terumisan
terumisan
About
- Username
- terumisan
- Joined
- Visits
- 4,430
- Last Active
Comments
-
probably because her having a low pickrate but still getting kills
-
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072126#Comment_4072126
I say we stop adding bogus conditions for survivor perks to work. Could you imagine the outcry if Pain Res had the requirement that at least 1 gen was finished before it could work?
pain res got nerfed to it's current state actually. it didn't have tokens before and worked on every hook it also had a scream l
-
@Galafure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4072096#Comment_4072096
I am sorry. You are right. EVERY single brand new player deserves it. Skill issue, am I right? I have been in the discord for DBD and killers in the killer section brag about looking at profiles and finding new players so they can tunnel them. What irks me about this all, well there are MANY things, but in terms of a game. Most people talk like the world has them and only them in it. There are poor souls who screwed up and bought this game thinking it could be fun. Join a game and get tunneled because killers will chase the weaker link. But you are right, that fool deserved it. Teach him to pay for a game for fun.
i say this since ds is a free perk
>finding new players so they can tunnel them
that means it's a literal skill issue and a smurfing issue
-
you have to be throwing for a tunnel our at 5 gens or someone is smurfing but that's a massive survivor skill issue and they should put on ds
-
killer balance kinda gets destroyed since you can accurately call out where the killer is especially with stealth killers
-
@jayoshi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069264#Comment_4069264
A thousand times this. The survivors shouldn't have to worry about your fun and you shouldn't have to worry about theirs. Play the game how it's allowed. Don't let anyone guilt you or try to gaslight by saying you must have deep rooted issues for playing a certain way. It's a video game. It's not personal and it's not serious.
You wanna tunnel? Do it. You wanna slug? Do it. You want to spread out hooks? Do it. You want to farm? Do it. If survivors want to tea bag and bring perks and items to gen rush or bully the killer - they can do that too. It's all just a game. It's all fair. If they or you are not having fun - they/you can give up or just play something else.
I'm so sick of how whiny this community is about how a certain player plays a video game.the annoying part is he devs keep solidfying the counterplay in base like anti face camp borrowed time changes and the 2 seperate times they tried putting in anti tunnel and slugging changes
-
womp womp
-
sabo is rare but is there a counter to sabo? since hangmans only notifies and unless you have mad grit agitation iron grasp starstruck
-
@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069442#Comment_4069442
Never played Killer Klowns, so I cannot speak on the game.
I suppose, but again - you cannot update the game if the lawsuit is there. People still beg for Behavior to put Jason in the game, but they would have already done it if the lawsuit wasn't an issue.
TCM has more dynamic environments, tracking (puddles/chickens), and other things that we will never see in DBD due to Behavior's spaghetti code and inability to just update their game. We will never have a functional life injected patch due to Behavior's insistence on content and not fixing major issues with the game, so yes - again, I would rather outreach and play other games that aspire to elevate the horror genre than simple bandaid fixes that Behavior does.
You had different powers, the looping in the game was more dynamic than DBD, you weren't locked into a monotous hold M1 on a gen and pallet loop around like DBD has. Don't even get me started on the clutter that DBD has, especially compared to TCM.
Again, I can still enjoy the game but when you're at 4k hours in DBD it gets quite boring.... So, again yes, I look forward to playing Halloween.
Edit: I did look up Killer Klowns @MashedBroccoli as I didn't even know Illfonic made it, but they're not even in the same subgenre. That's like comparing Luigi's Mansion to Alien Isolation, lol.
did you play tcm like i did? the meta for killer was make sure connie dies immediately or everyone escapes and survivors just auto escaped a chase if they slipped through a crack if you didn't have a sissy or a hitchhiker (which i had to main after a while)
-
he's ultra loud if you listen for him and he can't really snipe you since you'll hear him lift his axe honestly yea
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070841#Comment_4070841
perks on the survivor side that cannot be stacked
autodidact (60% healing progress)
babysitter* (gives 10% haste it may get hit)
bardic inspiration (1% at 2-10/11-19 2% and 20 is a 3%)
better than new (16% healing effect included)
blood pact (7% haste)
boon circle of healing (100% healing)
boon dark theory (3% haste)
boon exponential* (100% recovery speed)
botany (50% healing)
object of obsession (increases action speed for Cleansing, Healing, and Repairing actions by 6)
breakout* (6% haste when in 5 meters)
buckle up* (grants a 50% haste to the survivor from the downed state)
deja vu (6% repair speed)
desperate measures (increases your Action speeds for Healing and Unhooking by a stack-able 16/18/20 % per injured, dying, or hooked Survivor, up to a maximum of 64/72/80)
do no harm* (Increases your Altruistic Healing speed by 30/40/50 % per Hook Stage, up to a maximum of 60/80/100 %. it's not a boost to speed like botany but still speeds it up)
empathetic connection (Increases your Altruistic Healing speed by 25/30/35 %.)
flow state (Bless and cleanse totems 8/9/10 % faster.
- Heal 8/9/10 % faster.
Unhook Survivors 8/9/10 % faster.
friendly competition ( Increases the Repair speed of all participating Survivors, including yourself, by +5 % for 100/110/120 seconds.)
- hope (Grants a 3/4/5 % haste)
- hyperfocus (Increases the Skill Check Trigger odds and Pointer-Rotation speed by +4 % per Token each, up to a maximum of +24 %.
- Increases the Skill Check Bonus progression by 10/20/30 % of its base value per Token, up to a maximum of 60/120/180 %.
- leader(Increases their Action speeds for Cleansing, Gate-Opening, Healing, Sabotaging, Unhooking, and Unlocking by 20/25/30 )
- made for this (grants 3% haste in deep wounds)
- left behind (Action speeds for Healing and Unhooking by 50/75/100)
- prove thyself(ncreases the Repair speed by a stack-able 6/8/10 % per other Survivor within 4 metres of your location, up to a maximum of 18/24/30)
- quick gambit (Increases the Repair speed of other Survivors by 3/4/5)
- resilience (ncreases the Action speeds for the following interactions by 3/6/9 repairing and healing)
- road life (ncreases your Healing speed by +100 % until you stop healing)
- spine chill (ncreases your Action speeds for Blessing, Cleansing, Gate-Opening, Healing, Repairing, Sabotaging, Unhooking, and Unlocking by 2/4/6)
- teamwork full circuit (5% repair speed bonus w another survivor)
- ncreases your Altruistic Healing speed by +100 %.teamwork power of two ( Grants a +5 in 16m)
- teamwork soft spoken (5% repair speed bonus w another survivor)
- unbreakable (Increases your Recovery speed by 25/30/35 %)
- we'll make it (ncreases your Altruistic Healing speed by +100 %.)
- we're gonna live forever (Increases your Healing speed by +100 %.healing a dying survivor)
killer perks not counting exposed oblivious or aura and i count undetectable since it has cooldowns and can stack a total of 55 perks affected chosen by reading the description not by viability
bamboozle (Increases your Vaulting speed by 5/10/15 %)
batteries included (Grants a +5 % haste)
beast of prey (grants undetectable dependent on bloodlust)
blood echo (all injured survivors suffer from exhausted and hemmorage status when another survivor is hooked for 20/25/30 seconds)
brutal strength (increases the Action speed by 10/15/20 %)
call of brine (Increases its Regression speed to 130/140/150 % of the default value)
coulrophobia (Reduces all Healing speeds by 30/40/50)
dying light (2/2.5/3 % per Token Action Speed penalty to Repairing, Healing, and Sabotaging, up to a maximum of 22/27.5/33)
dark arrogance (Increases the Vaulting speed by 15/20/25 %.)
dark devotion (grants undetectable for 45 seconds)
dead man's switch (blocks generator for 35 seconds)
deadlock (blocks gen with most progress for 25 sec)
eruption(nstantly regresses them by -10 % of their total Progression)
fire up (ncreases the Action speeds for the following interactions by a stack-able 4/5/6 % per Token, up to a maximum of 20/25/30% picking up survivors breaking objects vaulting)
forced hesitation ( auses all other Survivors within 16 metres of them suffer from a -20 % hindered for 10 sec)
forever entwined (Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.)
furtive chase (grants undetectable and 10% haste for 18 seconds)
game afoot (Grants a +7 % haste for 10 sec)
grim embrace (blocks gens for 10 seconds and at 4 tokens blocks gens for 40 seconds)
help wanted (Increases the Recovery speed of successful basic attacks by 25%)
devour hope (0 seconds after hooking a Survivor, you are granted a 3/4/5 % haste)
hex hive mind (All remaining generators explode, lose 6/8/10 % progess, and start regressing.)
hex noed (Grants a 2/3/4 % haste)
hex nothing but misery (Survivors damaged by a Basic Attack suffer from a -5 % hindered for 15 seconds)
hex overture of doom (grants undetectable for 30 sec)
hex pentimento (Reduces the Action speeds for Healing and Repairing by -20 %.at 1 token and Increase the strength of the Action Speed penalty by a stackable 1/2/3 % per Token, up to a maximum of 24/28/32%)
hex wrenched fate ( Reduces their Repair speed by 27/30/33 %. for obsession)
insidious (grants undetectable)
save the best for last (Grants a stack-able -4 % per Token Cool-down time reduction on successful Basic Attacks, up to a maximum of 24/28/32 %.)
knock out (Causes them to suffer from a -5 % hindered for 5 sec)
leverage (Reduces their Healing speeds by 20/25/30 %.)
machine learning (grants undetectable and 8% haste)
mad grit* (removes cooldown of missed basic attacks)
merciless storm (blocks the Generator for 16/18/20 seconds)
oppression (Randomly selects up to 4 additional Generators that will also start regressing)
overcharge (Increases the Regression speed from 85 % to 130 % of its default value over the next 30 seconds)
play with your food (Grants a stack-able 3/4/5% haste per Token, up to a maximum of 9/12/15 %)
pop goes the weasel (ncreases the regression amount by +15 % resulting in 20 % regression)
rapid brutality (rants you a +5 haste for 10 sec)
scourge hook gift of pain( hemorrhage for 90 sec Reduces their Action speeds for Healing and Repairing by 10/13/16 %.)
scourge hook pain resonance ( instantly regresses the Damaged Generator by 10/15/20 % of its total Progression)
secret project (gain undetectable for 30 seconds)
play with your food (gain a stack able 5% haste to a max of 15)
shadowborn (Grants a 6/8/10 haste for 10 sec)
sloppy butcher (inflicts hemorrhage and mangled for 90 sec)
superior anatomy (ncreases your Vaulting speed by 30/35/40 %)
surge (Instantly regresses all affected Generators by 6/7/8 %.)
thanatophobia (Incurs a stack-able 1/1.5/2 % Action-Speed penalty per injured, dying, or hooked Survivor for Cleansing, Repairing, and Sabotaging, up to a maximum of 4/6/8 %.)
tinkerer (grants undetectable for 16 sec)
trail of torment(grants undetectable until gen isn't regressing)
turn back the clock (After hooking a Survivor, for 40/50/60 seconds, press the Active Ability button to make a target generator within 20 meters explode, lose -10 % progress, and start regressing.)
unbound (grants 7% haste when vaulting for 10 sec)
undone (Instantly regresses the Damaged Generator by a stack-able -1 % of its total Progression per Token, up to a maximum of 18/24/30 %.Blocks the Damaged Generator for 1 second per Token, up to a maximum of 18/24/30 seconds.)
unforseen (grants undetectable for 30 sec)
unrelenting (Reduces the Cool-down time of missed attacks by 20/25/30 %.)
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070753#Comment_4070753
thana and dying light is also affected but unless it's a legion or a plague but from what i've seen haste stacking sort of died when swfs dropped dark theory + power of two(admittedly a powerful but niche combo) and usually low tiers run batteries and rapid especially 110 killers but i agree with a ton of healing perks besides resurgence (i think solidarity and reactive healing would probably still work) funnily enough champion of light and residual manifest still stacks and now i kinda want to make a list of what will and won't be stacked regardless on if people considet it viable
perks on the survivor side that cannot be stacked i counted at least 33 and that isn't including aura perks chosen by reading the description not by viability * (means situational for both sides)
autodidact (60% healing progress)
babysitter* (gives 10% haste it may get hit)
bardic inspiration (1% at 2-10/11-19 2% and 20 is a 3%)
better than new (16% healing effect included)
blood pact (7% haste)
boon circle of healing (100% healing)
boon dark theory (3% haste)
boon exponential* (100% recovery speed)
botany (50% healing)
object of obsession (increases action speed for Cleansing, Healing, and Repairing actions by 6)
breakout* (6% haste when in 5 meters)
buckle up* (grants a 50% haste to the survivor from the downed state)
deja vu (6% repair speed)
desperate measures (increases your Action speeds for Healing and Unhooking by a stack-able 16/18/20 % per injured, dying, or hooked Survivor, up to a maximum of 64/72/80)
do no harm* (Increases your Altruistic Healing speed by 30/40/50 % per Hook Stage, up to a maximum of 60/80/100 %. it's not a boost to speed like botany but still speeds it up)
empathetic connection (Increases your Altruistic Healing speed by 25/30/35 %.)
flow state (Bless and cleanse totems 8/9/10 % faster.
- Heal 8/9/10 % faster.
Unhook Survivors 8/9/10 % faster.
friendly competition ( Increases the Repair speed of all participating Survivors, including yourself, by +5 % for 100/110/120 seconds.)
- hope (Grants a 3/4/5 % haste)
- hyperfocus (Increases the Skill Check Trigger odds and Pointer-Rotation speed by +4 % per Token each, up to a maximum of +24 %.
- Increases the Skill Check Bonus progression by 10/20/30 % of its base value per Token, up to a maximum of 60/120/180 %.
- leader(Increases their Action speeds for Cleansing, Gate-Opening, Healing, Sabotaging, Unhooking, and Unlocking by 20/25/30 )
- made for this (grants 3% haste in deep wounds)
- left behind (Action speeds for Healing and Unhooking by 50/75/100)
- prove thyself(ncreases the Repair speed by a stack-able 6/8/10 % per other Survivor within 4 metres of your location, up to a maximum of 18/24/30)
- quick gambit (Increases the Repair speed of other Survivors by 3/4/5)
- resilience (ncreases the Action speeds for the following interactions by 3/6/9 repairing and healing)
- road life (ncreases your Healing speed by +100 % until you stop healing)
- spine chill (ncreases your Action speeds for Blessing, Cleansing, Gate-Opening, Healing, Repairing, Sabotaging, Unhooking, and Unlocking by 2/4/6)
- teamwork full circuit (5% repair speed bonus w another survivor)
- ncreases your Altruistic Healing speed by +100 %.teamwork power of two ( Grants a +5 in 16m)
- teamwork soft spoken (5% repair speed bonus w another survivor)
- unbreakable (Increases your Recovery speed by 25/30/35 %)
- we'll make it (ncreases your Altruistic Healing speed by +100 %.)
- we're gonna live forever (Increases your Healing speed by +100 %.healing a dying survivor)
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070746#Comment_4070746
Gen Regression outside of CoB/Overcharge should not be affected. Since something like Pain Res + PGTW would not stack. Stake Out/Hyperfocus + Fast Track are also not affected, since they dont really work like that.
What is affected is Haste-Stacking (both sides) or things like Desperate Measures + Botany Knowledge.
Overall, we have to wait until they do Buffs to those Perks to see if it is an overall Nerf or not. Since making things not stack is good (or less efficient when stacked), but this depends on what they do with the individual Perks. But overall it will affect more things on Survivor than Killer.
thana and dying light is also affected but unless it's a legion or a plague but from what i've seen haste stacking sort of died when swfs dropped dark theory + power of two(admittedly a powerful but niche combo) and usually low tiers run batteries and rapid especially 110 killers but i agree with a ton of healing perks besides resurgence (i think solidarity and reactive healing would probably still work) funnily enough champion of light and residual manifest still stacks and now i kinda want to make a list of what will and won't be stacked regardless on if people considet it viable
-
@Brightened said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070732#Comment_4070732
These changes to stacking builds really only affects survivors.. The nerfs to healing builds and gen speed builds is what is going to really mess with survivor win rate even more. There is nothing that helps people get better at chases. Most survivors only do chases when it's required and go down pretty quickly. There are only a few that actually take the time to learn to get better at mind games /running without relying on pallets (Mind you the pallet number has already decreased significantly) as well as their very clear introduction to micro-loops (even if they don't address it) where the killer can wrap around almost any loop and get a hit.
Some of those less inexperienced survivors rely on getting gens done to help the team and this nerf is going to just make it worse for survivors specifically.
as far as i know stakeout hyperfocus fast track is still busted but i guess i have to do research on what perks are affected since gen regression also is affected too
-
is the weakened duration linger the survivors looking at unknown? does it take even less time for weakened to go away now?
-
last thing i heard around 60 is where we're supposed to be.. did i miss patch notes? what survivor nerfs were implemented?
-
@BigKingWoof said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069748#Comment_4069748
"they're probably going to if diminishing returns but"
Diminishing returns isn't going to affect any of these mentioned perks, what are you even talking about?"Unbreakable - one time use people were complaining that slugging was such an issue that survivors should have be running it every game bur instead of that thetadded the abandon feature"
You're expecting and suggesting that Unbreakable be a permanent perk in a survivor's build, and you don't see a problem with that? We'll come back to this argument later…"conviction - only active once every time you heal another survivor with resurgance being meta and not rinning self care most people are going to heal others at least 1 game"
You're not always going to be able to get the heal off on another survivor. Just because something is "meta" doesn't me it's 100% garuntee or even be reliant enough to warrant to bring."Exponential - easily snuffed out you can place boons infinitely and it goes through floors if 2 or more people run it sluggingis qlmost impossible "
If the killer doesn't notice the survivor is constantly getting up on their own within a certain area, then that's on them. But if they do notice, they will know not to slug them anymore, or look for the boon. Its easily countered."unless you build specifically for endgame (which your just throwing at that point) that's not true since if your in endgame it's probably 3 -4 people live at endgame"
That right there is why your argument is flawed, and you're too biased to see why. You suggested that survivors bring perks to counter a playstyle, but when the tables are turned around on you, you just say "Nuh uh, I don't wanna" and completely ignore that survivors ALSO don't want to have to be forced to bring in perks every game. Why should survivors have to bring certain perks every match to counter something, when killers aren't? That's such a huge double standard, and it just shows that killer mains refuse to change or even listen, and instead play victim.
Your scenarios of "If it's endgame, it's probably 3-4 people still alive" is also just wrong. If that's what you're consistently ending up with, then that is literally a skill issue.
Again, the reason why Survivors get to abandon is because the criteria for them to abandon boils down to "Nobody can do anything to progress the game" Killers want the abandon button because they just want to give up, even when they can still do something. So imagine for a second that killers do get the abandon feature after 5 gens popped. What do you think will happen?
More and more killers will quit, and they won't even get punished for it. They will cut the game short for the other team because they would rather give up than to at least try. Imagine if even just ONE survivor dc's the game abruptly ends—It'll feel absolutely miserable wouldn't it?
Bringing perks that are a heavily limited resource to every game isn't fun, nor is it a good solution. Especially when the other side won't take the same suggestion.>"they're probably going to if diminishing returns but"
Diminishing returns isn't going to affect any of these mentioned perks, what are you even talking about?
what i meant by this was diminishing returns will promote build diversity since they'll just swap to a flex perk instead of picking another perk of the same type
>"Unbreakable - one time use people were complaining that slugging was such an issue that survivors should have be running it every game bur instead of that thetadded the abandon feature"
You're expecting and suggesting that Unbreakable be a permanent perk in a survivor's build, and you don't see a problem with that? We'll come back to this argument later…
if i see survivors constantly complaining about slugging where we had 2 different ptb's about anti tunneling and slugging changes. honestly i expected an uptick in unbreakable but no one still brings it despite complaints
>"conviction - only active once every time you heal another survivor with resurgance being meta and not rinning self care most people are going to heal others at least 1 game"
You're not always going to be able to get the heal off on another survivor. Just because something is "meta" doesn't me it's 100% garuntee or even be reliant enough to warrant to bring.
the reason why i say you're going to probably heal at least one person is because generally people don't run self care and in general people heal under hook or relatively close near the hook unless they're going against a plague or some niche build that makes healing not worth it
>"Exponential - easily snuffed out you can place boons infinitely and it goes through floors if 2 or more people run it sluggingis qlmost impossible "
If the killer doesn't notice the survivor is constantly getting up on their own within a certain area, then that's on them. But if they do notice, they will know not to slug them anymore, or look for the boon. Its easily countered.
if the killer is going for a four man slug and at least 2 people put down boon exponential it counters slugging since survivors can get up faster than the 4 man slug happens even if he snuffs one he has to waste time doing it and depending on what floor it might not be worth it but even then survivors can just move to the other boons range funnily enough i just went against a slugging singularity and he was more focused on slugging than snuffing my boon since it was on the other side of the map
>"unless you build specifically for endgame (which your just throwing at that point) that's not true since if your in endgame it's probably 3 -4 people live at endgame"
That right there is why your argument is flawed, and you're too biased to see why. You suggested that survivors bring perks to counter a playstyle, but when the tables are turned around on you, you just say "Nuh uh, I don't wanna" and completely ignore that survivors ALSO don't want to have to be forced to bring in perks every game. Why should survivors have to bring certain perks every match to counter something, when killers aren't? That's such a huge double standard, and it just shows that killer mains refuse to change or even listen, and instead play victim.
Your scenarios of "If it's endgame, it's probably 3-4 people still alive" is also just wrong. If that's what you're consistently ending up with, then that is literally a skill issue.sorta? just how survivors think it's not worth the effort even though slugging is this apparent massive problem i don't want to bring endgame perks since usually when you get to endgame it's 3+s survivors
You suggested that survivors bring perks to counter a playstyle, but when the tables are turned around on you, you just say "Nuh uh, I don't wanna" and completely ignore that survivors ALSO don't want to have to be forced to bring in perks every game. Why should survivors have to bring certain perks every match to counter something, when killers aren't? That's such a huge double standard, and it just shows that killer mains refuse to change or even listen, and instead play victim.
survivors aren't forced to bring anything actually unless they perceive something as a problem that's specifically happening them which is why ds is brought even though it can be used offensively also the killer meta is something forced by balance and survivors since gen regression has been nerfed for years and the devs keep buffing survivor perks like buffing healing and nerfing mangled and the resurgence buff
they don't have to spend time healing as much and can focus on gens hyper focus stakeout (meta build for survivors) speed up gens and the newly buffed fast track made it so that they have a brand new part every hook with no effort needed so they can spend more time on gens compared to a perk like specialist which at least has a prerequisite of having survivors rummage through chests which wastes time which is why it was trash but the killers lower than A tier (ghoul dracula houndmaster twins singularity vecna 2 and 1) can't compete with the gen speed and either are dropped for the a and s tiers or have to play strategically by camping tunneling and slugging but are going to have to bring gen regression so gens don't fly aura to get fast chased and maybe a flex perk to maybe slow down at endgame or batteries depending on the killer
>Again, the reason why Survivors get to abandon is because the criteria for them to abandon boils down to "Nobody can do anything to progress the game" Killers want the abandon button because they just want to give up, even when they can still do something. So imagine for a second that killers do get the abandon feature after 5 gens popped. What do you think will happen?
More and more killers will quit, and they won't even get punished for it. They will cut the game short for the other team because they would rather give up than to at least try. Imagine if even just ONE survivor dc's the game abruptly ends—It'll feel absolutely miserable wouldn't it?which is why i suggested survivors bring one or more of the perks that i listed and even then if you have the perk but you're the last one down people will dc before you get value out of the perk so because the devs implemented this instead of survivors just adapting you're discouraged from learning to counter play slugging or just bringing the perk
>o imagine for a second that killers do get the abandon feature after 5 gens popped. What do you think will happen?More and more killers will quit, and they won't even get punished for it. They will cut the game short for the other team because they would rather give up than to at least try. Imagine if even just ONE survivor dc's the game abruptly ends—It'll feel absolutely miserable wouldn't it?
this happens if you go against a 4 man and they're up against a killer they don't like i've had games where survivors either dc'd or just rushed at me to go next because they'd rather go next than get better so if killers decided to quit once all gens popped that's fine for me since people will abandon during the mori finisher or the moment they go downed i would just go next
>
Bringing perks that are a heavily limited resource to every game isn't fun, nor is it a good solution. Especially when the other side won't take the same suggestion. killers have to and if you look at the various killer metas haven't changed much since they're still forced to primeraly run gen regression unlike survivors who are primarily a team and can afford to run whatever they want -
@AlwaysInAGoodShape said:
With a lot of people debating the diminishing return update and worrying about Gen Regression perks not being nerfed by it, I want to quickly get your attention to the following statement;
The HEALTHIEST meta in DBD is where killer regression perks are the strongest and where survivor's chase perks are the strongest.
And you could say it in reverse well; the WORST meta is when killer's chase perks are meta and where survivor's gen rushing perks are meta.
Why is that? For the simple reason; nobody likes their chases being braindead, where killers just have some perk that effectively destroys chases, making them end quickly without too much counterplay. And for them, nothing is less enjoyable than seeing the generators pop, before they have barely had the chance to get any gameplay or interesting interactions in with the survivors, literally limiting how much of the game is being played.
That is why I want to raise your attention to this idea, for those who are set on destroying the killer's gen regression meta, which is a fight you truly don't want to win if you think about it more deeply.
So next time when you advocate for one thing, keep this thought in mind, when advocating against gen regression perks or against survivor's chase perks, you're going to be advocating for a meta that will be worse. (And the current survivor gen-rush meta is a prime example)diminishing returns doesn't even affect hyperfocus stakeout fast track only healing really but survivors generally use flex builds so it won't affect them that nuch
-
@BigKingWoof said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069489#Comment_4069489
Unbreakable is a one time use, Conviction is only active once every time you heal another survivor, and Exponential is easily snuffed out. All of these perks are easily exhausted. Do you really want survivors to permanently have these perks in their build as well? That's generally not a good idea for the sake of build diversity.
Killers, on the other hand, still have agency once the generators are powered. They can still get a kill or get points by whatever means. They aren't stuck helpless in place for 4 minutes. Because they too have perks that help them in scenarios, believe it or not. Bring perks like Remember Me, or No Way Out, or NoED if you're feeling adventurous.Unbreakable is a one time use, Conviction is only active once every time you heal another survivor, and Exponential is easily snuffed out. All of these perks are easily exhausted. Do you really want survivors to permanently have these perks in their build as well? That's generally not a good idea for the sake of build diversity.
they're probably going to if diminishing returns but
Unbreakable - one time use people were complaining that slugging was such an issue that survivors should have be running it every game bur instead of that thetadded the abandon feature
conviction - only active once every time you heal another survivor with resurgance being meta and not rinning self care most people are going to heal others at least 1 game
Exponential - easily snuffed out you can place boons infinitely and it goes through floors if 2 or more people run it sluggingis qlmost impossible
Killers, on the other hand, still have agency once the generators are powered. They can still get a kill or get points by whatever means. They aren't stuck helpless in place for 4 minutes. Because they too have perks that help them in scenarios, believe it or not. Bring perks like Remember Me, or No Way Out, or NoED if you're feeling adventurous.
unless you build specifically for endgame (which your just throwing at that point) that's not true since if your in endgame it's probably 3 -4 people live at endgame and toy specifically have to tunnel out the obsession remember me to work so if survivors decide to bring shoulder to prevent the tunnel or ds otr resurgence bt and a whole other host of perks not to mention bodyblocking , no way out can be circumvented by just touching the door and hiding and noed has revealed itself since 6.0 so only 1 person will get downed from it then it goes away and eben then only a singularity would run this w/o noed since he's the best at pressuring the gates
-
@BigKingWoof said:
Survivors get the abandon option when they literally can't do anything to progress the game, nor to even earn points.
Killers want it so they can give up and quit without the DC penalty. That's not a mentality that should be catered to.survivors can bring unbreakable conviction and boon exponental if all survivors are slugged (which survivors are throwing hard for that to happen) they can just abandon the moment the last survivor hits the ground and survivors are rewarded for not using these perks
-
is this bait? can you at least say how you came to this?
-
he gets nerfed almost every patch simce release
-
@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068709#Comment_4068709
True, but the idea here is make more people aware that Lary can't be allowed to put pods close to Exit Gates.
i just watched your vid and your team wasn't reading the hub even you were running around when the kate was in chase healthy until being injured you were looking for an emp instead of going for the gate and vise versa with the kate and especially the dwight who just was messing with the emp most of the time not to mention got the singularity dedicated a build solely to that and killed the obsession at the start so remember me would proc
-
even on ptb haywire was still bad since it gave a warning and didn't go low enough
-
i haven't played cod since cold war i think? and that was because i got it for free (activision making knifing not an instakill juat made me avoid the series more) but true on the balance perspective tho
-
@VilerOfCool said:
I decided to play trickster after he was buffed a little and after playing a couple matches of me being destroyed, I suddenly started doing really good. I have now had like 10 matches in a row, while playing trickster, where I have gotten everyone (sometimes except for 1 cuz I forget that someone is only on first hook) to second hook before exit gates are even powered.
Was the buff really that good or?trickster got buffed at what he's good at which is shredding in open areas and got even slower so he's weak against shift w and looping
-
ptb hangman's was 16m aura read off of every hook it was great then they made it trash
also yohr territiorial is still bad since survivore don't hang around completed gens so it's arguably a worse bitter murmer
-
tbh i have 1,000 hours on console and 600 hours on pc atm i can say i know how to play the game at an ok level but this game changes a lot so having more hours means a lot in this game especially if you no life the game with 10,000 hours or play comp
-
if you look on the hud and see 3 people on gens and the anti camp bar going up that means it's safe to do gens if you see 2 people on gens and one is in chase whoever stops doing the gen first is going for the save, if one guy is slugged another is in chase and one is on hook you should be saving. survivors need to learn how to read a hud
@brewingtea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068350#Comment_4068350
How does the AFC gauge tell me if a teammate is going for the save?
-
@IareRubberDucky said:
Now, it is a bit hotly contested as to whether or WoO should be basekit. Survivors usually argue that it's an accessibility issue, Killers usually argue that it would provide way too much value to Survivors.
To this, I say that they're both right, which means we need a different solution. I suggest this…YELLOW PAINT!!! YEAHHHHHHH!!!!
YELLOW PAINT ON WINDOWS AND PALLETS! LET'S GO!
Turn that option on and every single Window and Pallet in the game gets a bucket of yellow paint SUPLEXED onto them! Now you can see Windows and Pallets from afar without it providing too much value!
Don't like the yellow! Change the color!!!
Make it red to look like there has been at least FIVE TRIALS that occurred before this one! Everything is drenched in BLOOD!
Make it lime green to look like some fresh Nickelodeon SLIME!!!
Make it black to make things HARDER for yourself!!! YEAAAAH!!!!!
Make it purple because GAWD I LOVE BEING PURPLE!!!!
Ahem… sorry about that
Anyway, that is my idea. Paint on the objects in question! That way, the accessibility issue has been resolved, and Survivors also do not get too much information from Auras.
who tf argues that windows should be basekit? also it is busted on survivors since survivors dictate where the chase goes
-
@Knotty1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067789#Comment_4067789
Hemophobia is a skill issue?
yep and if they have it they should avoid rhe HORROR genre known for BLOOD
-
@Knotty1985 said:
Because not every adult enjoys gore either and other games with similar themes have the option to turn gore off, it has nothing to do with the age rating.
that's a skill issue and shouldn't be playing a HORROR game
-
young players yshouldn't be playing the game and should be banned parents should be parenting their children
-
@TicTac said:
For some reason i need the top 3, but more are also appreciated.
Its kinda about whats neccessary for their viable playstyle. So Billy curving counts, but some fancy Wesker techs which are not really neccesary are less important. But it would be still interesting to know.
i mean you can learn trickster and try to learn what you can and can not throw through and ghoul if you want to go for bodyblocks instead of biting
-
@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067102#Comment_4067102
And ZERO survivor gen perks worked. More killers than Sadako worked, you just needed to rely more on weirder plays.
Right now, this is kinda ridiculous. I've been running Ruin/Undying/Surveillance and the pressure on blood gens is insane. If they try to remove the hex, I get 4-5 hooks before they can do a single blood gen. If they do focus on blood gens, I know where they are at. The closest game I came to losing was RPD, as I was playing Doctor and survivors had 2x WoOactually prove thyself worked on blood gens i don't remember if leader did tho
-
the game was unplayable for the killer role when killer powers didn't work with blood gens and made certian killers like pig unusable since blood gens wouldn't trigger the power
-
@DeadbyDiggly said:
I have been playing trickster a lot since he first dropped, and the most recent rework is the only time I have seriously considered permanently dropping him and not coming back.
He just in general feels so much worse to play, he feels so insanely sluggish and like you need to do absurdly more work for the same effect as before. It feels like he was given 1 or 2 decent buffs but it is joined by so many nerfs that I honestly don't see the point. Even the rounds I am winning feel like I am not having any fun in doing so. I keep thinking if I keep giving him time I will get used to it and then it will come back to me but- that is honestly not the case.
I really hate how he feels. I think I hate him now, which makes me really sad because according to the stats he is like my first or second most played killer.he's a 110 killer that can slow down even more by using your power he is sluggish
-
@BunchesHVR said:
My vision: each survivor has a "5th" perk slot. This is unchangeable and permanent, and it's one of the survivors perks. That way, each survivor is no longer cosmetic, they actually have something unique to them. Like, you know every Feng has technician along with her other choice perks, or every Meg has adrenaline.
Thoughts? Is this game ruining, or taking it to the next level? Maybe only p100s get the 5th perma-slot?
that would just create a character meta and you would obly see specific survivors running neta oerks
-
he should have trick blades and edge of revival basekit
-
i mean if he had edge of revival and trick blades basekit with way more knives i can actually see them justifying him being 110
-
@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064603#Comment_4064603
I mean...a ranged killer that suffers almost no penalty for missing his power maybe shouldn't also have 115 movement speed
he slows down using his power especially if you spam it
-
@ThatRyanB said:
One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.
Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?
people can shift w to start and if he throws knives in chase he slows down even more taking an eternity to catch up to a survivor since if you hit them they get a speed boost on top of trickster himself being slowed
-
old shelter woods had shack and tree to play off of. you can't really do it unless basement spawns in shack
-
@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064640#Comment_4064640
taking your finger off of shift while the killer has LoS on you. since the chase mechanic needs 3 things in order to activate (killer moving, survivor running, and killer looking at said survivor running), if you walk when the killer has LoS, the chase mechanic won’t start which will let you get infinite vaults since entity blocker isn’t active. and the killer won’t get bloodlust.
in practice, it’s just as simple as walking when the killer see’s you directly and then running when they can’t see you in order to prevent the chase mechanic from activating.
oh. i was wondering why people were doing that in my trickster games
-
he still gets hurt bad by shift w
-
trickster is terrible on his own map it probably needs to be cut in half
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064372#Comment_4064372
I'd really like them to be consistent with all these "techs" where is the fix to shift tech at killer shack? Where is the fix to crouch tech (that was "patched" a year ago but still totally works).
what's the shift tech
-
shift w the map they should cut it in half tbh also you didn't mention fast track
-
@Elan said:
The original idea was good, just needed some tweaking.
What can be done:
→ Each time survivor is hooked, all generators lose 10 % progress and begin regressing.
→ This is applied to every fresh hook (must be hook on different survivor every time)
→ If consecutive hook on same person is performed or if anyone dies before 4th hook, this incentive deactivates for rest of the game.
it better be a higher like 30 or 40 and have tp get rod of the 8 kicklimit bare minimum sinxe survivors got ridiculous buffs + a lying hud on top of gutting all the slowdown perk.s.
-
i want the thing