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bunnyfengenthusiast

bunnyfengenthusiast

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  • @Pulsar said:

    Yeah, saying that the DH change was actually a buff is pretty hysterical.

    It was a nerf. Calling it anything else is disingenuous. Whether or not it needs further adjustment is up for debate, personally, I don't think so. That's why it's a debate though.

    It was a rework. It's unrealistic to either call it a buff or a nerf. Old DH guaranteed safety with little mindgame. New DH guarantees safety, with a possible chase extension, without needing to use resources. In my opinion, new DH is much stronger, as someone who's played against it and played with it extensively.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327673#Comment_3327673

    What are you even trying to say here? Efficiency IS maximizing your time.

    And what I'm saying is splitting 3 survivors to each gen is not as time efficient as doing it together in most cases. 5 gens with 1 survivor per gen would technically be 180 seconds (90 for 3, 90 for the other 2) and with 2 survivors on one gen and one in another would be... 180 (3 gens every 52.94s, 2 gens in 90s). What you are not taking in count is when those 2 survivors finish their 3 gens they still has 21.18 seconds left to go help the lonely survivor finish the last gen, so those 21.18 charges would be done in 10 seconds approx for a total of 170 approx (168.82s). So, your are right that is "less efficient" only if 2 or 3 survivors do all 5 gens together with only basekit c/s (214.3s with 3, 42.86s per gen).

    But with PT the story changes, as 3 survivors would be able to do all 5 gens in 164.85 seconds. In the 2/1 scenario, the two survivor team would have 41.88 seconds free after finishing their 3 gens to go to the last, when the 3 would finish it 15.34 seconds for a total of 153.46 seconds for the 5 gens. So, splitting survivors on gens would almost never be as time efficient as doing them in groups of 2 survivors or more in most cases, more so if PT is used.

    Not only that, but all of this is just if those survivors would do all the gens in succession without taking in count even walking time and with one of them out of the picture all the time. In a real situation the main factor here is the time survivors spent in one place where the killer can easily find them. One survivor on a gen would give 90 seconds for the killer to do what he is doing in that moment and come find him, kick the gen and chase him, making the gen lost real seconds per charge without the possibility of someone stopping it and even hook him and go to another gen to repeat the process. If 3 survivors with PT is doing that gen, and the killer is in a chase for example, most than probably that gen would be finish by the time he hook the chased survivor, with enough time to get the hell out of the gen and go somewhere else.

    I don't know, I don't think it's so hard to understand.

    Yes, so you get the injure on the one person that you caught working on that gen [...] and then turn right back around and go back to the other two. Survivors just gifted you a 3 man injure [...]

    Because survivors are going to stand there letting you get them as soon as you can, of course. Tell me you don't play killer without telling me you don't play killer.

    The reality of what would happen is you would start chasing one of them and the moment you turn your back on the gen the other two would continue to repair. Now you have 2 options: Commit to the chase of that one survivor until you at least hurt him while he is looping you and getting as far of that gen as possible and then come back, or drop the chase and come back after a short time. Whatever you do, by the time you come back to the gen those two other survivors would have keep progressing the gen. Start chasing one of the remaining two, and again, same lose/lose situation while the last survivor on the gen finish to repair it. And that if the injured survivor don't decide to come right behind you and help to finish it. And that is if you catch the first survivor in time to even come back, because as you already know 2 survivors do a full gen in 52.94 seconds with basekit progression and this gen was already progressed by 3 people, so depending on the progress done you maybe don't even have 10 seconds left.

    And this happened to me. And I bet that every killer out there have lived this exact same situation in some point. Experienced survivors would gangbang that gen and won't let it go whatever you do, even less if the gen is almost done as then what they would do is not even try to escape, they will just get up to take the hit and avoid being grabbed, finish to repair the gen when you are in hit cooldown, and then start running.

    The only cases where I can see what you said possible is if the killer has instadown like Bubba or stealth to surprise the survivors. For the rest, that is a lose/lose situation for the killer and that gen would be done whatever he does.

    No, it makes them neither more nor less efficient. [...]

    Again, you have a fundamental misunderstanding of how aggregate gen times function.

    I think is you who don't understand how charges and regression works. I don't even understand what you are trying to say here.

    Regression affect charges, and the advantage regression gives the killer is more time to find, chase and hook survivors before they complete their objectives and escape. If a gen loses 47.7 charges and 3 survivors recover them in 17.47 seconds instead of 47.7, you are reducing the effectiveness of regressing those gens by removing gained time from the killer. If those charges where done by 3 survivors in first place, survivors would have only lost 17.47 seconds of their time to complete that objective instead of 47.7 seconds that they could have employed in other things like healing.

    Charges of progress lost is only the same as time lost if only 1 survivor without any progression boost is doing a gen. Again, I think is a simple concept to understand.

    Yes, glad you can remember this time that COB+OC is 175% to 300%, instead of 275% to 400% like you were trying to argue that one time.

    If you read that, my point was that even 400% regression is not even enough, so it being 300% only proved my point further.

    Anyway, I don't have a problem to accept when I'm wrong and correct myself. Would you do the same, or would you keep doing mental gymnastics to try to prove you are right?

    [...] which means killer can secure an injure/pallet and only has to kick the gen again [...]

    And give the survivor another 3 - 4 seconds between stopping in the gen, kicking it, and continue chasing for him to gain more distance and make you lose more time. Again, tell me you don't play killer without telling me you don't play killer.

    Killers are playing quad slowdown builds because the early game is so survivor sided [...]

    And why would that be? Maybe the fact that even basekit gen progression is absurdly fast, with SWF doing 2 to 3 gens by the time the killer do his first hook has something to do with it. And with PT even worst, more so taking in count all the other progression boost perks survivors have, plus toolboxes. So, we agree that progression is too much right now, right?...

    The issue here isn't that killer's max achievable regression will never match survivors'

    It is the issue when survivors complain non stop about gen regression meta over and over again wanting to nerf those perks without understanding precisely what you just explained there. And I guess it is the point OP was trying to make (not in the best way, I have to say).

    But you are right, the real issue is with the current gen progression / rush meta, good survivors coordinating can do all 5 gens in 4-5 minutes, which forces most killers to stack regression perks and stuck to 3 gens to try to get the upper hand in the endgame. So, stop complaining about regression or start claiming for both progression and regression meta to be addressed. Simple as that.

    I still have no idea what you're trying to say, but if your argument is that you do gens faster together with PTS than doing them together without PTS, then color me surprised.

    On a more serious note, the first 3 gens is where PTS doesn't matter at all, at which point it becomes a vitally strong perk. And even then, you STILL want to be split up on gens (ideally 3 people on 3 gens on 2 gens left), so that the pressure is spread thin all across. The fact of the matter is, a killer pressuring one gen that has 3 people on it is objectively worse for the survivor team than a killer pressuring one gen that has one person on it.

    Also, I have 3.3k hours with about a 75-25 killer to survivor ratio. My aggregate killer prestige level is around 200, my aggregate survivor prestige level is about 50. If you're not getting free hits out of people repeatedly hopping back on gens as soon as you leave the area, then you're probably not as good as you think you are.

    Again, you're still confused on what aggregate gen times are, so let me break it down for you as simply as possible: if three survivors are on one gen, and they get 47.7s of progress on it in 17.47s, that's 47.7s of progress on a single gen that the killer can easily pressure. Now, assume the killer shows up at the gen, kicks it, and the survivors are committed to it. Killer loosely chases someone, gets an injure, comes back to the gen, injures someone else, loosely hovers around it again, rinse and repeat. Survivors are inching that gen towards more progress (say 90s), but there is LESS AGGREGATE progress being done, because all 3 survivors are trying to commit to this one gen. As opposed to having the killer delete 47.7s of progress, which WON'T be recovered by a single survivor in 17.47s, but TWO OTHER survivors on two other gens will manage to get 52.41s of AGGREGATE gen progress, with the killer only being able to pressure ONE of these gens at once. I don't understand why you're not understanding this: the longer killer keeps survivors off gens, the more time he has to win the game. If the survivors are overcommitting to a single gen that they keep getting pushed off of, they're giving the killer free pressure.

    SWFs doing 2-3 gens before first hook very likely means they split up on gens to begin with, meaning PTS made very little difference. If a SWF is cranking out a single gen together before killer gets his first hook, they are actually throwing.

    And the early game is survivor sided, not because "basekit gen progression is so fast", but because at the start of the game, four survivors can spawn on four different gens, out of 7 available gens, on a map which may or may not be massive, against a killer who may or may not have 0 map mobility. Basekit corrupt would be a bandaid fix, but would be a massive temporary solution to the current meta.

    And survivors (as well as killers) are complaining about the current gen reg meta because it's a boring, stale meta. I loathe the current meta, as a killer main. Killers aren't supposed to be matching basekit gen progression, nor should they be striving to get close to it. The early game simply needs to be less survivor-sided so killers stand a chance outside of early tunneling+3 genning.

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327151#Comment_3327151

    Yeah, but not everyone is constantly saying their progress 24/7.

    This update basically tells you that for free.

    And? You don't need that information constantly, but it doesn't change anything if you do have it constantly. If someone gets pushed off a high progress gen, they call it out over voice comms "my gen is at 95% in XYZ, I'm being chased". Now, solo Q has access to that same info, where they'll see the gen progress, and the chase bars. And SWF still comes out ahead because they can call out the exact location of the gen whereas solo Q has to do play detective to find it.

    I find it so baffling that so many people are upset that solo Q is slowly being brought up to the level of SWF.

  • @YOURFRIEND said:

    Replace the knight in this post with any killer you dislike for added fun.

    Doesn't matter how many buffs Freddy gets, they all play the same

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327079#Comment_3327079

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327195#Comment_3327195

    What both of you don't get is splitting survivors on multiple gens would be "100% efficiency" in terms of charges per second, but not in time, and more time in gens means more time to things to go south for survivors AKA good for the killer (BTW, having 3 people on a gen won't be easier to pressure as the moment you start chasing one the other two would continue to repair it). Not only that, but makes not only normal regression but instant regression less efficient.

    3 survivors on one gen with PT finish that gen in 32.97 seconds at 2.73 c/s. A 53% instant regression with Eruption + Pain Res + Jolt + Pop are 47.7 charges. So, in that gen, the total time lost for survivors are only 17.47 seconds approx instead of the 47.7 that would take one survivor to get those charges. And this is comparing the worst case scenario of full instant regression perks build against only one survivor perk, without taking in count other perks that boost repair, great skill checks or toolboxes. So, more people in a gen, perks or not, would be always more time efficient.

    And the same concept applies to regression over time. But why even compare perk boosted regression against multiple survivors with PT when even against one without it, maxed out regression (in other words, CoB + OC, 175% to 300% with both active to 200% when CoB runs out) takes almost the double of time to fully regress a gen (160 seconds). A process one survivor can completely stop by slightly touching a gen for less than a second, by the way.

    So, even if I can agree that PT is not really the problem your arguments aren't valid points because even basekit progression speed is way too much compared with all the regression perks a killer can put in a build.

    I've read this post 3 times, and I've had a very hard time trying to figure out what exactly you're trying to say here, but I see a lot of incorrect information so I'm gonna go ahead and correct you.

    "100% efficiency" in terms of charges per second, but not in time, and more time in gens means more time to things to go south for survivors AKA good for the killer

    What are you even trying to say here? Efficiency IS maximizing your time. It means the most gens get done in the least amount of time. 100% efficiency is, by definition, the shortest amount of time. That's the actual definition of efficiency.

    (BTW, having 3 people on a gen won't be easier to pressure as the moment you start chasing one the other two would continue to repair it)

    Yes, so you get the injure on the one person that you caught working on that gen (which should be very quick, seeing as they were likely stepping on each other trying to get away from it), and then turn right back around and go back to the other two, who are now in a compromised position again, and you get two separate injures on them. Survivors just gifted you a 3 man injure (16*2*3=96s seconds of aggregate slowdown, assuming no mangled or medkits). During this entire time, that's three people being pressured off gens. Now you take your pick on who you wanna down and you got yourself a free hook and 2 injured people and they got very little gen progress in return.

    Not only that, but makes not only normal regression but instant regression less efficient.

    No, it makes them neither more nor less efficient. Regression eats progress, either on the kick/hook, or over time. That progress has to be recollected, whether with prove or solo. You have a critical misunderstanding of the macro of the game, and how aggregate gen times function. Unless if one specific gen is part of your 3-gen (which is where Prove Thyself shines, by the way), survivors are objectively less efficient if they commit to one with PTS instead of splitting up on different ones.

    3 survivors on one gen with PT finish that gen in 32.97 seconds at 2.73 c/s. A 53% instant regression with Eruption + Pain Res + Jolt + Pop are 47.7 charges. So, in that gen, the total time lost for survivors are only 17.47 seconds approx instead of the 47.7 that would take one survivor to get those charges. And this is comparing the worst case scenario of full instant regression perks build against only one survivor perk, without taking in count other perks that boost repair, great skill checks or toolboxes. So, more people in a gen, perks or not, would be always more time efficient.

    Again, you have a fundamental misunderstanding of how aggregate gen times function. Yeah, one person has to recollect the 47.7s of progress if they get hit by a 53% gen regression. And assuming 3 other people are on gens, their gens are completely unbothered and unpressured during this entire time, meaning the one person whose gen is being pressured can continue to harass it, forcing the killer to keep defending it, at which time the other three will get a 3-man get pop. As opposed to idiotically trying to overcommit to a single gen as a 4 man team, and getting pushed off over and over again (and possibly injured/downed) because you're trying to use PTS.

    And the same concept applies to regression over time. But why even compare perk boosted regression against multiple survivors with PT when even against one without it, maxed out regression (in other words, CoB + OC, 175% to 300% with both active to 200% when CoB runs out) takes almost the double of time to fully regress a gen (160 seconds). A process one survivor can completely stop by slightly touching a gen for less than a second, by the way.

    Yes, glad you can remember this time that COB+OC is 175% to 300%, instead of 275% to 400% like you were trying to argue that one time. If the survivor is touching the gen (which implies killer is in the area still), they're putting themselves in a compromised position going up to it, which means killer can secure an injure/pallet and only has to kick the gen again (and get another 2.5% of progress deletion, as well as reset COB timer).

    So, even if I can agree that PT is not really the problem your arguments aren't valid points because even basekit progression speed is way too much compared with all the regression perks a killer can put in a build.

    That's precisely because killer isn't supposed to be matching basekit progression speed. Killers are playing quad slowdown builds because the early game is so survivor sided that they have to fully overcommit to controlling a select few gens in the hopes of not losing the game against a coordinated swf. The issue here isn't that killer's max achievable regression will never match survivors' (it's not supposed to), it's that 7 gens are available early on, on maps of differing size, where 4 survivors can spawn on 4 separate gens.

  • @Warlord1981NL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327231#Comment_3327231

    Yeah, like you never make mistakes huh... Gee, I wish I was as perfect as you in things that do not matter...

    I never said I don't make mistakes, but when I provide feedback, I try to make sure my feedback is at least accurate. When you preface your feedback with information that is inaccurate, you can't just say "well lol my bad but everything else is correct" and expect anyone to still take you seriously.

  • @Warlord1981NL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327143#Comment_3327143

    Didn't research it but some killers feel slower when carrying than others, I assumed it was due to base movement speed. Either way that doesn't really matter, point still stands.

    Makes it hard to take your thread seriously when you preface with incorrect information. Makes me wonder how much research you put into your feedback.

  • @jacobrenegarcia said:

    It’s called a feedback section are you here to give feedback or to compare my opinions to not caring about others care for the game and if you personally think that bubba is a balanced killer your wrong people in this community play this game in the worst ways some times you tell me a bubba camping basement is actually good for the game I simply said enforcing him to have to refuel his chainsaw is a perfect nerf to give survivors a chance instead of waiting 10 mins to load into a match and wasting another 10 on a hook while a bubba waits in the corner it’s pointless and ruins the game

    How do you stay on hook for 10 minutes if you die in 2 minutes?

    Anyways, if Bubba wants to facecamp, your teammates are doing gens unbothered and can easily get a 2 or 3 out. Don't get downed in basement or in the first place and you'll be fine.

  • I can do that very easily. PTS boosts gen speed for every person near the gen after the first person, meaning 15% for two, 30% for three, and 45% for all survivors. The game has a default gen penalty of 15% per survivor on a gen beyond the first one. Without PTS, gen speed is 0.85c/s+0.85c/s for two people, or about 53 seconds for a gen. With PTS, individual speed is 0.85x1.15, or 0.9775c/s, which is about 46 seconds for a gen. Two different people on two different gens will complete them in 90 seconds, or an avg of 45s per gen. There is no world where PTS boosts gen speeds by 60%, or boosts unbuffed gen speed above 1c/s.

    People stacking up on a gens are also easier to pressure. If four people are on one gen, if you get close to it, that's four people doing nothing.

    Lastly, Pop and assorted flat regression perks aren't regression DOT buff, they are straight progress deletion. They don't remove a set number of charges per second, they remove a set of flat charges.

    It's incredibly idiotic to look at a bunch of percentages and start conflating them with each other with no understanding of what they represent.

  • I swf all the time. You know how easily I can get progress report?

    "What's your gen at?"

    "About x%"

  • @Warlord1981NL said:

    Downing a survivor in a particular corner makes it exceedingly hard for 4.6m/s killers to reach a hook and for 4.4m/s downright impossible if experiencing any hindrance at all. This should not be the default map design.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326961#Comment_3326961

    Surely you wouldn't be happy if a particular portion of a particular map had no pallets or vaults there but were forced to go there anyway.

    Do you realize all killers move at the same speed when carrying a survivor?

  • @Xenophotnes said:

    Hello. I am Xeno. I have 3600 hours of DBD playtime and have played since nearly the launch of the game (original 3 killers + 4 survivors). I have about maybe 60% killer play rate and a 40% survivor player rate. Even though it might seem i say this with a bias skewed towards killer i think this new icon change is probably one of the worst things they could have done to the game on its own.

    Now i don't think this change should have never come. I think quite the opposite. As a survivor 90% of my games were solo Q and the other 10% where if my friends were in the mood to play. For those 90% of games this is such a welcome change considering how rough it can be in solo queue with some of the randoms I seem to get. With that being said i find the fact that there was no blanket killer buffs (especially for the weaker to mid range killers) has made the killer experience so much worse.

    As a killer I could easily tell the difference between a SWF game and a solo Q game. Though at high mmr solo Q games can also be pretty rough it still feels alot more winnable than the obvious SWF games due to the lack of proper communication. With this change the solo Q games might aswell just be SWF games in all but name (which again im ok with) but the killers (especially the weaker and mid tier killers) need some massive compensations. Either to their kit or just some baseline things. Every killer game has been nothing but hell with me snagging 2 kills at best. I just recently played one more game for the hell of it and someone just insta D/Ced at 5 gens. it was the only reason i won with no difficulty, but most to all my survivor games have been either 4 man escapes or 3 man escapes. This is a serious issue imo and will just objectively make the game worse for killers until some compensation buffs are given.

    To add a note. It didn't even take that long for the 100% bloodpoint bonus to go to killers. Its really down bad for them right now.

    Survivor icons make 0 difference on swf where comms put everyone on the same level. Solo Q will still lack the coordination (where they are, killer's perks, where killer is, where killer is going to, where progressed gens are, where totems are etc), but operate with slightly more information.

    Stop whining about good things.

  • If this is a PTS whining thread, you have a fundamental misunderstanding of the math.

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325237#Comment_3325237

    I'm not talking about some hardcore guys. I'm talking about ordinary people who just come after work and play like me, you and a bunch of other ordinary guys. Play her without perks and you will understand that she wins without them without difficulty.

    Or are you saying that the trapper and the nurse are the same? So don't talk nonsense and the nurse really needs some serious nerf

    I play nurse quite a bit. I play her without addons. And if you are winning more than 5 games in a row with Nurse without using any perks or addons, you're playing against actual baby survivors. It literally doesn't matter how fast you down survivors if you don't have any slowdown; you WILL mathematically lose the game if they're being efficient (either on gens, on unhooks, healing, or getting chased).

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323872#Comment_3323872

    DD saloon also has an incredibly one sided main building. The building is so strong that most killer can never even consider contesting the generator on the second floor of that building.

    But let me guess you think that's fine?

    We see the same problem with the Garden of Joy Map. We have exactly the same problem in the disturbed Ward map that can have 2 generators spawn in an incredibly strong main building.

    Most people don't remember DBD when it was in this state:

    https://www.youtube.com/watch?v=FmvZBoy5XbE

    This might not be the most fair example because : Spine Chill and resilience gave 15% vault speed and all vaults were always fast vaults.

    The idea to take from this is that this style of window was deemed : unfair. And yet we have this window as a possibility in three places in one building on the Garden of Joy Map.

    What you don't see in this video is that there was also an infinite loop upstairs. There is always one window closed upstairs on the Ironworks map because it used to be an infinite loop. Notice how slowly the wraith vaults? That was the old speed and it allowed for two adjacent windows to be an infinite loop with nothing else.

    It's not even true that DD's gen can't be contested. Nurse can blink up to it, Knight can pressure it with guards from below (they detect from below), projectile killers can damage survivors on it, Dredge can teleport up to it, Plague can puke on it with red puke. That's a lot of killers for an "uncontested" generator. The main in DD is also significantly weaker than a lot of other mains. It's strong but with 2-3 broken walls, it's much more manageable. It's a far cry from the infinites on Garden/Haddonfield/some iterations of Father Campbell.

    Outside of that, DD is extremely small, has very condensed gens, a huge deadzone on 40% of the map (where gens spawn), and a lot of loops that can be made unsafe with breakable walls. It's one of the most killer sided maps in the game, unarguably.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323877#Comment_3323877

    Play the weakest M1 killers across every map and think that through again.

    Doctor and Nurse play fine on every map because they are so much better than every other killer. It's almost not even the same game by comparison.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323872#Comment_3323872

    Otz has a curios perspective. He has made the claim that "the game" map is "fine" because he played clown on that map and broke no pallets and won. Imagine if he played four people on that map knowing he was never allowed to break pallets. Do you think that would have gone the same way?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323903#Comment_3323903

    Coal Tower is good size because you inherently run into people doing gens during chases. This is one of the things that breaks larger maps because that stops happening and makes 4v1 more punishing.

    The problem with the coal tower design is that you can have 3-4 loops chained super close and it can be way too easy to loop without actually using any resources for quite some time.

    Doctor and Nurse

    Nurse ok, but Doctor? Really?

  • Justifiable to who? If you have two survivors hooked next to each other, it's almost always the optimal play to camp them. I can't think of many scenarios where it isn't (unless you suspect Deliverance, or only one survivor is alive and you have an idea where he is, or some other niche situations you'll figure out with experience). If you want to win, then yes, camp. If you think you can win without camping, and want to give the survivors a chance to get BP/pips/experience, then leave and let them reset.

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323913#Comment_3323913

    After that, a bunch of nurses appeared who were shown how to play, and I myself personally know people who made a series of 100-200 victories

    I also know a Trapper who did a 2k winstreak without using any perk, addons, while playing on a broken keyboard and a steering wheel, blindfolded, and while sending himself to Eyrie every game. The source? Just trust me bro.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324802#Comment_3324802

    But those aren't asymmetric games they still have balance and for the most part, casual playlists, dbd does not have that. That "safe environment" doesn't exist. A new, inexperienced surv has the worst time of it rn. And I'd know, I started back in august.

    My early surv games were extremely punishing. Surviving a match was extremely rare and usually a product of thebkiller deliberately letting me go. My second ever surv match was a farming wraith who got us all to 2 hooks in before we had 2 gens done. Then spent the rest of the game just keeping us injured and just let us do gens and chased us out of the exit gate. Remember sitting there afterwards thinking the learning curve was going to suck.

    Maybe I'm a masochist for sticking with it idk. But not many players are willing to put up with that. I know so many people who quit after 100 hours or straight up won't try dbd because they know it'll be punishing.

    You sure you're really happy with the game being that offputting to new players? Because I'm certainly not.

    The sub 1600 MMR cushion period IS the safe environment. Baby killers against baby survivors. You know what I did when I was bad? I watched online videos and got better bit by bit, and that's what everyone does.

    You say you know people who quit at 100 hours, I know people at 100 hours who are motivated to play than ever. What do both of our anecdotes have in common? Neither is an argument. If we start putting the opinions on balance of baby survivors on a pedestal, we're gonna have even less balance than we currently do.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324629#Comment_3324629

    so? This is a symptom of DBD's major issue with the skill curve for new players. If a new player can't win games they will stop playing.

    If dbd can't retain new players it'll decline. I love this game and would rather it doesn't go the same way as Evolve.

    Evolve died much quicker than DBD, and for much different reasons than a rough skill curve. That's why SBMM exists; it provides a safe environment for new players to learn until they get released to the adult world. There's plenty of very successful online games that have high skill floors (TF2, CS for some big ones) that continue to get more pop. DBD's numbers are fine, stop being a debbie downer.

  • How does Face the Darkness counter stealth if it deactivates when you're within the killer's TR (when you should be stealthing)?

  • 300 hours is still baby territory though.

  • Lol no, flashlights are already weak enough, and Wraith is already boring enough to go up against, with most Wraiths stacking uncloak speed addons and uncloaking on top of you to guarantee a hit (yawn), or using Shadow Dance with Bamboozle (double yawn), or any combination or boring addons that boring killer has.

  • @Marc_123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323570#Comment_3323570

    It is SupaAlf.

    There was also a pretty good explaination why the free Nurse will always stay the strongest killer in the game.

    Alf's winstreak was definitely NOT perkless. He used the strongest build he could on Nurse, with the strongest addons, and played sweaty as hell.

  • I'd rather survivors waste their perk allocation bringing this combo than bringing 4x DH, Prove, Adrenaline, OTR, Hyperfocus Stakeout, and so on.

  • Consider the following: get good.

  • A lot of these ideas look like you just want some justified nerfs reverted without providing a justification.

  • God forbid we have a report system in place for situations like these.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321969#Comment_3321969

    They finally got it into their heads that whatever their opinion of camping and tunneling is, it's not reportable. So now "holding the game hostage"(which is reportable) is the new fallback complaint when they want something changed.

    You're holding the game hostage by doing gens too fast. Basekit Deadlock when?

  • I don't know, they teabag when they want heals and act goofy in general. Just like real solo q survivors.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322026#Comment_3322026

    Well, math don't lie, so I created a little program to check it and you are right, it's 300% regression in reality:

    Overcharge Max Bonus: 200.0
    Overcharge Start Bonus: 75.0
    Overcharge Percentage per Second: 4.166666666666667
    CoB augment base before OC: false
    
    Sec:  0  |  Per: 175  |  OC:  75  |  CoB: 100  |  CpS: -0.43750  |  Left: 90.0
    Sec:  1  |  Per: 179  |  OC:  79  |  CoB: 100  |  CpS: -0.44792  |  Left: 89.5625
    Sec:  2  |  Per: 183  |  OC:  83  |  CoB: 100  |  CpS: -0.45833  |  Left: 89.11458333333333
    Sec:  3  |  Per: 187  |  OC:  87  |  CoB: 100  |  CpS: -0.46875  |  Left: 88.65625
    Sec:  4  |  Per: 191  |  OC:  91  |  CoB: 100  |  CpS: -0.47917  |  Left: 88.1875
    Sec:  5  |  Per: 195  |  OC:  95  |  CoB: 100  |  CpS: -0.48958  |  Left: 87.70833333333333
    Sec:  6  |  Per: 200  |  OC: 100  |  CoB: 100  |  CpS: -0.50000  |  Left: 87.21875
    Sec:  7  |  Per: 204  |  OC: 104  |  CoB: 100  |  CpS: -0.51042  |  Left: 86.71875
    Sec:  8  |  Per: 208  |  OC: 108  |  CoB: 100  |  CpS: -0.52083  |  Left: 86.20833333333333
    Sec:  9  |  Per: 212  |  OC: 112  |  CoB: 100  |  CpS: -0.53125  |  Left: 85.6875
    Sec: 10  |  Per: 216  |  OC: 116  |  CoB: 100  |  CpS: -0.54167  |  Left: 85.15625
    Sec: 11  |  Per: 220  |  OC: 120  |  CoB: 100  |  CpS: -0.55208  |  Left: 84.61458333333333
    Sec: 12  |  Per: 225  |  OC: 125  |  CoB: 100  |  CpS: -0.56250  |  Left: 84.0625
    Sec: 13  |  Per: 229  |  OC: 129  |  CoB: 100  |  CpS: -0.57292  |  Left: 83.5
    Sec: 14  |  Per: 233  |  OC: 133  |  CoB: 100  |  CpS: -0.58333  |  Left: 82.92708333333333
    Sec: 15  |  Per: 237  |  OC: 137  |  CoB: 100  |  CpS: -0.59375  |  Left: 82.34375
    Sec: 16  |  Per: 241  |  OC: 141  |  CoB: 100  |  CpS: -0.60417  |  Left: 81.75
    Sec: 17  |  Per: 245  |  OC: 145  |  CoB: 100  |  CpS: -0.61458  |  Left: 81.14583333333333
    Sec: 18  |  Per: 250  |  OC: 150  |  CoB: 100  |  CpS: -0.62500  |  Left: 80.53125
    Sec: 19  |  Per: 254  |  OC: 154  |  CoB: 100  |  CpS: -0.63542  |  Left: 79.90625
    Sec: 20  |  Per: 258  |  OC: 158  |  CoB: 100  |  CpS: -0.64583  |  Left: 79.27083333333333
    Sec: 21  |  Per: 262  |  OC: 162  |  CoB: 100  |  CpS: -0.65625  |  Left: 78.625
    Sec: 22  |  Per: 266  |  OC: 166  |  CoB: 100  |  CpS: -0.66667  |  Left: 77.96875
    Sec: 23  |  Per: 270  |  OC: 170  |  CoB: 100  |  CpS: -0.67708  |  Left: 77.30208333333333
    Sec: 24  |  Per: 275  |  OC: 175  |  CoB: 100  |  CpS: -0.68750  |  Left: 76.625
    Sec: 25  |  Per: 279  |  OC: 179  |  CoB: 100  |  CpS: -0.69792  |  Left: 75.9375
    Sec: 26  |  Per: 283  |  OC: 183  |  CoB: 100  |  CpS: -0.70833  |  Left: 75.23958333333333
    Sec: 27  |  Per: 287  |  OC: 187  |  CoB: 100  |  CpS: -0.71875  |  Left: 74.53125
    Sec: 28  |  Per: 291  |  OC: 191  |  CoB: 100  |  CpS: -0.72917  |  Left: 73.8125
    Sec: 29  |  Per: 295  |  OC: 195  |  CoB: 100  |  CpS: -0.73958  |  Left: 73.08333333333333
    Sec: 30  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 72.34375
    Sec: 31  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 71.59375
    Sec: 32  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 70.84375
    Sec: 33  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 70.09375
    Sec: 34  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 69.34375
    Sec: 35  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 68.59375
    Sec: 36  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 67.84375
    Sec: 37  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 67.09375
    Sec: 38  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 66.34375
    Sec: 39  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 65.59375
    Sec: 40  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 64.84375
    Sec: 41  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 64.09375
    Sec: 42  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 63.34375
    Sec: 43  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 62.59375
    Sec: 44  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 61.84375
    Sec: 45  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 61.09375
    Sec: 46  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 60.34375
    Sec: 47  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 59.59375
    Sec: 48  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 58.84375
    Sec: 49  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 58.09375
    Sec: 50  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 57.34375
    Sec: 51  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 56.59375
    Sec: 52  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 55.84375
    Sec: 53  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 55.09375
    Sec: 54  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 54.34375
    Sec: 55  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 53.59375
    Sec: 56  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 52.84375
    Sec: 57  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 52.09375
    Sec: 58  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 51.34375
    Sec: 59  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 50.59375
    Sec: 60  |  Per: 300  |  OC: 200  |  CoB: 100  |  CpS: -0.75000  |  Left: 49.84375
    Sec: 61  |  Per: 200  |  OC: 200  |  CoB:   0  |  CpS: -0.50000  |  Left: 49.09375
    ----------------------------------------------------------------------------------
    Sec: 159  |  Per: 200  |  OC: 200  |  CoB:   0  |  CpS: -0.50000  |  Left: 0.09375
    
    TOTAL SECONDS: 160
    

    Comparing the results with this video of Choy where every gen finish 10 seconds earlier approx, it can't be 400% as that would be only 139 seconds (2:19 minutes):

    https://www.youtube.com/watch?v=BGtF_5jH8ww

    The way I understood it was exactly how you said: If CoB increases regression "to 200%" and OC make it go "from 75% to 200%" of itself, that would be ((-0.25 * 2) * 75) / 100 = -0.375 c/s at the start of OC, and (-0.25 * 2) * 2 = -1 c/s = 400% regression in total, or 300% increase after 30 seconds with both perks activated. But as I said that would be 139 seconds only.

    So yeah, I was wrong... but on the wright side, another reason for people to stop complaining about regression perks and how OP stacking them is 🤣

    The code I did, if there is some curious fellow programmer out there reading this (warning: spaghetti as hell): https://pl.kotl.in/g-xY3c2z6

    To be fair, 300% regression is still a lot. It's slower than default survivor repair speed but that's not saying much, default repair speed is very fast.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321722#Comment_3321722

    That is the most forced straw man fallacy I have ever seen. Please, re-read what was being talked about and understand it before answering.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321744#Comment_3321744

    CoB + OC is 275% regression on the kicking, 400% after 30 seconds as OC increases the regression rate by 75% to 200% over 30 seconds.

    OC doesn't increase the regression rate BY 75%, it increases it FROM 75% to 200% (aka a -25% to +100% change to reg speed). COB increases regression TO 200% (aka a +100% change to reg speed). The total regression goes from 175% (100% default+100% COB-25% OC) to 300% (100% default+100% COB+100% OC).

  • Believe me, I ask myself the same question.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320680#Comment_3320680

    You haven't even read what I said.

    33 seconds is what it takes 3 survivors with PT to complete a gen, less than the average chase. So, in this situation countering Eruption is as easy as just do the gen before the killer can down the 4º survivor, something that would be easy if the survivor he is chasing is a good looper and/or use WoO to just go pallet to pallet to waste the killer's time.

    And now, about your "40 seconds" point: Generator repair doesn't go by seconds, go by charges (90 charges in total). 1 survivor repair at a rate of 1 c/s, taking 90 seconds in total to complete a gen. If you only take one survivor without any perks, toolboxes or great checks repairing a gen, getting hit by eruption and just waiting for Incapacitated to run out then yes, that would be 25 + 9 = 34 seconds of unavoidable regression and 6.25 seconds of avoidable regression (as another survivor not affected by it can simply tap the gen and stop the "normal regression").

    But in reality that aren't seconds, but charges. So even in that worst case scenario 34 charges can be recovered in 20 seconds by two survivors without perks, toolboxes or great checks. With PT and two survivors, that would be 17.34 seconds. A single survivor with a common toolbox would do it in 26.89 seconds. I think you get the idea by now.

    But what if it was two survivors repairing the gen? Well, the lost charges in the gen would be the same, and now two survivors are incapacitated for 25 seconds so if those survivors would repair each a single gen would be a total lost of 50 charges. But for the gen affected by Eruption, in repair time, it would have only lost 5.29 seconds of unavoidable regression, as two survivors with just basekit progression take only 52.94 seconds to complete the gen, and in the same situation of just waiting for incapacitated to wear off as before, in reality the lost in possible charges would be 42.5 (0.85 c/s per survivor), which at a rate of 1.7 c/s would be... 25 seconds of progress lost (24.99 in reality). So, in the same scenario as before but with two survivors repairing and getting hit by Eruption, the total lost in seconds would be 25 + 5.29 = 30.29 seconds of unavoidable regression. Even less than with one survivor only. And again, that is just "wasted time", as the lost in charges in the gen is less and can be recovered much faster than that.

    But for the last "but" we have to point out that all this is assuming those survivors with the Incapacitated effect would continue to repair that generator. What if the killer just downed the survivor close to the gen they were repairing and decide to slug the downed survivor and go for the ones in the gen? There, that 25 seconds of "progress lost" would be no more as they wouldn't be repairing that gen in the first place. In fact, those 25 seconds of "progress lost" never was really "progress lost" but "possible progress not gained", meaning that a gen at 90% after Eruption just triggered could be continue to be repaired at that % by a survivor not affected with Incapacitated.

    So, as I said, that 40 seconds wasted is only true if you are hit by Eruption while repairing the generator alone without perks, toolbox or doing great checks, no other survivors comes to continue that gen, and you can just wait patiently in the gen for the incapacitation effect to wear off.

    And about the "OP" part with stacking it with OC and CoB, a 400% regression is -1 c/s lost, basically the same rate at what one survivor can repair a gen, and to avoid this you only have to slightly tap the gen to stop the regression. And defend 3 gens is easy in some maps and if the survivors aren't smart enough to do the mid gens and let the killer with one gen in each corner of the map.

    In conclusion, if you want to counter Eruption + regression stack just play smart and do gen fast.

    COB+OC is 300% reg, not 400

  • @CoolerBleend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321717#Comment_3321717

    I have 5.2K hours and most of the killer matches I play I win because killer is not as hard as people say it is

    Yeah, killer is super easy *2 gens pop in the distance on first hook* all you gotta do is *unhooked person bodyblocks with OTR, then hits you with DS and stilll has pocket DH* just play well and *entire team comes to take hits while unhooked person has syringe up, two more gens pop* kick gens every now and then *last gen pops instantly because 3 BNPs* you shouldn't have any issues at all *4 man teabag at exit gate*

  • @CoolerBleend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321668#Comment_3321668

    High mmr is in actuality just average dbd games because in dbd its extremely easy to gain mmr and extremely hard to lose it . You aren't going against top of the line 10K hour pc players every match.

    #things300hourkillerssay

  • About two days after last month's rank reset for survivor (spent the entire time playing in a SWF), and about 3 days on killer the month before that (spent the entire time sweating on Blight).

  • @ThanksForDaily said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320500#Comment_3320500

    Tell me your dbd hours without telling me. 2021 killers watching popular gen build YT videos without even know how to chase.

    3.3k hours, 80/20 between killer and survivor. Your turn.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320519#Comment_3320519

    LOL ok :) keep thinking they are equally braindead :) guess which one is gettin nerfed down the line :)

    At least, your username is accurate.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320517#Comment_3320517

    Its better than dropping chase and them not using their DH, because then they still potentially have it and can immediately hop on a gen

    No, it doesn't give 41.25% of regression, it gives 16.25%. That part of the post I worded wrong. What it does do how ever is get rid of 41.25% of potential generator progress.

    Also how does OtR work well with DH? Decisive Strike I can see, but OtR?

    In either case, dropping chase means the killer wasted time. OTR gives you an extra health state and DS refreshes the mend, so you can DH immediately.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320511#Comment_3320511

    Great idea! The counter to avoid getting hit by incapacitated and forced to do nothing for 25 seconds is...to do nothing for possibly an even longer time.

    And the counter to not hitting a DH and extending a chase by 2 hours is... don't swing. Wait it out, watch them spin at you 6 times in a row wondering if this is the time they press E. Better yet, give up 10 chances for an easy m1 and let them get to a pallet to force a 50/50.

  • @Entitled_survivor said:

    One of them is fair and takes skill now while the other is braindead ,not even close to gettin compared

    It takes skill to press E right before a pallet?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320490#Comment_3320490

    While thats true one of them at least has trade offs

    With Dead Hard, you can't run any other Exhaustion perks with it, and it doesn't even have a guaranteed to work. You also can't use anything else that gives Endurance, such as Off the Record or BT disables it making you better off running something else. In a situation where the killer lets you go you also have to Mend afterwards, which wastes time.

    Eruption on the other hand synergizes VERY well with other regression perks. 41.25% of regression off one pop of Eruption alone, and it only has a 30 second cooldown. Which when combined with something like CoB (which was already mentioned) or Pain Res you're amping up that regression even more.

    In terms of balance, Dead Hard is more than fine. In terms of how it feels how ever is a different story. I want to see all meta perks nerfed in some way, and underused perks buffed. Something like every midchapter the 5 most used perks nerfed, and the 5 most underused perks buffed. Just so we can see some variety

    If a killer drops chase on someone who used their DH and the DH player is mending, the player isn't "wasting time" by any means. In fact, he's just managed to escape a chase without giving the killer a hook state, and the killer had to waste as much time as they did chasing then hitting through DH. In what scenario is going doing and getting hooked superior to having to mend because killer drops chase?

    Eruption does NOT give 41.25% of regression, you got those numbers wilding out there. You're confounding slowdown with regression (which Eruption provides both). DH also synchronizes well with Off the Record+DS, and is one of 16 perks, as opposed to one of 4.

    Both DH and Eruption are incredibly problematic in the current meta. Trying to make a special exception for one but not the other is hypocrisy.

  • @Rudjohns said:

    Lol DH is so easy to bait

    Eruption is impossible to counter

    Tell me you play in baby MMR without telling me.

  • @TigerSnake said:

    Difference is though that I’m sure Eruption’s gonna get nuked into oblivion while DH will remain. After all, there’s just no way to make a “dodging a hit” fair for both sides. The only way to nerf it would be to delete it.

    DH is also currently the single most used perk in the game according to nightlight. If BHVR wants to keep their promise of keeping a fresh meta, it's gonna need some tweaking real soon.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320474#Comment_3320474

    Yeah, 25 seconds of being able to do LITERALLY nothing. Imagine if as killer Dead Hard stunned you for like 10 seconds with literally no warning and nothing you could do about it.

    At least with Dead Hard you can bait it out, possibly let go of the Survivor afterwards which will make them have to mend which wastes time, and once you get hit by it you know its not going to happen again if you decide to keep going for them.

    With Eruption you have 0 indication (unless its a killer like Oni, and even then its only when he's in Blood Fury) that its coming. I'd be fine with it even blocking the gen for 25 seconds but no, it gives Incapacitated which lets you do literally nothing other than run. They also shadow buffed it recently, so that while you're working on it and Eruption goes off it will now actually regress the gen further.

    So you're not dealing with just a 10% regression and 25 seconds of wasted time, but also an additional 6.25% because of the added regression (this doesn't even take into account if the killer has Call of Brine, and in that cases its an additional 12.50%). In total thats 41.25% (or 47.50%) of a generator that could of been completed, but the killer simply kicked the gen and got a single down. And they can do this all over since the perk has a measly 30 second cooldown

    But yeah, Eruption and Dead Hard. TOTALLY similar

    Eruption and DH are both problematic for the same reason: they act as deterrent from both sides to use their basic abilities to win. Killers are deterred from using power/lunges, survivors are deterred from working on gens.

  • Yeah Mikey is in a weird spot. He's got some of the most broken addons in the game currently, but is also incredibly weak in so many ways.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320175#Comment_3320175

    Well reworking BNPs would be a start, i already said multiple times. Make it so a gen can't regress past 50% if you install a BNP, no free progress. Make Hyperfoccus not work with toolboxes, but fix the randomness of the skill checks.

    Nerf this gen rush vs gen stall meta. Both of them pls

    This. Hyperfocus is a fine perk if it doesn't work with toolboxes. BNPs are fine if they don't shave off 25% instant gen progress.

  • Had this bug also. I also got stuck and couldn't move for the rest of the game after I vaulted a window.

    https://streamable.com/yzibcd

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