cleansed, then you no longer have a perk. But their biggest weakness is that totems had terrible spawn locations. 90% of totem spawns are very visible, way out in the open. And it feels like most of them are right next to generators in plain view. I have even had a few matches where survivors immediately cleanse at the start of a match, before I can even get over there myself!
As my experience with the game improves, I now know other clever hiding spots to check for totems, and some maps that have guaranteed totem spawn locations. This doesn't help the situation either.
Look bhvr, thrill did not need such a massive buff. What you needed to do was actually use your heads, and some common sense, and just put totems in better spots, and stop putting them in stupid spots. No matter how much you fiddle with numbers, you cannot fix bad game design.
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DeadByDaylight.log
Something like this happened in the last game I played this session as well. It was in end game. Gates were opened. The billy picked up a survivor he just downed, then just seemed to stand in place.
Shortly after, that billy DCd, and I'm not sure if that's what caused the issue, or if they disconnected because they knew this was a bug that would lock up their game.
But in any case, that survivor was stuck there and collecting crows. The other killer could not do anything. End game collapse finished, and the game still did not end.
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@Royval said:
Trying to nerf a perk that has no value unless you’re being annoying is funny
Completely untrue. Flashlights and sabo toolboxes are not the only thing in the game.
@LeFennecFox said:
Franklins still not problematic as survivors bringing styptics, syringes, bnps, and toolboxes that cost 0 perk slot.
The fact that it doesn't use up a perk slot is irrelevant. Items take up your ITEM SLOT. Items are a thing in the game, and they are supposed to exist for a reason.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/432128/please-nerf-franklins-a-little-too
No perk fine the way it is. Its only way to counter busted flashlight and medkits. And perk has counter do not bring 4 items in lobby specially medkits and more than 1 flashlight. Survivors items already really annoying to deal with and 8 charges is nothing so no perk is fine
The only way to counter, huh… guess you've never heard about lightborn? Shadowborn? Hex: two can play? There's a bunch of anti healing perks and addons out there too.
If you're going to say the "counter" survivors have is to "not bring 4 items", then I say an even better counter is to quit the game and not even play.
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Gen times just need to be increased more.
And there need to be stronger measures to deter camping and tunneling.
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Make the bat form be able to knock survivors off of high ledge and into holes and instantly kill them. 😂
No but seriously I think:
Hellfire: higher cooldowns
Wolf form: a tiny bit faster and much better tracking
Bat form: make slower, improve stealth
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Good idea with it automatically closing chests after a bit.
I think the idea of the perk SHOULD be so that it gives the killer info when survivors are interacting with chests and looting them, and it continually entices survivors to want to waste time opening more chests, which might be empty.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828086#Comment_3828086
4 people on the ground means 4 survivors screwed up 12+ times in short time, if you didn't want to let go of the generator to help your comrade, don't complain that there's no one to heal you
16 meters "knockout" is more than enough to find a survivor, + if the survivor fell and you are in the killer's TR, then the survivor is within a 32-meter radius of youJust add 2+2 and go pick up your partner+ there is empathy so you always know where the wounded survivor was, and if you fall, you can use anti-slug perks or just crawl to the nearest generators/main
or it could just mean there's a 1.5 foot tall gremlin in play that moves at 200% speed and can't be dodged
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Aaaand this is why it was changed. Complete and utter unintended abuse.
https://www.youtube.com/watch?v=rEK4fg5C_VE -
Last 2 survivors hiding doing jack all has nothing to do with the "killers slug for 4k" thing. THAT only applies when the LAST survivor is hiding, doing jack all, and the other one has just been slugged, or hooked.
When both are up and not in chase, it's more along the lines of: both don't want to be found, both don't want to do something that increases the risk of being found, so both hide in a locker or some remote corner, rather than doing anything productive.
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@DabBoyWonder said:
This Killer is way to overpowered. I have 5k hours on this game. I have played multiple matches against this killer only time I ever survive is from the hatch. This killer needs to be nerfed. I will not be playing any matches against this killer till it is. If I get into a game and see The Dark Lord i will be leaving it.
You say you have 5k hours in this game as a selling point that would give your opinion more weight…
But how many of those hours have actually been against Dark Lord?
And when you say the killer needs to be nerfed, how? What exactly is the problem? Just saying the killer is too well-rounded doesn't sound like a bad thing.
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Yes this is still bugged…
I just had a game with 4 kills and still 5 gens remaining. The match was also about a good 10 minutes too at least. All I got in the gatekeeper emblem was 28 gates closed and it was bronze….
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@Matteo4P said:
I hope so much BHVR to listen to this
Appreciate the positive feedback. Let's just bump this thread one more time, so it can get overlooked again!
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785844#Comment_3785844
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787176#Comment_3787176
Whataboutism is not the way to determine balance for a Killer and just because some Killers have annoying attack which is seen as unfair does not mean they all should have it or that anything goes for Killer attacks. If you have an argument why Knight should be able to do those attacks, make it.
I dont think you know the meaning or proper application of "whataboutism"
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785966#Comment_3785966
No, when you flip it around, there is the hatch...
Also 4% attempts.
Free escape. FREE. Not RNG.
Where is the RNG in face camping a hook?
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Fix all the issues at the same time. It isn't rocket science.
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So once the killer has effectively lost and they have "nothing else to do", why is the killer entitled to a free kill, or more free downs and hooks?
Let's flip it around the other way. Let's say the killer has crushed the game, everyone is slugged on the floor, or 3 people are dead and there's one person left. Why do the survivors deserve a free escape, or lots of more free chances for escape?
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785913#Comment_3785913
I'm fairly certain stealth isn't part of the description of the game anywhere.
Where have you been? DBD is a "party game"! 😆
Can't have a nice party being a wall flower and trying to blend in with a bush for 2 hours straight, can you??
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Yeah we just need to improve crows. It's really more of a thing that attracts the killer to afk people, rather than people who hide around the edge of the map, or keep going in and out of lockers. Basically, we need a crow timer that builds up on players, and the only way to reduce it is by doing objectives, or side objectives, or healing other survivors. Note how I use the word REDUCE because after hiding and doing nothing for 5 minutes, cleansing one totem or opening one chest or doing 5% of a gen doesn't really constitute progress.
But also, I think a 30 minute timer for servers is reasonable. I don't think any game should take more than 20 minutes…
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785826#Comment_3785826
value gets cancelled completely by dropping item at the edge of the map where no survivors will come close to, and killer wastes 2 perk slots that way. The statement "it is strong" is same as if i said Devour Hope is strong while it is literally useless when you cleanse the totem (and countering Weave + Franklins is even easier since your perks give you much more value than items anyway)
It's not completely canceling all value, because 1) survivors have to waste time bringing items back and forth to a corner. 2) it's annoying trying to find items when someone else dropped them and you don't know where. 3) Every time you pick up an item you become oblivious. 4) The entire time you are wasting minutes trying to bring items to a corner, the killer also sees your aura. While you are oblivious.
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That much is true, so I've often resorted to pairing turrets up so they both can't be destroyed simultaneously, and at least one of them removes crawler mode.
Then again, it's not like that really accomplishes much anyway. It comes back in like 20 seconds.
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I'm still waiting for the facehugger eggs and the ability to plaster a survivor anywhere you want sort of like a hook, where they instantly die if the egg in their stomach fully matures and bursts out of their stomach.
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@Emeal said:
This discussion has already been had, its incredibly cheap and unfair when the knight drops the guard right next to the loop.
What new arguments are there in this discussion?You mean like how skull merchant can just put a drone down on a loop and shut it down?
Or how trapper can just place a trap? Or hag?
Or how Freddy can put down a snare?
Or how clown can just throw a bottle on the ground?
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@Ioden said:
I was going to make my own thread but will add to this discussion instead.
Please correct me if I am wrong, and I will acknowledge any mistakes I make in the discussion
Freddy can teleport to a generator every 45 seconds, cooldown reduced for every survivor that is asleep. Singularity theoretically can teleport to a survivor working on a generator, assuming the killer can tag them and activate his power.
If Freddy has no perks to know which generator is being worked on, his use of power might be wasted if he cancels it, or even uses it. Singularity can just cycle through all the generators it has Bipods near and always make the correct decisions to go defend the generator or not. With no cooldown, aside from the Bipods being deactivated. Which only lasts for 45 seconds.
Time is the most valuable resource in this game. And so in my opinion, this is what's frustrating when playing against this killer. Survivors rely on another survivor being chased, downed and hooked and then the killer arriving at their generator, to finish their generator in time.
The Singularity, however, can monitor all generators it has a Bipod near, and so after chase, can immediately get back into chase, and to go the generator being worked on. The killer can even check on generators, in the middle of chase if needed. And because part of its power enhances its chase capabilities, those chases potentially aren't very long.
For a survivor to get time and protect their generator, they have to wait for an EMP, disable the Bipod, then only gets 45 seconds to work on the generator before it is active once more. That is a lot of time wasted if you want to avoid being put into chase or being interrupted from working on the generator.
It feels very oppressive to have a killer that can get downs quickly and also has almost perfect information on which generators to attend to, so no time wasted.
Furthermore, all that time you spend disabling a Bipod, the Singularity can just shoot it and replace it instantly if it is close.
I have only two suggestions that I would want to be considered. I am not a game designer and not the best of players, so if it is not viable then I understand. I would like tested for EMP's to destroy Bipods in the radius, not just disable them (since the Singularity just replaces them anyway). This would give more time to do generators and force the Singularity to manually go over and place them, and punish the Singularity for placing them too close together. The Singularity will still know which generator to go to, because its Bipods were destroyed, in the same way it knows Bipods are disabled.
There does not seem to be a cooldown on Overclock mode. Might I suggest a 10 second period between teleports. My time is based on the Dredge, where in the upcoming update, its teleport has a 10 second cooldown during daytime. This would mean that the Singularity would need to be a bit more careful on its teleports during chase.You're exactly right.
In addition to being a very "chase oriented" killer, Singularity also has omnipresence across the entire map when pods aren't disabled, and even when they are, really good information.
If Singularity really wants to guard a particular location, it's very possible to set up 2 pods enough distance away from each other that one EMP will not disable both. When you emp a pod at an objective, even if he can't tag you and teleport right over to you, he still knows exactly where you are, and will certainly be on you within 10 seconds regardless if he wants to contest it. You can't even save EMPs for when you get a slipstream on your back because the pod cooldown is so quick and they literally have 360 degrees view. Even charging an EMP ahead of time doesn't remove the slipstream. It feels like EMPs do nothing.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781123#Comment_3781123
The retagging thing is not a change that is happening. Merely a poor suggestion. If you had to retag a survivor every time you slipstreamed he'd be the most tedious killer in the game. So much busywork.
The EMP delays the hit and lets you reposition to where he's going to have a harder time tagging you. Walls exist. Use line of sight blockers. You're never going to run a singularity for five gens, he's a very chase oriented killer. But like every killer the goal is to extend the chase as long as possible. EMPs are an important tool in this regard.
Finally if you don't like X killer so much then play as them. Eventually you'll go against survivors that spank you and they'll teach you what to do as survivor to beat that killer. That's how I learned to play vs knight and legion. Instead of expecting the killer to be kneecapped to meet your expectations come at it as an opportunity to learn.
Sure, that's a FINE argument.. but only assuming that the killer is fair and balanced, which I don't believe it is.
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This or crows. It's been suggested a million times already… 🙄
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Let the killer keep track of their objective, just like the survivors get to keep track of theirs.
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@Masterninja said:
I want to encourage the use of biopods and placement strategy, I think is cheap and lazy to just spam the teleportation with your cannon.
Biopod cooldown after tagging a survivor from 3s to 2,5s and EMPs hack duration from 45s to 25s. Now teleporting to tagged survivors directly with the cannon will remove the tag from them, meaning you will only get one teleport if you use the cannon (not the biopods).
Now to retrieve EMPs from 3D printers, survivors have to complete the (up, down, left, right) mini-game, but there are 15 steps instead of 5.
Is… that a suggestion..? Or something coming???
@Emeal said:
You can pickup an EMP to destroy his ability to tp to you, your team-mates can even come in and do that to help.
You cant do that to Nurse who can TP even closer.
Yes, in theory you can pick up an emp. But when you "destroy" his ability to tp, all he has to do is shoot a pod somewhat ahead of where you are going, and bam, you're back to square one again with no EMP.
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The other "counter" is Shift+W. You can't possibly loop a pallet or any tile with two different killers on you for long, so your only option to extend the chase as much as possible is to try to get away from both of them. Either you go down after slightly more time, or maybe one of the killers will choose to focus on something or someone else…
Also try to be aware of the position of both killers, so you can avoid getting sandwiched by them in the first place.
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@DPYROAXIS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775954#Comment_3775954
Like finish 4 gens in 1 game, that is hard in a solo queue or 5 basement hooks, gotta wait ages for the stars to align for the right map configuration and players.
I am stuck on a Tome 2 dead hard challenge until the bugs fixed
Yeah it was hard. Basically you had to be with other survivors as they finished the generators. If you just sat on a gen by yourself all the time, you probably weren't going to finish more than 2.
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Honestly two killers taking 10 seconds to down one survivor is a lot better than the killers splitting up and getting looped, each taking 1 minute+ to down a survivor or giving up entirely.
It's mainly down to killer skill vs survivor skill, but killers teaming up greatly compensate for it. Meanwhile, while it's easy to say survivors blast gens and every chase needs to be 15 sec or less or they lose, not everyone is perfect and has perfect knowledge.
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If tons of survivors are getting slugged, they need to crawl away from each other and other objectives to make it very hard for the killers to pressure all of them.
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I'm genuinely wondering, are there killer bots being sprinkled in here? I have come across nurses that don't blink and keep whiffing even the simplest attacks, trappers that hardly even trap, killers that are extremely easy to loop, where as in regular pub matches I typically get destroyed…
Some games it seems like we all get an easy escape, other games the killers are really coordinated and actually down survivors quickly and we get annihilated. So ARE killer bots being put into some lobbys??
Considering that the killer queues are so long, and I'd like to try playing killer at some point in 2v8, they definitely shouldn't be utilizing bots. Every time this is being done, that's one less spot for a real player to get in on the action.
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@Jim_Tonic said:
You forgot to mention the gen speeds…
Well, everyone is going to debate that they're too fast, too slow, just right, the mode is "killer sided" or "survivor sided" …
I just put together a bunch of items which I thought would be objective improvements overall.
edit: another thing I realized is lockers. Right now they don't seem to do anything because the Revealed status seems to ignore lockers. I think this shouldn't be the case, when killers kick generators. And maybe not when generators get completed, the hiding survivor is within 20m of that generator, and they have done over 50% of that generator…
Just some ideas. I mean, good dbd players usually don't make use of lockers anyway, and if they did, it was to hide their auras from perks like bbq or friends till the end. Now, lockers can't even do that, so it's like… their only purpose is reloading hatchets??
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@VomitMommy said:
That's going to make it near impossible get a down with Victor...
What are you going to do if I get to the tree, barrel, any short loop?
Call your big sister.
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Guide is very strong. Even the aura ability is really good. It's a beacon that advertises to all your team members being chased BRING THE KILLER HERE! 🤣
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I've seen survivor be at +400% for quite a long time now. Doesn't look like this is changing anytime soon.
This is reflective of a lot more demand for survivors that needs to be filled in. If you want very fast queues, play as survivor with your friend. Literally it will take like 5 seconds to load into a lobby, and probably 30 seconds tops after that for the game to start.
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@jesterkind said:
What Sadako needs is to go back to her most recent version before this one.
That was a power that actually functioned, had clear and coherent counterplay, and had reasonable versatility to allow different builds and tactics from the killer. The elements actually meshed together, the survivors had an actual reason to mess with tapes, and she wasn't really all that strong— but to be fair she never has been and currently isn't, so that's not all that much of a concern for any version. It also didn't really have anything to abuse, save for a few problematic addons that would need to be reworked.
I don't usually go in for this kind of rhetoric, because it isn't usually reasonable, but in this case I really feel inclined to: There was no reason to actually rework her and it seems a lot like BHVR only thought to because of complaints, many of which were extremely questionable in their validity.
I didn't mind the old version either. Literally it was just pick up a tape, now you're immune to building up more condemn. There wasn't any incentive to shut off all the TVs.
The first version with added buffs that came along later would be nice too.
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It's a very bad daily. Which I guess is a good reason why the little trash can icon exists…
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Ah, finally survivors have the equivalent of what it must feel like to suddenly go down to NOED…. ;)
Still, it's kind of sad that a bug this egregious makes people feel more satisfied about the game. Well, except for the killers of course.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/420740/the-state-of-dbd-and-how-to-fix-it
I want to agree with a lot of your points, but there is one that REALLY rubs me the wrong way, and that the one that I will be commenting on ^_-
4) - Offering dodging
There is a better solution then just keeping them hidden, because offering dodging is a symptome, not a cause. Beside the couple of times when a new map releases and people want to experience it and/or get their map achievment done, offerings are used by premades with a plan and to stack the game in an absolute unfair manner against the killer.
Yeah, there is the occasional player who just played one for fun, but I would bet mony on it that about 100% of the times some survivor claimed "What, are you tripping? I only played "the Game offering" because I was tired of seeing the same three maps again. I didn´t know that it was considered survivor sided, never heared of that before", that they were lying.
It has been suggested so many times by now and I see it the same way: map offerings need to be reversed. They should not give one side an unfair advantage by chosing the map of their liking, BUT cause the burned map offerings realm to close up for the upcoming trial. This way a SWF could very well manipulate the map selection in their favor, but only if everyone was burning a different offering, thus skimping on BP or hatch offerings, a somewhat tough choice, for not guranteeing the map they might want for their shennanigans.
And it would FINALLY be an incentive for killers to actally play certain map offerings. You can bet your behind off, that I never played even one single Eiry offering with any of my killers. But Trappers might now play it, just to avoid the map that 100% counters ther power completely and lets them play without a power.
Hiding Map offerings and forcing killers into matches that are stacked against them won't do any good and might lead to games on end where survivors face killers sulking in a corner.
I do appreciate the feedback!
But I disagree with the map offering stance. The fact is killers can also choose maps that benefit them as well. Onryo benefits from small two story maps very much like The Game and Midwich.. and you know every time you see Lery's glasses, it's going to be some ghost face or scratched mirror myers, right? Once you get really good at certain maps, I'm sure both sides can benefit somewhat at least.
Maybe many maps and offerings ARE survivor sided, but this is an issue that would be remedied simply by fixing the maps, wouldn't it?
The idea to reverse map offerings is interesting, but this is not a reliable way for any team to get a certain map they want. It isn't a terrible idea either in my opinion but then again… isn't this the point of sacrificial wards? Don't want to the others to get an "unfair advantage"? Use the sacrificial ward.
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What you're saying is spot on and exactly what I've been saying for a long time now.
The games fly by way too fast once you get experienced survivors who know what they are doing. All the popular regression perks were nerfed into the ground, and there was very little compensation aside from +10 seconds to generator time.
I kind of get what bhvr was doing, but there was a reason that most people were running these regression perks. Hint: being the strongest and most meta of the perks isn't the problem. It's a symptom that most killers feel the generators get done too quickly.
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@Xyphus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765101#Comment_3765101
It is indeed right what he / she claims.. Gen Regression was buffed (except PgtW) in 6.1.0. along with the raise of repair time to 90s. You yourself posted the link for the Patch Notes.. Have you actually read them?
Furthermore.. You can still shut the game via Task Manager after seeing the offerings without having a penalty except for restarting the game..
Do literally have to point out everything plain as day to you people?
"Slowdowns" in Patch 6.1:
- Generators take 90 seconds for a single survivor to repair (was 80 seconds)
- Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression
- Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
- Eruption Buff: Increased Generator reduction when a Survivor enters the dying state to 10% (was 6%)
- Eruption buff: Increased duration of Incapacitated status effect to 15/20/25 seconds (was 12/14/16 seconds)
- jolt: removed cooldown
Regression nerfs:
- Corrupt Intervention deactivates when any Survivor enters the dying state.
- Ruin nerf: Added: Once any Survivor is killed by any means, the Hex: Ruin Totem reverts to a Dull Totem.
- Tinkerer: This effect can only be triggered once on each generator.
- Pop Goes the Weasel: Changed regression to be 20% of current progress (was 25% of total)
- Patch 6.6: eruption nerf.
- Patch 6.1.2: Thanatophobia: drastically reduced the Penalty percentages from 4/4.5/5 % to 1/1.5/2 %.
- Pain Resonance: removed the Loud Noise Notification and no longer explodes the Generator, allowing repairing Survivors to continue uninterrupted.
To be fair, pain resonance has gone through many changes but since it's inception and up until now the net change has been: increase to regression percentage, no longer showing the killer your location, and a token system where it can only happen once per survivor. It is much weaker now than when it was first released.
…
Also, why would people open their task manager and close the game before they have seen any offerings, or even know if there are offerings at all? My whole suggestion was to make offerings completely hidden until the match actually starts. Seriously, I guess you people just don't read???
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764807#Comment_3764807
hey man i'm super confused, the source you linked reinforces My point ("killers overall got buffs to regression in the same patch that gens got buffed to 90 seconds") and contradicts Yours ("gen times got increased by 10 seconds as compensation for slowdown nerfs"). did you post the wrong source by accident? super weird to accuse me of pulling things out of my ass while posting a source that confirms what I said
It does not confirm what you claim.
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Okay, haven't played this killer at all, as I do not own it, but as a survivor that has gone against it several times, this is just not fun.
The pods tag you pretty much instantly - there's no more trying to hide behind cover anymore, because 0.3 seconds after you're targeted, you have a thing on your back, and very soon you'll also have an angry cyborg on your back. The cooldown the pods have between shots is also ridiculous now, like 5 seconds? And to top it off, there seems to be a bug at the moment, where if you were already charging an EMP and get a slipstream attached to you, releasing the EMP charge doesn't get rid of it.
Even not counting this bug, the killer seems far too oppressive. Any single pod you don't disable will instantly tag you, and very soon after that - probably before you can even charge your EMP - it will shoot again and then HUX will be right on you.
When you're being chased, this killer's strategy is extremely simple. If basic M1 tactics fail, all it has to do is shoot a pod in the general vicinity of where you are going. You will be tagged. Then it can keep shooting at your back directly, teleporting to you, and with the slipstream buffs, predropping pallets does nothing but wastes resources, vaulting a window buys no time, and landing a pallet stun is non-existent anymore. No matter how much distance you manage to make, or how well you manage to outplay or juke it, it can keep teleporting to you over and over, very quickly, with no noticeable cooldown.
Yeah, I'm sure now that small children can effortlessly use this killer's power ad nauseum and easily secure 4ks that this killer feels more "fun" to play. But as for the other side of the game, I feel like this is going to be another skull merchant situation where more and more players start to DC because they don't want to deal with this nonsense.
The one thing I will say is that the change to the EMP crates seems fair. But I'm not even sure if the EMPs help at all if the killer has found you.
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@n000b51 said:
Keep offerings secret can't prevent players to dodge it regardless…
But there will be DC penalties if they leave once they know what the offerings are.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764590#Comment_3764590
If you want to know what is inaccurate about your claims I invite you to reread the post you responded to, the information is all there.
No thanks, I'll just use sources that don't pull things from their asses.
https://deadbydaylight.fandom.com/wiki/Patch_Notes_6.1.X#Patch_6.1.0
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/420740/the-state-of-dbd-and-how-to-fix-it
I mean, you say "most regression was gutted and the only compensation was a mere 10 seconds of gen time"
But the 10 seconds of gen time was added in the same update that killers got basekit burst regression on kicks, faster kicks, and buffed Eruption, Jolt, Gift of Pain, Overcharge, and Thana.
It's only subsequent to those changes that regression has been nerfed. Certainly makes it feel like the regression nerfs were in reaction to realizing the increase in gen times alongside the buffs that happened at that same time were too much.
And yet, this is exactly what happened. What is inaccurate?
If we're going to be real here, going from 2.5% to 5% regression isn't really much. That's like 2 seconds difference and 4.5 seconds of repair time total. Slightly increased kick times also isn't anything: like 0.1 second. Nitpicking over the exact times when certain regression perks got nerfed doesn't help your case. Some things like Eruption and Thana got buffed. Then later when people incessantly complained about them, they got nerfed. Ever since that 10 second increase in generator time, the strongest and most popular regression perks were nerfed, then bhvr looked at their data and culled the next batch.
So far, on the 6.1 patch or after: Pop got nerfed. Pain resonance got nerfed. Thana got nerfed. Eruption got nerfed. Corrupt Intervention got nerfed. Tinkerer got nerfed. Ruin got nerfed. And yes, perks like gift of pain, overcharge, and jolt were considered very weak at the time. They weren't popular, nor effective perks for slowing down the game, so why are they being brought up?
I don't want to split hairs over the exact times of when X and Y perk and mechanic changed, but my overall point is, there were huge nerfs to the meta gen slowdown perks, and only 10 seconds were added to the generator times. To an efficient survivor team, this only really amounts to extending a match by about 20 seconds.