fussy
fussy
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@Astel said:
Hello. I wanted to talk about what I felt about these perks after the patches and give feedbacks.
STBFL: I don't think this perk deserved the nerfs that it received: 5% -> 4% & losing token by M2 hits. Both of the nerfs are in wrong way imo. I think the perk's issue is that this can be too strong for facecamping and SoloQ cannot handle this perk well since the information lacks. So, I think both nerfs can be reverted but let Obsession knows that the killer equipped this perk, like putting up icons like Dying Light and Dissolution when killer started to gain stacks so Obsession can counter the perk, and also making this perk deactivated in the specific range(4m maybe?) until all the gens are done, with the same reason that AFC deactivates when all gens are done.
Ruin: I know this perk is not main part of the update at all, but it is still pretty bad. This perk will have low uses until the regression rate increases. Personally, I think it can get 200% back as it cannot work with gen kick perks.
Grim Embrace: Nice changes, but to maximize it's aspect of "giving incentives for not tunneling", the second effect(OG effect) can be deactivate if one survivor dies or be sacrificed before it reaches full tokens. About the combination with DMS, it was decent combo but I didn't get the impression that this is overpowered for both roles, but this is just my impression from my own experience, so others might have different experiences.
Agree, but not with Grim Embrace. Too many games, where one survivor just tries to ignore interaction with killer with Distortion and CS. Sometimes i have 6-7 hooks on 3 survivors and i don't think it's my issue and my perk should deactivates only because one survivor like to crouch beside the rock whole game when hears my TR. It will be just dead perk again with this change.
GE+DMS i don't even see in my survivor matches at all, only GE. Finally people realised that it's just ok combo and not as OP!!!! as many people claimed here.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651426#Comment_3651426
TBF a lot of people don't always keep up with all the changes like some people on the forums here. Even before her rework I just never saw her that much. I think I've seen her once or twice since her last rework. I don't even really know what she can do now. So yeah, If I face her now I'm not sure what the strategy is.
Why do people try to use "don't keep up with changes" argument if the counterplay hasn't changed? You do drones against SM, you take a tapes and put them in TV's against Sadako. It was like this, it's still. Other changes you are learning while game, if player doesn't read patch notes.
It's not like "oh, i did drones/tapes before, but now i have no clue what to do, killer is SO DIFFERENT now, what should i do?"
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651404#Comment_3651404
I find myself agreeing with a lot of things you say around here, but your format and delivery is far too aggressive, so even if someone would agree with you, they won't simply because of your word hashing. Just an observation.
Anyway!
SM sucks. From start to (hopefully) finish. Do not DC* when you see her in game though. You will get in trouble!
*: In no way do I advocate for anyone to DC. Play the game and have fun**
**: Well... try too. Tunneling, camping, 2nd chance perks, etc dampen that***
***: SM sucks
It's ok, I'm not here to make everyone like me.
@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651421#Comment_3651421
I've got tons of videos exactly like these from the survivor perspectives. Mostly 4 man swf streamer teams. Survivor players in general are very clueless and careless. I chalk this up to a coddling of the playerbase
It's true, i've said it many many times. Like here.
@fussy said:
It's not happening only with her. People still put turrets right in front of Xeno's exits. Still give first hit to Oni on 15th second of the match. Still group up against Legion. Still "oh someone else will take a box" against Cenobite. Still don't do drones against SM, when it's barely harder than disarm Trapper's traps or Hag's. Still let survivor with Kindred on hook go to second stage.
Everything that is more complicated than m1 on gen and require any critical thinking will cause problem to the most of players. And that's why soloq never will be good. Players always were biggest problem of soloq, they are always will, no matter how many buffs you'll give them.
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@Moz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651368#Comment_3651368
It's not just newbies. I smash through almost every team save for those 1% comp teams, but that would be with any killer. Here's a game from last night from a survivor who claims to be a 10k hour player. https://twitch.tv/videos/2065170580?t=00h03m51s
-> 10k hours
-> run in all drones' beams without any reason outside of chase
Sadly, this is survivor devs should keep in mind while balancing the game. Wow.
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True, i agree. I also don't understand some takes on her.
"she is best stealth killer" Since when? She could have some good stealth plays, but she is FAR from being stealth killer at all, not to mention THE BEST, lol. Just say you got grab on a gen, because you are lazy to move your camera while doing gens.
"she has too many in her kit" Yeah, and she is not good at anything. Chase? It's multi-step Legion and Clown. Info? As long as survivors running in drones. Map pressure? As long as survivors allow her have it and ignore drones (always).
"she shouldn't have haste and hindered in basekit" Lmao, yeah, let's make F tier killer from B tier killer because you are too lazy to do drones. Next we will remove condemn on Onryo so you can not worry at all about tapes, right?
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I'm not potentially new Billy main, but i plan to play him one or two times per gaming session now (from once per year before). So in everyone's matches could be at least one awful Billy player.
Crazy how he went from completely not worth playing and weak killer to one of the most fun and balanced killers in the game. Biggest BHVR's W for a while.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649456#Comment_3649456
It'd be better than it is now.
My dream add-on is to simply give speed limiter permanent overdrive in exchange for removing instadown.
Oh it could be amazing, I'm fan of this change
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649432#Comment_3649432
Or just let them pause the overdrive meter/dissipation while he is carrying a survivor on top of its current function, that'd make it a lot better.
I think it still won't be worth running these addons with this change, Motor Oil is better anyway.
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@Aven_Fallen said:
I am happy that they nerfed the Cooldown, even tho it was quite obvious that it should not be like this in the first place.
Not sure about the Buff he received. As someone who plays a lot of Billy, I welcome this Buff. But I think it makes him even harder for people who just pick him up. And he is already one of the hardest Killers in the game to learn.
As someone who played Billy 5 times during last ~4 years and godawful on him, this is really good change. I just started learn him and i'm all for learning killer as long as he rewards me back enough.
I believe these three addons should be reworked in something different (at least green and purple) and he will be literally perfect in all aspects.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648758#Comment_3648758
That's beside the point. Op made a claim that Midwich was the only map that didn't have as many pallets. Which is wrong because it has a lot more than the average map.
The reasons why this map has a high kill rate are:
1) Almost no windows. Meaning, resources will be depleted and the map turns into a dead zone.
2) Pallets are surprisingly bad connected. Break a few crucial pallets and suddenly survivors don't make it anywhere before you can hit them.
3) Most pallets aren't safe. You can play around a majority of them but a mind game can be enough to get hit, which is too much for some survivor players that are so used to super safe pallets.
4) The map is small outside of chase. The killer can traverse it quickly and defend gens easily.
5) The map feels much bigger in chase because there isn't a straight route from pallet to pallet most of the time. Instead survivors need to leave a room and run around the hallways before they can enter another room and get to a pallet. This further adds to 2).
6) Survivors have very few lines of sight on this small map, which means they won't always know just how close the killer is and if they are coming towards them. This takes away a lot of the head start that survivors usually have.
7) It's very consistent. There are only very few rng related inconsistencies when it comes to loops. This makes it quite easy to learn how to play around each of them.
It's a pretty good killer map but not only because the pallets are 'trash'. Most of them are ok. You get hit, if you play it wrong and you can loop them, if you play it right.
It's small on a paper, but it's worst map to pressure gens as m1 killer. Every time you want to check a gen, you need to go around half of the map and waste a lot of time.
Not popular opinion, but i hate this map as a killer, except those ones who has a high mobility.
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Beside few addons, he is in a good state. He could see some very minor changes, but overall he is one of the most balanced killers in game.
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I still believe BHVR should take a closer look at this post and these changes. These are really high-quality changes. Slinger needs it.
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@sizzlingmario4 said:
The 55% turn rate penalty was the only thing that justified Adrenaline Vial having all its other effects. Removing it was a mistake, the devs realized that and they added it back in. I get Blight is a fun killer and that's perfectly fine and I'm glad you enjoy him. But an S-tier killer does not need insanely powerful addons.
No, it wan't. No 55% turn rate penalty was the only thing that justified Vial other effects.
Flat 5%? Barely noticeable.
7 tokens? You don't need it in 90% of scenarios, and when you do need them, you have bigger cooldown for it.
If this addon had 10,5 sec recharge at least, yeah, turn rate downside could have sense. Now it has no sense.
Devs said "it seems to us that we left this addon in a weak state" before buff, but then after reading a few outrages they changed their minds. Like always, there is no balancing, there is who is crying louder.
Now this addon only worth running with C33. And it still mediocre combo.
@ctrlaltdefeat36 said:
Myself and about a dozen gamer friends in my network are quitting Dead By Daylight after the slew of awful changes made by BHVR to the game.
The last change to The Blight's Adrenaline Vial was the nail in the coffin for me.
I can see that BHVR has it all wrong when it comes to their approach to the game and why hoards of people are now leaving the community and finding other things to do with their downtime.
Let me give you some context before I go into more detail on why I will no longer spend any time in the DBD community.
This provides not just a gamer's perspective but also one of an entrepreneur.
I would say I fall outside of the typical DBD demographic. I work as a CEO to my own business with an 8-person team -- a digital marketing agency based in the UK. Subsequently, the free time I have is limited. Yet I still chose to spend much of this free time playing Dead By Daylight.
Why?
Because the game was so much fun. Pure and simple. A unique concept that has been fine-tuned over many years with interesting killers, survivors, cool perks, and exclusive licenses.
But if you go through this post you'll learn how BHVR has completely messed up the formula for this game, largely through their obsession with "balance" changes. But more importantly, their ethos behind the changes they make in the first place.
I'm a console player and have been since I first got a Playstation 1 over 20 years ago before moving to Xbox when the 360 came out. I've been playing Dead By Daylight on and off for a few years but started playing it more seriously in the last 9/10 months. In the last 6 months, I've had so much fun playing as the Blight, learning his power, and improving my skills.
The Blight is such a rewarding killer, with a super high skill ceiling, incredible design. And just a terrifying prospect with his crazy rush power.
Most importantly, he is fun as hell. Particularly once you get good at him (like anything).
Over the last months, I have watched as BHVR has butchered various killers and perks all in the name of "balance".
Let's start with the Blight.
Everyone knows he's one of the strongest killers in the game. And people (survivor mains) will never stop moaning about how he is too powerful. Let's be honest, survivors don't want to go up against strong killers with a high skill ceiling. Because it feels unfair when you go up against someone that's just that -- highly skilled.
Does that make the killer unbalanced or unfair? Of course not.
I also play FiFa and I'm in Division 1. I use Barcelona, not one of the strongest teams by a long shot. I play some of the best players in the world and I often go 30 online matches without losing a single game. Does it feel unfair to my opponents? Yes of course it does. Many of them think I'm cheating -- or they convince themselves that the game is "scripted" and I won because "the game allowed me".
if you play Fifa all day long and you get your ass kicked by someone who doesn't your brain is going to rationalize some type of excuse.
Why do I win? Because I learned the playstyle and techniques that beat 99% of people through YouTube. I love learning and improving in all aspects and take this into my gaming too.
Am I going to wake up one day to a different Fifa because the devs didn't like my playstyle or because I'm winning too much?
Never.
But this is exactly what the developers for Dead by Daylight do time and time again.
They look at the numbers and fail to take into account the full context of the data before they make a decision. They also contradict the entire ethos of the game through many of the changes they make.
What do I mean by that?
If you ask the team behind DBD -- it is a game that's supposed to revolve around fun. It's geared more for casual gamers than for hardcore professionals.
This is the reason they have done next to nothing for competitive play.
This is the reason why DBD has no stats.
This is the reason why various QOL changes have been implemented to stop undesirable playstyles like camping (which is totally fair).
But the obsession with changes to killers, add-ons, and perks makes it a game no longer worth the time investment.
Let's focus on BHVR's seemingly unending fetish with balance for a minute. Most real imbalances come from two main places:
- BHVR overpower perks for new killers or survivors to get you to buy them before they nerf them 6-12 months later.
- A genuine oversight from the developers on how a perk or power would play out in the game.
The idea of balance itself comes from a desire to even out the playstyles in the game. They want to see a more or less even usage of perks, killers, add-ons...etc.
But this will never happen because it goes against the law of nature itself.
Ever heard of the Pareto Principle?
It is the observation that most things in life are not distributed evenly. It can mean all of the following things:
- 20% of the input creates 80% of the result
- 20% of the workers produce 80% of the result
- 20% of the customers create 80% of the revenue
- 20% of the bugs cause 80% of the crashes
- 20% of the features cause 80% of the usage
- And on and on…
If we apply this in a gaming context, specifically relating to DBD:
80% of players will use 20% of perks in the game. There will always be meta perks.
80% of killers will use the same 20% of the add-ons available.
BHVR is constantly fighting against nature with an obsession to balance things out. Anytime something is meta, it finds itself on the radar for a nerf at some point down the line.
This is an unhealthy cycle that disrupts gameplay, pisses people off and ultimately drives people en masse away from the game.
Now let's look at some more specifics relating to recent updates from BHVR. Let's take 7.5.0 and 7.5.1 as an example.
People moaned for a very long time about Blight's add-ons and the Blight in general. If survivors had their way, he'd be 0.9ms with 1 rush and a 60-second cooldown.
But the points around his add-ons were valid.
Some of them were problematic.
Alchemist Ring, Blight tag, Compound 33.
We must remember that these are purple and iridescent add-ons. These should be powerful.
When you have powerful killers paired with powerful add-ons it's always going to cause a stir. But as long as add-ons aren't problematic, they should not be changed.
I don't take issue with making changes for problematic add-ons.
What I do have an issue with is poor reworks that render them useless. Then to take things further and nerf the only add-on that was worth running for a killer (Adrenaline Vial).
Alchemist Ring (after) -- Rushes are 20% longer than standard.
Compound 33 -- Rushes capped at 2. Rushes are 33% longer and have 33% improved turn rate.
Blight tag -- Unlimited rushes but a 20-second cooldown if your rush chain ends, you hit a pallet or you hit someone.
These new add-ons are so unoriginal and don't reflect the strength of the colours they represent. 2 out of 3 are focused on rush length. For a Blight, rush length is pretty much useless when using bump logic to catch a survivor. He always has great mobility to traverse the map with his basekit. This does nothing to add to his power in a meaningful way. Not to mention the 7.5.1 change for Compound 33 which has now rendered the add-on completely useless. 2 rushes is worse than basekit and nobody will use this.
And who needs infinite rushes? You want to hit a survivor, not travel from New York to California in a crazed fit of rage.
The problem in this case is bad add-on design. It's a lazy rework to one of the most fun killers in the game.
Then we have Adrenaline Vial -- an add-on that has gone through more changes than Joan Rivers face. Before 7.5.1 we had the following:
- Reduces the Recharge time per Power Token by -1 second.
- Increases the number of available Power Tokens by +2.
- Increases your Movement speed during a Rush by +10 %.
- Increases your maximum Look angle during a Rush by +50 °.
- Reduces your Turn rate during a Rush by -0.5 °/s.
Then it changed to this:
- Increases the number of available Power Tokens by +2.
- Increases your Movement speed during a Rush by +5 %.
- Increases your maximum Look angle during a Rush by +20 °.
And now in 7.5.1 BHVR had re-added the downside of -55% turn rate without the recharge time bonus.
In 7.5.0 this add-on was perfect. The Blight felt incredible with his 20-degree look angle increase along with the other benefits of the add-on.
At the sametime, this add-on doesn't make any sense.
BHVR, instead of creating an add-on that does everything and giving it a huge downside, split up the benefits.
Remove the turnrate reduction and keep the look angle and speed. You can forgo the additional power tokens. Or split up the effects. I'd love an add-on that just gives look angle increase of 20 degrees. That could replace one of the many worthless browns. Or one that increases power tokens by 2 and decreases the recharge rate (idea for a green).
Instead, we now have 1 add-on that's worth running in the game and the downside only widens the gap between console and PC players.
If we're talking about balance, look angle and turn rate make the biggest difference to console players. Since we struggle to change direction in the same way a PC player can due to DPI sensitivity. Many console players run both turn rate add-ons to compensate for this.
Considering your approach to balance, I'm pretty shocked this hasn't been factored into your rework.
It's one thing reworking problematic add-ons and doing it well so there's actually benefits to running them. What we have here is not a rework. It's an utter demolition of any form of useful add-ons for this killer.
And this approach to reworks and game balance is why myself and many others have decided to move away from the game for good.
His addons needed nerf, except speed addons. I loved addons variety too and it's sad devs couldn't save it.
But i still play him, because he is fun even without addons (but nowhere as strong).
But seems like they want to nerf his basekit and i know that many killer will left this game after this. It's really bold to nerf one of the most balanced kit and one of the most popular killer in the game. Good luck with queue after June, i guess.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646823#Comment_3646823
Well said. She’s so much fun when learning her outside of the clear and obvious strategy that most do. I get she gets a bad rep because of that but there’s so much more potential with her.
Yeah, many people here said she is boring. It's probably because they use crow only in pallets and windows, what leads to most obvious counterplay from survivors -> run to another loop. And i can understand why it's boring. But when player starts to use crow in any textures, predicts survivor's moving and thinking strategically, it's completely different gameplay and another killer.
Good Artist also will harass survivor on gens and collect info across the map with birds. It's crazily satisfying to chase one survivor and give hit across the map on another. This killer really rewards you a lot for invested time and stops being boring when you explore her full potential.
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I play a ton of Artist, she is my main. Her gameplay is way deeper than "place a crow to deny loop" as many people think. She is not easy to play well, probably this is the reason.
What about Dredge, i used to play a lot on him, i really loved him, but he is too weak against good survivors and depends too much on lockers rng. I still play him from time to time, some of the best matches i had were with him, but overall experience with him is depressing.
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It's not happening only with her. People still put turrets right in front of Xeno's exits. Still give first hit to Oni on 15th second of the match. Still group up against Legion. Still "oh someone else will take a box" against Cenobite. Still don't do drones against SM, when it's barely harder than disarm Trapper's traps or Hag's. Still let survivor with Kindred on hook go to second stage.
Everything that is more complicated than m1 on gen and require any critical thinking will cause problem to the most of players. And that's why soloq never will be good. Players always were biggest problem of soloq, they are always will, no matter how many buffs you'll give them.
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Demo and Clown could be slightly higher, otherwise, this tier list is very similar to my.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645592#Comment_3645592
What do you mean 'losing the game'? Where did I say that?
Waste ~45 seconds on chase with survivor you won't hook. Waste ~30 seconds on finding survivors somewhere else.
If you really believe that killer could allow himself just send to trashcan ~1m15sec of his time in the middle of the match for no reason... I wouldn't even be surprised.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645532#Comment_3645532
If you're genuinely that concerned about not wanting to tunnel: Yes. It's what I do. Down 'em if you have to and leave 'em lying around to keep the pressure up, but if you don't want to tunnel you really, really, really don't have to.
Don't blame your aura reading perks.
Ma man literally suggested losing the game just to comply survivor's rulebook, even if my plans weren't to tunnel at all. That's why I don't waste time arguing with you at all. Absolutely every statement you made is ridiculously absurd. I'm reading "I miss the days when the survivors were God mode" in every word from you.
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@Volcz said:
Others have pointed this out, you aren't forced to tunnel. No one is making that decision for you. A perk isn't making that decision for you. You are choosing to do so because it is a valid strategy and its effective. Whether they have the perk or not, you will tunnel. You said this yourself. No matter what. So why does this have anything to do with Distortion?
If aura reading was completely removed, Distortion wouldn't be run and you'd have to go looking for people regardless OR tunnel the people you have already found.
If Distortion becomes as popular as WoO, then 4 people running it will nullify your aura reading which will then make finding survivors a killer responsibility (which it should be), but guess what. You will likely still camp and tunnel that 1 person you find first b/c tunneling is one of the best strategies to use to gain pressure & you won't be able to rely on aura reading. That is why tunneling is the culprit, not Distortion or the lack of Distortions. 4 people can bring Distortion and the killer will still tunnel. B/c that strategy is still incentivized/rewarded.
Blaming a perk for a strategy you will use regardless, is never the right approach. It makes you come across disingenuous, biased & with a hidden agenda. Like a lot of people who defended pre-nerf Eruption when it was crystal clear they just wanted to have a perk that was crazy busted & OP. Hard to take seriously.
No, I asked a clear question, leave your whataboutism. We don't talk about tunneling by itself now.
In your opinion, should i just ignore survivor that i saw with my perk (which i bring into the match to find survivors) and go find other survivors which decided to hide whole game?
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@Volcz said:
You will tunnel regardless, you just said? So then you either tunnel the distortion user if you find them or the others.
I understand your thread perfectly fine. You are scapegoating Distortion and using the excuse 'i cant see them so i have to tunnel the others' as your rationale. But you just said you'd tunnel no matter what, which is my point. People play how they want to, regardless of the perks. I am not responsible for my other solo Q teammates b/c they don't want to run Distortion, going down in 10-20s chases, refuse to leave 1 side of a map, etc..People do dumb things, that isn't on the Distortion user to fix. I am also not responsible for running at a killer to get their attention (although sometimes I have to, ofc). If my other 3 teammates want to throw a match and do that, go for it. Hell, IDEK how many matches I've had where I don't run Distortion, I run full chase build, and I HAVE TO sit on a gen or else my team loses 100%. And guess what, no patrol or check on the gen. Killer is solely focused on the others.
Distortion isn't the problem, tunneling is. Punish tunneling severely to the point it gives killers no power, less movement speed, BP/score penalties. No slaps on the wrist. A system where if you do tunnel, you lose 99% of the time.
So when I see a survivor using any of the perks, i should ignore him, just because I've already hooked him, and go look for others? Did I understand you correctly?
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@Volcz said:
This thread is great promotion for Distortion & people to start running it. People will play how they want regardless of perk. If you want to tunnel b/c you think its the best way to win, then you will. The same way, if you don't care to do that or win like that, you won't.
Distortion is great for the aura-reading and information. If my other 3 teammates are going down in 10-20 second long chases & not doing gens, that isnt on me. Someone has to do gens to give their team a chance of escape. Same applies when the team snowballs the match by staying on 1 side of the map, using up all the pallets & turning it into a deadzone, b/c they didn't realize thats what the killer was intentionally doing.
People are just reliant on aura reading to do any finding, which is fine. But don't scapegoat Distortion cause you don't like the fact someone can counter your aura reading. Thats really what this thread is about, IMO. Just being upset that 1 person can counter your aura reading perks and you use the disguise of 'well you hurt your teammates' as an excuse.
Lets promote Distortion, then. Lets get it into the tip top meta and have everyone start running it. You won't have a problem with it, then right?
@Xendritch said:
All I'm seeing here is a bunch of people attributing random things they don't like to Distortion with tenuous links at best.
1. Distortion does not make tunneling happen. Tunneling happens because it's the most efficient way to win and people are sweaty this has nothing to do with Distortion.
2. Distortion does not make someone a stealth god unable to be found. It only comes up IF the killer has an aura perk and let's be honest the two most common ones either only happens for a few seconds at the beginning of the game or was already easily countered by lockers. If the killer is too lazy to check the rock by the gen that's on them.
3. Distortion does not encourage selfish gameplay. This claim is the most baffling to me, how Distortion is the reason for soloQ potato's is incredibly ????. First off selfish stealth players have been around long before Distortion like the Claudette hiding in a bush and urban evasioning around the map so they can self-care in a corner later is a meme for a reason. They have literally always existed and always will regardless of whether they have access to Distortion or not. Even if you took Distortion away from them completely they're still not gonna do gens or unhook you, that's a player issue not a perk issue.
4. You'll force more slowdown builds if everyone is using Distortion. This one has a bit of merit but I would blame BHVR for this one, if only two types of perks are viable (slowdown and aura) that seems like a core design issue rather than something Distortion is solely responsible for.
-> I'm chasing the same people because I only see them on my aura perks, what leads to unintentional tunneling
-> oh you will tunnel no matter what, because tunneling is strong
You guys need some logic lessons before take part in some discussions, really. Or maybe read better and do not give away your fantasies for reality, which does not relate to the post at all, idk.
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@Nos37 said:
Double-edged sword.
The killer cannot tunnel survivors who they cannot find, so some players will run Distortion and Calm Spirit.
However, that leaves the survivors without those perks to be tunneled.
The real problem is that the killer can and will tunnel someone either way.
If killer want to tunnel hard, Distortion does nothing, because it's happening right off hook. How do you imagine "Oh, i will use my BBQ/NTH to tunnel this person out" situation? It's true in UW-CS situation, but not in Distortion.
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Better question is: why does distortion recharge OUTSIDE of chase? It should charge in chase only.
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@skylerbound said:
It’s a soloQ killer. Played killer last night for a daily and 2 teammates had calm spirit and distortion. I legit only had 2 survivors to chase most of the time and it was clearly too much pressure for the whole team. They got 1 gen done.
True, this is what my post about. I always laugh crazy hard when such players accuse me of tunneling in endgame chat. When i literally saw this player only once, when whole team was dead.
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@spirit72 said:
Stealth Player here, and I did read your whole post. And, yes, one reason I play from stealth is that chases are not a strength of mine, although I'm getting better as time goes on. Full Disclosure: My usual build is Distortion, Iron Will, Premonition, Urban Evasion.
And while I'm not without sympathy, I have to say 'So what?' to at least some degree. And even if I agree with you(and I do)about what some Survivors consider 'Stealth'(LOL!!), I can't control what the other three Survivors do in a match, I can only control how I do things...including letting that guy who spends the match hiding behind a tree hang when the Killer finally sniffs him out :)
For whatever it's worth from a Stealth Survivor:
"Barely heard terror radius? Walk slowly beside the rock."
Oh, you'd best believe it! And it won't be slow, because I'm running Urban. Those of us who truly play Stealth have mastered the art of using every rock, tree, wall, building, nook and cranny on the map to break line of sight and keep it that way. I even forego all the foofy cosmetics and select outfits that give me a better chance to blend into scenery. And before I even heard your TR, I had at least 2 possibilities in mind as to where to go. Every time I stop to work a gen, I am using my camera to decide what my best routes of egress will be, depending on which direction(s)the Killer is approaching from. It actually PAYS for me to stay in your TR as much/as long as possible too, as it makes Distortion nearly unlimited. I routinely have Killers walk right past me who would see me hiding in plain sight, if they were actually being just slightly observant. Stuff like this is a Stealth Survivor's bread and butter. Beyond that, if I'm not seeing much of you, and I'm down to 1 charge, I'm going to do the old Hop In The Locker trick to conserve....so I hope you're at least running Iron Maiden too. :)
"Killer somewhere in my way to hooked survivor? You know what, i will just seat here and watch you go to second stage. God forbid killer will know i exist in this match."
Some, but not all of us. I'm going to give it roughly 30 seconds from hook(because a good amount of the time, I'm hiding somewhere close to the hook as you hang them up), and if the Killer is going to hang around just out of camp radius, I'll go pluck them right out from under the Killer's nose, taking a hook myself if that's what has to happen. But I have to pose the question, is that more on the Survivor looking to make a safe unhook, or on the proxy camping turd of a Killer?
"He heals me after unhook and hears TR? Well, stay here injured and i will be ride beside this rock if anything."
In this scenario, I'm going to stop the heal, point the other Survivor in a direction away from the Killer(Premo, remember), and then I'm going to follow them, take a protection hit if I need to, and peel off. If the Killer then continues chasing the Survivor that was being healed instead of engaging me, then once again, that's less a Survivor abandoning a heal, and more a Killer choosing to tunnel the poor fool he just hooked.
"Whole team died because Distortion player did nothing but crouching whole game? HE WILL TEABAG THE HELL OUT OF THIS HATCH!!! SEE THIS, KILLER??? IM WINNER HERE!!! YOU ARE LOSER, HATCH IS MINE!! OH GOD IM SO GOOD AT THIS GAME"
You're completely right here, and it's online gaming at its finest. :)
You are not a person i talked about. You are not useless while stealthy. You are really smart and use stealth as a tool, i respect it. For the same reason i always talk to my friends don't run mindlessly to gen in the start of trial, because you can do a big job for killer. Stealth is a big aspect of the game and could be really strong tool in right hands.
I talked about players who deny a whole gameplay on their part by this playstyle and perks. And cause more damage to team than help. Unfortunately, there are most of these players.
@HoodedWildKard said:
Tbh i use distortion more for info than stealth. I lose a token and 9 time out of 10 i know exactly what triggered it and boom i can tell my team one of the killers perks/add ons.
Plus I always sit there sniggering like mutley when a killer tries to spot me with nowhere to hide, kicks a gen and does a quick 360 then wanders off 🤣
Real talk though it's such a good survivor perk. Maybe a crutch for the urban evader types but it's also mad useful for survs in chase too.
Completely agree. I rarely run Distortion (simply not my playstyle), but it's always a big info tool, even if killer have 0 aura perks.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644360#Comment_3644360
Nope, he isn't.
There is already a merged thread about it:
Gosh, no disrespect, but play every other m1 killer without power. He is not so unic gameplay wise to be that upset.
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@C3Tooth said:
Its up to the users, they can recognize teammates get 1-2 hooks and start to take chase. Or not. Selfish perks exist, so does play style.
They only need to make the perks gain token through chase, thats all.
Yeah, it will be good change imo.
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@ImWinston said:
"aura perks" are so good and varied (some require very simple actions to activate like kicking a generator or opening a locker), I think it's only fair that there is a good perk to counter them.
the mere existence of "distortion" pushes killers not to focus too much on aura perks.
Can you explain how aura perks worse than slowdown or chase perks? For example, i will be happy if killer brings 4 aura perks, because it's easy escape. Unless it's Nurse or good Huntress on open map.
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@Firellius said:
Are you that helpless without your aura perks? Can you not find them on your own?
Are you that helpless without chewing on what's written?
Did i say i can't find survivors without perks? This post is not about finding survivors at all, at least try to read it before leaving silly comments.
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@TBUK said:
You can use lightborn for mostly stress free pickups. If it's more about buzzing flies then starstruck would make it a risk for survivors to get close or fireup to the change pickup timings
If you think startstruck bothers BP users, you probably never have seen this perk in action. After save you still have 2-3 seconds of haste and could run another ~20 meters from killer. You can't have any punishment before save, you can't have after as well. This perk is stupid af and should be reverted back to 150%.
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Sorry, but too many things i don't agree with.
Bamboozle? In some maps it needed because of stupid windows (MD window is still here, lol), in others it is just waste of perk slot. No way it's 5 stars, it's not 2019 outside.
Corrupt is extremely overrated. I see almost every day a game where Corrupt did nearly nothing or win 10 seconds to killer at best. Recently i saw a match, where killer spawns in the middle of Azarov's Resting Place and Corrupt blocked two gens on one side and one on another. Survivors started doing gens almost instantly.
NOED? This perk could bring you a win out of nowhere, but in matches with good survivors it barely do anything. One instadown -> noed is gone, that's it. Maybe you can camp one guy out with lucky spawn, but it is definately not 5/5.
Pentimento make me laugh, ngl. This perk need at least one another perk to start working. But even with full Hex build it sometimes once again does nothing, because Hexes are so good, that survivors could just ignore them. No way it's even 4/5.
Forced Hesitation requires super altruistic team to be not a waste perk slot. 1/5 in my list.
Dying Light is survivors perk, no doubt, but when you are lucky with it, this perk could win you a game, i swear.
Fire Up in one tier up, because this perk consistent and always works. It saved me from so many flashlight saves.
Have no idea why Starstruck is 4 stars, but maybe i don't play enough with it.
I more or less agree with the rest.
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Definately MMR. When i queue up with my level survivors, we barely have any problems and it's almost always good experience. But it soooooo rare. 3 days ago i had 7 awful matches in a row with really bad survivors in my team, than SOMEHOW i matched up with really good survivors and killer had his first hook with 1 gen left.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642651#Comment_3642651
"There is so many things could be changed and became useful instead, but seems like devs hate when killer brings something except 4 slowdowns in the match."
Mangled not Slowdown confirmed.
Corrected it for you
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7 minutes? I don't know, it's average time of my matches, if i didn't bring a bunch of slowdown. I'm not even surprised by 5 minutes matches anymore if I went with a meme build.
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It's funny to see Mangled with Sloppy on a roadmap and don't see Botany, WWMI, Desperate Measures and CoH on a list. I run Botany in 80% of my games and i don't even notice that Sloppy exists. Absolutely mind blowing decision for me touching this status effect. Especially with such an awful decision as timer.
Killer's perk variety like ten times less than survivor's, but let's send another few perks and bunch of addons in the trash.
There is so many things could be changed and became useful instead, but seems like devs hate when killer brings something except 4 gen slowdowns in the match.
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@Science_Guy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640517#Comment_3640517
If a team is destroying a killer with a "braindead" playstyle that requires using only 2 or 3 perks the entire game, they're going to destroy the killer running four of them. What exactly changes if they just delete Adrenaline in your example? FTP/Buckle Up three times instead? Do gens instead of blocking, rescue the last person and 4 out anyway?
And if what if it's not four coordinated Survivors running the perk? This exact same argument of "Oh, the perk is fine normally but it's broken in SWF and I had miserable game to prove it!" is used again and again despite hyper-coordinated teams being a tiny fraction of the player base. Fact is, there's not a single halfway decent perk in the game that can't feel broken when four people who know what they're doing decide to use it effectively. That doesn't mean that said perk is broken. It's just easier to blame the perk than admit that the team that used it was good at the game.
Adrenaline is and always has been fine. Nerfing it in any way, beyond removing the nonsense Freddy effect, is just a bad call.
It's not about amount of perks. You need nothing but 4 fat toolboxes to power up gates in 4-5 minutes and 2-4 minutes with some perks. Ayrun did it, i did it with friends. And there is nothing special about it, even some rare soloq matches could last 4-6 minutes, if killer too interested in tunneling one good survivor or something. Like Otz once said, problem not exactly with Adren, but with how easy make a condition for its activation.
And if you really need an explanation of what will change, please: killer will have a chance to punish this playstyle. Because now perk literally is "i will ignore everything in this game, cause i can't be punished for it". One health state on one survivor could change the game easily. That's why DH is what it is now. 4 health state on different survivors? In endgame? It's always free win.
Fact is, there's not a single halfway decent perk in the game that can't feel broken when four people who know what they're doing decide to use it effectivelyNah, not really. CoH, Exponential, Background Player, Adrenaline. In some ways OTR, Saboteur, Head On and new Champ of Light. That's it, not so many. There are plenty of other perks that are decent and not broken in SWF.
I also adore hypocrisy level on this forum. Strong perk on killer? Oh, it can't be strong because of Nurse and Blight. Strong perk which broken in swf? Oh, you know, there is not some much really good SWF, we could buff already strongest players in this game. How often i see god tier Blight and Nurse players? Oh, every game, i swear.
Adrenaline is and always has been fine.Yeah, yeah, same as old DH was fine, same as old CoH was fine, as old MFT. All these things are fine as long as they help you feel untouchable.
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Unpopular opinion: turrets are very good, people just don't want to be good with anything in this game. Complaining is easier.
Imagine, half of the year past, almost all people still put them in front of exits. And watch they do nothing like in 1000th time.
Logic about turrets placement should work like: when I will run this loop, killer should leave it to break a turret or just lose his power instead.
Believe me, when you will face good swf which understands this pattern, playing Alien will be nothing but agony.
Onryo was nerfed because of people just refuse to take tapes. Turrets should never be buffed only because most people in this game hate to use their brain.
If Alien will ever receive a buff, I hope they will depart from "power controlled by survivors" logic.
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Asia is such strange region to be fair. I mean, everything that happens there is unlike what happens in other regions. I saw afk killer 2 years ago last time.
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Also
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Yeah, many killers should have addons rework. I just can't believe how it is possible to completely change all addons on a character 4-5 times in the 8th year of the game's life and leave half of them almost useless again.
So many Ultra Rare addons don't worth to be even Rare. Nearly all killers barely have 30-40% addons that do something and not just empty addon slot. It's so cool when you play and could say "wow, that was addon value". And it's almost always same addons on same killers every game.
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Absolutely yes. This perk is fine by itself, but beyond broken when whole team equip it. ~30% of my games are teams who just ignore everything in the game except gens and it doesn't matter how much pressure you provide on them, because it's 4 Adrenalines. Literally just had another one an hour ago: one gen left, 3 bodyblocks, predrop -> 3 Adrens + 2 Hope, gg ez. The only more braindead gameplay in this game is Nurse with 4 aura perks on Midwich/Gideon.
I completely agree with a comment I read recently: if this perk had been released on PTB today, it would never have reached to live version. This is a fine and fair perk on its own, but it is not a 1v1 game, it's 1v4.
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I absolutely agree with every word. I'm reading these hysterical posts about "super broken perks combo" and I don't understand if we're exactly playing same game.
You also could add here that GE+DMS require two perk slots and give nowhere near as much value as Pain Res + Pop, or even Deadlock + Pop. I'm not even sure that this combo is stronger than Pop by itself in some matches.
I think people started discussing this combo back at the PTB, and instead of appreciating its impact on the matches, they continue to convince themselves of far-fetched things.
For the same reason, people think that a good Blight player can't be strong, but a good Billy or Slinger player with 15-second chase against an average player - well, he can, because he is not S tier.
People just love to look for fictional evidence of what they believe in. And to look at things soberly is absolutely not about community of this game.
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It is probably the best rift in years. As much I dislike previous one, as much I love this one. Finally scary and dark skins on killers and cool on survivors.
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>and not make this one still good
I have no respect to anyone who advocating for killer has bad or useless addons. All addons should be good at any killer. But problem of Adren was recharge speed. Any good Blight player doesn't care about turn rate on this addon too much, since bump logic is their weapon. This addon buff barely make any difference in most scenarios, but don't worry, seems like they already nerf it back in today's patch.
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@The_Daydreamer said:
https://us.v-cdn.net/6030815/uploads/SOSKGSN0VR6M/ezgif-com-video-to-gif-converted-282-29.gif
Lets laugh about myself: Here is me failing my flashlight safe because I used Drama, pooped another Flashlight while doing the safe and interrupting the beam like the crackhead I am... But man I was mad when that happened. 😂
I love this comment so much
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@Haddix said:
his dumb addons have rly ruined the perception of his pretty balanced but strong basekit. if you wanna argue 4.4, i guess, but i think if they patched out hugtech, i rly dont see an argument for nerfing anything INTENDED in his basekit.
Make him 4,4 and there will be only sweaty P100 players on him. Bad and average Blight players are already most fun players to go against. Who will win from this?
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@Shaddoll_Serpent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638383#Comment_3638383
Regardless of how good/bad it actually is (I think it's broken as heck), it's not fun at all to go against.
I know you could make the same argument for any perk you don't like, but hear me out, being completely locked out from participating in the game's main objective is never going to be fun. It's like going against the sabo squads who go down in areas they know you can't hook them at, it's infuriating and unhealthy to just never be able to play the game essentially.
Doesn't mean blockage perks shouldn't ever be allowed to exist, but they need to be careful designing them and keep their synergy in check because having your gen get blocked again and again and again and again is gonna get tiring and unfun because it'll feel like you can never really participate in the game's main objective.
If this were true, then DMS+BBQ Artist would be unbeatable. And i get a lot (i mean A LOT more) value with this combo on her, than with GE+DMS. If it worked after every hook, it would make sense to discuss it. But 3 times per game + it has counterplay + no one is taken out of the game early. Some people just see a closed generator and go crazy, not realizing how much it really slowed down the game compared to other perks.
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I was going to make exactly the same post. I swear this community only trying to create a problem out of everything. It's not bad combo, but nowhere near buys you as much time as other slowdowns. Not to mention it works only 3 times (and 4th time it does nothing with dms), but on my Artist i can block gens literally after every hook and people still doing fine.
If they will nerf it, I will no longer have any doubt that they are making balance changes based on who is crying louder.
– We are so tired from tunneling, pain res + pop.
– There is some other okish alternative for killers, which reward spreading hooks.
– ITS OP NERF IT NOBODY CANT STAND A CHANCE AGAINST IT!!!!!



