cogsturning
cogsturning
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If survivors is easy and killer is super-hard-impossible-nerfed-into-the-ground, tell me why I draw or win as killer with minimal effort (no regression perks in these matches btw) but die as survivor with all these supposed advantages PLUS the supposedly unstoppable SWF.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993723#Comment_3993723
Lol. You're joking, right? The only way you win that scenario is A) If the survivors f around or B) you build specifically for that purpose.
That's not true and survivor-players can attest to that, which is why we're here. They wouldn't be addrssing problems that don't exist.
Here's a sample from some of my recent games because I, ya know, play the whole game.
Nothing less than draws as killer; all deaths as survivor, many from being tunneled. This was also all 4-man on comms, the magical combo that killers claim guarantees wins. Yet it still seems awfully skewed in one directions favor.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993285#Comment_3993285
Except we don't apply that same logic to survivors. Not only do they have half a dozen perks that can let them come back from a team wipe, but now they get it infinitely. Basekit. So if the survivors mess up and let me slug the whole team at 4 gens because they played dumb and too altruistic, they don't get punished for it and get a free second chance.
And that hypocrisy is prevalent all over the game, where killers are expected to play perfectly, with a single mistake being the difference between a win and a loss. However, when survivors ######### the bed, we kiss their boo boos and let them off with a warning.
Do you know how poorly survivors have to play in order to get team wiped? It involves them making probably more than a dozen major mistakes. But God forbid if the killer take a bad chase one time in a match.
I've never had a survivor match where we all did terrible but somehow escaped. That's just not real. Yet I've had killer matches against way, way better survivors where I've gotten 4ks.
Play perfect? Killers can miss all their hits and get no hooks until gens are done and still win. Survivors can't just miss every skill check, compete no gens, lose every chase and somehow win.
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The hard resistance to changes we haven't even tested is depressing. The game does indeed need some refreshing. A lot of players are unhappy and they're trying to address it. We can at least try it before throwing tantrums.
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@MDRSan said:
I wish the tunnel/slug mechanics had their own PTB release. I can see how the tunnel/slug updates need to go together because otherwise just slugging is the easy response to the tunneling changes but with the new killer, Myers rework, random other things then it's going to get a little muddled.
The new killer is getting really overshadowed. That should have gotten a pushback.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993602#Comment_3993602
Replaced by the Entity box ;)
I did think about your Built to LastWe have to make sure my build is prioritized in all future changes lol
The Entity idea is fun in general. I'd like that for every item, and have it be like smoky or glowing in game or something.
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Looking forward to implosion #2 in the forums.
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The timed charge would need adjusting. Imagine if four people disable four hooks in the same area while also running Boil Over. They could just keep running to their manufactured dead zone. It would take planning and wouldn't be common, but it would happen. I would like to see some new functions though. Tbh I would like to see some new things just in general, but we see how well new things go over round here.
I like the idea of a sabo-only toolbox.
The BNP consuming the toolbox is a good idea. It certainly would be a nerf to me, because if I can't Built to Last it, I ain't bringing it.
But you're really gonna take my Commodious Toolbox from me? 😭
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993044#Comment_3993044
no you have to bounce between 2 and hook 2 others since the 6 hook penalty is still a thing
This response was about the no-regression penalty, which is seperate from the survivor speed boost. You don't get the no-regression from someone dying before 6 hooks, you get it from them dying by two hookings in a row. Two different actions, two different penalties.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993333#Comment_3993333
The only time you'd see me body-blocking the killer, is to prevent a tunnel, to buy the poor teammate some much needed time.
We might blast mine them, but that is mostly harmless fun. Most of the time, I stand within range, just watching the spectacle unfold.
But we don't teabag, or BM in that manner anyways :)The body blocking I hate is when you're chasing someone for the first time, get one hit, and someone just inserts themselves into the chase. There's no reason for that.
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@JeremyDX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993364#Comment_3993364
Eh so you 3k'd with possible hatch and you're upset? Also saying you're new to the killer? So do you really think this group was good lol just because they used common troll/bully tactics that literally anyone can do? And do you really think the P100 means anything sure it at least shows this player has played the game but you can literally dump your bloodpoints onto anything you could even play 100% killer and have a P100 survivor and vice versa. Its a fairly useless rank just like the Skill Rating rank is useless where its Bronze to Iridescent? Just as the Badges at the end of the match are pointless as well showing how you did in a match.
Most of DBD's skill viewing stuff is just useless and doesn't even really say anything.
But at least how I remember MMR being.
- Each killer starts at a medium skill mmr
- Doing well/poorly on a single killer can "slightly" boost/nerf the mmr of all your other killers.
- The Survivors MMR average should equal close ish… with some ranges we don't know to the killer likely based on match time / availability of killers/survivors.
- The Survivors MMR was calculated by the Top player having the most weight and worst player having the least weight in the average mmr calculation. I forgot the weight %'s they did for each player.
I feel like at one point they said something like killers start at 1500 mmr and they did give these weight %'s for survivor but this was like years ago… and i can't find anything on it with some searching. I want to say something like 1800 was where many people would end up in and 2000+ was like top players. Wish i could find this stuff to examine it better going purely off memory.
Having played a good amount of survivor with some friends i'd say its a mostly balanced lobby we didn't escape most of the time, but if we had played even just a little better in some cases pretty sure we could have had at least 2 escapes. We also played mostly altruistic so lots of sacrifice which led to our downfalls. Despite countless losses the difficulty of killers seemed about the same.
Also tbh what could also occur which is very possible is "Bully Squads" throw on purpose to stay at low mmr just so they can ######### around with the killer so you'll still get your 3k/4k so maybe that occurred and sucks if it did. The other side is killers can also let people escape when they very easily could kill them lowering their skill level and boosting the survivors into a harder match. So there's really no great way to prevent this stuff as the game doesn't actually show skill ratings of any kind so there's no reason to be competitive in this game.It wasn't hatch, it was gates. And they played well. They didn't throw on purpose. The scores should reflect that. Only one had a low score. The Jake gave me a hell of a final chase. And no, I'm not upset. It just doesn't make a lot of sense to me. When I start a new killer It usually gives me people who are better than me, sometimes drastically so. Like not even people at my normal level on my mains.
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993364#Comment_3993364
Killer MMR is unique to each killer, but not how you'd think. The way it works for is they don't start you off very low, because you know the global basic killer functions. It is lower than those you main but not drastically lower.
So combine that with if queue times are long they most likely grabbed the next available surv group, especially if they've been dodged repeatedly and they also have been waiting. That's what prolly happened to you here.
They were already readied up in the lobby so yeah, that makes sense.
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Just played this match, maybe my tenth ever as Freddy. It gives me high prestige, skilled, body-blocking TTVers—and I don't even know how to fully use this dude's powers.
I'm not complaining, I won, but like maybe this isn't who I need to start with on a killer I don't know. If it's gonna take like 10 minutes to find a match, could I get a less intense and logical one for my baby status?
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993353#Comment_3993353
2-3 unique hooks before a single gen is done? Are you playing full slowdown build, or just having 10k hours in this game?
I can confidently tell you my experience, I didn't bring any slowdown perks, and 90% of the time at least one gen's done when I got my first hook.
My hours are low, compared to most. I'm not even good. Very average. But playing surv kinda helps me know what people will do.
I don’t run slowdown, no. Maybe Pain Res sometimes but I don't love those kind of perks. I run mostly Lightborn, BBQ, Iron Grasp, Nowhere to Hide, Tinkerer, Awakened Awareness. So info perks, and ones that let me hook without sabos. I'm big on knowing where to go next.
I only really have that experience on a good, coordinated team. But if someone is clearly skilled I'll drop chase immediately and go for another. I do a lot of hit and runs too. People get extra cautious when they're injured and it slows things down.
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@AmpersandUnderscore said:
I'm just going to point out that survivors spawn together now, and have to travel to reach separate gens. And since you don't want to do adjacent gens immediately, you may have to go a ways for that.
You know how "weak m1 killers" apparently can't take the time to cross the map? Survivors are even slower than that.
And gens take 90 seconds.
So, in this hypothetical scenario, the question you should be asking is why is it taking over two minutes for the killer to locate someone, and finish one chase?
Because lethal pursuer solves a significant part of the time waste up front here at minimum.
I'm kinda confused about this scenario too and it keeps coming up. You can usually tell what gen they'll likely spawn near and stupidly hop right on, as most people still aren't spreading out. I usually have 2 or 3 unique hooks before a single gen is done and I generally play low-mobility killers, or teleporters whose power doesn't kick in until I've already walked across the map anyway.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993342#Comment_3993342
I think theyre asking if anyone plans to boycott
Oh. People pay money for original characters? Would probably be more effective on an IP killer.
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What does one have to do with the other?
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@tjt85 said:
At times like this, I am reminded that I'm 40 years old…
I have no idea what an "aura farmer" is and I refuse to look it up. So without fully understanding the question, I'm going to say Ace and Wesker because they both wear those cool dude sunglasses 😎
I am also old and looked it up for both of us and I wanted to let you know that your answers are correct.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993081#Comment_3993081
? Isnt that more like complaining about nurse existing or the strength of killers. Thats game mechanics or variables. Hatch is also a proven necessary evil.
This is about strategies or more the opposition's demand for you to not play to win.
Survivors tell killers to let the last go while survivors just... escape. Afterall when was the last time someone told survivors to just... dont.
Might be wrong cuz i havent played in a long while, but is there a collective effort to restrict survivors how they play, or shame them for their strategies, like people do against killers?
Its not even about the last escapee in a 4e to turn around and get hooked cuz "its good manners like giving a pity hatch". why arent the first three to escape contemplaiting "woah that went well but i dont need to escape, i did enough". They simply brush it off to the people escaping after them.
"I dont need [4k, escape], i did enough and show mercy" was ever only enforced on one side's players.
Yeah i admit only seeing 4k as a victory is kinda strict on yourself and might lead tosome mental stress. Survivors did well to evolve a "wanna play chill"-mentality. Which is quite exemplary, ... If they didnt try to force it on their opponent.
I and many of the people I play with give killers we feel bad for free kills at end game. So yeah, there is a survivor equivalent of mercy. But as said above, killer mercy isn't a loss for the killer like they are for the survivor. You still win as killer and you can be nice. Win win.
I don't know who feels entitled to mercy though. If anything, I'd just like to not be slugged so the hatch can spawn and I can try for it. It's very pleasant to have it given to me and I like giving it as well, but I never expect it when I play survivor.
There are plenty of plays survivors do that are generally disliked, like taunting or body-blocking mid chase, and just general BMing. I'm not a huge fan of hook denials even as surv. If someone wasted a gen ot two worth of time chasing me, they can have the hooking.
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@solidgamer44 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992890#Comment_3992890
Idk it feels so weird to me idk how other killers just slug to get a 4k, and I'm not talking like the slug where they're right there but slugging them til they almost bleed out just to get the 4k like bruh let them abandon at least or cease existing on the ground.
It kinda forces the survivor that isnt downed to just either hide forever or just die so the person on the ground and the survivor himself doesn't have to just wait for the bleedout cause the killer wants 4k it's dumb ngl, i don't even care about the losing/win aspect its just F tier gameplay just move on, never done that ever as a killer even against the most insufferable survivors cause it is so boring for both sides.
The only time I ever slug for 4k is, like you said, if the other person is right there. But when you have no info, I don't get it either. It's so crummy to that person on the ground and do you really want to go on this 4-minute manhunt for a hider? A fast bleedout option would greatly benefit the game.
I had a p100 Leatherface recently who slugged me and went AFK with me laying at his feet for the whole timer. Like not even for the 4k just to be a dick. And I don't BM or sabo or anything.
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I really wish I had Mindbreaker just to counter the exhaustion perks. They are super annoying.
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993254#Comment_3993254
yeah honestly the best way I can describe this whole fiasco is that we’ll know when we actually test everything out.
I think it will turn out to be fairly minor overall. I do like that they've basically left us to scream at the sun and rip each other's throats out with almost no clarifications or updated info. It's kind of hilarious.
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@Vishlumbra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993019#Comment_3993019
90 seconds is actually a fast down. I think you forgetting that you need to hit them twice, body blocks, plethora of pallets, perks, etc. Btw now every survivor can just use repair boxes every game.
Every match against a decent mid level survivors you lose 2-3 gens after first chase. So realistically you think any killer is capable of 5 20 seconds downs before he looses every single gen?
No notifications for killer, no information whatsoever. Really, the point of the game is to have certain degree of challenge, basically this patch guarantees a win every game and with good (not even pro survivors) there’s absolutely no chance to win.
Just reading that we can remove this bs patch in custom games is basically accepting that you know that this is too much.
Like I said, sure, is gonna be fun for survivors for a while, that is if there are enough killers mains that are willing to deal with all these effects and rules. After, you will lose most of the new player cause of boredom. As a company you are trying to appeal to new players instead to your established player base that knows how to play and been around for years. Nice going.
Pro tip: existing costumers are more important. 80% of your business comes from 20% of your clients and those know these changes are as dumb as it gets.My experience differs quite a bit. My personal win-trajectory goal is 2 hooks before first gen and I manage that often. And I'm very average. I recently had a killer chase me for three gens. When they popped, he DCed. You can't chase that long. You need to keep people off gens.
This "killers will lose every match" narrative is just not true. The only high mobility killer I play is Dracula and I do fine without tunneling and slugging, and I'll keep doing fine. I'll do better, cause I'm getting buffs.
A lot of people are unhappy with the survivor experience. There's too much misery, too much loss of agency, and too many unskilled killers securing 4ks with these tactics. The game needs a refresh.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993269#Comment_3993269
You're not allowed to slug everyone anymore, remember? Snowballing isn't a thing anymore after this patch.
Yeah...that's the point. You can no longer easily flip your earned L into a dirty W.
But easily is the key word. 90s is plenty of time to slug and hook. You might lose one, but thanks to altruism, you also might not.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993259#Comment_3993259
I'm sorry, is this some kind of flex? If you've played more than 600 matches this month, you seriously need to get out more. That's like… a 120 hours put in, assuming ten minute matches and only two minutes between matches. That's like four hours a day, every day. Almost 30 hours a week. That's not a hobby, that's a part time job. I don't think I've played 30 hours of video games this MONTH. It's not healthy to get that much screen time, bud. Get out of the house, spend some time with your friends. Maybe chase a girl (or boy, we don't discriminate) or two.
You have 500, not 600. And my point is you've barely played the role that you claim is easy. You probably don't see a lot of p100s in your lobbies either.
So you play less than an hour a day yet you are way more fired up about these changes than I, an average and casual player, will ever be about any changes to this silly game.
I don't think my partner would appreciate me chasing anyone else. I also have a full time job and still have time to watch movies, read books, and visit parks, in addition to gaming. I don't have any social media so my screen tme is probably lower than the average person. I'm doing just fine, thanks.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993256#Comment_3993256
So you'd be okay with a killer "go next" feature where they could just surrender if they have a bad chase? Or should we make them play it out even though everyone knows the game is over?
They do have an abandon feature for killers. I've seen it pop up in my longer games when people are hiding.
Game isn't over with no downs at 3 gens done though. Many killers have gotten no hooks in my survivor matches but then slugged everyone at end game.
But yeah, I'm all for easier DCing for everyone. If you wanna go, fly free. If still counts as a loss anyway.
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Maybe we can experience the changes first. People are talking like they've already failed when they haven't even been tested. Change truly isn't that scary. Change is good.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993222#Comment_3993222
https://us.v-cdn.net/6030815/uploads/Q9LM1CKZRYYK/screenshot-2025-09-01-195456.png
But if it'll get you to stop harping on about it, here's my all time survivor stats, according to BHVR.
Years?? And this is your overall? I've played as many matches this month as you've ever played survivor.
God please tell me how many killer matches you have I am DYING to see this disparity.
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@brewingtea said:
If you lose 2-3 gens in the first chase, what are you supposed to do?
Lose? Because you didn't drop chase in time? Or you didn't down that person fast enough?
Killers talk about second chances for survivors, but look how they cry when you take away THEIRS
You can't just tell people to lose in a match they performed poorly in. That's outrageous.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993015#Comment_3993015
It's 90 seconds cumalitive.... So they just need to be on the ground 90 seconds. And this compellyy removes any pressure from slugging. Why leave a gen to save someone when they'll get up on their own anyways
Once the 90 seconds is met and they get up, if they get slugged again, they still have to go through the 32 second recovery process again. At least that's been the understanding I've seen. All of this is still kinda vague. And It'll remain a nuisance to be slugged over and over. I'm also assuming there will still be bleedout cause why wouldn't there be.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993211#Comment_3993211
Lol. Aren't the stats bugged? Did they ever get around to fixing those?
Mine have been pretty accurate except for showing recent match history, but the numbers themselves have been fine. Nice deflection though.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993196#Comment_3993196
No idea. Not that high because I don't really even try to. I'm usually off trying to get the killer to chase me because gens are so freaking boring. Yeah, I'm throwing the match for everyone, but I don't really care. I'm not going to sit there for a minute and a half holding one button.
So you can't back up your claim of the role being easy with easily-acquired official stats that prove you've played a lot of survivor, and also won matches?
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992979#Comment_3992979
Survivor is the single most mind-numbingly boring and easy gameplay I've ever experienced. Mario Kart is more mechanically demanding.
What's your escape rate?
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993172#Comment_3993172
Oh There is, apparently the killer is getting a mark on the last hooked survivoron killer hud... which may um how do I say this, accidentally promote instances of tunneling..
More than that, I mean. Cause yeah, if you're new or clueless, that's more of an invitation than a warning. They need like a DO NOT TOUCH THIS PERSON indicator.
Though the elusive status should help.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993149#Comment_3993149
Example i can give. I was playong trickster and in the first thirty seconds of match, the survivor stopped moving as soon as I saw them. Standing in place and for the whole match stayed under the hook. Ignoring them is good and all, but at the same time lower mmr killers would still take it. To them a kill is a kill.
Yeah I ignore these people and the genuine AFKs (though I think this has more to do with scruples than MMR, but I digress). Again, you can just slug them too. If they dont want to do anything then they can lay there. This is another reason I'd like to see either a super lenient DC penalty or none at all. If people don't want to stay they're a burden to the team and the match. Bots at least do stuff.
I guess the concern is people who won't read the patch notes when they eventually go through and thus won't understand the repercussions? I'm hoping there's going to be some in-game indicator warning you about rehooking someone but I might be asking for the world. More than likely, a lot of people will learn the hard way.
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I'm not sure I understand. People who are AFK or intentionally not participating can be easily ignored. They're not contributing at all, so they're basically already gone. Or just slug them and leave them to recover. This is usually the treatment I get when I try to die on purpose to give my teammate a chance at hatch.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993114#Comment_3993114
Yeah forget the 6 hooks requirement was only for gen speed, still gens that cant be damaged or blocked wont go live I believe or it will be locked after some gens are done because people forget how strong is this effect against 3-4 survivors which know how to prerun and push multiple gens you cant do anything about it only try to force them missplay but chances are low and last and probably last option is commit to chase one person but you will lose few gens.
Someone has to be dead for the regress lock to happen, so you can't have it with 4 survs left.
The wording and the mass of new information is confusing and I think it makes it all seem more extreme than it is, especially since we lack percentages for various effects. We also don't know what the balance between the killer buffs and the survivors buffs will be. The ptb will be useful to clarify. And yeah, this is almost all going to get changed, if not canceled outright.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993044#Comment_3993044
No usualy first kill is around two gens left sometimes on last gen left and before first kill I have usualy 4-5 hook stages and from patch notes you have to have 6 hook stages before you can get kill so you wont get punished by unregressable gens and gen block perks wont worning Idk if it counts when 6 hook is death hook so you get stack in hook stages and then kill but we will se in ptb. Still this doesnt help much if you get that penalty on 1-2 gens left then its gg because you need to regress those more than on 5 to keep the game going and getting gates because theres nothing you can do to slow the game down slug? not a option after patch and very limited use, tunneling? super bad choice after the patch.
These are two different penalties for two different sets of actions.
The first one is about 6 hooks and gives the remaining survivors a gen speed buff to make up for an early loses of a teammate.
The second one—the gen regression blocking--says nothing about 6 hooks. This comes into affect if you hook someone twice in a row and they die form it. From the way its worded (or lack there of) it can happen at any point in the match, even at the end.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993044#Comment_3993044
What are you talking about? The dev notes clearly say that if a survivor dies before the 6th hook, then the rest of the survivors get a gen speed bonus.
I'm talking about the no-regression penalty (which is the penalty the person I responded to mentioned), which you can still avoid even if you kill someone at just 5 hooks. It's only hard tunneling that causes this penalty. Hell, you can hook them twice, slug them, hook someone else, then go back and hook the first one again and get no penalty while still tunneling someone out immediately. There are still lots of ways to be cheap.
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@MDRSan said:
I do think a perk that makes crouching in and within x meters of a powered exit gate cause the croucher to stumble and make themselves exposed and hindered for a few seconds would be hilarious. They got so caught up in the moment, I guess they just let their guard down and started falling all over themselves.
If I wanted to be really petty, several crouches in a row would trigger a celebratory couple second mini-bloodwarden since who would want to leave mid-celebration?
No joke, I would love an anti-tbag mechanic, even though I've gotten a few lucky kills from someone clowning too hard. But I don't know how you stop killers from humping.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993019#Comment_3993019
Still having 6 hook stages so you can kill someone without heavy penalty (not being able to block and damage gens) is kinda meh I would get it if this would work like until two gens are done, 3 gens left is good for first kill but they didnt wrote anywhere so its even on one gen left and is stupidly overpowered for weaker killers.
I mean, do you usually have a kill at 2 gens done? Because both my killer and survivor matches don't usually have one until 2 or less gens are left. Hookings, yes, but not kills. Someone dead at one or two gens is a really early death and is what they're trying to prevent.
Again, you don't have to have the 6 hook stages. If you bounce back and forth between two survivors and kill one at 5 hooks that way, you don't get the penalty. Like this:
Hook surv 1
Hook surv 2
Hook surv 1
Hook surv 2
Hook surv 1. Dead on 5th hook. No penalty because it wasn't two in a row. Instead of hard tunneling it'll just be stagger tunneling. You just can't target one person immediately and hound them to death.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993001#Comment_3993001
It's always the same DbD should be great but with this community… nobody cares about making the game fun they want to keep the strongest things for themselves, and nerf other side
devs should have nerfed toolboxes and gen perks in the same patch, deal with tunneling, slugging and genrush make both sides happy, ignore the whining and push everything to live, game will be better in the long run
The game having such a divided structure is the problem. I almost wish you had to play a certain amount of each role, back and forth. Like one locks if you play it too much for too long. But instead of an unbiased and nuanced experience it would be sandbag city. This us vs them stuff is so unbearable though, and the emotions are absurdly high.
I'd rather them just increase gen times or something. If you want to devote your build to gens, cool, but most people don't. Chase and second chance builds will still reign supreme.
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Killers also get permanent tier 3 bloodlust and permanent aura read. Clown gets additional 10% haste at all times. Trapper can now fly.
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90 seconds for a good chase? What?? That's a bad chase.
What are the 14 perks exactly?
You don't have to get 6 hooks before a kill. The penalty is if you hook someone twice in a row and you cause them to die before you've hit the 6 hooks. They're trying to prevent the type of early-game tunneling that dooms survivors immediately.
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90s is already super long. That's a whole gen worth of time. Raising it any higher makes it pretty much useless.
There's also nothing that stops you from slugging. You can still slug for slowdown. They can just get up, eventually.
I actually think having basekit buffs would be beneficial to new killers. When I played only killer, I didn't even know what tunneling and slugging were. It never occurred to me to do either, also because I didn't (and still dont) watch videos of other people playing. It wasn't until I started trying out survivor and got consistently left on the ground that I got introduced to these pleasant tactics.
They need to update the tutorial to make things clearer though. The game is already difficult for new players. There's a zillion perks to understand. Survivors have to learn 40 different killers, which I guess is why I I started with killer—it was easier. I tried to get my partner to play surv with me but that lasted like 10 matches because there was too much to consider.
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@rvzrvzrvz said:
yeah it will get nerfed into uselessness i'm pretty sure, maybe even fully cancelled, you can see on reddit/twitter or even here people really want to protect tunneling at all costs, it's just an easy way to get free wins atm
My immediate assumption was nerfed but I'm starting to feel canceled is possible. Too many people are screaming into their pillows over this.
I'm hoping it gets through the ptb with everyone realizing it's not that big of a deal.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992954#Comment_3992954
one normal scenario for one killer. and therefore who cares? is that the logic here?
also, not 90 seconds. it's death hook. they have been down for whatever amount of time by now.
Different killers will have different scenarios and how to deal with them, yes. For example, if someone gets unhooked at end game and rushes for the door, a low-mobility killer will probably lose them. But if your fast, you can hurtle yourself in front of them and block them until endurance is gone. Different killers, different scenarios.
It's 90 seconds if you haven't slugged them yet. It's 32 if you have. Either way, it's a good chunk of wasted time.
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@Whitey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992942#Comment_3992942
Hey, can you either play killer for more than ten games in a row or put down the crack pipe? Would you like to tell me how many full-power perks Killer gets to alleviate the meta and "unfun" survivor playstyles, compared to the frequency, potency and amount of full-power perks Survivors get not because of imbalance, but to alleviate "unfun" situations?
By full power, do you mean handholdy? Hubris is pretty handholdy. Can't manage to not get stunned? Here's an easy down! How about Friends to the End? Now you can easily find someone AND get an easy down. How about Two Can Play? Flashlights too scary and Lightborn not good enough? No problem! Touching gens too hard? Here's Surge! Can't even guess where the spawn is? Lethal Pursuer has your back. How about end game perks? Sucked the whole match? Here let's just block the gates.
Killers have plenty of good perks but I run boring stuff like Iron Grasp and Awakened Awareness. I'm just trying to get people to the hook. You don't need the handholds to win. Same as surv—non-meta builds. My KR is 60%, my ER is 40%. I'm exactly where the devs want me to be. Maybe you just want to much.
And what perks do you even mean? Unbreakable and OTR? I don't tunnel or slug so I dont even notice them. DH? Okay, chase them some more. DS? Chase some more. Exhaustion perks are limited and you get bloodlust. Vigil is probably the only perk I want nerfed for survs. Survivors are only formidable in a party that's skilled, and even that's not a guaranteed win because the killer can just slug everyone even if they got zero hooks until end game. Killers also have built-in elements like bloodlust and powers. They'll now have extra gen regress, mini BBQ, and haste. Survivors have pretty much nothing built-in, it's just perks and items. Being able to stand up after a super long time (likely just to get slugged again) and to be hard to find for a brief period is not as OP as y'all are acting.
And why is unfun in quotes? Would you like to lay on the ground for four minutes until you die? Or finish the match in 2 minutes with 5k BP? Is that fun to anyone? There's no equivalent stripping of agency by survivors toward killers. You have a chance as killer until survivors are out the door. Many situations leave survivors powerless or hopeless unless they bring entire builds devoted to countering scuzzy tactics. Take your own advice and play survivor and you'll see how fun it is to be killed 10 times in a row by killers who were significantly less skilled than you.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992881#Comment_3992881
imaginary? this is normal trapper gameplay.
One potential scenario for one specific killer.
Slug them and walk away. They're on the ground for 90 seconds doing nothing unless someone comes for them. If you're chasing the other person, they're also not doing gens. If a third comes for the slug, also not doing gens.
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I'm expecting every single one of these measures to be nerfed into oblivion. There's no reason to feel otherwise, especially with all this doomsday crying. Fog vials were super mid but everyone still cried and now they've been destroyed. If survivors can't have something that mid, they can't have anything.
The killer buffs will go through though, which is cool for me as killer, but I want survivor buffs too.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992914#Comment_3992914
So, like me whenever I play killer, you often see the same perks on rotation. Mostly Decisive Strike, Dead Hard, Unbreakable, Lithe, Finesse, Windows etc, and the survivors knows how to loop well.
No meme or unconventional perks like we use to run ourselves :D
And yes, friendly interactions are truly the best. Always best to say GG if the game was truly good, or just move on to the next if it wasn'tSpeaking of.. I also see hidden offerings a lot, along with mostly personal offerings. Hardly any anniversary cakes or BPS.
But all in all, I really don't think the MMR matters anyways, since in the grand scheme of things, we do get close to a 45/45/10 split of matches that go either way in the killers or our own favor, and very rarely even matches.
Yeah I'm as tired of all those survivor perks as I am of exposed perks in killers. Perks like Hubris are just embarrassing. Like you need any easy down cause you can't keep from getting stunned? I don't mind gen regression and aura reading so much as I do exposed perks.
I desperately want a perk-free mode. That's the real skill test.



