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Under this logic, isn't also a good way to solve problematic maps to just incentivize people to feel more skilled doing certain plays, because I personally have never seen a survivor handdicap themselves by not entering garden of pain main structure or badham house of pain, when the more skilled play is to play a loop where you can actually be caught by making mistakes.
But I have a feeling somehow you will disagree with the situation happening from the other side, but if you dont, then props to you, you trully are impartial to what you preach.
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@Kirarozu said:
Had a wraith 4k my team the other day and he didn’t hook a survivor for the second time until he had hooked us all once. He never camped, slugged, or returned to hooks to chase the unhooking survivor.
I think most killers don’t have the patience to actually learn how to chase survivors effectively.
If a wraith player manage to do this, either your team was throwing or the map spawned without any pallets, because looping an m1 killer for a long time is easy af, if he went for all those chases and all gens were not powered ,either survivors had no resources or they were sitting ducks that stayed still once the chase started.
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I wnat to know, if nightfall could be easy to see through, how could it be usefull? Like even on nightfall dredge is loud af you dont need to worry about him sneaking on you.
The only issue I see is when it generates headaches in people.
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422848#Comment_3422848
I just find wesker annoying, the cheese merchant cant stand her music, where is the dredge peeps at?
I do indulge in a lot of dredge gaming, but to the dismay of many I use sloppy and nurses, since it assures pressure and nightfall build up, btw pretty cool build imo (sloppy+nurses+gearhead+shadowborn) for addons I normally use the pills and or broken doll.
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@jayoshi said:
Something that affects the killer -
BHVR: Kill switch it right away!
Something that affects the survivor (like merciless storm) -
BHVR: We will take our time updating it and won't kill switch it.
Didn't dredge also got killswitched when it affected survivors?
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423736#Comment_3423736
Yes, of course it’s not the full story. I’m just saying that all three of the killers I mentioned are really good. Nurse is good too obviously but more than two killers excel at this game.
It really depends, if you play against the average solo Q team which literally do not even know how to chain tiles, maybe even trapper without traps and no perks can look good, however if we talk about players that actually know whats going on id say about 3-5 killers should actually be able to keep up.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422656#Comment_3422656
What about bloodlust nurse?
If a nurse/blight gets bloodlust, they are not even a good player, any good decent blight/nurse will get a hit/down with their power before bloodlust happens.
Do if those killers get bloodlust you will literally be safe af because they are not actually using their powers.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418744#Comment_3418744
Not at all. This is a special case. No killer has had the insanely high pick rate that Wesker has. None. Its not even a strength issue like you're suggesting.
That's always been the case with Dbd since as far back as 2018 when they started showing us stats on killers' pick and kill rates. Many of the killers with popular pick rates are not even that good strength wise. Likewise some of the stronger killers have very low pick rates like Artist, Twins etc.
Wesker comes from a mega popular game franchise, he can talk, and he's a decent killer. But first and foremost he's fun to play. That's what primarily dictates pick rates in this game. Whom people find fun. Its why you don't see many Artists, Twins, Hags......killers that have always been viewed as strong. But most people just don't find them fun to play. If a killer is not fun, regardless of their strength level, then people are not going to touch them. Hence their low pick rates.
So I stand by what I said. Projecting that there is no reason to play most of the other killers because they're weak is your own preference.
As much as maybe I implied people do not choose the other killers because of their strength I never said it because there are other reason, you are comoletely right about the fun part. That still makes me think the same as I did before, why should I want to play someone like say trapper when 1. I will get clapped by any team that can count to 3 and also I cannot pull any skilled cool plays with my power, so little killers actually make their power intricate and cool to learn all the ins and outs that out of the 30 something killers why choose someone like trapper that literally does nothing when you can dedicate your time to learning things like rebounds, hug techs, flicks, etc.
My main point is there is literally no reason to pick most killers from a strength, fun and potential for skill expression perspective.
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For me and many other people, if it wasn't the case no one should complain about only facing certain killers, yet here we are.
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@Dwight_Fairfield said:
Yes. I am so bored of facing him that I almost want to fall asleep when I see its him. We have like thirty something killers in the game and over half of my survivor games are usually against him. I don't find him OP or anything I am just fed up of facing him. I like ice cream but I don't want to eat it ten times a day.
Its getting to the point I welcome seeing anyone else, even killers I don't care much for, just for a change of pace.
Shame there is no reason to pick most of those thirty something killers.
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I personally do not have any hearing impediment but since it makes sadako stealth useless and doesn't let dredge surprise me that much, I activated it, idk why I would reject some extra help.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417516#Comment_3417516
It takes 0.65 seconds to hit minimum charge and 1 second to hit maximum, and you don't start slowing down until you hit minimum charge. If you're actively holding it to bait something out, then you're either zoning and will only need to hold it long enough to get the bait you want of not vaulting a window or not dropping a pallet, which takes like half a second of holding out Shred at most, or the survivor is actively juking, and at 96.25% movement speed, doing anything other than running in a straight line directly away from you means you're getting free distance.
Outside of that, there really is no reason you should be holding it for any considerable length of time. If you're actually going for a shot, you should be making a prediction to how the survivor will react rather than holding it for so long, and while that does have some skill, compared to most ranged attacks in this game the prediction is a pretty basic toss-up with a very forgiving hitbox.
Let's use shack as an example. Shack is the go-to hypothetical. You're at the door where there isn't a pallet, and the survivor is running towards the window. You pull out your Shred. Either the survivor vaults the window and gets Shredded because of animation lock, or they juke into you, and you just exit Shred and M1 them. If they run towards the pallet, if they do anything other than predrop the pallet, it's the same story, and even then Shred breaks pallets very quickly so you lose only a small amount of distance, especially if you have Barb's Glasses equipped.
Shred is a very strong and easy to use zoning tool. And putting all this aside, even if the reduction in movement truly were all that bad, Rat Liver is a brown addon that can be run every single game without issue and completely nullifies the distance loss argument.
In that shack example the survivor can bait the window, if the demo doesn't shred they can just go to the shack pallet, if they see demo cancel shred you drop the pallet and waste time if he keeps it you crouch tech him, literally 3 opportunities to counterplay idk if you really need more.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416782#Comment_3416782
Pocket portals are an easy strat to pull, especially since he won't need all 6 portals in most situations. Just because he's not Blight doesn't mean he doesn't have great mobility.
And Shred's reduced movement speed, again, is zilch. It has such little uptime and is barely slower than a running survivor. You can just feather your Shred for free zoning and literally not even receive a movespeed penalty. There are several killers that have much, MUCH more cumbersome movement speed penalties and are still fantastic zoners. Demogorgon is a zoner, and a very strong one, movement speed penalty be damned.
You have 3 portals on 3 generators for a 3 gen, you have 3 pocket portals that once placed wont be cleansed if survivors are not AI, so you can effectively use a pocket portal 3 times in your 3 gen.
Regarding zoning demos shred attack is a way easier attack to avoid than say nemesis tentacle which is subjected to strafe tech or pyramid head with flicks, you can bait demo incredibly easy or put object inbetween to make him collide.
He can zone all he wants but if you have good routing you can absolutely be sure that shred wont present a thread to you.
But alas this discussion wont get anywhere, I cannot convince you a killer you deemed something already is not that thing, and as such you cannot also convince the makority of players that a killer that is widely consider to be mid at best is anything else.
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Idk why OP openly asks why are people not bothered by demo and when given reasons why, they just state its incorrect, demo is easy af to destroy, he cannot tp whenever and whereever he wants because he needs a portal under him to do it, which limits a lot the supposed 3 gen capability and since a demo zoning has reduced movement speed you can bait/get behind cover, you can also crouch tech him.
His stealth is non-existant thanks to his loud sound cues, making it literally imposible for him to surprise you, he has do many counters avaliable, if he catches you outside a deadzone you goofed up.
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@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416017#Comment_3416017
No it was 16 and now it's 24 with a med kit
I think the patchnotes beg to differ:
Btw I am talking about altruistic healing, with is the interaction, even in my previous post I said it.
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@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415707#Comment_3415707
16 seconds but now it takes so long. just slap on nurses calling and your got your self an easy kill
No, I definetly said 8 seconds, before you could do it evenin less with good medkits, also correct me if im wrong but the helaing changes made it so that altruistic healing is still 16s no? What they changed was medkit and self heal speed.
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I mean that killer would not have a power against a swf, so I would not bet on a killer that only has a power if he faces soloQ, even tho stealth killers are kinda the same.
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@Crowman said:
Deep Wounds is a health state between Injured and Dying,.
Mending puts you back to Injured state.
Not Mending puts you into dying state.
Endurance effects all put you into the 3rd health state of Deep Wounds.
You took OPs own logic and used it in a beautiful and graceful manner, props to you.
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@killeriseasy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415114#Comment_3415114
Killers with deadlock, hex ruin, nurses calling and jolt and or scrooge hookers etc are absolutely killing it against casual players. We aren't that good at looping.
Out of what you mentioned the only good things might be deadlock and scourge hooks, idk if you knew but you can literally nullify jolt with lockers, ruin is a joke of a perk, nurses calling might be better due to healing changes so you are prob right on that one.
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@whimsigoth_angel said:
ill never understand the healing changes, its just another hold down click mechanic that bores everyone, but now its even worse lol
Because before you could heal in like 8 seconds? Erasing all pressure and resteing in like a fraction of what that hit took?
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@Phasmamain said:
Yeah it sucks to have a killer power rly so much on audio (This goes for people playing as her too)
She was going her a dust effect when moving in phase. Honestly considering she moves at 176% in phase and can easily play most loops I wouldn’t be opposed to this
I mean if she leaves dust I can just camp the pallet and see whe she will lunge from can't I? With sound she can mindgame but if I see the dist is the same as she not really being invisible, I will run out of pallets before she gets a hit.
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And then dbd players woke up to find that the skull merchant was just a bad dream...THE END
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@liamdicaprio said:
most of us prob know that dead hard went extinct since the last patch. now what i dont get is that dh has one of the most powerful counters of all time and can be explained in 3 simple words... WAIT IT OUT, the only thing you need to do as a killer is to have some patience, now not only do you get a kill you also learn more about playing as a killer.
if you are complaining about dh you are prob not that good at the game and heres why. if you are a good survivor main and knows how to play dh really skillfull you can pull many dh in a single game, but if your not a skillful surv. chances are you are not going to pull it off cause you dont know how to bait/time it right a dh if you are in a dead zone as an example. i would argue that dh has prob the biggest learning curve in the game and that is a perk that actually shows of your skill, how good you can read the killers thaughts and next move. but again at some point you use your dh even if you faked it 11 times and if you as killer have patience you can get an easy down, now back to the present not being able to have dh at the start of the trial is just dumb, and to restrict it to 2 times 70% of the times you dont even pull it off, you see people have learnt the biggest outplaying to dh is wait it out, so they still do even after the patch, i think its dumb and ofc sb also has a learning curve but not nearly ass hard to learn as dh.
now after you read this essay about dead hard i would appreciate your thaughts of what i just wrote.
ik now my english is not the best but if you are wondering about anything just respond and ill try to make it clearer:D
I find that even tho yes wait it out is the counterplay I can also express that the counterplay for combos like CoB+ OC was to tap the gen, and if you failed the skillcheck it was a skill issue, but you see both of these claims ignore the situations in which these perks are uncounterable or counterable but at the cost of the match/part of it.
For example CoB+OC technically was countered by gen tapping, but the killer could use it indefinetly and pressure the gen, this part of the argument is ignored by many defending those perks. Same with DH, yes you can absolutely wait it out, if the survivor is AI, no good survivor will use deadhard on a situation it can be counterplayed unless there is no other choice, you should use it before pallets, so even if the killer waits you can drop the pallet, or against proyectiles like hatches or knifes and also with killer that have an m2 that requires instant attack like ph, nemesis, knight, hillbilly, nurse, blight, wesker to which the killer can do nothing about if the survivor used dh properly (if you want I can provide some of the coolest uses of DH in comp I have seen for this, altho not on all of this killers since many do not see comp play).
Even so deadhard can still do all of this but it can do it 2 times instead of 3, saying new dh is dead would be like saying blight is dead if they remove 1 rush from his power.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406803#Comment_3406803
It's still comparable to an instant CoB (16s of slowdown) with no need to maintain pressure when at 80% progress or more.
It's definitely not a joke. It was a joke in comparison to Eruption at the time it was nerfed, because Eruption inflicted 46 seconds of slowdown. Everything was a joke compared to that.
It is still not good regression, like maybe for blight and other mobile killers it might be usefull, but on non mobile killers even if you kick the gen with pop and erase 17 s of progress, by the time you go to check another gen/you get to a loop against a good survivor, that gen should pop no doubt if your oponents are not AI.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406803#Comment_3406803
It's still comparable to an instant CoB (16s of slowdown) with no need to maintain pressure when at 80% progress or more.
It's definitely not a joke. It was a joke in comparison to Eruption at the time it was nerfed, because Eruption inflicted 46 seconds of slowdown. Everything was a joke compared to that.
It is still not good regression, like maybe for blight and other mobile killers it might be usefull, but on non mobile killers even if you kick the gen with pop and erase 17 s of progress, by the time you go to check another gen/you get to a loop against a good survivor, that gen should pop no doubt if your oponents are not AI.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406655#Comment_3406655
Then you realise that Call of Brine only saved you a max of 16 seconds before right? That's IF it regressed for the full 60 seconds, so you'd have to maintain 60 seconds of pressure (basekit, not perks, just pure direct pressure) to gain 16 seconds of slowdown.
Pop Goes The Weasel can inflict as much as 20% regression for 18 seconds of instant slowdown, without having to maintain 60 seconds of pressure to keep the survivor away from the gen.
Jolt applies 10% regression instantly just for downing a survivor, which is a direct 9 seconds of slowdown for free, just by hitting a survivor, and it can hit multiple generators.
Meanwhile Pain Res (the new one) deals an instant 25% regression, which is an instant 23 seconds of slowdown.
The bonus here is that these three perks work while you're progressing your main objective, so that you're not having to choose between hooks or regression. Call of Brine however forced killers into defence mode and resulted in 3-gen stalemates where killers would simply kick and defend gens at the cost of actually hooking survivors.
Pop goes the weasel will never inflict 20% on its own, because for that number to be the case the gen would have to have 100% progress, most perks you argued you have a point, pop is a joke on every scenario its on.
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Common skull merchant L
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I mean not really a regression perk but gearhead will get nuked once people realize it's not useless anymore, so people will complain, and it will go back to being a perk that just exists.
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@Aven_Fallen said:
Why should she not be playable?
Whenever a topic comes up about the visual Terror Radius it always seems like people forget that the vast majority of players does not need this feature anyway so Sadako (and other Killers) will be exactly the same for them and the Sadako-Player will not notice any difference.
I do not think she is unplayable, however as soon as I realized the visual terror radious can detect lullabys I turn that on, if I can get an advantage out of it would be dumb to not use it.
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@tippy2k2 said:
You people realize that the visual terror radius is exactly like the normal terror radius except you see it with your eyes instead of hear it with your ears, right?
Like...if she's demanifested (so no terror radius), the visual terror radius will be dark. Unless something major changed that no one informed me of, it's the same thing as the sound terror radius.
You have an indicator when she is demanifested near you so you can accuratelly know she is near.
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@Peachblow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403789#Comment_3403789
I mentioned that it's relatively useless with its changes now, but not completely gutted. It's gutted to basically solo-queuers which is kind of the overarching issue. It would probably only ever be taken by organized parties that can still coordinate its use over voice comms, probably only by those already running altruistic perks or a full boon build. Otherwise, yeah, its benefits are completely outweighed by more useful perks.
Buddy, CoB stands for call of brine not circle of healing, as I said nerfed call of brine saves you 4 seconds, how is it usefull?
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@Peachblow said:
I think prior to the game's update today, we saw a relatively balanced game between killer and survivors, especially after the Eruption nerf. The Incapacitated de-buff was pretty lame. Though I'd say the patch was ever-so-slightly killer favoured this time around. The game will usually always be a little more killer-favoured since it's 4v1 though, especially so if it's a party filled with solo-queuers. Solo-queuing will always be more of a challenge, though the survivor status indicator helped with that to a small extent. There is still just too large of a gap between solo-queuing and organized parties and I think that's where the main issues rest on overall. Other multi-player games do solo-queuing fairly well (dare I say League of Legends with their ping/toggle system). That's for another topic of discussion though.
There were still some annoyances on both sides, but they're both relatively easily countered. I get the Dead Hard nerf, but it's tremendously easy to bait it out. The killers complaining are just small brained. Circle of Healing didn't really need a nerf. It's not totally gutted, but it's relatively useless once again to a solo-queue since, generally speaking, solo-queuers are more selfish with their builds since they can't coordinate with other survivors. Maybe allowing survivors to see each other's load-out could help?
Call of Brine was a likely nerf as well since there were a handful of gen regression perks available. Though again, it was still relatively easy to counter so long as you weren't three-gen'd. With the way it is now, it's not really much of a nerf though. Still very usable. Pain Resonance wasn't horrible how it was once it proc'd for the first time. Again, easy to counter the blast-aspect of it. It probably shouldn't be a Scourge Hook with the way it is now though so that's a negative change and probably won't be utilized much at all any more.
A bit unrelated here, but I do agree with the previous poster that Myers' Tombstone needs a total re-work. If Myers' kills everyone early on, everyone's overall score is low. Killer probably safety-pips, survivors de-pip. Just kind of a stupid build overall.
TL;DR:
Ever-so-slightly killer-favoured update, but issue remains with the large gap between solo-queue and organized party when it comes to survivors. Would have been a lot worse before the PTB changes. Dead Hard nerf = inevitable. CoH nerf = sucky for solo-queue. Brine nerf = inevitable, but still good. Resonance nerf = crap perk now.
CoB at best saves you 4 seconds, how is it usable? Genuinly asking
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Forgot now the argument of "the lullaby is barely hearable" which wasnt true in my experience is absuletely destroyed because you can use that feature to just get an accurate information of the lullaby, lmao common sadako L.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403551#Comment_3403551
I dont understand how this makes sense. You need a fresh hook on every survivor to get a proc of pain res. You could camp hooks for trades and get value that way but hooking the same survivor only gives you one proc which would be 25% currently vs 45% max before the update.
Don't worry let me elaborate, 25% regression is useless if say the highest gen has 10% progress right? Since it will only regress that amount. So at the start of the trial if you are playing an m1 killer and the survivors are not throwing by the time you get the down at least one gen should pop and one should be around 75%.
If the survivors are decent they will split, meaning that even tho you hook one multiple gens are getting progressed at the same time, so multiple gens should be highly progressed by the time they get the unhook, now if you continue to cycle hooks you will essentially in the best case scenario take 25% chucks from those progressed gens each, then lose all momentum they split again and eventually escape.
However if that first hook you got you didn't use pain res, and then tunnel that person quicky using the token for that survivor on death hook or second hook, you not only have one person dead which is incredible amounts of pressure, but also 75% regression to mitigate the progress that other survivors could have advance if they are smart in the time it took you to tunnel, it literally makes tunneling a more regarding strategy as long as you only do it on one survivor, but when its a 3v1 you don't really need to tunnel other people.
Hope it explined my point
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@GannTM said:
Anything to promote healthy gameplay is good in my book. I’m not one to run that much slowdown but I might throw it on some of my main killers.
Not wanna rain on you parade but new pain res is more powerfull when you use certain "toxic" tactics, for example why use the 4 tokens early when they can probably affect a gen thats lower than 25% when you can only waste 1, tunnel that person out and have still a backup(75% of a gen) for the gen progress wasted during that tunneling process.
I do not plan to use this but it clearly makes the consecuences of tunneling way lower of you use the perk, so its more efficient really when you use unhealthy tactics.
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Tbf it was his fault for choosing that killer, if you wan't to actually be able to compete with good players the game starts at the killer selection, if you choose a killer you know can be easily clapped there is nothing unfair when you get clapped.
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@KayTwoAyy said:
I believe the design theory is that gen regression builds should not exist. Full stop.
Gen regression perks should be a means to an ends, and should be chosen based on the Killer you are playing, not by the strength of the perk itself.
Let's look at the following 2 examples:
1) Overcharge, Call of Brine, Pain Res, & Eruption
This build asks absolutely nothing of the Killer, except that they kick a gen anytime they see one. It doesn't care what Killer you are playing, just that you down a survivor at least once a minute. There is no counterplay or interaction on the Survivors' part--they just have to hope that they and their teammates are decent loopers.
2) Overcharge, Trail of Torment, Insidious, Hex: Face the Darkness
This build asks the Killer to lie in wait and ambush Survivors that are eager to stop Overcharge's regression. It requires insta-down killers for maximum value, and it trades constant moderate pressure for less frequent, but greater pressure. Survivors are invited to call the Killers bluff, risk taking the bait, or abandon their progress altogether.
Between these two builds, the latter introduces more varied gameplay to DBD. It's not a build that will work on every Killer, but it is absolutely viable on a select few. It requires more interaction between the Killer and Survivors, and is generally more fulfilling to play as and against.
That second build is a joke lmao, trail of torment literally alerts survivors you are using it, so even if they somehow get surprised by it it should work a max of 4 times if everyone is on soloq, new overcharge doesn't even have any decent regression so leaving the gen to regress is not a high risk really, just work on another gen while the killer waits like a bozo, any half decent team should literally eat alive any killer running that build ( if they aren't blight or nurse).
But I do understand builds that are easy af to counter is whats considered fun for both sides so yesh it could be fun as really none of those perks are a threat.
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The amount of regression they now do is laughable, you might as well use POP, yes that meme perk before using CoB or overcharge.
However you can use CoB for the info regarding skillchecks or OC for the "hard" skillcheck however any semi decent player should not fail that so idk.
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@Basmentbubba69 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396399#Comment_3396399
if you can’t get the kill all game you don’t deserve the kill lmao my hot take ds end game was fair if it gets to end game you still haven’t killed the person off or there is 4 people alive it’s just really you have been outplayed and the team is better if you want the kill work for it dude
Under this same logic it is fair if we remove hatch and the entity gets the last survivor, since 3 people are dead the gates not powered , you have been outplayed and the killer was better if you want the escape work for it.
If you agree with this then amazing and go for it you trully stick to what you say, but im inclined you will not agree with your same logic used by the other side.
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@[Deleted User] said:
Hooking is the least efficient thing a killer does. You take yourself out of play for as long as it takes you to hook someone. It's always better to cage someone unless you absolutely need to control the hook location. No BT/OTR/DS and you save at least 10 seconds for every cage.
But you also risk losing all the pressure a hook can give given the cage can spawn right next to a teamate.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395929#Comment_3395929
Hook rng is less with the new pain res
With the current one, each scourge hook you miss is 15% regression you'll never get again. With the new one missing a hook isn't that big of a deal. If you get that survivor on a scourge hook next time you get all the vallue.
You call it sad regression and talk about how many seconds you can shave of a gen by comparing a perk that loses you 90 seconds and a perk saves you 7 seconds per gen
You are right people's critical thinking skills are rare these days. But not in the way you want it to be.
New pain res is still pretty much a joke, as much as people desire to fake the ilusion of 25% with all the restrictions still being strong it will be the same as when people said "pop isn't dead it will be more effective when fewer gens remain and still get value" and look at pop, it's literally a meme perk lmao, only people who use it is mfs who don't have good perks or people who came back to the game and don't know it was deleted.
Edit: altho I agree with you, prove thyself isn't the gen destroyer perk dome people believe it is, it's not really that good.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394924#Comment_3394924
It used to be actually good, too good actually. It destroyed many players since you had to get a great skill check to advance your gen. With advanced survivors now though, they could still get a gen done pretty quick. There's really nothing you can do about them.
I know, I was around old ruin, in fact I have been around since we only had 3 killers, which is why I find so funny that ruin fell off so hard, went from being a stomping perk to being a slight inconvinnience in the best scenario.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394743#Comment_3394743
Well, some did, some didn't. The ones that did really deserved it for guarding their totem so well. Probably thanks to perks like Thrill of the Hunt and Undying. The ones that lost I kind of feel bad for because deactivating a killer's whole perk is really demotivating, I know the feeling.
I remember back in the day when it was common to spawn near the killer's Ruin, me or someone else disables it, and the killer instantly DCs. Those days are long gone though.
True, you have to be trolling to equip ruin.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394128#Comment_3394128
Oh well yeah, they're not up to Pain Res or Pop level that's for sure. Pain Res was definitely nerfed and will not be used as frequently. But I just think a 25% INSTANT regression from your hook, is amazing and the fact that killers can't use the same hook to camp and tunnel at is the thing that's frustrating the heck out of them. I'll continue to use Pop, CoB, and Oppression my killers. Imo, those are better gen regression perks.
Up the power, lower the convenience. Just like CoH and medkits, I say it's fair now.
Idk guess well agree to disagree, on that note why do people even use oppression like not even trying to be mean, do people with more than 10 hours manage to fail the skillcheck?
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394105#Comment_3394105
Okay, Pain Reso... you're not guaranteed 15% gen regression if the highest gen is below 14%. Is it bad? Absolutely not. And LOL Adrenaline is one of the highest tier perks there is, that's why it's worth the risk running it.
Literally every single perk you use is a gamble because why?
1) You could be facing a killer that has no impact on that perk at all.
2) Could be using a bad map for the intended perk and you don't get the right use out of it.
3) Literally every survivor hook/healing perk can be countered by a camping/tunneling killer, or a killer with the right build. You gonna try and tell me that OTR is a low tier perk? Nope.
You know what I'm saying, you're just trying to nitpick with your own opinions to try to prove me wrong. Not every perk that is a gamble is a low tier perk, and every player with even the slightest knowledge of the game knows that.
True, not every perk that is a gamble it's bad, but most that are so dependent on RNG are, and my point was more on the side of hexes being absolutely laughable which if you would argue with me idk how anything except the new wave of hexes they have come up with and haunted can get any value if the survivor team is not incredibly bad.
New pain res is a shell of its former self, but so was pop and people said it will continue to be good, some people are still coping saying pop does get value, I think PR will go the same route.
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Why is it an exploit if it works exactly as intended?
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394071#Comment_3394071
DH is a gamble... it's the most used perk probably right now. Adrenaline is a gamble because you might not even make it to end game.
NOED is a gamble, any Hex totem is a gamble, look at how many killers used them.
Every perk in some way is a gamble. So that argument isn't that solid.
DH is only a gamble if you are bad at using it, when you are good you will FORCE the value, unless you mean its a gamble if you will face legion/slinger,then you are correct.
Adrenaline is not that good for that reason.
And hex totems are a joke lmao, trying to say a perk can be strong and mentioning those inconsecuential perks is funny af, its literally been months since I saw a devour or ruin, and good ridance why use those meme perks.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393383#Comment_3393383
According to that last data post wasn't he one of the best killers in the game? Yeah seal team six might cakewalk him but come on do all survivors have to be compared to a full stack of top tier swfs
If we take that data into seeing killer strenghts then sadako is way better than nurse and should be nerfed due to an outrageous killrate, same with dredge.
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It's a joke of a regression perk, shouldn't worry about it on the survivor side, even if its in play it won't affect you at all.
From the killer perspective it's sort of like septic touch, so it exists I guess?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392952#Comment_3392952
Of course it is.
It blocks gens (blocking gens is 4x as valuable as regression), it shows you where survivors are working on gens so you can pressure them off them, which means you can be sure no gens are being repaired while at least one survivor is hooked, with at least one going for the rescue, and at least one currently being chased. Maximum of one survivor (potentially no survivors) repairing at any given time.
Effective pressure is the best slowdown.
If showing you were survivors are repairing gens then by that standar spies of the shadows and discordance, even wispers is slowdown, and yes it does block gens that NO ONE is repairing so idk what it is slowing down exactly.
