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The point of deep wound is slowdown, not lethality. The survivor cant do gens or heal unless they mend. Therefore a deep wounded survivor must spend 12 seconds healing or die. Deep wound is not meant to down people unless they just dont get how it works. It actually used to go down while running and only stop in chase. Legion was the most broken braindead trash on release because they would hit you with their unloopable power then moonwalk and you'd just go down in 20s unless you mended on the killers face… at which point he just downed you.
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@sinkra said:
The necessity of always using kindred + exhaustion perk + WoO in solo q makes the game stale for survivors.
I play solo without kindred an WoO and do fine. its not hard.
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@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697065#Comment_3697065
Man you are so disconnected from the survivor side or the game it's no wonder killers keep getting stronger and survivor gets weaker.
That vid proved what exactly? That it's not bannable to slug? Never said it was I said he didn't play as intended. You know hooking survivors. The way the game was meant to be played.
if slugging was unintended then it'd be a bannable offense like abusing an exploit. Theres plenty of perks that would've helped this situation, not that they'd have been needed if the team played better.
Split up so downed survivors can fill their recovery bar and so billy cant snowball as easy. Or bring unbreakable, buckle up, mft, wglf, ftp, etc. -
@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697061#Comment_3697061
No the problem is killer refused to hook anyone until he slugged all 4. That's the issue. Guess all the killer mains or on the forums tonight.
its called snowballing
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@Archol123 said:
Because hitting the survivor when he got picked up is way too hard... How about we remove all techs that allow for outplaying the other side xD
they can emote tech to avoid getting knocked back.
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Fair buff for enduring imo
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still has no counterplay, only balanced because its limited to 2 uses
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its for april fools. also they did mention it in game, with the update newsletter thingy that shows up when you log in.
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the relationship between camera and movement controls is uniform across platforms.
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@Skitten56 said:
Big difference in techs that use established game mechanics that are functioning properly to achieve an outcome, compared to techs that use exploits/mechanics that BHVR has said are bugs to achieve an outcome.
Blight's hug tech is simply not comparable to stuff like the CJ tech.
Technically hug tech does use established game mechanics to be achieved. Blights methods of detecting collision allow LOS to affect if he slides or not. Its intended that the way you're looking changes how you bump, but not to the extent that hug tech enables.
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@crogers271 said:
The key word in Mandy's post is 'bug'.
With Blight - his rushes should be causing collision, but they aren't, that's a bug.
Heal tech - when survivors heal a downed survivor, the down survivor cannot be picked up. That is intended. How survivors might use this perhaps was not expected, but that's a different thing.
Crouch tech to change the collision is probably closer to a bug, not sure what BHVR's thoughts on that. CJ Tech can be seen as an exploit, but is probably rare enough that the fix of adding an additional button would be seen as more harm than good.
technically speaking hug tech is a clever use of intended programming. Blight has two ways of detecting collision, one of which is LOS. Hes meant to be able to slide to some extent, hug tech applies this for on demand sliding. The slide and the methods used to achieve it are intended but the situations where and how its used aren't, similar to heal/cj tech.
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@Aven_Fallen said:
The techs mentioned have nowhere near an impact compared to Hug-tech. With heal tech, one Survivor might go out. With crouch tech, rarely a hit will not connect (really, I never had a problem with crouch tech and I play a lot of Billy). And if you fall for a CJ-tech as Killer, sorry, you deserve it and should go back to newbie-MMR.
Meanwhile Blights hug-tech had way more impact and made the game against Blight way harder for the Survivors, not compareable to one Survivor getting away or similar things.
I'd argue heal techs plenty impactful. The killer does lose a hook/kill with 0 counterplay, while also netting an escape. Crouch tech happens way too frequently on nemmy too, and is super easy.
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@cburton311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/409916/why-otz-says-buffing-ds-is-bad
Or I dunno, maybe don't tunnel survivors. Decisive does NOTHING to killers that don't tunnel.
So the counter to a perk that wants you not to tunnel is not to tunnel?
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691614#Comment_3691614
What do you mean they can only be kicked 8 times buddy?
And it ain't my fault if my random teammates do every gen in sight and force a 3 gen 🤣
they mean thers a built in cap to how many times you can kick a gen. a cap added in specifically to prevent infinite 3 gens.
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basekit BT is already in the game
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@mizark3 said:
Just remove collision post-hook until a CA. EZPZ. Also You can't really bodyblock for someone while slugged on the floor. Locker grabs still need the Killer to intentionally tunnel to occur in the majority of circumstances, so the Killer should still get the effects of anti-tunnel discouragements.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686995#Comment_3686995
Garsh darn I love getting hit off hook and denied my anti-tunnel perk. /s
And that's the perk in a 'good' spot.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687283#Comment_3687283
I agree with the concept of disabling power, but I think it should be 5s per gen remaining. That way it heavily punishes tunneling at 5 gens, and doesn't hurt as much at 1 gen remaining. People in general agree (even if I don't agree with this specific common sentiment) that the later in the game, the more 'acceptable' tunneling becomes. This would hurt more when it 'should', and hurt less when it 'shouldn't'.
Getting hit off hook is better than if they waited out BT, gives more distance. OTR forces that to happen. Would be nice if the killer didnt know you had it though.
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I like to think sadako hits people with glow in the dark glass plates
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688278#Comment_3688278
Could you explain what you mean with Blight getting 2x the value of Trapper? I don't follow.
The issue with CoB + OC was not Eruption. Eruption was nerfed in patch 6.6.0. CoB and Overcharge were nerfed in 6.7.0. There was a month and 2 weeks in between these patches. So they were not caught in the crossfire. The reason was that with these 2 perks, killers didn't need to end chases, which meant they could simply patrol gens, kick them and repeat with taking the free hit / down on ocassion. That was enough to drag the game out for 60 minutes, if you held a good 3gen. That was back when especially Skull Merchant and Knight were notorious for holding the game hostage. But this was possible on petty much any killer with mobility or good map pressure / territorial powers.
NWH follows the killer model as you move during its duration. Since blight can cover more ground in that time frame, he can scan more of the map by virtue of being blight.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687091#Comment_3687091
its easy to counter, chase someone else
Thats not really a counter so much as not tunneling because of an anti tunnel perk. The only real counter to ds would be to slug to survivor.
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@chibizodo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687399#Comment_3687399
comparing killer and survivor perks? Others are comparing Adren to noed so why can’t I compare a perk that’s holds off its affects just like Adren does unless it’s interacted with? It is still holding out a perk that can help the killer so why can’t the hooked survivor get that help too?
The adren-noed comparison was on their design, not their strength.
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Its alright at 3 seconds but its nothing to call home about. 5 second ds could prove to be an issue with basekit BT+OTR being in the game now.
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Stuns are limited by being tied to pallets, going for too many stuns will waste too many pallets.
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Yeah maybe it should deactivate on protection hits that down you. If you aren't being tunneled you shouldnt get DS.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687166#Comment_3687166
Because it was some of the most annoying ######### to go up against when it did happen as it felt like BS hits.
It's not skill expression, it's just exploiting a bug that was always unintentional.
Im guessing that heal tech, point tech, and cj techs are all unskilled bug exploits too?
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They'll be stronger but everything I liked about playing them is gone now.
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@[Deleted User] said:
If it's in such a great spot, why does nobody use it?
OTR's in a way better spot
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@typervader said:
Oni doesnt HAVE to slug, thats the differnce. Twins bascailly had no choice but to slug since it was too hard to pick up survivors.
this, also twins would be forced to slug for like 40s off each down.
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@typervader said:
I dont like the Twins changes, moslty the fact you cant attach to healthly survivors. I dont see why that needed to be removd.
yeah and downing survivors wont be satisfying anymore. Plus victor does all the work now so playing macro as 2 killers isnt as necessary. imo twins will be stronger but not fun
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Trail of torment also gives info since you can see when someone taps the afflicted gen
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I play soloQ and escape an alright amount of the time so I'd say for sure.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682595#Comment_3682595
People say that 3% was so overwhelming but hello, Boon: Dark Theory is a thing and in some ways better than MfT was (no risk as it doesn’t require injury for the haste boost). Why don’t I see killers complaining about it?
dark theory only effects a small area, in which theres a limited number of pallets. if your totems in a deadzone it wont do much, and if its not by a window loop then it'll be worthless once the pallets run out. not to mention you need to set it up which takes plenty of time. The 2% is strong but its held back by all the setup. Mft had all the benefits of dark theory with almost 0 limitations or time loss.
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I'd love a control chapter or more resident skins for the villains
also anything but fnaf
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682493#Comment_3682493
The 3% were no problem. You difn‘t even feel it. The problem was only that some killers are too weak, which is not a problem of this perk. Also there are a lot of options to deny it.
the 3% was absolutely a massive problem.
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aint no way thats definitely a ping diff, plus the survivor hit box is way more wack than huntresses (while injured its completely disconnected from most of your upper half)
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wherever you'd place a dredge remnant or demo portal probably, maybe just outside shack window or by a 3 gen
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dredge and larry are great people should play them more. as a larry main I reccomend bamboozle+rapid brutality+corrupt+surge
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nerfing prove thyself was the worst decision... now people are more efficient because 10% isnt good enough to be worth grouping up. Whereas before it was high risk high reward now the reward is pretty mid at best so people dont take the risk. I miss finding 3 survivors on one gen :(
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its not that big a deal, just go make a coffee or something
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just look at him and you're safe and dispelling takes like 3 seconds
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@100PercentBPMain said:
Bring Unbreakable or setup an Exponential....thanks for the heads up.
I think plot twist is probably better for this since they either hook you and you're up or you plot twist and you're up and healed. Plus if the killer stands around waiting for you to stand up then they arent pressuring
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You're meant to outplay them to get a stun since its like double distance if they choose to break. Dropping a pallet already guarantees some distance by default, doubling it should be as hard as it is.
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it'd help gather data quicker + I could see much sooner if a new map is op or not.
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guaranteed 2 god windows in main building occasionally with a god pallet. the whole map chains to everything else, is huge, and has 2 shacks.
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@nValentine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666089#Comment_3666089
yeah it isnt too strong. it just adds a 6th generator to complete in the match. i mean.. not so strong tbh
funny how it incentive killers to proxy camp and tunnel especially if you pair it with pop.
you know whats a healthy and balanced slowdown perks? DEAD LOCK. NO WAY OUT.
...for hooking each survivor individually. How does that encourage proxy and tunneling exactly? Especially when paired with a pop, a perk that literally does nothing if you dont leave the hook. Also no way out isnt a slowdown perk, its endgame. I'd rather see deadlock changed since you get value for doing literally nothing.
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SWFs do it too, its just less common because its harder to find 4 cracked players with great teamwork.
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Half dead zone, half infinite, all massive. I dont have an issue with the tiles since the rest is a deadzone but the maps way too big and I cant see anything.
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great, its got an insane effect limited by usage. decent anti tunnel.
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@Akumakaji said:
We could touch immovable pillars of DBD, that were once set as hard boundaries. I will try to violate two of the most important such rules in one Invocation, because thats what magick does, it doesn't care about the rules of reality and bends and breaks them at its whim.
"Invocation: Its Alive!" 120s, once this invocation is complete one dead survivor gets resurrected, but there is a price to pay: one already finished gen gets broken again and all gens on the map lose all progress.
Thats a really cool idea. I like how major the drawback is but I don't like how it effects the entire team. I cant think of anything else of equal value but I also don't feel that one players choice of perk should effect the whole lobby (soloQ pain). But that aside I really love the design philosophy of breaking the rules.
edit: actually I dont think anyone in the lobby would care about losing some gen progress for gaining a whole teammate lol
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120 seconds for 105 charges (start of match, 0 gens completed) is already setting you back. The charge count is high and all but the killer can just kick each gen on patrol and regress them a 3rd instantly. Its never worth using, splitting up on gens is always better.