terumisan
terumisan
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- terumisan
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@Havi said:
Kindred or Bond? I like both of them but don't feel comfortable using both together. I feel like I'm wasting one slot.
i use aftercare or empathetic connection
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@YaBoi0215 said:
This is coming from someone who plays 90% survivor because Killer is far to stressful to play.
Since the last 2 PTBs with the failure that was anti-tunnel I keep seeing people say we need some form of it and it always deals with punishing Killers for playing optimally. I don't understand how this can be seen as a good solution to the "problem" of tunneling. Punishing a person for playing the game optimally is not how you properly fix these issues. Imagine this, you're playing Survivor and you pop 3 gens before the killer gets a second hook. The fix this issue you now get a 20% generator speed debuff for playing the game too good. Wouldn't you feel some type of way? How would that be fair at all for the person playing the game good?
I have a personal solution for tunneling that would actually incentives killers to get unique hooks. Make Pain Res base kit. I know, this sounds crazy, but hear me out. Make Pain Res base kit and make it do less percent damage, something around 10-12% for all the unique hooks a killer gets in a match. This would active incentive a killer to go for unique hooks while still leaving tunneling open if it's a need strategy. Now killers would have a choice to make. Do they tunnel the person off hook and waste time with base kit BT, DH, DS, OTR etc. with the risk of multiple gens popping, or do they go for the unhooker and get their Pain Res to slowdown the game a little bit. Most of the time you would pick the Pain Res over the risk of 2 or 3 gens popping and losing with only one kill.
I think this would honestly be a much better way to incentive killers to go for unique hooks and stop tunneling. Rewarding them for playing the game in the way that is more fun for the survivors whilst not punishing them for using a strategy if it's needed in a game that's going fast. Gen Speeds are a problem and that's the reason for tunneling. Most of the games I play 2 or 3 gens pop in the first 2-3 minutes of the match while only 1 person having being hooked.
I know this will probably get downvoted and people will say I'm dumb but this is my opinion. Punishing someone for playing the game optimally doesn't make any logical sense. Yeah, it may not be the fun way to play the game but it's for sure the correct and optimal way to play the game. Rewarding someone for doing something you want them to do will always be much more effective then punishing them. I mean we are already punish killers for tunneling with the base kit BT and all the anti-tunnel perks yet it does nothing to stop them. Rewarding people would be much more beneficial to curbing the amount of tunneling going on in the game.
i said this on the feedback but the number has to be high like 40 or 50% total mapwide progress and flood level aura reading so the killer is incentiviced to go chase another person instead of camping
also 8 kick limit needs to be removed
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@JimbusCrimbus said:
One thing you'll find, and it's been like this since day one in 2016, is that anything survivors do that killers don't find fun is perfectly fine and okay because "they're just trying to survive".
If the killer tries to win and survivors don't like it, we need base kit handholds to make that more difficult. People who disagree are biased and don't have a real opinion because they don't know the history of the game.
true and real king
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037405#Comment_4037405
A hard-tunneling Lightborn Nurse a day keeps the flashlight bully squad away
unfortunately i don't touch high tiers
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037410#Comment_4037410
So if a new killer is abusable we should just remove them rather then changing it?
bhvr nerfs them into the ground 90% of the time also the go next prevention and anti hiding mechanics got nerfed into uselessness and i know for a fact if they nerfed it to the point where it was worthless you'd still be complaining
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@Gh0st2317 said:
Been playing a few games as survivor and these have been getting a bit way too out of hand...
Genuinely, why were they scrapped in the first place?
both ptbs were abusable in favor of survivor
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@AbsolutGrndZer0 said:
So what the title says. Tunneling is bad. It's not fun for survivors. We all know this.
Thing is, you know what's not fun for killers? Being stunned and chain blinded with extended duration blindness at every pallet. Yet, seems that when a killer main says that is unfun, survivors either don't care, or mock them.
It's not up to me to make sure the game fun for you, just as it is not up to you to make sure then game is fun for me.
In the end, IMO we all should follow The Golden Rule… Do unto others as you would have done unto you.
If as a killer you are so gung ho that you would never be a 'bully" to killer, then play survivor. Don't be the bully.
If as a survivor you are so gung ho that you would never tunnel, then play killer. Don't tunnel.
See things from the other side for awhile.well it's been a one way street for years.just remember the only reason flashlights got nerfed back in the day is because a dev got bullied on stream
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037105#Comment_4037105
If survs are super bad I get 8 hooks and just chase someone around but that happens rarely, if survivors are super good I try still but if Im not in the mood and getting just bugs thrown on my face or things like autoaim hits into random things then I gave up but I did that few times (bacause its guarantee insults in endgame chatt and further mocking), few times I even went idle against survivors that wanted to do flashy saves andbmy full attention the frustration that hit them was funny its like giving kid balloon and the kid expects you will play with him but you just go around and leave same level of frustration.
i do my best to stomp the flashy savers but if it's the coordinated swf it's extremely difficult
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i intentionally want to go next and if i'm killer when i figure out there is a massive skill gap between me and the survivors i start being friendly
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you heavily buffed survivors while you nerfed killers hard.
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@indieeden7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036865#Comment_4036865
Pay to win tactics aren't exactly a good thing you know? If you're not that great at killer, you should work on improving that.
dbd has been pay to win if you talk about perks alone especially survivor perks which are stronger on average than killer perk or at least have stronger combinations
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@Orthane said:
Making undetectable gained from recalling a drone instead of placing one is a gigantic nerf. Who thought this was a good change? Like just… why?
they still hate skull merchant i guess? it fits the trend of nerfing killers when they get buffs for some reason and it even applies when the weakesr killer gets buffs
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@httpain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036860#Comment_4036860
Usually these logs are in the corner of the map, so survivor is guaranteed to get zoned and hit after some time wasted.
I'd rather prefer their spawn spots adjusted, so they don't chain into other strong pallets/windows, rather than removing them.this loop spawns in cornera and next to an exit gate and a variation of it spawns next to big boat. its a broken structure in general. imo the log needs to be shortened to it can be a 50/50
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@httpain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036782#Comment_4036782
So I've tested new changes on most maps and can say that loops after this update on average feel a lot better than in a previous patch. Some loops were reverted and some changed to be much better balanced. However, theres's still some really strange unsafe loops on some maps, and some loops weren't changed almost at all.
I've grouped my research into different realms (sorry if the quality isnt perfect, I play on lowest settings possible).
Macmillan Estate.
I love that many pallets have been reverted, such as most rock and pathway loops. However, the usual "junk" loops, which are some of the most widespread loops in this realm, still seem too unsafe and barely changed from the last patch. These loops were not problematic to begin with, and community at large was fine with them, even considering Macmillan to be the golden standart for realms.
These variations of junk loops still need to be addressed (preferably reverted to the previous strenght, or, if not possible, additional boxes and crates should be added). The names of these variations are LD01 and LD02:https://us.v-cdn.net/6030815/uploads/3FDPD81F9U01/20251209230232-1.jpg
https://us.v-cdn.net/6030815/uploads/KZGWIAQ8PTUY/20251209230323-1.jpg
Most rock loops in Macmillan now are fine, striking the perfect balance between safety and mindgame potential, but there's one variation that seems a bit weaker than others. It doesn't need much changing, maybe a little tree on the side of the lower rock. The name of the variation is MD04.
https://us.v-cdn.net/6030815/uploads/DBGXPHMNJU2C/20251209230411-1.jpg
Backwater Swamp.
Most of the Swamp wasn't changed from the previous patch, and I dont really have a problem with that (I still hope that Swamp visual update and rework is coming soon lol), but I've noticed a really strange discrepancy between so-called "poglogs".
So, poglogs are usually just edgemap windows that aren't bad and provide some safety in map corners. I don't think these should be changed at all.
This is an example of a normal poglog that still spawns most of the time on the Swamp:https://us.v-cdn.net/6030815/uploads/AXGPWR5TV5WJ/20251209235125-1.jpg
HOWEVER, there's a rare strange poglog variation that just doesnt make sense. The big log on the left of the window is completely absent, rendering the window totally useless. Variation name is CcX_HD_03. I'm not sure if this is a bug or intentional, but all poglogs should be the same, and there's no reason to have such strenght discrepancy between these tiles:
https://us.v-cdn.net/6030815/uploads/JAHR0UP5S8RS/20251209235515-1.jpg
Autoheaven wreckers.
I'm glad that pathway car loops, the loop with a pallet in between 2 white cars, and the green trash bin loop have returned. But some loops still need some work, for example the variation with the red car nearby (name 2P) still seems too unsafe:https://us.v-cdn.net/6030815/uploads/A6ATK5EF8D9B/20251209231408-1.jpg
And a different wariation of this loop (when the pallet spawns on the opposite side of 2 white cars) is also not very good:
https://us.v-cdn.net/6030815/uploads/9NX3E4SHB9G8/20251209231511-1.jpg
Both of these 'junk" fillers need a bit more of tires and some other junk to make them more playable for survivors. Otherwise, Autoheaven is pretty decent.
Coldwind farm.
Coldwind fillers got heavily gutted in the previous update, and in this version it seems that nothing really changed. Some loops are even less safe then edgemap tiles on this map.
Pathway loops (StraightHD22) are still pretty unsafe, and since on Macmillan and Autoheaven these were reverted, I see no reason to keep them like that on Coldwind:https://us.v-cdn.net/6030815/uploads/1T6BAXP1JG53/20251209232523-1.jpg
Most filler loops (LD21
, HD21,
HD23
, LD22) need more haystacks around them, since in their current state they are super unsafe:https://us.v-cdn.net/6030815/uploads/9AVQIX0RPF48/20251209232628-1.jpg
https://us.v-cdn.net/6030815/uploads/B1EVAF4G2BPZ/20251209233003-1.jpg
This loop is not too bad, but needs a little more on its unsafe side:
https://us.v-cdn.net/6030815/uploads/FACCDBMNTHDT/20251209232832-1.jpg
The classic green tractor loop seems to be completely gone (correct me if I'm wrong but I haven't been able to find it at all) and replaced with this:
https://us.v-cdn.net/6030815/uploads/NYF8ZATB8U6N/20251209233516-1.jpg
This just needs to be completely reverted, since this loop was quite unique and already nerfed in the previous update.
Asylum and Temple of Purgation.
These maps (and their respective realms) now feel a lot better and don't need many changes. There's only 2 cases in which, I think, a revision of loop strenght might be needed.
This pallet on Temple (LD02_Temple) needs to be a bit longer either on the left or on the right side:https://us.v-cdn.net/6030815/uploads/765RDX6NGJZC/20251209234545-1.jpg
Similarly, this variation (1Р) on Asylum needs just a little tinkering to bring it in line with other loops in this realm:
https://us.v-cdn.net/6030815/uploads/M8F9FWH9FJLC/20251209234016-1.jpg
Yamaoka estate.
I haven't had time to test Yamaoka extensively. The one thing I've noticed is that one side of the shrine pallet (Bd_Fence113) got significantly weaker (much smaller rock), which is strange since it wasn't a safe side before anyway:https://us.v-cdn.net/6030815/uploads/2CJ4LI6BJ8EJ/20251209235906-1.jpg
the ultra long log loop should be removed since every survivor runs to it since it wastes a ridiculous amount of time if you aren't running bamboozle or an add-on that does something similar
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@Artimenius1307 said:
It's no secret that a party of 3-4 non-casual players was always an outlier in power in dbd, and with BHVR aiming to make the game not as wide as it I believe a change could be at least tested to see if it works out.
The main idea of the change came to me after playing survivor in 2v8: the limit. In 2v8, you can only pick up to 4 of the same class, so why not try something similar for 1v4? It's not an original idea to be fair, many unofficial tournaments and competitive leagues play with a limit for a long while, and I find this change will end up healthy for the game
How the limit should work: It only applies if at least 3 survivors are in a swf. If you are solo, or in a duo, there is no limit, naturally. Maybe for simplicity, all the perks and items (Could be changed for less impactful options) would be limited to 1 per party, so that in a team of 4 only 1 could pick let's say sprint burst and medkit (Though items could probably use a limit of 2). It can also apply to addons above very rare rarity, though that can be done later or not done at all.
The pros of such changes:
1) It will drastically reduce the power of people using same perk with great impact, like decisive strikes, dead hards, etc. In turn, it will give more freedom in the design of the perks themselves, since the issue of thinking how 4 people could use this perk in a group will be lesser
2) It will have an effect on the meta, I don't have any data to say for sure that majority of player base always play in a group of 3-4 but I strongly believe that to be the case because solo is misery
3) It will open potential new ways to improving the experience of both survivor and killer since the outlier which is swf would have less of an impact on the game balance
Of course, there are also cons:
1) It is a forceful limit, so naturally people will not like it. I am unsure if anything can be done about that, at least I couldn't think of anything
2) It will kill certain strategies, and while I will not shed a single tear over gen rush strategy with the stakeout + hyperfocus, some are definitely not as problematic (Maybe the perks which are part of them could be buffed)
A very important note - a change like this absolutely MUST come with something to decrease the power of the outliers on the killer side. It just wouldn't make sense to make swf weaker, and then leave S/A tier killers running around with 4 slowdowns, strongest addons, and hard tunneling right away. However, I am unsure myself how to change this in killer side, an idea I had was to classify certain perks and then put a limit on the perks from same class, say 1-2 maximum. Addons I don't think can be limited, it will be same as removing them, or maybe a certain condition like facing non 3-4 swf lobbies? I will think about it more and maybe create a separate thread regarding killer sideall you need is an action speed debuff applied to all members of a swf and it increases the more members in a swf this has been proposed for years the problem is every time it's proposed survivors come out of the woodwork saying pwople shouldn't be punished for playing with friends
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no even though the average survivor is awful the game kinda breaks if survivor has communication like how swf almost has a 50% escape rate (unless they put out more stats that i missed)
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@BeTrends said:
It is common for Killers to leave the third Survivor in the dying state to prevent the hatch from spawning.
However, the Survivors have no choice but to accept this situation, and progressing the game from this point becomes extremely difficult.Below are several proposed system adjustments:
- Activate an anti-slugging system once only two Survivors remain.
- Activate an anti-slugging system if slugging continues for a certain period after the number of Survivors has dropped to two.
- If slugging continues for a certain period after only two Survivors remain:
- Survivors may choose to give up.
- The hatch will spawn.
- Increase the generator repair speed for the active Survivor.
- Disable the appearance of crows on the active Survivor.
bring unbreakable or start making exponental meta alsi conviction is a thig
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@Leon_van_Straken said:
To be fair both sides are horrible at adapting to new metas.
Meta is always a weapons race. Following example:
Survivor: Killer meta is tunneling: Well lets bring anti tunnel perks.
Killer: Mhhh these Survivors have all Anti tunnel perks, I guess I have to slug.
Survivors: Nice they stopped tunneling but now they slug, lets bring anti sluggin perks.
And the circle continues.
The problem on Survivor side is that many players are complety stubborn on their builds. How often I have seen my friends with this exact build:
- exhaustion Perk
- Windows of Oppurtunity
- finesse
- random perk you like
- and a med kit
They: "Damn all killer tunnel!"
Me: "Well take DS or Off the record?"
They: "No they should stop tunneling"
I am buffled there… Yes I know perks are not there to counter game aspects but on the other side Survivors tell Killers to use them to counter game aspects.
Gens go to fast? Use Gen slowdown.
Heals to fast? Use sloppy butcher.
And so on.
Hot take. If all Killer player tunnel or slug as a big chunk of Survivors claim than you don´t need Finesse or WoO to survive. You need anti tunnel or anti slug perks.
Edit:
This isn´t just a DbD thing. My best example is League of Legends.
Some people to this day are still trying to tell me that assassins should be able to one shot tanks, because its their roles thing to do.
but what happened when killers swapped to a slugging meta is survivors complained and behavior destroyed the perk and now is just trying to add in anti slug
you are correct it is a cycle and i'm blaming the devs since people have been saying for years that constantly nerfing gen regression will just make killers tunnel more and here we are and while i took a break they nerfed sloppy from being infinite to being on a timer for some reason
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@MoZo said:
I’ve been really wondering for the past couple of days on how the game would look if the original Tunneling and Slugging reduction changes made it to live. would players adapt to the changes and find new strategies to win? would there be a mass killer exodus? would the survivor role feel any better? how would queue times be affected? would kill rates be affected?
what do YOU think the game would’ve looked like if we had the og changes to tunneling and slugging? what would’ve been your initial reaction if the changes came to live untouched? leave your thoughts below!
you'd have people intentionally going next in order for their teammates to get a free win
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033939#Comment_4033939
no it literally does not
so if you can see when survivors are in chase when they do gens when they heal, downed/recovering(and the amount they're recovering) isn't swf level of information? the only thing it doesn't tell you is location which you can slap on bond/aftercare/kindred/ empathetic connection ect to give aura reading on you at some point
that's swf level of information and all that information won't help you if your teammates are incompetent which is a matchmaking issue
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033939#Comment_4033939
The HUD is pretty limited. You know someone is on a gen but you don't know which one. You know someone is cleansing a totem but you don't know if it's a hex and, if it is and they get interrupted, you don't know where it is. You know someone is in chase but you don't know where. The HUD is nowhere near comms. If it indicated which gens were being worked on or if basekit Kindred was a thing we'd be closer to SWF for soloq. It wouldn't buff SWF either, as that's info they already have access to.
the hud tells you everything but location so if i see 2 people going for a save i just think we're throwing at that point. what's worse is sometimes i do bring kindred and they don't go for the save when i on the hook then i either 2 stage or die that's actually the most frustrating thing that happens in the game
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@KeefCheif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033939#Comment_4033939
Tell me you've never played solo q without actually telling me
it sounds like you haven't. since i mainly play soloq after playing killer because after going on a losing streak i want to test the strategies that the teams that beat me do so i can improve and when i'm on gens i have nothing better to do so i watch the hud the moment the guy in chase goes down everyone starts running toward the gen allowing the killer to snowball
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@BeeZzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033945#Comment_4033945
Right, because the Entity ‘nerfs’ them whenever it's convenient for balance. Funny how that explanation always pops up to justify keeping killers underpowered. Maybe the survivors should get the same treatment then, so they don’t keep running circles around me every match.
But seriously, if the Demogorgon is supposed to be this terrifying interdimensional beast, it's kind of a joke that he's stuck crawling around on the ground like a pet dog. A rework could still respect the lore while actually making him feel dangerous. The Entity doesn’t have to ruin everything, just adjust a few things.
i mean they destroyed pig traps back in the day and killers get more nerfs than buffs so the "entity" deems it necessary to nerf killers
it could buff them to full power but will it? probably not
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@BeeZzzz said:
Demogorgon should be able to teleport to any walls, floors, doors or ceilings. Demo needs a model and texture update, more skins such as a burned/damaged demogorgon and a second mori animation where he slash a survivor with his claw which disembowl them then fling the survivor far away.
the canon reason is the entity nerfs them so they won't be able to things they normally should
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the t is for testing it was tested they were bad
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@KeefCheif said:
I know there's already multiple posts on the forum covering this right now, but solo q seriously needs some love. I'm used to barely escaping (like 20%) on a bad day/week, this is ridiculous. My team can't even finish 2 gens in most of my matches lately.
Please please please behavior show solo q some love. We haven't gotten ANYTHING tailored towards balancing solo q since you added the player HUB activity (chase, gen, heal ..etc.) indicators.
Admittedly we did get the hook camp progression added to the HUB in the most recent update, but that seriously should have been there to begin with.
Does Behavior seriously believe that solo q is and has been in a good state since they added the HUB indicators? That was added back in patch 6.5 which came out December 2022. Solo q has gotten 0 love from behavior in almost 3 years now just to put things into perspective.solo q gives swf level of information the problem is the teammates when you read the hud
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032902#Comment_4032902
I do think it's worth pointing out that the "punishment" the killer receives here is that they gain slightly less of a huge advantage compared to live servers.
It's not even resetting the killer player to neutral - they lose access to remaining Pain Res tokens, and in exchange, gain the ability to halt generator repair entirely through basic gameplay alone. Someone dead is a huge advantage, having access to strong slowdown perks on top of that is overkill.
Broadly, to OP's topic more generally, I do think this kind of restriction is helpful for slowdown perks. In fact, I'd go so far as to suggest that most of them should be balanced around disabling when someone dies period, regardless of gen count.
It's not the only change I'd make, but it would be a good one.that's what they tried with old ruin and it dumpstered ruin if killer perks disabled themselves after one person died the meta would shift dropping all gen regression and just swapping to chase perks (till their nerfed into the ground too) and people will swap to exclusively high tiers and tunnel more
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@Chrarcq said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033116#Comment_4033116
So you won't mind if devs bring back gen completion time to 80 secs in the next update?
i wouldn't mind if gen regression had heavy buffs and they removed the 8 kick limit they could drop it to 70 at that point
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032972#Comment_4032972
The problem in my honest opinion is the following.
You will never stop tunneling. If the Killer wants to tunnel you for what ever reason (wants to win, wants pressure, just doesn´t like your name what so ever) The only thing you can do is trying to push this playstyle away by giving the other playstyle which survivors prefer (going for 12 hook) a better perspective.
Thats what I try to do with such posts. Going away from the "Give Killers death penalty if they dare to look at a hooked survivor" to an alternative way where you can say "Yeah this is still winable."
Not a single one in this forum can convince me that in the current state of the game the best Survivor team vs the best killer would be possible to go for a 12 hook game by playing "Friendly"
Thats why I don´t look at the high MMR.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032927#Comment_4032927
It seems that people didn´t understand my point on the top or I wrote it to complicated.
In my version of Pain Res every hook would trigger the perk.
Example:
Going for tunnel:
1st hook 15%
2nd hook on the same survivor 10%
3rd hook 5%.
All on the same Survivor.
Going for different hooks:
1st hook 15%
2nd hook 16%
3rd hook 17%
4th hook is it individual 23% Is it someone you hooked before but not the person you hooked last 18%
If you hook the same person twice it will lose 5% from the percentage you are currently at.
So no, I didn´t nerf pain res at all. You could even say I buffed it cause it activates on all hooks. Just with less regression when you tunnel. If you don´t tunnel you get the standard perk with extra regression.
so if you're going to revert pain res like that to make it worth it you have bump up the numbers like adding 5% or more per unique hook
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@Chrarcq said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032918#Comment_4032918
They already did nerf the speed of generators aka the most boring part of survivor gameplay. Killer getting basekit buffs for spreading out hooks, sure, but let's not get ahead of ourselves.
they didn't though adding more time doesn't mean anything when survivors can invalidate it with gen progression perks and toolboxes not to mention gen regression is still trash
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@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032931#Comment_4032931
When I said its completely random its completely random. Meaning the Killer will never know where there hooked. Plus i did mention it will not remove tunneling. It will only make it more rare.
2nd of all most of the Killers in the game are infact weaker. I number 1 reason Killers Tunnel is Gen Speeds. This way of doing it doesn't hurt either side. Ur way is unhealthy and abuse able.
Its not the Killers fault or the survivors fault its the game Design thats the Issue.
Instead of gutting one side to solve a issue maybe Ask Killers why we are tunneling so much. You might get the answer and solution to solving the problem.
There is Killers who just tunnel just to tunnel but not every single Killer plays like that.
the reason why i say killers will figure it out is because like wirh pyramid cages the "random hook location" has to have some spawn logic to not clip into a building, rock, wall or gen or just spawn next to the killer since it's "random" and since pyramid's cages exist i assume they'll work similarly which you can guess where the cages spawn
if your changes specifically
>The Killer can see There Sacrificed progress but not where the Survivor is. This will not remove tunneling but make it much more difficult for the killer to find where the survivor is hooked.
i would immediately start slugging instead of hooking since healing is still strong so they'll be able to reset quicker instead of me slugging where i know where they are and they have to come to that location instead of potentally spawning closer to a survivor them resetting and both of them hopping on a gen
>Instead of gutting one side to solve a issue maybe Ask Killers why we are tunneling so much. You might get the answer and solution to solving the problem.
i do want to gut one side and it's suvivors since gen regression has been nerfed for years + 8 kick limit (which is an auto win for survivor) the solution is buff gen regression and buff the low tiers to houndmaster's "tier" and still as i said before it's behaviors mercy that they just don't randomly dumpster a killer
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032925#Comment_4032925
None of that really has anything to do with what I initially said though. The devs implement changes, and typically whichever side feels at a disadvantage will have a subset of players throwing blame at the other side. The only people accountable to said players are the devs.
my original statement was going to reference that the devs are survivor mains and if they do play killer they don't play them at a high lvl which would make them biased towards survivors (i should've included this even though i thought it was off topic) not to mention they look at raw data and have to take into account that survivors are the majority of the playerbase as well which affects their perception of balance even more since less survivors = less money because survivors on average buy more skins (again a tangent but i'm learning from my last post)
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032933#Comment_4032933
https://us.v-cdn.net/6030815/uploads/DM91AXFYRBDN/1000000102.png
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Just spawned in with Billy. No perks except for Zanshin and bump addons. Haven't even used the saw yet, as you can see. No pallets broken, no chases started.
i believe you
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032927#Comment_4032927
The perk isn´t nerfed until you as Killer decide to tunnel which gives you natural slowdown. In high MMR when you start to tunnel you won´t get much value out of Pain Res at all. If you go for the same Survivor in high Elo (if you need to or not) won´t give you the hooks from Pain res on the other Survivors at all because they should have finished the gens to that point.
>In high MMR when you start to tunnel you won´t get much value out of Pain Res at all.
>If you go for the same Survivor in high Elo (if you need to or not) won´t give you the hooks from Pain res on the other Survivors at all
if this is true but if you change
>if the same survivor is hooked twice in a row the perk loses 5% regression
is in play it's just a straight nerf to pain res and your statement
>The Killer must go for different survivors to get the maximum out of the perk. But if he decides to tunnel someone out early he will cripple his own perk.
just means that pain res will just be dumpstered since it'll be useless in high mmr it's just an unnecessary change and would probably lead to more tunneling since you removed an option for killers which is why i say buff gen regression or nerf gen speeds
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@UndeddJester said:
Of all perks in the game, Corrupt Intervention seems to be the perk that is best designed to help lower tier killers the most.
- It prevents the furthest gens from being rushed and pushes Survivors towards a much smaller patrol area.
- It affords the killer the chance to get a foot in the game with a hook, or just to get themselves set up and their plan going (Nemesis, Trapper, Hag, Skull Merchant, Sadako, etc), before gens can really start flying; this lets the Killer have a muvh better chance to create pressure back against the Survivors pressure.
- It helps the killer to commit to a chase and burn through some pallets and resources while the killer is at their weakest in the early game.
- It uniquely doesn't benefit strong killers anywhere near as much. If you down fast, you lose the benefit fast... so highly lethal killers who can down quickly do not gain anywhere near as much value as the slower starters/less mobile killers.
Every other perk I can think of benefits more lethal and mobile killers.
If Survivors are set for a slew of buffs for the future... but these buffs keep getting yanked back because of how badly it stiffs m1 and less mobile killers... could Corrupt Intervention be the perk to model after to allow the gap between high and low tier killers to be closed, and actually let some real Survivor buffs through?
I for one as Pig/Trapper would look at the anti tunnel changes much more favourably if I was given basekit Corrupt in return...
after 6.1.0 all killers should've had corrupt basekit but for some reason they never did
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032928#Comment_4032928
And the others? Them as well?
hyena's is honest and i believe them and for your original 2 screenshots you don't have zanshin
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@Skeleton23 said:
Im sorry but this sort of thing was already tested 2 ptbs ago. Gen Defense is already weak because you must win ur chases to get value in any Gen regression perk (well most).
I would agree if there wasn't so many weaker Killers in the game (Trapper, Ghostface, Skull Marchant, Twins) so this may just make tunneling worse.
My idea of a Anti tunnel is to rework how Survivors are Sacrificed to the Entity. And the idea would be is that When the Killer picks up the Survivor they Give the Survivor to The Entity and the Entity takes that survivor to a Random location away from The Killer and Survivors. The Killer can see There Sacrificed progress but not where the Survivor is. This will not remove tunneling but make it much more difficult for the killer to find where the survivor is hooked.
To also solve Survivors purposefully letting there teammates die on hook by blocking the Gens with the most progress until the survivor is Unhooked or Sacrificed. (This will depend on the Killer. Like if its D to B tier its 2 Gens with the most progress. If its A tier its a random Gen with Progress on it. If its S Tier the Gens will not be Blocked at all. Yes I thought of the Stronger Killers).
This will help Supress tunneling so its much more rare and giving Killers no reason to tunnel depending on there Killer.
This will very much like the 2v8 cages but put into the 1v4 mode. This will help with tunneling without limitations or punishments and everyone is happy
i disagree with you saying twins is weak. she incredibly strong it's just that no one plays her
also the meta would just swap to slugging if those changes went through that or killers will eventually figure out general locations to tunnel through gamesense
also people have to stop with this variable balancing where certian killers do better or worse depending on "tier" since it's up to behaviors mercy not to dumpster a killer on a random tuesday
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032921#Comment_4032921
Are you calling me a liar?
yes
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032918#Comment_4032918
I didn´t nerf Pain res at all. The starting point is exactly the same. You get 15% for the first hook as you do now. The difference starts now. If you manage to get someone else you get a bonus regression. If you tunnel you lose that bonus because you gain "the natural slowdown"
>but if the same survivor is hooked twice in a row the perk loses 5% regression
>i didn't nerf pain res at all
you still aren't considering the killer's perspective because in high mmr where people do gens 2-3 gens pop in the first chase you have no choice but to tunnel
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032910#Comment_4032910
Does that mean the community at large is incapable of considering all perspectives for the sake of the health and longevity of the game? Because i wouldn't think so
i do yes. people are going to be biased to one side or the other even if they play both sides and the majority are survivor mains by design since the game is asymetrical so they're obviously going to be biased in favor of survivor
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032437#Comment_4032437
"Pallet density remains high"
https://us.v-cdn.net/6030815/uploads/JFWYXSHIH7Q0/1000000097.png
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pallet breaking build with corrupt with a low timer. i don't believe these screenshots
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@Mr_K said:
It depends on who you watch. Survivor mains are going advocate for survivors and killer mains will for killers.
Even those who want to be viewed as both sides have a bias towards one on some issues.
scott jund was a killer main who was the advocate for survivors until the past 2 ptbs
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you need to nerf gen speed or give big buffs to gen regression to lower tunneling your changes are bad btw because you don't understand gens pop fast
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032892#Comment_4032892
There are other ways for killers to gain advantages, other than tunneling someone out at 5 gens.
That's what this is about.Spreading pressure, being practically omnipresent makes it a lot harder to sit on gens.
so what happens when 2-3 gens are popped in the first chase? will the remaining gens be blocked till the killer gets 2 hooks on each survivor to address gen speeds?
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ds is already meta and strong why buff it
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@Nazzzak said:
Because this community survives on a steady diet of Us vs Them. Buck stops with the devs
the game is us vs them though?
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@grumpelfox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032163#Comment_4032163
when dbd stops doing things like referring to killer players as "evil" maybe we can consider that . but until then and until they admit and fix their overt survivor bias .. things will never ever change . remember … if survivors leave they can be replaced… if a killer leaves .. the game ends.
i'm going to be real you sound like your points come from youtube vids
i do understand you though since up till now the devs favored survivor
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i can see swfs chain blinding already
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@sizzlingmario4 said:
You might've missed it, but in an upcoming patch they are going to change the undetectable to activating when recalling a drone (instead of when deploying it) and change it back to 8 seconds
that's a nerf why are they nerfing her?
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@Mag1cian said:
What in the hell have you done to loops in this patch?
Why most of the loops not even 50/50 but 70/30 in killers favor where you guaranteed a hit with 1st BloodLust or even without it. Why touch Haddonfield pallets at all when there's no decent windows.
Look:https://us.v-cdn.net/6030815/uploads/IXPJDZF2SHM2/20251125192925-1.jpg
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Like what is that? How patch that should've helped survivors turned out to be significant nerf with styptic and syringe nerf and this pallet changes, how are you supposed to survive against killers like ghoul , blight , krasu , billy , dracula etc
Most of this maps were better before Pallet Density > then some of the maps became butchered because of it > and now it's even worse then before.https://us.v-cdn.net/6030815/uploads/CG3G5MEN5SPU/20251125205225-1.jpg
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Coldwind got the same treatment, pallets also further apart so you can't really chain them.
Keep in mind that in the first iteration of Pallet Density they killed some of the main buildings to compensate for the amount of pallets, now that pallets are awful, main buildings are dead too, good job devs!
On the Gas Heaven breakable wall was removedhttps://us.v-cdn.net/6030815/uploads/65Y6DO0RMHFP/20251125205336-1.jpg
Breakable wall on the Groaning Storehouse also was removedhttps://us.v-cdn.net/6030815/uploads/TQCM8NK94AM9/20251125205536-1.jpg
Both windows on Mother's Dwelling's main was permanently blockedhttps://us.v-cdn.net/6030815/uploads/Z0X055QAXQKB/20251125205758-1.jpg
https://us.v-cdn.net/6030815/uploads/4MCO0IMTAGPD/20251125205801-1.jpg
actually both windows being blocked is a good thing