hailxsatanxeveryxday
hailxsatanxeveryxday
About
- Username
- hailxsatanxeveryxday
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Chocolate_Cosmos said:
IMO I didn't have problem with them on PTB and I thought they aren't big of a deal.
Now playing few games with him allready, they are getting kinda annoying. Not as bad as Singularity EMP's but not far from them either.
First, the hitbox is strange and doesn't register sometimes the hit. I am close to a turret, hit M1 and nothing happends, I got out of my power, then I hit again M1 without moving and now the turret is destroyed. The Tail attack can't even hit them half the time since they are far away from you and the Tail just can't deal with them unless you are half range into the firing range.
On top of all, you get VERY quickly out of your power. It takes like second or second a bit to react or reach the turret.
I agree. I have the same problem when it comes to the turret hitbox. I'll try to hit it while I'm moving, but I miss, and I have to come to a full stop and swing another two times before the damn thing goes down, by which point the survivor I was chasing got away.
And yeah, turrets are annoying in general, but you can get your power back pretty quickly by going into a tunnel. They're everywhere on every map all the time, though, yeah.
-
@Brokenbones said:
Just like with Nic cage, they have started forcefully bundling cosmetics in order to jack up the price on steam. This is so you are forced to buy auric cells, which were more expensive than the average DLC price on steam if you wanted both characters.
Here's some quick math to prover my point:
Average DLC (1 killer 1 survivor). price on steam: £5.49 or $7
Auric cell cost: either £3.75 x 2 (£7.5) for two 500 bundles or 7.50 for 1100 auric cells.
DLC cost with bundled cosmetics: £9.99 or $12.99.
This is NOT okay, for those who said it's still the same price - no it is not. The prices have gone UP and they are trying to pull the wool over people's eyes by bundling in content to justify it
I mean, I spent $10 on the Rift, anyway. Alien and Ripley are free for me.
If the Rift stops giving Auric Cells, I'll happily complain with you, but until then, I really don't care.
-
@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528805#Comment_3528805
Save the best for last has needed a nerf since the base reduction in killers hit cool down.
Overcharge should not apply a skill check every single time you kick a gen.
NoED is still a get out of jail free card.
Regression in general is too abundant and shouldn't be unlimited. So even when they "Nerf" one perk the next in line just replaces it. They tend to be very cautious with killer perk nerfs. While survivor perk nerfs tend to be the death of that perk.
STBFL has plenty of drawbacks. If they nerf it, it wouldn't even be worth running.
Overcharge? Really? That's one of the worst perks in the entire game (and it was already nerfed from 5% to 4%). It actually makes the gen regress slower, and the skill check is easy to hit. I don't think I've missed a skill check from that perk in forever, excepting games against Doctor. If you think that Overcharge is too powerful, you might just need to play the game a little more.
I might agree with you about NOED if it weren't for the presence of Adrenaline. I've seen that at least once a game lately, and it's every bit as bad. Just had a survivor escape after getting downed a literal second before the last gen popped.
Reading the end of your comment, you have to be trolling. They've killed almost every regression perk in the entire game. Dead Hard took four or five years for them to finally nerf, and they gave it two slap-on-the-wrist nerfs in a row. Meanwhile, legitimately game-breaking perks like MfT, BU+FTP, and Adrenaline not only exist, but are run by multiple survivors in every single game.
-
@Chocolate_Cosmos said:
Considering that almost nobody runs this perk ever and it is bit hard to get value out of it in a fair way, I hope they won't patch this.
Same happend with Hoarder perk that was only good on Cenobite, otherwise trash perk that is worthless. And they nerfed it and now for real nobody runs this. It's sad, I liked that combo and I didn't find it OP at all.
Eh. It generally wasn't, but if you were one of the handful of people who could run Lethal Pursuer, Franklin's, and Hoarder and keep survivors constantly in Chain Hunt, it might have been. Still agree that it didn't need a nerf.
@awustzdn said:
Yeah. I have a build that's SH:Pain Res, SH:Floods of Rage, MYC, and Lethal Pursuer. Lethal gets the first chase and extends the Floods, which reveals the precise position of the Make Your Choice. Pain Res is for pure synergy, you could honestly replace that with whatever you like.
Floods of Rage is a great idea. Didn't even think of that.
I think Lethal Pursuer might be my favorite perk on Xenomorph so far. Since there's no initial waiting period to use his power, you can start chases immediately.
-
@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528381#Comment_3528381
Yeah but it's new text, so it's likely a planned nerf. I wish overpowered killer perks got as much attention as relatively okay survivor perks.
Which ones are you thinking of in particular?
And what makes you think they aren't? If Windows of all things is getting a nerf, or at least they're clearly thinking about it, that means that there are a lot of perks on both the survivor and killer sides that are on BHVR's chopping block.
I really can't think of many killer perks that are "overpowered". Deadlock, maybe, but that one's a staple of every M1 killer build since they nerfed Ruin, and I hope they don't change that one without giving us better passive options.
PR is strong in certain circumstances, but you can also really get screwed by RNG when it comes to hook placement, and you get four max uses, and none of them are guaranteed. STBFL gets complained about, but it takes a lot of work to get it maxed out, and you have to ignore one whole survivor for the majority of the match.
NOED probably is overpowered, but so is its survivor mirror perk, Adrenaline. Get rid of that and we'll talk.
-
@[Deleted User] said:
So I think it is confirmed that every perk on bhvr's recent "top used" picture is marked for death.
Either that, or the devs did this on purpose to test the waters and get a community response. They know that nobody would complain (or at least nobody woukd be surprised) if certain other perks at the tip of the list got a nerf, but Windows is a weird case in that it's not a great perk in its own and is mostly used by players learning how to loop. (I think the overwhelming consensus is that Windows clearly does not need a nerf.)
Everybody is complaining about MfT, and while I agree that it's OP, it's not anywhere near as bad as FTP+BU. Survivors can use that offensively like old DS, and it doesn't even deactivate during the endgame. It's as bad as original Dead Hard.
-
So camp and tunnel.
-
ohlookitsthisthreadagain.jpg
@IlliterateGenocide said:
Don't know why you listed the same license twice but ok
/thread
-
@mca240 said:
Generator rushing, overpowered premades, map imbalance, tunnelling and camping. These are the core problems that make it so games turn unfun and are not won by skill but exploit. It should be your priority to fix these over anything else so this game finally becomes balanced and fair. Surely, after 7 years you must have a timeline?
I would argue that the game is still won by skill in almost all of the playstyles that you mentioned.
Genrushers only win by default if the killer doesn't have enough situational awareness to harass survivors off of gens. Even running quad slowdown will only get you so far with some groups of survivors, but those survivors have a much harder time if you harass them off of gens, hit and run, and then catch them when they're off guard. They can't do gens if they're healing, on the hook, running to unhook someone, or desperately trying not to be hooked themselves. (I don't think "hit and run" is a good playstyle in general at all, for the record, but it works on genrushes because you always know exactly where to find them, and they're unlikely to waste time healing.)
The real sweats that you almost just can't do anything about (the real "overpowered premades") are few and far between. The ones who are highly coordinated with a full set of meta perks and BNPs. But those survivors really are highly skilled and had to do a lot of practicing to get to a level where they can pull off some of their more complex plays, and you can still secure at least a 2K against them if you're running a broken enough build yourself.
As far as "skill" goes when it comes to tunneling and camping, just doing those things mindlessly without any game awareness or skill in chase will mostly just lose you games. Knowing when to do those things and how to apply them is important.
I mostly play Myers and, as of the recent update, Sadako, and just try going on "skill" and attempting to win games by 12-hooking everyone with those killers and see where it gets you. It can take both skill and a little bit of ruthlessness to win the majority of your matches on certain killers. So I tunnel, camp, spam teleport until someone dies early, run DR+M&A, hit that T-bagging survivor with the Tombstone Piece. I still have to have some amount of skill in chase to get away with that ######### at all.
-
@Chocolate_Cosmos said:
Yes, it is the only way how some Killers can somewhat deal with MFT (overpowered perk) and other exhaustion perks. That add-ons are bit risky to run because not every single Survivor has exhaustion perk, making the add-on worthless sometimes.
Exhaustion add-ons are only good / decent / bad depending on the Survivors meta.
Most people in my games are running MfT. It's gotten to the point where it's 2-4 survivors, every single match, and most of the killers I play don't have Exhaustion add-ons, so I just have to power through.
I don't hate MfT as much as old Dead Hard or For the People/Buckle Up, but it sucks. Just had a match in The Game where every single pallet in the entire map was smashed. I got the 4K, but that's what can happen with four competent loopers running MfT with a Game offering against in M1 killer.
-
I imagine it'll work rather well with full STBFL stacks and full PWYF stacks. Of course, that's a lot of setup for what amounts to maybe one free down.
It's not a good perk in general, but it maybe has some niche uses.
-
@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519505#Comment_3519505
My entire friend group was excited to play it, we learned that none of us had access to play it. We waited, waited some more, then completely forgot about it. I think that is the average experience for most people who heard about VHS.
Yeah. I think it was several months for me between signing up and getting a key for their launcher, but once everything was up and running, they did their best to make sure absolutely everyone was able to play. Might have been a winning strategy if gameplay itself hadn't been such a slog.
-
@Biscuits said:
They messed up pretty hard with the hype. They made a few very big mistakes early on that cost them any potential to build a player base. The first was putting out the beta well before any launch date. The length of time was excessive. The second was how they handled giving out keys, and the time in between of giving out more keys to play beta. The game was essentially dead before it launched.
I dunno. I think they did well with the hype. I was hyped up for it, as a lot of people were. It took a while to get my early access key, but they did a good job of rolling it out to various storefronts and game streaming services and had Linux/Steam Deck support before DBD did.
I think the real problem is that they didn't spend any of that early access time fixing the things wrong with the game, and the direction they took it didn't deliver an experience that lived up to said hype.
I think they were actually pretty brilliant with their marketing strategy and making the game accessible. The game itself was the problem.
One more complaint: Also, controller support was horrible for this game. At least in DBD, where controller support is still not perfect on all killer, I can still hit a survivor who's trying to 360 me if I time it right, but getting 360'd in VHS was a whole different animal and made the game completely unplayable.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518604#Comment_3518604
I know the two games are apples and oranges (well, so if TCM) but I recall when Evil Dead came out some were saying that would kill DBD.
People will say anything and everything is going to "kill DBD", but I don't think it was the Evil Dead devs' intentions to do that. They just wanted to riff on the same formula in ways that DBD couldn't.
I think VHS was pretty clearly intended to be a general-purpose DBD ripoff/competitor, but there were a lot of bad decisions made.
EDIT: Evil Dead shouldn't have launched on Epic, by the way. That was the bad decision they made; I bought it at full price on release date, but most people wouldn't. They also barely advertised when it did come to Steam.
-
@[Deleted User] said:
What number are we up to now for “DBD killers”?
I think the only one that specifically intended to be a "DBD killer" was VHS, and that imploded.
-
@Hex_Maidenless said:
I've always had a soft spot for the Clown. Is he high tier? No, not really. But I just like his design as a gross, unlikeable, "please don't touch me that's weird", evil clown of nightmares. He's great in his own disgusting way.
I'm one of only 2 people in 500 hours I've seen running the black metal Jeff skin. The nature of survivor persks being interchageable means almost everyone outside of the most popular ones gets left behind every release or two, though I'm sure Nick Cage will stick around a bit just for the memes.
I've seen a few people run the black metal skin. I usually run the corpse paint with other cosmetics.
That said, when are we getting a Juggalo paint survivor cosmetic? Dead Island 2 is getting one. Why not us?
-
This Rift is the first time Haddie doesn't look like barf. I've actually played her with a few games since she got her new cosmetics.
As for me, Myers. He's considered one of the weaker killers, and I almost never see him as survivor anymore, but I can get more consistent wins with him than with Plague or Spirit.
-
@Nazzzak said:
"The leniency to mess around at different points in the match has been greatly reduced that you can REALLY notice survivors throwing the match by doing random BS be it cleansing totem, looting chest"
I've said a few times, that the game is at a point where time is so valuable that doing something as mundane as cleansing a totem or opening a chest can be throwing the game. It even angers your team mates at times. When your resources (pallets) are steadily depleting, dead zones are becoming more apparent (some reworked maps have deadzones from the start of the game) then it's not in your best interest to spend time doing things like that.
Yeah, but a killer spends half the match goofing off, they'll lose, too. The game shouldn't be balanced around giving one side or the other leeway to waste time doing huge amounts of non-objectives and still giving them a chance to win.
-
The easiest was after 6.1.0 went live. You could run Overcharge/Brine/Deadlock/Eruption, and survivors would have no chance to get gens done even if they were trying (and a lot of them were flat-out giving up), plus their timing in chases was always off because of new Dead Hard and the killer break speed and bloodlust changes.
These days, I'm finding that I'm winning more often than I'm not, but I'm also running pure cheese builds in general and never giving survivors an inch. I'm the kind of guy who will see a survivor gesture that they want to farm and use the opportunity to hit them with the Tombstone Piece before they know what's happening.
If you play like that, your changes go way up in general whether you're a killer or a survivor.
-
I would be if I had any money to buy it.
Oh, well. Still got Midnight Ghost Hunt and Evil Dead.
RIP VHS lol
-
Fixed for me. Thanks, guys. I was freaking out about this
-
@pjwolfcry said:
the 7.1.2a patch today:
Bug Fixes
- Steam and EGS: Fixed an issue that caused Stadia owned entitlements to be no longer available since the 7.1.0 release
Everybody check your stuff! All of mine is there.
Thank you to the developer team for recognizing this issue and working on it, for real. :)
Hell yes.
-
If you have an Intel Mac, you can install a Linux distribution that supports gaming (it's free) alongside macOS and play it on that.
I know there's a version of Wine (which runs Windows programs) for Mac, but since Apple doesn't support Vulkan or any new version of OpenGL, my understanding is that it doesn't work for gaming. Linux's Wine implementation will work fine, though, and they're pretty similar operating systems under the hood.
If you have an M1/M2 or other ARM-based Mac, there's not much you can do, and what little gaming support for Mac there is is going to dry up. Games just aren't compiled for those processors. Apple doesn't care about that market.
Pop_OS! would probably be the easy choice, since it's reasonably up-to-date and easy to use. Fedora, Arch, and Gentoo (listed from simplest to most difficult) are also good choices, but those require more configuration. Again, it'll only work for Intel-based Macs, though. Basically nothing gaming-wise is going to support the new processors.
-
@jesterkind said:
The win conditions are pretty obvious in their general shape, though some specifics are up for interpretation on the killer side.
For survivor, it's pretty clear: Escape. If you escape, you win. If you didn't, you lose. That's how the game is designed, that is the thing that all survivor actions are heading towards as a goal, so it's the win condition. Pretty straightforward.
For killer it's a little more ambiguous, so some level of subjectivity and personal interpretation is gonna come into play. The game is clearly designed around killing survivors as your goal, so the win condition clearly must be that, but exactly how many is a little less clear. I'd personally say at least three is a win, as it's more than escaped, that's just my opinion on that front.
Of course, the game's win condition doesn't have to be the only thing you care about. You may care about altruistic plays more as survivor, so a three-out game with you as the only kill can still be a win for you even if the game you're playing counts it as a loss, for example.
This.
If I'm playing killer, a 3K is a win. Before the recent update, a DC counted as a kill, as did a hook death, slug death, or Mori.
If I'm playing survivor, a 3E is a win. 2E is a draw. If I'm the only one who escaped, we lost.
-
@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515215#Comment_3515215
That is a good idea. Not sure why the devs haven’t considered this yet.
Because some people would block everyone who beats them, and having a limit on the list wouldn't be effective since you can come across ten different people who play like that on one particularly bad day. There's no way you'd be able to ban them all.
Plus, how often do you come across the same person in pub matches? I've run into the same person multiple times in a day, but it was a very rare occurrence. It's pretty rare to come across someone I've played before at all.
@Rovend said:
They need to give survivors a button to instantly die on the ground if they have been like 90sec bleeding.
I do agree with this. 90 seconds seems like a solid, fair number. Survivors won't be able to just suicide the instant they're downed, but if they're still on the ground 90 seconds later, it's pretty clear that survivors and killer alike are uninterested in doing anything.
@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515194#Comment_3515194
If it’s clear that a killer bleeds someone out of spite and they do it in multiple matches, then there should be some action taken against them. Maybe not a perma ban, but something.
Targeting someone across multiple matches to ruin their gameplay experience is already bannable, and it's pretty hard to accomplish that in the first place.
-
@Marc_go_solo said:
Their priorities are certainly very skewed at present.
Half the time, I wonder whether they deliberately ignore the more complained-about perks because it makes for an entertaining read on the forums their end!
Some of us have been missing half of our characters for weeks. The last time it happened, they had it fixed in two days. Now... who knows?
-
Yup. Still missing.
I paid money for those characters. This is getting pretty frustrating.
-
My most recent ticket response, sent four days ago:
"Hello again, Thank you for your continued understanding. We’re still working on your case to the best of our abilities. We may be taking some more time to finish the investigation, but we’ll be getting in touch with you just as soon as we have additional findings. Again, thank you for your effort and comprehension, it is of great value for us and great help to our investigation. Kind regards, The Dead by Daylight Team"
@lostlocker Yeah. Well, we'll see. We're still in the "shortly" window, so. Maybe after the BBQ event is when they're planning to drop the fix. Fingers crossed.
@xrayatom That's an interesting response. Characters were still missing from me earlier today. I'll check again now.
-
It's "overpowered", but only in the same sense NOED is. They're mirror perks.
I've had games lately where I've had one kill and was chasing an injured survivor with two hook states, only for them to suddenly heal and zip away as the last gen pops.
That's annoying. It doesn't feel fair, but it is, because killers have a perk that does pretty much the exact same thing.
It's definitely an S-tier perk up there with MFT.
-
@MikeStev said:
many killers say garden of joy is one of their favorite maps.
Who? When?
-
@Neprašheart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512540#Comment_3512540
Given the bonus bloodpoints at different times of the day - Yes. I don't wanna deal with X Toolboxes and BNPs every single match and have each match ending within four minutes.. That's not a lot of fun, you know?
.. I guess, I wouldn't mind it back even if it meant no bonus bloodpoints at those different times of the day.
It's probably cool for those players with competitive mindset and SWF premades who do use the sweatiest add-ons 24/7, but for casual players like me, who do prefer playing killers and survivors without any add-ons, items, and offerings.. The current lowered grind means encountering even more such players, and I do no longer have the energy to keep up with that.
If you can't beat 'em, join 'em.
-
@Neprašheart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512442#Comment_3512442
Heh, yeah.. Getting one and a half generator done by the time two survivors had six hooks (yeah, they were sacrificed by that time) while the third one got hooked for the first time, while I was the only one alive was a lot of fun.
I dunno.. It's probably nostalgia and players treating the game more casually. There wasn't as much camping, tunneling, and players using the sweatiest add-ons and items like nowadays, but that's to be expected given the reduced grind. It's a shame, business took over fun once more and ruined what I've loved so much..
Although you do have a point, I'm against your suggestion.. At least, not right now. As long as the killer and survivor can see from one side of the map to the other side of the map, no additional objectives are necessary. If we wanna add that objective, then we shall have some more hide'n'seek elements built into the game, not what it is now. I do miss the old fog and dark maps..
Are you saying you'd rather have the grind back?
-
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509878#Comment_3509878
If you just let the person get tunneled, the game is a 3v1.
3v1 is harder for survivors than a 4v1.
It's simple math. Most times, some altruism is required for the best result.
The longer the 4 survivors are alive, the best for the survivor team.
No one can force you to not tunnel, usually.
But reseting the chase and bloodlust for the other survivor is sometimes enough to waste enough of your time
If you just let the person get tunneled, and you're all on gens while I do so, the game is a 3v1 with 1-2 gens left and no progress on hooking the other survivors, and you have a chance.
If you all hop off of gens and start parading around the map trying to jump in front of me, it's now a 3v1 with multiple injured survivors and 4-5 gens left, and your team is toast.
It's simple math.
If I'm tunneling, the only thing I'm scared off is that the person in question knows how to loop and the rest of you do gens. I hope you try to stop me. I'm counting on it.
-
Oh, okay, cool. The above message said "shortly after the Hotfix 2 update". I guess that means soon.
Buying Cage and the Rift with faith that this is coming eventually.
-
7.1.2 bugfix, and... nothing? Even though they said they'd found the issue? When's it going to come? 7.1.3? 7.1.4? 8.0.0?
-
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509787#Comment_3509787
the group escape rate would improve so... yes. it would.
Um, no. How that usually ends is with the person I'm tunneling downed and 2-3 newly injured survivors who now can't risk bodyblocking me when I get to the hook, and if they don't immediately run off to heal, they might get downed and hooked somewhere, too (or just slugged to bleed out). God help them if I was running Forced Penance.
They accomplish nothing (because the survivor did not get away and never does), and they give me free slowdown by not doing gens and forcing themselves to heal.
Trying a stunt like that just once can very easily lose them the entire game, and if they're all constantly doing it the entire time I'm trying to tunnel someone out, it's a guaranteed win.
-
@UndeddJester said:
I consider tunneling a part of the game. If you are being tunneled it's important to get away off hooks as best you can and hide, make it hard for the killer to find you. Similarly if an ally is being tunneled, as a survivor you should try and help with body blocks, flashlight saves, sabo's etc.
Though, survivors could use some help in this department. The general community consensus, even from killer side is to bring back DS 5s stun as the anti-tunnel perk.... or at least 4s.
The other nerfs were very much warranted, and DS is setup to very much be a fair anti-tunnel perk, but the 3s stun nerf was overkill and made the perks value plummet to being barely usable.... if you don't get tunneled it does nothing, and it doesn't really have a massive value if you do get tunneled.
Even if it isn't the stun duration, the conditions and single use on it make it pretty damned hard to abuse... but it needs something extra to really give the survivor a strong chance of getting away after the stun.
I agree. When I'm tunneling a survivor, all of the other survivors should get off of gens and get themselves injured/downed trying to stop me. That'll show me!
-
@lostlocker said:
i received an update from my ticket:
"Thank you for your patience on this. I wanted to give you an update that the issue has been found but requires some extra time for the fix to be implemented and deployed.
We do not have a specific ETA but the fix will be released shortly after the Hotfix 2 update. Rest assured that your DLCs are still safely with us and will be available once again when the update comes.
Once again, we are truly sorry for any inconvenience this issue may have caused. The support and understanding you have shown us is very much appreciated!"
Well, that is a load off of my mind. My Dead by Daylight addiction can continue unabated.
@xrayatom said:
@lostlocker Thats promising! I'm glad someone got a response to a help ticket on this issue, I haven't. Thanks for passing it along. There's hope!
I got one, but it wasn't nearly as specific.
Having a lot of fun playing Sadako right now, but,
-
@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508208#Comment_3508208
the survivors will be able to unhook themselves from the hook. you can't camp them. Noed is just a perk and there is Hope to counter it.
I'm pretty sure the anti-camping mechanism deactivates once the generators are powered.
-
@pjwolfcry said:
Thank you for the heads up and update. Let's all hope they actually get this done sometime soon. I just want to play with the content I paid for.
Same.
I'm sure they'll fix it eventually.
-
@GroßusSchmiedus said:
The first rule of this game is to not care what anybody thinks, being players complaining about your playstyle or Killers/Survivors complaining about you not running the meta and playing optimally. Just do what you think have to do to achieve whatever you want.
But asides from that, 3 Genning can go to hell, not only does it make the game miserable and boring it also bottlenecks perks and Killers. BHVR is afraid of buffing regression/gen block perks and some Killers or changing core mechanics that would help and that is sadly justified. If i learned something from the DBD community its that if something can be abused it will be abused no matter what.
That being said i think base regression speed needs to be looked at cause its so slow its barely worth kicking a gen (0.25c per second, meaning it takes 4 seconds to regress 1 second of progress). And i think that buffing gen-regression would be healthier than most alternatives since you won't get much value out of it with camping/tunneling, but for that to happen the 3 Gen strat needs to be taken to the woods and shot.
I agree with most of what you said, but the best way to prevent a 3-gen is just to notice where a 3-gen is and slam one of them out early game. The only build that this doesn't work against is Chess Merchant, but SM is going to get a nerf sometime in the near future, I predict.
Even other builds that are, in theory, completely unfair (like T3 Myers on DDS running quadruple slowdown) can be shot down pretty immediately by doing the right gen.
If you find yourself playing a 3-gen, 99% of the ti me,it's your fault.
-
Tomie deserves her own chapter.
That said, almost EVERY chapter/collab lately has been from a Japanese movie, anime series, video game, or just Japanese-inspired or anime-inspired, to the point where it's 25% of the roster at this point. I mean, we've got... Spirit, Sadako, Trickster, Oni, Nemesis, Wesker, Skull Merchant, Attack on Titan.
Sadako and Nemesis probably deserve their spots in the roster, but we're still missing Chucky, Art the Clown, and a dozen other modern and classic horror icons that will come to your mind as you're reading this.
And, I mean, we don't even have a simple vampire or a werewolf yet. I think we need some back-to-basics horror. Dredge was the right idea.
@GoodBoyKaru said:
Skins because the licenced are expensive and I don't want to see another chapter removed after a year
The licenses are expensive? I thought it was just, "Here, if you let us use your character, you can have a 30% cut of sales" kinduva deal.
And I thought ST was removed mostly because a new video game was coming out.
Personally, I didn't think AoT deserved its own chapter. Would've bought it (and I ended up buying the killer skins, anyway), but I probably wouldn't have liked it. I read a volume or two of the manga back in the day before the anime became popular, but it was kinda meh. Dark at times, but was it really horror?
If it's something truly iconic, they should give it a chapter.
-
@NotAnotherDoctor said:
I'm calling it, between now and next summer we're gonna lose the ability to attempt escape on hook.
With the recent extension of the DC penalty and the DC penalty now allegedly giving afk players a ban (I only say allegedly because I haven't experienced this but have seen people say it's the case), the number of hook suicides is at an all time high because no one wants a ban.
I'm calling it, we lose this ability by next summer, if not Christmas
I dunno. I murdered an AFK player just a game or two ago. They didn't turn into a bot (not that they were alive for terribly long, though).
-
@Pavel_Ch said:
how about making it a non-totem perk? Survivors already have an unrestricted countermeasure in the form of Hope. give us 120 seconds as before. it would be fair. I also played trapper without one perk the whole game, and swf cleared all the totems on the map, as a result, in the end game I remain without a perk, and they are with Hope. it's not fair
No. That would make it weaker.
If they did that, assuming you're using NOED correctly (i.e., facecamping with it), you'd secure exactly one kill with it, because any survivor would be dead by the time the timer runs out, and they're not even going to try. Plus, the totem allows you to know exactly where the other survivor(s) might be headed after you hook.
Part of the beauty of NOED is that it can turn a 1K into a surprise 4K if you play your cards right and survivors make mistakes.
@mca240 said:
If anything, NOED should be removed from the game. It is the biggest cheese on the killer side and usually leads to kills which were not deserved leading to a boosted MMR making games more miserable for the killer. It is a crutch.
I'm not saying you're wrong (about NOED being a crutch for some people, at least), but it shouldn't be done without addressing equally problematic survivor perks (Hope, MFT, and especially Adrenaline, which is the reverse NOED).
Also, removing NOED would gut endgame builds.
Maybe it should be made into an iri offering. That way, you can still run it on occasion if you're trying to play an particular build, or you just see one of those teams in the lobby, but killers wouldn't be able to use it enough to launch their MMR into the stratosphere with no effort.
@ili said:
NOED is fine, it doesn't need any changes.
It's a n00b stomper of a perk, for sure, and even experienced survivors can make some awful mistakes, but it absolutely can be played around.
-
@lostlocker said:
hoping for acknowledgement on this bug, looking forward to playing our lost characters again
Same. Still not there for me.
-
@caramelpudding said:
The fact self-care is still used this much really disturbs me.
It's still useful if you run it with Botany and Desperate. Overcome is a good combo, too, since some killers won't bother chasing you after hitting you if they know you have it; you can take protection hits and then zip off to the other corner of the map to heal and hop on a gen.
-
STBFL, Forced Penance, Deadlock, NOED.
STBFL so you can get stacks from bodyblockers and from slapping people the second they're unhooked.
Forced Penance to punish bodyblockers; especially helpful if the obsession figures out you have Save and tries to bodyblock (you'll lose two stacks, but they won't be able to heal for a while, so they won't be a persistent problem).
Deadlock to prevent genrushing, giving you a better chance to tunnel someone out.
NOED in case you had nasty chases with obnoxiously good survivors all game and Deadlock wasn't enough to prevent the gens from popping. As long as you can tunnel one person out before the endgame, you can ensure one kill with NOED, which means the game is guaranteed to at least be a tie.
PROTIP: If you see four flashlights or toolboxes/an obvious SWF in the lobby, swapping out Deadlock for Franklin's can be a good play.
-
@pjwolfcry , @nang8 , @JMNB , @aprilghost_yt , @SuprDuprKyle
Just making sure everyone from the previous thread was notified.
-
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504442#Comment_3504442
so you do not have every perk.
I wanna see what people pick when they can choose anything
Yeah. Pretty sure Jolt is only #1 because it's a free perk.
@JonOzzie16 said:
Lol, and every single lobby has multiple people running made for this, right? It's not even in the top ten.
I mean, I'm seeing it 1-2 times a game, on average, the way I used to see old Dead Hard. It's not nearly as annoying, though.
-
@lostlocker , @Tulsic , @shootonsight , @bioboy40k , @mhspy
If any of you are having these problems again, this is the place now.