mizark3
mizark3
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@TheBoop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571945#Comment_3571945
It was whole issue of DS before it was nerfed. Survivors were trying to use it offensively. You are just untouchable and if killer tries to go after you, go into locker. Can't open it, can't slug. It would be so frustrating thing to deal with as a killer.
25 seconds without your power, you can just DC at that point.
Then nothing changed. You can still use it offensively. I never had any problems dealing with it as Killer because I understand that for non-Deliverance unhooks, there has to be a rescuer, which means a person without DS, which means I can give the Survivors a dead perk slot by simply ignoring them. Survivors never expect you to go for the rescuer! So that makes it all the more successful. It takes skill, but it is possible.
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As Killer I typically take it as a challenge, but I do admit I lobby dodge when they have recent VAC bans on record, or other signs of a probability cheater.
As Survivor though, I'm a lot more picky with my soloq teammates. Nothing frustrates me more than playing with immersed gamers, to the point they never take chase, never pump gens (within 15s of being within TR), and never attempt unhooks. I'm trying to have fun playing a game, not tear my own hair out from other people's incompetence.
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@TheBoop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567582#Comment_3567582
That's massive overkill, survivors would try to force this a lot.
How can you be forced to pick someone up? Just walk past them or leave them slugged. If they want to voluntarily keep themselves slugged for a minute I'll take the free slowdown. If they go for a locker they aren't bodyblocking the rescuer.
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This would be butchering them, and only Nurse deserves a full butcher treatment.
I can see Blight getting 4.4, but only if he still gets 5 base tokens at 2s recovery per token. I could see all Killers being normalized to starting power recovery after fatigues, as currently Nurse and Wesker recover during fatigue, and Blight recovers during pallet/wall fatigue.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568592#Comment_3568592
Didnt he say himself that the survs he went against werent the greatest?
He said that of the matches he didn't show (or maybe only the last or 2nd to last match) in the Youtube vid IIRC, however that is standard DBD matchmaking and shouldn't be discounted.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571434#Comment_3571434
So you would be ok if BHVR nerfed 360s, since according to you, it just hurts survivors more than helps them?
I don't care either way for 360s because it adds nothing of value to the game. Some people like the gambling rush of 1 to 100 odds, and don't care about the 99 times they lose because the emotional high of the 1 means more to them. I prefer to do a weighted analysis and look at it big picture. That's why I don't do it as Surv, and like running into it as Killer. Especially since as you claim, it is a bug, so it isn't a nerf, its a bugfix.
A bugfix would be preferable to me for hug tech, drop stagger vaults, Demo Shred and Billy Saw hitting invisible walls, aim-dressing/autoaim hitting walls (by making it a toggle-able option), and Oni flicking to go beyond the frontal 180 degrees. All bugs, all better fixed (or optional for autoaim).
It seems like you are trying to make this a factional issue (Surv v Killer) when it isn't.
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@halfint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571418#Comment_3571418
thanks!
and what do you think about fixed radius instead of terror radius?
I think it would still help the hyper-mobile Killers over the slower Killers, which would strengthen current strong Killers to be stronger, and not help weaker Killers enough. It also would be bad for stealth Killers, as they would tell the Survivors they are close far sooner than the Survivors would normally realize. I play Ghostface extensively, and surprising people on gens is one of the best ways to get downs. Telling them beyond the audible ~12-16m of the cloak flapping would be a horrible nerf.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571387#Comment_3571387
People don't "help the Killer more than they help their Survival attempting 360s". And it wouldn't matter if it did, because it's still taking advantage of the Forced short M1 attack bug. 360s take advantage of a bug.
It helps the Killer far more because the attempt puts them in a disadvantageous position in the vast majority of cases, even when used by people who know what they are doing. If a baby Blight bug techs, they are likely to do so by accident, and hurt themselves by doing so. As such you wouldn't bother reporting the baby Blight who goofed up. The person who understands how to exploit the bug should be reported for their use of it, as they removed the failures and only utilize the successes. Same for drop vaults, baby ignore, skilled player report, especially since the baby is likely to revault back into you as Killer.
Now I have been basing the 360s based off of my experience as Killer. For every 100 attempts, I probably get hit by 1 of them. The other 99 attempts cause me to gain massive distance or save time going to hook. If those numbers are different for you or others as Killer, then by all means share them.
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@halfint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571383#Comment_3571383
I think I understood what you mean
undetectable status reduce terror radius
instead of a terror radius, you just need some kind of fixed radius (24m, for example)
Yeah, a little mediocre MS Paint drawing here
Undetectable makes the Green circle Terror Radius not cover the actual area. The perk Hysteria Oblivious on the Injured Surv on the right makes the Oblivious Surv not in the Green zone when they should be.
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Furtive was just changed to provide 18s Haste and Undetectable after hooking the Obsession. Since Undetectable puts people outside of the Killers Terror Radius even when adjacent to the Killer (because it removes the TR entirely), this would give a consistent 18s of 50% gen slowdown, furthered to more with Tinkerer for 16s each gen. The stronger Killers (Blight/Nurse/Spirit/Wesker) can quickly get downs and have near perfect uptime on the gen slowdown.
As far as needless buff/nerf to Killers, stealth Killers are always Undetectable (when using their stealth), so they get a near permanent 50% slowdown. Doctor and Legion's mechanics are typically based around keeping people in their Terror Radius. Legion's Feral Frenzy detects people with Killer Instinct only while they are within Terror Radius, so Undetectable/Oblivious are bad on him. (I didn't mention that above, but Oblivious also puts the Survivor outside of the TR, even if the Killer is next to them.) Doc's Blast is based on his TR, and his add-ons shrink/enlarge his TR based on whether the blast is ready or not.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571338#Comment_3571338
BHVR could just keep the secondary collision mechanic, but when Blight presses M2, the game checks if Blight is too close to an object he is facing, and if he is, then the M2 request is ignored.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571374#Comment_3571374
So you have a double standard, where bugs that favor killer should be reported, but bugs that favor survivors should not be reported. Got it. Thanks for clarifying.
I'm sorry, where did I say I was fine with Drop Stagger Vaults? I've been consistently equating bug-tech and drop stagger as equal evils in the reportable camp, so don't lie. You also clearly didn't read what I wrote, because I said we shouldn't ban people for doing the thing that favors Killers in general (because people help the Killer more than they help their Survival attempting 360s). Please be honest in the future, even if not with me, at least to yourself.
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This would turn Furtive Chase into a free-win perk, especially on the likes of Blight/Nurse/Spirit/Wesker. It would also needlessly buff Stealth Killers, and needlessly nerf Doctor and Legion. Tinkerer would become godlike as well. All in all, it would be a horrible change for the worse.
I will say you stumbled upon my Secret Sauce Myers build (Thana+Plaything+Penti reaching a max 50% gen slowdown), and it works quite well when you can get it working.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570819#Comment_3570819
If you play killer, and a survivor tries to 360 multiple times, would you report them? The forced short M1 attack bug is a real thing, and 360s absolutely take advantage of it.
Also, I hope you realize that neither one of these bugs are reportable. Things that are reportable are either announced by BHVR, or we aren't allowed to discuss them on these forums because they are forbidden. For example, Blight used to have multiple bugs that were reportable.... but we weren't allowed to mention them at all on these forums, so you might not be aware they existed.
Well since the ban report requires 'competitive advantage', no. There is no competitive advantage to be gained in 360'ing as you increase your chances of failure to a far greater degree than the chances of success. So hypothetically it avoids a hit in 1/100 instances only to get hit 5s later, and loses ~1 full second of time (whether distance from hook or healthy hold-W speedboost) 99/100 times. (Postive Killer Negative Survivor) + 1*99 - 5*1 /100 = results in .94 positive. So this, arguably, could still be ban worthy, simply as 'Working With Killer' instead; but I wouldn't make that argument as everyone who makes mistakes could be caught under that umbrella.
@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571205#Comment_3571205
Refer to my last comment… Not sure what your point is here. The devs obviously know the hug tech is there, and is used all the time. It’s kind of obvious what I’m getting at, and that your comparison doesn’t make sense.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571193#Comment_3571193
No, for longer tiles (not filler pallets), leave as soon as they start setting up for it. Try to put another tile or obstacle in between you.
If a (temp) ban reason list is inaccurate, they should update the (temp) ban list reasons to be accurate. (To oversimplify into a single sentence. What about what I said in the prior paragraph didn't make that clear, so I can be clearer in the future? I usually type a lot to prevent that lack of clarity, but that evidently didn't work here.)
To readdress the point you were making in a different light, say the evidentiary requirements for conviction/'a ban' are to go 35 in a 30, that doesn't mean 30.01->34.99 also aren't illegal. Similarly this could be within the 32.5 range of illegal but not convictable/bannable, as you say you like it, but do not expressly advocate it outside of private matches. 'DC_Enjoyer' could similarly be expressing a schadenfreude level of pleasure taken from other's displeasure/misfortune, without advocating for people to actually DC.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570475#Comment_3570475
So you mean BT and OTR giving mettle effect instead of endurance / deep wound, but lose collision so you cannot body block. That might work, yeah.
Probably combined with the perk/item reveal in the top right whenever you hit any Endurance status effect. Like when you hit a DS, or get affected by a hex as Survivor. Little pop up of 'OTR'/'MoM'/'Basekit BT'. As long as the info is clear as well, as sometimes people may not know what a Styptic is, or how OTR silences grunts of pain, and this helps ease that learning process.
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@blithes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570527#Comment_3570527
i know the portals are opaque visually, but correct me if i'm wrong but at least as a survivor (i'm yet to play killer), you can see each other when you stand in the portal? you just kind of turn white and the silhouette of the survivor is shown to be standing in the middle portal if that's what you mean by opaque portals. maybe that's not what the killers see, if so that's stupid and should be changed
It almost is like in the Sims when you have the front wall down, back wall up option. The problem is it is based on character model location, and camera location. That means since Killer is first person, the wall behind you of the portal is dropped, but the one in front is still up. It's almost like a shower curtain, you have to go in to see in, then do a loop-de-loop around it to make sure they aren't still around. (kinda... mostly...) If it were like the Sims mode where all walls are down (regardless of distance), then this wouldn't be a problem, and people wouldn't be complaining.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570946#Comment_3570946
Dude you can say this all you want, but the proof is in the pudding. It’s NOT a bannable thing. For crying out loud, look at my name! Why haven’t I been banned for having an “exploit” for a user name? Why haven’t the many fog whisperers and popular streamers been banned for using the hug tech?
What I'm saying is this is like speed limits for driving. In my area, people tend to go 5 above the posted limits on normal roads, and 10-20 above the posted limits on free/highways. Just because 99.9% of people aren't getting tickets for going above the limit, doesn't mean it isn't still illegal to do so. Both are an example of the law/rule not necessarily suiting the public they are meant to serve. I believe public outcry is the only way to fix broken laws/rules, so report any and everyone for these minor infractions until either the infraction is fixed (speed limits are increased to the engineer values instead of being artificially lowered by local magistrates for revenue purposes, or bug exploits are 'greenlit' as a requirement on the company to produce a better product) or the law/rule is broadly enforced (everyone understands and works under the given rules).
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570894#Comment_3570894
A plaintext report is still a report that has to be reviewed which is a waste of time. Per singular instance it is negligible, but it adds up over time in conjunction with all the other instances of junk reports.
Hug tech isn't regarded as bannable else the devs would have made a statement letting us know expressly that it was. They've done it in the past for other actually serious exploits so people can't say they weren't warned. Hug tech has been in the game since they've had Blight and rather than killswitch, issue ban warnings, revert to ptb state or launch a fix they've left him as is. For years. At this point it either isn't considered high priority which means it isn't going to result in anyone getting banned or it can't be fixed without a huge amount of work and doesn't have a outsized negative effect on the game so they're not going to fix it unless absolutely necessary.
So yeah, it's kinda unnecessary to make reports for this particular thing. Almost the entire game is players "Exploiting bugs to obtain a competitive advantage" because that sort of statement is very vague and could be used to describe most actions a player can take that isn't an expressly stated mechanic. You gonna report survivors for running through fat shame spots, killers being able to moonwalk survivors down, Wesker sliding, killers avoiding blinds by looking up, down, or into walls? If we're strictly talking about bugs used for competitive advantage these things technically classify.
You're not reporting these though because that would be a silly waste of time and that same logic applies here.
That is because most of the things you listed aren't acknowledged as bugs by the devs, or bugs at all. Some of them might even be a feature of a new patch, as they make weird decisions all the time. For example how is looking away from a light a bug? I report blatant bug abuse that negatively impacts the game. I don't care to spend the time reporting meme bugs, nor would I believe them to strictly be reportable, as there is no advantage to be gained. I don't know why you are acting like there isn't hard confirmation 'hug tech' is a bug exploit. They have repeatedly confirmed it is a bug, and separately they have said if you think someone is breaking the rules then you should report them. Put together, hug tech (and staggerless drop vaults) should be reported as Exploits.
As far as a bannable statement, they have done so with particularly egregious issues before, like the Flashlight locker bug. That doesn't mean all other bugs exploits are ok because they didn't 'name and shame' them. They have the general case rules for that exact purpose. If someone comes up with a new racial slur, they don't need to call it out in particular, because the Harassment policy already accounts for that. It is only when that slur causes particularly deadly harm that they will announce it loudly. They have already said hug tech is a bug exploit. They have already said bug exploiting for advantages are bannable. They expect each of us to be capable of the simple arithmetic to add 1 and 1 together.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570686#Comment_3570686
I'm not concerned with your stance on hug tech and I don't care if it stays or goes frankly.
You shouldn't be encouraging people to file unnecessary reports against other players without an actual cause. You may not like hug tech, but it isn't a reportable offense. Just like using the current portal/void infinites aren't reportable because while they may not be the fairest thing ever it isn't cheating or exploiting in a way that warrants reporting.
All you do by reporting hug tech users is slowdown the process of dealing with actual cheaters and exploiters who are going out of their way to ruin games.
They are neither unnecessary, nor without cause. I explicitly laid out how it is 'Exploiting bugs ... to obtain a competitive advantage', which is laid out as a bannable reason on BHVR's rules list.
Support tickets are dealt with quickly, and that is how outside program cheaters are best dealt with. It doesn't slow down the review of videos to submit a plaintext report.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570627#Comment_3570627
It would be better if you were at least consistent. If “people should report all bugs”, then you should be reporting 360s, even if they “aren’t as harsh” as hug tech.
I am consistent. The degree of how bad a bug is determines on a sliding scale of how large of a problem it is. I guess you view things in a binary 0/1 instead of a range of 1-10, to each their own, but that doesn't make me inconsistent unless you falsely translate 1-5s as 0s and 6-10s as 1s. Plus my method is more in line with actual game development. You worry about hard crash bugs, then critical story path progression bugs, then side quest bugs, then QOL bugs (and more but I'm shortening the concept for simplicity). If there is an easy workaround (like a lunge against a 360 which only even works every 100th attempt, making the 99/100 hit rate a 100/100), that would put it in the QOL category. If there is a strong threat in very circumstantial areas (drop stagger) it would probably be closest to the side quest bug. If there is a strong threat in every area, but only for a specific Killer (hug tech), then it would probably be somewhere in-between the story and side examples.
There also is the important factor of intent. Someone could accidentally do something, or intend to do something else. For example a 360 attempt could be attempting to confuse the Killer by moving under/within their camera or erratically instead. Someone might accidentally panic and spam their keyboard during a drop and get the vault. Someone might accidentally hug tech by panic spamming M2. If that person drop-vaults twice in a row, or the Blight faceslides consistently though, they are clearly knowingly abusing a bug. I only bother to report people I can see that intent to exploit within. Once isn't enough for me other than a blatant cheater. Although to be fair, against a blatant cheater I stop and pretend like I'm giving up, then start my recording software and gather as much evidence as possible.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570738#Comment_3570738
No thanks, Legion games will be a snoozefest like before.
They are the same now, this would just let non-Legion/Plague/Secret Sauce Myers Killers use the perk too.
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Just revert the nerf and buff back to pre-6.1.0 version of 5% per injured Surv. Alternatively, adjust it to 4.5% per injured Surv, to match the time increase of 5% on 80s gens and 4.5% on 90s gens.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570680#Comment_3570680
I’d just say give it a unique endurance where if it gets hit by STBFL the tokens are all instantly consumed
that way the perk will punish tunneling cause STBFL hard counters it
As long as bodyblocking still can't be done. If the Killer can walk through an OTR bodyblock then I don't have a problem with that. For the most part M1 Killers use STBFL, so I wouldn't want to nerf M1s because people are 'get down Mr President'-ing to kill all STBFL stacks.
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I got a Chris a personal Kobe after an Oni camped out a 2nd state. The Oni had to keep climbing the hill and was tunneling people off hook, but I managed to work that against him and we got a 3 out. Sadly the Chris died, but it prevented a 2k or more.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570499#Comment_3570499
Do not listen to this person.
The devs aren't going to hand out bans for use of hug tech and you're just going to be putting in reports that clog up the support system.
"I want to get away with cheating by doing things expressly against the rules and don't want to risk my cool 'drop tech'/'hug tech' being temp banned" is what I heard. Problems should be addressed, and this is one of our only means of raising awareness to these problems. Posting on the forums is yet another realm available to us. How would you like it if someone said "I disagree with you, so I want you silenced on the forum"? It is just silly.
The important stuff in the queue is stuff you plug in a support ticket for, typically with video evidence. They respond quickly when you provide video evidence of hatchet throwing Ghostfaces, or a Deathslinger reloading and moving at 5m/s, but the ticket-less reports are likely in a backlog. Essentially this won't hinder the critically important reports, so I still advocate reporting cheaters regardless of the degree.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570617#Comment_3570617
Honestly OTR could’ve been even more decent if it cancelled STBFL hits like I don’t mind being hit off hook but atleast the perk should disable STBFL stacks
That might be something for OTR to apply on unhook, Obsession swap. Although that might make tunneling with Furtive Chase and PWYF a scary alternative. It might be worth PTB testing though.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570493#Comment_3570493
It also punishes players who bring only slowdown perks, and neglect intel or lethality. Lethality would keep them injured, and audible, and intel would make them hiding not matter, as the Killer player can find them. Again, only punishing people for mistakes, or undesired gameplay.
why exactly is killer suppose to be punished for running their choice of build? perks are suppose to provide optional bonuses, not be mandatory effects that if you don't bring them, you risk having 20+ minutes of hide & seek.
The 2 Survivor stealth circumstance I largely view as a non-issue.
I view as somewhat of major problem, Both on the killer side and playing survivor side. When there are two survivors left, the killer is in winning position and killer objective is to close out the game so that the player can move on to next game. between 3k's and 4k's, I would view killer winning by 3k and 4k as exact same win. Having drawn out end game because killer is slugging for 4k's or survivor is hiding excessively i.e both player cannot be found is not fun for the killer. these are just bad game mechanics and killer should not have to run perk tax to fix bad game mechanics.
As far as making stealth more viable, I think countering Killer information is the only way.
calm spirit and distortion are counter perks to counter killer perks. they're not stealth itself. I was more refering to improving stealth itself a base-kit. nothing to do with perk themselves.
Games have frequently had Stand/Crouch/Prone
Yes, dbd has Standing, Crouching and Dying state. Tenacity is a perk to make less noise on the floor. I believe plot twist does something similar. I don't agree. it should not be base option. it has too many random benefits to be base option. it is should be perk and it is a perk.
'Unfun for me unfun for thee'. It promotes healthier behavior than tunneling people out ASAP, or winning a boring attrition match. Just as we saw people 'hold Skull Merchants hostage' back, the same can be true against a 4 slowdown attrition build.
I'm not sure how this is a major problem, because if you are playing Killer in a manner that is uncouth, people act uncouth back. I have had little to no problems dealing with a final 2 Survivors because I either win normally, or someone tries to be the 5 gen hero for the other person to pump all the gens. Essentially everyone plays nice in my matches as Killer (for 99%+ of matches), so I'm curious if this might be a self-report.
As far as the 3rd and 4th sections, I find it interesting you mention improving stealth as basekit instead of requiring perks in section 3, then recommend perks instead of improving stealth basekit in section 4. Maybe that's just my interpretation, but it seems like you are speaking out of both sides of your mouth here at the end. Maybe I was unclear, I want to add a prone button essentially, to allow someone to crawl on command regardless of perk pre-reqs, regardless of health state, with stealth benefits at a lethality and timesink cost.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570499#Comment_3570499
With your logic, people should be reporting anyone that tries to 360, since that exploits the Short Forced M1 Attack Bug. Are you fine with people getting reported for that?
Is it a bug? Then yes. At the same time, the player on the opposite end of this (if it is a) bug has agency. If the Killer refused to lunge into a spin, they risk a miss. There is no agency from the opposition to prevent the effect of Bug tech and anti-stagger drop vaults. So I would view those 2 with a harsher lens. Essentially they are all wrong, but it is the difference between burning a house or burning a car or burning a toilet paper roll. I think you can live with the toilet paper being burnt, but that doesn't justify the arson.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570558#Comment_3570558
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570590#Comment_3570590
You guys make it sound like the only reason DS was nerfed was because the 5 second could be abused before CAactions.
But reducing its duration was suggested many times back then still.
The reason the timer was extended was because Enduring worked against it. They temp fixed DS by increasing the timer, fixed the Enduring bug, but waited an absurdly long time to deliver on the promise of reducing it back down to 3s. I think it is because they realized it was a thin line keeping the game 'playable', and without sufficient other support mechanisms, people would leave in droves. I think it was better for the game health to have it at 5s, or at the very least remove Deep Wounding from anti-tunnel Endurance. The 6.1.0 patch had only horrendously bad perk changes (I'm fine with the core gameplay changes other than Endurance), as they were done to butcher fair and balanced perks, instead of buffing garbage perks into the realm of viability. They even had the gall to nerf Calm Spirit in that patch, that's how absurd their logic was in the 6.1.0 perk changes. They buffed Thana only to immediately nerf nuke it from orbit, which shows they didn't understand what they were doing to the perks.
The goal (at least appeared to be to me) was to replace DS with OTR for 'stale gameplay' reasons. The problem was OTR isn't a proper replacement. If you get hit off hook into BT, DS could still activate, but OTR doesn't. If they allowed BT into OTR, then we wouldn't have as massive of a tunneling problem as we do right now. Making anti-tunnel endurance act as a Mettle of Man white hit with no Deep Wound gives the Killer the feedback they need, while giving Survivors the effects they need. The event right now is flawed in that specific realm for that same reason, you can't know if someone has event Endurance in the realm, or if they were healthy when they exit. The Killer does know the person got off hook, and can hear the lack of grunts of pain, so they know OTR is up. They can choose to proc it, or go after the rescuer.
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@ConcernedPlayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570502#Comment_3570502
That’s disingenuous and ignores the majority of hook suicides are early game and for completely stupid reasons. "I don’t like the map/offerings/killer/items/perks/add-ons/being found and downed first/etc.“ If someone only wants to play when everything goes their way, they are the problem.
Tunneling, camping, and slugging are unfun for most people to be on the receiving end of, but they’re still strategies and changing the incentive to do so requires big time-consuming changes to DBD. Games will always have unfun things for at least SOMEONE. Some people find losing unfun. Is that a problem? If they can’t handle that, they shouldn’t be playing.
Some people find playing against Trapper and randomly stepping into his traps and losing the chase unfun. And the correct answer to that is “So what? Get over it or don’t play survivor.” Other people love playing against Trapper. Same for anything else in the game.
And it still doesn’t excuse wanton quitting. If you hate something that match it’s literally unbearable to play against it, take a hiatus until it gets changed. Something needing a change doesn’t justify quitting for free as much as you want. That gets used for literally anything, not just that.
You shouldn’t try to make people angry or unhappy, but that is not 100% in your control. Some people hate any killer that chases them. Other people hate not being chased. No matter what you do, someone will find what you do unfun. People need to get over themselves.
I would say it is more of a build up of patience before the straw breaks the camels back. Bad match after bad match after bad match before the person finally decides 'no, I'm going next'. There is only so much negativity people can tolerate, and that is different person to person.
I am not excusing, I am explaining. In no way am I justifying negative actions in any regard, but I am explaining that prolonged exposure to 'toxicity', poisons others to become 'toxic' themselves. Some of the times people's patience bar is shortened from real life issues, sometimes it was the prior match, sometimes it was what happened in that specific match, but once that bar empties, it is likely they will snap. In this case, a snap being a DC/Kobe. When people have continuously complained about Blight not getting nerfed for just over 3 years, that is a build up and a potential snapping point.
I recommend Killer bans at a rate of 1 per 5 released. We are playing a ranked only gamemode, as MMR isn't optional, so we should have ranked features found in similar games. The Killer would get map or realm bans at the same rate. That would reduce the extremes of negative matches like Plague matches when you have a heal tome, or a Blight for the 7th match in a row. Similarly for Killer, that would prevent the extreme negatives of open maps as Stealth Killers, or closed maps as Ranged Killers. Yes, everyone dislikes different things, but this way, the people who dislike specific things aren't exposed to them at a high enough rate to speed along the breaking of the patience bar within the game alone. If you dislike more than 20% of the game, then maybe you shouldn't be playing this game. That's why I think 1/5th is a good number.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570537#Comment_3570537
I have always just ate the DS stun. 100% its more efficient to just get stunned and then hunt them down again, than to try to find a new person and hit them twice. That I should worry about a perk so much it makes me not take an opportunity when it happens is probably the same reason why NOED never made survivors want to cleanse bones too. Anything else wastes more time than not.
Old DS was too good and it hurt the game, made it stale and every match was the same. And you want that to return. LMAO.
You would need more than luck to convince bHVR of that.
Where did I say I wanted no CA endgame DS? That was old DS. Now to be fair I do think endgame DS is fine, but CAs should end it still. Even in endgame, just go after the rescuer. I don't understand why people who turbo-tunnel don't realize how easy that is to down the rescuer. Maybe they never tried?
Old DS was too good, when you could pump a gen and it would still be active. When you could heal the entire team, and it still be active. When you could cleanse Devour and it still be active. But the CA change fixes all of those problems.
5s wasn't too much, 5s was fair for an entire perk slot, especially since Head On is 40s CD exhaustion for a 3s stun, Blastmine is half a gen for a 4s stun (if the wiki is to be believed, I was sure it was a full 5s stun, oh well). DS can only be used once per match, and the unshouldering part of the stun you aren't even allowed to make distance (1-2s), so you could say it almost is a 1-2s stun in reality for the Survivor (individually, yes as a team they can get 9 gen seconds in that time frame, but that tunnel victim isn't getting anywhere).
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I think you have to go into a match attempting sabo plays to really understand how favorable hooks currently are for Killer. You can sabo 2 hooks and take a protection hit against a Killer with 0 carry perks, and the Survivor still gets hooked on most maps.
The only time sabos/broken hooks make a difference is corners, but even now they have updated most maps to have 2 corner hooks (slightly off in each direction) instead of 1 more towards the corner. That basically means if you keep hooking people in corners, that is a lack of Killer macro skill unless they appeared to always comp corner in the exact same corner from the start. Now I haven't seen an entire team intentionally comp corner in the same corner for every down, and that includes my SWF matches, so it really isn't the problem it is being made out to be.
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@Emeal said:
cause you could abuse it with Head on to stun the Killers for 7 to 8 seconds.
Buffing it wont stop tunneling.
What does that matter? The Killer knew the risks and took the bait. That's a self-own, and I do that all the time when I bruteforce a kick through a known Blastmine because I want to Pop and/or Eruption the gen. The Killer has to weigh the costs and benefits and make the right choice for themselves. Them being bad at math seems like a silly reason to be opposed.
As far as 'buffing it wont stop tunneling', no it won't stop it outright, but tunneling has significantly increased since its nerf/removal. Reverting the timer nerf will decrease tunneling, and that is the goal.
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The portal being opaque is an issue (it should be transparent). The lack of information is an issue (glow blue when you activate a ghost, you already do it in the shadow realm). The imbalanced time and effects for Survivor and Killer are an issue (Unrelenting versus old BTL, really?). Killers not being normalized to 4.6 in the shadow realm is an issue. People actually interacting with the event isn't an issue, especially if your issue is people can have a level playing field against a Blight/Nurse.
There is no red stain in the shadow realm, so you can fake a vault and mindgame a hit quite easily, or burn extra window usages in the worst case. Bloodlust still exists in the shadow realm, so hits can be bruteforced.
It hilarious that after a bunch of time with the event, standard M1 Killers are a lot better and more enjoyable, and you can just hide out Oni's power or a tunneling Nurse in the shadow realm. That is good. Weaker Killers have better odds, and stronger Killers have lessened odds. That is ideal.
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I'd argue it reveals existing problems of game health rather than adding new ones. The vast majority of people log into the game because they WANT to play the game. If something is so bad in the match it actively makes them want to leave prematurely, that was the true problem to game health. I've often heard the line "I'm not responsible for anyone else's fun", and that can be used to justify 4 minute bleedouts, and hook kobe attempts equally. We all have a communal responsibility for each other's fun, or we risk the lack of a community to play with. If you act antisocial, expect antisocial acts done back upon you.
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@Star99er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570261#Comment_3570261
Please do not spread misinformation. It’s an unintended bug. As the Devs have already stated.
https://us.v-cdn.net/6030815/uploads/6J6EIFAEPLPL/img-6679.png
To add on to this, don't forget that exploiting bugs is a temp ban offense. Make sure to report 'hug tech' Blights and 'drop tech' Survivors.
Found here - https://support.deadbydaylight.com/hc/en-us/articles/4408581146516-What-actions-will-result-in-a-temporary-ban-
Cheating is cheating, don't justify your cheating just because you aren't using external software. Play with bugs with friends in private lobbies, but keep that out of normal matchmaking or risk a justified ban.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569885#Comment_3569885
It depends in how much player stealth's. If it is like new player that just doesn't know how to loop and is just afraid of chase/TR, then yeah that kind of stuff that happens at lower-level of play for survivor will hurt team's chances to escape. I am not talking about new player stealth. I am talking stealth in the form of a killer patrolling generators, seeing a generator being worked on and nobody being there so killer tries to look around and finds nobody. It is the type of stealth where you are wasting the killer's time without using any resources.
it's not fun for killers.
I understand that it may not be fun for you to play against stealth as killer but that is what tracking perks are for. Just don't be surprised if the tracking perk is countered by survivor's perks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569928#Comment_3569928
I do not really see survivor walking in chase when I am chasing with killer. I am not saying you cannot walk in chase as survivor because you definitely can in some situations but I think walking in chase and the killer losing you is more killer inexperience. The fake dying state to go into dying state is already new perk. That new perk is called Plot Twist. It is one of newer perks that came out with Nicolas Cage DLC. The perk allow you to put yourself in dying state then recover at full health. This is not what I am talking about.
What i am talking about is when there 2-3 generator remaining and both survivors just play stealthy because neither of two survivors want to take chase because both of them know that finishing 3 gens is not possible. As a result, you get prologue end games where killer can might spend an unreasonable amount of time to finish the game because survivor are playing excessively stealthy. Games can also be extended by the killer if the killer finds one survivor and slug them because of hatch mechanic. End game stealth and end-game slugging when two people are left are not fun mechanics in the game.
This is why I suggested something like when 2 survivors remain, after 2 minutes passes, the killer gets loud noise notification every 30 seconds so that this prologue stealth does not hold the game hostage. A change like this somewhat feels like a nerf to the survivor stealth but it is just that this type gameplay mechanic is not healthy for dbd. The end games being drawn out accomplish very little in term of gameplay. It is better if the match just ended faster. There needs to be a more smoother way to transition to the EGC where last survivor finds hatch, Killer closes the hatch or survivor opens exit gate. That is why I just suggested small buff to try to make stealth a bit more relevant in survivor gameplay which was 20% faster base-walking speed and 20% faster crouching speed as some sort of counter-balance to erasing end game stealth. I do not think this will suddenly make survivors into ghosts. It is just survivor barely makes an effort to stealth in current dbd ever since post 6.1.0 patch where Iron will & Spine chill got weakened. More often than not, the survivors tend to play hyper aggressive with looping.
I don't think I was clear about a fake dying state. Games have frequently had Stand/Crouch/Prone. I just want Prone to be a base movement option. I used the term 'fake dying state' to essentially say they could re-use the idea of being on the ground like the dying state, but it would instead be a prone stance.
The 2 Survivor stealth circumstance I largely view as a non-issue. It almost only punishes players who tunnel early and often, and only in terms of inconvenience. It also punishes players who bring only slowdown perks, and neglect intel or lethality. Lethality would keep them injured, and audible, and intel would make them hiding not matter, as the Killer player can find them. Again, only punishing people for mistakes, or undesired gameplay. Once those players give up the crutch of winning through attrition with 4 slowdown, they will actually learn to play the game, learn how to find people, and learn how to down people. It serves their best interest to keep the status quo, as they will either stagnate in their incompetence or learn to thrive. Failing in the present encourages learning how to succeed for the future. That's how I improved at the game, recognizing a mistake, whether it be a macro mistake (I need to protect/pop that gen next match) or a micro mistake (I need to watch/hide the red stain at loops of this length).
As far as making stealth more viable, I think countering Killer information is the only way. Sadly that leaves us with the current Distortion against auras, and Calm Spirit against crows/screams. Neither of those can really be countered by a base number tweak. That's why I'd want a prone state to function as a silencer and maybe aura/scream preventor, at the cost of taking 5-10s (healthy/injured) to stand (hard channel, no 99'ing, like totems), and the Killer being able to hard pick up, bypassing the health states remaining.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569948#Comment_3569948
I see, gaining collision back only after CA would guarantee no endurance bodyblock at all, that makes sense.
Endurance stacking is still not good, imo. Sure a styptic cannot be used when in deep wound, so likely not from a surv under BT protection. But we have new sources of endurance since then, most notoriously MFT. Any endurance effect could be stacked with DH. Even If it's just two endurances stacked together, it feels awful enough to hit in one pickup endurance already (by MFT or FTP). Those two already enable stupid, risky plays to be relatively safe, no need to make it even safer.
There already isn't Endurance stacking by virtue of the Deep Wound mechanic. I'm just saying Endurance that is ONLY for anti-tunnel (BT/OTR) shouldn't Deep Wound. If they are rescued, the Killer can easily down the rescuer, if they Kobe, the Killer can burn through the anti-tunnel Endurance. Overall it would go a long way to encourage positive gameplay behaviors (as in things that don't make people quit).
I feel like "there's too much Endurance" is a bit of a joke of a complaint almost like "there's too much Exposed". Like sure, the big ones come into play more often compared to nothing, but are easily countered in most scenarios (spreading pressure against FtP + Buckle Up, and cleansing totems on non-Midwich maps against Devour).
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You should only listen to people who bring merit into what they have to say. If the Kate whines about non-existent 'toxicity', you just laugh at her instead.
Alternatively (or additionally, depending on perspective), don't listen to negativity that doesn't offer a chance for improvement. If someone is negative about your playstyle, you can choose to listen if the were claiming you lacked skill, and you wished to 'prove' them wrong in the future. At the same time, you can always expect an opponent to be negative by the sheer virtue of being an adversary, so you can ignore it just the same.
There always is the idea of the golden rule, or don't do to others what you wouldn't want done to yourself, but there also comes a level of understanding that this is a versus game, and someone must lose for someone else to win. Balancing the concerns of victory against specific unenjoyable actions would probably yield the best results.
Also it is important to keep in mind the human element of negativity bias. Someone may play 10 Killer matches, get complimented on their Huntress shots in match 3, and berated for doing X in match 7, and match 7 will stick in their mind with more weight as if it occurred within matches 7, 8, 9, and 10. Try to track how often things actually occur, and you likely will find most games with no endgame chat at all (beyond maybe a gg).
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569778#Comment_3569778
Collision should really be removed after hook, total agreement. If it deactivate by CA or just when base BT runs out is up for debate.
Endurance stacking was a general problem, and way easier to exploit than you make it seem. Just equip OTR and DH and take a styptic with you, and you could potentially tank 3 hits after unhook before going done, with no interaction of other survivors (except them unhooking you). Sure this 3 tanked hits would help immensly against a tunneling killer, but could also be used aggressively by body blocking a killer from another teammate. Thats by no means "going out of ones way" to make it work.
I would say CA due to the risk of OTR bodyblocks 60s in. I'd rather just cut the problem off at the pass. It isn't like a Killer can't hit them anyway, it just would let Killers 'phase' through them to ignore bodyblocks.
Back when Endurance stacked, there were already soft-caps, as you couldn't stack BT on top of both DH and a Styptic, as a Styptic needed to be used in place of BT or not at all (since you need to mend in Deep Wound, and can't heal/be healed to apply the Styptic until mended). With the current method of Endurance and my suggested changes, it would still only allow for 1-non Anti-Tunnel Endurance, just as before with Deep Wound serving as the soft-cap. Since I already said to remove collision, even if we reverted the Endurance rules, they still couldn't triple tank for an ally since the Killer could simply walk through (also the person isn't helping by progressing gens, and might even help prevent the Killer from dropping chase, allowing Bloodlust to build better).
Now to be fair, there is one flaw, and that is Flash(light/bang)s being used by the OTR player. I'm not sure of a good thing to fix this, like maybe using a light item counts as a CA altogether, but that wouldn't help against patient players, so that is a tough one.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569781#Comment_3569781
stealth for survivor is one of least utilized mechanics for survivor. so in many ways, i would like see more stealth on survivor. there is just one problem with dbd and stealth. that problem is that stealth is unlimited in the game. What i mean by that is that you can hold game hostage with stealth. I sort of equate 3 gen with old overcharge+cob+eruption** as same problem that stealth has for survivor. If there is only two survivor remaining, both survivor can just hide forever and somewhat hold the hostage where killer cannot find anyone. In many ways, I would like see stealth buffed but be less unlimited so that holding game hostage through stealth is less annoying. to put simply, nobody enjoys looking for survivors 20-30 minutes at the very end of the game. Luckily, this is very rare you encounter this problem but it is still not a fun gameplay experience.
stealth to avoid killer to do generators tactically is fair strategy. stealth to prologue game is unfun. nobody has interesting in playing 50 minute skull merchant games just as killer has no interest in playing 20-30 minutes of hide & seek in the end game. at same time, I am not sure what they could do to fix that problem beyond make it that if there two survivor remaining, maybe killer can get a crow notification after 2 minutes of gameplay. in exchange, perhaps survivor could have like 20% base-kit faster walking & crouching m/s or something along those lines to slightly improve stealth.
I would avoid touching walking speed, as some people have found ways to break chase by walking after a vault. Crouch speed and maybe even a fake dying state to lie down perhaps though, maybe at the cost of AFK crows while laying down at double the normal rate.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569724#Comment_3569724
when a survivor is stealth actions with distortion, there is zero interest to intact with the killer. the whole point of stealth perks is to not get found. distortion only became valuable after 6.1.0 patch that buffed it. before this point, nobody used distortion because it was not worth the perk slot.
There is interaction, but it is one-sided for the most part, just like stealth at large. The problem is it is very annoying to fail at finding someone as Killer, but colossally rewarding to rotate the tree and the rock to avoid the Killer as Survivor. Since that is at the very heart of the design of the game, I can't quite say stealth's removal (and by extension Distortion's removal) would be good.
I do remember they were saying that when Distortion came out, aura reads were much more rare, but then look at Blight's aura add-on. I would think Distortion would work better if it blocked 2 sources of aura reads, instead of the aura reads themselves. That way anyone dedicating their build to auras isn't countered, but an only Lethal User or Blight add-on would be countered. At the same time, that could hurt Ghosty Iri Cam and Floods users disproportionately. Overall I think Distortion is fine as is, as it gets the job done, but anyone dedicated to auras can 'burn through' the tokens easy enough.
The other suggestion earlier in the thread of not gaining tokens mid-chase is probably the healthiest change for it, if it needs a nerf at all.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569603#Comment_3569603
The problem here, is anti-tunnel Endurance is the same as all other forms of Endurance, which shouldn't be the case. If a Killer hits into BT, the Survivor loses OTR or DH if they had them. Anti-tunnel Endurance should either A: not Deep Wound, or B: work even while Deep Wounded (or C: both). This way BT properly stacks with OTR, and in the case of A (and C), can be further stacked with DH or a Styptic.
Yes, make survivors bodyblocking off hook even more powerful. Bring back Endurance stacking! Make the killer have to hit you three times just to get through doorways and chase your teammates!
Remove collision until a CA post-hook. Don't act like this is an impossible hurdle when it took me less than 5s to think of collision removal. I'm sorry but don't be silly.
Also Endurance stacking in that PTB was only possible through (mostly Survivor) content creators playing with their audience. That would be like saying movement speed is OP because you can get Clown Bottle'd, Adrenaline'd, Hope'd, Background Player'd, Breakout'd, Blood Pact'd, and whatever else all can be stacked ala the modern version of this vid from 2 years ago. Endurance stacking only worked when people intentionally went out of the way to make it work for a meme video that resulted in a horrible mechanic change detrimental to the game at large.
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@buckk0097 said:
I see so many people complain about blight and honestly it hurts to see most of them are misguided on what is wrong with blight and what is fine and its survivor fault. here are things to keep in mind if you struggle against blight:
1- Not even paying attention to the blight red stain during the slam duration to tell you which side he will be coming from and flicking towards...
2- not having the common sense to go behind a cover when you see a hooked survivor position and terror radius closing on you.
3- IF you are behind a rock. and he is coming a bit from right, go left so his flick doesnt reach you. common sense but many survivors stay in middle and take a CANE TO THE HEAD.
4- ( this one was first tip in OTZ video and its most common mistake i see ) Giving blight free hit on his last rush by staying in dumb position or in the open. especially after he just hooked someone
5- PLEASE start faking running one way then double back to the other when the blight is in slam duration. you will bait him to waste a rush or flick on the wrong side.
6- Not keeping an eye on the blight rushing and instead just vaulting a window or holding W....youd be surprised how many survivors dont even look at me and what iam trying to do then die and DC...
7- LAST THING...THIS WILL BLOW YOUR MIND.....PLAY BLIGHT!!!!!!!!!!!.....goes for any killer......PLAY HIM TO KNOW HOW TO COUNTER HIM.
FYI: good survivors wont care if blight has alchemist ring or c33. they know how to avoid hits anyway and can use their experience to comeout on top. However some addons on blight needs nerfed so please keep discussion on basekit blight and not his addons( they are already going to receive a patch soon )
The problem is number 7. I played Blight extensively to find a counter, (maybe even more than Ghosty, who I would consider my main) and I found NO COUNTER. What I did find was gaps in my knowledge. There was always a better play for the Blight to make, and once I learned it, the Survivors were screwed. It is so oppressive, I can make continual mistakes like butter-sliding mid-match, and still learn, resulting in a 4k (or 3k+hatch, I don't bother slugging for the 4k). I had to learn and earn my victories on Myers, Legion, Clown, Ghosty, Trapper and so on, but with Blight, they are gift-wrapped on a silver platter.
When the counter to a Killer is 'hope they are a new player to the Killer', that is bad design. That is the case with Nurse, and that is the case with Blight (and on a rainy day I might even extend that to Spirit as well).
I also find it a bit silly to consider basekit Blight alone. Every person who plays Blight in a manner that makes you want to quit playing the game (altogether, not DC on the spot) will be using add-ons, as they aren't going to pull their punches. Even then, if we were to look at the extreme of negativity, I believe the Blight winstreak included numerous matches without add-ons.
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@UnusedAccount said:
Wasn't BT implanted into Survivor basekit for this reason but its suddenly not enough now? How much Endurance and second chances do you guys need?
Second chance implies you were given a first chance to begin with, which is comedically false in the case of tunneling. Personally I have it so ingrained into me to chase the rescuer, there are times I incidentally hit an OTR without realizing it because I'm just trying to clear the heal under Scourge Hook for the person I'm currently carrying.
The problem here, is anti-tunnel Endurance is the same as all other forms of Endurance, which shouldn't be the case. If a Killer hits into BT, the Survivor loses OTR or DH if they had them. Anti-tunnel Endurance should either A: not Deep Wound, or B: work even while Deep Wounded (or C: both). This way BT properly stacks with OTR, and in the case of A (and C), can be further stacked with DH or a Styptic.
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Plot Twist is a decent alternative for only a single perk slot.
You can't scream on the ground, you silence yourself on the ground from the perk, and you likely will have been injured already. I won a match against a sweatlord turbo-tunneling Oni among other uncouth behaviors, and we finished the gens and I was able to point my teammate to one gate I 99'd. They got out and the Oni went into power attempting and failing to down them, then I was able to crawl most of the way to the gate and recover and sprint out when his power ran out. Killers using UW also likely are passing up other intel perks, so you don't have to worry about a BBQ or Floods proc revealing you on the ground.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568738#Comment_3568738
Sure, but when you get thrown in the corner of a map then you already played it wrong, because most corner don't have anything to loop, so the wesker successfully managed to zone you, soooo how exactly is doing good on the killer a problem with the cooldown?
Yeah most sound cues just don't happen all the time, huntress wind up noise, slingers aim down sights and so on...
The problem is that isn't always the case. I can't tell you how many times Wesker has grabbed people through windows/pallets, around corners, and through walls (both as and against, I had a Dwight get hit by my power with lag hits for both hits in a row and he DCed, and I couldn't blame him for not wanting to play when the game isn't working correctly.). When you have a 4-lane as the edge-map Jungle Gym, and a VPN Wesker, you are going to round the corner on your screen, then he is going to teleport you backwards 5m into his loving tentacles, and get thrown into the edge-map wall. The Killer should have only had a wall slam on a second dash more towards the center of the map, but you get a scam hit that throws you into the corner instead, and there is nothing you can do to counter a VPN/mismatched server Killer like that. It even doesn't have to be a 4-lane, it can be certain rotations of any Jungle Gym. This was a particularly bad lag example that just shows how busted his power can be with lag, as only Huntress can reach similar heights.
As far as sound cues, similar to visual heartbeat, I think powers and gens should have an icon when the sound cue is supposed to play, that way Killers can 'hear' worked/passive/regressing gens, and Survivors can 'hear' power windups even when the sounds are bugged. That way everyone can have the proper knowledge they are supposed to. I would extent this to sound cue subtitles for everything like *locker opens* *locker closes* and so on. This would probably disproportionately help Killer, but everyone having accurate information is more important imo.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/394904/nerf-wesker
Doesn't he have like 12 seconds cooldown if both charges are used? That's not really non existing..
You recover the charges during the animation ending, and the CD is reduced the more people are infected. With a throw in a corner being a 5s CD where you can still move to cut them off from reaching the pallet/window with minimal slowdown, you often have a charge fully recovered by the time they reach the jungle gym (if you weren't able to cut them off in the first place which is more often the case). Also the sound cues for the cooldown starting instead of using the 2nd bound are very quiet, and knowing DBD, are bugged silent more than half the time, similar to the silent Nemmy tentacle.
Honestly the issue is more the lack of an obvious tell, than the CD itself. If they were to touch the CD though, all power CDs (across Killers) should be normalized to start recovery AFTER the usage CD. I don't know why Nurse gets to recover during Fatigue, Blight gets to recover when breaking a pallet/wall (but not normal hit fatigue or all tokens used fatigue), and Wesker gets to recover before he has even retracted his Uroborous Tentacle. Its even more odd since Killers like Legion used to not recover during fatigue, and instead of normalizing to no fatigued CD, they decided to partially normalize to recovering power during fatigue, which hardly helps a 20s Legion CD, but massively helps a 6s Nurse CD.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567582#Comment_3567582
I don't think Killers would enjoy that change, like at all.
I've never been forced to tunnel. The closest is the rescuer hid like a coward, so I soaked a (currently meaningless) DS and carried on with the match. Whenever a rescuer makes themself known, I will chase them instead, because the previously hooked person gets to have more fun, but more importantly, the team wants to heal them so I get precious slowdown from a non-We'll Make It heal.
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I've recommended this before, but what about 5s per gen remaining instead. That way it drops off in power as the match goes on. If a Killer wants to turbo-tunnel at 5 gens, they don't get power for a full 25s. If they are tunneling at the last possible moment before endgame, it lasts 5s (at 1 gen).
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567403#Comment_3567403
I mean if you slide off of something on your second rush and there is a pallet nearby the survivor should never get hit. Most blights are terrible and easy to deal with even with the op add-ons. I have literally not lost once vs a blight with c33 which has probably been 20-25 games for me. Blight might be easy to get value out of but he is far harder than any other killer. Blights collision has probably gotten 50% worse since I picked him up at the start of January 2022. I used to love macmillan and autohaven, now macmillan trees have a 30% chance to not be real and autohaven is worse overall. I'm positive the few months after weskers release caused collision to be changed for him without thinking of other killers.
The only reason you get a hit when you slide is because the survivor held W, that is the point of blight as a killer if anything.
I'm not saying within the same rush, I'm saying the time loss is so minimal, mistakes mean nothing. Wraith if I misread a mindgame, I can catch up quick. Blight if I misread a mindgame or slide off an intended bump, I can catch up instantly. Clown, well I brute force them into lose-lose scenarios, so being found is the Survivor mistake in that case. Baby Ghostys even make the mistake of chasing 1 person for the entire stalk duration where they drop every pallet, but Blight has no such weaknesses.
Even then, burning pallets helps win in the long run, so forcing a pallet within the same rush sounds like it helps progress a win even on failure, which shouldn't be the case. Blights failures are still successes, and that is just silly.

