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esarraf

esarraf

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  • Please no, I don't want to see my teammates doing the slap the killers ass and then die in a corner challenge again.

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117948#Comment_4117948

    Very meme tier indeed, and definitely iconic, and will likely be used for many clips. Though it might be stronger than you realize. If the killer is running full gen-slowdown and no aura, they might not be able to know which gens to defend or navigate too, wasting the killer's time, and therefore winning time for the survivors. The end game is so strong for the killer exactly because they know exactly where to go. When they aren't aware until they check, all that time is in the favour of survivors.

    But… full gen-slowdown means that they are going to be running stuff like turn back the clock or pain res. Which means it bypasses this perk entirely.

  • I think the limit just needs to be doubled on potential energy. Punishes killers who immediately protect a three gen and ignore certain gens a bit.

  • Tbh too weak to be a serious perk. Also the requirement of needing the killer to kick the gen is just the final nail in the coffin for this perk concept. It's at best a meme tier on par with blast mine.

  • Yeah it sucks but the devs seem extremely hesitant to actually do much of the stuff that would draw in more survivors to 2v8 so I don't see a fix anytime soon.

  • Uhh… the meta looks more stagnant than ever tbh. Like… I guess instead of steakout people will use this is not happening. And killers won't use deadman anymore. That's about it. Tbh they just ruined several perks and made mediocre tier perks slightly better but not enough to actually make them usable. I haven't seen really any that are going to change the meta.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472299/survivor-perk-changes-feedback

    Botany needs some kind of change as well, It is literally functionally a worse version of empathic now. Or empathic needs to be brought down slightly.

    Technically speaking no. Botany includes your self healing speed. It's not great don't get me wrong. But if you are running self care which from my understanding is very popular in Asian servers I think it's probably fine?

  • A lot of these are bad changed or extremely underwhelming. The changes to only lower tier versions of the perks just show how outdated the concept of perk tiers are in the first place.

    However I will go through some of the worst offenders.

    Friendly competition did not need a nerf and the extremely minor repair boost does not make up for this. There's no situation where someone is running this over prove thyself and due to diminishing returns no one's going to be using up two perks for a relatively mediocre effect. Also there's the issue of multiple people being on a gen in the first place is bad, I'd recommend making it 20% for 120 seconds.

    Boon: Illumination, overall still horrible and easily the worst boon even with this change. Being able to bless 200% faster is nothing since it requires a boon to already be set up. And whenever a boon is up you don't want to be wasting time and throwing the match to set up a boon in a slightly different area. Easy fix is to just make it so the faster booning speed is not tied to having a boon already set up given that the main effect of the boon is nothing.

    Borrowed time: already bad design as it heavily punishes two specific killers (legion and ghoul) and I thought you guys don't want perks that are essentially anti X killer? But also the effect is so mediocre that it's nothing. I'd recommend changing it so that it gives endurance for like 15~20 seconds after you fully mend so it turns into an actual anti-camp/anti-tunnel perk for killers that just m1 off hook. Seriously though I do not understand the thought process of the perk, like there's not a whole lot of scenarios where you are going to be in the deep wound state to begin with since it's typically only there when being tunneled. But at the same time if you are being tunneled there's DS and Off the Record which are just better perks for this. Right now Borrowed Time is just straight up dead as a perk and needs a massive buff.

    Down to the Last: I can understand wanting to rework a perk since it's used primarily by selfish people. But it does not make any actual logical sense. People who play selfishly are going to keep doing it no matter what. You can't force people to play a certain way and since there's no comeback mechanics in 1v4 this was a saving grace many times in a match that got lost in lobby. All it does is remove a perk that was uniquely good in dire situations. Now onto the actual new perk, it's okay but underwhelming since it forces people to be even more useless and selfish. Like, a lot of times you should be unhooking someone in a match, but this encourages you to let people die on hook and not even try to save others when the game is going badly. It also encourages people to throw themselves at the killer early on to farm tokens and then rat late game and do nothing. Overall very confusing intentions with the perk given you changed it because you wanted people to be less selfish but ended up with a new perk that encourages throwing the game and being more selfish.

    Do no harm: Still just a worse botany/empathic connection? I guess it could be used with autodidact but even then the healing speed bonus has anti-synergy with autodidact and the skill check bonus is not high enough really. I'd recommend reworking the perk entirely or maybe giving a temporary haste effect when the heal is finished to fit in with Orela's concept. Still as is, just a dead perk.

    Plunderer's Instinct: People who are running a dedicated chest build are going to be bringing keys which already unlock the chests extremely fast so the new addition does nothing in practicality. Also since there's the issue of most items being hot garbage especially with all the nerfs to the chest item pool with the maps rework chest builds are not in a healthy state right now. I'd recommend changing it so you can only find medkits or toolboxes from chests. That would instantly solve the issue that chest builds are facing right now where opening up a chest is more often than not going to result in something awful like a worthless fog vial/map/flashlight/broken key. Truthfully speaking I don't even think plunders instinct is all that usable given there's other better chest build perks and since chest builds are only really usable in a 4man swf who all bring coins it's just extremely awkward right now trying to justify spending a whole perk slot on something that is done ten times better by a key.

    Road life: This is just a total misunderstanding of why the perk was bad. Being injured on a generator is possibly the riskiest thing a survivor can do so the payoff should be worth the extreme risk you are putting yourself in given how many killers can get easy injuries with little to no counterplay from survivors. Now this could work if the payoff was worthwhile but it's not. A single heal that requires you to get four great skill checks is nothing especially with the RNG nature of skill checks. A simple way to fix it is make it so it's no longer a one time use perk. It's a lot riskier than shadow step or self care so the payoff should be better.

    Shoulder the burden: Guys, seriously stop buffing tunneling. It's already the strongest thing killers can do since there's now even less counterplay to it. Also just… stop nerfing perks to the point that it makes OG deja-vu look good. This is more of an active detriment rather than something usable. Just totally awful in every conceivable way. Easily the worst change in this whole patch.

    Slippery Meat: Extremely counter intuitive decision making. This perk as is, is perfect for people who want to be tunneled out. Seriously you get unhooked fast enough that you can take the protection hit for the survivor unhooking from a basic m1 attack. This could maybe work if you have a whole build dedicated to anti-tunnel but if you wanted the perk to be for anti tunnel then you've missed the mark so hard you've made it the go to perk for people who want to be tunneled.

    Solidarity: Just buff it to 100% conversion. The niche situation of two injured people finding each other and being able to heal is niche enough already outside of ghoul and legion games and in both cases it's still probably not worth healing up.

    Windows of opportunities: Easily the second worst change. Most maps have very few windows and not many of them are even usable. Removing a perk that is helpful for new survivors who have to learn the counterplay for 40+ killers and dozens of maps is not a good thought at all especially since the new effect does nothing at all in terms of gameplay. Vaulting ten percent faster? Seriously? If you are going to make it only usable on windows with a ridiculously high cooldown at least make the vault speed bonus something equally silly like 100% Overall this perk is dead as a doornail if you go through with this.

  • Yeah like, honestly speaking if I was the devs I would literally just make events all the time with crazy ideas like this to try and find one that works well instead of making the ptbs. Like, why not test stuff so more than pc players can join in.

  • @cogsturning said:

    It's the lack of decent teammates, yes. I've been playing 2v8 constantly this last week and even though the invocation throwers are beyond frustrating the starting with items is a huge buff. I've primarily been using the mode to farm items for my destitute main. I don't even have to search chests anymore. I can just hop on a gen and survive with what I brought with me.

    But there are matches where you have people who go down in 10s and hand the killers instant pressure. Much like 1v4, you start to realize immediately when you're cooked. Add in trolls who die on purpose or who are AFK and survivor feels terrible very often. Nerfing killer won't help with this. I'm not exaggerating when I say I'm basically always one of the last people standing in my bad survivor matches and often have the highest score. Not because I'm good, but because everyone else is awful.

    I fully realize that 2v8 is supposed to be a casual, fun mode and not supposed to be hyper-competitive with fully accurate SBMM

    Problem is a lot of killers are duos on comms and they're not being casual. So the casual survivors are just free treats for them, and detriments to the decent players on their teams. I think people don't give enough credit to how powerful coordinated killer synergies are in this mode.

    Do you think this could be helped by increasing the gen bonus survivors get from being caged? Make it so potato teammates are contributing more when they are throwing.

  • The point is it's extremely popular and more fun than the regular game mode as proven by the extreme spike in players whenever it's active.

  • @Your_Dad_Playing_DbD said:

    I play both sides about equally and I’d be fine with some sort of anti-tunnel/anti-camp mechanic, but I have yet to see anything that isn’t overly punishing for killers when they tunnel or camp for legit reason (people who claim you never have to do it are just not being honest or they simply don’t play killer at all). If anyone has any good ideas that aren’t overly-punishing / abusable like the first version that was tried, I’m willing to listen.

    How about just making people who are unhooked 'ethereal' for fifteen seconds. They can't be seen or interact with the killer during this time or until they preform a conspicuous action. Can't bodyblock but also a guaranteed protection from tunneling.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472285/corrupt-intervention-should-be-a-native-mechanic-to-this-game

    Basekit thanatophobia and deadlock would feel great. They can also increase speed at which generator regresses (let's say 0.25/s to 0.4/s). Killers defienetly need basekit perks to help them defend gens.

    Why should killers like blight and nurse get massive buffs?

  • Oh my god they really are killing every perk possible for survivors. Most maps only have like three usable windows max and one of them is shack.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117080#Comment_4117080

    I'm very serious. Perks I mentioned are pinch of equippable problematic perks. I understand that survivors want to be powerfull but me who play both sides know how insanely powerfull survivors become. My escape rate says it clear. I never had so easy time winning as survivor. Manily to perks I mentioned.

    Yeah you'll need to fix your formatting that's not legible. Also why would your winrate matter for anything? You could have just been letting everyone die and get hatch to escape.

  • I think all of these could work. I also think it's great that you pointed out that blindness does nothing really to counter the fact she has two blinks and can just reposition if she misses. I don't think the first option would do enough really besides making it slightly longer for her to win.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117037#Comment_4117037

    It's discussing problematic perks. Killer perks got nerfed and are in decent spot where they are good but not oppressive however there are many survivor perks that are peoblematic for years - lucky break, power struggle, finesse, lithe, shoulder the burden, reassurance, dead hard, dramaturgy, bottany knowledge and many others. Once one perk gets nerfed it's obvious the next perk will be picked. If Nurse got giga nerfed Blight would be main complain. It's nature of meta changes.

    I… I'm sorry but I don't know if you are serious or not. Is this like sarcasm or are you trying to be serious?

  • Wow, they are really scraping the bottom of the barrel for perks to complain about now that sprint burst and vigil both got nuked.

  • Dude, most killers do have fast travel of some kind now. The amount of killers that have some sort of movement ability I'm pretty sure outnumbers those that don't and they are also much more popular. I really don't understand why people think there should be blanket killer buffs anymore. Like who in their right mind is saying nurse should be buffed? They would be laughed at.

  • If it was actually strong then just bring hemorrhage stuff.

  • @cogsturning said:

    Aside from the fact that it's a bug, if this was intended it would solely hurt inexperienced players while only helping veterns. I can spin my camera around and stay alert while casually hitting these mini Merciless Storms, often hitting greats and getting the boost, while in 2v8 I see teammates constantly missing skills checks. It's hard enough for newer players to concentrate on gens and surroundings. No need to worsen that.

    Oh they confirmed it's a real thing? That's hilarious, I wonder how the code got broke so badly?

  • Serious question here. Why? End game collapse is not long assuming that no one's down or on hook. By the time a survivor accumulates three they will already be dead. If you lose track of someone you've downed then you've just misplayed heavily and should be punished for it.

  • It's worthless tbh, the extremely short duration makes it do next to nothing besides let tunneling killers who can't count to ten know when your endurance is gone. The main thing elusive has done is make tunneling a little easier.

  • @ForTheEntity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116594#Comment_4116594

    @esarraf is always a troll when it comes to talking about Nurse. They can't actually come up with a good argument as to why the Nurse is actually a mad dog killer who is problematic in DbD. So they come up with some ridiculous analogy in a one ore two liner, without actually adding to the discussion. I have tried to have this discussion with them in another thread and this was their modus operandi with every single post.

    I still think the Nurse is balanced. I have more fun playing against Nurse than as Nurse.

    Playing Nurse is not an automatic win. If she was, more people would be playing her and she's have a better kill rate. If she doesn't land her blinks and get those hits, the fatigue is really punishing. She has the worst map traversal in the game thanks to her fatigue and her movement speed. And Entity help her if she gets a survivor as good as me on Lery's.

    The Nurse has a high skill floor but once a player gets decent with Nurse she doesn't become an unstoppable powerhouse as people like @esarraf would have us believe.

    And another thing with Nurse is it is incredibly easy to get rusty with her. Yeah, if you're a Nurse main and play her nearly everyday you'll do quite well. But if you spread your playtime across multiple killers and/or don't play Nurse for a week, it's quite easy to eat dirt for a couple matches until you get your mojo back.

    It doesn't surprise me that others in this thread are calling for her movement speed to increase to balance her, which I think would be a massive buff no matter how much more punishing her fatigue would be.

    Lol, okay you want to talk ######### then we can. Nurse straight up ignores any and all mechanics survivors have that no other killer can besides maybe Judgement. Playing Nurse is extremely easy to do so and saying 'ooh what if you stop playing the auto win killer and get rusty' is not an argument it's just nonsense you made up to try and defend a broken killer. Nurse fundamentally does not work and ruins the game for everyone else by existing. You want to know why most killer perks are bland and boring as hell? It's because Nurse. When one specific killers existence is so bad that the devs have gone on record saying they can't allow perks like Awakened Awareness to exist because nurse there's no defending her. Feel free to call me a troll if that's all you can come up with, I understand if you are having such extreme difficulties in comprehending why nurse is bad for the game then I don't think you'll come up with any actually good insults.

  • Lol, my man just say you think killers deserve special treatment and it's okay to have auto win features in the game.

  • @ForTheEntity said:

    Maybe I'm just downvote-farming but I am going to say it:

    The Nurse is balanced.

    Over the last 3 years every time I've looked at her kill rate on Night Light and whenever I've seen an official kill rate for her, it's been below average.

    I love playing against Nurses because I know how to run them and usually they're not that good.

    The only change I'd like to see is if she tries to blink through a pallet that is dropping it would intercept her, stun her and put her into fatigue. That way she wouldn't be able to completely ignore pallets the way she does now but she could still outplay them by waiting for the pallet drop animation to finish, but survivors could dumb-tech or do something since she couldn't hit them while the survivor is stuck in the pallet pulldown animation. I just think it would be more fun than what we have now.

    Hey real quick, let's say they released a survivor perk that was a little hard to use but after a few hours anyone can realistically use it and when you do you automatically win the game. Because that's what you are saying classifies as balanced right now.

  • Ehh I get where you are coming from. But at the same time I don't want to deal with two blights.

  • Plague, legion, oni, ghoul, lich, Dredge, ring girl, and pig would be the ones I see being horrible for the game mode.

  • I hope they move it back to 0.3 seconds because they seriously made them super easy to play with these changes.

  • They just need to make the classes better I think would be a good start. Like Torchbearer needs to have background player since… well flashlight saves are the only reason why someone would pick it. Guide just needs a total rework as they removed the main reason why anyone would pick it. Blastmine is not a strong effect. Medic is also pretty simple, just give them autodidact to make it more exciting since it's kinda a boring class. Scout could use some form of aura protection, given they are the stealth class. Maybe after they get hooked they gain aura immunity for three minutes and it refreshes on every cage state.

    Escapist is fine though. They cooked with that.

  • Bro does not know how to play trapper. It's really easy to win as him if you know what you are doing.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115821#Comment_4115821

    are they only adding killers they can build a bot for a dc?

    Considering all the killers they have added are pretty simple mechanically speaking I'm assuming that's why.

  • @Mima said:

    alot of them aren't exactly problematic to have on 2v8, just curious why they haven't been added

    Bots. Each killer with extremely unique powers are going to require a lot of work to make a semi functional bot. I know so many people make the meme of how new killers are convoluted compared to og killers but it's low key true. Compare how simple alien plays compared to someone like skull merchant. Alien just needs to have the logic of can I hit with tail? If yes then hit. Skull merchant relies on stealth, knowing good drone placement, and a bunch of other stuff that'd be a pain to code to make sure the bot can do it.

  • @Withered8 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115804#Comment_4115804

    Exactly right. He's insanely easy to play for how STRONG he is, think of other S tier's like nurse and blight and billy. These killers are THOUSANDS of times harder to play for their respective power level as it should be. This killer is probably better than nurse as it stands if he's allowed access to aura perks. At least nurse has exploitable weaknesses on certain maps that this killer just does not give a fk about.

    Yeah like, nurse is at the very least a slow killer. You can outrun her or pre run to get distance. Judgment is just, aura reading go brrr and shoots you and with an even stronger curve so you can't even do anything. Like it's so dumb.

  • It is hilarious how they release an incredibly broken killer that is slightly hard to play then just go and make them easy to play. Like honestly maybe a contender for nurse rn with how strong they are.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115201#Comment_4115201

    this is what is called an extention fallacy. ill need you to remain within the bounds of logic for me to be able to respond.

    That's not what that means.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114933#Comment_4114933

    if it works 80% of your games then it has an awfully high chance of working not a high chance of not working.

    Okay then it seems I'll need to be a bit hyperbolic to make you understand. Quick question would you play Russian Roulette knowing only one in five chambers was loaded? It's a high chance of not firing after all.

  • Oh 100% this would be a lot healthier for the game. Hooking someone to exile them would mean that there is better anti tunnel tools survivors have as right now Judgement is one of the strongest killers in the game for tunneling someone out as they ignore sabo, flashlight saves, and pallet stuns on top of disabling all anti-tunnel perks.

    I know a lot of biased killer mains will say being able to instantly kill and tunnel out someone with no possible counterplay is fair and balanced. So don't feel too bad about the downvotes.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114935#Comment_4114935

    Nah after the curve buff Zealous is now very worth it as you can use your power in loops much easier.

    It's worth it already because it means not having to go all the way to a hook, letting you keep pressure up instead of having a break in the tempo.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114934#Comment_4114934

    you realize that thats the dbd notoriously screwed up stat tracker right?

    So you have even less hours? If it's screwed up and unreliable why bring it up as evidence in the first place?

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114904#Comment_4114904

    Personally, I think its more an unwillingness to see the positive applications of things but very well. I feel the need to point out something though:

    https://us.v-cdn.net/6030815/uploads/WYGJW4LA3KZ2/1000001937.jpg

    https://us.v-cdn.net/6030815/uploads/JGSAZG3BBC0F/1000001938.jpg

    I may not be the best, but I've been here a very long time and know what I'm doing. Safe to say I'm out of starter mmr, even with the reset.

    My guy, you don't even have over a thousand hours in survivor. I feel heavily vindicated in what I said. Thank you for your post I don't think I could have come up with a better argument for why no one is realistically getting value out of salvation's cry.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114916#Comment_4114916

    the midset that if you shouldnt use a perk if you dont get 100% value in it every single match is why people use 5 perks every game and find it boring.

    l;iterally every single build can be countered in some way or another or at least mitigated, its just some perks are not used often. you can make anti exhaustion builds and greatly weaken those builds but people dont bring them, so you think it works 100% of the time.

    in a game about tactic/perk vs other counters and such its poor game design to build perks that have nothing to potentially encounter it. gen rushing perks have counters called gen regression that mitigates what those do.

    ]your playstyle wasnt nerfed, it stille xists, but killers all have different ways of plays and things they are good or poor against.

    yea you dont get to prevent hooking if your against the judgment, you have to do so something else. thats prioper game design instead of 1 power set that can be agaisnt it. thats why there are anti heal killers, anti loop kills, zoning killers, mobility killers, ect because there are different playstyles and they excel at some things and worse at others.

    there are also perks that make saboing harder btw, counters to your build already exists but people dont tend to run them. so your issue is more that you actually encountered a killer that makes you play differently. thats not a bad thing. adapt.

    My guy, I get that. But there's a cutoff point. If a perk has insane value in one out of every hundred games it does not matter how good it is, no one's running it. Likewise, because sabo as a build kinda sucks and requires 3~4 perks to pull off I don't want to dedicate my whole build to it if there's a high chance of it just not mattering at all next match when it was never that good to start with.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114901#Comment_4114901

    so a build that works 80% of the time isnt worth bringing? can you not see how i struggle to take this seriously? they are absolutely not being played ANYWHERE near 20% of games on NA servers anyways.

    genrushing isnt a thing i recognise. thats the survivors job is to do gens and excluding a few killers that create sub objectives, there is nothing else for them to do.

    I mean there is still build diversity when you dont think a build that doesnt have 100% viability every match means its worthless and not to be brought.

    My man, no a build is not worth bringing if you can't reasonably rely on it. Sabo was already barely worth bringing because of how strong slugging already is. Meanwhile Gen builds works in 100% of games. I understand your mindset if you are a casual player in low mmr but like, this is just basic common sense for anyone whose skilled at the game. Nerfing alternatively playstyles will directly lead to less people playing them. That's why you don't see killers or survivors running stuff like haste builds after diminishing returns got implemented. Making niche builds worse means less people playing them, it's just common sense.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114711#Comment_4114711

    Okay I'll try to explain again.

    Mate. Lets assume im already on a gen like a sensible survivor and i hear the heartbeat coming. Salvation shows where they are so tells me "Hey don't go that way, thats where they're probably coming from". Thats what im getting at. Im NOT running around aimlessly as soon as i hear the beat, but knowing where they are with the beat can help me decide where NOT to go when needed. Additionally since I am show where the chase started and ended i know atleast 2 areas heavily likely to have less. Short procs don't really mean as much as you think. Im always looking around when working on gens, cause lets face it thats dull to simply stare at the gen waiting for skill checks.

    Even a bot does not have this issue.

    You'd be surprised what bots do. But anyway its because A: people lead the killer to me so damn often (solo for the win), B: this whole conversation is me pointing out that salvation isn't complete "hot garbage" like you claim, C: Indoor maps and stealth killers exist, D: People play differently so everyone doesn't always do the same thing (Ex: the killer always going to gen A from path 4). So yes, I can see value in salvations cry even if its a meh perk. Tell me, as a injured survivor on deathhook would you go to that area with a gen being worked on (lets say 50ish progress for arguments sake) knowing theres pallets and such there? I sure would. Now if they have bond then yes, they can move themselves, but If you have bond then they have to either have to hope and pray, hide nearby (itself its own gamble on if the killer stops and searches or not) or skedaddle and hope they don't go the wrong way. Salvation can remove the "wrong way" part.

    Then who cares?

    You obviously didnt read the whole "The runner was leading them " bit. Though i see where phone auto correct screwed up so fairs fair:

    This:

    Just for fun, what if the killer comes from the corner of the map with completed gens because the runner was making sure they're not leading them to finished gens?

    is supposed to be this:

    Just for fun, what if the killer comes from the corner of the map with completed gens because the runner was making sure they're not leading them to finishing gens?

    I appreciate that you conceded on this at the very least.

    Im perfectly capable of be reasonable (bar 1 thing) even when i don't think if every scenario. Idk about your games but since the reset im getting alot more veriety of killers. Ghouls and blights, to bubbas and pigs. Even a hag and Krause (sadly not build variety though). And again, its not a great perk, but its still a potentially useful one to the team, and since im not a rat and get value if someone runs it, i think that last sentence is false.

    Okay then how about this.

    Thats a better comparison than bond. They both however have advantages over one another. We see you requires either the killer to be using aura (which admittedly isn't anywhere near a problem atm) or for you to use something to reveal yourself to the killer costing half your build with both. Salvation requires a "chase" to start and thats it. We see you is unarguably more useful but you have to make it work or rely on the killers build, salvation just does its thing as long as you can last 5 seconds.

    Again, sometimes you gotta go where you need to to survive and eating a down isn't a good idea. Lets put a scenario like the above. A gen has alot of progress so you obviously wana avoid it, but your also injured and death hook and that gen is where resources are. Lets say you avoid it, you go down, get hooked and hear a scream as you die. Turns out the killer hasn't hooked you with pain res yet. Now that gen is regressed enough that when the killer comes its still not done and KICK it down again with pop (as i said, i got variety of killers, not builds sadly). Now its regressed and your dead, a worthless down. Sometimes your thoughts on that would be sound, other times it will backfire.

    I think we'll just have to agree to disagree. I think the point of contention just comes from different mmr levels. Since you are facing actual variety of killers instead of just the typical ones of ghouls and blights it's clear to me that to you, you are right. At minimal mmr where nobody knows what they are doing and you face a wider range of killers the perk is probably more usable. It's just at anything above starter mmr it's value becomes practically nonexistent.

  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114713#Comment_4114713

    so if the every once in a while game you have you cant sabo on means you cant sabo the other 95% of games? am i understanding you right?

    not all playstyles will be viable every match. thats not anywhere near new to the judgement.

    No? This is the first killer besides sorta pyramid head who totally ignores sabo and flashlight saves. And I feel like I should point out that because Judgment is easily an S tier/top of A tier killer and they are new it's gonna be like 20% for the next couple of months. Which yeah I'm not going to bring a build if it just does nothing in a fifth of my games. Especially since, it's not even that strong of a build.

    Look at the end of the day it's fine, it's just a game but you need to understand that Judgment's existence in their current state will directly lead to more genrushing and less build diversity. It's not healthy for the game and should be looked at.

  • Apocalyptic Ingenuity needs to rebuild real pallets if it wants to not be a trash tier perk and considering the massive time investment needed I think it'd be fine.

    Moment of glory though I think is in an okay spot with the recent buff.

  • I hate the tunneling part too especially since I love to run sabo to prevent tunneling but I just can't play that way anymore since Judgment just totally ignores my build. It's so much fun being forced to genrush or risk bringing a build that does absolutely nothing. Really great move on the developers side removing playstyles from survivors… so much fun just having to genrush.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114622#Comment_4114622

    They don't need to see you coming since that gives no value. The only thing that matters is making sure you aren't leading the killer to gens simple as that.

    I mean, I like to know which way NOT to go to run into the killer. I like knowing where you came from to know whats probably been used. There are defiantly more things that mater than that.

    First off, bond lets you lead the killer away from someone who is on death hook

    But it does not let the other guy run the sure fire direction away, you have to steer yourself and probably eat that hook quicker than if you could pass by. I have been on death hook before and tried to go away as someone leads them to me, whether intentional or not, only to pick the wrong direction to go. This helps others with the finer details. If you run shoulder you have to take that hook state instead of possibly preemptively preventing one. Im not going to know where everyones been if im solo just because someones on death hook, tunnel or no. I can roughly guess but unless i go through myself I only know where chases end, and not even what happened durring said chases. Some greed pallets, some drop at a hat.

    Just for fun, what if the killer comes from the corner of the map with completed gens because the runner was making sure they're not leading them to finished gens? Will they go to mine dead strait? Will they go to another then mine from there? This is no bearing on the perk, but it does show that knowing where the killer comes from isn't cut and dry.

    Next there's the issue of you saying it doesn't matter who the killer is

    In the context for the perk it indeed doesn't really mater. The benefit is showing you and the killer's aura to others when a chase starts. If the killer is undetectable the others still see you. As the killer is now spoiled when met with a survivor (dont exactly know what triggers the info in the pause menu) the survivors can know who it is even if not seen. As it also procs each "chase" which can be broken up repeatedly against most it gives irregular, but not that hard to follow, pings. I will concede it IS practically useless on extreme mobility/lethality and snipers as your probably going down fast or theres no "chase" to proc.

    Compare this to the previously mentioned bond.

    I have. To put blunt and simple Bond is a perk specifically for you while salvation is for everyone else. Bond will tell you where you shouldn't go, but if you need to the others are practically forced in the corssfire. Salvation doesn't tell you where not to go but allows the others to potentially avoid said crossfire. Bond is a limited range (about average tr size if im right) but always on, salvation needs a proc but is relatively simple (not easy, but "chases" often break and go, break and go) to get a few procs and is unlimited. The chase may move but that initial ping still helps regardless of the previous sentence. And if people cant work on a gen and look around no wonder people think judgement is broken.

    I mean, I like to know which way NOT to go to run into the killer. I like knowing where you came from to know whats probably been used. There are defiantly more things that mater than that.

    Okay I'll try to explain again. You should not be worried about which way to go since you should be on gens not running around in a circle like a chicken with it's head cut off. You are actively throwing if you are playing in a way that salvation's cry is giving you value. Also again, salvation's cry is very short and does not give you useful information. You don't know how many pallets have been used and in what area since chase moves over time and it does not show you what pallets are gone.

    But it does not let the other guy run the sure fire direction away, you have to steer yourself and probably eat that hook quicker than if you could pass by.

    Even a bot does not have this issue. Seriously I cannot understand how you run into the issue of heading into the killer this often. Like the scenario you are proposing requires that a survivor be both blind and deaf, on death hook, not on a generator, right next to the killer, and that the killer would switch to you. The scenario you proposed is so convoluted that I think I can safely say that your teammate was leading the killer to you because anyone who plays like that is sandbagging the whole team. Also again it does not help with the finer details since in case you forgot it only last a few seconds.

    Just for fun, what if the killer comes from the corner of the map with completed gens because the runner was making sure they're not leading them to finished gens?

    Then who cares? Why are you also hiding in a corner of the map with completed gens like some kind of rat? Ever scenario you are proposing so far requires that any survivor who gets value out of this is actively trying to kill their team.

    I will concede it IS practically useless on extreme mobility/lethality and snipers as your probably going down fast or theres no "chase" to proc.

    I appreciate that you conceded on this at the very least. And for the sake of argument you are right that even with an undetectable killer they would still be able to see the survivor in chase. However like 80% of matches now are hyper mobility/judgment. A perk that does nothing in the vast majority of games needs should at least have a strong effect but this does not. It's a highly situational perk that only really gives value to rats actively trying to kill you.

    I have. To put blunt and simple Bond is a perk specifically for you while salvation is for everyone else.

    Okay then how about this. Why not just run We see you? It's far less situational than Salvation's cry, helps the whole team, and if players are good will realize that this means the killer has an aura build and can play around that.

    Also again, everyone else does not need to know where the killer is (for five seconds) if you just don't lead the killer to vulnerable survivors in the first place. Even if this means you need to eat a down.

  • Oh my bad, I thought you were the other dude.

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4114580#Comment_4114580

    Bro these are the same people who cant get info from the little symbol by the character portraits.

    Players these days have no idea whats going on have the time and just auto pilot.

    Are you making my point for me right now? Because I totally forgot the basic fact that yeah new players who run into the issue of having no game sense and could possibly get the most value out of it are also the least likely people to have access to this perk or be in lobbies with people who have the new survivor.

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