jayz666
jayz666
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@sanees said:
survivors with DS before: use DS run to the tbug camera and only then start to run away
DS survivors are now: I don't have enough time to be toxic please increase the time
3 seconds is more than enough time to reach a window or palette can you stop crying at survivor perks just because they don't hand you the auto win ?
I play both sides be for real and stop being bait lol 2 seconds is the animation
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@Rokku_Rorru said:
I feel currently with decisive out of the meta, it's enabling perks like STBFL to be more prevalent in tunneling builds. With the basekit BT it's easy to farm a non obsession target for more stacks and get them out of the game faster, this doesn't need any killers with a power which curb the downfall to the perk.
Why was DS important? It gave the user the obsession which punished the usage of STBFL in tunneling situations, right now it can be really easy to "Machine gun meta" your tunnel target, which with full stacks and the 6.1.0 base hit recovery change brings the perk into pre-rework Unrelenting + STBFL speeds.
Yes it can still be used this way to avoid these playstyles, but the downside to it taking a perk slot for a chance to counter these playstyles is far too costly for a 3s stun once per trial, IF the killer is tunneling.
Exactly I don’t see why they nerfed it in the first place it was fine as is and was genuinely the only counter to tunnelling we had in solo a solo team isn’t really gonna come and take hits or anything like that and I notice so many killers camping with STBFL
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@MikaelaWantsYourBoon said:
We can't balance maps while we have killers like Blight, Spirit, Nurse.
I 100% agree with this also the Gen placement and exit gate placement can sometimes be awful
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422608#Comment_3422608
Have you considered the fact that you also can posts your opinions on the Dead Hard nerf on here and maybe the devs will listen? They've been shown to do that from time to time. Nothing is set in stone and you can be an agent of change.
i was never bothered about pain res or any killer perks but Buffing one without the other is kinda whack I liked the meta the way it was
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423069#Comment_3423069
this is most delusional post that I have ever read in a long while. there is very clear of lack inexperience in this post.
Trying to dissect this post is going to be challenging in constructive way.
First of all, The killer being good at the chase is not enough to truly enough beat good survivors. Being good at the chase as killer is like base-line killer skill at high-level. Its like doing gens as survivor.
So no. If you are better killer in chase then survivor, you just win.
This is NOT true. you do not just win. You just lose. I am not joking when I say that virtually 70% of killer cast vs really good survivors is legit cake walk to defeat. When I say defeat, I mean consistently get defeated with 0% chance to win. that is testament to how little impact being good at killers has on the match.
https://www.youtube.com/watch?v=Lb5RwFrlpWo
If you don't believe me, Spookyloopz recently posted a video where he purposely picks low-tier m1 killers and tries to win hens's swf team. Hens is great player and survivor team is very very good. The idea that the killer just has to do "good chases" and you just win as killer is delusional. Spookyloopz as every killer main would do is using gen defence. gen-blocking in his case to make slow games down. You have no idea what your talking about when you are saying that killer do not need gen defense vs efficient teams.
killer dominating the chase is exactly the natural slowdown he needs. I will give u extreme example to illustrate the point - supaalf when doing his 555 win streak on nurse does not use any gen regression perk (not even during OC+CoB+eruption combo time). Insane huntresses subscribe to open map offering (like all corn maps) and all the aura perks and addons without any slowdown or regression.
This is like the worst possible example to give for so many reasons that it is laughable. First of all, Nurse is like one of two killers that arguably ignores conventional survivor looping. Her chase potential far exceeds virtually every other killer. Second of all, Nurse one of killer that truly does not benefit from gen defense as much other killers. Her actual raw mobility is not that good despite fact that she is able to teleport. I don't remember the raw math behind total distances, but between fatique and cooldown for blink recharging. the total m/s for nurse is like 120% m/s. Its something like that. What this means is that gen-kick perks in normal gameplay are not time efficiency for nurse. Its too much of opportunity cost in time to kick gens over chase survivors. You can technically 3 gen as nurse but nurse does not need to 3 gen to be successful. Her win condition is getting 7 hooks. She is very good at this because she is incredible chaser and a very reliable tunneler. Superalf talks about this in one of his videos where he talks about nurse's problems in balance. He made video around the time when Wesker released his Awaken awareness perk where he said that the two mains strength that nurse has over other killer is her ability to abuse Instant down perks and her ability to abuse aura-reading as direct hits. Instant down synergy got nerfed, so Nurse is more about abusing aura reading over gen defense. This is why his build favors automatic regression(pain res) and automatic aura reading in-chase(Flood of rage). Aura reading is good for nurse because she can down quickly, then use aura reading to tunnel death-hook survivors.
The problem is if you think 2-3 minutes chase for a single down on average is reasonable time and the game is survivor-sided if you loose while having such "quick" chases. It's absolutely not (again, talking about average here - first chase is always longer, because there are more resources on the map). Quick chase is 30s to down someone.
Now we need talk about this point. This game for non-anti loop is atrocious when it comes to time efficiency for killer to do their objective and the loop balance is a whole new other level of problems to talk about. Like, just hitting a healthy survivor and survivor running perfectly forward vs m1 killer(like freddy) is 20 second of just hold-w. This is just dead weight time that killer are forced to waste and killer has zero counter-play to it. It is also not just about getting down. It also about spending time hooking survivors. The killer spending time to pick-up survivors is time that killer wastes for hooking a survivor which is free time on generators. It is just more dead weight time for killer. The comparison is imagine survivors having to wait 10 seconds of 0 progress when they get on a generator before generator started progressing. There is also part where killer need to physically find survivors to chase and walk to places. There is so much free-time waste of killer side that it is not that simple to just say fast chases is free wins.
Downing survivor in 30 seconds if survivor are good at looping is unrealistic for most of killer cast. This is because if survivor are good at looping, they will use looping resources correctly. The distribution of types of pallet in this game is like 33% of pallets are actual infinity bloodlust 3 god pallets. When they're dropped, the vast majority of killer cast has to break them. 33% of the pallets are safe pallets. they're not bloodlust 3 infinities but the killer often has to go to like bloodlust 2 to have a chance to hit the survivor meaning that it is often not worth it such that breaking pallet is faster in a lot of cases and much lower risk play. This means that 2/3 of pallets, you cannot physically down survivors quickly if they know how to loop. The other 33% of pallets are unsafe. these are physically pallet that you can physically hit survivors and there is gameplay for killer at loops.
For this reason, a big portion of dbd for killer is pallet break simulator for non-anti loop killers. its run to pallet, get survivor to drop, break pallet, go to next pallet, break that pallet and so on. The idea that you can generate momentium and defeat good loopers with strong generator efficiency is blissful ignorance. Because of how little the killer has at gameplay in loops, a lot of the game for weaker killer is deadzones, hooking camping and 3 gen. Super defensively gameplay. The killer need less dead weight time waste, more opportunity to hits survivors(more control over loops) and more reward for being successful at the chase(since survivor is playing badly). The killer success should matter.
Your post is not understanding where I am coming from when I am talking about base-kit regression for successfully hooking survivors. This is nothing like BNP.
This was against the best survivors in the world and they are a comp team
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Dead hard can only be used twice so cry about it we have to accept it so do you
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418173#Comment_3418173
Yeah, basically I feel if a player can tune the current DH into a masterful piece, its as good as it was.
Just like the first DH nerf, people just 'got gud' with it again and killers started complaining-again.
Now its crippled, but still limping. That limp will be a wrecking ball eventually, killers will complain again, and it'll all start over.
idc about your head on's. idc how many DH's you hit. Irrelevant to the discussion.
I dont agree with @Emeal that you aren't able to have discussions, but you could be better at it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418169#Comment_3418169
Omg this is so super true. Trapper does suffer from... EVERYTHING. Even his own power. Sigh.
Game should have been called Dead by Trap. per
yeah I get you the dead hard was just kinda a side suggestion I’m mainly wondering when they will show decisive some love after nerfing it to the ground after end game removal it was perfectly balanced like if someone threw them self at you and they had ds just slug them I play both killer and survivor and you won’t eat decisive if you don’t tunnel and if you want to tunnel then you eat the decisive.
i solo queue only and it’s just miserable atm and getting tunnelled out with no counter play or little to none is just frustrating the only thing I didn’t agree with him on was a perk just getting you off the shoulders is not worth a perk slot if no distance is gained nerf DS is a meme now.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418167#Comment_3418167
That isnt how you have a discussion.
Your comments about dead hard i slightly agree with I was just saying it’s abit overkill but other than that you make no valid points to have a discussion about decisive is meant to deter tunnelling and give you distance to escape the killer trying to cut you out of the game getting off a killers shoulders for 1 second is not worth a whole perk slot
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418045#Comment_3418045
I agree with this. The bully factor when coupled with old DS was fun as survivor, hate inducing as killer.
I also agree with his DH logic: It doesn't need buffed because you misused it.
But, he just had to keep typing. DH has always required skill to use properly. Even old old DH. Now, the only thing that remains of the DH husk is that lil skillful part. Get that down, and no killer will touch you.
How is dead hard coming back if you missed it buffing it lol and you can’t balance the game around head on abusing swfs I hit 90% of my dead hards but if I miss the dead hard and I can only get it back once perk hook state is a lil much
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418047#Comment_3418047
The thing is, there is no reasonable maximum stun time for DS that would sufficiently hinder a Nurse or Blight, and there is no reasonable minimum stun time that would be fair against an M1 killer.
3 seconds of stun is too little, but anything more would be oppressive against Trapper, meanwhile 5 seconds still wouldn't be enough to stop a Nurse.
At most I could see the stun time starting when the survivor gains control, effectively buffing it to about 4 seconds, or maybe very slightly less depending on how long that animation takes for the survivor. But in addition, I think killers such as Nurse, Blight and Spirit should have an additional effect, whereby their power charges reset when stunned, effectively turning them into M1 killers for a brief period immediately following a stun.
i think if you want to tunnel someone out of the game then a five second stun isn’t bad also trapper suffers against everything we can’t really balance the game around him
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418038#Comment_3418038
To be fair, MoM Block is also a stronger than Endurance since it activates even while deep wounded.
I’ve only gotten mettle value a handful of times and with the medkit nerf it’s basically impossible in solo
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@C3Tooth said:
DS should go back to 5sec, and disable if healed. So there is no healthy survivor going back to body block twice because they have DS protection.
Endurance is a strong status, MoM requires 3 protection hits, I dont think its ever possible to ever get 2 MoM activated in the same match. DH can, so its fair for me.
Yeah I agree with this if someone is healed fully decisive should deactivate if it’s given it’s five second stun back because I’m sick of using the perk just to get 0 distance I’ve come to terms with camping and tunnelling but I want a counter to it that actually makes a killer think twice
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@Emeal said:
DS when it was 5 seconds could be coupled with Head on, to chain stun the killer for 7 to 8 seconds.
I do not wish to see that again from bully squads.
DH is super strong still, it gives you a 3rd health state on command. The fact you used it at a bad opportunity is no reason to buff the perk, you just need to get better at using it. Yes it requires skill now. Good we don't need to see DH return to its previous usage rates.
Decisive strike needs a buff you can’t say 3 seconds is useful when about 2 of the seconds is getting off the killers shoulder and I am good at using dead hard lol just if I miss it and get away it shouldn’t deactivate until another hook but yeah don’t come on a forum and tell people to get better I would love to see your survivor gameplay