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bjorksnas

bjorksnas

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  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646371#Comment_3646371

    I've been asking for them to remove this unfair BS mechanic for years now. He's already been buffed TWICE since then!

    You want a THIRD?? Then WAIT until after they remove the mecanic and see what happens to kill rates. THEN buff him, but SOMEWHERE ELSE, not in his ability to place 2 traps in 2 spots and get a free kill.

    And the majoirty of balance has been see-saw. They don't even LOOK at a new killer's performance until weeks or months down the road to let their kill rate settle.

    yes he could have a bit more, also just because the devs might balance like a see-saw doesn't mean that we have to with theoretical changes

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646256#Comment_3646256

    He's not going to get the buff he deserves if his kill rates are padded with free kills from end game.

    Balance his power in endgame with that of other killers and buff his kit for during the trial.

    killers are different its just built in, some are stronger and have mechanics during endgame and or addons that change it to do so not even counting perks heres a list

    Freddy : addon to block exit gates

    Nemesis : addon to respawn zombies in exit gates

    Trapper : you know

    Pig : traps go off in exit gates if active

    Nurse : can blink into closed exit gates

    Doctor : can shock the opening of an exit gate

    Clown : can interrupt the opening of an exit gate with direct bottle hits

    Huntress : hatchet

    Deathslinger : yoinky sploinky

    Twins : exit gate blocked if victor is on you

    Pinhead : exit gate blocked if chains are on you

    Wesker : exit gate blocked if hit by his power (idk this one verbatim but its to some extent)

    Hag: traps near and in the exit gate just not directly under the switch

    Knight : addon to block exit gates while a survivor is hunted


    Trapper is already in line balance since a big portion of the cast has interaction with the exit gates and power switch like him, his power is good for blocking the switch but requires 2 of his 10 traps for both, and setup either during the match or after which gives survivors either a time advantage mid match where he isn't pressuring or a punishment at the end of the match if they 99 an exit gate which just incentivizes opening it early, its reasonably balanced as long as the prompt functions properly

  • @sizzlingmario4 said:

    Tinkerer triggers at 70% progress, which is a little before the last set of pistons would start to move (which would be at 75%)

    Ditto, each set of pistons represent 25% progress, so tinkerer would proc 4.5s before the 4th set starts moving (not accounting faster speeds / skillchecks) giving billy plenty of time to rev and dash towards you before you can react to the fourth set moving to predict tinkerer

  • @Nos37 said:

    Remove his ability to trap exit gates, let his kill rates stabilize afterwards to see how many kills he was getting from the very simple task of placing 2 traps and standing in between them. Then buff him accordingly.

    its called balance not seesaw, he is in an ok spot at best right now nerfing him just to nerf him then saying buffs might come isn't a quid pro quo I would like to see, now if you said give him x y z buff and remove his ability to trap exit gates then you would have something on your hands

  • Nah mans is still weak, give trapper more buffs first I want to see the poster child shine

  • I didn't say it isn't effective its just not a 1 for 1 of what it was on the ptb

  • @BubMickey07 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645864#Comment_3645864

    Idk why that wad hard for me to read...

    Anyway I'm mostly talking about the fact when I'm hooked I get left cause my teammates are sacred

    Fair enough, the best you can do is just know what do when you have to save someone with a guard at the hook. It might feel bad if others don't know what you do but thats just life we all know and learn different things. You can try telling them in the post match chat then it might help give some peace of mind but you can't really do much more.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645865#Comment_3645865

    Really? cause I'm circling Rocks and small loops easily and I'm not even a Blight main plus the Duration I'm traveling end to end of maps with only 2 rushes

    it ain't 360 in place though

  • Max turn rate was 148% on the ptb or higher because of a bug prolly but sure 48% is just like it used to be

  • Yeah permanent pip progression would be nice for both sides since it is just a bloodpoint boost every month, making it so you have to potentially play 5 good matches in a row just for 1 rank to ~85 good or ~42.5 great matches or any combination in a month for a 1m bonus bp on each side would be a good change

  • Its a gamemode about lack of information and low visibility of course theres gonna be low information and visibility

  • I think it should be an option in customs permanently but not as a split queue game mode lights out is just too simple to want to keep around for a long time

  • I think it would be interesting if she also an separate teleport that was a long cooldown that let her teleport to tvs that are off

  • @BLACKMENACE8086 said:

    I wanna try out 4 v 8 mode where you play the knight and the twins to make things a bit more fair.

    that would be 8v8 mode, (4 twins or 4 knights)

  • @jesterkind said:

    Are you sure about those?

    Right now it should just be Basic Attack and Special Attack, not any power use. Pinhead's Possessed Chain isn't a Special Attack, and nor is Doctor's Static Shock, but the Knight's guards and Skull Merchant's drones are.

    Have you tested these to make sure that the powers you're referring to actually cause token loss?

    they probably just slapped the play with your food code on it and thats why it works like it does

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643008#Comment_3643008

    "Make it feel like it's on their time instead" summarises the whole reason toxicity exists. Cycle of revenge.

    Its their choice to wiggle out and waste the time I give them a chance, the buck stops at them when they decide to be toxic and expect something for free im simply ending the match on my terms

  • No its always a constant stream of complaints the only thing is they seem to get a lot more interaction than before so they stick around longer. Usually its a niche complaint and 1-2 people agree with and 7 people refute until people give up on it and it finally gets buried under new posts as opposed to how it used to be with 1 complaint 1-2 messages and gone.

  • @RFSa09 said:

    imagine billy and bubba

    nemesis and wesker

    demogorgon and xenomorph

    pig and skull merchant

    doctor and legion

    chucky and ghost face

    myers and freddy (for exposed and oblivious)

    there´s a lot of cool combinations we can do

    Chainsaw brothers is less synergy but more fun and definitely a lot more bamboozled windows and eaten pallets

    Double infection would take forever to cleanse and 2 helping hands annoy people going for them could buy a lot of time

    2 killers with a lot of map mobility and decent chase power but 8 turrets could be a lot and 8 tiny hands to break portals could be annoying

    Neither killer great at getting downs but getting surprise injures and slowdown could be nice

    Mending and madness and having to mend while mad fun stuff

    ghost face marks em and chucky slides under a pallet to m1 them, not the worst combination

    now that is a nightmarish combo

  • Some people play for fun some people play to win its just how it is that eventually the game becomes less fun to have fun in and more fun to win as people get burnt out or have bad matches while trying to have fun then play to win

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642367#Comment_3642367

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642370#Comment_3642370

    This discussion very explicitly talks about being bled out for four minutes, and not slugging as a strategy. A teabag is nothing compared to being bled out for four minutes and isn't even comparable. You could compare it to the humping part for sure in some way, but not that.

    If there are no hooks nearby, just close hatch then let them wiggle free. I mean they won't be able to escape, right? Issue solved.

    Twins is getting reworked because BHVR is steering away from the slugging playstyle so no killers should have their powers revolve around it anymore.

    Close hatch and give them a free escape, no im not going to cross half the map to find the hatch for them to crawl and hide somewhere else and waste my time might as well make it feel like its on their time instead

  • @Devil_hit11 said:

    Trickster with Lucky blade+Watch would be among the best killer in 2vs8. Main event would be endless. Down the entire team with 1 main event in 8 player lobby.

    Currently he already could down an entire team of 4 survivors, but it often doesn't happen and even if it was in a good spot for it a corner or locker means the strat is over

  • @Pr0p3r9 said:

    Legion+Twins would be absolutely impossible to deal with. Legion gets everyone injured, Victor goes on a rampage, and Legion gets the hooks while Victor massacres everyone in a 5 mile radius.

    on top of the fact legion gets downs on survivors while going around injuring everyone with the 5th frenzy hit downing someone 8 survivors can only spread out so much with the right addons

  • @MikaelaWantsYourBoon said:

    Mangled was always problem, especially after med-kits nerfed to ground it become even more problem. And it always nuked some heal perks for no reason (Jill, Ada and Jane perks, i don't even remember perk names). So change needed for this statu effect.

    Hag & Huntress = I don't know why they are on list , they both are just fine.

    Demogorgon = Hopefully he will able to move his portals.

    Doctor & Clown = Some buffs will be nice tho.

    Pig: JUST DON'T NERF HER AGAIN PLEASE, NERFING PIG MEME IS NOT FUNNY ANYMORE.

    Thats hemorrhage's effect on solidarity, and resurgence throw in reactive healing for good measure not mangled

    pig should not have synergy with perks that cause screaming to cheese kills with party hats, doesn't mean she shouldn't get a buff with it but seriously its just plain silly

  • nope you can tap the button over and over though but its not menacing its just silly

  • Its very silly, it seems to be mainly with killers who have their camera locked in place vertically when using their power because the devs didn't think people would crouch, or be on a staircase

  • @MechWarrior3 said:

    If they end up adding this game mode into the game, the developers already mentioned that it wouldn’t be balanced as a heads up, so I hope nobody expects it to be balanced in any kind of way.

    Of course, you can't balance one and expect it to balance the other it would need seperate balance which would be a task but just if the game was made 2v8 in its current state with no care for details thats how it would end up

  • @Depressedlegion said:

    I think infinite tier free insta kill Myers with sling would be absolutely broken, as slinger grabs them, Myer insta kills.

    I forgot about that when making the individual power list myers pops off even harder

  • I mean its not such a black and white issue its more of a gray zone that you can't make a definitive ruling on, sometimes you need to slug survivors

    for example

    survivor gets slugged and crawls away then bleeds out, was it the killers fault the survivor didn't get picked up or was the last survivor and crawled away and couldn't be found

    what if the survivor is slugged because there are no hooks they can be carried to without getting a free escape is that the killers fault for securing a kill or the survivors fault for trying to wiggle off instead of just letting the match end

    if a killers power is built around slugging is it wrong to use bleedout instead of hooks to secure kills, like the twins


    they give killers benefit of the doubt because making it be loose rules on slugging will just lead to confusion at best giving survivors an option to bleed out on the ground after ~2mins on the ground total could make instances where its used maliciously shorter but its not ever going to be a rule / bannable offense

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641926#Comment_3641926

    Killers are winning with basically only having to get 3k. That is in no way fair to survivors. You don't realize how hard it is for survivors to recover from most situations in this game. It takes too much time to give you any fair chance to recover in a viable way. You're basically saying killers deserve to win for eliminating 2 survivors and downing the third. They shouldn't gain that much of an advantage over the match for playing in what many survivors consider to be extremely toxic. This game rewards killer mains far too much for playing in the most toxic ways. They should be incentivized to hook survivors and deterred from slugging them.

    Killers shouldn't win when they win got it

  • I mean at the end of the day its the killers choice to slug for the 4k or to give hatch or to really do anything, they got the match to that point so they get to choose what they do. If not slugging for the 4k was more consistent then maybe most wouldn't.

    Heres how a slug for the 4k goes

    3rd person gets slugged, ~50/50 depending on perks and killer if they can find the 4th survivor

    Without it

    hatch ~50/50

    exit gates ~50/50 depending on how they spawn


    You basically decide to flip coins on if you get a 4k or not or take a near guaranteed victory since even if you fail to find the survivor you still get those 50/50s after

    its just the better option you can't complain that people want to win

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641011#Comment_3641011

    Everything about this is wrong.

    DS stuns the killer for 3 seconds, and the first roughly 1.4 seconds of that the survivor doesn't have control of their character because there's a 'jump off the shoulder' animation.

    So, not counting latency, the survivor gains about 1.6 seconds, or 6.4m of distance here. That's a single m2 from a huge number of killers, and since a lunge attack is 6m, the survivor gains... Less than a second of chase.

    Sick math but as ive played the game for any amount of time against ds, no you don't get 1s of chase and a 6m lunge at them

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641155#Comment_3641155

    Running in a straight line does not make you immune from M2s. If a killer cannot use/bait their M2 properly, that's entirely on them. As I said, the straight line approach is oversimplified and doesn't account for many factors that shorten/extend chase. Also, if you're tunneling with an apparent M1 killer and complaining about DS, what are you genuinely doing?

    Technically against pig, myers, onion, ghostface, and doctor it does make you immune to m2s

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641011#Comment_3641011

    After 25 seconds of chasing someone going in a straight line you get +0.4 m/s speed boost. After just 15 seconds you get + 0.2 m/s due to bloodlust. Considering the fact killers have abilities, running in a straight line could be the dumbest thing you could do and end chase faster. With the prominence of higher mobility killers, they force you to go to unsafe loops because of this. Also, it's not three seconds, the animation is when the stun begins so you only have like 2.8 seconds. Explaining something with the straight line logic really doesn't put anything into perspective properly.

    I mean its a good example of in simple terms / worst case scenario you don't know what to do so you run in a straight line, also chases don't begin unless you are within 12m so that 25s of chasing for the 0.4m/s boost wouldn't happen with a 5s stun since you don't start chase so you would have ~20s not accounting for bloodlust speed after you are within 12m of the survivor with the 0.6m/s speed differential. Or since you like numbers 18.75s after starting the chase accounting for bloodlust 1.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641123#Comment_3641123

    It's only a 'massive buff' if you're tunnelling. And if you are, they need the buff.

    no u

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641123#Comment_3641123

    Do nothing and let tunnelling continue to be a huge problem?

    "huge problem" its all interpretation so sure

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641108#Comment_3641108

    Trauma over? It's just supposed to make you rethink tunnelling, nothing else.

    As to the idea of it being weaponised, eh, sure, that's a risk. I'm personally fine with a situation where I'm occupying two survivors and the person who just got unhooked gets slugged for their troubles, that's more than enough value for me. Maybe it'd be kinda annoying, but it's not like it's subtle when a survivor is trying to weaponise anti-tunnel, you can just ignore them in 90% of scenarios and either slug them or hook them again in the remaining 10%.

    The fact of the matter is, the current situation does not deter tunnelling. The only outcome we can shoot for is killers thinking twice before trying to tunnel someone, it's not enough to point to potential abuse and conclude nothing more can be done.

    Or we could shoot for the outcome where we do nothing and not just give survivors a massive buff

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641097#Comment_3641097

    That should be the risk in tunnelling, but considering how quickly you can hook someone again after that first chase (due to anti-tunnel being somewhat weak), it really isn't that risky. The entire risk is how much generator progress is done in your first chase, and even if it doesn't break in your favour, you still ruined that one player's match.

    So, we have a very powerful tactic that is extremely difficult for the average player to counter and sucks to go against. That's a bad situation, so the clear way forward is to heavily disincentivise that tactic. Making it risky by making the anti-tunnel tools potent enough that hitting into them actually matters to the killer is a very good first step.

    Buff Decisive Strike, and, buff the others. Make the basekit anti-tunnel not cause Deep Wounds so you can't clear Off The Record immediately, at least. With those changes made killers would hesitate before tunnelling, because actually trying to would carry risk.

    I get the whole make perks that killers have trauma over spiel but still just make a basekit mechanic at that point also if basekit bt didn't give deep wounds that would be even more reason to sprint face first at the killer and bodyblock for the unhooker then use even stronger anti-tunnel perks to punish the killer if they dare go after you. It would make gameplay very silly because the optimal play is have the injured person take 1-2 hits then have even more hits if you dare go after them to get value for the hits they just soaked up


    So no, just no the only olive branch I have to offer is maybe have that mechanic only on the first person hooked so you get full value from OTR, DS, and DH if you were hooked first in a match but no thanks to any of that that sound awful to play against or any kinds of perk buffs

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641081#Comment_3641081

    Ah, I see. Dead Hard isn't an anti-tunnel perk, for the record, it's just an Exhaustion perk. A few of those can help when you're being tunnelled, but they aren't actually dedicated anti-tunnel tools.

    I think the main issue with your argument here though is that it's resting on the assumption that tunnelling is a "playstyle" that is on the same level as hit and run or just... using information perks, as opposed to it being a problem for the game in its current state. There's really no getting around that, it's going to need to be brought out into the open: Tunnelling is not a legitimate tactic in the game right now, because it's far too strong, has almost zero risk, and doesn't even have particularly potent counters.

    It would be a legitimate tactic if there was some element of risk involved. If you, as a killer player, had to think "is it worth trying to get the value of tunnelling this person out, when they could have [X]?", then it'd be in a much better spot compared to where it is now where no thought has to go into it at all. See someone get unhooked, down them, hook them again. Their input is minimal (albeit not zero the way it used to be), and the risk is pretty minimal too.

    It's to the point where there are people who think you have to tunnel to win, because it's so much easier and safer than playing the game out normally. If tunnelling was risky, because the tools to counter it were more potent and you had to gamble on which ones are in play, then the other (currently more legitimate) strategies would start to look better by comparison because there isn't an easy shortcut to value overshadowing them.

    TL;DR: Tunnelling isn't just any old strategy, it's a problem for the game. Fixing that problem will require, among other things, stronger tools to counter it properly.

    The element of risk in tunneling is that you have 2 survivors minimum working on gens 24/7 while you are tunneling (with decent survivors) and 1 busy rescuing from time to time. Ignoring them to tunnel either leads to a 3v1 with objectives decently progressed or a lost game because you didn't tunnel well enough and its an all in strategy if you tunnel someone for 2 hooks and switch targets never you gained nothing, you need someone out to get value out of it.


    The zero risk part to tunneling is when someone does it right at the start of a match which you could argue that the first survivor to be hooked for the first time should get something to make it so you can't tunnel the first survivor hooked but for a perk in the current meta of the game I don't think ds should be buffed


    I count DH as an anti-tunnel perk because it gets enabled by being hooked and has perfect synergy when used with DS, since after getting dropped when used properly its a 2nd health state and since it resets upon being hooked again it provides the most value when being tunneled proportional to endurance health states to regular health states


    Don't create a treatment create a cure

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641041#Comment_3641041

    How do you get to three?

    There's two personal anti-tunnel perks, Off The Record and Decisive Strike. If you branch out into altruistic anti-tunnel perks the number goes higher than three since you're including Borrowed Time and Babysitter.

    Either way: the reason all of these tools should be stronger is because they currently aren't an effective deterrent. Obviously you need to be careful with how you do this to prevent unintended abuse, but buffing DS to 5 seconds is a pretty safe pitch considering how hard it is to abuse that perk.

    These perks also don't have great synergy, by the way, because a lot of anti-tunnel (including the basekit anti-tunnel) revolves around Endurance, and that doesn't stack. Rightly so for the most part, but it does mean OTR and BT are both rendered much weaker if you're hit within ten seconds.

    Off the record, decisive strike, dead hard

    No a single perk or group of perks shouldn't be an end all be all deterrent against a playstyle only make it more difficult

    Circle of healing when it killed hit and run

    Distortion + calm spirit when they killed info perks for a while

    Old ds + unbreakable that countered tunneling + slugging on top of just being an invincibility bubble while doing gens


    Dbd is becoming less of a game of hard counters and more of a game of stacking soft counters because shutting down playstyles for a single perk slot is silly

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641011#Comment_3641011

    Again, it's anti-tunnel. It's just there to limit the value killer gets for free. Deal with it.

    Its one perk

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641011#Comment_3641011

    It's not about whether the survivor feels like they got value from the perk, though. Considering Decisive Strike's place as an anti-tunnel perk, the question should be this: Does the killer feel like the stun is enough of a punishment to reconsider tunnelling?

    Right now, the answer is no. Five seconds is something that many believe would change that.

    Considering there are only 3 anti tunnel perks and 2 have perfect synergy I see no reason why a single perk should make a killer question using an entire strategy

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640855#Comment_3640855

    All it does is reduce value that the killer never had to work for, either. Get over it.

    EDIT: Server issue caused a double post.

    5s in a straight line vs 3s in a straight line, at 0.6m/s speed differential thats 20s vs 33s of time just for using the perk, if 20s isn't enough then put in the effort to loop

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640869#Comment_3640869

    You tell me what your point is because I'm not seeing it. I explained my part and how your calculations of time wasted do not equate to that of how much a healthy survivor would have wasted.

    well yeah what part of worst case senario says its a healthy survivor and they are looping

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640428#Comment_3640428

    I asked the wiki admins about this. These are copy-paste errors that they're still in the process of fixing. They recently completely overhauled how they store descriptions on the wiki and had to more or less manually transition and reformat nearly 800 addon descriptions. Mistakes are bound to happen then. As you noted yourself, the page for Rusty Flute (which has the value added manually) still had the correct value.

    The wiki admins would really appreciate it, if people noticing these typos could let them know instead of not saying anything. 800 addons are a lot and they can't remember all of their values off the top of their head.

    Edit: I also asked them if they could check the skill check values again. They let me know that those are still correct.

    Right but what I'm saying is take the values with a grain of salt because just because they are on the wiki doesn't mean they are perfect some things aren't changed / updated properly 24/7 so use it as a resource don't use it as all of it being fact

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640589#Comment_3640589

    We're talking about tunneling here right? Why would you give them enough time to heal and then tunnel? Just go for the other person at that point because they won't have DS activated...

    "Well, if you didn't tunnel, you would have to take more time downing them in chase since they would be healthy instead of injured. That's nothing compared to the amount of time they could've spent looping you."

    Idk you tell me

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640438#Comment_3640438

    I love when people are saying that but ignoring the other facts.

    DS buffed to 5 seconds because of Enduring, that's correct. But in this time, maps was survivorside. There was not so much dead zones. Dead Hard was still op perk and it was on all survivor builds. And it was pre-6.1.0 update which means killers were weaker than now.

    But now?

    Maps are full with dead zones. So DS is not guaranteed to give you chance to make it any loop if you are at deadzone.

    Killers are stronger.

    Dead Hard only has 2 use and it's no longer the most popular perk.

    So yeah for this time, 3 seconds DS was fine because you would use other tools to stop tunnelling. But now? It's garbage perk with current meta.

    But we love to ignore things, are not we?

    As people improve the game shifts, its just natural. Before we had maps with dead areas we had maps STACKED with pallets, literally loaded to the brim, there were no tank treads, there were no empty tree loop, there was a pallet in every tile, in fact 2 pallets in every tile jungle gym or not heck even LT walls can have a pallet as a treat. But as people improve it ends up being way too much to work with because at the end of the day killers have to down and hook survivors.

    So yeah live your survivor fantasy where all the perks which were rightfully nerfed weren't nerfed and everything is basekit

    No window blockers

    No bloodlust

    Double pallets

    No dead zones

    Pallet vacuum

    Instaheals

    Or we could have a video game


    Alright pointless counter argument following the same idea of just other things exist so thing bad done

    Yeah no thanks on 5s ds maybe like 4s id not like to see the perk do all the work

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640466#Comment_3640466

    Problem is that the perk costs a hookstate to use, and is easily circumvented. Losing half the distance/stun time, which was the majority of its value, was a colossal nerf to a perk that greatly improved game health. It did not deserve this nerf, and the game as a whole is worse off for it.

    You lose a majority of the value that you never had to work for, if you want ds to be a better perk you have to do most of the work go down in a good area bring perks that synergize with it like dead hard or lithe to make it to a good area or windows of opportunity to find a good area, its boring if the perk does all the work

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640466#Comment_3640466

    Well, if you didn't tunnel, you would have to take more time downing them in chase since they would be healthy instead of injured. That's nothing compared to the amount of time they could've spent looping you.

    I mean if they had enough time to heal they more likely than not have time to get away and just not get tunneled


  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640438#Comment_3640438

    Five seconds wasn't that much and it did what it was supposed to do - deter killers from tunneling and actually get them punished for it. Three seconds doesn't punish a killer at all and the perk deactivates for the entire game. It's one perk slot just gone because you stunned a TUNNELING killer for three seconds.

    The stun last 3 seconds but how much time does the perk actually buy if you use it properly, or even improperly for that matter

    Heres a near worst case scenario with ds not counting other perks of just standing still

    Get unhooked, Get hit 2x (5.4s), Get picked up (3s), get dropped / stunned (3s), get hit (2.7s) get picked up (3s), get hooked (1.5s), worst case scenario the perk bought your team 8.7s of additional time, with a total interaction time of 18.6s which is time for your team in the worst case scenario.

    Add travel times to hooks or heck even looping and not standing still and you get some pretty good value, perk buys a lot more time then that 3s stun leads on because that 3s is 8.7s of cooldowns, stuns, and animations

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