sanees
sanees
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@egg_ said:
CoH is getting nerfed, not buffed?
I'm not sure in what kind of world an adjustment to nerfed numbers compared to what is currently in the live servers is a buff. It's getting nerfed, period
with coh you only need 8 seconds to heal (minimum shift w chasing in field takes m1 killer 30 seconds)
if earlier killers could negate quick healing with the help of perks on generators, now they are gone
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@1ettuce said:
Despite STBFL being known as a healthy perk, there's actually many significant problems with it. If you are going to criticize any of these points, then please be constructive instead of just saying some "it's a healthy perk entitled survivor source trust me bro" nonsense.
- Works well on a variety of killers
Despite people arguing that STBFL is "only good on the weaker killers" ...this just isn't the case. STBFL is good on spirit, hag, wesker, demogorgon, deathslinger, nemesis, etc. None of whom are in the bottom tier of killers.
- Even if it was only good on the weaker killers...
That is a band aid and serves as a terrible way to balance weaker killers without actually addressing their design flaws and avoids the problem. Perks should never be balanced in a way that's like "oh it's fine because this killer sucks without it" or "it's the only thing making this killer playable." If it's the only thing making some killers viable, then perhaps those killers need to be made more viable at base instead of being forced to run a perk to do so.
- Killers with special attack flexibility deny the obsession of the intended counterplay
This problem is obviously much more niche than the entirety of killers that can use STBFL, but it is still an issue nonetheless and one that has an obvious solution. Killers like demogorgon, deathslinger, pig, trapper, wesker, and nemesis can completely ignore the counterplay that the survivor team is supposed to have by design. I honestly believe this is an oversight, as many of these killers didn't exist the last time the perk was updated
- Completely stomps solo players
This perk against solos is genuinely gross, it's completely unrealistic to expect the randomly chosen obsession to know what they need to do to counter the perk, and that's only if they even realize it's being used in the first place. This perk should notify the obsession in some way.
- Makes camping and tunneling extremely free
Despite what some people will say...no, getting to 8 stacks is not that difficult at all, especially since it becomes easier to get stacks the more you get, and you don't even need the absolute maximum to for it to still be very effective. I think it's very obvious how this perk makes camping and tunneling so free, even if the obsession takes hits, you only lose a maximum of four tokens, which is still very effective especially since it immediately goes up to 5 when you hit someone who's, say, going for the unhook. Camping with enough stacks of STBFL pretty much guarantees a free kill with zero counterplay, something which absolutely not exist so long as free escapes aren't meant to exist.
I am not advocating for a flat nerf to this perk per se, since it's generally balanced under the circumstances it was somewhat designed for (used to help an m1 killer in chases while having counterplay when against competent survivors who know about it), but these problems with it are very significant and should be addressed somehow, perhaps with a full rework of the perk. I have a suggestion for a rework that probably isn't perfect, but should make it more reasonable and consistent for both sides.
- Cooldown on successful basic attacks is not reduced until reaching a max of x (probably around 5) tokens
- Upon reaching x tokens, cooldown on successful basic attacks is reduced by y% (probably around 50)
- All tokens are immediately lost when the obsession loses a health state
- The obsession is notified when x tokens are reached
This would hopefully serve to make STBFL are more realistic pick on a wider variety of killers, while also making it much more reasonable to counter when necessary. I feel as though the buff would serve to make up for the nerf, and overall I think would make the perk more interesting and fast paced.
Let me know what u think of these points, and please, be constructive dammit!
Survivors: bhvr pls nerf the generator regression perks so killers take chase perks
BHVR: nerf killers generator perks
Survivors: it's good now that the killers do not have perks for generators, nerf the perks for the chase
You will never have enough yes?
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@DrFrozen said:
Tunneling might be solved next patch because of increased base time required to heal. It feels like hitting multiple people will be more valuable than just tunnel one person considering some rushing perks being buffed and regression nerfed.
I wouldn't say that, survivors didn't get healed with the genrush anyway, and with 24 seconds they definitely won't, so at high levels without protection the killers will suffer even more, but at medium levels it will really reduce tunneling
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Now survival is a strong point and it is easy to genrush, which is why the killers have to tunnel
After update
survival is a strong point and it is easy to genrush, which is why the killers have to tunnel
but now the survivors have at least 1 minus they will have to heal for a couple of seconds longer
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@ProveKa said:
You have designed an incredible killer.You designed a great killer based on all it does is defend 3 genes and poison the game for 1 hour.2 games in a row ended like this and enttiy kicked us out of the game.Congratulations to the developers for their brilliant minds
do not leave 3 generators nearby and just repair all generators at the same time, even against 3 gen knight you can win
SM is M1 killer who just has information
if you can't beat the m1 killer then the problem is in your skills
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@Gandor said:
Even Otz - killer main considers the map killer sided. The map has nothing but pallets. If killer can slow the game a little bit, survivors don't stand a chance. Because it's permanent deadzone.
The map can't have any less pallets, until it gains some windows. And the map is specifically designed to show how it could look like if no windows are in game.
Otz killer main, nice joke otz said that the game is a map of killers because it's hard for survivors to find a generator
any player with 10+ hours in the game already knows all generator spawns
so please ask the opinion of real killer main like tru3ta1ent
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@Decutor said:
It is crystal clear that the floodgates of tunneling opened when DS left survivors loadouts. Just like it used to happen every match back when a match with no obsession in play meant no survivors had DS.
While DS never stopped tunneling, it punished and the mear fear of such punishment always kept the killers on their toes. In a match where only 1 survivor had DS but they couldn't tell or even when the survivor didn't have DS but jumped on a locker.
I find it odd that eventually BHVR decided to make it so an obsession was always present in the match specifically to avoid the excessive tunneling happening in matches with no obsession but suddenly nerfing DS into uselessness was good?
DS was on a sweat spot after the addition of inconspicuous action and it required some minor tweaks appointed by the community, not a complete nerf.
The "alternative" introduced to DS, Off The Record, also doesn't work because killers will hit you within BT protection anyway. Not only they get hit of OTR immediately but it also disables a possible Dead Hard through Deep Wounds state. After that the survivor is just an easy prey that can be immedaitely rehooked unless he manages to get to a loop or something.
I understand that killers could tunnel through DS or slug you but that's still better than what we have now and some killers always avoided tunneling knowing the survivor would have DS.
earlier it often happened that the survivors used ds and then ran up to the camera and start tbag, well if you don’t go tbag, and immediately start running away, then these 3 seconds will easily save your life
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355345#Comment_3355345
Twins can actually be really strong. A good twins is not gonna be an “ez trash killer” game and I especially wouldn’t be t-bagging the gate.
1 exponento and coh + survivors over 10 iq
and then victory for the survivors
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@VoidOfMe said:
also killer = 70% kill rate
end of discussion
no but seriously, I did ask a few days ago why people were raging about dc's in solo q and I just now realized it is really happening. What's going on?
1) 60%
2) statistics that were collected after the dh change, when people had not yet learned how to use dh
3) after that, the survivors got an incredibly strong hud
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@stvnhthr said:
This is building off of my ideas for how to make the game accessible to new players. What if there were color codes for the perks which separated them into four or five general categories. During load-in and play a players perks would not be revealed, but a dot of the color of the perks would be displayed by the players name. So like say hex/boon perks are green, or aura reading perks are blue, etc. So say a killer is running 3 hex totem perks and Surveillance (an aura perk.) So next to the hunter would be three green dots and one blue dot. This would not give away their perks but it would help the survivors narrow down by category and a process of elimination during play what the other side is running. Killers would also be able to see colored dots next to each survivor so say Exhaustion perks are yellow and speed perks are purple. Say for some silly reason a survivor is running two exhaustion perks and an aura reading perk and one speed perk, so next to their name would be two yellow dots, one blue (aura reading), and one purple dot for the speed perk.
During play the dots could light up when in use like warning lights on a dashboard. If the perk is modified with an add-on it could have a ring around it. Anyways you get the idea. It would help people learn the perks by category and make gameplay slightly more challenging and fun for both sides.
Learning the game is an important process, if you are constantly holding hands, then it is much less interesting
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@Mytea said:
hi,
i have got a good solution in my opinion to prevent camping and tunneling or to at least make them totally unattractive.
the following changes could succeed on that:
- make decisive strike basekit for every survivor,
- make off the record basekit for every survivor,
- make reassurance basekit for every survivor,
- make kinship basekit for every survivor,
- increase the usage range of reassurance from 8 to at least 16 meters
IF some killers think this is too overpowered also add the following:
- make no way out basekit for every killer encouraging them to hook multiple survivors
these changes should all make camping and tunneling no fun for killers abusing these mechanics while still not being too overpowered because all of these perks either are a one time use, if a person finds themself in an unpleasant gaming situation or they deactivate on conspicuous actions like healing, repairing a generator, cleansing or blessing a totem, unhook a survivor or open an exit gate. in addition to that decisive strike and off the record deactivate once the exit gates are powered making them less abusive.
if you want to camp 5 seconds to ensure the hooked survivor hits stage 2 that would still be possible. on the other hand survivors don't have to waste a perk slot for these perks that ensure a healthy gameplay experience. it's totally frustrating dying 1st hook having to hang there three whole minutes on the hook without being able to do anything in that match. it's also extremely frustrating being tunneled as the only person right after being unhooked.
these changes should be cool for every survivor and also for every killer who isn't camping or tunneling i would say. on the other hand if that would be too strong for some people behavior could encourage killers to hook every survivor at least once in return and therefore giving them basekit no way out. this would also guarantee a way healthier match in return to these anti-camping and anti-tunneling perks added for every survivor as basekit.
mytea
ok, but now base killer speed is 20.0
and to repair the generator, the survivors need to spend at least 40 years
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345983#Comment_3345983
Tbf survivor perks usually launch in a weak state too. For reference see all 3 of Haddie’s perks
Coh
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@mr_Beast_Artist said:
Ideas
camping counteraction
1) The killer cannot use abilities near the hook
2) You can make it so that for every second near the hook, luck for all survivors increased.
3) Increased generation speed
4) Remove the capture of the survivor when he tries to save the survivor on the hook, it is possible to remove the interruption of the animation even from the impact.
tunneling counteraction
1) The survivor who was just rescued leaves no traces and no aura is shown.
2) The killer cannot hang the same survivor on the hook in a row
3) Chasing a survivor who has just been unhooked buffs the search/heal/repair speed of all survivors. Perhaps immediately repairs one generator if the killer decides to hang the same survivor again.
4) durability/speed/traces/aura concealment does not reset (timer stops until the killer chooses another target) if the killer decides to tunnel the survivor off the hook
Countermechanics.
I hope you read this proposal concept because it is the most important in my comment, so let's get started.
After the killer hangs the survivor, a timer of 20 seconds is imposed on him (time can be changed) where the killer must kick the most progressive distant generator and then this generator will lose 5-10% of the current progress BUT if the killer does not have time (time runs out) or does not want to kick generator standing at the hook then all generators will receive 25% which cannot be reset under any circumstances. This will solve the problem with generators as it is a buff to normal/strong killers and a punishment for toxic killers who are standing at the hook.
Or maybe we will stop nerfing killers all the time, and buff survivors and at the same time not giving killers any alternative,
maybe if we start rewarding killers for hit and run, then the killer will be tunneled and camped less?
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at the moment 4 killer perks are much weaker than 16 survivors perks
but as soon as the killers become dangerous, the survivors start crying and the killers are nerfed to the ground
the developers are completely on the side of the survivors, they fully confirmed this when they said that hard of hearing survivors will receive special bonuses, but hard of hearing killers will not receive anything
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i hope this is a joke like, nerf the pig
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341420#Comment_3341420
Pretty sure I just went over why it might be the most picked even if it isn't the strongest, so I don't need to repeat that.
As for everything else; bit harsh, no? The time to do that would have been 6.1, but the devs decided it was better to actually try and fix DH instead of burying it, which I think is probably fair. It was the only perk that got changed in that update which was actually hugely broken and needed changes, so I can understand why they'd make it an exception in their approach even in the one variety meta-shakeup patch they've done
Whatever the reason was, we're past 6.1.0 now, so perk changes shouldn't be aimed at burying perks into irrelevance unless it's strictly necessary. DH is mostly fair with the exception of its use at pallets, so I wouldn't say it's super necessary here.
you said this in a discussion where the eruption was killed and at the same time dh was not touched (dh wins many times more time than the eruption)
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341396#Comment_3341396
I don't see any evidence that BHVR will buff other regression perks to help killers. They only promised to "fix the kill rate", which could mean giving killers generic number buffs, that doesn't help their player experiences, but does raise the kill rate back to where BHVR wants it to be. Like maybe they'll make the lunge distance 2% longer, which technically is a buff, but doesn't make the killer experience feel any better.
after survivors will receive all the perks in the world, but they will say that the killers got their buff
so it's fair
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@Reinami said:
They buffed it for nurse players. it's now actually going to be a solid nurse perk.
I hope you are a troll and i just fell for the bait
you can't be serious
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Damn the developers really don't care about the killers
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https://forums.bhvr.com/dead-by-daylight/discussion/364009/does-deathslinger-have-a-chance-to-get-buffed
next update deathslinger gets a buff and ads is now 0.1 again
but now his movement speed is 2.8
and just in case we nerfed the pig
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@Dinan said:
it should also show a crouching symbol when someone does it longer than 5 seconds or something
maybe the new hud will repair generators instead of survivors
HUD should not do everything in the world
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339642#Comment_3339642
I am fine with both of them (even having them at the same time).
For OP's suggestion I would stress his 2nd last paragraph - buff killers spreading pressure, but compensate-nerf them in reasonable way.
Killers "have to tunnel" after 6.1, because it's most rewarding tactics, because of DS nerf. Their killrate skyrocketed for a short time, so now they indeed have to do that or they loose. But the thing is, that if we fix this issue, killers will loose some for a limited time and then everything evens out. Suddenly 1K hour killer will no longer play against 16K hrs survivor lobby (and get 3+ kills).
you forgot that in 6.1 the survivors got an improved version of bt( s tier perk ) and after hyperfocus which allows you to make a solo generator in 60 seconds, at this time the killers break the pallet 0.1 faster
so killers camp you not because all killers are evil, they just have to because unlike survivors they don't have 50 second chances
start rewarding hits and hooks, and make sure the game can't last less than 5 minutes and then the camp and tunnel will disappear
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I hope the new killer is a vampire
we were shown it a long time ago + vampires are a horror classic
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338360#Comment_3338360
Nice story bro. Its been the exact opposite of my experiences. You just must be THAT good.
😕
bruh bro, even i had a streak of 15 win and i'm the main killer
if the main killer can easily escape 15 times in a row, then so can you if you gain experience
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@Canas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338348#Comment_3338348
The changes buffed survivors far too much, there's no sane reason why survivors should even be able to see the precise progress of a gen that's being worked on by a teammate. The fact that they even were able to see ANYONE working on gens was already too much of a buff but this change made it even worse. Never before has genrushing been this easy to coordinate, it's completely absurd.
i stopped playing too
yes the new HUD is incredibly strong, but I don't think it needs to be removed
( if we remove the HUD then this is at least money and a long development time in the trash) so they should buffs killers
And no placebo buffs like breaking pallets 0.1 faster, or regression by 2.5% per kick will not do anything
we need real buffs, but unfortunately the developers are silent, so most likely the buffs for the killers will be only in the summer
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Mind games should be encouraged depending on the skill of the player, but just shift w the chase is clearly supposed to last no more than 10 seconds
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333595#Comment_3333595
this is a joke, right?
if you choose you + bad swf, or you + 3 good solo players + hud
I would always choose 2
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@Gandor said:
What about finally fixing midwitch?
The map needs fixing for a years now - longer then whole eyrie of crows even exists. Or is it only maps that favor survivors that needs to be looked at?
yes my friend agrees the devs should improve the midwich, it has too few hooks, it's good that the survivors take care of the killer side
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@Rookie1978 said:
hold on, are you guys really calling WoO overpowered, the best perk in the game, etc? I've always completely considered it a beginner-designed perk, eventually, you should play the maps enough to understand where things spawn and get a sense of the area as soon as you figure out what map your loading into. there's no way thinking WoO is one of the best perks in the game is the common thought here, just play the game, use gamesense, or even look around the map and make a mental one before you plug yourself onto a generator for engaging gameplay sit-down quiet time.
that being said, I don't agree with OP's suggestion. the perk is good as it is for people who are starting out and need their chases to be a bit handholdy. i wouldn't mind it being buffed, but being buffed just to be better against some killers in specific situations doesn't seem like the right way to balance the game.
actually win op is pretty good,
if you asked me what is the best build for all occasions for solo, I would answer: "DH, kindred, win op, coh"
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337554#Comment_3337554
a) This is Vigil.
b) It does not reduce Incapacitated.
sigh.
yes, my fall, for some reason I thought Vigil speeds up the opening of the gate, and Wake up reduces the time of negative statuses
last time i tested it in the summer it worked for literally everything, but maybe they changed something
anyway option 1 still works
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337545#Comment_3337545
Wake up? You mean Vigil? Either way, I don't think any of the two interact with the Incapacitated status effect.
"Wake Up" reduces the duration of any negative statuses, even Starstruck will last 30% less
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@DudelPuma said:
so I think since you are not completely useless when eruption is activated (see the screenshot) it proves that if it is a demo that puts its portal then you can remove it, so bad luck solo q the unfair relationship with the swf will hopefully remain with the clear evidence :))
https://us.v-cdn.net/6030815/uploads/LYDNDBUXZWNP/20230205043702-1.jpg
or you can just use Empathy, Fogwise, Hyperfocus and you will always know where the killer is and when the eruption will work + get the generator repaired in 65 seconds
or Wake Up! to reduce 30% eruption effect
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@HagathaSimmons said:
Ever since the last patch came out I've been having the literal worst games I have ever had as killer. There are SO many uncounterable things killers can't do anything about.
Survivors downed at the exit gate SHOULD NOT be able to just crawl out before your animation is done, it's ridiculous and infuriating!
Survivors should not be able to wiggle off just because you had to drop them. It's so stupid. That survivor is basically IMMUNE to being picked back up. NOW I gotta start the chase all over again.
Having four survivors wait at the exit gate t-bagging until the very last second? Annoying. Could hit them to get them out but it's not like it matter, can't pick them up!
Gens. are going to fast and I HATE having to run ALL GEN STOPPING PERKS, just to freaking win. I legit can't with this game right now, screw playing killer.
do like me
I just stopped playing and I'm not going back until the killers get their well-deserved buffs
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336934#Comment_3336934
There was an experiment - supaalf - one of best nurse players doing his incredible 550 winstreak on nurse vs Hens's group one of best SWF groups there are against each other. You guessed it, supaalf won (at 3 gens to be done).
The game is slightly killer sided at all levels. Like don't take me wrong - the game can be very survivor sided at specific instances taking into account builds, maps, RNG, etc. But overall, it's killers that have the upper hand right now - not the SWF
and there were also videos where the SWF without strong genrush builds makes 200 victories in a row
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@AnnaEliza365 said:
This is a question for killer mains. What is, in your opinion, the ideal survival/death ratio that BHVR should aim for? 50%? 60%? 75%?
Personally (survivor main), I think 70% is a pretty good kill rate to aim for.
KS don't mean anything, it can't be used for anything, look at the nurse and the pig, the nurse has KS 30% the pig has 60%
if we focus on KS, then we have to strengthen the nurse by 2 times, so KS is bad and does not affect
even if we take a coin and flip it 100 times, then we can have a ratio of 75/25, 40/60
so you need to look at how it works in the game, and not at some random numbers
by the way, this statistic is already 4 months old and it was collected when the survivors had not yet learned how to use dh
but if suddenly we find ourselves in the world of fantasy where KS is assembled in real time and means something,
i would like it to be 65-70% HOWEVER it should be pure percentage
no suicides, no camping, no tunnel, no beginner players
(sui, camping, tunneling and novice players are around 30% of total kills these days)
good killer vs. good swf 65-70%
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@RainehDaze said:
It's honestly just ridiculous on some maps. You can just hold W from pallet to pallet to pallet to pallet and if you can't antiloop, it's basically impossible to ever get a down. It's fascinating, in a horrifying "why is this even possible as part of a game" way. Two people, in a completely non-interactive sequence.
Tru3ta1ent had a video where he immediately threw off each pallet against bubba and in the end all the generators were repaired faster than the pallets ran out
( and it wasn't "gideon")
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at such moments I want the game to show MMR
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335727#Comment_3335727
you stated that games were easy because mmr decreases over time,
You mistake me for another Nurse profile.
oh sorry, my mistake
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335719#Comment_3335719
Because MMR doesn’t decay. The devs mentioned that possibly becoming a feature at some point but as it stands you don’t lose your MMR by taking long breaks
well, if mmr doesn't drop then all your claims are all the more untrue because I played with friends and often won, and I should not have a low mmr
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335712#Comment_3335712
Are you saying other killers only get weak survivors? Only Nurse is capable of reaching the soft MMR cap?
you stated that games were easy because mmr decreases over time, to which I gave an example of a nurse at the beginning, but a nurse is like a red scarf for a bull for a survivor, so I changed to another wraith example that I also haven’t played for a long time, but at the same time I did not come across weak survivors
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335712#Comment_3335712
Are you saying other killers only get weak survivors? Only Nurse is capable of reaching the soft MMR cap?
don't put words in my mouth that I didn't say
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335712#Comment_3335712
So while each killer in your roster has their own MMR, they also have a generalized pool of killer MMR that is shared amongst them. This exists precisely so that you don’t face baby survivors with Nurse, whom you claim you rarely play, when you main Legion or w/e. Because while the powers differ, the mechanics of the game are functionally the same. So you’d have an extremely unfair advantage against lower-skilled survivors.
another question when i took a break for 4 months why i didn't get pepe players against me
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@Ayodam said:
You probably would have duped more people if you didn’t admit you “barely play survivor.” Lol. You tried tho!
I haven't played for Wraith for a long time, where are my 15 wins in a row?
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335697#Comment_3335697
I have a hard time believing you that your very first game was against a 2k hour SWF. No way! Also you said that you got a 2k hour SWF as killer but how many hours did the killers have? If you get easy wins no diff then they are most likely babies. Just play survivor for a certain amount of time, your matches will get more tryhard and miserable.
killers had an average of 600 to 1500 hours bubba had 3000h
and yes my first killer game was against 2000h swf with flashlights so I had a baptism of fire in my first game
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@FMG15 said:
Dude. You literally said that you are rarely playing survivor. You are at the rock bottom in the MMR with tha addition of having game knowledge from your killer games.
Keep playing until you are going against the sweatlords and then come back saying that survivor is ez, not stressful at all and everyone who has a different experience is just lying or bad at the game.
my very first killer game was against 2000h swf so that's not how it works,
ok how many surv games in a row should i win 50 ? 100 mb?
and then again, if that's the way it works then why didn't I get 15 ez wins in a row after the long breaks for the killer ?
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YES YES and YES
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@SkeletalElite said:
I've tried to make this perk work for anti 3 gen
but it just doesn't
It's so bad.
Even if you run into a 3 genning killer it just isn't good at its job at all. You have to repair for 30 seconds to get 20 seconds to dump on another gen. That means youre repairing at 66% speed with the perk equipped. You literally repair faster while affected by pentimento.
Even if you spend all that time on a totally safe gen without being interrupted because youre CONFIDENT the killer is going to stick in the 3 gen, there's no guarantee that 20 tokens will be enough to make a significant impact. Like you spend all that time charging the perk up and you arrive to fight a 3 gen and put a gen that was at 15% progress, to 35% and then he kicks it again. It loses 15% in the time it takes you to your team to stop the regression. Then meg goes down it loses another 10% to eruption and youre put on 25 second time out while the gen loses another 5%
For this perk to have any use:
the killer has to be 3 genning so hard you can safely charge it without risk
your team has to be fighting it without your help well enough that getting 20 charges actually puts a generator close to complete or completes it. Something that is often mutually exclusive with the previous point because if they can do this you likely didn't even need the perk to begin with
When you arrive at the 3 gen you have to use it basically instantly or else you're just going to lose the progress and waste all that time you spent charging it at 66% speed. This is often times incompatible with the previous point since without you actively helping at a 3 gen it is difficult to get enough progress on the gen.
If you want to run a perk that makes 3 genning harder, youre far better off running circle of healing, so your team can consistently heal to avoid getting destroyed by attrition. Alternatively, Prove thyself is a consistent increase in repair speed that will add up when fighting a 3 gen. It even helps a bit against eruption, since you can stand by a gen and let it be 1 man repaired by your teammate 15% faster and take over if they get erupted.
There's so much baggage associated with this perk. There are several ways you can fix it, Ill write 3 ways I thought of. Please just let this perk be good at its niche of anti 3 gen, it just doesn't do that as is right now.
If this perk had a much larger max number of tokens, it would still be risky because you can lose it but the progress gain provided after spending a long time "repairing slowly" would almost always be significant. If this was the only change made it would need to be at least doubled, maybe tripled.
If it didn't have the condition of losing the tokens on being hit, you can get it on a safe gen and then save it for a key moment to break the 3 gen.
If it wasn't actually any slower than repairing regularly, it still wouldn't be fantastic, but it would be better. Time spent getting charges off a safe gen is time that you're not preventing the killer from regressing the 3 gens. At least using it wouldn't just be hurting your team outright by slowing progress on the gens, and it can be used as a free head start on the 3 gen.
It would probably be good with one of or a hybrid of these changes, but as is. I cannot recommend anyone use this perk as a counter to 3 gen for the reasons outlined in the begining of the post.
it's funny how people cry about what a 3 gen is OP and the fact that it can not be defeated while the potential energy even with a simple rush destroys 3 gen, 3 gen strategy means that the killer does not move away from 3 generators, accumulate energy in another place run up and the whole team in a second you will get 80%
after that, run away, let's say the killer has cob and over, you need to spend 40 seconds to return to the safe generator to charge the energy and just destroy this generator with a crowd (in these 40 seconds, the generator regresses by 30%, that is, the generator will have 50% if 1 person is tank in your rush, or distract the killer for a couple of seconds, or you just get the timing right, then you completely fix the generator
and now it was the most direct tactic, if you are a little smarter you can do more,
so yes, potential energy is good for what it was created for, destroy 3 gen tactics
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looking forward to the discussion "COH is bad at niche, prove yourself, bad at niche, hyperfocus is bad at niche, and of course dh is bad at niche"
potential energy does what it was created, for destroys 3 gene strategy, brushes are not to blame for a bad artist
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if it was a perk of a survivor and it would give some kind of buff like +2% to speed, then of course it would be a very strong tool in the right hands and swf
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@Laurie268 said:
Ok so what changed? SoloQ needed this, I hope the devs don’t give in to the crybaby killer mains who think they’re entitled to a 4k every match just because they’re the big bad killer. You are playing a 4v1, ofcourse your role will be more stressful than survivor.
Giving more info to survivors doesn’t mean anything if they don’t know what to do with it which means they would do just fine before the hud update too. Maybe learn to accept that sometimes you will play against more skilled opponents and losing is a part of playing games
the problem with many survivors of this discussion is that they hear but do not listen