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It’s a well designed perk. It counters Fogwise, Kindred, Empathy, Bond, Alert, WOO etc to some extent. However I wouldn’t call it oppressive and more of an annoyance in my Survivor games.
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Either increase the regression or make it a non hex. Deactivation upon one survivor death is fine.
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Fogwise is ok in solo Queue and imbalanced in a SWF. Thankfully Fearmonger counters this strategy. It would be nice if the Killer gets some sort of notification when their Aura is being read though, perhaps via a perk, so that they can change their strategy if needed.
Lethal Pursuer works similar to Corrupt Intervention since the ideal result is to get an early chase and down before any gens are done. The additional 2 second buff to other Aura reading perks could be changed to 1 second in my opinion.
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PR is fine when Killer UI gets updated to reflect hook states of Survivors. Until then, it’s a sidegrade at best and nerf otherwise. All these unique hook based perks including Grim Embrace might actually see more use if the devs weren’t so stingy about the information Killers have access to.
Call of Brine is mostly for information now but Surveillance also does the same thing. Overcharge still has a place in skill check builds
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Kill rates will drop for decent players. Not much change for casual/beginner players
More end game builds may start seeing use because Killers can’t compete with regression. Ideally Killers will tunnel one person out and play off the end game instead of guarding gens
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M1 Killers without chase potential or mobility rely on it to get kills.
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Yes, SB stops a chase from happening, but the Killer has the freedom to decide if they wish to engage in the chase or go for someone else depending on where the Surv runs to with SB. Minimal time is wasted and the Killer managed to chase the SB user off a gen. Plus for the Killer.
Against DH, the Killer has already invested more time into the chase to get that first/second hit. If the Killer drops chase because of DH, the Survivor will probably heal up and hop back on a gen, that means the Killer has just wasted time with no profit.
It’s also easier to bait a SB out than a DH because there isn’t an activate button for it. The moment a Survivor runs, they either use SB or is still exhausted. A Survivor can run, vault, do 360s, vault windows and the Killer still won’t know it they have DH ready or not.
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@Btobin2426 said:
I do not think that not allowing you to heal without a med kit in the boon circle of healing is very fair of an update. I have played probably over 3,000 hours. It seems like all the updates benefit more that the killer always wins the match. Yes, you could run with other perks to be able to heal yourself but it doesn't take away. The fact that is not fair that you load in with a perk that no longer works. Who cares if somebody heals you faster. If you wanted to heal faster you'd bring in a med kit. You're basically going to cause everybody to load in with med kits from here on out. In fact, I'm honestly thinking about not playing this game anymore and it's pretty much the only game I play. And once again yeah you could load in with different perks but that defeats the whole purpose. Why even have Boone circle of healing anymore? It doesn't work.
With coordination, COH can be used to pull off very quick resets. A friend of mine was playing Huntress in RPD against a swf yesterday and their heals were so quick that I assumed one of the survivors was running heal oriented perks. The 4 man Swf escaped and it turns out all they had were a basic med kit, Botany and COH.
COH is not as “general” as it once was but it still has a place in DBD
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Good for you. Please continue to destroy the strong teams out there. That will help boost the kill rates and devs might consider buffing Dead Hard in the future.
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Just use Self Care + Botany
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There are some dailies or tome challenges that require the Killer to mori a survivor. If the Killer decides to go after someone else and the mori-able survivor escapes, the Killer would have wasted a Mori offering and probably have to play another match with another Mori offering.
I met a Sadako who followed the obsession for 5 gens and mori them with Rancor once the exit gates were powered for the Rancor tome challenge. Should the Sadako have chased other Survivors and risk the Obsession escaping instead?
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Good thing that I switched to playing No Power Sadako way before this patch
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I saw someone mention about how the Visual Terror Radius would still be active even when Sadako was Demanifested in the PTB, did that get fixed?
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If DS still worked in endgame, everyone would run it for a free escape on top of Basekit BT which was one of the reasons why it got nerfed.
Reaching End Game via 5 gen repairs does not equate to an automatic escape for Survivors. If it did, perks like Blood Warden, No Way Out etc wouldn’t exist. End Game builds do exist and are as valid as any other perk build.
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The annoying thing about old DS was that it could be used offensively, unhooked Survivors had 60 seconds to heal up, body block another Survivor who was being chased and get downed or jump into a locker in front of the Killer. If the Killer took the bait and went for the pickup, the Killer gets DS. Even if the Killer left the Survivor slugged, the other chased Survivor would have more time to escape.
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This perk would still be somewhat usable if the Killer UI also kept track of hook states or it revealed the auras of survivors who have yet to be hooked on a scourge hook.
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There are different variations of this strategy depending on the game.
When and where you hook your first survivor matters a lot for tunneling and camping. If you hook the survivor in the middle of a 3 gen or a place with limited chokepoints for indoor maps at 4/5 gens left, you add an additional layer of difficulty for the survivors. They either do the gens and risk 3 genning themselves later on/risk the hooked survivor getting to second stage because getting the save takes longer due to hook location. Slugging the unhooker forces them to use BT or require the 3rd player to pick them up.
Another strategy I’ve seen is to focus hook states exclusively on two survivors if hardcore tunneling doesn’t work. This forces the remaining two survivors to go for unhooks/saves while the other two survivors on death hook are forced to play safe
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I would say the “consequences” will come sooner or later regardless of whether someone plays sweaty or not every game. Given how backfill exists, it’s not impossible for an experienced Killer to get rookie survivors and vice versa.
If more players on either side at a certain MMR rating stopped playing, matchmaking would be forced to grab players from lower or higher ratings to compensate.
People complain about gen speeds and tunnel at 5 gens because they might have gotten matched with efficient survivors previously due to said matchmaking logic which leads them to assume that every survivor they face will be equally or more efficient every game, hence it is better to tunnel asap to reduce that efficiency before the damage is done.
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Game may see more endgame oriented builds in response to survivors ignoring healing to focus on gens
M1 Killers will have a shorter time window to work with
Tunneling/camping makes more sense since the regression perks that rewarded going for chases and down are no longer as valuable as before.
People will be crying for STBL/Deadlock to be nerfed next.
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Completing all the generators doesn’t automatically equate to a win for Survivors.
There were two other Survivors excluding the one being hooked earlier and none of them came to help you? If your strategy for escaping was solely reliant on the 3 second DS and none of your teammates came to body block for you, that’s a team misplay.
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SM is about the macro game and removing finite resources such as medkits/pallets. Another Killer who has a similar strategy is condemned Sadako.
At this point a full rework would be required for her but it wouldn’t be profitable to remake her ASAP
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Balance can only happen when matchmaking matches based on mmr instead of backfilling players in queue.
However this isn’t possible because this would lead to 10-20 min queues for certain groups of players.
Balancing around the average player is fine and all but if this results in imbalance for more experienced/veteran players, some will definitely stop playing or reduce play times.
When that happens, guess which pool of players matchmaking would have to draw from to fill up lobbies for more experienced/veteran players? The average player would probably be outclassed regardless of being on Survivor or Killer leading to the more vocal ones demanding for more nerfs to the other side.
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Rare twins main pops up to share their opinion and the first reply already has subtle gaslighting.
You have a point about pips though OP, iri ranking as Killer has always been an annoyance even more with DCs and people suiciding on hook because reasons. Sometimes the game decides to give you a depip because the survivors misplayed badly and died with 4/5 gens left.
I also agree that maps need to be looked at, all those Garden of Joy, Borgo and Badham offerings that will never get used because there’s no benefit to the Killer to use them.
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Chill out on playing Killer for now, devs will only panic once the Killer population drops and people start complaining about queue times again.
Or dodge lobbies that look like premades or anyone that seems to be above your skill level.
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@Gandor said:
Like ######### is this thread? You ppl really think that having 1 good chase is enough to guarantee anything between 2-4k? Meaning I win or at least I don't loose because I had 1 chase? That thing is really Ok in your eyes?
Like what would you say if survivors had a perk that for each whiff gave them sprint burst? No exhaustion or anything. Just win because I 360d you once....
A Myers Infinite Tier 3, Iri Head Huntress or Trapper with traps set up at the basement stairs could also achieve similar results, should they also lose their power at the basement too?
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It is Survivor sided at the high level of play and sometimes at the moderate levels,
Devs need to be careful of the path they are treading though. While their matchmaking logic did reduce queue times, it means that there is a greater likelihood of mis-matching.
It would be interesting if devs could look at the playerbase numbers for both sides at different MMR ratings. Are there enough “high MMR” Killers for survivors of the same skill level and vice versa? If the answer is no, it means either side may get matched against someone not of their skill level and might lead to frustration on one side due to the skill disparity.
That frustration could be expressed in many ways such as complaining on the forums which gives rise to the us vs them mentality. Amusingly enough, the devs indirectly contributed to this with their data sharing previously (60% anyone?)
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Basement Bubba isn’t a guaranteed 3-4k even with Corrupt, Deadlock, NWO because it is dependent on one survivor exiting the game before all the gens are powered. If Bubba gets the first down after 2 gens have popped, the remaining 3 survivors can finish the remaining gens and get out.
A team is as strong as the weakest link, if the Bubba downed the weak looper at the start of the game and tunneled them out with 2-3 gens left, then the game will get harder for the remaining 3 survivors. However that means there should be more unused resources on the map for the 3 survivors to use. A 2 man win is still possible.
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Read the ptb notes, this is getting changed.
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Remove Killer human players and replace them with bots
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White ward?
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They’ll backtrack and buff killer perks eventually, maybe in another 6 months, but the damage is done by then.
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I think it’s fine if stacks lost also apply it the obsession loses a health state regardless of M1 or killer power.
However changes to the perk should only be made after the weaker M1 killers are buffed accordingly.
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This game is balanced around kills and not hooks.
There isn’t much incentive to go for hooks, even the killer UI doesn’t tell the player how many times they have hooked someone.
Calling players who tunnel “unskilled” is fine and dandy, but the comparison is no different from calling someone out for taking the lift instead of the stairs which is pretty amusing.
The devs need to make a decision whether they want to completely eliminate tunneling and balance the game in favor of that or let the status quo remain and work on the next feng cosmetic. The answer should be pretty obvious.
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Freddy with Pallets
Sadako with Blindness/Oblivious tv addon
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I think some Survivors will run two exhaustion perks in response to this. Like Lithe and DH. If they’ve have shown the Killer that they have Lithe in an earlier chase, it will be easy to bait out a DH in the second chase since the Killer won’t bother about waiting out a DH.
Smash Hit + DH also seems like another potential combo.
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Nothing much will change for those who are experienced with survivor since Resilience + Adrenaline isn’t uncommon.
For the less experienced survivors, it will be an issue since they need the two health states to avoid going down early.
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Pain Resonance getting the BBQ token treatment guts the perk. If devs wanted to limit it, they could have added a 6-7 token system with one token consumed for each survivor hooked.
While not having to deal with Dead Hard first chase is great, I think the only issue was Survivors using it at a pallet or window. Adding a buffer before dropping a pallet or vaulting after using Dead Hard would have been enough.
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You speak as if the perk is present in every single game let alone resulting in 3/4 kills.
I doubt that the usage is significant enough to even affect kill rates
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The anniversary chapter will still bring players back especially if licensed so this perceived “drop” in players will go unnoticed for a few months before the meta perks at that point in time get nerfed again.
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Game is balanced for kills and not hooks.
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SM players just need to be smarter about deploying their drones, otherwise she stills operates within the rules of a walking m1 killer with good 3 gen defence
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She was designed to lockdown an area/3 gen/totems. Since totem spawns can be unreliable, it makes much sense to play for the 3 gen.
Pretty amazing how no one in the dev team looked at her in the development stage and thought that her playstyle would be disliked
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Play how you see fit as long as you are happy with the outcome and your playstyle.
If other players want to go for hooks over kills, that’s their playstyle and it’s fine. Each to their own. Some people will try to gaslight you into thinking you should change your playstyle but just do whatever that makes you happy.
If tunneling and camping was causing a huge amount of players to quit the game, BHVR would do something about it, but they haven’t apart from introduce base kit BT and perks.
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Snares + Pallets basekit and an add on pass would be nice
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While P100s are much more common now, my previous experiences with hackers were using P100 characters. It’s not just “perceived skill level”
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Sorry to hear that this game has turned you off this much. It can be extremely frustrating especially since the state of the game and your playstyle seem to be incompatible.
I hope you find yourself in a better place mentally during your break.
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Of all the maps, you decided to quote coldwind farm as the map you lost on.
The Killer probably realized that the map wasn’t the best one to go for chases on and opted to patrol a smaller portion of the map so that they would have a better chance at winning.
Sorry if playing that way is “unfun” for you.
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374657#Comment_3374657
It is not a very good perk for Legion, though, as their killer instinct only tracks people inside their TR. Sure, the survivor will still carry your TR, but you can't really control where they go. If they don't move closer to a survivor, you won't know where they are. If you can see where they are, they will be hearing at least the edge of a TR and will be at least a little more cautious. They will know you're close, just not THAT close. Either way, that's quite situational.
It is used in conjunction with Suzie’s mix tape if you hit the obsession with Feral Frenzy. With the TR extension, even if the obsession runs to a corner of the map, the Legion can probably still identify 1-2 more targets via Killer Instinct in general
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@yauniqua said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352103#Comment_3352103
you act like players should have to constantly face killers they don't enjoy.
somehow that makes them "stupid" in your opinion.
until the devs address the health of the game, they should offer this as a bandaid fix like they do all their DLC perks. bandaids instead of addressing core issues. :)
Not sure how you pulled out “stupid” from there but that’s fine. I see it more as players wanting something and expecting minimal consequence only to be disappointed when minimal consequence doesn’t happen.
Would the players who were willing to have longer queues in exchange for a Killer they liked going against be willing to wait 20-30 minutes for each match in the long run? If 50% of the survivor player base wanted to go up against Trapper and a function was implemented to do so, the Trapper playerbase won’t magically increase accordingly to compensate.
I highly doubt this function would see much use long term and just end up being a band aid like you pointed out.