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dont_ask_me_again

dont_ask_me_again

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  • @TAG said:

    Killer main; I didn't play during old BT, but from the looks of it, I think I prefer the current BT. Old BT seems like it made bad saves even easier than this one.

    Does current BT even make good saves though? They’re always around the killer.

    I sometimes wonder if killers prefer the current BT because solos would be more difficult to beat and survivors who swf take their cake and eat it with the current BT knowing that they’re kind of shielded by the idea that they only cover a certain amount of the playerbase.

    The end result is killers will have an advantage over solos but will be disadvantaged from SWF leading to no real balanced game.

    Not saying you see it this way but I feel like if you’re a solo survivor you’ve been bullied by these mentalities.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/900810#Comment_900810

    It's certainly food for thought about the one time use but it could also widen the gap between solo and swf a little as they can of course coordinate a save without it by having two full healed at the hook.

    I think the main issue is more about how powerful it can be with coordinated teams versus solo players. It's good for solo but can be heavily abused with swf. It's hard to balance for both sets of players.

    Seeing perks could be nice but also could cause them to be lobby dodged for those who don't use meta perks. It could also cause toxicity when some start to tell players what to run. Some like to change up builds and while swf will accept a friend using a meme, adept or simply levelling up a char with no good perks build others may see it as too much of a disadvantage and leave much like why the rank was removed from lobbies. More info sounds good but it's always been shown to be unusable in some way unfortunately.

    Seeing perks doesn't show any indication of the player's ability so what would it actually tell you? It comes down to either a team setup or solo setup.

    I wonder if a player with BT or DS simple had a different colour aura when you are hooked or they are slugged may be doable. A simple switch so you see yellow if they are down with DS and red when you are hooked when they have BT as they are existing colours already.

    100% old BT was easier to get success from if you soloqued because if you went to rescue someone you gained something from the perk and didn’t need to depend on anyone saving you just from that aspect alone. Players do know if it’s time to rescue or not by the TR and the only barrier of coordinating old BT as solos is knowing if other teammates also have it. Solos wouldn’t even coordinate current BT (knowing 1 person has it) because they’d simply want to be able to pip.

    The problem with “people could dodge” really needs to be let go by BVHR... They’re the only gaming company that assume guilty until proven innocent on their playerbase with what is a more casual based game than competitive... the only perk I could see as “dodge-able” is no mither... but then why not just buff it so that won’t happen. Less than 1% of people run the perk... if BVHR are afraid of (less than 1% of people*3) potentially dodging a lobby over the health of the game for what about 99% of players or so... that’s not weighing costs carefully. Also quickswitching does exist if people really want to play no mither or something like that without hassle from teammates.

    Well if I see someone with urban evasion and stealth perks.... I’m going to confidently assume they’re going to hide most of the match, if I saw perks like WGLF, MoM, Adren, Unbreakable, DS etc on a teammate I assume they’re going to run the killer around... if I see we’ll make it/BT... I assume They’ll want to make the challenging saves which means I’m going to sit on gens for most the match.

    I solo-que on R6S... and you’d be suprised how solo-players can adapt from minimum information to be made the most out of... sure still not on SWF level but still major improvement than before.

  • @Vetrathene said:

    Just keep BT as it is but make it work only once per game.

    I’d agree with this more than current BT... but then people would say... why would you run BT now... maybe if there wasn’t 15 seconds of potential endurance... perhaps 10 seconds for the rescuer and 20 seconds for the rescued... idk.

  • I get so many survivors going crazy because I won’t let them heal me past 99% not aware that Resilience is a perk... the solution to all these problems is letting survivors know what perks their teammates are running.

  • Both....

    If there’s no 1v1 (Micro) aspect there’s no ranking system... anyone can play killer and win against survivors as they’re designed to go down for the killer just playing.

    And 1v4 (Macro) is important to get a certain result: - 62.5% kills per deaths on average.

  • @T2K said:

    Both.

    Well I dont get the idea of BT for the unhooker as well. For what reason exactly?

    Im fine with the current BT as you can counter it, ofc not in every situation. Its still a perk and not everyone is running it.

    Imo it also should work in egc. Its a pressure scenario and going for a unhook is pretty risky.

    If BT is one time use who would run it and for what reason prefer it over other perks? sounds trash to me. not even considerable from my side.

    If somebody gets BT saved and runs DS i think its the killers fault if he hits him in BT and gets ds'ed when picking up. Why would you do that?

    So no, I wouldnt want old BT back

    That’s how old BT was... you had 1 BT save but if you were saving someone it worked for you too - you had 15 seconds of endurance ready. The question is the title but I was just describing what old BT did but also making further ideas of changes to not fully bring back old BT.


    If BT works in the endgame though... paired with DS that’s pretty much lock-down tools for guarantee’ing an escape with enough co-ordination.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/900762#Comment_900762

    With current BT you can down the unhooker and if they’re stabbing you before endgame then they’re wasting DS.

    The weighing comes down to 8 BT’s (from swf) down to 4 (for solos and swf) but yeah 15 seconds of BT for the rescuer if they’re already injured/or got insta-hit and BT no longer works in late game. If you can burn all the BT’s before the endgame then yeah it’s just DS’s to worry about which would be far more counteract-able if there wasn’t DS’s in the endgame to make saves then BT’ing people on the hook who tank a hit and then when they’re down also have a DS etc. (Leading to everyone escaping just via perk).

  • @twistedmonkey said:

    I prefer this one as the old one means you can get punished for not tunneling more as the rescuer has a free 15s window hit if they are injured. I do think the DS/BT combo being abused is an issue when they both have 60s of immunity especially at end game.

    The old one also being one time use only helped with camping at certain stages and could become less viable for solo as they cant coordinate someone finishing the last gen or opening the gate.

    Now a change that could be done is when you have DS active and you save within 20s the person on the hook gets the BT effect but DS deactivates for you. This is to stop those instant saves using both perks to have some immunity.

    Trust me when I say solos used old BT well back in the day... the general theme was don’t use it unless it’s the basement but otherwise sneak to save it... sometimes you do bring perks expecting not to always get full use from them like adren/unbreakable.

    Yeah there is 15 seconds of safety but there are other factors... if the survivor is already fully healed then only insta-down killers have a problem but they can M1 those... so it could be looked at as 15 seconds half the time. Then there’s bypassing the odd BT by being near the hook but actually having plans to go elsewhere.

    Other things that could come for solos is knowing what perks teammates are running which I hope is something that will come to DBD... I don’t see how it can be controversial in cutting the gap between solos/swf.

    Perks will always have a kind of over-benefit at times. The old BT would distribute power between solos more than current BT which retains all the power in SWF... being able to get 8 uses flawlessly is an issue.

    However BT gets rebalanced... whether the one I suggested is right... I do think it needs to become 1 time again to level out power and whatever the additional bonus is is something subject to balance.

  • @GrootDude said:

    I main both sides, I’d prefer current BT and my reason is that the survivors skill doesn’t matter when that BT bar starts going down, you’re forced to go down and then you’re back to being camped.

    ty for the response...


    But if you pair that with in the hands of SWF... that’s essentially made them counter-less... Solos aren’t expected to get BT save after BT save... SWF already do this though if they want. Solos take BT just for if they want to make that save. Camping’s also been nerfed quite a tonne on the emblem system that it’s not really viable to rank up.

    Like you are right... but the end result is the killer can’t do anything if they play normally too. It goes further than camping.

  • I legit think we need the first BT back but just don’t make it work when the exit gates are powered.

    They changed BT not with SWF in mind, the devs were trying to make survivors more resourceful and not hook rush... new BT changed none of the hook rushing and when you give a resourceful tool to SWF it’s too op.

    Old BT also had a skill element... do you save when in TR or save it for later as it’s only one time? It encourages only unhooking unsafely if the killer was definitely not coming.

    Sometimes the killer needs to tunnel and if the choice with Old BT was mainly go for the one unhooked because both survivors were shielded... the rescuer can just bodyblock to try to negate that forcing their BT to activate.

    The killer has way more counter-play as they can just force proc BTs without going for people at the hook and waiting 15 seconds is still an option.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/900095#Comment_900095

    Pop goes the weasel and make your choice are the best anti-DS perks. They encourage you to not tunnel to begin with, but if you can't make use of them they are the best DS timer.

    True that MYC does give you indication sometimes... but don’t think killers should need a perk to out-time BT and DS personally. Also if you’re trying to catch a blatant survivor making a save then MYC won’t proc.

  • @ASpazNamedSteve said:

    https://forum.deadbydaylight.com/en/discussion/comment/898835#Comment_898835

    If you've been downing and hooking multiple people in quick succession, it feels kinda unrealistic to expect the killer to have a perfect 60 second clock in their head for when each of the survivors got unhooked.

    Always feels cheap in those scenarios when you get caught by someone's DS in the last 10 seconds despite them not being the one that just got unhooked.

    They could just add a mini-timer under people’s names to fix that after they ever get unhooked?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/899874#Comment_899874

    I think we can all agree that keys also need a rework, but please, let's not start a killer versus survivor type of thing here and stay on topic about reworking mori.

    Now, this next part is directed to OP: @MyName123

    Ebony Mori definitely need a rework and if I remember correctly, they are getting one — it's just a matter of time now. 😁

    They only need a rework for SWF not solos... I won’t be happy with BVHR if we get another SWF only item... basically nothing going for solos. Just make the hatch shut after jumping in with a key... easy fix. Also let broken keys work but take several seconds like 12-16 or something idk.

  • @Fibijean said:

    I suspect the challenge they're referring to is the one to sacrifice people during the EGC.

    That said, many killers facecamp in the endgame, challenge or no. It's the best way to secure a kill at that point - and they're already punished for it by the ranking system. So yeah, it feels really crappy for the survivor, but it is a legit strategy.

    Do they still punish for this during the EGC or not updated that? I mean, what else can the killer really do... just let a BT save? Gotta change that aspect or fix BT during endgame.

  • @GrootDude said:

    What about tinkerer 2 and both of the legion blades bug?

    Flashlights saves cancelled by dropping for months was another one.

  • The devs should just buff SWF... they may inadvertently nerf them trying... considering the recent BT buff them trying to nerf SWF just isn’t working.

  • Yes, and they haven’t spoke about this for years.

  • Yeah for real... even a base-kit nurse was unbeatable and not many people realised that... nurse was just the go-to... you’ll always 4k if you’re good enough and survivor’s couldn’t do anything unless they had discord, commodious toolboxes and anti-nurse perks.

  • I’ll comment on leader.... it gives 25% but to 2 teammates and you get unhooked 25% faster... you can get someone to open the door faster or can get people to cleanse faster

    botany is 33% heal speed just for you... and if you don’t run self-care with it how is it even comparable to leader is my thoughts? :P

    Oh as for self-care i never bring items unless meme’ing with flashlights pretty much. :P bringing an item means you also can’t horde an item from a chest xd

  • Also I’d say that nancy self-heal perk is an A... I think the design is really good. Just a perfect perk to add to the game... and yeah looking at the perklist it’s sad there’s only a few viable perks.

    Also deliverance should go down one... unbreakable is way easier to choose here :P Deliverance would be fine if you didn’t need to unhook someone.

  • As a spine chill/resilience main.... they both need to go down 1 rank each.

    The devs also basically killed OoO as stealth killers can see the OoO player. It’s like C/D tier now.

    BL needs to go down one more.

    We’ll make it needs to go up one more.

    Streetwise is worse than No Mither honestly... I’d rather take a no mither build that can gen rush to feel more use.

    Plunderers I’d move up one.

    Pebble is worse than No Mither.

    Self-care is atleast B tier... yeah you don’t need it but if you run resilience and 99% strat it’s solid to bring and if you’re whole team dies you can obvs afford to heal yourself.

    Leader I think should go up one... it’s not bad for replacing self-care... you get unhooked faster which can make a large difference aswell as get healed quick... when multiple survivors heal it’s fast. It’s better than or as good as Botany... can be argued.

  • @Thanatos_x said:

    3 seconds was already long enough for the killer to come out of stun and break the pallet so yeah I really don't see why they did this. Only real way to be able to lift a pallet back up during a chase is to blind the killer and even then they can still break it sooo this perk is basically useless the majority of the time imo.

    If you blind after the stun finishes... the killer is at the wrong angle to degree turn accurately... i can see that but really. Gawd that’s rare/experience could trump it. That’s probably why they did it despite you could just always face the correct direction as the killer and spam break pallet :P Like man, smurfing exists on every single game... everyone goes through it if they join late but gotta remove tech plays incase :P

    Sales>Stability.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/893594#Comment_893594

    Oh, I see. Do you know how long the stun is on a pallet save? I wasn't able to find the exact number by looking online.

    Pretty sure from memory they’re the same time? I only remember DS being the outlier where it had a really long stun time compared to everything else being the same.

    @ASpazNamedSteve yuh pretty sure they’re the same times.

  • If there was no exclusives in the first place there’d be no scams... some people really not see that?

  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/893445#Comment_893445

    No, they are doing it because they want to crack down on people selling codes and whole accounts for these skins.

    Which is arguably a symptom of not listening to those people in the first place.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/893358#Comment_893358

    Yeah i did overread that, apologies.

    I think what makes solo experience so bad is a combination of factors.

    Killers having very bad experiences when going against optimal survivors, nobody likes a ruined game. Thus they tunnel and try to play optimal as well with no regards whether another person has a good game. In addition to that comes the fact that it is straight out easier to rank up as survivor thus ranks are filled with people that do not belong where they are at.

    Yeah I do agree there’s other factors like the Emblem system.

    I think I will pitch the case that if solo survivors are doing well all by themselves then they’ve earned the victory fair and can’t really be looked at on the same boat as SWF unless coordination is basically irrelevant to perk use, the killer is informed they’re vs’ing them and the killer’s get a reward too for vs’ing them.

    The only solution to SWF otherwise is multiple killers vs a lot more survivors and make it so they only lobby here so there’s coordination on both sides.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/893360#Comment_893360

    Legion just got nerfed again and he already didnt do crap to 4 man swf what you mean?

    Because they don’t 100% know how to move forward with legion keeping his core design which at the same time was problematic... if the devs knew what to do legion would be moved up but it’s just far easier to work on doc for instance for now. If you have a good idea to make legion good without making him annoying to verse by all means post it but take feedback on how it could fail too.

  • You also missed the part where I said: (not every killer)... since they’re slowly getting reworked/buffed to that level.

  • @Endstille said:

    @dont_ask_me_again

    You think legion is balanced around 4man swf? Doc? Clown? Ok then.

    You missed the part where I said: (not every killer)... since they’re slowly getting reworked/buffed to that level.

  • They can use every meta perk to the full potential since they can co-ordinate on comms... they’d typically have a strong synergy too.

    The devs balance killers around 4-man SWF (not every killer) so as a result the solo experience is horrible.

  • I’m alright with this (Own them)... if people are worked about what they wear not being exclusive they miss the big picture... when there’s a point that there’s so much to choose from cosmetic-wise... you’re gonna look unique 99% of the time anyway.

    Not being able to get exclusives from games stops me wanting to buy games that have them. I dunno why game devs thought “let’s add exclusives so no one leaves” is better than “if all devs don’t have exclusives they welcome every new player” meaning more sales for every dev.

  • Metas make competing unfun to me. I think opponents not knowing what each other has adds a skill-set to keep an open mind and open strategy on what’s to come.

  • @hocrux said:

    https://forum.deadbydaylight.com/en/discussion/comment/893148#Comment_893148

    Read my earlier post before you butt in next time sherlock

    Someone’s having a bad day? They’re not delusional and you butt in on them just as much... what’s your problem?

    Just say my bad and move on.

  • They’re using severe correctly... where you say “Severe, i'm pretty sure it is use to represent/signify something grave/immediate/of upmost importance.“

    Etymology:

    severe (adj.)

    1540s, from Middle French severe (12c., Modern French sévère) or directly from Latin severus "serious, grave, strict, austere," which is probably from PIE root *segh- "to have, hold," on the notion of "steadfastness, toughness." From 1660s with reference to styles or tastes; from 1725 of diseases.

    ...It has nothing to do with importance necessarily at the core but a quality possessing sturdiness in concept.

  • It’s like when Oni will completely loses his flicks or the nurse got a cooldown for successful hits (when this wasn’t necessary) or just using anything successfully... the devs just go that bit too far snowflaking the game rather than having those interactions that reward players for playing well.

    We can’t have high pressure moments against us because that’d add thrill to the game.

  • The real question is are they buffing the shock blast since the passive isn’t gonna be 3-gen lock down based now. Solid rework if they get it all right.

  • This + see teammates perks and I’ll be more inclined to play DBD again. Well I try now and then, but these features not existing lead to situations where I end up too frustrated to play DBD.

  • I own them all... i think people should have the option to atleast buy them atleast when the next event happens they’re in the store to buy and can do that every year.

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/889679#Comment_889679

    I think basement bubba should be a new addon that grants the ability to have Agitation, Iron grasp, Mad Grit and Insidious without losing perk slots, but your chainsaw charge time is incresead

    As long as insidious bubba’s still an option that’s fine by me xd ... he does need more kit though for other playstyles because the insidious playstyle can’t exist without other good playstyles or it’s too predictable.

  • @Fibijean said:

    Is it possible that he's just not the kind of killer that you can necessarily pick up and be brilliant at straight away?

    He's been out less than 24 hours, after all. Most people don't really know what they're doing with him yet. It's more likely that the problem is with how you're playing him rather than with the design of the killer.

    I played about 10 games as survivor against the Oni today at red/purple ranks. Almost all of them were 4Ks - I personally only escaped twice, and one was through the hatch out of sheer blind luck. The second time, I was the only one who escaped.

    It's possible that I'm just bad at surviving against the Oni, as were all my teammates, but he doesn't seem anywhere near underpowered to me. My first impression is that he's a solid A-tier, at the very least.

    I love what you put on every thread I’ve seen.

  • The last swing should deal damage and insidious needs a buff... make it so you can walk for like 4 seconds then it’s not just limited to camping but the perk can be used at mindgames too.

  • @Peanits said:

    That system has not been turned on yet- our plan is to test it on Thursday, although we won't be turning it on until the game is in a stable state.

    How long is the timer? And will it also include the first DC of the day? Hoping you get 1-off per day incase something does happen that prevents you from playing super immediately.

  • If the devs ever add climbing in the game the perk would be pretty damn solid after that.

  • @fcc2014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/886284#Comment_886284

    Screen goes other worldly and stays that way the rest of the game even after being unhooked.

    Sounds like a good Hex: TTS buff.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/886132#Comment_886132

    Unfortunately this would just be abused to "Veto" a killer. If the killer isnt who you want to face or has an addon you dont like, the whole team could DC without worry. Lord knows Ive seen it done to me plenty where I'll load into a match, only to have a team DC within 15 seconds.

    Well, just take away the ability for swf to veto for each other... and honestly... 4 dishonest people (4 solos) would be much rarer than a dishonest killer (not saying loads of killers are dishonest - if 4 killers were together in a group in some way I’m pretty sure there’s going to be honest ones overall just the same). Like rather than a “veto”... people in the match could directly add to the system that the person dc’ed to ruin the game... make the killer count as 2 votes and if 3 are hit then yeah the person gets a DC penalty... something like this would just reduce some dumb stuff from happening.

  • Angrypug because he’s a legit amazing survivor, blunt, plays bubba and plays fair while doing his stuff (Like not taking ridiculous perks). He just got my 100% respect while being entertaining as hell. I like other streamers but he speaks to me the most.

  • Nice find... maybe the solution is... let the other survivors have a pitch in nulling any penalty against you in the match? If this happened to me and teammates started DC’ing... I’d tick a box saying they shouldn’t be penalised because the game is pretty much over.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/883607#Comment_883607

    Fun fact, originally survivors were supposed to be able to climb things. That's why there's no collision on the shack roof, and a hole through which you can drop down into the shack. They decided against it, though I'm not sure of the exact reason - perhaps because they didn't want survivors to have the ability to get out of reach of the killer.

    Cool to know... I hope they don’t close off the ideas for the future... proning into small holes at tiles would be a new way of evading etc

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/885977#Comment_885977

    Did you not see where I said a suggestiin that BT takes 20s to activate after a hook before it can be used? This itself stops hook rushers as if seen then they can't simply run in and rescue or instantly take a hit and rescue.

    The reason camping is being actively made less viable is punishing it by doing gens means a depip at the higher ranks which shouldn't be the case. The emblems themselves are designed so both sides are not using specific strats or just doing one thing in game ie gen rushing or camping.

    Leatherface in the movies doesnt have to be the same in game. Much like the pig isn't the same as in the movies and the traps which aren't designed to kill which people first thought but to slow the game down.

    It's a game to play for fun and why certain things are being worked on to try and elevate the most unfun strats from being the norm.

    See my comment about tachanka... and you can pip against leatherface even if you die... just do gens when the match starts not getting caught, do a prolonged chase with him if you are caught and you’ll atleast safety pip. If they’re high rank they’ll likely definitely not insidious camp early anyway if they’re trying to win since the emblem system will not let them pip... pipping as leatherface is incredibly difficult at high ranks since he has an insta-down or is otherwise just an M1 killer.

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