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illNicola

illNicola

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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435556#Comment_3435556

    Look it up yourself. Blight main with 1000 winstreak is named lilithOmen. He streams so you can watch his games yourself.

    Nurse is a bit worse - she "only" has like 555+ wins (I didn't watch him for some time now, so it might be higher) in a row. The player is supaalf and he streamed all the game. But it's true he's playing nurse quite a bit less now.

    As for how long it took... Supaalf's streak still goes on and it's more then year now

    I don't know how much to the past both player's VOD's go so IDK if u can watch every single game now. But they were all recorded.

    And if you think any of those 2 streamers just go after stream and lower their MMR... Well watch their matches and see what kind of survivors they both get (and yes - they DO get beginners too. Same as everyone else)

    Ok, but as I said, is impossible to win 1000 games in a row in dbd. Too much RNG. Unless you give me a live without breaks where I can see from the first to the last game that you haven't lost one, you're not credible to me. I haven't exceeded 40 win streaks either, ok that I play mixed killers and not always the same, but even if I always play my main (Pyramid head) I find it hard to even be able to exceed 100. I don't question their skill, mind you, I question the credibility of "1000 wins in a row with the same killer". Again, they could very well have lowered the MMR by going offline. We all catch novices, as we all catch very strong people, but this is because the MMR is indicative but it doesn't really work well. Even I sometimes catch people who barely know how to run. Now, I want to see "lilithOmen", let's see if he is this strong.

  • @EmmaFrostyEyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434252#Comment_3434252

    Wow he had 1 good take congratulations. You know what other takes he has had? No endurance at the endgame at all, every hooks is a scourge hook (when pain res was 15 percent), ds is still good, tunneling gens🤡, blight is just an ok killer, spirit was gutted, eruption is fine, killer is impossible, solo que is easy, swf needs a nerf, old spirit was fine and more. He just whines and complains all the time when things dont go his way, hell he does that even when he wins there always something to complain about.

    People dont like him because of his terrible takes and constant whining. People actually like Otz because he is funny and he always looks at both sides. Tru3 only cares about killer and he constantly mocks survivors. He also cherry picks in his videos he can lose 9 games as survivor out of ten but the one he escapes he will post and show how “easy” the roll is.

    Also his idea of balancing the game for top 1 percent would kill the game.

    Tunnel gens? Tunneling means "Doing your objective as fast as you can". Killer tunnel survivors, because killing is the objective of the killer, and survs tunnel generators, because repairing is their objective. Do you prefer the term "genrush"? Genrush = Tunneling generators. It's funny to see that people forget that even survivors tunnel their objective.

    Tru3 never said (I think, correct me if I'm wrong) that all hooks should be a scourge hook, he said "For every scourge hook you use, it should be fair to have more than 4 scourge hooks", and I agree with him.

    Blight is fine, maybe some add on should be touched, but remember that also survivor things should be touched, not only killers' things. Remember that toolboxes are still OP, bnp is still OP, and Prove breake the game. Blight NOW is fine since the game is unbalanced because gens are too fast. In a game where generators aren't this fast, ok Blight is OP, but he only needs add on reworks.

    Spirit was nerfed, but she's still very strong.

    Eruption is fine if you remove incapacitated and replace it with "Survs cant do gens for X seconds".

    DS is still good, but it's an occasional perk.

    Killer is impossible, well he isn't wrong, try play killer against top SWF and let us know how you manage to win without tunneling.

    I think these are all his takes that can be clarified, as often what you hear is taken out of context. it's true, everyone exaggerates, but let's face the truth: is he wrong about the killer being currently indecent? No, absolutely not, when the generators don't kick off in 30 seconds then that's the day we can tell him "Look, you're talking a bunch of crap", but as long as the game is like this well, it's not just bullshit that's it

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435461#Comment_3435461

    Well. In a game where RNG plays huge role, if someone is able to win 1000 games in a row, that speaks about something.

    I am not denying those killers are hard to learn. All I am saying that if one side learns to not make big mistakes and so wins 1000x in a row... It tells something about those killers

    Can you please link me the proof of what you're saying? Because winning 1000 games in a row is just not believable. For it to be, the guy/girl who made this win streak would have to record every single game, every single win without pause. Considering that an average game lasts 10/15 minutes, to be credible this guy / girl should have done a live broadcast of about 15,000 minutes, which is about 250 hours. Also considering the time to look for a game, breaks due to eat, go to the bathroom and so on, probably even 300 hours can be reached. Do you understand that something like this is hardly credible?

    You understand that one could have played about 20 games in a live, once the live went off he/she could have quit like 50 matches in a row in order to lower his MMR, or intentionally lose many games in a row to, in fact, lower his MMR and face potatoes.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3435442#Comment_3435442

    in 1000 games you are bound to encounter a few comp sweaty survivors too. Especially if you are streaming it (so people are sniping the lobby). Which BTW did happen.

    The overall thing is that no. Those killers are indeed overpowered and they do overperform in highest skill bracket

    No, Nurse and Blight simply needs to be learned. As I will always say, to learn how to face a strong killer you need to play him. Play blight to learn counterplays, play Nurse to learn counterplays. It's not that hard. I hard looped a P100 Blight that was dead scary, everyone in the match went down really quick, I kept him for like 2 minutes straight in chase, because I know how to face a Blight. That guy was scary how strong he was, but I managed to loop him. Simply learn how to play

  • @AmpersandUnderscore said:

    What is with all of these post that want to punish survivors for the killer tunneling?

    At the most basic level, what is the plan if/when killers keep tunneling if something like this were ever implemented? You better stop tunneling, cause if you don't, we'll nerf your opponent even harder?

    Who on earth would ever slow down in tunneling if that was the case? It's literally just begging for trouble and abuse.

    Even with this system, it's still worth removing a player from the game as fast as possible. A survivor with 1 hook has 10% reduction in speed, 2 hooks is 20%, and 3 hooks is 100% reduction in speed. There's literally no way to beat that slowdown in 3 total hooks.

    Oh and one last thing. Survivors complain about tunneling, and some killer mains to because it's boring. I don't find it boring to face because I'm actually good in chase, but since the majority of the population find tunneling boring and "unfair" I'm trying to give a reward to the killer for choosing to not tunnel. It's not a nerf to survivors, it's a reward for being good. If you end up chase quickly, you should get rewarded and what a better reward that slowing gens down? At the same time, if you can keep the killer in chase, the other survivors are at 100% strenght and can do gens quickly while you keep the killer.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434694#Comment_3434694

    The survivor bot is very needed. Most days you can't go a few games without DC's. Which pretty much make the game unplayable in solo q. No one wanna play a 3 vs 1

    Well, consider that tunneling is still in the game because devs don't reward killers in any ways for choosing not to tunnel, so you know the 3 vs 1 is still a thing.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434815#Comment_3434815

    Thats the point, you have to aim for 8 hooks before kill so survivors cant take advantage of losing a survivor buff.

    3 survivors remaining. 1 on hook, 1 go unhook, 1 inchase. In order to progress Gen at that time. The other 2 survivors can ignore healing to do Gen. Means they are easy down to their last hook.

    I guess what youre thinking is 1 survivors death and other 3 still be healthy and have 3 hooks left? But isnt it tunneling?

    Ok so we are thinking the same thing, but with two different ideas. My idea is to give survs penalty for getting caught in chase, your idea is to buff gen speed as soon as someone dies. The real problem with your idea is that 150% is too much, because a surv alone can halve the time of a gen and considering that they're doing this already, considering a buff of this tipe without considering reworks for toolboxes, prove and bnp is madness. I made a post in the section "Feedback and suggestion" where I show how my idea should work and how I would rework some perks for both killer and surv to play around this mechanic.

  • @AmpersandUnderscore said:

    What is with all of these post that want to punish survivors for the killer tunneling?

    At the most basic level, what is the plan if/when killers keep tunneling if something like this were ever implemented? You better stop tunneling, cause if you don't, we'll nerf your opponent even harder?

    Who on earth would ever slow down in tunneling if that was the case? It's literally just begging for trouble and abuse.

    Even with this system, it's still worth removing a player from the game as fast as possible. A survivor with 1 hook has 10% reduction in speed, 2 hooks is 20%, and 3 hooks is 100% reduction in speed. There's literally no way to beat that slowdown in 3 total hooks.

    Since the other idea is to nerf all gen perks, all toolboxes and bnp, I was trying to give an alternative. And, punish the opponents? Seriously? Did you even read what I said? The killer should be rewarded for choosing to not tunnel, if he isn't rewarded he will tunnel.

  • Imagine Scorpion or Mileena from Mortal Kombat getting stunned by a pallet, when in Mortal Kombat they're busting each other's vitals.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434709#Comment_3434709

    What I think is 4 survivors have 25% debuff (yes, more than to your 8 hooks stack debuff idea, without a single hook), which each of them have 75% Gen strength. But 3 survivors have 150%, and 2 have 300%.

    So as long as you keep 4 survivors alive and go for 8 hooks, they always have 75% strength.

    So you're idea is that a killer can get max two kill because buffing gen speed to 150% for every surv is pure madness. Buffing gen speed to 50% for every surv means that a surv can make a gen alone in 45 seconds, considering prove thyself and other things is madness. Maybe I'm missing something, so if I'm missing something correct me, but if I understand correctly you're idea is to double gen speed for every surv with every kill, so a killer can have max 2 kill because after the first kill gen will be too fast.

    Instead, my idea is to start normally, and punishing survs for getting caught in chase, also considering that I'm imagining how to rework some perks for both killer and surv to fit with my idea.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434672#Comment_3434672

    Stacking up to 24% debuff on a survivor (and 96% for the whole team) doesnt encourage enough for killer when getting 1 out make it 100% debuff. And 3 survivors without debuff is already too weak. At any case, the idea is only favor to killers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434660#Comment_3434660

    Its simple that make 4 survivors that as weak as 3; but 3 survivors as strong as 4. Then it will be obvious that killer would not want to get 1 survivor out early when the other 3 still have 3 hook stages. But prefer to go 8 hooks before the first kill, so when 3 remaining survivors become stronger, they only have 1 hook stage left.

    So, let me see if I understand, your idea is to reduce 4 survs strenght and to buff 3 survs strenght right? So nothing change, because survs can still get infinite gen speed from toolboxes, bnp and prove thyself.

    Adding a new mechanic like this would make the game a lot fresher, as finally both survivors and killers can focus on the fun thing about the game: the chase. If you're good in chase, you can keep the killer and you don't get penalized for playing bad, but at the same time if you're bad in chase, you get penalized in everything else.

    The idea of my mechanic (I called it Mood) is made to punish errors in game for both sides: if a killer makes a mistake in chase he is already penalized, but now if he do a perfect chase, the killer don't get almost anything in bonus. Instead, with my mechanic (with also a lot of rework to perks and add ons), the killer can hook a survivor, leave the hook (camping fixed) and he already have his prize: 10% penality on repairing and healing for that surv. At the same time, the killer can search the next victim and, even if the surv on the hook gets saved, the killer would not choose to tunnel because he would prefer to have more survs penalized. Also, as I said in a previous comment, my idea of the "Mood" mechanic is that: survs penality after a hook is 10%, after 2 hooks is 20%, if he works with another surv the penality is reduced by 5% (10% if it's 20%).

  • @Pulsar said:

    Cool.

    Let's complain about good changes because we didn't get what we wanted.

    Definitely a mature response

    He/She isn't complaining about changes, he/she is complaing about the fact that killer don't get ANYTHING base kit (or better, anything useful). I don't know if he/she made other comments complaining about the changes, but he/she is right about the fact that killere don't get ANYTHING base kit when survs are getting lots of helps (sometimes that it's not even needed because in my opinion DC bots aren't needed, same as Visual HUD, but that's my opinion. Instead of visual HUD I would've preferred a "pre-written message" system, it would help more survs than the visual HUD and would benefit only soloq, because visual HUD was made for soloq not for SWF)

  • @C3Tooth said:

    The reward to go for 8 hooks before kill must be equal to tunnel a survivor early.

    Your idea doesnt fix the problem of first chase can cost 2-3 Gens. And doesnt fix the problem that 4 survivors are too strong while 3 survivors are too weak.

    The idea fix the problem if you work around perks to play with the idea. Obviously the idea alone don't do much, but if you rework prove thyself, rework bnp, nerf toolboxes, well in that case the mechanic is healthy and useful.

  • @Fawiola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434607#Comment_3434607

    I didnt know that you had this Idea already, sorry.

    Your Idea sounds for me better, very good.

    I was just kidding haha, no problem.

    Thank you, I like to feel that my ideas are appreciated

  • Hey that's my idea, I made like 4 posts on this forum about this. And about this: This is a good idea only if you make it work for every single survivior. I try to explain myself better:

    Surv A is hooked one time: only surv A will have a penality of 10% in repairing and healing (healing becuase I made a whole concept on how I will rework base mechanics in the game). If surv A is hooked twice, the penality become 20%. This will only affect surv A, if the killer wants to give this effect to another surv, the killer must hook also surv B, C and D at least one time. Also, this mechanic is reduced while working with other survs, for example if you work with at least one other surv, this penalty is reduced by 5%.

    This will counter tunneling because a killer will think "Oh, if I tunnel surv A out I get one kill, but all gens pop because all other survs are at 100% efficiency". At the same time, in mid game if a killer managed to get more than 2 hooks, he put himself in a good time, because survs are slower and need to cooperate to escape. At the same time, Devs can play around this mechanic, for example they can rework prove thyself in this way (I call this mechanic "Mood"):

    "When you work with other survs, your Mood penalty is reduced by 3/5/8%". In my opinion, this will be balanced because survs can't get free gen speed out of nothing and, at the same time, they're rewarded for working together.

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434265#Comment_3434265

    Pop does a decent amount of regression if a gen is atleast 50% or so, 10% from pop and then 2.5% from base kick and then the gen starts to regress.

    You dont have to kick the gen effected by pain res but you can, if their nearly done with the gen it can go from 95% to 70% from pain res and then to 53.5% after you kick it with pop. It can give you alot of regression through the game.

    I use pop through patrolling gens and chasing survivors off gens and then pop it since it is active for a bit. I think it works well for killers that have good mobility but i've only been playing those killers. If you listen well you can hear high progressed gens and you can also know through gamesense which gen(s) their most likely working on and which gens you want to protect.

    The guy that got a 1000 blight streak was using pain res and pop near the end of his streak and i know some streamer(s) who use pain res and pop and can get alot value from it.

    Bah, I will try this build, even if it doesn't inspire me much. Pop, Pain resonance and?

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433642#Comment_3433642

    The devs did state that this works through the floor, so yeah - killers are screwed on multi-level maps/buildings.

    Once again, the devs have only considered one side of the equation.

    I don't know why, but I expected it. Thank you, finally I have the answer I was searching.

  • @Mooks said:

    for example, if the killer is not within a radius 16 meters of hook, then the survivor dies faster

    so it’s okay to punish survivors for -let me check- nothing in their control instead of making a boring playstyle for everyone in the match - killer included - less rewarding?

    really, facecamping doesn’t need to be defended this much. In EGC collapse it still works the same and otherwise it needs adjustment. Also we haven’t even seen the actual implementation which comes on a PTB to test and where we can give actual feedback.

    Well, it's fair in your opinion that survivors can get like 70 seconds shaved from a gen from nothing? It's the same thing. Surv can remove 70 seconds from gens only because they bring toolboxes, prove thyself and BNP. They don't find them in matches, they find them in the bloodweb. Is it fair in your opinion? In my opinion it isn't fair. Imagine a killer that can bring a combo of perks and add ons that remove 90% of the hook timer, survs will complain about it and they will be right, because something that speed up your objective this much without 0 effort is broken and should be removed. Same with genrush, survs can remove like 70 seconds from a gen with nothing.

    Devs don't understand that if you punish a strategy, people will still do that strategy because it's the more efficient. See with tunneling, they tried to add anti-tunneling mechanics, however tunneling is becoming worse everyday because it's the only strategy allowed against strong SWF. Devs aren't giving anything to killer, they're not saying "Oh, if the killer don't tunnel gen go slower, because a surv who got hooked is slower on a gen" (this is an example). If you don't reward me for trying to play fair, why should I play fair and not efficiently? Survivors seems to play to escape, not to have fun or to make the killer have fun, because if they cared about it they wouldn't run full genrush/bully builds every match. Do you understand my point?

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433969#Comment_3433969

    I use pain res and pop together and its decent regression, not as good as we had but if you can get the downs rolling at an alright pace its not bad.

    Pop is useless, since it remove % of the gen based on the current progression. I don't understand your combo. Since pain resonance remove 25% of the total, you go kick with pop and won't remove that much. Also, you don't know which gen popped with pain resonance, so if it's not near you don't know which gen popped

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433843#Comment_3433843

    Four random gens? It regresses the gen with the MOST progress. That is by no means random.

    I mean, 4 random gens because it's not the same. You know that survs procede with repairing right? Or do you think that they play like "Oh the killer has pain resonance, let's make our most repaired gen go from 99% to 0%"? 25% 4 times on the same gen is strong, 25% on 4 different gens (because if you manage to get 4 pain resonance on the same gen it means that your facing potatoes) it's not strong. It's quite decent, but it's not strong at all.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433781#Comment_3433781

    Getting all four uses of Pain Resonance is literally 100% of a whole gen. That saves more time than what DS provided in most cases.

    100% on separate gens. If it were on only 1 gen ok, it's strong, but it's on 4 random gens. You haven't considered this

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433742#Comment_3433742

    Only 25%? That’s literally 22.5 seconds of a gen that is being regressed, that is far from nothing. And four max uses means nothing about the perks strength, DS was seen as one of the best perks for a while yet it was a one-time use perk. That’s why I hate it when people bring up the “it has X uses” argument.

    It's not the same thing. DS if used in a good spot can make a chase last also 1 or 2 more minutes. Pain resonance work like this: oh the gen popped, well we can rush it same with prove and busted toolboxes. 22.5 seconds became like 3 seconds, are you sure about that?

  • @Seraphor said:

    Could be a good couple chapters, but I wouldn't expect a good year.

    Last year was a good year until The Knight.

    True, good. A slow descent into disgust has begun since the Knight, and with skully became even worse.

  • @MikaelaWantsYourBoon said:

    I will believe that whenever i see.

    Nerfing face-camp is good step, i will give that.

    But tunelling needs to be adressed as well. Solo survivor still needs some QoL changes and small buffs tho.

    And for killers generators are still problem, correct. Especially after the last meta perk changes. Rework toolboxes and nerf generator progression perks.

    You literally summarised my whole point. Solo survivor need a sort of "chat in game" with default message (for example "Heal me"). A guy posted a nice idea of this in another post. This is the only buff I will make to help soloq, because everything else go to buff swf, and swf are well know to unbalance the game due to their incredible efficiency and organisation.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433642#Comment_3433642

    Even if the latter scenario happens, it's still a net bonus for the survivors.

    Currently: Killer camps you through a hook stages, you go to second stage, meaning you've lost two hook stages, the killer continues to camp, you die, all three hook stages gone in one hook, and it takes 60 seconds.

    Soon: Killer camps you for your first hook stage, you gain the ability to unhook yourself, you wait until the last possible moment before you go to second stage, you get off, you run away, killer hits you at some point and triggers Endurance, you carry on running and lead the killer on a chase of anywhere from 20 seconds to a minute or two depending on what's around. Then you get hooked again, repeat for a second time and initiate another chase.

    It guarantees that the camped survivors at the very least gets:

    • Three hook events, not just stages, three individual hooks.
    • Three or more chases, the first down and hook isn't the end of the game, you can guarantee to run the killer another two times.
    • More than 60 seconds of occupying the killer, you can now take more than your hook timer away from the killer, forcing them you chase you for longer, which awards your team mates more time to do gens and gives you an active role in doing so, rather than a purely passive "hanging in there" while your timer runs out. Camping and tunnelling out one survivor could now take upwards of 120 seconds or more, instead of 60.

    It's going to make DS a lot more valuable, because getting camped doesn't mean it's wasted, being guaranteed an unhook means guaranteeing a DS and wasting more of the killers time.

    Well I didn't saw this "opportunity". My bad

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433672#Comment_3433672

    Let’s not pretend Pain Resonance and Deadlock aren’t prevalent anymore. Both are still very good.

    Deadlock is countered by genrush, a lots of my matches end up with 6 gens made. Pain resonance doesn't give any value, since the reward for the hook is only 25% (correct me if I'm wrong, I don't remember the %), only usable 4 times. For a perk only usable 4 times, that require you to hook on a specific hook, I need more % of regression.

  • @GHOSTfaceP3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433660#Comment_3433660

    Would you say the overall killer experience is better tho without these perks?

    no, because killers don't have slowdown anymore. Literally every slowdown is dead, maybe jolt is still alive but isn't that strong. Survs, on the other hands, still have prove thyself, busted toolboxes and bnp. Like in 30 seconds you see 2/3 gens popped. I preferred the game when DS stunned you for 5 seconds but at least I had my slowdown perks, so I could counter genrush. Now it's a "tunnel the objective" party.

  • Pretty, but it shouldn't be dubbed, because if it were, I can already imagine the toxic one that would start spamming these phrases just to annoy. It's a cool idea, like every online games have this features, so why not in dbd?

  • @ProfessorDunwich said:

    They said the changes were to counter face camping but being up to 16 meters activates the timer. That is way beyond face camping.

    The real question is: if the hook is on the first floor, and I'm at ground floor, how this works? Because if this activates also when I'm under the hooked survivor, this mechanic is a free deliverance and isn't balanced anymore. Also, I didn't understand a thing: ok, the hooked survivor can free himself, but do they know that if the killer is face camping he can catch the survivor even if he unhook himself right? Or did I miss something? Because if this works the same as deliverance, when you unhook yourself with deliverance you're instantly vulnerable and, even if you go in deep wound state, the killer can catch you up. So, maybe I missed something on this mechanic, but for now is more an L than a W in my opinion

  • Well, I played dbd today after like a 5 months break, and what I noticed is (playing killer, surv I don't know because my SWF wasn't online):

    • Genrush: Well, without gen regression obviously gens are faster than ever, but I played with an anti-heal build so I managed to win because my opponents never healed all the match, and the first hit was almost gifted sometimes. So, I would say that if you manage to keep all survs injured, with a bit of tunneling you can win. Also, without DH is pure freedom, I didn't face a single DH in any of my matches, finally. My best advice is to use an anti-healing build as killer, WITHOUT tana. I tried with tana, but it's a wasted slot, in particular when you need to tunnel someone out.
    • Hackers: Last time I played, there was an hacker in like 3 matches out of 5, for the most subtle cheaters, I haven't met too many people who teleport. Now it seems quite clean the game, or I haven't noticed anything because I'm quite rusty, you know after a long break it's normal.
    • SWF: Well, they still give you lots of problems. They're super-organized, all meta builds, busted toolboxes, bnp, prove thyself. You know, everything that can speed up gens, so you need to be very good in chase to face top SWF
  • @killeriseasy said:

    Is there anyway to counter Spirit when you're hurt? Shadow walk is something else and has zero downside. (Special powers should have a downside) Every Spirit just tunnels the whole game. If I get hit once I'm done for

    My best advice from an ex Spirit main is to play Spirit. If you play Spirit and master her, you will slowly learn how a Spirit think. The only problem is that if the Spirit you're facing is using the blossom, well you can't do much because she see you with the killer instinct. So, my best advice is to play a lot Spirit and learn how a Spirit think.

    in Spirit Comment by illNicola
  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399866#Comment_3399866

    This would be a fine argument in your fantasy world where every survivor is in a strong SWF and are actually coordinated. In the real world solo queue exists and it comprises half of the survivor playerbase. A solo team can not break a knight/skull merchant three gen if they heavily commit to protecting it. Definitely not on specific maps.

    It's called "Skill issue". If survs are strong and know how to play, they can coordinate also without voice chat. If you only talk about Skully / Knight, these two are just bad designs and should be reworked completely.

    Also, half of the playerbase is soloq? Seriously? Do you even believe in this bullshit? Bro, if you play in soloq it doesn't mean that half of the playerbase is soloq. Try to play killer and tell me how many soloq you meet. When I play killer I always check the profiles if I can, and they are always swfs of minimum 3, or two swfs of 2 each.

  • Deadlock is countered by genrush. I don't use it anymore since in about all my games survs make 6 generators instead of 5, so deadlock activates to block a generator when there is another equally well placed

  • I apologize if there are spelling / grammar / effects name errors, I'm italian.

    This is my idea of the power, with perks. They're just ideas, don't look at the balancing side because I just threw these 3 perks out there as ideas of how I would do them.

    Killer: The Actress

    Speed: 115% / 4.6 m/s | T.R.: 24 meters | Height: Average

    Power: Shapeshift

    Her acting prowess fused with the power of the fog allows the Actress to enhance her ability to immerse herself in character. Press and hold the power button to transform into a survivor currently in the trial. While transformed, the Actress doesn’t have terror radius and can see in third person instead of first person. Also, the Actress move at 4.4 m/s while transformed in a survivor and can fake the repairing of generators, healing process or purification of totems. While transformed, the Actress will giggle and gain these powers:

    Resurrection:

    The Actress' ability to act is so surreal that she can alter the scene however she likes. While transformed, the Actress can curse totems with her hexes, falsifying the action of blessing (NOTE: This action can be used to move a curse, in the same way that survivors can move a boon to another totem. It can also be used to resurrect a broken curse. If it's a curse with tokens, the tokens will be halved rounded down);

    Sabotage:

    When the Actress is transformed, she can fake the repair action by performing the Sabotage action. A sabotaged generator will regress instead of proceeding with the repair. Stopping sabotaging a generator will count as having been kicked, but will regress 100% faster. Sabotaging a generator while another Survivor is repairing it, will allow the Actress to ambush the Survivor who is repairing, hitting him and inflicting deep wounds. When a Survivor is healing another Survivor, the transformed Actress can interact with the healed Survivor, interrupting the healing action and causing the healed Survivor to go in deep wound state.

    Special ability: It's show time

    While transformed, the Actress studies the survivors while pretending to cooperate with them. While sabotaging a generator or healing action and while cursing totems, the Actress will charge up her power. After charging the power, pressing the power button will cause her to go into the "Showtime" state. During Showtime, the Actress has no terror radius, will start singing, and can send survivors she hits into dying state. In addition, survivors of the last stage of the hook, if they are in dying state during Showtime, will be able to be killed by the Actress' exclusive Mori called "Final Act".

    Perk:

    Backstage horrors

    Your fans want backstage access, only to discover a sad, scary, bloody truth.

    After a Survivor is hooked, a circular area of ​​10/15/20 meters with the grapple in the center will highlight. Survivors in this area are revealed to you with the killer instinct.

    Any Survivor who is hit in this area will suffer with the broken status effect. If you stay more than 5 seconds in the "Backstage horrors" area and there is no survivor highlighted by killer instinct, the perk deactivate. If you hit a survivor in the "Backstage horrors" area, you recover faster from the hit by 20%.

    Romantic drama

    Seeing people collaborate fascinates you... in a sadistic way.

    After a Survivor has been healed by at least one other Survivor, the Survivor being healed is exposed for 10/20/30 seconds if he/she move more than 8 meters away from the Survivor who healed him/her. Survivor / Survivors who healed gain 5% haste for 30 seconds after they healed a Survivor, until found by the killer.

    “Romantic drama” has a cooldown of 30 seconds.

    Masks off

    Everyone hides a dangerous double face. However, revealing your true nature in the fog can be dangerous.

    While a Survivor has an injured Survivor in his line of sight, the Survivor has 10 seconds to start a healing action on that survivor before his location is revealed with the Killer Instinct for 10 seconds. Additionally, the revealed survivor is exposed for 30/40/60 seconds. "Mask off" does not activate if the injured Survivor that would activate the effect is being chased by the Killer.

  • That would be cool, but the amount of toxicity per game would be scary. Remember that already in other online games with voice chat people insult each other heavily, imagine dbd which is already famous for its toxic community having a proximity chat.

  • Yes, but it needs lot of balance and also chase potential/insta down. A killer with the only abilty to turn into a survivor is cool, but crap in terms of chase potential. You gave me an idea however on how to make a "Shapeshifter", let me jot down some notes and maybe I'll give you a concept of how to make a strong killer "Shapeshifter"

  • STBFL is one of the worst perk in the game in my opinion, because you have to select which surv you can't touch until the end of the game, when maybe you only catch the obsession out of bad luck

  • In my opinion, reassurance should work only if the killer isn't chasing someone near the hook, because if the killer is defending the hook, he's not camping. One thing that survs don't understand is that there is an abysmal difference between camping and defending the hook. This is how I will rework reassurance:

    While your near a hook, the hook timer stop for 30 seconds. If the killer is chasing a survivor near the hook, Reassurance doesn't activate.

  • @GentlemanFridge said:

    Can I ask what region you’re playing in?

    I’m not saying I don’t see any cheaters, but I don’t have them nearly as much as you do.

    I think EU is the region with the highest number of cheaters. As I said before, there are times (especially rank reset week) that are full of cheaters.

    I am convinced of this also because listening to many people on this forum one would say that it is evident that we play in different regions, both in terms of the skill level of the players (because on this forum people think that genrush doesn't exist), and in terms of the number of cheaters (because, always on this forum, when I caught cheaters one game yes and the other too it seemed like I was talking to people who don't even know what cheaters are).

  • There was a period where I caught subtle cheaters every game, or 8 out of 10 games anyway. Note that in a 4 prove thyself and 4 bnp game the gens were slower than many games where survs had NOTHING to speed up the generators.

    This game is full of cheaters, those who teleport or run like a train are rare, I have met few of that category. There are mostly subtle cheaters in dbd, those who increase the speed of repair, healing, etc. via external programs

  • @Veritere said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372340/change-ds-so-that

    Maybe i'm not understanding but whats the point of making the first change?? DS already has only 1 use so what's the point of the change? The others still get 1 use with that system...

    If I understand correctly, he means that a surv can use ds even 4 times in a row, but removing it from the other survs. Such a thing would be toxic at historic levels, given that the first surv chased would be untouchable because he can free himself 4 times in a row from the killer's grip without the slightest effort

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396977#Comment_3396977

    I've been playing for over 2 years and camping and tunnelling has always existed. It's not some new thing. Framing it around the gen regression meta, which was only a recent thing following 6.1 - more specifically from Knight's release - is inaccurate. Tunnelling and camping did not suddenly cease when gen regression was at its height.

    I'm a veteran, I play since the release on ps and and I have been watching dbd on youtube since its birth by whoever I get. Trust me, tunneling, camping and the 4 slowdown meta were born about 2/3 years ago, because devs buffed af prove thyself, bnp and toolboxes. I never, NEVER, tunneled/camped in my life before 2020, I started tunneling when I saw it was necessary to win against top swf. Before genrush became a problem, I used to win without perks with every killer, not because killers are op, because I'm actually good at the game.

  • Freddy. I know he's weak, but it bothers me to face him I never understood why.

  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399675#Comment_3399675

    I don't understand this drive to do whataboutisms in this community. You'd think in an asymmetrical game it'd be a bit less common. But alas.

    Just because people are arguing about the slowdown stacking doesn't mean they don't disagree with what you're saying. Calling out a double standard is just trying to get strong reactions at this point.

    The obscene gen rush build stacking is stupid, yes, and I personally think gen speed increase perks need to be heavily limited or removed, just as I think gen regression should be kept very tame or removed. The game should revolve less around slowing this game to a crawl and instead on skill and game sense. Fast gens should be countered by a killer that can get chases done fast and cripple teams efficiently.

    You have the same opinion as me, i.e. all the stuff to slow down/speed up generators shouldn't exist/should be limited. In my opinion, the devs should remove all the perks that speed up the generators, or rework them all, transforming them into "hyperfocus 2.0", i.e. requiring a lot of skill to speed up the generators. Slowdown shouldn't be romeved, because all slowdown perks require the killer to do certain actions. So if devs destroy every gen speed perk, killers doesn't have to bring 4 slowdowns and even silly nerfs like the pain resonance one would make sense because killers don't need as much gen regression anymore.

  • Pyramid head. He is my main, so because of that I know very well how to face him. However, it's still a challenge facing a good pyramid head. Best killer in the game. Strong and balanced

  • @Boons123 said:

    The tunneling problem cannot be addressed with Perks

    So this is my idea

    Once the survivors tunnel by the killer and hit by any means The following effects will occur:

    -Gets the effects of Incapacitated (can't do anything), blindness, and Hindered (20%) for 60 seconds

    -One random generator is fixed automatically

    Regardless of whether the survivors exploited this or not What do you think of this idea?

    If you have anything to prevent survivors from using this to their advantage, write it down

    -And thanks

    Why punishing tunneling instead of rewarding mixed hooks? Spoiler: Killers now tunnel because it's the best (and only) strategy allowed against strong teams, but why punishing it when you can reward killers for mixed hooks?

    It's simple, if you reward the killer for choosing to not tunnel (and not reward him with bloodpoints, I mean giving him a reward in matches) killers will stop tunneling immediatly.

    My idea is: With every hooks, survs get weaker. A surv that got hooked one time is 10% slower in everything (repair, healing, cleansing, etc), two times is 20% slower. So killer will say "If I tunnel someone out, all survs can make gens faster, so I do mixed hooks so every survs is slower in everything". Obviously this need a balance, and my idea is that in teamwork (rapairing/healing with at least another surv) reduce of 5% (or 10% if it's second hook) the penalty. This in my opinion is the best way to fix tunneling: by rewarding mixed hooks.

    I apologize for my English, I'm Italian.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399804#Comment_3399804

    I can try to unpack this a bit. We could get into an MMR measuring contest, but it's ultimately irrelevant because hidden MMR is both ethereal and ironclad. It's convenient whenever the goal posts need to be moved. Skill is relative anyway. Everyone rises to their limit at some point.

    Hyperfocus isn't rare because it requires a brain. It's rare because it usually does nothing. It's the biggest placebo perk in the game. Players see Hyperfocus and think the gens are flying because of Hyperfocus, when in reality the gens are flying because players are hard focusing on the gens trying to get value out of a bad perk.

    If gens are flying with quad slowdown, you are either A: failing to effectively use your power or B: shouldn't be running quad slowdown on that killer because that killer needs chase help. And it's usually the killer players pulling the "you must be low MMR" card who don't see that comp Oni/M1/Billy/etc players often run 1 or zero slowdowns on them, because all the slowdown in the world won't matter if you aren't hitting survivors. The dissonance is wild at times.

    That's the whole issue with overtuned slowdown. It doesn't put weak killers over the top at the highest levels, but it turns B or higher tier killers into almost guaranteed wins.

    I tried hyperfocus with a build made to have great skill check at 90%. It is monstrous as a perk, however it remains balanced and rewards those who play well. The real problems are all gen speed that survs can have from nothing. Prove thyself is brain dead, toolboxes are braindead, bnp is brain dead. And only this 3 things can remove like 70 seconds from gens.

    If gens are flying with 4 slowdown, it's because 4 slowdown can't counter the amount of gen speed that survs can get (I'm talking at high levels, I don't consider noobs because an online pvp game should only revolve around strong people, not around noobs). If a chase last 20 seconds, and in that 20 seconds start 2 gens, there is an underlying problem.

  • @I_CAME said:

    I like how people pretend like they don't know exactly why the gen kick perks got nerfed. Maybe you guys shouldn't have gen locked everyone for 45 minutes during every ****ing match if you didn't want it nerfed.

    If you got gen locked for 45 minutes, it's called skill issue. I win also when I 3gen, luckily I play in a good swf

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399760#Comment_3399760

    Yep, Nurse/Blight/Spirit are only fun for 1 person in a match. Most other killers can actually frequently reach 5.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399804#Comment_3399804

    For me when I win I don't care that they had a 'genrush' build. They brought ez mode and I rose to meet the challenge. When I lose I know the deck was stacked against me anyways. That mindset of 'underdog' gaming allows me to have fun on nearly all Killers. Heck, if anything, it makes ez mode killers feel worse to play, because the loss was truly exclusively my fault.

    Gen regression - Overall I think since the game is asymmetrical, it is more of a time/score attack against the opposition. Killer needs to hook/kill survivors as fast as possible, while Survivors need to pump gens as fast as possible. You can make your win easier by slowing down your competitor's wincon (long chase or healing vs slowing gens or pressuring), but ultimately your role's goals should be completed. In that sense, healing and being good in chase are Survivor's secondary objective almost, and gen control Killer's secondary objective. Gen speed perks are brain dead as you put it, because entity window block and Bloodlust is brain dead. Both facets are designed for the primary objective to win out, and not the secondary. That's at least how I see it.

    Entity window block and Bloodlust aren't brain dead. If in a chase I gain bloodlust, it's because the chase is taking too long. While the Window Blocking Entity was made for an obvious reason: to prevent survs from being inescapable from a window. As you said, healing and chases are for survs side quests, while in my opinion chases and gens should be both main quests. If you suck in chases, you die. This is how dbd has always been, until the devs woke up one day and said "Hmm, why don't we just buff how fast survs fix generators?". In fact, many survs don't even need to learn how to make good chases, because they can spam pallets one after the other and the comrades rush the gens. Before this, however, survs had to count the pallets with a dropper because they were very few, and many were unsafe and therefore you had to play it very well, but now survs don't need to learn to loop, they can genrush and win anyway.

  • Spirit already make a sound when phasing. But it's not a problem since when she's phasing you don't see her. The only hope is that they don't make directional sound for her.

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