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caipt

caipt

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caipt
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    1. maps are bigger, nearly 2x.
    2. u right u right
    3. there are 3 gates
    4. survivors already have basekit unbreakable in 2v8. you can use your unlock ability to pick yourself up when its off cooldown after recovering.
  • @starfall25 said:

    I can see that i get most responses from killers here. I guess you havent had many matches as surviors. I have had at least 12 matches today, and killers dominated 10 of them. As soon as 2 people tried doing the same gen, the killers descended on the location like vultures. If it was a few survivors with 2 or 1 gen left, the killers had no issue choosing few gens to patrol and there way no way to finish them. I tried doing one, got about 1/4th done and the killer came back, kicked the gen, ran after me, i managed to shook him thanks to escapist and he lost me and i was back on the gen in about 20 seconds and all the progress was lost on it, From 1 damn kick. Now do tell me how 3 or 4 survivors are supposed to do these 2 gens with killers patrolling them and you get to do as much as 1/4 of the gen during the time it takes them to come back, kick it and nullify all the progress made?

    survivors should be splitting up on gens to begin with..

  • problem? I get that 2v8 isnt the sweat mode but it has and always will be stronger to split up on gens in every mode. Split up and profit, there should be no issue unless your running guide

  • There is a difference between camping and not handing the survivors an unhook. If the survivor being chased has sense they'll loop somewhere else or go for the trade. If killers can facecamp in this iteration then it will be on the survivors.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839207#Comment_3839207

    That's not exactly what we've said. We have confirmed that there's more iterations, adding in more killers each time etc. As that takes a lot of balancing and resources…we've not confirmed at all that this will be made permanent at any time.

    ah, my mistake

  • according to the devs, 2v8 is effectively in an open beta state while they work out all the kinks and take all the time and player feedback they can to make the mode the best it can be once they do make it permament.

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835167#Comment_3835167

    You're being dismissive of the issue.

    Survivors shouldn't queue for a match where Killer is AFK and suddenly the match happens at End Game.

    If your issue is a free win then I dont know what to tell you? There isnt any issue here.

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835136#Comment_3835136

    Who cares how it is countered. No one should be able to be AFK for a free Kill or two.

    The fact that it can be countered by definition means it is not free. Therefore your complaint comes across as more of a self report on a meme build that results in one kill at most against survivors with braincells.

  • quick gambit rancor combo is countered by just walking… then they dont chase you so you dont become obsession.

  • If you are confident enough in your safety to repair a gen then you are not being tunneled, at which point DS, an anti-tunnel perk, should not activate.

  • This version of nurse would remove all skill expression and counterplay from survivors. She would still be the strongest zoner in the game, just without any skill required or way to stop her.

  • This+ being able to deactivate it after use would be amazing. Its effect itsnt incredibly powerful but can be very punishing for a small mistake, so i'd love to see it be more flexible.

  • Of course, because nobody ever slugged for the 4k before.

  • I would go as far as to remove the exhaustion requirement for it altogether, maybe even give it a map wide aura read. In the end, it requires you to complete a gen for value and that power should absolutely reflect that :D

  • I support the devious clown bloodpoint agenda.

  • I cant believe I actually have to say this, but if you went down, then the killer did not miss. Even if you claim your internet to be above average, every single thing you describe points far otherwise. I cant speak for you but check the router.

    Huntress hatchets do not take 0.01ms to cross 20m. A (fully charged) hatchet moves at 40m/s after the initial draw and charge time (~2s), which should not only be plenty of time for you to get behind something (especially at 20m) but still provides a 0.5s (20m / 40m/s) window after she fires (excluding the short time it takes for the hatchet to leave her hand), which lets you move 2m in any direction before it moves 20m, which though sizeable, the hatchet hitbox is decidedly smaller than that. If she hits you at 20m, she has predicted your movement correctly and you have failed to mind game her or take cover. there are situations where hatchets will guarantee a hit, but this isn't one of them.

    I dont know exactly what you mean with the last situation?

  • Good idea, but how would this work with ruin? Survivors might choose not to cleanse it so their swf could have infinite aura reading like in the OoO days. (Since 6s aura is longer than the 5s to stop regression, it would last forever.)

  • Wiggling exists so you dont get basement hooked/pain res every time. Going down in the first place is your fault.

  • @MissClove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832345#Comment_3832345

    at lleast on the hook, you can either get a chance to get off and move on. Instead of being on the ground bleeding out while the killer tunnels someone who isn’t slugged.

    If the issue is that survivors cant go next on the ground, thats not on slugging.

  • @MissClove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832321#Comment_3832321

    are you a killer main?

    Tell me what’s fun about being on the ground, bleeding not being able to actually play the game? I personally don’t find it fun. I think many others will agree.

    I dont recall saying it was any fun? No need to be hostile. Being slugged really isnt much different from being hooked when knock out is out of the equation, and even when it is the pain is more soloQ teammate oriented than slug. And I play 50/50. In reality both situations have your agency removed, slowly dying while you hope a teammate will save you… plus if knock out isnt it play slugging is gonna be way worse than just hooking you 99% of the time. I really cant think of any solely slugging related reason that its so much less fun than being on hook.

  • @Rokku_Rorru said:

    I'd say the issue is more with slugging in general right now. The fact the Twins exists and slugging is encouraged as them is gross

    Yeah but twins slugging is preventable to begin with by typical twins counterplay; the twins player often finds that a down across the map is picked up long before they have a shot to hook.

  • While I dont personally understand why so many find slugging much more unbearable than being hooked, knock out as a perk exists solely to stomp soloQ players. It shouldnt hide the aura at all and recieve some compensation buffs that gear its power to snowballing rather than slugging every down.

  • @ErebusSurge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832145#Comment_3832145

    well there is. Since I’ve seen many running 3-4 aura read builds plus their 2 addons being aura reveals.

    So in one game we have aura reveal at the start, aura reveal on hook, aura reveal on gen, aura reveal on healing, aura reveal on killer items, aura reveal on items. At no stage of the games are killers hunting. It’s hook, go to aura, hook repeat.. you don’t need more than 2 seconds for a hint. If you do you are not good. To suggest otherwise is disingenuous and ignoring the reality of the game is intellectually laughable.

    Aura reveal on hook: If you have the gamesense to see they have it, or just are cautious enough, just get in a locker for 5 seconds while their carrying+hook.

    Aura reveal on gen: Do you mean discordance? Gearhead? Human greed? Work alone, hit greats, open chests.

    Aura reveal on healing: Just dont heal in the killers terror radius. They probably would have heard the noises anyway; worst comes to worst heal at a pallet.

    Aura reveal on killer items: I can only think of a few things that do this and all of them are completely fair.

    Aura reveal on items: Weave attunement? Pick up the items and move them somewhere useless, it doesnt take that long and completely nullifies the perk. The game tells you when its in effect.

    At no stage of the game are the killers hunting: Because DBD is not about killers walking from red to red hoping to find somebody. Thats boring. Its not like you are carefully putting different clues together to find people, you are literally walking around for minutes until you run into somebody and THEN you get to have fun. Finding survivors is the doing gens of killer; Its the only way to progress the game, and its the most boring part of it. Playing without any information is like playing into 4 slowdown perks, it just makes the worst part longer and screws you over in the long run. Only the killers can choose to bring information; I can imagine survivors would choose to never face full slowdown if they could.

    A killer using aura perks does that make them any worse or better, it simply offers more opportunities for skill expression in the only difficult part of this game, the chase. And if the killers opportunities for skill expression are a free win that says more about yours than theirs. All their slowdown is coming from skill and skill alone in a 4 aura build. if the survivors are the better players then they just win because the gens are unstoppable; take notes.

  • @ErebusSurge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832058#Comment_3832058

    a) only survivors have a handful of useless tools for this. Unless distortion gets a proper buff

    B) I’m talking about ALL aura reading. Information is one thing, perma wall hacks isn’t info, it’s an answer.

    The game is to hunt survivors not know where they are at all times to use your 6 perks plus 2 powers, plus speed boost, teleportation, sub human reach to kill everyone instantly.

    If you need more than a 2 second aura reveal to play the game the indisputable fact is you’re not good enough. 8-10 second aura reveal is like having training wheels on a bike. Fine whilst you get the hang of it but you need to lose the wheels and grow up.

    Aura reveal in this game should be a hint to guide you if lost not the answer to ensure victory.

    a). While the distortion nerfs were certainly heavy handed, its by no means completely bad. its a a solid B-tier perk. Not to mention to free 160s of aura blockage + iron will provided by OTR. Combined with distortion, your aura is practically invisible.
    b). There is no situation where the killer has permanent wallhacks (except weave attunement, which the survivors can remove). Every aura perk has either counterplay or a steep activation requirement, excluding lethal pursuer (which deactivates after usage).

    Killers have 4 perks and 1 power. Also, if extended aura reading is such a handhold instant win, why are we excluding WoO?
    If the killer simply knowing the general area of survivors is "the answer to ensure victory", I'd say that speaks more to the skill of the survivors in question.

    Besides its speaks to how healthy the game has gotten if information perks are what we are complaining about now. That means that somehow, 3 genning, camping, and, to some extent, tunneling have been alleviated enough that chase starters are the biggest "problem".

  • I hardly see how information is just… automatically causing death. Besides there are already perks designed to counter that aspect of the game if you so choose. Choosing not to use the tools presented to you would not be the games fault if that was your decision.

  • if NTH is to be tied to the gen, it should have a range increase.

  • @Coffeecrashing said:

    If a survivor has been slugged for 60 seconds, then the game should automatically teleport them to a 2v8 hook.

    1. The slug timer is now 60 seconds
    2. If the slug timer reaches 0, teleport the survivor to a 2v8 hook
    3. If a survivor is hooked or caged, reset the slug timer to 60 seconds

    twins trying to snowball:

  • @Leidenschaft90 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830922#Comment_3830922

    You can't see it on the screenshot but the generator was on my side of the wall. But I know what you mean. It was just an example and an exceptional situation. You can bring dead zones if you like but don't let hooks spawn and give the killer the option to trap you there.

    yeah even if the generator was there that still guarantees an extra hook stage, this just shouldnt be possible.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830923#Comment_3830923

    Nope. You don't have a 4k until you earned it with that survivor too. Getting a kill on each different survivor is different than stopping a team from doing all the gens.

    Until you picked them up and put them on their last hook, or bought your own ability (a mori offering) you haven't defeated them yet. The finisher mori update is taking that away. You have to earn it :D

    how would bringing the offering make this situation any different?

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830854#Comment_3830854

    Nobody's being "handed a win" in these situations except the killer. By removing the ability of the last survivor to escape, the killer is being handed the ability to get a free kill in scenarios where the survivor otherwise has a chance at escape. Are people really so desperate to get kills in this game that they think other players should have their abilities removed to do it?

    If the killer killed every other survivor and then downed you, that kill is hardly unearned. counter by not getting 3ked.

  • unless im mistaken, the slide wall with the breakable door can be opened if your teammates complete the associated generator. There is a way out of this situation, but your teammates didnt see it. of course needing to complete a gen to save somebody is ludicrous in its own right, but it's something.

  • Reverting CoH would break the game, especially if we're talking original original version (16s self heal + 100% speed bonus w/ 24m). Self healing as a concept is not game breaking, but it must be kept in check by high limitations that make up for the typical time sink and vulnerability that an altruistic heal requires.

    A normal heal would leave you vulnerable until you find someone (taking a decent amount of time) and then takes 16s to heal you (a total 32 charges of potential gen progress). Thats why old self-care took 32s to heal you, to even it with altruistic healing's opportunity cost.

    Self Care is trash because it takes around a minute to heal yourself one time, which is probably more than it would take to find a teammate (or you could just do a gen..). Strength in Shadows is very fast to heal you (faster than an altruistic heal when its used with botany), but leaves you extremely vulnerable and makes you spend time crossing the map to do so. As for med kits, they can at most provide you with 2 heals for 24s each (imo still a fairly strong item worth using, just not over toolboxes etc), trading the time sink limitation of other self-healing perks for a hard cap on value.

    Old CoH certainly had these limitations, but they in no way counteracted the value it provided. I'm not exactly sure which iteration you are referring to, so I'll try and cover the ones with major differences (sorry :( ).

    CoH on release (Ver. 5.3.0) allowed for a 100% healing speed bonus and 16s self heal at the cost of limited range and setup time that could be removed by the killer, forcing you to spend time placing it again. With knowledge on totems, this would maybe take ~30s +14 to place, give or take for bad luck. A major time loss indeed, but it was certainly worth it. The buffs provided by this version easily outclassed every other healing and self-healing perk in the game, provided your entire team with 100% faster Self Care and an unlimited duration We'll Make It for one your perk slots and a startup cost. Essentially, CoH gave each of your teammates 2 more perks to work with on top of their 4 slots + whatever item they had.

    CoH (5.7.0) halved all the numbers on the perk, reducing the speed bonus to 50% and the self-heal to 32s. This is likely the version you meant seeing as it was the most recent prior to the nerf. Reducing the healing speed bonus to 50% meant that it was rarely worth it to go to the boon instead of healing where you were, transforming CoH-empowered altruism into a matter of convenience rather than meta. However, the self-heal, even at 32s, was still extremely lucrative. While self-care provided the same decently powerful effect, it wasnt worth running over just about any other survivability-oriented perk at the time; it was bad because of the opportunity cost associated with using it combined with its somewhat lackluster effect. However, CoH completely negated this weakness. The 32s self heal provided by CoH was absolutely worth running over other perks because it applied to your entire team without costing all but one of you a perk slot; This allowed the whole team to play independently, keeping everyone healthy and more importantly on the gens since they didn't need to heal one another. Unless the killer had somebody hooked, altruism was automated and it made the game feel very unfair.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828790#Comment_3828790

    The aura's aren't the problem. Aura's on killer are meh at best. OTR is for the endurance off the hook. To no aura read is just a bonus.

    With BHVR, I would laugh so hard if they nerfed an anti-tunnel perk. They have no way to defend such a change.

    the aura prevents to killer from simply relocating the vulnerable survivor after they've done a conspicuous action.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830273#Comment_3830273

    On the ttv and cosmetics its both either they dodge or yes tunnel, otz for example as soon as he see 1 ttv he leaves it for reasons unknown and he uses anno mode do idk then why he would.

    I see posts here and dbd reddit on killers admitting dodge ttvs or people with nice cosmetics or yes they go out of ther ways to try tunnel, harass or even stream snipe to get reactions out of said streamer for youtube making lame toxic ttv videos even though they started the mess first(waves to spooknjukes) who loves making them as if he is anyone better, when his playstyle is pure toxic with his beastie tru1talent whom I have both blocked on twitch recommend watches.

    this is not sigma

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431022/the-reason-why-survivors-should-not-see-the-killer-pre-match

    But why should killers see survivors?

    4 flashlighs or heck 1= lightborn

    4 mix items= franklins

    Ttv=dodge

    Nice cosmetics = dodge

    Same concept right?

    flashlight < killer power, and can be swapped out in match for something else for a time sink if the survivor chooses. The killer could not change their power to avoid the counters, and they would be far more impactful considering how powers are much more impactful than beamers. Its annoying to deal with but by no means unfair to the survivor, besides thats one less slowdown perk.

    also people dont dodge for good cosmetics or ttvs… but they certainly tunnel the latter :/

  • this syste would be a buff for slugging builds since the survivor would still get hooked without the killer spending time to do so. Leaving people on the ground for a minute isnt a huge challenge with knock out :(

  • Badham needs anything but buffs

  • the survivor not being able to see through their own smoke bomb is the biggest offender imo, its not csgo bhvr let me see pls

  • @AssortedSorting said:

    haven’t played SM.

    When placing her drones, is it kinda like a nurse blink?

    Holding the placement button causes it to fly to the point (or go up/drop down at the point), with the point going further and further away until the maximum?

    (Probably being able to cancel it like a huntress hatchet)

    Or is it just dropped at your feet?

    It is place wherever you are when the animation for pulling it out ends

  • After watching your videos about her it made me wanna play her, and nows she gone before I had a chance :(

  • I thought this would be another basekit unbreakable post, but I'm pleasantly surprised to see good suggestions! I like how none of the options are gamebreaking or really turn the tide of a match while still giving a downed survivor something vaguely useful to do.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815953#Comment_3815953

    Back to infinite tokens. Well I got to use alien instinct for a while.

    Should be fine. It will effectively counter one aura perk but lose hard to two. It also only starts with one token now to boot. 15s could be a bit too low though, maybe 20 would be more balanced? Either way tying it to chase means that they need to be a good looper for high value, otherwise they'll be limited to ~5 tokens a match (starting token, 2 for each chase after and then they die)

  • Good, enjoy the slowdown free matches. If the team is being oblitered just because the killer is getting into chases more I dont know what to tell you.

  • @posterum said:

    Another survivor nerf to the only decent counter to the aura reading perks - which make stealthy survivors get easily downed.

    The devs certainly have nothing better to do than to make the game unenjoyable and unplayable.

    If the stealthy survivor cant loop after getting found, thats a skill issue and its a problem that they can survive just because they brought distortion.

  • This is getting old. The update just came out, could we maybe let the change fester for a bit before deciding if its trash?

  • @Yamskeezy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812042#Comment_3812042

    Current distortion is necessary, with how out of hand these killer aurora wallhack perks have gotten. They are crutching on aurora you can literally see a killers brain melt then they kick a gen expecting to see an aurora but get nothing. Aurora reveal in general needs a rework if you are going to nerf distortion.

    you act like getting your aura revealed is a death sentence. If you are automatically losing just because the killer knows where you are that is the biggest skill issue I have ever seen.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814753#Comment_3814753

    Lol sure let me just coordinate that without comms, while giving one of the highest burst damage killers 3 targets in one spot, while taking 3/4 of the team off doing objectives, and if anything goes wrong the match is over. All from the galaxy brain amazingly high skill killer play of, wait for it...staring at the hook with a hatchet raised.

    If all else fails just do gens. she is kinda just standing around waititng for you.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814250#Comment_3814250

    How do I "save without a trade" when a huntress stands 16.1 meters from the hook with a locked and loaded refrigerator?

    get a teammate to help?

  • "set and forget" is a gross misrepresentation of the trap killer playstyle and was used simply as an excuse to nerf skully beyond the devs just wanting her gone. In no way should this be applied to other killers.

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