sanees
sanees
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I hope it never comes out, the killer must decide for himself whether to memento or not, + bas Unbreakable which allows you to abuse different places and makes the survivors literally immortal if they fell in the pallet
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@DEMONANCE said:
can we just stop crying about ruin and bbq? they have been meta for 5-6 years we don't need them again enough is enough use new stuff be creative.
just like DH, but DH is still in the meta
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@vladspellbinder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328191#Comment_3328191
The problem comes in with being hooked in an area with only one way to get into and the Guard blocking that way in on a very tight patrol where you can't swing past them to avoid being hit if you go for the save.
Then there are other cases where you can come from either side but The Knight drops the Guard right at the hook in a swinging pattern so the Guard covers all sides and will typically get a hit in right before disappearing.
And of course people not knowing the Guard will go away when you unhook someone else.
It's just a major pain with edge cases and not enough people with knowledge. I also just really wish the majority of Killers couldn't use their Power right near a hooked Survivor because I loathe face-campers
you understand that you can run the guard through during the animation and even then he will not be able to catch up with you, the knight is absolutely useless in the camp
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@bazarama said:
Killer hex broken and out for the rest of the game. CoH can be used over and over and over again.
Terrific job devs. Well balanced game play...
+ killer has 4 perks and survivors have 16
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@ratcoffee said:
wish that the perk got reworked to give some of that back, such as
-Healing actions without a medkit are faster by 50%
-Healing actions with a medkit do not recieve the speed boost, but are 25% more efficient
you already have COH which allows you to heal 50% faster + gives self-healing
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329135#Comment_3329135
If you pull it off..Old DH was universally good , no ifs no conditions,all you needed was an E button on your keyboard
but the old dh won much less time
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@Thralfazuz said:
https://forums.bhvr.com/dead-by-daylight/discussion/360500/vampire-chapter-concept
I'm sure that with those survivor perks you items will be infinite, don't forget build to last exist
this is not so much, in 100 seconds 25% while building to last is many times more efficient
just a good global perk, especially unlike coh, it should be placed in an active place, and not at the other end of the map.
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324845#Comment_3324845
Quantity does not mean quality. Look at how many perks the survivors have and you will understand that 95% of them are garbage
look at the perks of killers and you will understand the same thing
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give the killers an incentive not to tunnel, and if you're not a tea factory, no one will tunnel you
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as for me, if there were 3-5 pallets less, it would be better, now there are often several pallets one after another, which allows survivors to simply drop each pallet,
the fewer pallets, the more survivors will learn to loop correctly, and this will do it chase is more interesting for everyone as it will go from shift w + space to big mind games
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/362453/approaching-eruption-nerf
The two are unrelated.
Here's the thing about Eruption...and why I can tell already that I'm going to be annoyed here.
Eruption is a meh perk against SWFs and a nightmare scenario for solos.
What should happen: the perk reworked into something that's universally good against both, but not as oppressive for solos.
What will happen: take a look at Thana. Or Ruin. Or Overcharge. Or Pop.
Killers won't get anything in return, because that's...never how it works.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328325#Comment_3328325
It doesn't though.
It needs to be reworked.
Dead Hard is...probably a bit strong too, but with how long it was left at a 70-80% pick rate, I doubt it's ever going to be adjusted at a 30% pick rate.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328317#Comment_3328317
It really wasn't though. In some situations, DH is even stronger than it was before. The DH 'nerf' was a bit of a paper tiger, all told.
As much as I defend the eruption, I'm not a big fan of it, and if the eruption were removed right now, I wouldn't be hurt too much (don't you dare touch jolt)
but the fact that we take away strong toys from only 1 side makes me very sad
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328305#Comment_3328305
If you want killer regression to be on par with survivor progression why would't a killer camp a 3 gen from the start?
Also saying that is avoiding the problem. You know 3 gens are problematic want to buff killer in ways that make that strat even better and then tell survivors to not 3 gen themselves.
Well, then come chase me and stop running back to the same 3 gens when the match has just started.
survivors have potential energy that was created to resist 3 generators, and given that the progression of the generator is stronger than the regression, you can run up to build energy and run back, so sooner or later your progression will fix the generator, or the killer will run after you, which allow other survivors to repair the remaining 2 generators
+ you also have a hidden alliance that does not allow killer to kick the generator
if you see gen 3 camp so often, then start using perks that counter it
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he is already a little better, but as for me, he needs 1 more buff
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the knight is an incredibly strong killer, at least if surv are AFK, in all other cases it is a weak killer that will make you play shift w simulator
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to be honest, 10% + a slight increase in the base regression would be fairer for me (of course, with the nerf gen perks)
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@KblokoBR said:
Prove thyself= 15% each survivor gen speed, max 60% progression speed on a gen with four survs and ONE perk, requirement: Hold M1 and being together.
Eruption + jolt + pain ressonance + pop (20% of max gen) = being generous with pop, its 53% regression with four perks that requires an ENTIRE BUILD, and having to work out multiple ways to each one to work.
Imagine if was otherwise, pop regresses a gen by 60% in one kick, it wont last a day (this would be ridiculous too).
Nice joke.
you forget about hyperfocus, which allows you to solo repair the generator in 60 seconds, or in 45 if there is a toolbox
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327002#Comment_3327002
it a perk to counter circle of healing (shatter hope) people still complain about it tho. why? Cause shatter hope isn't viable...
Potential energy isn't viable especially in solo q
destroying totems is ineffective, the killer spends more time to extinguish the totem. than a survivor to bless him
+ killer fights 4 vs 16 so the killer can't afford to become 25% weaker because 1 survivor took the totem
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326955#Comment_3326955
DbD is not a counterpick game. For every one game on RPD that you bring Potential Energy for, you have 3 or 4 games where it's a dead perk slot.
tunneling perks work in the same way, you can be not tunnel and then it's dead weight
I just don't quite understand how you can complain about something when you have a perk that completely opposes it
it's like if there was a perk that inflicts a deep wound and at the same time you would complain about DH
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it's a too sad that there is no perk in the game that completely destroys the game from 3 generators (potential energy)
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@Witchubtet said:
I’ve played only four matches and two of them had survivors cheating in them. One a Claud ate four hits while injured, tea bagging the whole time. The next they finished gens while only using basic flashlight perks. And when I said finished I meant did them for like 30 seconds and they popped. No multiple people on a Gen either.
EDIT: Just had a team that finished gens within 40. At this point I’m skipping this event since the Devs seem to not care about cheaters in their events.
I’m sick of these events being like this.
I agree in the last game, the survivors blinded me for 40 seconds
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I like to watch people with DH complain about the eruption
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@AverageKateMain said:
We really need to stop nerfing things into the ground simply because people don't like dealing with it. Tinkerer is a great example of this type of mindset.
The more you guys fiend for nerfs, the more you guys are killing the game itself
the same thing happened with thanatophobia and ruin perks that encourage active play and punish the camp were completely destroyed
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326084#Comment_3326084
TLDR:
Holding w and never looping will waste at minimum 55.11 seconds of the killer's time for the first chase to get the first hook. If you add in pallets it adds 16 seconds of time to the first chase for each pallet dropped, meaning all you have to do is win 1 50/50 mindgame, and the killer will lose 3 gens in the first chase. This is why killers are opting for the 3-gen strat, because they only have to patrol a tiny area, make a dead zone, then just wait it out.
now add DH here and you get 70 seconds
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@usesPython said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326029#Comment_3326029
Thing is that on both old and new Eyrie you're basically never going to run out of pallets outside of 40 minute genkick games. The pallets being closer though means that it's even harder to make a deadzone since you have to break more pallets to make the same sized area a deadzone, while also making it harder to mindgame since it's much more viable to just hold W to the next connected loop if you mess up
By the way, buildings with windows have also become closer, so yes, in some ways the map has become a little easier, but otherwise this map is still on the side of the survivors
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with kindred and new HUD, I almost always understood where the killer and other survivors were and what they were doing, this is a huge buff and it became much easier to play solo
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the map has become a little smaller, but the number of pallets remained the same, so the pallets are now closer
@usesPython said:
They've somehow managed to add even more pallets while also making all the loops even more connected, quite literally the worst map rework I've seen so far.
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@Outcast said:
This is coming from a new Knight main. The 5% is too strong due to the rest of the baseline stats.
ZERO cooldown. So you can kick a gen 5% across the map, you know people are nearby, they tap it, you send another minion with next to no cooldown and get another 5%. That seems extremely strong. Completely takes away the ability to force a gen and the killer is doing it from a long distance. Before when you could interrupt it while running over to chase people off that was fine, but you can chase someone a medium distance from gen and keep kicking it for a massive regression. (4.5 sec gen time each kick)
I remind you that the regression from the kick of the generator is made so that the survivors do not touch the generator when the killer is nearby,
and these 5% are only from the guards to summon + the time of the order, in the end it takes the same amount of time as the knight would spend if he kicked the generator 2 times
to roll back to 0 the generator, you need to kick the generator 20 times, which is 90 seconds, for this time the survivors can repair 3 other generators
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325149#Comment_3325149
It's 500ms max, and reduced by the killer's ping. So if a killer is laggy and has 150ms latency, the server sees 'free hit' and then confirms that there was no endurance. In that scenario, the survivor only gets 350ms of reaction time. The average human reaction time is 250-350ms.
This is why survivors get the 'exhausted on the ground' issue. On the survivor's end they hit the button in time, but the server ruled in favor of the killer because of ping.
in for honor the fast attack of some characters lasts 300ms, in order to parry it in the interval between 150-270 you need to press rmc, it will be considered difficult, but by no means impossible, professional players even often do not use fast attack so that they are not paired, so 500 ms even ping is not a problem.
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@antag0nisticw0mble said:
M1 killer? You can literally inflict deep wound cancel the ability and down someone. You say indignation but it's not hard to abuse frenzy. Or a lot of other killers mechanics. It's always killer mains that comment about the state of survivor but if you played more of both sides and found people that took the time to learn mechanics you'd have a hell of a rough time on survivor no matter what setup you used.
I feel at this rate we will come to the fact that the pig is OP, initially I was hoping for some constructive criticism or some ideas, but in the end we came to the conclusion that the Legion Op because you can't run without dh
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@antag0nisticw0mble said:
M1 killer? You can literally inflict deep wound cancel the ability and down someone. You say indignation but it's not hard to abuse frenzy. Or a lot of other killers mechanics. It's always killer mains that comment about the state of survivor but if you played more of both sides and found people that took the time to learn mechanics you'd have a hell of a rough time on survivor no matter what setup you used.
everything is funnier and more fun to read your messages while the legion is stunned after the ability you will have time to run to the window / palette 100 times and he is again a weak m1 killer, for you probably michael is at stage 3 OP
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325154#Comment_3325154
You also say that press E doesn't require skills. How about killers like legion that instant;y make you lose 2 health states and inflict deep wound? On top of that the mobility increase along with constant notification where all players you haven't hit are? Or the addons that are basically a free franklins perk on top of the annoyance of everything else? Or a combination of 2 easy to get items that inflict broken and mangled? Killer mains complain about DH but don't see whaat's broken with the setups they use.
well, if you have problems with the legion, then just "be smart" but in general it's funny to hear indignation at the m1 killer
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@antag0nisticw0mble said:
I'm sure you don't with the current state of connection issues. Being 10 steps from a window after fast vaulting and still getting hit. A killer with bad ping/connection is always going to counter DH no matter what and with the amount of VPN abuse going on atm eg people from china playing on EU region (Yes I get these daily) DH becomes useless.
I don't know, maybe I don't have such a problem because I very rarely meet Chinese players (I can't even remember when it was last time)
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press e does not require skills
I don't play Survivors that often, but I never have a problem with just pressing e when the killer strikes,
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@legacycolt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325136#Comment_3325136
It’s not free because you have to time it and dh doesn’t work if the killer is smart.
1 dh is minimum +40% generator (if surv doesn't have a toolbox, prove or hyperfocus if there is more)
+ there are many situations when the killer either has to eat DH or get a pallet, but what can I say, even in tournaments with 5000+ killers constantly eat DH
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@legacycolt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325136#Comment_3325136
It’s not free because you have to time it and dh doesn’t work if the killer is smart.
1 dh is minimum +40% of the generator (if the surv doesn't have a toolbox, prow yourself or hyperfocus, if there is even more)
+ there are many situations where the killer either has to eat DH or get a pallet, but what can I say even in tournaments with 5000h+ killers constantly eat DH
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free 3 state of health is not fine
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/361935/changes-for-dh-and-eruption
"dead hard will have a debuff that slows healing by 75%"
Maybe DH will have a DC after successful use?
it would be nice, but I think slowing down the healing by 75% is enough for the survivors to use less press e for win
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@HoodedWildKard said:
Interesting "fact" and a pretty extreme statistic pulled out of the air with nothing to back it up.
killers average winrate is 20% so yes killers lose 80% of games
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324244#Comment_3324244
It's good idea if done right after match you should be able to decide if you don't want to face same killer again for next match. However after that you would not be able to decide it. It would add more variety and you would not have to face 4 blights a row.
you wouldn't have to face 4 blights or nurses in a row if the other killers were viable
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323499#Comment_3323499
Look at the perks of the survivors 95% of them are useless giving +5% here +8% there +12 healing. The developers lost their creative zest and there will no longer be such unique perks as DH / DS / boon / and I am not against perks that give progress in the treatment or repair of generators, the main thing is that they are not like the same perk only with a different percentage and conditions, since they can simply be combined into one perk and nothing will change.
Also, after the last patches, they generally killed all the perks that were more or less attractive and kept almost from the start of the game. Playing as a survivor with or without perks makes no difference. So adding passive abilities to the character is another incentive to buy survivors and try to make an even more unique build.
Why should I buy a trash skin that gives nothing?
I repeat, I buy killers because each perk is VERY STRONG and they have unique gameplay and do not sit at the factory bored like bots, plus each killer has several abilities and the survivors don’t even have a difference and as I said for the survivors I no longer I will give no money and even for free I will not agree to these skins, because if there are perks, then why this garbage skin?
hmm, hyperfocus that reduces repair time to at least 70 seconds is useless, DH that is able to win at least 15 seconds (45% for a generator) seems to be weak too
coh which allows you to heal infinitely, while if the killer decides to put out the totem, then he will spend more time than the blessing
potential energy that completely destroys the game from the 3rd generator is also probably useless
the ability to stand up on your own is also probably useless
poor survivors
killers have all OP perks like predator, or any skill that causes blindness, or dying light that gives more bonuses to survivors than killer
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@Rudjohns said:
Nice, now BHVR is gonna nerf all healing perks because of some exploit that will happen once every 1000 games
well, it would be fair to remove the ability to heal in 2 seconds, given that the minimum chase time is 30 seconds
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@Gamall said:
Always laughable when killers ask for nerf for what they are gonna struggle more instead of improve their ability to work with it
there are moments where the killer loses anyway if the survivor has DH
it's not about skills, but about the fact that there are situations press E for win
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@Clockwork_Enigma said:
https://us.v-cdn.net/6030815/uploads/ASYCPDE7JW1A/image.png
Never-Sleep Pills
Current Effects
- Feral Frenzy moving speed is reduced to your base movement speed of 4.6m/s.
- Feral Frenzy duration is increased by +10 seconds.
- Grants an additional, stackable amount of Bloodpoints for each successful Feral Slash, starting from +100 Bloodpoints at one to +500 Bloodpoints at five.
Why it's Poorly Designed
- This gives The Legion an extremely consistent way to get all four Survivors injured in a short span of time if they are unprepared and allows The Legion to almost guarantee a fifth hit from their Power.
- This is widely considered The Legion's best add-on due to the fact it can be synergized with Mural Sketch and its base duration is that of 20 seconds with no change to its cooldown.
- This promotes hit-and-run playstyles more prominently.
New Effects
- Hitting a Survivor with a basic or lunge attack now restores the Frenzy Gauge by +25%.
- While in Feral Frenzy, you have the ability to miss Feral Slash once and not suffer Fatigue. This effect resets itself each time you hit a Survivor with Feral Slash or re-enter Feral Frenzy.
Why This is Better
- This grants Legion a better reward for hitting Survivors successfully with their basic attack ability in that it restores their Frenzy Gauge faster.
- This also grants them the ability to make up for at least one missed hit on Survivors.
- This grants them the ability to synergize with other add-ons in order to create interesting scenarios.
https://us.v-cdn.net/6030815/uploads/OZVUNXFWTE97/image.png
Frank's Mix Tape
Current Effects
- Increases the speed of damaging Generators by 20% while in Feral Frenzy.
- Increases the speed of breaking walls by 30% while in Feral Frenzy.
- Pauses the timer of Feral Frenzy when either action is performed.
Why it's Poorly Designed
- Doesn't factor in the fact that no Legion player actually kicks a generator or breakable wall while in Feral Frenzy because it puts you at a massive disadvantage.
- The increases are very marginal and meaningless.
- This add-on currently conflicts with another add-on that automatically regresses Generators, as well as Hex: Ruin.
New Effects
- While in Feral Frenzy, your vaulting speed is increased by 15% and you start with 1 token.
- If Feral Slash is used on a Survivor that is already in Deep Wound, that Token is consumed and you will not be put into Feral Fatigue.
- This action will restore your Frenzy Gauge to full, but will not count towards the progression of the finishing blow.
- The token is restored once you start another Feral Frenzy.
Why This is Better
- This would make Feral Frenzy more threatening to go against and make it more fluid to play with.
- This would counter Survivors attempting to block The Legion from using their power properly while in Deep Wound.
https://us.v-cdn.net/6030815/uploads/AFF53SYCKYYZ/image.png
BFFs
Current Effects
- Hitting Survivors with chained Feral Slashes grants tokens starting from the second to the fifth, with the amount of tokens gained being equivalent to the current slash performed.
- This ranges from +2 tokens up to +5 tokens.
- Once the exit gates are powered, if you have 15 tokens, The Legion benefits from a 4% haste status effect while not in Feral Frenzy.
Why it's Poorly Designed
- It is an add-on that was designed for endgame use only, at a point where The Legion is at their most disadvantageous.
- The Haste boost does not grant The Legion any tangible reward otherwise and is a waste of a slot for the majority of the game.
- This doesn't even factor in the fact that this isn't even NOED, so Legion doesn't benefit in any other way but a marginal speed boost.
New Effects
- Hitting Survivors with Feral Slashes grants tokens starting from the second to the fifth, with the amount of tokens gained being equivalent to the current slash performed.
- This ranges from +2 tokens up to +5 tokens.
- Each time you accumulate 15 Tokens, those tokens are consumed and The Legion benefits from a 10% haste status effect while not in Feral Frenzy for a duration of 30 seconds.
Why This is Better
- This version of the add-on gives a tangible reward to The Legion that occurs for the entirety of the Trial rather than being a miniscule reward at the endgame.
- This version makes The Legion significantly more threatening to go against since they can become much faster, and a lot more rewarding to play now that the player can always have something to earn with it.
Lord, just drop the pallet, heal the deep wound by 99% until the legion stops the frenzy
blind it body block it
run as far as possible so that he does not have enough time to catch up with the others
just use your brain
hit and run is a bad tactic ok, next time i will camp on a bubba cuz as it turns out hit and run is bad
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wow eruption is so common, i hope survivors don't wear the same perk every game
(eruption 20% pop) (dead hard 31+% pop)
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/361355/survivor-personal-perks
The killer is fine, he has the ability and some of them have several.
the killer has 4 perks + ability. Yes, it's worth paying for and I have all the killers
It is necessary to give each survivor their own passive in the amount of 1-3% to something then they will make sense, but at the moment it is a stupid skin that does not give anything
the survivor has 4 perks + NOTHING (just a stupid skin) for this reason I stopped buying survivors
killer is already fighting 4 perks vs 20
do you want it to be 4 vs 24 ?
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@SmolBlob said:
I disagree. That would screw over Killer perks that rely on Dulls to exist. Also making the survivors spend the time to go Boon the totem over and over again is time they're spending not working on generators. Make use of that.
no, the killer takes longer to extinguish the totem than you place it, the animation takes 2 seconds + the time to move in and out
if the killer spends 4 seconds then the survivors have already won themselves free time, so whatever you do coh absolutely always wins
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322959#Comment_3322959
This is called 'Whataboutism'. No, that's not fine.
It used to be worse than this.
It used to be that you initiate the grab animation, but the survivor has already let go, and you just stood there, stuck in animation, unable to do anything for 2-3 seconds.
Now at least you still get a hit in.
And if the survivor actually does not let go of the gen, then guess, what? You get the grab!
Fact is, if your grab turns into a hit, that's the result of the survivor correctly timing the moment they let go, the disjointed animation is a result of your connection quality, and in either case you come out on top, you either get a grab, or you get a hit. There is no problem here.
if for you a survivor who made a mistake with time and can still blind the killer, this is fair
the killer who was not mistaken, but still does not get anything, this is normal
it's called double standards
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322711#Comment_3322711
You've heard of ping right? Latency? Hit validation?
Just because you get the grab on your screen, doesn't mean the survivor hasn't already let go before they were grabbed.
If you make every grab guaranteed from the killers perspective, then survivors get incredibly janky occurrences where they let go, run away, and then get yanked backwards into the killers arms a second or two later.
nice logic, when for 6 years there were cases when the killer struck, the survivor screamed, but did not receive damage, then this is fine, but when the survivor simply does not want to let go of the generator when the killer is nearby and will be punished for this, then this is unfair
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more than sure that the AI is better than at least 30% of the survivors that I met in soloq
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@Clockwork_Enigma said:
You know how Survivors have that little buffer window where they can get a Flashlight save with only a slight margin for error? This is the same logic that I'm applying here, but for grabs as the Killer.
Because logically speaking, Killers having the ability to grab Survivors with just the littlest bit of error would lessen the gap between newer and more skilled players, especially since Flashlight saves have been changed to do that same thing.
so many times faced with the fact that the animation of grabbing starts, but then it is interrupted leaving you with nothing
so at least generators need a buffer