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lagosta

lagosta

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lagosta
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  • According to the latest stats on SWF, no. They do not need nerfs.

    image.png
  • The perk needs to be kill-switched until a fix is delivered.

  • Heal whenever you can in open spaces and loop around tightly around tiles to punish him for his slow speed. If he is using Play with your food, then don't feed him stacks if you're the obsession. That build is gimmicky for a reason. You can use the same strat to prevent other builds from leaving Tier 1.

    Go to 4:58 in this video:

    https://youtu.be/UUnxF7t3Ceg?list=PLw2MrnkI4p3NrLIMJhgKh9MDNV34ix4c7&t=298
  • Bc Merciless Storm is so good for him that he has effectively 1 less perk slot.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708757#Comment_3708757

    If we balance things taking into account comp dbd, a lot of changes that you might heavily disagree (hell I do so too) should be done, because comp while it shows how the most skillfull players perform isnt a reflaction of the game. Example: ghostface should always play indoor maps, survivors cannot have duplicates of each perk, etc…

    I am not saying to balance Perks according to the comp scene. I showed counter-examples to OP's claim that the perk brings no adequate value.

  • @OneGoodBoyDemo A stronger Ruin would certainly benefit a casual/new killer, but would also harm casual/new survivors.

    It's really hard for casual/new survivors to learn totem spawns, especially with the growing number of new maps. I've had games where totems simply couldn't be located by 4 somewhat experienced players. That is somewhat common in the swamp maps, where totems can spawn along the edges and corners.

    200% Ruin was so good, it was worth investing 2 perk slots (along with Undying).

  • A perk that allows the killer to rummage chests and change their addons mid-match.

  • The great skill checks will impact the side-ways movement imposed on the killer, not accelerate your progress build-up.

  • No.

    Being a hex does impact Ruin's consistency but on average, it still delivers good value. Here's an analysis Otz did with 200% ruin. Note other perks had their effects changed too.

    https://www.youtube.com/watch?v=lhQvjsIqobE

    Despite losing half of its efficacy, Ruin still sees play in competitive DBD and buffing numbers is the wrong way to go here. A different activation requirement would probably be better, as we have seen with the new hexes.

  • I used to think be same way as you before but concluded that I was playing it wrong.

    I play mostly PH and, of course, tried to follow the same style of chase and it worked for a few weeks. Now survivors are getting more experience against the killer, so my chases have become way less effective. I put the killer aside for a while but after watching One Pump Willie, it was clear I was not playing to the Unkown's potential. It should be played akin to a hit-and-run, leading weakened survivors to a false sense of security. If you just follow them around, they will be able to remove the status after dodging one UVX.

    Here's an example:

    https://youtu.be/xHePmjLpzlk?si=9fcqV0xNAmUrN6xE
  • Devs aim for for 60% kill rate, and SQ escape was around 40% when they last reported back in January.

    There might be something, probably related to your playstyle impacting your escape rate.

  • Good riddance.

    There are better ways to slow down a game with a killer power (RBT, Tapes) than just slapping a generic penalty to actions.

  • Blight is still strong, you can see that by Japan's comp player scene that uses Bump Logic instead of Hug Techs.

    About removing techs though, the community refers to everything as tech so you need to be more specific. In this case, I honestly support the change.

  • Aura Reading reveal should be baseline for both killers and survivors.

  • Apples and Oranges. Should nemesis infection be cured by looking at him too?

  • I played a match against One Pump Willie a few weeks ago, and he demolished my SQ team.

    He started quite tame, but the pressure on us was real after a few minutes of constant teleporting and impeccable macro-management. I was frustrated, thinking that despite doing my best I had little time to work on gens between carrying tapes and unhooking. Honestly, I played poorly. I had to re-read her power to know that once holding a tape, I could just turn off TVs to relieve the pressure on my teammates who had locked up stacks.

    Sadako's kit is in a healthy place. She is suffering from Skull Merchant syndrome. The community just needs time to learn her latest iteration.

  • Attaching post-match rewards to perks is not a good idea, it effectively removes a perk slot and constrains build diversity. Also, WGLF was the main reason people hook-bombed back in the day as BPs were much more difficult to come by.

    IMHO, the costs in the bloodweb have been already reduced and we have periodic boosts/events. It's boring sitting for 10-15 mins at times to spend 2kk bps, I'd rather play another match.

  • Explore and find what perks suit your playstyle.

    1. Usually, when learning a new killer, I'd rather use hands-off slowdown like Deadlock/Corrupt as they let me focus on learning mechanics.
    2. Once I get the gist, Pop and Pain Res are the best bet because they reward you for doing your job.
    3. After I feel comfortable, I tend to replace slowdowns for tracking/utility. Lethality is pressure enough to slow down the match.

    I'd say it's important to assess when you should transition perks, especially between 2 and 3. If your matches are consistently ending with 2+ gens, lasting very long, or you're having a lot of downtime between chases, then consider replacing slowdowns for tracking.

  • Yeah, Victor needs counterplay. He can down anyone in 10 seconds.

    IMO, make it so Victor can be kicked when he charges the pounce.

  • It was scrapped bc it paradoxically gave killers an incentive to slug

  • @sizzlingmario4 said:

    Yes, Infectious triggers when a survivor is downed by any means so it’s intended. Plot Twist can trigger Eruption as well.

    I don't think I made myself clear. The perk says:

    "Whenever a Survivor is put into the Dying State by any means, all OTHER Survivors within your Terror Radius will scream and reveal their current location to you for 4/5/6seconds."

    What happened was Ace plot twisted and he was the one that screamed. The perk implementation doesn't match the description bc of the bolded OTHER.

  • @NerfDHalready There are a few reasons why I think this should be basekit for both sides, the main ones being:

    1-Quiet Aura Reading has a huge potential impact on chases for how short the average DBD match tends to be. The worst part is not knowing if you could've done something different based on knowledge withheld by the other party.

    2-Reliance on Perks, mostly Distortion and possibly more if a killer equivalent was to be implemented. In my view, this feature should be basekit, or else we run the risk of having another Small Game as a substitute for a totem counter situation. Little impact/too situational to waste a perk slot.

  • @PeacenGreasealt said:

    Lol what kind of troll post is this? I’m confused as to what this is supposed to even be saying

    It's real! Look how they massacred my gurl:

    https://forums.bhvr.com/dead-by-daylight/kb/articles/401-7-1-1-bugfix-patch

  • @LobbyDodgerLeonidas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489709#Comment_3489709

    You will almost never run into a Skull Merchant like this. A game like this is so rare it doesn't even matter!

    Speak for yourself. I ran against one that bolted the closest 3 gens stayed there and refused to leave the entire match. When I gave up, she denied hooking me and then proceeded to molest a Dwight.

  • "Do what you love and you'll never have to work a day in your life." is more like "Do what you love and you'll learn to hate it."

  • The only change I've noticed was fewer killers bringing gen-kicking perks.

  • @Deathstroke said:

    Because they were popular I quess...

    They were popular bc base kit billy is unplayable. Wish BHVR would listen to his mains like SofaResk:

    https://youtu.be/PaXOPn5i99M

    I miss playing against billies. RIP our sweet prince :(

    Untitled.jpg


  • Boon's were never good, to begin with. CoH was an exception bc one can set and forget on a safe part of the map, basically making the team self-sufficient.

    To benefit from SS, Exp, and DT, both survivor AND killer need to be inside their radius, making them particularly vulnerable to being snuffed. Their radius is way too small, and there is always a better selfish alternative:

    SS? Distortion is better and it also gives info whenever it triggers. Lucky Break also hides blood pools on the ground.

    Exp? Unbreakable is much more reliable.

    DT? the buff is negligeble.

  • If the killer consumes all 4 Tokens of Pain Resonance before a survivor is sacrificed, have them all refunded. This effect can happen twice.


  • @InsidiousSmartfaceLF said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342764#Comment_3342764

    "Gutted to the ground" implies that they are essentially useless. As I just said DS is still viable in tournament meta. Iron Will and Self Care were just replaced by the stronger Off The Record and Circle of Healing. Spine Chill was only situationally nerfed and is still somewhat usable even if it's not meta. Botany knowledge and Calm Spirit were never meta so irrelevant to this discussion. Off The Record is so strong because it's an anti-tunneling perk that fills the role of old DS while being REUSABLE unlike the old DS AND lasting longer. It not lasting into the end game doesn't make it any less meta. Point is none of the perks you mentioned were truly destroyed like killer perks such as Hex:Ruin, Pop, Thana, and now Eruption.

    Look, it's clear you're only capable of hearing what is of your convenience, so this is the last time I will attempt to engage in an argument with you.

    Old Iron Will was meta with self-reported usage peaking at 31%, comparable to today's DH and WoO. Now it has a 4.6% usage. It was really strong and versatile in a chase.

    image.png

    Current Off The Record has usage around 10%, not even in the top 10 most used survivor perks, and you call it an Upgrade.

    According to the devs (see image below), Self-Care was the third most used perk BEFORE CIRCLE OF HEALING NERF.

    image.png

    But according to you and your anecdotal evidence, survivors were upgraded instead, despite the kill rate going up by 10% across the board after the meta change, as confirmed by the devs.

    So I think I found my answer, you're irreducible. Have a great Saturday.

  • @InsidiousSmartfaceLF said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342039#Comment_3342039

    Name one survivor meta perk that was gutted to the ground. Most old meta survivor perks were left the same but just dethroned by even stronger perks like Circle of Healing and Off The Record. DS was the only one that had serious attempts at nerfing but even it is still viable in tournament meta as a secondary anti-tunneling perk.

    DS, Iron Will, and Self Care were gutted. Spine Chill is a husk of what it was. Botany Knowledge and Calm Spirit also took a hit despite being niche.

    Also, Off the Record is overrated. It gives itself away immediately, is anti-synergistic with DH, and deactivates in the end game. No wonder why Adrenaline is so popular RN.

  • Troll bait or are you so absorbed into the role that you can not remember that survivor perks got gutted too in the meta shake too?

  • This doesn't sound like an MMR issue. No matchmaking system can fix an unbalanced queue.

  • @LordSturm said:

    If it was actually balanced, chances are it wouldn't be the single most picked perk in the game bar none, in the highest percentage of builds for either side.

    Balance doesn't correlate to the pick rate. Pre-nerf BBQ was the most picked perk.

    Same deal with SQ survivors using Windows of Opportunity to avoid dying bc teammates depleted map resources.

  • I wholeheartedly oppose that.

    It will only lead to more homogenization.

  • Distortion seems to be the 16th most popular perk ATM. Its usage spiked up since the meta shake:

    image.png

    No wonder why since it was useless before as the tokens would be consumed in the first two minutes of the game.

    IMO, Nowhere to Hide and Darkness Revealed are to blame here. They are extremely consistent on-demand aura readings. Nowhere to Hide is especially egregious due to its synergy with the gen-kicking meta.

    I like to use it every once in a while, but it's quite common to face killers with 4 regression perks at the moment and the perk slot feels wasted.

    On a final note, Distortion and OoO compete for the perk slot to reveal the killer's aura readings. OoO is doomed in SQ though as having your aura revealed as the final survivor will lead you to inevitable death.

  • These kinds of threads and not helpful and are frankly in poor taste.

    Game devs already face general animosity no matter what they do and I am not sure what you intended by inciting hateful comments.

    I am not saying BHVR can do no wrong, but as someone who has played the game and participated in these forums for years now, I can say that they listen. They take their sweet time, but they listen.

  • Hmm, it's difficult to point out solutions when you didn't really show the problems. What survivors bring is completely outside of your control, it's not something you can change. I'll give you some general advice directed at a new killer player.

    1- Play Wraith. He is NOT mechanically intensive and will teach you the fundaments of macro skills. That includes but is not limited to tracking the actions of survivors you're not currently chasing, learning a general sense of match progression, and when to take or leave chases. Once you learn that, you may want to tackle more mechanically intensive killers.

    2- Don't use the current COB/Eruption/Overcharge. They will buy any killer enough time to brute force a match instead of learning. You need to build a sense of the match progression so that you can assess the real value regression brings. Once you get more knowledgeable, opt for regression that rewards your lethality like or Pop/Pain Res.

    3- Are you wasting too much time finding survivors? Time for a tracking perk. There are tutorials on how to use Whispers to triangulate a survivor's position. Once you play enough games with tracking perks, you'll get a sense of how survivors behave and will be able to better anticipate their actions.

    4- Are you constantly getting Blood Lust? Then your chases are taking too long. Use I'm All Years to win 50/50s and learn from the information you get. An important part of the chases is your ability to read and predict the other player while being unpredictable.

    5- Watch experienced killers and observe the details. Small things like hiding your red stain, and faking directions can be much easier and just as impactful as fancy moves like moonwalking.

    6- Don't be afraid to ditch perks once you learned with them and after you're comfortable, look for a balanced build that will give you the most uptime in chases.

  • The patch notes say it was fixed.

  • Buffing numbers is not a rework. Some of the proposed changes are just straight-up buffs that can turn perks obnoxious to play against or just do nothing at all.

    I'd advise you to focus on interesting perks that fall short of fulfilling their purpose.

    Ex: Any Means Necessary allowed anyone to reset a pallet but if in a team without comms, any user would have to follow the killer around to know which pallets were used but not broken. The aura reading effect was suggested in these forums to add to increase the viability of the perk without buffing it for SWFs by just decreasing the CD.

    How to rework one of the perks you mentioned:

    Spies From the shadows

    • What seems to be its original purpose? Locate stealthy survivors close by.
    • Does another perk with a similar purpose performs better? Yes, Whispers.
    • Best case scenario? Indoors map where you cannot see startled crows and audio obstruction can interfere with the killer's tracking.
    • Worst case scenario? Open maps, where the benefit of the perk is extremely diminished.

    I don't know if you ever played with Spies, but it can become really spammy. Loud noise notifications popping up every 5 seconds can be really annoying and if you just remove the CD and make it map-wide, you'll drive a bunch of players away from the perk based on user experience alone.

    Suggestions on how to make the perk better include: making crows startle regardless of the close survivor's speed (causing crouching to become ineffective), making the startled crow follow the survivor (similar to AFK crows) for a few seconds.

  • @Stabby_Widdershins

    Players can get removed from the matches and can opt to leave through in-game means as well. No one enjoys being in a 3v1, but I didn't queue for DBD expecting to get a 20-30 minutes war of attrition. If I wanted that, I would play a ranked MOBA instead.

    @StarLost

    There was no hyperbole there. Playing against a 3-gen eruption/call of brine is just a check for Circle of Healing and map resources management. It's fun and engaging the first few times, but it wears out quickly when every other killer employs the same strategy and perks.

  • @Stabby_Widdershins said:

    Wait, was his advice literally 'throw the game'? Or did I misunderstand what 'go next' means?

    There are some matches just not worth playing. In the 20 minutes it takes to fight that strategy, you can have fun matches against killers who intend to kill and not just kick gens.

  • Every time I read Stalk and GF in the same sentence the first thing that comes to mind is a stalker girlfriend.

  • @PrettyFaceKate said:

    (Disclaimer: not naming and shaming. What he's doing is allowed and I don't have any feelings about the individual.)

    I think I know who the streamer is. He popped in my suggestions. I checked just to see if it was a clickbait and turned out it wasn't, then I left.

    I was also quite astonished at the viewership, but as another poster said, that is representative of the culture of DbD.

    Props to OP for the data collection. The results of the trials don't surprise me. A more competent player might get even better than that just via build optimization and more mechanical proficiency in the first chase. Also, Bubba is not even mandatory for this, as similar outcomes can be accomplished with a variety of killers.

    Gen times, mechanics that rewards camping (grabs and unhook interruptions), passive slowdown etc., all make this a very viable tactic.

    The content creator might be trolling, or be doing this on purpose to expose game issues. Regardless, this might be a blessing in disguise. The more this gets traction and gains popularity, the less the devs can pretend it isn't a problem and remain inactive.

    If you balance the game to give more time to go for hooks, you concurrently buff camptunneling as well. Minmax players will simply stick to the latter. If you do want players to actually go for hooks, then you must make the alternative penalizing, or it won't work. Deathgarden taught us that lesson.

    Yep, Bubba is not Mandatory. He achieved very good results with the clown too, but the sample size was too small to analyze any further.

    It's a difficult situation on the devs' side too. As you said, increasing gen times will indirectly buff the strength of camp/tunneling strategies, but the best current counterplay is to slam 3 different gens BEFORE the first survivor goes down. Only then survivors are fighting for a draw. That promotes a gen rush culture that punishes killers aiming for max hooks instead of max kills. Not sure how to fix that.

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