sanees
sanees
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@ChuckingWong said:
This is what happens when BHVR listens to the rage bot bait accounts on balance.
The entire match is now about cleansing totems.
I want some freedom in my builds for survivor but I have ran out of perk slots for that.There is literally 1 totem in the game that is worth clearing (devouring hope) if you don't suspect devouring hope just ignore all totems
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@solarjin1 said:
hex face darkness proc every 25sec making it nearly impossible to stop. Even if you manage to cleanse one of them it just getting penti. Trying to do the totems is a dummy mission so you basically need to let them have free reign with their hexes. It almost always devour with it of course.
You know it doesn't work if no one is injured or if the damned survivor is hooked, all you need to do is stay in the chase for longer than 20 seconds without getting hit, loop and pre-drop, then other survivors will easily destroy totems
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847994#Comment_3847994
How about no?
Why killers have counterplay to everything but I have to bring anti-totem perk to have slightly chance to have normal game or have no use from it at all?
So you have the problem that the killer takes all the perks to protect the totems and instead of taking 1 of 16 perk and completely disabling its build, you cry, if the killer devoted his entire build to totems and their protection (make a surprised face) the totems will be well protected
And no, no one is taking away your counter game, you still can break totems just a little slower, and at best you can break the hunt in 1 try and completely unlevel the entire build -
@Jacknalls_Paw said:
Not even 24h that they are already all abusing this new hex combo build with Thrill of the Hunt that makes sure to cleanse totems at an unprecedentedly slow rate and makes matches of unbelievable misery. To cleanse a totem now takes half the time to repair a generator, do this multiple time because of Pentimento and you literally spend the game touching more totems than gens.
Can we please re-examing this change as soon as possible, without having to wait 6 months as it happened with Eruption / Cob-Overcharge / Weave Attunement / Ultimate Weapon ?how about using anti totem perks?
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847282#Comment_3847282
any killer will be op if played by good player against bad players. that's not what im talking about. please read what im saying again.
i repeat, legion is already very powerful in the hands of a bad player who is facing other bad players because of the way his power is designed - very basic, easy, straightforward and the counterplay being entirely a knowledge check + full m1 killer chase skill curve which both contribute to this killer being a killer for noobs to win against noobs.
i cannot make this more clear.
we are not balancing the entire game around bad players. we're acknowledging that some characters are fundamentally designed to be balanced around bad players, just like other characters are fundamentally designed around good or even excellent players. that's how killer design in this game is. you got the short end of the stick, it sucks being you, it cant be helped, find a better main or stop caring.
Once again, any noob killer is generally stronger than a noob survivor, this is not an argument, imagine if there was a survivor who had only 1 hook stage, and when asked why the hell we have a survivor with 1 hook stage, let's give him 2, the killers would come running and they started saying that this is normal and this survivor doesn’t need buffs
the plague is much better at inflicting wounds + gains strength for the attempt of survivors to recover, at this time the legion is slower than an elderly lady with a dog and a cane and its wounds are many times easier to avoid -
@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847167#Comment_3847167
sigh…stronger where in whose hands?
again, I repeat myself, Legion is a character for newbies. People who suck at the game. Who are new at the game. Who lack all the baggage of experience and mechanical skill people normally develop to make other killers strong. Who get overwhelmed by having to manage a power that suddenly makes them blind. Or takes away their attack until they slow themselves down again. Or makes them aim some weird line and do it again in a second.
And these people normally play against same kind of survivors. Who are still scared of the terror radius. Who dont know how to play tiles. Who fall for every conceivable mindgame. Who heal over and over against a killer whose entire power is running fast to red and getting free hits. And who takes precisely zero skill to do that because everything you have to learn about this killer you learn in a tutorial where they explain to you how to walk and lunge.
I understand you and other people forget new or actually bad players exist, but they do. And the Legion is a basic flashy character that exists specifically for people like that who don't want to put too much effort into learning the game and just want to play casually in their pool.
If you main Legion and got out of the beginner zone, you should not be surprised when the basic beginner killer stops being viable because their design inherently has no room for skill growth and thus cannot offer any better reward. When Legion's power will have skill expression, he will simultaneously become more viable. Simply giving him more strength to his basic power is not a good idea.
Any killer will be OP against bad survivors, maybe let's not build balance based on the 1% weakest survivors legion needs buffs and if you think that +0.8 speed in the ability buff to C/D tier killer is a lot, then you are mistaken
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@trapners said:
https://forums.bhvr.com/dead-by-daylight/discussion/433741/can-we-finally-change-the-gen-speeds
generators are the only objective survivors have unless you, the killer give them other objectives, such as healing,hexes,hooks & slugging. If you are struggling with gens it means your not putting enough pressure point blank. I bring deadlock as huntress and put all pressure onto getting chases and most of the time if the survivors dont see me fixated on the gens, they to wont be fixated on the gens or simply dont have enough time
And the same way you hate gen speed is the same way survivors hate repairing, its a boring mechanic, thats why excess gen regression was nerfed, or replaced with blocking the gen
Im actually not against the skill check part though, after some time they should get harder
https://www.youtube.com/watch?v=wmyh6gVq_qA&t=15s -
Throw a stone at me, I think it should be buff by 20% not 15%, and I will remind you that anti totem perks exist
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because it gives you 32% of the generator for free, instead of wasting 16 seconds of two survivors, you can just repair the generator
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@MrChoppa said:
I think i have a pretty good idea how to change the game in order to adress tunneling. Here's what I think we should do:
How would it work:
- Instead of hook stages being counted for each survivor individually, they are counted globally for all survivors in match
- What happens to survivor put on hook depends on global counter of hook stages before that occures:
- 0-3 hook stages: hooked survivor goes into Summoning Phase (one where you don't need to struggle and can attempt to self-unhook)
- 4-7 hook stages: hooked survivor goes into Struggle Phase (one with skillchecks)
- 8-11 hook stages: hooked survivor is sacrificed
- hook stage progress (timer) of survivor hooked works as it does now
- What happens when hook stage duration runs out (due to timer, self-unhook attempts or failing skillchecks):
- another hook stage is added to counter
- hook stage progress is halted and survivor is given option for automatic self-unhook regardles of phase – similar to anti-camp mechanic (this is made so a single survivor won't burn through all available hook stages on a single hook)
- if current hook stage counter (after adding one) is greater than 7, then survivor is sacrificed instead
Pros of this mechanic:
- killers will be unable to eliminate one survivor early by tunneling (targeting a weaker link in a team is still possible and viable, but would have much lesser impact on the team of survivors)
- camping also takes a hit, as survivor can stay on hook for longer and eventually have certain self-unhook option at the cost of extra hook-stage, allowing team to focus on gens if they figured out killer is camping heavily
- slugging somewhat takes a hit, as even if you slug 4 survivors, at least some of them can be given self-unhook option at cost of extra hook-stage
- this mechanic should help solo queue and low to mid mmr survivors propotionally more than swf and high mmr, as it requires less coordination than protecting survivor on death hook
- rather easy to implement for devs
Things to consider:
- this mechanic would be a big buff for survivors, so killers might need to be buffed accordingly to keep balance
- new Taurie Cain perk – Shoulder the Burden would need to be completly reworked, but other perks and mechanics should work as they do now
- killers might be more likely to try to bleed out survivors as it would be the only way left to eliminate them early from Trial, so BHVR might need to think of someway to nerf this strategy
- troll survivor might „farm” hook stages, but it should still have less impact than troll survivor killing himself on hook early
- might need some mechanic to limit the time a survivor can willingly linger on a hook
That's my proposition. I think it would be fun and healthy change to DBD, as tunneling would be pretty much solved, swf would have more fun as teammates would not need to wait so long for their friend that was sacrificed early. Killer would probably be more fun too, as instead of trying to bully one survivor, you can focus on chases and maximalizing hooks.
The idea of hooks becoming deadlier the more hooks already happened can be explained as The Entity becoming more powerfull/hungry/greedy with each hook. As for UI, we can just give survivors the hook counter that killers currently have. Maybe slap some colors on it to indicate which hook stages do what - for example yellow for early 1-4 Summoning hooks, orange for mid 5-8 Struggle hooks and red for late 9-12 Sacrifice hooks.
Yeah, let's cut tactics instead of starting to encourage handing out hooks
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@SidneysBane1996 said:
It's no small secret that there is a lot more gen progression Survivors can get in 2v8 compared to Killer generator regression and control. A perennial issue seen in this iteration of 2v8 seems to be that because of Guide, the Catchup Mechanic, and things like toolboxes all stacking, the Survivors can currently do gens much faster than Killers can control them, meaning there is no strategy or time to control the generators - just basic chase that feels kind of pointless. This can lead to playing nice as Killer being an outright losing strategy, directly making Killer a much more needlessly stressful experience in this arcade-like mode and leading to the influx of tunnelling, slugging, sweating and camping cages we see in 2v8 right now. And this issue will only get worse as MORE M1, non-mobile, non-antiloop Killers are added to 2v8.
Now I have seen many suggestions from reducing hookstages on Survs to changing how the catchup mechanic works, to outright nerfing Guide, but I think none of those are all that necessary. Rather, I would like to introduce a different idea - each Killer class having a basekit form of generator control, based on various perks other Killers have in the game. I am calling them Oppressor Skills, as they are related to the oppressiveness of the Killer mapwide. The times might be too long and are just placeholders, please do feel free to correct me on this! This is how I would do it, but if you have other ideas, let's chat about them. :)
Killer Classes:- Shadow: The darkness assists you in the endless night of the Trials by suppressing the light of hope for escape, slowing progress and betraying those who attempt to thwart you. You and your partner can see the auras of all generators in the trial. After one generator has been completed, your Oppressor Skill unlocks. Every time you or your Partner down a Survivor, all generators not currently being worked on are blocked by the Entity for 20 seconds, then this skill goes on cooldown for 30 seconds. The strength of the lockdown increases by 5 seconds for every Generator finished for the rest of the Trial. Additionally, locked down generators are highlighted to you and your partner in white, and the Auras of any Survivors within a 24 m radius of any generator finished or being worked on are revealed to you and your partner for 10 seconds. (Buffed Thrilling Tremors)
- Brute: Your sheer physical power not only terrified your victims, but causes utter decimation to any plan for escape, crushing hope alongside it. After one generator has been completed, your Oppressor Skill unlocks. When you (not your partner) cages a Survivor, the next generator you break instantly loses 50% progress and begins to regress 25% quicker for the next 20 seconds, then this Skill deactivates until you (not your partner) cagess another Survivor. This Skill has a cooldown of 20 seconds. In addition, the auras of any nearby Survivors within a 24 m radius of the broken generator are revealed to you and your partner for 10 seconds. (Buffed Pop + NTH + CoB)
- Fearmonger: You excel in crushing hope by keeping your victims broken, always on edge, and terrified of the next sudden attack. After one generator has been completed, your Oppressor Skill unlocks. When you wound a healthy Survivor, that Survivor receives a -20% penalty to repair, healing, unlock, and cleansing speeds - this increases to -30% and extends to the whole team if all Survivors in the Trial are wounded. If the Survivor is already wounded, they instead become Deep Wounded and are Broken for 10 seconds. The penalty persists for 20 seconds after the Survivor is healed, but not after being sent to a cage. In addition, any Survivors near to the compromised Survivor suffer a -10% penalty to repair, healing, cleansing, and unlocking speeds. Whenever Survivors are in your partner's Terror Radius while you are Undetectable, Skill Checks become Hard Skill Checks, move more quickly, and become more frequent - and any healthy targets are revealed to both you and your partner for 10 seconds. This skill deactivates until the next Survivor wounding whenever a Survivor is Killed or Sacrificed, downed, or if all Survivors are healthy. (Buffed Thanatophobia + Coulrophobia + Huntress Lullaby + etc.)
- Enforcer: Your hunting grounds will not be so easily defiled, and your victims will not so easily escape the endless chase - not while you or your partner are around. After one generator has been completed, your Oppressor Skill unlocks. For each Generator in the Trial that is completed including the one that unlocks this skill, a Hex Totem lights, emitting loud chimes when nearby. For every Hex Totem lit this way, Survivors have a -5% repair speed penalty. You or your partner may also rekindle snuffed totems, or Curse (Bless) any Dull or Boon totem to turn it into a Hex totem - snuffing any Boons in the process. You may do this once per totem per Trial. When 6 totems are lit at the same time, the totems become blocked by the Entity and the repair penalty becomes permanent. Survivors can snuff or bless these Totems, but cannot destroy them. In addition, the auras of any Survivors within 24 m of a Totem are revealed to both you and your partner for 10 seconds. This perk deactivates if there are no lit Hex totems, until you or a partner light or rekindle a totem. (Buffed Ruin + Pentimento)
What are your thoughts? Good idea? Bad idea? Needed?
I like your Fearmonger, but I would say that BHVR should just strengthen killer classes a little, and give regression/generator protection to the basic set for example, pop for a hook, corrupt 30 seconds etc. and make killer receives a penalty for killis not for hooks
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It should be balanced, but if must to choose, its killer side, 8 minute games in killer side mode is better than a 3 minute games in gen rush
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@Oloy294 said:
Could you explain what you mean by progression tools?
for example, hyperfocus which allows you to repair a generator in 65 seconds
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838912#Comment_3838912
So because a stupid bug denies a rightful hit with power when the survivor is clearly out-positioned after making a mistake, the killer is just supposed accept it and basic attack? What about killers whose game plan depends on getting power hits, like Hillbilly or Wesker? The survivors just get to play around them for free, because they know a certain exploit?
No, you silly killer main don’t understand anything, press contrl to completely turn off the power of the killer, this is a skill, but blight tech, where you had to memorize the textures and calculate everything correctly, is a no skill bug
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@Saiph said:
The more I think of it, the more obvious it seems to be the ideal solution to improve this mode.
There isn't a clear "fun" upside having so many survivors, either as killer or survivor. The only reason why we need 8 survivors is to maintain balance, but that could be adjusted differently.
If the game was 2v6 instead, it would lead to massive upsides for both sides:
- Reduce killer queue times drastically (due to less survivors required).
- Reduce server lag. Unfortunately as much as I like 2v8, the servers are clearly not able to handle it.
- Make the game more interactive for both sides: 4 people on gens instead of 6.
And yes of course balance would need some adjustment to compensate for less survivors, but that can be easily tuned eg. with less gens to complete, let's not make it a survivor-sided vs. killer-sided discussion please that is not the point.
Queue times for killer would be almost ~50% shorter in 2v6 (10 min match, 15 min queue → 10 min match, 8 min queue).
These are literally my thoughts 2vs6 will reduce queues + allow survivors and killers to act more tactfully, just make survivors 4 hooks stages instead of 3 and then 6 survivors will have 24 hooks like in 2vs8
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/U8H33IZ85TO2/20241112-164100.gif
After we have the hundmaster and wolf dracula.
This is video edited by fans.
I never thought about it, but now I need it
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Survivors already have a huge advantage, they have 20% fewer targets (standard 4 survivors 5 generators 2v8 8 survivors 8 generators)Why make their task even easier and punish killers for hooks?
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837318#Comment_3837318
They hate him because guy tends to speak the unpleasant truth.
The fact that survivor-favored posts get 2 or 3 times more upvotes than killer-favored ones should be a good enough indicator how biased this forum is. It's also the reason why developers shouldn't rely on people feedback when opinions that benefit one certain side often get voiced much louder than the other.
simple: for every 1 killer main there are 4 survivors main
It’s actually funny, they don’t care what happens in the video, the main thing is who’s in the video as if true says that 2+2=4 some people will run out and say that he is wrong -
@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836454#Comment_3836454
Okay? And then they'll be on second? Regardless of how many times survivors use it, they are exposing themselves, giving the killer ample opportunity to spread hooks out, even making it easier to do so.
the problem is that the perk encourages camping and tunneling and punishes if you don't do it
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@MaddieMage said:
because people would use that info to ensure they tunnel specific people more than they would use it for good.
The HUD won’t do anything for those who severely tunnel, but for those who don’t want to tunnel it will help a lot
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Just add the function to enable/disable censorship in settings It will be a win for everyone
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@ad19970 said:
Just for fun I made a map tier list, and am curious what other people think of the current map situation in DBD. Personally, I think BHVR has improved a lot when it comes to map balance and design, with far more maps being very well balanced and fair. Of course there still have been some misssteps, like the new reworked Haddonfield, that is definitely too killer sided. But in general, BHVR has been doing a fine job with map balance, even if not all of the balanced maps are balanced in an ideal way in my opinion.
So the following is my tier list:
https://us.v-cdn.net/6030815/uploads/7NP5D2BDVA59/map-tier-list.png
There are a few things to note here.
Within one tier, the further right a map is, the more survivor sided it is, the further left, the more killer sided it is. However there generally aren't big differences within a tier.
Also, this is judging the average version of each map. I am aware that RNG can sometimes tilt a map towards one side a bit, but this is more about maps with their average rng.
And this map balance tier list is also generally considering a good killer player against a good survivor team, with the killer that is being played being A tier, or possibly B tier. So no low tier killers, or broken killers like Nurse.
A few extra notes on certain maps: I have seen some people say that the Coldwin maps lean towards killer now, but except for Rancid Abattoir, I couldn't disagree more. I think they are generally well balanced. Torment Creek is balanced for the wrong reasons, being very big, but having quite large deadzones. On the other hand, Fractured Cowshed is now one of the very best maps in the game in my opinion.
Azarov's Resting Place is also a killer sided map in my eyes, because as a killer you can just split the map pretty much in half and easily defend that half of the map. And I consider Grim Pantry slightly killer sided because 6 of the 7 gens spawn on one side of the map pretty much, with only 1 gen spawning on the pantry.
But as I said, I am curious what other people think of the current maps in DBD.
I wouldn’t say that Leri and Gideon are on the side of the killers, Leri has the most windows and a lot of good pallets, and on Gideon, even with anti-pallet killers, the killers will lose faster than breaking all the pallets
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if you're really going after someone based solely on a nickname, you'll probably lose but if we proceed from the theoretical situation and maximum stereotypes, then probably the most dangerous for a killer is 2 then 1 then 4 and 3 the most dangerous is the genrusher, followed by the flashlight lover, but if he is very active then you can benefit from this (he constantly runs after you instead of making generators but can be dangerous)
then we stereotypically assume that if it is a streamer, it means he is good at chasing, so it is better to focus on tbags and then the streamer to come to him when there are few resources left on the mapFortunately, in reality such stereotypes do not work and if you tunnel because of the survivor’s nickname, and not because of the state of the match, the survivors will simply take advantage of this and win -
I would reduce the cooldown to 15 seconds, (even Chucky with a much more powerful ability has a 12 second cooldown), speed addon after marking the base set and make it 10 seconds long, and survivors on the hook/ground would need 10 seconds to reveal GF
in any case, this is m1 killer who suffers from discord info and body blocks, so I think besides this he needs some global changes or something crazy like +5% speed while he is in stealth -
@Spirit_IsTheBest said:
Call of Brine shouldn’t be buffed back to 200% but I think a better middleground would be 175%, it will be a decent regression speed while providing good information if survivors are hitting skillchecks on the generator you kicked. Also increase the duration to 80 seconds from 60.
The nerf destroyed the perk, it deserves some love.
you can kick generator only 8 times and 200% is still 2 times worse than the base progression of 1 survivor and 8 times worse than the progression of 4 survivors
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832401#Comment_3832401
Basically meaning the survivor should hand the killer the 4k
That's why I'm suggesting the 2k max mechanicin this case, I suggest to the mechanic that if more than 2 survivors escape, 3 and 4 survivors will automatically be hooked and die
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@Rudjohns said:
Although the title is a bit clickbait, 100% means: today I played 9 survivor games of which I was one of the last 2 survivors still standing in 3 games. The killer was slugging for the 4k in all these 3 games.
I came prepared, with No Mither, We're Gonna Live Forever and Exponential, and still(Also, not really part of the topic, but out of all 9 games, only 1 survivor escaped in total lmao)
(And before someone mentions "it has always been" sure, but not to this extent)https://us.v-cdn.net/6030815/uploads/6T259LBEKWYE/nice-2.jpg
Me pointing at the boon so the teammate would crawl there. They didn't do it.
https://us.v-cdn.net/6030815/uploads/GEGIU2PZDJBK/nice-3.jpg
Teammate coming to get me up even though I have No Mither lmao
https://us.v-cdn.net/6030815/uploads/5DH6L9BCNIPE/nice.jpg
Unfortunately there was no gens nearby so I couldn't just pressure the gen whilst my teammate hides
so the killer has to turn off his brain and play inefficiently just so that he can hand you victory on a plate
I very often let the last survivors go, but because it is my decision, if you and your entire team failed in the goal, it does not mean that the killer should let you escape for free
I will never understand this hypocrisy, when killing on a hook so that the hatch appears faster is considered a good and fair tactic, but the opposite is no longer fair and should be removed -
The 4k slug is a consequence of an incredibly large number of mistakes on the side of the survivors, so no, you shouldn't get a helping hand because your whole team screws up several times in a row.
if this is really a problem for you then take the anti-slug perk, if you don’t want to take the anti-slug, then the slug is not such a problem -
@Toystory3Monkey said:
explorer users be like:
Hey guys, have you heard about a new released game called "Dead by daylight" they say they will add Michael Myers there
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@OrangeBear said:
https://us.v-cdn.net/6030815/uploads/33CMTCKABVMO/20241031041756-1.jpg
Went against a blight that won purely by slugging. Played normally but just slugged instead of hooking.
On killers that can down fast it's a big issue. Matches are unfullfilling when survivors dont get hooked. Throw in perks like third seal and knock out and it becomes unbearable.the problem in 4k slagging may be in the game against some perks, if the killer goes to hang up the hook, then you have 12% that the survivor will be able to get off the hook and in fact the killer will have to start from the beginning, at this time if no one has the anti-slug perk , then the killer essentially won and there is no point in taking risks
In the end, it all comes down to taking the anti-slug perk, and not ignoring allies lying on the ground (well, seriously, you're on Gideon, this is a small map, with a bunch of pallets, you could easily pick up an ally even if the plague had a knockout)
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@Leidenschaft90 said:
https://us.v-cdn.net/6030815/uploads/K4X9V44Z2N2U/1.png
https://us.v-cdn.net/6030815/uploads/1YNQ1471IKEU/2.png
I was unsavable without a trade in this situation because there was only one way to my hook and of course anticamp didn't trigger. And this situation occurs pretty often in the room under the big whole next to the freezer room on Gideon Meat Plant / The Game. Only the basement should be a dead zone imo.
The RNG of breakable wall and generator spawns is the problem here. There should always be 2 exits AND entrances to a room.
If you run out of pallets on the gideon and you haven’t made all the generators, most likely you loaded the map in 1 vs 1 mode
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@TotemsCleanser said:
You know how some folks say survivors should have basekit Unbreakable or killers should have basekit old BBQ? Well, what perks do YOU think should be basekit? They can also be mechanics that do not currently exist as perks.
Personally, I vouch for basekit Corrupt Intervention and Unbreakable. I think that survivors having access to one (1) instance of self pick-up would alleviate the slugging issue a lot. Whereas some killers struggle a lot with the early game and Corrupt Intervention is a necessary staple to their builds, leaving them with a permanently occupied perk slot. BEAR IN MIND that incorporating these two perks as basekit would require other adjustments to be implemented into the game so that they are balanced.
Thanatophobia, 10% slow but it only works on a wounded survivor
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Rebecca Chambers should be in S tier, hyperfocus allows you to fix generator in 60 seconds and completely ignores any generator slowdown perk
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@jesterkind said:
I'll lay my cards on the table right off the bat: I don't think Pain Res is in a particularly healthy spot and I don't think the initial rework it got back in 6.7.0 (I think) really worked out as intended.
The goal of that rework, at least to my understanding, was to incentivise spreading your pressure across multiple hooks so that you'd have more access to your tokens. On paper, this should dissuade players away from tunnelling and towards less cheap strategies… but I don't think it worked. There's nothing really stopping you from tunnelling someone out and then using your remaining three tokens in the already extremely advantageous 3v1.
This, on top of it just being annoying as hell to face by default, is enough for me personally to want it adjusted again. Here's what I propose:
- When a survivor is hooked on a Scourge Hook, the generator with the most progress explodes and loses 10% of its maximum progress. Scourge Hook: Pain Resonance deactivates when a survivor dies.
This way, Pain Res actually disincentivises tunnelling someone out of the match ASAP, while still providing some real value for spreading your hooks across multiple survivors. It'd be less annoying to be hit by because the number is lower, but it can be used more often so it still adds up to a hefty amount of slowdown. It allows you to use Pain Res back to back on the same survivor if the situation calls for it, but if you get that survivor out of the match your perk's gone.
In my opinion, this would be the healthiest version of Pain Res. It'd keep the perk strong and viable without it being overbearing, and it'd push the playstyle of using it into a much healthier direction for the game; the best of both worlds.
So, when everyone is screaming about the epidemic of slugging and that hooks are not so effective, you propose nerf the perks that encourage hooks, well this is not a good idea
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@BlightedDolphin said:
The problem with this is that if you remove her ability to use auras then Nurses will have no reason not to just run full slowdown. And full slowdown Nurse is way more oppressive than aura Nurse.
She needs to be reworked honestly because her design just breaks the entire game.
its design doesn’t break game, it just requires your own approach, it’s a killer of mind games, so if you turn off your brain and just throw away pallets, you’ll lose, try run behind the textures and run out at the nurse, make unexpected movements, jump into lockers when you are far away, hide behind the textures, etc. if you want, imagine that you are playing against Michael hide from her gaze, so the less she sees you, then more she has to guess
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@Spare_Them_Mori_Me said:
Yeah, its just that easy guys. What @sanees isn't correct about is "4 people on the ground means 4 survivors screwed up 12+ times in short time, if you didn't want to let go of the generator to help your comrade, don't complain that there's no one to heal you'
Assumption is the mother of all F ups. Its in this that '4 people on the ground means 4 survivors screwed up 12+ times.' is a terrible assumption.
Where in the realm did you get your numbers? 12+ times?
16 meters "knockout" is more than enough to find a survivor, + if the survivor fell and you are in the killer's TR, then the survivor is within a 32-meter radius of you. Just add 2+2 and go pick up your partner+ there is empathy so you always know where the wounded survivor was, and if you fall, you can use anti-slug perks or just crawl to the nearest generators/main
Man you DO have all the answers! Its just.. that.. easy everyone. Just equip Empathy and follow anyone getting chased so you can be in the TR and get your teammate up! Dont worry about gens.
Sheesh, survivors be wanting handouts and such these days like they were killers. How selfish.
the killer can physically chase only 1 survivor, if the survivor is down and the killer is just standing over him, you have all the time in the world to fix the generators and escape, if the killer is going after another survivor, then the survivors who decided to just stay on the generators and ignore the downed person are making a mistake, just as often, a fallen survivor makes the mistake of simply lying still and not even trying to help in his search
thus the survivors must lose 8 times in loops and during all this time not a single survivor should decide to help his comrade so yes this is a minimum of 12 mistakes (meanwhile, 1anty slugs perk can eliminate all your mistakes.)it's like ignoring the Cenobite box and then complaining that he's OP, just don't ignore your comrades and killer tactics and then you won't have problems
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@PriestessPoppy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828082#Comment_3828082
There is only one way out of basement. You can't run opposite side of the killer, Survivor gets unhooked, huntress throws hatchet/draculahellfire/deathslinger shoots/nemesis whip/bubba chainsaws/pyramid head torments/trickster knives/pinhead original pins/artist crows/vecna throws damn to them to shred through the endurance and then the option is either stay in basement or run to them without endurance. What's the risk?
The fact is that the basement is always located under a strong structure for survivors, so you can spend a lot of killer time, but you will be in great danger if you fail
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@ShanoaLegendaryPlz said:
Im surprised they never thought it would be used specificly for 4 man slugfest for 1 hook each. Im also confused why its taken so long for them to revert the changes or update them when they know full well what its being used for these days. They can nerf skull merchant into the ground sure but its nothing compared to a killer just bringing nothing but knockout running around slugging till noone is left standing and he just lets em bleed out while making a sandwich or something. If only there was a way to ask the devs if they are looking into updating it
4 people on the ground means 4 survivors screwed up 12+ times in short time, if you didn't want to let go of the generator to help your comrade, don't complain that there's no one to heal you
16 meters "knockout" is more than enough to find a survivor, + if the survivor fell and you are in the killer's TR, then the survivor is within a 32-meter radius of youJust add 2+2 and go pick up your partner+ there is empathy so you always know where the wounded survivor was, and if you fall, you can use anti-slug perks or just crawl to the nearest generators/main
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791949#Comment_3791949
Camping works on those maps. You can stand at the top of the steps preventing people from going down and this won’t trigger the anti-face camp meter. Weird double standard that it works for camping but not reassurance (even though I don’t really think it matters)
The basement is always located in the main or in the shack, that is the strongest places for survivors, so it is high risk high reward
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827674#Comment_3827674
Nope its the maps being the sizes of a dunkin donut is the problem because I load in as killer or survivor and a 3 gen aleady spawn heck even 2x 3 gens can happen so no matter how you plan it can be tough to impossible to break it specially vs certain killers like spamminglarity can easily just abuse that advantage and the match can already be decided.
Conspicious action is a free win for killer, cant use ds when last gen pops which smart people would save at end for attempted tunneling. Otr and anti face camp also not working too.
so we have 1 killer and 4 survivors, I’m wondering how physically the pyramid head couldn’t let you make generators if the killer goes after 1 survivor, others are just repairing the others generators
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@buggybug said:
No csuse all killers still try to be mini skull merchants and try to still force 3 gens with the now mini pancake maps. Had a 30 mins match with a pyramid head doing that on eyrie of crows, you think the man come chase me having OOO but no he would fake chase the go back and kick least I double pipped for it.
I can't even imagine how a match can last 30 minutes given that the killer can hit generator only 8 times
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this happened to me at Midwich when I playing singularity
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so if the killer just stands still, what’s stopping you from fixing the generator?
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For 2 years in a row I’ve been praying that they resurrect thanatophobia (seriously bhvr is not even a strong perk which at the same time encourages different chases making the game more interesting for everyone)
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@Lixadonna said:
It's so cool to be hit when Killer is no longer swinging. Or be outside of Lunge and still be hit. It's like all Killer given Hatchet Hitbox in their Lunge.
My Ping is usually good so not a Ping issue.
Over the last month there have been slight server desynchronizations, and believe me, it works in both directions, so the killer can get hit even though you are far away and on the contrary, the killer hears groans and sees blood, but the survivor does not get hit
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@Gardhome said:
https://us.v-cdn.net/6030815/uploads/WWLIY2Y8PAQP/image.png
I hope its Legion, Ghostface and maybe Hag and Trapper
I hope legion, knight (he is still chained to some addons), pyramidhead addons, hag
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@VantaNite said:
Get rid of killers slugging, and actually make it possible for two men to get out at the end with an alternate escape. Nobody's wants to get killed when they still have a chance.
why should we freely reward survivors for their mistakes?rewarding survivors for losing a match is the same as automatically killing 2 random survivors at the gate when all 4 survivors escape
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@Rawrbot5k said:
From forum posts, streamers and youtubers the general consensus is this event as well as the last few events 2v8, lights out, etc. have been arguably killer sided. Just wondering if this is a trend that will continue like a balancing of the scales due to the normal game play being noticeably SWF survivor sided like lets throw the killer mains a bone? I get wanting to please everyone but when both sides are commenting on how it's imbalanced for one you would think that point of fact would have come up in developing the mode no?
honestly I don't feel like the game is very much on the side of the killers, mostly if we lose it either because I made a lot of mistakes or someone on the team doesn't fix the generators and makes a lot of mistakes, try playing with kindred I don't stop saying, this is one of the strongest perks for solo players, you and your team will start playing many times more effectively with this perk
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I often notice this when playing as dredge, when I get stunned even though I was standing a meter away from the paletteal though this may be a consequence of recent server delays