sanees
sanees
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316075#Comment_3316075
Yeah, broken Blight, Nurse (she gets new broken ######### lol) and Spirit addons need to go, not arguing here.
My problem with the 120% is that it makes a lot of loops less safe. If it was solely for the purpose of getting around, outside of chase, sure.
I don't play Nemesis at all (too loud for my taste) so I can't tell you about your suggestions, but they look nice. There are other killers who need addon passes like Pyramid Head or Freddy.
Do you understand that this is good?
there would be no endless loops in the garden of pain and headonfield
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@healsoflove718 said:
First of all, let me start out by saying, yes, I have played as killer. No, I do not like playing killer which is why my rant will be about playing as survivor in SOLO QUEUE ONLY. Yes, I do feel like this game is survivor sided (at times lol) and yes, I have wanted killers to get buffed when I have played killer because survivors are toxic just as killers. Yes, I do feel entitled playing as survivor (at least I can admit it) and that’s because I honestly do not find playing as killer fun for me. I play dbd for FUN, not to make it out alive each match but to actually PLAY the game the way it was intended. Oh and yes, I’m semi-new to the game, I have watch dbd for years and have played recently.
The protection buff we get once we get off the hook is NOT ENOUGH in solo queue... Killers will literally camp the hook, chase you again, wait for the debuff to wear off and chase you down until they tunnel you out the game. This literally takes them less than 2 mintues to accomplish, EASILY. The frustrating part is that they’re doing that within the FIRST 3 MINS. of the game. I have literally been tunneled out within the first 3 mins and so have others.
When I’m in a match and this happens to someone else, the real fun begins, you have 3 survivors left that are supposed to complete 5 generators??? That is NOT happening! EVER! The remaining survivors are not doing gens out of fear of being the next one to be camped or hooked, this is what I’m noticing when I spectate a game after being tunneled/camped out the game. Survivors out of fear are crouching, hiding in lockers, or refusing to save the next person on hook because of the playstyle of the killer. And I can’t blame them.
And then, the killer who camps/tunnels end up getting 4k kills AND the most bloodpoints for playing so scummy! Now, I understand that tunneling/camping is NEEDED in CERTAIN situations like swfs OR when you have a good team and they want that 1 or 2 kills but for solo queue, it is NOT FUN! It's even encouraged among killers in dbd forums to camp/tunnel just for the FUN of it because they know how much survivors hate it. They get joy out of tunneling and camping which to me is psychotic. Who plays a game to bring misery to others just for the joy of it??
Killers say that for them, it’s not fun getting gen rushed. Get rid of gen rushing perks if killers are so worried about getting gen rushed! Nobody uses HYPERFOCUS (who the hell can continuously hit great skill checks in SOLO QUEUE???) Definitely not I and nobody is running that perk, NOBODY. I’ve seen it honestly ONCE in like all the hours I’ve been playing this game. Rarely do I see anyone using prove thyself, & if I end up bringing it into a match, guess what? The other 3 survivors are not helping me utilize it because they’re more interested in doing something else rather than doing gens.
Now with the new buffs killers are gonna get this month pertaining to how they are awarded with getting kills, it's going to continuously encourage camping & killing b/c it's going to be all about just getting those 4k kills instead of ACTUALLY PLAYING THE GAME! You know, chasing after survivors, hitting survivors, hooking them, hitting generators, going on to the next survivor to hook them, etc., etc... this game is becoming just about camp/tunnel survivors out of the game b/c killers know 3 vs 1 (5 gens to do) is NOT going to be completed by solo survivors.
Please increase the protection hit time (NOBODY RUNS BORROWED TIME - GIVE ME A BREAK!!!), increase our bloodpoints, decrease killer bloodpoints for camping or tunneling near hook survivors OR come up with something because you have survivors including me just killing themselves on hook to just move on to the next game because killers are the only one having fun & getting rewarded for playing like that.
I also notice that in solo queue, survivors are running “fun” perks or perks that will “help them” get through the match like sprint burst, deadhard, lithe, windows of opportunity, boil over, dance with me, distortion, boom perks especially circle of healing, adrenaline, and bond, etc. Nobody is using any other perks the majority of the time, please fix/change/update, do something with perks that nobody uses like, iron will (nobody uses it now), no mither, solo-survivor (yea, good luck not getting camped/tunneled to actually make it to the end of the match), up the ante (really? Come on…), wake up, autodidact (nobody runs it, it’s useless, you have better healing perks than this crap), all of Jane’s perks except head on which nobody uses in solo queue, all of Ashely’s perks, red herring (really? Who the hell came up with that idea of a perk??), blood pack, power struggle, appraisal, smash hit (smh, really??), self-preservation, rookie spirit, bite the bullet, quick gambit (nobody runs that in solo queue, survivors hear a faint terror radius and run like hell into lockers or the corner of the maps, etc.
1. To summarize my rant, please do something about tunneling/camping and I’m pertaining to the issue in solo queue! I don’t do swfs.
2. Do something about our perks, they need some drastic changes because they’re not being used because they’re useless or there are better perks that overshadow the perks that are not being used. Each perk should have some reason why we would want to use them. I always bring déjà vu, b/c it’s a perk that actually is beneficial and it serves a purpose. It lets me see the 3 closest generators in the map which helps the team not to get 3 gen at the end. Resilience is another great perk that I find myself wanting to be injured so I can benefit from the buff that it gives me and I’m okay with not making it out of the game alive if I was able to complete or help my teammates in some way or another with that increase buff. 80% of the perks survivors have, don’t serve a need or a purpose in solo queue such as red herring or sole survivor.
Ok – rant over. Now, I know I’m gonna get blasted for my opinion, and I do understand that it’s not easy playing killer either but it’s not fun being camped/tunneled leaving you with only two opinions, to d/c or kill oneself on hook to move on to the next game, leaving the rest of the team to be camped/tunneled out the game too. It’s beyond frustrating.
/sigh
want to get rid of camping/ tunneling ? play better
there are a bunch of maps which are absolute for survivors
garden of pain, hadonfield, gideon
even i am killer main, playing as a survivor was able to distract the killer for 3+ minutes
during this time, survivors with hyperfocus will be able to repair 10 generators
(by the way, this is the reason why the killers camp, they physically cannot make 12 hooks in 3 minutes)
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316078#Comment_3316078
It would guarantee a hex totem every match which would make games feel samey.
why would that make them the same?
Since when has it been working like this? let's take away the perks from the killers because it makes the matches the same.
it's just bullshit
there are a bunch of different totems and each killer is better suited to their own and since the totem and since the killer will definitely have a totem, then the survivors will more often focus on finding and destroying the totem, which diversifies the gameplay of the survivors a little and will give the killer some time
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316073#Comment_3316073
It would guarantee a hex totem every match which would make games feel samey.
Also new players would suffer greatly because almost all totem related perks are gated behind paid killers.
beginners do not have perks to slow down the genrush, beginners generally don’t have a lot of things,
It seems to me that making a balance exclusively for beginners is a bad idea
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@roundpitt said:
It would be cool to have an extra perk, but most people will just slot another gen regression perk.
I suggested adding a slot for totems only
in this way, totems will have at least some sense, and a new task will appear for the survivors
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addons
(I couldn't come up with a name for all the addons, so I'll just write the name and color)
brown addons 1 reduces ability cooldown by 2 seconds 2 increases ability time by 3 seconds 3 increases the cast time of the UV paw by 2 seconds 4 survivors don't see UV lamps auras until infestation reaches level 4
yellow 1 increases the movement speed in the ability by 0.1 2 increases flashlight stun time by 0.5 3 places an Injury and Bleed effect on survivors attacked during the ability 4 inflicts oblivious on all survivors attacked during the ability 5 reduces hits to move to the next stage by 2
green 1 after bite, survivors gain stage 3 vampirism, if the survivor is already infected, then after the bite he gets 5 stage 2 reduces infection time to 15 seconds ( basic 20) 3 Stages 1 and 2 have no bonuses for survivors 4 after biting, you see the auras of survivors within a radius of 32 meters 5 after biting, survivors cannot use UV lamps for the next 120 seconds
purple 1 reduces the number of UV lamps by 1 2 all survivors start the game infected 3 increases all debuffs from infection by 5% 4 Infected spreads the debuff 24 meters away from him
rainbow 1 increases the number of UV lamps by 1 vampirism can no longer be fully healed UV lamps reduce vampirism by 1 (instead of 2) 2 attacks during the ability can no longer knock down the survivor, instead the survivor gets a deep wound and becomes infected with vampirism (if already infected, increase the infection by 1)
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3 survivors can start 5 generators in less than 2 minutes, the killer has to be proactive + tunneling is possible only with the permission of the survivors, just stop unhooking when the killer moved 5 meters away
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@xXShadowSXx said:
I've been playing DBD for about 2k hours and I'm amazed at every new update in which the game for a maniac is getting harder and harder, the fix of the only playable maniacs turned the game into a complete joke against a group of survivors who deduct generators in 3 minutes of real time, so little did the ICONS TO SEE WHAT ALL THE SURVIVORS WERE DOING - it was made to kill maniacs definitively? With the next update, I propose to remove maniacs from the game altogether and let the survivors run and repair generators, the game "horror" implies that "Survivors" should be afraid of a maniac, and not squat after each discarded pallet.
i have a theory that they want to get the solo as close to the swf as possible (so maybe expect more surv buffs) and after buff killers
my main fear is that it will repeat itself from 6.1 when the killers were given strong perks at the beginning, then they were nerfed, and after that the survivors were given hyperfocus and as a result the genes can be solo in 40 seconds
I really hope this doesn't happen again
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314816#Comment_3314816
Lmao
It’s not skilled, you aren’t doing anything amazing that warrants the term “skill”. You are virtually capitalizing on a badly designed play style.
One where your victim is unable to do anything (hooked person) and the others have two choices, trade OR hold M1 on a generator. The fact that it’s so convenient to the point that 1 person doesn’t get to play the game boggles my mind that someone would think this atrocity is actually skill.
how to say that you are main surv without saying that you are main surv
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@luvcraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313802#Comment_3313802
Take yourself out of the mindset of a "good" player for a moment, and put yourself in the mindset of a "noob" player: you have a tome challenge to blind the killer, but you don't have the hang of flashlights yet, so you keep getting the timing wrong again and again, but you're slowly getting better. You think you can pull it off next match, but you're out of flashlights, and there are no flashlights in your current bloodweb. Or the next one. Remember, you don't control how often flashlights show up in the bloodweb; the RNG does, and right now it's rolling against you. How does that feel?
good joke, my first 3 games were against swf 2000+h if I could endure this and go further, then the new player will survive the round without a flashlight
especially since there are boxes in which there can be a flashlight
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@JawsIsTheNextKiller said:
I adorn my hooks with the brightest trinkets the rift offers me, and yet I somehow always manage to miss the hook right next to the Kate I just downed. Now I hear the PTB is making the wiggle mechanics add extra sway to the killer. This could be a nightmare for anyone using a controller. I doubt enough people played the PTB using anything other than a keyboard and mouse.
Please devs if you are adding extra sway to the wiggle, help us controller players out and remove some from Boil Over.
yes
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I'm not the main nurse, but I think that this is enough, it takes a huge amount of time to learn how to play as a nurse (this is the killer with the lowest KR)
what about the fact that the nurse can quickly do -4
well, while survivors can make -5 generators in less than 2 minutes, there must be a force that can withstand them
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agree with everything except 2
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@LuthirFontaine said:
He seems to be a thorn in my side. Flys over pallets, have to find a box all day, and I swear he gets some of the most bull ######### hits with his charge. I would appreciate any and all tips.
just play more and watch videos on youtube, it's a strong killer, but not even close to a nurse
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@BastardKing said:
Regardless of your opinions on the upcoming buffs, there is one thing that kinda irks me when playing the knight. You need to go into your power, and that means you need space in front of you, to kick a pallet, gen, or door with your power. I think the Knight should have a button that allows him to just sic the guard directly on the object without first needing to back up to use it. Even if he has to be slowed a small bit when it is starting to not give him extra time, the ability to just hit one button and summon a guard to do a break task would be a huge QoL update.
agree
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@ShittusPlayus said:
There will be almost certainly be one and it will be likely Vlad himself.
I just hope they will make him as good, and more importantly, intense as Oni.
even though Vlad was shown to us first of all, I hope the developers will make a more diverse customization system and Vlad will be some kind of legendary skin
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@Hitiori123 said:
I will give several reasons for the return of this permission 1) people who have a weak computer cannot fully play the game, since the FPS in the game at a resolution of 16: 9 may not be stable, and this fluctuation does not allow you to play the game normally and comfortably, the number of players and the number of players online will rise accordingly 2) also when you are trying to escape from a maniac, in some places at a resolution of 16: 9, sometimes you don’t see a red glow in vain, or it’s somehow difficult to look at it because of more beautiful effects, which is also not unimportant because I can very quickly take you out of games if it happens regularly 3) some players complained about this resolution, that it was too "cheating", let's say, but this is not at all the case, since the game is completely tied to the experience of knowing perks and how to apply them correctly, and also on the experience of knowing the maniac himself and how he can use his ability to catch this or that surve. 4) In general, most players praised this resolution, and not only for the points that I wrote about, the more online at that time, people who had weak PCs somehow played the game, but with the current resolution, they began to leave the game, when they learned that 4:3 had been taken away conclusion: In general, my vote is for the return of 4 by 3 resolution, because this will not only increase online in the game, but it will also be more comfortable and interesting for people to play.
you still have 4:3, it's just limited and doesn't show information better than 16:9
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@CookieBaws said:
I think CoH should degrade healing speed for each survivor. Like 10 or 15% for each heal and does NOT stack with other sources.
For example:
You healed once at 50% and next time you self care with the totem you will do it at 35% speed, and 20% and 5%.
coh should only speed up the healing without giving the ability to self heal
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Do you remember that there is an Inner healing that can only be used 5 times and only for yourself? now compare this with coh
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coh literally an improved version of self-cear with a bonus to speed and for everyone
if coh only gave speed or was one time, it would be much better, 1 skill literally destroys the hit and run tactics
and when 1 perk completely destroys tactics, this is clearly not good
this increases the tunneling and the camp because it is better to choke 1 than to make 4 hits that will be cured in a moment
Everything I said is only about coh, all other boons are balanced and require you to understand the game, tactics and at the same time do not give such a huge bonus
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@Forza said:
If it takes a killer an average of just 4 seconds to find and kick a Boon Totem then the time cost to the killer is the same cost to the survivors.
This assumes that 1 second of the killer's time is equivalent to 4 seconds of the survivor's time. (also we're assuming that 4 survivors are alive).
So this would lead us to the conclusion that there is no time lost to survivors in placing the Boon Totem so long as the killer takes time to remove it.
And in this sense Boon Totem: Circle of Healing has no actual cost (it may actually be more time costly for the killer to remove than survivors to place) and provides all survivors with the ability to self heal and 50% bonus speed.
let's say the survivor set boon at the other end of the map and the killer needs 30 seconds to reach and break it
for survivors, these 30 seconds will turn into 120 seconds of the generator
so yes coh not only does it have strong stats it can also give you a free generator if the killer wastes time on the totem
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Absolutely not!
random brings variety, I think it's better to get defeated due to bad spawn than to constantly play the map without changes
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depends on the mood, usually it's the last one, I can give the hatch to someone who was not toxic, or if the survivor tried, or vice versa for survivors without experience. Sometimes if I have 10 hooks and the game was decent/easy I let go of two
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he obviously needs more buffs, and the change of green addons as they are useless
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@Nihlus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311083#Comment_3311083
- Survivors no longer shorten carry time by hitting Great Skill Checks. Instead, Great Skill Checks will increase resistance for the Killer.
Directly from patch notes. It will no longer shorten time. It will always be the normal time assuming you hit every check.
yes, but you did not take into account that a strong swing will lead to the fact that you will win even more than a second
add flip flop and Boil Over here and you get the reason why RPD was reworked
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@loothound said:
They removed that extra second though?
in ptb swinging always takes 1 less, hitting a great zone just increases the strength of the swing
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no
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it is necessary to increase the information for solo (add kindred to the base etc.) making them as close as possible to the SWF
I understand that you can’t make 4 random people into 4 friends who have been playing for a long time, but this can bring them at least to a relatively close level
after which we will be able to properly buff m1 killers
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dying light and kindred both of these perks will help against the camp
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309124#Comment_3309124
You aren't understanding the flow of matches here.
I pretty much always lose at least 2 gens for my first hook but what you need to remember is that once you get that first hook you have pressure. Now someone has to come off gens to unhook so with that one hook you have now halved gen progress, let alone if you had Jolt/Pain Res etc to further slow gens on top of that.
Now you have two survivors left on gens so if you start pursuing one of them you now have only one survivor pressuring gens. If you know the location of that last survivor and get a quick down you can slug and push that last survivor off the gen so at that point you have zero on gens.
You gain pressure by hooking and interrupting gens... Don't chase where there are no gens, don't sit around hooks where there are no gens as survivors being rescued and coming for the rescue are not progressing the game and try to hook in inconvenient locations if you can. You don't NEED to camp/tunnel, you just choose to as an easy way out
there is a mistake in your equation while you are chasing 1, another survivor will repair the generator + already rescued from the hook and again returns to the situation 1 runs, 3 repairs, only now there are 2 generators left
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309124#Comment_3309124
You shouldn't be losing 3 gens in 40 seconds.
look at different streamers, etc. or play as a killer, if there are no bots against you, in the first minute you will receive -2/3 of the generator
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I gave the first hook in 40 seconds and got -3 generators, please tell me what I did wrong and how I need to do 11 more hooks in the remaining minute
The killers simply have no choice, you either camp / tunnel or get -5 gene and tbag on the gate 3 minutes after the start of the matchwell, or you need to play only as a nurse
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Even in normal games, 1 hook is always -2/3 of the generator (of course, if you are not playing against people who launched the game for the first time in their life)
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308850#Comment_3308850
Even 4man max genrush survivors with 4 BNP's and EVERYTHING made for the quickest escape possible (with best survivors in game) were not able to get below 3:34. So no. You are dead wrong. Your timing is the same thing as saying killer can hook survivor in 4s because instadown exists and hook animation and swipe animations take ~4s.
4 survivors need less than 3 minutes to make 5 generators, in the first 90 seconds -4, and then all 4 survivors make 1 generator and this is without perks and tubloks that significantly reduce time
I saw a video where people were able to escape through the gate in 2:50
so they can
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@Aven_Fallen said:
So, you want Plague and Legion to have even more Slowdown?
I could describe for a long time why this will be useful to all killers, but instead I will turn on the gigachad mode and say
YES
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you can add a post-hit slow for DH so it will be closer to normal perks
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the survivors can fix all the generators in less than two minutes and the shift w chase takes 30 seconds hmm let's think about why the killers are camping
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308560#Comment_3308560
Only hackers do 5 gens in 2 minutes. 3 gens can get done in that time if you don't pressure gens and chase that time only one survivor and all survivors also spawned separatedly. Most matches killer should get down pretty fast and use some slow down to defend gens which allows more time to go for chases.
without perks and toolboxes, 3 survivors will spend less than 3 minutes repairing 5 generators,
each toolbox reduces time by 70 seconds when using Built to Last
even if we take into account the time in the closet, it is -58 seconds from 1 Tublox,
3 toolboxes is -174 to repair time, if you use genrush perks it's even faster
and here we get -3 generators in the first 30-40 seconds of the match
please tell me how the killer should win if the game is already 3/5 over in the first 30 seconds
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in the current meta, when 1 hook is equal to -2/3 of the generator, you need to either strengthen the m1 of killers on all fronts, or add dying light to the base
well, of course, add icons for survivors (I would even make a kindred base)
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308536#Comment_3308536
So, both sides winning 40% of the time in the best hypothetical scenario is not balance according to you, of course... what a surprise.
And again, AVERAGES, not all killers and survivors are doing the same numbers, and we talking that in average we have balance. so some people are doing better and some other are doing worst. It's not so hard to understand.
And no, it is not a draw because even if for the killer a 2k means no gain or lost of MMR, there is still 2 survivors who have won and two who lost by how MMR works for them ("4 games are taking place at the same time, 1v1/1/1/1", remember?). A draw for the survivor is the hatch, as the survivor will not lose or gain MMR and not made the killer lose either in that "1v1".
So, no, 50% killrate is the game being survivor sided. Now, with 60% it is 40% on average for both sides = mathematically balanced and that's why BHVR wanted it to be that percentage. Just accept it and stop trying to defend your "killer OP" point by changing and twisting the arguments you'd being using since I started posting in this forum.
many people forget that this 40% killer winrate comes with constant camping/tunneling.
remove camping and tunneling and killer VR will drop to 20-25% so the real situation of the killers is even worse than many people think
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I ran tests and did not encounter a camp when I repaired slowly and at the same time I was almost always tunneled/ camp when we genrushed
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summer update buffed survivors by giving them extra perk, and gave killers +50 seconds BUT
1 survivor with a toolbox and Built to Last is -70 seconds to repair time
4 survivors with toolboxes is -280 repair time
so people camp more often, 3 survivors can start all generators in less than 2 minutes, chasing without pallets and windows takes at least 30 seconds, please tell me how the trapper should make 12 hooks in 2 minutes , given that minimum chase time 30 seconds ?
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@igotskiz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291341#Comment_3291341
And a good compromise for those who would think this would be going to far would be to have all SWFs identified in the lobbies. Overwatch originally showed Hero portraits linked together to identify people who were playing together and in what groups. It would identify anywhere from a whole 6 man team playing together to a duo, a trio and a solo player.
You could add a bloodpoint bonus for playing against SWFs in higher group numbers and later possibly add a disconnect penalty in lobbies to keep Killers from dodging SWFs if it becomes an issue. Then give Killers built-in BBQ and Chili if they're playing against a 4 man to combat call-outs after getting a hook off.
BP bonus is just useless
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@Deathstroke said:
That's way too many buffs to killer and the fact is not every one of them are meant to be S tier. Games will become boring as survivor if you can't loop any killer when they're overpowered. I just want 2 killer mode that would be good buffs to killer and we can add one extra survivor. So it's 2vs5. For this mode camping should be made imposible and it would be all about chase.
3 survivors with a toolbox repair 5 generators in less than 2 minutes, shift w takes the killer 30 seconds to chase
please tell us how an unbuffed killer can do 12 hooks in less than 2 minutes
killers need buffs
everyone camps or plays only on the nurse, not because they are bad people, it's just that there is no other way to win
if we don't buff killers then we'll run into the camp no matter what we do
camping and tunneling are the main problems of survivors, but camping / tunneling is not a disease, it is a symptom
you can limit camping as much as you like, but until the killers simply have no other way to win, they will do it
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307922#Comment_3307922
If you know what another survivor is doing, it doesn’t really matter where they specifically are. But if it did, there are better aura reading perks for tracking survivors’ locations than Kindred (Aftercare, Empathy, Bond, etc). Kindred only procs while a survivor is hooked, whereas the perks I mentioned are available potentially longer and more versatilely.
Basekit UB isn’t going to be a thing. Personally, slugging is pretty rare in my games (save for slugging for the 4K). Nothing you wrote reduces camping or tunneling. You in fact encouraged both by giving killers basekit Thanatophobia.
m1 killers are not viable and they need a buff, but due to the fact that we have a party and solo, we can’t properly buff m1, we need to give information for solo and after buff killers, + 120 seconds, showing a killer near the hook will clearly reduce camp
especially 15 seconds of closing the survivor after hanging, since it is not profitable for the maniac to camp, it is better for him to go to put pressure on other survivors (taking into account the fact that now his speed is 4.8)
+ the fact that killers don't camp when not genrushed, so killer's buff also reduces genrush
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we need to give out as much information as possible for the solo, and after that buff the m1 of the killers very much
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I don’t see a particular problem in the reduction of the generator rollback from cob and overcharge, it’s 125 seconds for the generator rollback, 125 seconds is quite a lot, given that it’s enough for the survivor to press m1 once,
another thing is that survivors with toolboxes can start all generators in less than 2 minutes, while shift w chase takes 30 seconds, 80% of killers are m1 and they physically won’t have time to oppose something to this, by the way, that’s why the killer so often camping or playing only as a nurse
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@Ayodam said:
These look like killer buffs and survivor nerfs (because they’re already adding icons and what would be the point of basekit kindred a long with the icons? Kindred only works when a survivor is hooked, which survivors can already see without the perk. The icons could possibly be used to help survivors know what the others are doing)..? Killers, I get. But how/why would these changes please survivors?
1) the icons just show what the survivor is doing, but doesn't show where it's happening
2) slug removal, +120s hook time, extra info and camping/tunneling reduction is this a nerf for survivors ?
3) you greatly underestimate kindred, one of the strongest things about swf is when they tell you where the killer went
kindred shows the killer, so if the killer comes to you immediately after hook, you will know it and can hide or run in advance, and in order to better search for such hideouts, the killer will have to take a perk for information instead of taking some perk for antigenrush, thus reducing the speed regression of generators, which is a plus for the survivors
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307667#Comment_3307667
While that might decrease camping and tunneling, the ability for survivors to... well escape might also.
the current kill rating of killers is about 50-60% but it is largely due to the constant camping and tunneling, in the absence of a camp, the kill rating drops to 30%
If the killers become twice as strong and at the same time we reduce the camp / tunneling, then the kill rate will be the same as now, but it will not be so annoyingl
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@MrPeanutbutter said:
Change that will please everyone: servers that actually work
true