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caipt

caipt

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  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801042#Comment_3801042

    LMAO! Yeah right! hahahaha, Condemned only sadako was on the same level as 3 gen merchant. Being slugged all game was horrendous. It was at a point she was an instant DC for a lot of people just like skulls. At least with Skully you could actually play the game still.

    This is just not true. People sure hated condemn sadako, but she has never brought a match to the one hour mark. I'd be willing to bet they didn't go too far past half of that. To imply that sadako has ever brought the same level of boredom and time wasting to dbd that skully did is ludicrous and near disingenuous.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801324#Comment_3801324

    First of all items are basically survivor powers, I wonder how you would feel if perks would hard counter powers. Then you forget that lightborn also counters a lot of flashlight perks, so it is even worse than distortion, because distortion currently has counterplay while lightborn does not, it removes a whole gameplay aspect from the game + all related perks to it.

    When you really play that many aura perks like a full aura build, you should burn through the distortion stacks as long as you play well. No matter how you twist it distortion has counter perks, be it gear head…. or undetectable, lightborn has no counterplay or anything and it is 100times more unhealthy than distortion would ever be.

    If I could just swap killer mid match and get a new power, sure. An entire build should not need to be dedicated soleley to distortion. 2 aura perks should be enough to counter 1 distortion, anything more is overtuned.

  • No matter how thoroughly I wrack my mind, I cant seem to find any…

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799081#Comment_3799081

    Lightborn is even worse and is a 100% counter while distortion is not

    distortion counters your build, lightborn counters your item. If they have distortion, your perks are automatically less useful with nothing you can do in the match to deal with it. Lightborn counters your item, which you can change in the match. if you have a flashlight and they have lightborn, go find a new item if its that pressing. One is obviously worse than the other.

  • Distortion countered auras, a perk category, while lighborn counters an item category. Perks are locked in the moment a match starts, so you cant just switch off auras if they have 4 distortion or something. If the killer has lightborn, rip, go get a gen or find a toolbox. you still have 4 perks and only lost a beamer.

    The key difference is that distortion, once in play, would completely counter the killer's chosen perks if it happened to face them. While lightborn is better at countering flashlights than distortion is auras, it counters flashlights. For a whole perk slot. Distortion denies entire portions of a build, while lightborn merely counters an optional and situational aspect of survivor. Getting lightborn'd doesnt have a big impact on the match. The killer would have just looked at a wall otherwise, be thankful they wasted a slot.

  • these restrictions are in place to fix something that would be completely boring to face and overall unhealthy for the game.

    1. Since a hunt can be a major time waste on the survivor end, it shouldn't be free to start. You need to remember that survivors cant see him placing most of the path anymore either. As long as you aren't trying to just drop guards at loops it shouldnt be an issue they can see within 10m.
    2. I dont get the grievance here, theres plenty of time with hunts and to place a path.
    3. The knight should not be able to drop a guard on a survivor across the map; that would just be free pressure the survivor cant do anything about.
    4. this is to discourage the anti loop knight playstyle and prevent largely uncounterable double whammy downs.
    5. free unhook hits would be cancerous and promote camp knight.
    6. This is to deny the braindead anti-loop knight of old.
    7. This should be changed, its very clunky to hae to walk backwards from a pallet to break it.

    Most of the criticisms in the next section exist to give the survivor something to interact with instead of just running from a guard etc, however there are also bugs that need to be fixed.

  • @Langweilig said:

    The mori changes are extremely lame if they are like you say. I would like when you slugged everyone you can mori all

    Its a good idea on paper but the game isnt built for it. In the end it would be encouragement to slug everyone and bring perks like knock out to guarantee the 4k. If dbd was designed to be more of a fast paced game it'd be great, but sadly thats not the game we're playing.

  • A very interesting an unique concept! The character design is on point, too. As others have said the killers' main power could use an extra flair, as I feel it would currently result in a lot of hold-w gaming with the requiem having no way to catch up. The perk concept very interesting and actually useful (unlike plenty of recent examples), perfect burglary is easily my favorite since its so creative and true to the burglar idea. I'd note that its probably too strong though, being a blood rush+SB combo for one slot and opening a chest, while allowing you to still run said combo etc etc. I could see some really fun builds with it where you SB, Blood rush, and then perfect burglary for a ludicrous 9s sprint burst but it wouldnt be very fair haha. With some sort of drawback or maybe a slight nerf to the duration it would be perfect.

  • Its not that strong. There are, of course, braindead megheads who are just playing map-wide osu with yellow, but for the most part it doesnt add much at high level play. A 4 man swf team can just call out which pallets are down, while a solo player needs WoO to see that.


    My issue with the perk is that its designed to help survivors learn maps but doesnt actually make you remember anything, and how it automatically gives you optimal pathing. A new player using the perk will get used to always having their path layed out for them and will struggle tremendously without it, and thus always play with 3 perks when they could just learn the game.


    I'd like to see it changed in a way that brings back to cooldown for seeing pallets and windows, so you actually need to remember what's going on while letting you know which pallets aren't there even on cooldown. WoO isnt not a strength issue but a game design flaw.

    I would suggest allowing you to see the auras of broken pallets as well, bring back the cooldown (maybe lower it a bit), but allow the survivor to still see the broken pallets even when the perks cooling down. This would force new players using the perk to take note of which pallets are available and where they are, building good habits for any survivor. It would also help solo players avoid dead zones they had no way of knowing existed.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797011#Comment_3797011

    Is a Survivor invisible, silent, no scratch marks nor blood off hook? Huntress can simply land the hatchet 0.1s after they get unhooked? So they don't get 44m for free, they get 0m for free. Now I would 100% agree and be with you if they made Survivors invisible and invulnerable for 10s off hook, but this isn't the case. So Huntress hits off hook, but we'll be generous and say 1s, so ~4.5m, then speed boost for ~13.5m, meanwhile the Huntress moved 1s of windup and 2s of cooldown for ~10.5m. She is only 7.5m away, which is also roughly 2s DS stun distance, and thus gets downed. You aren't making it out anywhere.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797436#Comment_3797436

    If someone is turbo tunneling someone else with OTR, they still tanked an OTR hit. I would ask you be more specific when describing scenarios, because you appear to create a vast story in your mind, and say 'blue' expecting everyone to know specifically what you are envisioning. You define hit tank far far differently than I would, so if you could offer a Dictionary of 'NerfDHalready' it would be greatly appreciated.

    I can't argue against redefinitions like this, because I can't read your mind. But wouldn't 'opens them up for tunneling' definitionally make them not be in a strong area? The idea is say you come back to Shack basement, and you hit both running up the stairs with effective bodyblocks, then you can tunnel the OTR user, or chase the rescuer. Alternatively, you arrive late, and the OTR user is blocking the doorframe to protect the other person leaving through the pallet. You can still just hit the OTR doorframe and get a chase there. I'm confused where apparently someone is crossmapping 20s to interrupt a chase that somehow isn't leading to a down already, and still not securing a down after the hit. Every time this happens to me, either the next person is getting downed already, making them waste their time, or the OTR hit just wastes another 12s since the other person is still cornered at a loop due to how I set myself up.

    The huntress example is just cherry picking. Obviously, the killer with basekit STBFL is a tunneling demon, I could just as easily say that the survivor gets even more distance because they were up against freddy. Even then unless shes running double haft you can make it reasonably far. At least enough to have a loop or wall to hide behind, and thats excluding if you just dodge the second hatchet. Not to say huntress isnt easily one of the best tunnelers in the game if shes near the unhook, she absolutely is, but she is also absolutely an edge case.s

    The fact is that most killers have a sizeable slow/stun/cooldown after using their power or attacking the survivor, so much so that hitting the basekit BT would be a hinderance. That is the strength of OTR, that in the majority of situations the killer is forced to give you that health state. The survivor doesn't need to be silent or invisible to run in any given direction for 10s- it's not rocket science. That is to say that its pointless where the survivor went down, because in most cases they can and will find their way out of whatever part of the map their on. Or if its good, they'll stay there and loop. Bonus points for DS.

  • @Astel said:

    I agree that these perks changes in this update look pretty decent.

    Not a really fan of Distortion and DMS changes tho

    DMS only use case is pain res switch now, at least it'll be 68 entire seconds of slowdown

  • You're so right! I was reading through the patch notes and was surprised by just how well they changed each perk to be useful without removing their identity. As a sprint burst user I'm especially excited to see blood rush become a proper anti tunnel perk worth using over others in certain builds. Forced hesitation is actually useful now, machine learning is smoother, and zanshin tactics is (somehow) useful.

  • I like the general direction of the perk, however I feel it should be allowed to stack twice since you need 2 separate chases as opposed to current distortion allowing you to stack from one. Like you said the upcoming changes would make the perk ineffective at its job, serving largely as a lethal counter that will help you a bit throughout the match. If the perk could hold 2 tokens while the change to how it gets them is in place, then it would counter lethal pursuer while still having 1 token for a NTH, BBQ, etc. And then you would need to get more tokens for later. But one stack is simply too little.

  • bro has been personally wronged by wicked..

  • @BasementDweller said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797032#Comment_3797032

    [REWORK] When a Survivor is within 6 meters of a dropped pallet within 16 meters of your location, their aura is revealed for 6/8/10 seconds.

    Dev note: Revealing pallets and windows was much less useful for Killers than Survivors since the Killer is present every time a pallet is broken. We have reworked this Perk to instead reveal Survivor auras near dropped pallets. This will provide some useful info during a chase and allow for some interesting mindgames.

    Oh nah they literally just added wallhacks x-x

    the nurse mains are eating good I guess, if they can get people to drop pallets vs her that is

  • Apologies, but what did they change?

  • Typically to compensate for the basekit effect scaling with the addon. Its arguable whether or not its necessary in most cases, but that is the reason. I.E. they wanted sadako to have more addon variety, but didnt want her max invisiblity duration boosted all that much with reikos. That said, give sadako 1.5s invis basekit and have reikos give like a 15% speed boost during it while increasing manifest time or smth

  • You could still see it on the hud. The killer wouldnt lose any info from this, just pay attention to hud and where you hooked. I use this mechanic to start chases with the unhooker when Im relatively close and havent found anybody yet. Getting rid of it wouldn't change anything except making it more annoying.

  • The game isnt built for it. Besides if its that big an issue for you, bring distortion. I know the "bring x perk" argument is used to death at this point, but theres a perk in the game that literally completely the solves the issue you bring up and more. Use it.

  • Sorry SM mains but I could not be happier right now ;-;

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796390#Comment_3796390

    Where do Killers usually hook Survivors? I'll give you a hint, if they went down, they probably didn't have any pallets or windows, otherwise they woulda used them and not went down. That's right! They usually get hooked in a deadzone! What does that mean : "or … have nothing to work with", it fits that criteria nearly every time. You don't need edge-map also, the deadzone enough removes their chances.

    Now yes, if it was a M1 Killer without Haste/Hinder/Damaging M2, then sure, Trapper and Legion might actually be affected by DS. The problem is you are typically playing an opportunistic playstyle as those Killers (if you want to win), and playing into DS is nearly never opportunistic on those Killers. It is a win as Huntress when they can't Dodge the 8m Hatchet from their 2s stun differential's worth of distance, Demo Shredding ~11m to hit off DS, Wesker Dashing 7m to position and hitting with the 2nd dash, and so on.

    Not being able to down a Survivor quickly doesn't always have much to do with skill difference - I'm sorry, what is the process of determining which actions to take based on their effective outcome called? Y'know, when you uh, kick the gen or chase, pick which Surv to chase, where to chase someone, which side to break the Pallet, whether to fail prey for OTR/DS baits or knowingly kill them in time? You even said it, "it's just a bad decision macro-wise". Would that be… Macro skill? So if that indeed was Macro skill, that would be a skill difference. Huh, neat how that pans out.

    Except you can get to any loop you like after being unhooked since you get a protected 44m radius from the hook to travel, or the killer hits you and you get even more range. It doesnt matter if the survivor got downed in or out of a deadzone, because they will always find their way out of it. Then they'll go down at whatever loop they ended up at, ds, and continue on. This is coming from my experience using the perk as well as hypotheticals.

  • bring corrupt and pain res. problem solved.

  • if thats the case, then enjoy the slowdown-free escape.

  • @Chocolate_Cosmos said:

    "But that's because you allready lost you see it would just waste time.." no man when exit gates are open and are close you can still use and have good chance of escaping and using your perks… ahhh so annoying.

    and in this scenario, what is the killer meant to do? You already have a guaranteed 44m to safely travel, not even mentioning pallets or vaults. If you could use deliverance as last survivor while the gates were open, then there'd be nothing the killer could do.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793863#Comment_3793863

    a perk that rewards gen-rushing for being slugged.

    it sounds abusable with plot twist and boil over. if a player finds a spot to be impossible to hook with boil over… like badham preschool with no basement, they can hop on a generator with a massive 100% repair boost and finish gens extremely quickly.

    i am not sure how worth it would it be to plot twist manually to gain this repair bonus but with correct numbers, like 3% per 1 second, you'd get 96% repair bonus for manually plot twisting on a standard 32 second recovery. The perk would likely be meme perk because BVHR wouldn't put good enough numbers for someone to use it but its best case scenario, the killer is losing the objective faster for survivors forcing the killer to slug.

    The killer has to down you for the suggested perk to trigger, since plot twist is self-triggered it would not activate the perk.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793573#Comment_3793573

    Honestly I don't feel nurse needs any skill experession when her gameplay is just teleport ontop of survivor m1, repeat lol

    if the nurse is having that easy of a time its the survivors fault 100%

  • Actually they have the right to do whatever they want. By playing their game you agree to the TOS, by which they can permaban you for all they care. Just stop disconnecting.

  • im more partial the bodyblocker hag ehehehe

  • the BNP is the only thing worth complaining about here honestly. The double charge med kits are still only 2 slower heals, and the anti hem is 2 heals with one usable without spending the time to do it. Iri's arent often strong enough for their rarity. To be honest a serum+styptic can do much damage in a match than an anti hem.

  • @BugReporterOnly said:

    Did you check her perks? Reason I ask is I watch a streamer that uses Dramaturgy and she might have been exposed by it?

    The exposed status effect only instadowns from basic attacks, killer powers are special attacks.

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792745#Comment_3792745

    Yes, but that bass kit information on where the generators are gives the killer plenty of information as to where the survivors are going to be going. And they don’t need to equip a perk to have that information. WoO requires a perks slot. So, killers base kit starting the match knowing exactly where to go on the map to find survivors is fine, but survivors having to use a perk that tells them where to go when they are being chased is not fine?

    survivors can clearly see the next pallet or vault they can get to if they simply pay attention. But for some reason they dont and instead choose Autopilot: The Perk. if the killer had to run around looking for gens the same way survivors do, the game would be unplayable on a lot of maps. especially leri's.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793346#Comment_3793346

    Generic: The generic perks are largely the same: worse for survivor, better for killer.

    Lol, do you even know what generic perks are in DBD?

    List me good generic killer perks.

    None of them are better than Deja Vu, Kindred, Hope, Resilience, We'll make it.

    This is not even close.

    thrill is good in totem builds, noed is itself, sloppy butcher is still decent, whispers can be alright, and unrelenting has been the top killer perk since day one buckaroo.

  • @LadyOwO said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793432#Comment_3793432

    if you need to abuse an exploit to play then you have no right to talk.

    assuming bhvr making one tweet saying it stays would automatically make it skilled then? That doesnt make any sense.

  • @theonryo123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793360#Comment_3793360

    well I accidentally chose question instead of discussion but can you actually see what I’m saying?

    Yeah larger maps naturally favor high mobility powers, as do all maps. BHVR is taking some strides to help these slower killers as seen in their recent map reworks making maps much smaller. But that in turn made the faster killers stronger etc etc. As long as getting from point A to point B matters those who can do it faster will always outperform those who cant.

  • @Triplehoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793069#Comment_3793069

    It's not skill… It's a bug. If everyone is able to do it, is it really a skillful play? No

    would it somehow automatically be more skillful if the devs said "yep on purpose fr" or something? Anyone could do it at an entry level but that doesnt make it inherently unskilled. Any survivor can "loop" after hearing about how running in a circle is better than a straight line, but looping has a very high skill ceiling on both sides. I'd like to note that looping is also a completely unintended aspect of gameplay that formed from survivors realizing that killers larger hitboxes took longer to go around tiles; an unintended, even buggy side effect of an intended aspect of the game.

  • Strength is shadows is great for soloq if you dont wanna bring a med kit ;-;

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792991#Comment_3792991

    Yeah because it was obviously much harder for Survivors when there was DH for distance, i-frames, permanent aura reading on the Killer, permanently sabotagable hooks, insta repair BNPs, working on gens with DS active, three second heals, infinite loops, etc.

    Survivors are definitely being handheld and coddled now in comparison to when all of that existed.

    Keep on believing that; I'm sure every fair minded and critical thinking person will agree with that.

    bro arguing with himself? Nobody is saying any of these things but you dude..

  • wouldnt be super oppressive or gamebreaking (with edge cases like object of obsession breaking their design with this shift)
    I'd be down with it for survivor/objective auras but not for pallets, windows, the killer etc etc. I personally think this would be better as a buff for open handed, maybe along with a +1s to aura durations since range increase is rather niche.

  • I love the dedication

  • Good stuff! My only issues are removing the range addons, plus increasing the stun after his m2 while being able to hit during it. Its mostly personal preference since I feel pyramid head's zoning gameplay is one of the less interesting aspects of facing him on many loops, and these changes would let him zone harder. Personal preference though, and the zoning is fun playing as him so all good changes for the PH player with mininal downsides!

  • @Ilikechips said:

    What's the kill rate target? +60%?

    Seems like they do have a favoured side.

    60% kill rate is 50% win rate. anything lower would favor survivors.

  • @sickdeathfiend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792803#Comment_3792803

    "a significant minority, who are relying on tunneling"

    LMAO, bruh. Every single match I've played has a hard tunneling killer with proxy camping. I can't take most of these posts seriously. Soloq survivor is a miserable experience and killer is so OP it's boring. (I used to be a killer mian but it's gotten so easy I just play survivor mostly now)

    I play solo survivor about 50% of the time and escape probably a bit under every other match. Its really not that hard.

  • because if she can see you, she can down you. It forces the player to learn when charging up could get you a hit or lose you distance while also promoting skill expression in the survivor side. If she was barely slowed like tricster then she would be the single best zoner in the game.

  • if you are running into his attack, he either outplayed you or you misplayed. Either way, skill issue. hes also slowed down a wild amount post cast so he really doesnt gain much distance from this "I have to run toward dracule" type situation.

  • use the emps? if you just deny the slipstream hes lost distance+camera disabled, now break LOS and play windows.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734373#Comment_3734373

    I have no idea what you mean by that. So either I have to choose not to bring an item into a trial, when the game is balanced around me doing so, in fear of this combination? What kind of logic is that? The better idea would be to just nerf the combination.

    if you just move the item to a corner then the killer now has 2 dead perk slots.

  • @Valimure said:

    Distortion isn't even in the top ten most used Survivor perks. Aura reading is already ridiculously strong on a lot of killers, we don't need its only major counter being nerfed.

    Nerf aura reading on killers so it's not used as such a major crutch by so many people and then we can talk about nerfing Distortion.

    in what world is an aura perk of all things a crutch perk? If anything distortion would be the crutch perk given its free and total countering of an entire perk category.

  • @totallynotamegmain said:

    37-15=17?

    strange ahh maths

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