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Zeidoktor

Zeidoktor

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Zeidoktor
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  • @Mistkage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419540#Comment_3419540

    From what I read here I understand you’re saying “it works because killers are not used to the perk therefore they attack before hand and miss hits”

    which can easily be translated to: “its good bcs the killer can be bad at times” as a killer you can hear when you are in the boon radius lmao. If you guys fall for it just shows your lack of this thing called skill

    I'm saying that's how it worked out for me. In answer to your question of "Can someone be realistic and tell me in which scenario did the boon “Dark theory” ever helped someone significantly in a match?"

  • I tend to get friendly if there's an early DC or of I'm just feeling like it (I got whatever I wanted from the match and am not feeling sweaty).

    Most recently had some doctor matches. One had 2 DCs so, some hassling for the hell of it aside I let the last two do gens and go and had a nice endgame chat with one.

    An amusing similar situation was I was going to give last one hatch but they were insistent on gens. So I just shrugged, found a spot to wait, got up, and chatted with my roommate a bit.

  • @FootMan2893 said:

    Here's a check list of what I've read:

    Complains about no longer being able to heal easily.

    Complains about DS no longer being able to be used as a 60 second "don't touch me" card.

    Complains about dead hard nerfs while claiming it required skill and thought to actually use.

    Complains about not being able to body block killers from hooks.

    Complains about boil over not being effective.

    Complains about franklin's and lightborn cause it shuts down their items.

    Complains that the game is killer sided, even going as far to say that SWF is weak.

    Complains about Pinhead and Legion.

    Not gonna lie brother this posts reeks of entitlement. Kind of comes off as if you were or are a meta chaser, perhaps even a bully player on top of that, and you're angry your toys aren't what they used to be.

    Mayhaps you should get try reaching rank 1 on killer as a start and then seeing if you can raise your MMR enough to experience higher tier matches. I'm sure this'll help enlighten you as to why things are the way that they are.

    The wall is text alone on Dark Theory, of all perks, made me think much the same.

    That said, in response to the thread title I've had a game or two where a killer missed attack timing because of the speed bump from Dark Theory.

    Also this video shows solid Dark Theory value. Game ends in a loss but not because DT didn't do its job

    https://youtu.be/TUY0X0TOzI4


  • My trick to reveal Ghost Face is one I learned from Puppers, which is move the camera to line him up with my head. It's proven pretty reliable.

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419471#Comment_3419471

    Or you could have a legitimate perk build to offer instead of sarcasm built to annoy people. Tae your negativity somewhere else.

    To go with the system in the video I referenced, along with Jolt and Pop I'd say Deadlock (maybe Corrupt if your want to use time to set up drones in advance) and Iron Grasp as the power optimozer (so you don't have to hook near a well placed drone)

  • That's where coming up with something else is important. Like they become Exposed if at full Condemned, or Hindered like against Wesker. I'm not sure what would work best.

  • @Dead_by_David17 said:

    We're rewarding the gen-kick meta 3 gen camping now?

    If this isn't yet further proof who's side the devs are on, I don't know what else

    https://us.v-cdn.net/6030815/uploads/ZPZHS2R261D6/473e3e51-fd72-40f2-b9a1-cf9c9a4094c6.png

    you need.

    @rysm said:

    It's just a tome challenge... it's not that deep

    It doesn't even have to be gens. I could do this on my totem defense build

  • @Shroompy said:

    Am I going insane or is it MUCH harder to curve now??? It almost seems like the sensitivity when starting a sprint is either much lower or just doesnt last nearly as long. Am I just going crazy or are yall experiencing this as well?

    To get a possibly obvious question out of the way: I think a recent update reverted customized settings. Is it possible your sensitivity settings were actually altered?

  • @pigslittlepet said:

    So I would be interested in hearing everyone's idea for a effective build that can be used on most killers. for example, my current build I use is corrupt and deadlock for general slowdown and eruption tied to nowhere to hide for targeted regression and information. I find this gives me good results on every killer I run it on and I would be curious to hear anybody else's idea for a good build that is universally good.

    There was a video I saw a while back that did something like this. Though it wasn't strictly one build fits all. It split killers into 3 categories. M1 Killers, (Ghost Face, Wraith, Deathslinger), Killers who primarily down with their power (Hillbilly, Huntress) and Killers who force additional objectives (Pig, Pinhead, Wesker). In fact some killers were given your exact build except Call of Brine in place of Deadlock or Corrupt (vid was before the perks' nerfs)

    The general idea was one early game perk to prevent early gen loss (Corrupt Intervention, Lethal Pursuer, or Deadlock depending on the Killer), a power optimizing perk (varies by Killer, Dissolution for Wraith, Nowhere to Hide for Billy, Deadlock for Plague) and two slowdown perks depending on what category they were in.

    M1 Killers: Pop Goes the Weasel & Jolt (you don't have to kick gens often but, if you do, use Pop to get your money's worth)

    M2 Killers: Call of Brine & Eruption (video was made before both perks' respective nerfs). My understanding was get more milage out of kicks for Eruption, while Eruption does for M2s what Jolt does for M1s, turn any down into regression, so it incentivizes use of their power.

    Extra Objective Killers: Hexes Plaything and Pentimento for even more objectives.

    Speaking for myself I don't have a single go- to build, as I tend to build around a Killer's particular abilities when I build seriously. My Doctor build uses Oblivious perks (Static Blast hits Oblivious Survivors), my Skull Merchant build uses totem defense (to address issues with her 3-genning), my Artist build goes for long range regression with Ruin, Opression, Pain Res, and Surveillance.

  • @Heytherebigguy said:

    I think the majority of the playerbase can agree, killer and survivor mains as a whole, that Skull Merchant is the worst killer ever made in DBD by far.

    Her power is boring, when you as a survivor load in and see her ugly face you can know what's to come.

    Better check the stats of how many people dc and suicide against her compared to other killers, bet she leaves dust to nurse even.

    BHVR didn't manage to fix her since all SM players still just camp 3 gens and force dces for their win streak thinking they're otzdarva. It''s time to vote for a complete deletion or a full rework, while she's being killswitched until the rework is done.

    I always wonder, does anyone who posts a "delete X" thread actually expect X to be deleted?

    Rework, sure, I can get behind that, but actual deletion of a character isn't gonna happen and everyone knows it, so these kinds of threads always come off as venting, at best.

  • @Remedicist said:

    We've had Trickster's knives inside the lockers as the default locker for about 2 years now. What do you think should be inside the lockers? Should Trickster's knives remain as the default? Should the lockers go back to having Huntress's hatchets as the default look inside the lockers? If Trapper gets a rework and can pull traps out of the lockers, should Trapper's traps be the new default inside look of the locker? Or should the lockers always be empty inside by default?

    Chunks of the Dredge

  • @katoptris said:

    Ok bye

    Every time I see a thread like this I think of Saitama from One Punch Man going "OK"

  • @BlueHorkew said:

    I love Jeff and was really excited for a new skin.

    But this new skin while good feels like so many of other skins that he already has. I am not saying that the skin has re-used assets, but feels not very unique or creative.

    I love the silent artist, big guy anti social, metal/Rock aesthetic.

    Besides the skin feels weird in a Brazil theme collection, maybe i am wrong and this is very common. But leather pants and spiky bracelets don't feel very Brazil.

    I do like the sunglasses, wish i could have them in another head piece tho

    I think there's not enough backwards hat, myself (no joke I use that on my Jeff all the time)

  • I think the key to buffing Sadako is to make her Condemned a more consistent threat. This does include nerfing the current form of the Condemned strat and maybe reworking Condemned in general, such as building up on Demanifest hits and/or only enabling the insta-kill on death hook like Pyramid Head (with other effects available before that)

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418275#Comment_3418275

    I have three builds:

    Devour, Undying, No Way Out, Deadlock

    Plaything, Pentimento, Jolt, Ruin

    Superior Anatomy, Bamboozle, Dissolution, STBFL

    I've generally gone Devour, Thrill, Iron Grasp so I can hook away from drones, and a flex perk, usually Deadlock, as it's my crutch perk of choice.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418270#Comment_3418270

    I play that a lot too, I prefer devour with undying tho.

    Don't really want another hex, I wouldn't know what is devour...

    I prefer Thrill because the slowdown buys time to interrupt a cleanse if a defending drone is taken down, which is your warning a totem is in danger.

    A variation I haven't had a chance to try is totem defense with trap totems (Haunted Ground, Retribution, Undying)

  • @jamally093 said:

    When facing skull merchant all that I see is her placing drones at three gens and that's it. It's not to fun for killer since you basically can only do three gens and for survivor it just becomes annoying since well once that three gen happens the match goes on for to long.

    I feel like there is some way to make skull merchant fun or at least make her not to boring.

    For example when Knight first came out most people didn't like him but he still had a way of applying pressure his gaurds would chase someone which wasted time for them but he was useful at getting survivors away from loops. Facing him was fun because it made you think your being hunted by a guard you need to get some good timing to get the banner or figure out how to out last the hunt.

    For has much has I hate Wraith I still find it somewhat fun since he makes me more aware of my surroundings I have to pay close attention.

    But skull merchant she's just well not fun it's like facing a face camping Bubba you know what's going to happen.

    Some ideas for skull merchant could be have it where she can control her drones having them move a certain distance so they can cover some ground or maybe she has two types of surveillance?

    For myself I adopted a totem defender build with my SM. Instead of defending gens I defend 2 totems (Thrill and Devour). I've dodged the issue of 3- gen games lasting forever as the games I've played with it were average length (~15 minutes). It also offers counter play since the big weakness is you're essential advertising where totems are.

  • Speaking for myself I've never minded camping nearly as much as tunneling.

    That said maybe a mix of Pyramid Head's cage mechanic and basekit Kindred. The Killer's Aura gets shown to survivors a after a set amount of time unless they leave the hook for a length of time or are in chase.

    To account for the one time most agree camping is legitimate, near endgame to secure a kill, the range at which this effect triggers decreases for each gen completed.

    Alternatively, go full Pyramid Head and force-move the Survivor to another hook if camped out of chase for too long.

  • @MrDardon said:

    Literally almost no Aura Perk has a tell. BBQ doesn't tell you that you're revealed, neither does Darkness Revealed, Bitter Murmur, Awakaned Awareness, Lethal Pursuer and Add-on's like Glowing Concoction, Compound 21 or All Seeing - Blood.

    Nowhere to Hide isn't the only Perk which doesn't give you a tell.

    So does every Aura Perk now need a nerf?

    I think the OP's point is that, even if the perks lack a tell, you can guess they're active because you know their triggers (hook, proximity to a locker, gen completion, carrying a Survivor, start of the game).

    That said, I'm mostly in agreement that there isn't a major issue here. At most, as has gen said, NtH should be centered on the gen rather than the killer.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374338/sad-cross-progression-news

    They are never gonna do it. Sony would never want players to switch. Idk how Microsoft is with xbox

    Nintendo, on the other hand, would love for players to Switch.

  • @AetherBytes said:

    What build do you use that you made and no one else seems to use (for better or worse), either survivor or killer?

    https://us.v-cdn.net/6030815/uploads/26EUAGJKZ1EN/image.png

    Pain Train Legion


    The Doctor

    Distressing and Hexes Retribution, Plaything, and Pentimento w/ at least one Discipline addon.

    Little known fact, based on the fact I've seen no one else utilize it on YouTube: Static Blast hits Oblivious Survivors.

    The Discipline addon is to take advantage of the "Red Stain moves to the survivor" element. Second addon is flex. Distressing and Pentimento can be flexed, too. I use them for greater Static Blast range and slowdown/more potential uses for Retribution.

  • My own version of the phrase is "I am not responsible for other peoples' fun, but I do try to be mindful of it."

    What I mean here is I'll play to win as often as not. Maybe I'll bring a sweaty build, sometimes I'll go for memeing. I'll do what I feel is fun, but I also don't go out of my way to ruin others.

    I don't tunnel off hook as Killer because I hate running into it as Survivor. It's pure Golden Rule. (Note: I'm not above hitting off hook if I can trigger basekit BT or even get the down fire the sake of pressure, but I won't re-hook).

    If a playstyle is getting a lot of flack I look for alternatives. People complained about eternal Skull Merchant games due to 3-gennig? I adopted Totem defense and games lasted ~15 minutes and ended in 3Ks.

    Get D/Cs early in the game, I'll let the others go so they can have something for their trouble.

    My end game chats as Killer trend to the positive as a result.

    "your fun isn't my priority" sounds like someone who's forgotten that DBD is, first and foremost, a game, and all participants in a game should have a chance to have fun.

  • I remember a long time ago a streamer, I think Puppers, offered the idea of making the Mangled/Hemorrhage from Sloppy Butcher timed while making addons that cause Mangled and/or Hemorrhage last until they heal. The idea was the perk you can put on without cost has the time while the finite addons are naturally more powerful.

    Since I'm pretty sure this was Puppers, this was obviously a while back, given his health. Don't know if the idea would be viable or not right now. Though I think the Mangled/Hemorrhage addons have been mostly buffed to "last until healed" status.

  • @katoptris said:

    Run whisper or Doc to find them

    or Whispers and Doc.

    More seriously if this is a significant issue and it won't hurt your build too much, Whispers can help loads.

  • @jesterkind said:

    I think it's more accurate to say that killers shouldn't be stacking four slowdown perks, and that what killer they're playing should factor in to what perks they pick.

    After all, you say Eruption was nerfed into the ground, but it really wasn't. Sure, Trapper can't use it for instance, but if you slap Eruption on Wraith with Windstorm and Shadow Dance addons, it becomes a genuinely really solid perk. Same with Dead Man's Switch; it's not quite as good, of course, but put it on a mobile killer or a killer that can pressure gens at range like Doctor and Artist, and they can make pretty solid use of it.

    This doesn't apply to Corrupt Intervention, mind. That perk is literally just as good as it was before and its nerf barely impacted it, since the reason you bring it is to push survivors off the gens they spawn on and it still does that literally just as well as before.

    Really, the only totally dead regression perk is Ruin. That one is pretty useless, I can't get that one to give value no matter what build I put it in lol

    I also like Eruption on M2 killers like Billy, Huntress, or Oni, who get downs with their power. It does for them what Jolt does for M1s by turning any down into regression.

    For Ruin I've gotten some good use of it on an Artist build of Surveillance, Ruin, and Oppression. Last perk is Pain Res but I haven't tried it since its change so don't know if I'm keeping it yet.

    The idea is use Artist's ability to harass generators from almost anywhere on the map by causing regression from a distance and using Surveillance to monitor who gets back on something. Oppression is there for when Ruin inevitably goes down one way or another.

    While that goes against the theme of the thread by stacking multiple regression perks, it's stacking multiple regression perks for a specific purpose as opposed to doing so because you can.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414173#Comment_3414173

    Honestly never tried a totem defence build on her. Could definitely be viable especially with devour hope

    A drone going down is your warning to protect your totem, Thrill buys you time to do it.

    I confess I've only used it a couple times since I don't play a lot of SM (I jump around) but each time I did I got 3+ stacks before any totems went down and got 3Ks.

    Also thought it a variation I've yet to try where it's all aggressive totems like Haunted Ground and Retribution instead.

    Came up with totem defense as my own alternative to gen defense.

  • @Phasmamain said:

    When using 2 add-ons anyway

    Using Randomised strobes and geographical readout makes her drones surprisingly potent antiloop tools. You get 2% from the geo readout, 5% from the strobe and anywhere from 3 % to 7 % depending on how many traceable survivors on your radar. Potential moving 14% faster than survivors is effectively a clown bottle alongside the 15% action speed from the geo readout.

    Makes merchant into a more fun anti loop killer who can set up drones either before hand or at a loop during chase. You can also use the undectectable to mindgame survivors much easier. If survivors pre drop pallets then use the geo readout and brutal strength to make them gain much less distance.

    If you find merchant boring due to the gen playstyle I’d say try her out with these add-ons and a build with chase perks like brutal, Bamboozle or spirit fury enduring which is my personal favourite

    The streamer Adrianaskully uses this build a lot so if you want to see it in action check out Otz’s most recent vid where they play against a pretty good survivor team and win

    I'll have to give this a try. My own Skull Merchant build has been Thrill of the Hunt, Devour Hope, Iron Grasp, and Deadlock/Flex Perk. Can't recall addons offhand. Idea is to go totem defense over gen defense. Thrill is used over Undying for the cleanse slowdown.

  • If you want to go full meme with it, maybe go Claustrophobia with Bamboozle, Hex: Crowd Control, and Disillusion so no vault is safe. Maybe use it with Freddy or Clown, killers who can force slow vaults.

    More seriously, Bitter Murmur and maybe Coup de Grace or Fire Up, since they all have the same activation condition (generator completion). Probably want someone mobile in case you're not near the area Claustrophobia goes off. Onryô would work there since TVs are often close to gens or you can set up Demo portals.

  • @Nos37 said:

    Oh, that's right, because they favor survivors, so it's fine...

    If the maps were this heavily killer sided they would've been killswitched a long time ago.

    Just to be clear, why should the farm maps be kill-switched? Bearing in mind the purpose of the kill switch is to turn off broken features or characters until they are fixed, and not because a map is X-Sided.


    Contextless rage does not a kill-switch justification make.

  • @Steakdabait said:

    I actually think overwhelming presence is fine as it is. It's a better counter to the items like flashlights and kitted keys than franklins is it's just that due to the nature of the perk you don't really see it's effect. Also the medkit changes have made it much harder to get more than 1 heal now so robbing someone of a heal because they were in your tr for 0.1 seconds is much more common now

    That said, one possible buff to the perk could be have it affect items on the ground, a la Franklin's Demise, if they're within your terror radius. Though probably make it so Franklin's and Overwhelming don't stack to prevent a new anti-item insta-drain meta.

  • @foodie said:

    It's a multiplayer game and many people don't want to go through a match for many reasons, whether that'd be the map or the killer or the teammates, or maybe they get into a server with 200 ping for no good reason, or they want to do a challenge but know it'd be impossible in that match, and they don't want to waste their time, etc.

    Most other games don't punish you for leaving, unless it's a competitive match, tournament or event. Since there isn't an official competitive mode in DBD, it doesn't make sense to ban someone for leaving a casual match.

    Yeah, sure you can give up on hook, but isn't that like DCing except it takes a bit longer?

    You also get the annoying teammates who will drop everything and even get downed, just to hold you in the match and save you while you're trying to give up on hook. And then woah, you're still in the match you want to leave because another survivor decided it to be that way and woah you need to waste even more of your time even get frustrated. Oh, and now the killer won't want to hit and kill you because how dare you not want to go through a match in a multiplayer game. Bonkers!

    The options to leave are not great and I understand that some people would abuse it if there is 0 penalty, but if there has to be a penalty it should be for X amount of times you DC in an X time period.

    If you don't like that people are leaving, perhaps coop games are better for you. You can't control random people in a multiplayer game. If you feel that your matches are ruined, make the most of them and move on, or leave too and move on.

    Something I don't understand is why the Devs removed the compensation players would get when someone DCed. Back in the day, if someone left at 5 gens, the gen amount the rest needed to do was 4 or 3. I fail to remember. I know it was 1 gen if you're the last one. So for example, if 2 people leave at 5 gens, the gen amount that would need to be done by the rest to power the exit gates changed to 2 or 3. That gave a bit of hope to the rest of the players in the match to win. I don't know why it was removed

    For clarity on the last point the number of gens was determined by the number of survivors who loaded into the game. In other words, it only applied if someone d/c'd while the match was still loading. That no longer matters as when such a d/c occurs the match is just canceled outright.

    To my knowledge, the number of gens never changed mid-game due to a d/c.

  • @ironblade said:

    You removed all the light interactions from Nurse, Hag, Wraith, Artist and Spirit except for Nemesis. Why is he the exception?

    TBH, I can see the zombies being an exception to the rule. They aren't really vulnerable to anything the Killer himself isn't, so it's not a unique interaction the way Lightburn or flashing away Hag traps was.

  • @DaddyMyers_Mori said:

    Lately there was a lot of posts about this game dying, as always.

    I have seen lots of complaining about tunneling and camping. Even tho my experience was quite good even as soloQ, but that's anecdotal.

    Funny to me is that I don't think there is a way to play killer except losing that survivors wouldn't complain about.

    I would just like to find out what you see as a playstyle, which would be managable to balance for 60% kill rate, but also acceptable to play against.

    So what killer can do:

    Tunnel?

    Best way currently to win, survivors hate it

    Camping?

    Also good way to win, got nerfed (by perk) and survivors hate it a lot

    Slugging?

    Hate it almost as much as camping. Three killers basically have to do it.

    3-gen?

    Another good way to win, got nerfed hard and survivors hate it. Even tho some killers are really bad without this.

    End-game build?

    It allowed more friendly playstyle with chance of comeback later, got nerfed (NOED). Most survivors hate it.

    Hit&run?

    This was really bad for long time, because of CoH. It got comeback this patch. I have already seen complains on it. Most players also don't like Legion, who is one of best killers for this. Survivors want to chase, but killer won't do it.

    Slow-down stacking?

    Got nerfed probably most, you could basically do whatever you wanted, because you had time for it. There was lot of complaining on slow-down perks. Most of them were nerfed significantly.

    Zoning / anti-loop?

    Not sure if this should be single category, but we can see how much hate Knight get. Also lot of complaining about all new anti-loop killers. Survivors don't like hold W, but neither do killers.

    Playing top tier killer?

    Yeah, Nurse and Blight are so popular between survivors...

    So far only acceptable way would be 12 hooking, without top tier killer, without stacking slow-downs.

    How the hell you want to balance for that...

    Depends how whiny the survivors are feeling that game.

    The motto I try to best abide by is "While I am not responsible for others' fun, I should be mindful of it".

    To that end I avoid doing things I, myself, hate encountering as Survivor (Tunneling first and foremost). It's pure Golden Rule.

    From there, if there's a playstyle that's seeing a lot of flack, I look for alternatives. For example, rather than go gen defense as Skull Merchant, I went for totem defense. The couple times I've tried it I've gotten 3Ks and games didn't last much more than 15 minutes. Neatly gets around the issue of 3-gen Skull Merchant games taking forever. Both times I also lost totems despite everything (I run Devour w/ Thrill, using the slowdown to buy me time to interrupt a cleanse of a drone goes down).

    In summary, my suggestion is play your way, however you find enjoyable, just don't go out of your way to ruin other peoples' fun if you can help it. Win or lose, that should cut most of the saltiness down to people who are going to be pissy no matter what you do, and they can be safely ignored.

    Many of my post game chats go fairly well. Most recently I was using my Oblivious Doctor build (Plaything, Pentimento, Retribution, Distressing, yellow Discipline and Calm add ons). Got 2 DCs, I sat back and, a little hassling for shits and giggles aside, let the last two go. Had a nice chat with the Jake who was fine since they got plenty of BP (I'd used a flan) and his response to learning "Static Blast hits Oblivious Survivors" was "HA!"

  • Then this won't work for you, but it is a valid alternative to gen camping. Used it a couple times before her last tweak (haven't played much since) and went well. Survivors had a fair shake to get my totems (for Thrill once, for both another), managed 3ks each time (1 I let have hatch the other found it on their own) and each game lasted ~15 minutes.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412485#Comment_3412485

    What else is Skull Merchant supposed to do, though? That's the real problem here, the character's design offers little outside of generator camping.

    Totem camping. Thrill +Devour, use the slowdown and Claw Trap haste to keep your totems alive.

  • For clarity, the option to auto-buy specific nodes is open at all times. It's only the auto buy the whole bloodweb that's locked behind P1

  • I've actually used GoP on Plague.

    An odd choice, but the logic is if they stay sick then it makes no difference besides maybe the extra bleeding from Hemorrhage. If they cleanse, they get smacked by slowdown. To be it just increases he catch-22 nature of Plague nicely.

  • @Dennis1242 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412852#Comment_3412852

    The last time I tunneled someone everyone came to take protection hits and he died only at 1 gen left. This is why I don't really like to tunnel, most people I tunneled in the past were pro survivors, even the ones with default dwight or something

    For me not tunneling is more of a Golden Rule thing. I hate running into it as Survivor, so I don't do it as Killer.

    That said, I'm not above attacking or slugging off hook if the opportunity arises. It'll delay the rescuee's reentry into the game by however long it takes them to mend and, if you get the slug, that is pressure right there.

    Honestly, I think the tip I can offer is that gen pressure/slowdown is anything that keeps Survivors off of generators. Not just direct slowdown like Call of Brine, Pop, Deadlock, etc.

    When I play Demogorgon I like to use addons that slow portal sealing because Survivors will waste time on that of they see a portal to seal.

    If I'm on Twins and someone tries to hold Victor hostage, I let 'em. That's one person who can't do anything whatsoever and will give away the position of any teammates in top of that. I can always recall Victor if I decide I need him.

    When I play Pig, I ignore the Survivors with an active trap, except maybe to injure them if they healed, because they're the one person I least have to worry about. They won't touch a gen until their trap is off. I also favor Ruleset Number 2 (Jigsaw Boxes aren't visible until the trap is active) to delay removing the trap by however much I can.

    On Killers without natural slowdown tactics you can utilize anti-heal builds or perks that enforce extra objectives like Hex: Plaything.

  • @Percival_nxs said:

    Not eruption, you waste more time kicking gens, only for 10% regression, not worth, better run Jolt, just 2% less regressiion but no need to kick gens.

    I think Eruption has value for killers that down with their power like Huntress or Bubba. It does for them what Jolt does for M1 Killers by turning any down into regression. The more mobile or ranged among them can also potentially utilize the aura effect.

    Honestly. I agree. Get into a position or state of mind where even a bad game can be worthwhile. I have a silly build on Freddy I run that's fun even if I lose because it involves trying to get Infectious Fright to work on him.

    I also enjoy trying odd or different builds. Sometimes they work, sometimes they don't but it's fun to tinker and I've even got a stealth builds on the Doctor of all Killers (Static Blast can hit Oblivious survivors)

  • @clowninabout said:

    Sounds like a good perk synergy that they used to good effect against you. Were they really that bad at chasing or were they playing for an end game build?

    Alternatively were they smart enough to not focus on the best runner for too long?

    On-topic, I once got two Rancor moris in a game courtesy Decisive Strike or Nemesis (I forget which)

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410203#Comment_3410203

    Living in the same matchmaking region as Huntress players like Ralph, CoconutRTS, and Umbra is pure pain at times.

    I'll toss in Spookyloopz as a solid Huntress

  • @GensByDaylight said:

    Any aura perk is very strong on huntress, but Gearhead has also been a pretty decent perk on every killer I've tried it on.

    Its actually really good on hit and run killers, and I wonder if it would work with plauge and infection injury...

    I've thought about it having possible use on  Onryō, since TVs are usually close to gens. You can use it to better target your teleports to increase Condemned.

    Since it works with Hit & Run, I could also see it synergizing with Hex: Face the Darkness

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407486#Comment_3407486

    I like the idea of there being a slowdown limit for healing, that way it stops it being too oppressive. Nice thinking!

    I've generally thought that having caps or diminishing returns on certain stackable mechanics would probably alleviate a few issues. Pre-nerf Call of Brine and Overcharge wouldn't be half the problem they were, for example, if they couldn't combine past 100% extra regression.

    For Self-Care in particular, I figure one of the biggest hits against it is its already slow heal-speed being even further slowed by something like Sloppy Butcher or similar functionally worthless. Ironically, however, making it unable to go lower than its base healing speed means it may have a niche against anti-heal builds.

  • @Herpington said:

    I'll cut straight to the chase here, since the recent changes I think self care could use a small buff, nothing huge that would make it replace medkits or old circle of healing but something that could give survivors a better alternative to inner healing or relying on teammates.

    I've done some math on this to back up my claim. Currently a self care at 35% healing speed heals you in 45.71s.

    If we buffed it back up to 50% (which is not what I suggest happens) it would go down to 32s, however something more balanced imo would be in between 45%, at 35.5555s and 40% at 40s.

    The sweet spot lies around the 42% mark at 38.1s which would balance it both around healing speed buff perks and mangled/healing speed nerf perks.

    I'm putting this out here because I'm curious on what the internet's thoughts are on this idea, so go nuts in the comments I guess :p

    My own thoughts for a Self-Care buff were

    1. Self-Care's healing speed can not be reduced lower than its base 35% (so an anti heal build can prevent you from increasing the speed but still enable its use otherwise)

    And/Or

    2. Reduce or negate the 33% speed penalty when healing yourself with a medkit (pre-update medkits at the cost of a perk slot)

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407390#Comment_3407390

    Yes, from the PTB where it was lower

    It's the same as it was pre patch now except for the green medkit of course

    Those are the live patch notes I linked and every one notes the change of what it was pre-update and now and, other than Emergency, every one is an increase. Green and purple medkits do lose their secondary effects, but the numbers got altruistic healing were upped in 3/4.

    There's a separate section for changes made from PTB to Live got those updates

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407370#Comment_3407370

    Medkits didn't get buffed for healing others tho, if anything it was nerfed thanks to all charges being lessened

    I guess for the brown medkit, it's a buff but for every other medkit it's a nerf

    Per the patch notes, nearly all of them had their speed when healing others increased. The only one that went down was the Emergency Medkit (I think that's the green one?) which went from 50% to 45%.

  • @kingkos said:

    Not good in english btw

    Casual gamer here playing with young people, students and kids... We enjoy playing this game because of healing totem, sometimes we can't see each other in the map, that is why I put healing totem so they can heal there self on there own while hiding from killer.. To kids to lessen there nervousness from these game and enjoy walking while hiding.. Healing totem is there home.

    I hope devs you return HEALING totem soon for self healing...

    To expand on what's been said already:

    The latest update did indeed remove self healing from Boon: Circle of Healing. In trade-off it gained the ability to reveal any injured Survivors within its area and healing others is done much faster. Medkits saw a similar blow to self-healing and buff to healing others.

    If your group needs ways to heal themselves, along with the aforementioned Self-Care (heal yourself without a medkit but at a much slower rate) there's Inner Healing (Break a totem and you can heal yourself by hiding in a locker) and Renewal (heal someone else and next time you're unhooked you heal automatically after a set period of time).

    Both are general perks so any player has access to them without needing additional DLC.

    For keeping track of one another there's also Bond (see others in a certain range), Empathy (see injured Survivors) and, if you have Yoichi, Empathic Connection (injured Survivors see you)

    I'm not personally too worried about kids playing the game, in and of itself. If they can handle it and aren't overly scared by it, have fun.

    My oldest niece loved horror stuff as a kid (late elementary, early middle) and probably would have wanted to play DBD if it'd been around.

  • @Ἥφαιστος said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373247/all-my-games-have-gone-to-1-or-0-gens

    Yup but as you can see, people review bombed dbd to mostly negative. They're literally full grown adult acting like babies.

    So your average DBD player, then?

  • I used to imagine Hillbilly spoke like Boomhauer from King of the Hill, but after discovering Space Billy I now imagine him as the Space Sphere from Portal 2.

    That yell when he sprints? He's screaming "SPAAAAAAACE!"

  • @DemonDaddy said:

    Lethal is trash value in comparison. Aura at the start to quickly start one chase doesn't compare to blocking 3 gens for all survivors.

    Not saying lethal can't be good on the right killer with a tailored build, but the benefit is abysmal in the 4v1 scope. Your not even guaranteed that the survivor you pick won't just run and predrop every pallet, in which case a full perk slot wasted.

    Don't forget Lethal Pursuer's second effect of extending aura reading. Gives it increased value in any aura centric build.

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