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mikewelk

mikewelk

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mikewelk
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  • Happened to me as well quite a lot. The animation happens and when you check if you at least infected them (sometimes the survivor gets infected but they don't even get thrown or injured) there's nothing. It wastes so much time.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377592/am-i-the-only-killer-who-prefers-old-dead-hard-rather-than-sprint-burst

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443432#Comment_3443432

    Old dead hard was the most powerful perk in the game, for both sides, bar none. It had the ability to extend a chase to the point that you can lose the game immediately if landed at a good time. Even if you only landed it 50% of the time, it could easily add 20+ seconds to a single chase, almost guaranteeing that the killer will lose 3 gens to the other survivors if they continue to do the chase.

    Sprint burst is overrated and nowhere near as powerful as people think it is, just look at the math behind it. Lets assume there is an injured survivor 32 meters away from the killer and they immediately start running. Lets look at 2 scenarios, one WITH sprint burst, and one without.

    WITHOUT Sprint burst:

    Survivor starts running at 32 meters. Killer gains 0.6 meters of distance. They need to close a gap of 26 meters to land a hit. This means it will take them (excluding bloodlust because i can't find consistent information about how far a chase starts exactly). 43.3 seconds to down the survivor.

    WITH Sprint burst:

    Survivor starts running at 32 meters, but for 3 seconds, they run at 6 m/s instead of 4. This means they GAIN 1.4 meters of distance per second for those 3 seconds on the killer, meaning now the killer needs to close a gap of 26 + (1.4 x 3) = 30.2 meters of distance. Gaining 0.6 per second, this takes the killer 50.3 seconds for the killer to catch the survivor.

    The strength of sprint burst is not in the "hold w" because it adds 7 seconds to the chase. Where it is strong is when survivors use it to hang around a dead zone, then during those 3 seconds, they run to a safer area. Which doesn't really add a huge amount to the chase, all it does is make the chase more standard rather than free as it would be in a dead zone. Additionally, because this chase extension happens RIGHT at the start of a chase, the killer can make a more informed and useful decision to continue the chase or to abandon and go after someone else. It is also easier to bait once you know the survivor has it than dead hard is. Sure, you can 99 the sprint burst, but then you can't do ANYTHING, a gen, stop and heal a survivor, you can't even fall from a high place, or you aren't 99'ing it anymore.

    Lithe is actually better than sprint burst, because it has nearly the same effect, slightly less distance because of the animation. But, it puts a structure between you and the killer, meaning you probably end up gaining as much or more distance than sprint burst, and it lets you do some of the same things as sprint burst and hang out in dead zones as long as there is some window or something nearby to activate it. Which even on edges of the map isn't hard with things like z-walls.

    Dead hard was really easy to bait though. Sprint Burst is guaranteed to work but dead hard can just be a waste of a perk slot if you go against a experienced killer that assumes everyone has it and knows how to bait it. Survivors staring back at you was an obvious sign they had it.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443456#Comment_3443456

    Why? It was so much tougher to deal with than survivors Sprint Bursting away.

    I played a lot of survivor so I translated my timing onto other players or how I got baited and it just worked.

  • @I_CAME said:

    The period before old dead hard got changed was by far the hardest killer has ever been in this game. I was at the height of my killer main phase when old dead hard was out in full force. Going against a four man SWF where everyone had dead hard and used it properly was the most unpleasant thing i've ever experienced in this game. People who started playing killer after it got changed have no idea. It's part of the reason why I can't take complaints about how "hard' killer is seriously.

    So was I? Don't assume stuff like that. Everyone had it so it was pretty easy to bait even in a four man SWF. The most unpleasant thing was Decisive Strike in my opinion because when people had it they would constantly body block.

  • @Ayodam said:

    I think Dead Hard—especially pre-6.1-nerf—outclassed Sprint Burst. But I mean I kind of figured once Dead Hard was nerfed killer mains would begin complaining about other exhaustion perks.

    Never did I say I was a killer main but pop off I guess. I was against the dead hard change because, as I said, I liked it more than Sprint Burst.

  • @Shroompy said:

    Ive always prefered DH over Sprint Burst since its much more interactive.

    Just waiting for people to realize just how strong SB really is

    Sprint Burst and Quentin's perk about exhaustion combined are just a pain...

  • @ButterFlee13 said:

    Why?

    Sprint Burst meta teaches Killer to not have tunnel vision focus on one survivor only. To spread pressure and go somewhere else if the distance to catch up is far already and once you find the same survivor again, they may not have SB again

    Tunnel vision? I'm talking about four survivors using sprint burst to run away from GENERATORS they were working on to avoid hits and force a decision from the killer to either chase them or look for another survivor that will do the exact same. Also it doesn't teach killers anything about tunnel vision, it's not difficult to catch up. With Quentin's perk that make exhaustion dissapear sooner you can bet the survivor will have Sprint Burst again when you see them.

  • @Luckyfer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443390#Comment_3443390

    He also had a mass follower of haters...

    And the only think I hate about him is his infection,he already has the lounge for travel and looping..

    He might be able to bound twice sure but Blight has 5 rushes that also inflict the injured effect after the first one. Being infected really doesn't help him much with all the sprays scattered across the map. Half the time you can't even use his ability on loops.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443396#Comment_3443396

    Since you see the problem in the killer

    So what do you suggest to fix and improve it so that it does not depend too much on maps?

    You can't without reworking her entire ability.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443384#Comment_3443384

    Well, do you see that the problem is with the map or with the killer?

    Both. However, if maps don't have any major effects on other killers then why should she be an exception? Do you suggest reworking a map in order to accommodate a killer no one likes?

  • Would love a weather system as well.

  • Wasn't Wesker praised as one of the most balanced killers to be released...?

  • You do have problems with tunneling and genrushing. Without either of those two there wouldn't be a "comp" mindset. There's nothing wrong with having those problems because you can probably see all the large threads discussing both.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443352#Comment_3443352

    I mean to compensate the killer for using the floored maps

    Okay sure that might be a good change but you still haven't addressed how to fix how annoying she is on RPD. They literally use map offerings because they know how badly they can abuse their ability. You cannot fix an issue like that by lowering the radius of detection on maps like that otherwise no one will play as her. It's a dead end.

  • When I started I watched some Blight tutorials on YouTube. I would've then practiced how his rushes work a bit in a custom game if bots were there at the time I played him (just use two bots and give them no mither, you can slug them and make sure they don't die from it so you can spend as much time as possible). Once you get a feel for how his power works, then I would watch a video of a Blight main normally playing him, not a tutorial, and practice further in a custom game, this time versing four bots with strong perks. Learning which surface is slippery is really essential so you dont get caught off-guard and it also enables you to do the hug tech which I recommend you learn. The hug tech is really important for looping shack which is usually slippery on each side. As for the perk loadout I'm not really sure because I had like zero choices that suited him but I'm sure copying a Blight mains one would work well.

  • I think any new animations would be a great addition and a breath of fresh air for the game. All that's happened really is the new chase HUD icons, some nerfs/buffs, meta shakeup, and a ton of bugfixes that just introduce more bugs.

  • @Jangles said:

    all rebeccas do is pre drop miss skill check and die👍️

    This is so random but true at the same time lmao

  • If it was Skull Merchant or Knight it would be game over lmao. DBD never fails to surprise us even after SEVEN years...

  • Should be the same for auric cells to be honest (at least for all the original characters, I understand licensed characters need to be 500).

  • I'd want it to be 80-85%. 75% is definitely too low to be considered a useful perk but putting it at 100% is too much of an advantage.

  • @Riski said:

    I found usually a combo of 2 slowdown, 1 chase and 1 info works well on Wekser. Personally I think a good build is deadlock, no way out, discordance and brutal strength/bambozle. Deadlock and no way out buys you time passively which stacks well with Wesker's passive slowdown he can get through sprays. Similarly discordance works well with both deadlock, as a good counter to deadlock is to stack on gens rather than split up, and works well with the sprays, as it's an innconsistent but powerfull info perk which appriciates the additional constant info of survivors spraying. Brutal and Bambozle are just generically good wesker perks, breaking pallets faster works well with your mobility and bambozle makes many vaults extremely weak when combo'd with your bound.

    The above build is very flexible so if you wish to swap some perks up (other good options include pain res, corrupt, bbq and noed) it's quite easy to so it's a good build for experimenting with. As for addons I usually run the gloves for faster power recovery and tendral for faster move speed when charging however you have many options. Unicorn and crank is a favourite of many players as they often improves your chase, chalice and lion madalion are good for getting more consistent hits and even jewled beatle has a genuine use (as the cooldown after throwing rather than slamming gives survivors less distance).

    Really eager to get bamboozle but, as I keep repeating here, the shrine is letting me down...

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441992#Comment_3441992

    I like to use pain res, corrupt, nwo, and deadlock. Great slowdown with strong early game, and room for an endgame clutch. Can use noed in place of pain res.

    I can't wait for pain resonance to be in the shrine. It's taking its sweet time though...

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442983#Comment_3442983

    Well, you don't want her to rely on floored maps

    So I think the detection area should be increased slightly (the detection area is 10 meters) so I will increase the range to 12.5

    As some have said, perhaps the drone can be made to move with the killer for a while

    That literally makes her even stronger on RPD...? Might solve the issue on other maps but cause a bigger inconvenience on the rest.

  • ggs just sounds better to some including me, the 's' doesn't stand for anything.

  • Seems interesting to say the least, it's a shame my solo queue teammates struggle hitting skillchecks so memorizing numbers might also not be a strength of theirs. How would we know if survivors are actually going to a terminal if we cannot communicate?

  • Realistically all the proposed changes here will receive backlash and possibly some praise alongside it. You simply cannot make the killer balanced with the power she currently has. I made a discussion about her on RPD which proves how overpowered she is on maps with loops far apart due to STBFL and her drones that essentially guarantee an M1 before the survivor gets exposed. However, on other maps she has to rely on her three gen potential because she's too weak in chase. It's unfair that she relies on maps to essentially be able to actually use her power properly/abuse it. BHVR have spent so much time promoting the killer by retweeting fanart, adding all these buffs/nerfs, giving them a whole tome before survivors that have been waiting for so long but no one still enjoys versing them. By making that three gen perk have the extra repair speed bonus they were discretely trying to just nerf the Skull Merchant because no other killers really do that.

  • Brand New Part on four toolboxes is absolutely unfair. I think I would be fine if only one/two survivor(s) could have it during a game. Anti-Haemorrhagic Syringe is what I'm conflicted about because it can be abused in lots of situations but most people just use it when they get off hook.

  • I never knew you could actually de-pip as a survivor when a killer DC's. That really is dumb.

  • You can't keep putting bandages on her over and over again. It gets embarassing at some point.

  • I think Trapper should get a nerf to compensate the issues you listed (minor inconveniences compared to how weak Blight is currently).


    But yeah this 'buff' shouldn't cause too much outrage, I would hope.

  • Yeah that tends to happen, or when a survivor spins and they sort of run into you and away it only lets you do a short lunge sometimes.

  • The face camping counter was like the main event of the 7th anniversary stream so that was 100% addressed. Tunneling hasn't been addressed though.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442791#Comment_3442791

    Yeah that’s great and all but new things would be exciting. New modes, new mechanics to maps, weekends where they do things like 5 perk slots etc. People love dbd but they’d like it to evolve a bit as well.

    Yeah it's literally just them being lazy. If it wasn't, then the game wouldn't constantly be in such a weird state.

  • I don't know why reading that was so funny, but yeah let's be for real it won't help much.

  • Some talented people on Twitter managed to get the mobile game outfits and transferred it onto the core game model and showcased most of them. All the outfit combinations this would give would be such a cool thing to implement without having to do any concept art.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442513#Comment_3442513

    i wish i would get them more often... Considering that Wesker can ignore flashlight blinds. But even without it, games with flashlight users are my most favorite

    They are usually eager to get a flashlight save which means gens aren't getting done which helps massively most of the time.

  • @Rokku_Rorru said:

    Skull Merchant + Doctor are horrible on Midwhich/RPD/Gideons

    IMO the skill check bs needs to go for accessibility reasons, or toned down. I'd be in favour of him getting better chase mechanics/ power mechanics that aren't really easy to exploit. it's not as bad as impossible skill check build days but it's getting there with merciless storm etc.

    I don't think I ever actually went up against a Doctor on RPD. His power is really hit or miss so if you master him and you get those maps you mentioned then I really wouldn't want to be a survivor in a game like that lmao. Sometimes I kind of think RPD is the problem and not the killers but it's just a weird situation overall.

  • That perk would not be fair in any possible way. Pair No Way Out + that perk and you've just extended a game by 2 minutes minimum. Having to do an extra 45 seconds on a gen (which can be disrupted by the killer) and wait an extra 60 seconds for No Way Out is insanely unfair.

  • Or there's some games where the hooks are right on top of each other where a survivor can take a hit whilst the other sabotages but you just turn around and stil manage to hook the carried survivor. 😭

  • The fact that all your reveal progress dissapears in a matter of seconds as well just because they start leaning behind a wall still staring at you is so annoying.

  • It would be nice to see the game look more modern and up to date. The HUD feels so dull.

  • It's annoying especially when you get tunneled and the killer immediately hits your basekit BT so your vision is obscured and makes it harder to do the only thing that prevents tunneling: looping as well as you can.

  • @ReikoMori said:

    I am currently running Lightborn, Lethal Pursuer, Trail of Torment, Tinkerer with Helicopter Stick and Dark Sunglasses

    Lightborn is like a must these days with all the flashlight gamers

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442062#Comment_3442062

    IDK It's very demotivating though, if they aren't going to fix it they need to start showing killer names and ping in the lobby so we can avoid players who exploit the networking like this. Like what do you want me to do with a red killer ping mid match, whats the point of it if they aren't going to use it to improve the game at all?

    Seems like it's too much of an issue to fix so they just don't care enough to do anything about it. Real shame.

  • Ping is the most important factor that should be factored in. I'm tired of fellow survivors or/and killers on 100+ ping.

  • @Rokku_Rorru said:

    I made a huge bug report thread on this a year ago with a years worth of posts and it was closed https://forums.bhvr.com/dead-by-daylight/discussion/322679/high-latency-killers-killers-are-causing-very-very-incorrect-visual-hits#latest I don't think they'll ever fix it, it's frustrating that it's the case but there is so much evidence pointing toward the netcode being atrocious.

    I've had survivors teleport mid chase on killer side as well, it's a mess right now.

    I'm glad you came in with all the evidence and tried to show the truth. If it's not a bug then what is it apart from trash matchmaking? Seems like they just love to promote VPN'ing for killers to get an unfair advantage that survivors need to compensate for.

  • She just needs a rework at this point. She needs a buff to her chase potential and a nerf to her three gen potential and there's such a thin line to make things right that it's better not to risk it. The fact they buffed that 3 gen perk in order to address the issue shows how much time they spent focusing and promoting her that they can't make changes anymore otherwise it'll look silly and put another bandage over all the previous ones.

  • @Pulsar said:

    I've been running PR, Floods of Rage, Corrupt and Dissolution on him since he came out.

    I also HIGHLY recommend Unicorn Medallion

    I've been experimenting with the unicorn medallion and it really surprised me. Wish I knew about it sooner...


    That combo looks really good as well, thanks for sharing it :)

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