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tyantlmumagjiaonuha

tyantlmumagjiaonuha

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  • Boon is still a strong park (when used by SWF), CoH provides a fast recovery location by merging at VC, and Shadow Step can create a very strong position when combined with map offerings.


    Boon, a weak perk when used solo and a strong perk when used in SWF, seems flawed as a perk design to begin with.

  • Even with the nerf, the DH is a joker that, if activated successfully, can reopen the chase and tilt the game significantly to the survivor's side. In general, a 3-40 second increase in the chase is worth 1-1.5 Gen1 units. Increasing the activation conditions is good, but they have to be somewhat strict.

  • If you want sympathy from others, try using it yourself first. Survivors will counterplay with turrets, and special attacks will be avoided with a little shaking of the body except through window or pallets.

  • BhVR, like the person who created this thread, please provide more tutorials and custom match methods to learn how to play against killers. This game is getting more and more complicated every year and people who don't normally play various killers are grumbling about it, as well as SM, which has become something else with repeated reworkings. And like most of the killers released last year, they get nerfed after release.

  • In competitive scenes and high rate ranges, DS is well utilized and also feared by killers. Be aware of choosing the down position and using the Sprint Burst or DH combo if there are no pallets or window frames around. This is supposed to be the premise, but I seem to see quite a few players who don't.

  • Stop the operation, stay where you are, and call for the crows. I don't know if you are playing killer, but certain survivors (especially Ada) have extremely low moans, so without the crow notification, the killer may lose sight of the survivor.

  • I hope some update will be made during the period to improve the visual damage and fix the scratch bug. I can't play the killer for a very long time.

  • Are you struggling with no hooks around you, intentionally running into a no-hook zone because another player has used it, or waiting right under the board? What you perceive as harassment may be, in the eyes of the killer, an act to eliminate the possibility of escape for the last survivor.

  • I think the map is more balanced for both sides than in the past, except that the generation sometimes generates two one-way boards in the main building or multiple jungle gyms connected to each other.


    However, the red design that visually attacks the eyes of killer players needs to be changed. Even if it is just a scratchy map, it is getting more and more difficult to grasp with this color.

  • Even if 10 solo escapes in a row is too much, it is not so unusual to escape in more than 5/10 of the matches. Of course, there are days when you can't escape even one match. At least now that the HUD makes the action visible and the base kit BT allows you to save one park slot, it's a lot more comfortable. Since that time I also started playing solo survivor outside of SWF.

  • Most of his abilities will be worthless as long as he faces the SWF. Survivors can work on Gen as needed, and when the chase begins, one nearby can comfortably conduct the chase by simply disarming the traps in the vicinity. His future is only bleak unless he learns to use his high rarity add-ons sparingly to sabotage or his skills as an M1 killer who can finish a single chase in about 30 seconds without any abilities.

  • Even after the rework, the map size is still large, the main building has powerful windows, and the other chase points are not bad, but in conjunction with the jungle gyms, they create positions that M1 killers can never catch up to.This is a map where even survivors who are not good at chases can easily take covert options. After all, it is still on the survivor's side even after reworking.

  • I don't think PTB is useful as statistical data when skill rates don't work in the first place and people are working on testing new elements. We have to separate it from the custom matches as a place to check new elements.

  • I played the new map added by PTB multiple times for verification and it always generated 20 pallets. Yes, I hope this is not a bug.

  • I think most players who have been playing DBD for more than 5 or 6 years will agree with me, but I feel that scratches are more scattered and uneven than they used to be. This is especially noticeable on indoor maps, where there are footprints on the ceiling for some reason, and paths that branch off, sometimes confusing you.

  • I don't know how many years you haven't played dbd, but in a little over a year survivors have gained the ability to see what their allies are doing with the HUD, Base Kit BT, hook grab removal, Anti face camp & Gen defense System and 3gen countermeasure system. These are benefits even if you do not possess the perk.

  • OK I get it, in a little over a year survivors have been able to see what their allies are doing with their HUD, and they just gained Base Kit BT, hook grab removal, Anti face camp & Gen defense System and 3gen countermeasure system. It has made me more willing to play Survivor and for the first time in the 5+ years since I started playing this game, I play solo. Thanks Matthew and Jeff.


    So, what else do I need to add to get you playing Survivor for fun? A friendly tutorial that teaches you how to play, a system where you press M1 and the gate energizes and opens?

  • It is a very powerful combo, and once it is decided, it changes the flow of the match, but it is very difficult to decide solo. However, when used by a survivor with the right build at the right time using VC, the threshold drops significantly, so when used by SWF, it becomes a threat that is frequently seen, so the encounter rate will vary greatly depending on which server you are playing on and your skill rate.


    If you play on an Asian server during peak nighttime hours, you are quite likely to play with a party that has a couple of these combos.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652794#Comment_3652794

    I'm using Ambush all the time, I get several Ambush hits per game. Frankly there's not going to be an excuse to not use it now. If you're not using Ambush you're not playing her correctly.

    As for TR, 28 would be nice, but I always run John's Medical File anyway, so I'm crouched pretty much all the time.

    It is the player who decides if the style of play is correct; the Ambush ability cannot be relied upon in many positions where it cannot be used due to palette or window placement. On the other hand, putting survivors on tasks other than Gen by headgear helps slow down the pace of the game, and it is also a useful ability to search for survivors when activated, so weakening this aspect reduces the reason to use Pigg. There is no need to force them to compete with Chucky or Demogorgon.

  • Her stealth features and rushing attacks can be similar to those of other killers, so it is almost rare to use them for those purposes. On the other hand, the delay in time for survivors to tackle Gen due to headgear is a unique performance and was the main reason for using her, a mere M1 killer, in the Gen Rush environment.


    The development team is trying to take away Pig's strengths and make people use her by slightly enhancing her abilities that can be replaced by other killers, but I feel this is a nerf or rework, not a buff. In terms of strengths being taken away, it seems to me to be as screwed up as Hillbilly being added to the overheat system.

  • It is a clear nerf. The headgear area, which is almost all of her abilities, has been significantly weakened in order to make it appear that the less useful parts have been somewhat improved. Her ability to take time away from the survivor to work on the gen is all of her strengths. There is no reason to use her if only to further reduce chase time.

  • Do those who say that there is a tunnel countermeasure park but it is not effective or meaningful want protection in the base kit system? Or do they want OTR and DS to be strengthened?


    When I play Survivor and these perks are useless, I don't understand the concept of them being useless to me because it is a match that I can afford to work on Gen unless I am very fast down paced.

  • Good. If implemented, the concept of a truly friendly killer true to the Survivor's Rulebook will be realized.

  • @AmpersandUnderscore said:

    Endurance perks like OTR and DH are hard countered by getting hit immediately off hook. If the killer is tunneling, they're almost always going back to hook (or just staying at exactly 12m).

    DS is about as effective as politely asking the killer not to tunnel in end game chat. DS isn't anti tunnel when it also stuns the survivor for 1.4 of the 3 second duration. So a survivor gets 1.6s of head start, or 6.4m. A killer lunge attack is 6m, and that assumes their power doesn't just instantly down the survivor again.

    DS is only used to reset exhaustion in its current state. Maybe if they actually buffed the stun duration back to 5s it could be anti tunnel again.

    I wonder why people are not combining it since one of the strong points of DS is the ability to use Dead Hard again. I wonder as much as the players who bring self-care by itself without Botani.

  • Since there are a certain number of players, not only in this forum, who insist that killers should cultivate the skill to chase healthy survivors over and over again without getting easy survivor kills, to chase them and take them down quickly, for such conscious people the shortest method to win matchesI think that tunneling is an abhorrent practice. I am not sure about this.

  • I have seen this from time to time since the new patch. It is very pathetic to see bear traps that were probably placed in the grass and hidden, floating in the air and fully visible, so please fix this as soon as possible. Or is it not a problem because the survivor is able to escape?

  • Assume that when you hook 4 survivors evenly without tunneling, it takes 60 seconds per person to hook them down in the chase. 9 hooks will finally get one person out, but at that point, the minimum match time has elapsed 540 seconds.


    While it is not unusual for a match to last 5 or 6 minutes when hyperfocus and toolboxes are involved, if you are aiming for total annihilation while continuing to hook evenly before 5 Gen are completed, you need to either shorten the chase time even more or create more time where the survivor is not touching the generator. 30 seconds to complete the chase and hook.The only way to do this is to either increase the number of killers and maps that can be completed in 30 seconds or increase the number of perks that will bore survivors like Grim Embalance after the rework, neither of which is likely to happen.


    The above posts express that killer players are not skilled enough, but there are not that many killers in this game who can finish one chase in 2,30 seconds. Unless everyone is forced to use nurses and brights.


    If we want to eliminate tunnels altogether, we need to rethink the current match time speed, how ranks are assessed, how much BP is acquired, etc. in "each other's" . Currently, if you keep the chase and hook short but equally non-tunneling, the gen will be completed unless you have a survivor who keeps taking a walk or hanging around the killer. Reducing the number of players has always been the most efficient way to delay the process, so if tunneling is to be eliminated completely, we should first think about the advantages and disadvantages to the players of eliminating it before we look for a way to do so.

  • I don't think Adrenaline or its would-be counterpart, the killer NOED, are very strong perks because they are only triggered when the match is almost settled, but their high usage rate makes me wonder why they are reworked or adjusted. NOED was weakened many years ago so that it can be disabled instantly after activation, but how can adrenaline be ruined?

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/404671/lights-out-exposes-how-low-your-skill-truly-is

    I know the game very well, but even for someone with 7k hrs it is very difficult to not get lost on a map I cannot see. I don't have much trouble to play without perks, as the only reason I use them in the first place is to mitigate some unfun killer tactics.

    But the tunneling and camping is getting out of hand in this mode. I don't know why killers still do this. I was perfectly able to get a 3-4k without that with different killers.

    I guess some players are just jerks. As always.

    Because there are no survivor clues. Even if you walk out to a distant gen after hooking it, you will not encounter a survivor if it is cloaked, and since there is no PoP or other delay perk, the benefit of walking out far in the first place is slim. The most efficient way to encounter a survivor is to proxy camp where you hit the survivor who will come to your rescue. In addition, if you are rescued, you can tunnel and cut down on the number of people, leading to a delay in Gen.This kind of play is affirmed more than usual in the new game mode, where both sides have no parks, no add-ons, and search and rescue by sight does not work.


    The killer who does not camp or tunnel, which you prefer in this game mode, is probably a superhuman who understands where the survivor is even in the dark and finishes the chase in an instant instead of having a delay perk, giving the survivor no time to work on his gen, or a player who misjudges or is holding back.

  • Why can survivors see who is chasing them and how close their heartbeats are by simply turning on the HUD settings? Why is the killer stain visible? On the other hand, while it is convenient to be able to see Gen's aura even when playing as a killer, I also feel that it ruins the atmosphere of the mode. Overall, it's mediocre.

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644324#Comment_3644324

    Not only that but the Killers still see where the Gens are too... It really feels like a Killer based mode. Playing Survivor feels WAY harder more unfair if you can believe that. I really don't think Killers need to see where the Gens are... It's not like they are hard to find.

    I played Survivor, and you can see who is chasing you on the HUD and see if their heartbeat is close, and you can also see the killer's stain. Can't you see the posts above? Survivors are not incapable of action and are equally given visual information.

  • I feel like there's nothing that only she can do. It just has multiple mutually compatible or backward compatible abilities of various killers, and it doesn't feel refreshing to use.


    Only groups of survivors who don't know how to deal with it will have a chance to use Simple Memento, but as time passes, the number of such people will decrease. It only works against casual players who don't read patch notes.

  • At least I can only assume that there is no staff to balance the map. Some staff also added an overheating system to the Hillbilly as a "deep" adjustment.

  • STBFL has been widely used as a perk for mid-tier and higher-tier killers to shorten the chase time, but this update has made it useless. Let's all practice being nurses quietly.

  • A new page in the Survivors rulebook has been born.

  • Unfortunately, at the time of the PTB, the community manager responded to a user's inquiry on Twitter by saying, "We're aware of it." I didn't say I would respond.


    https://x.com/DbDBHVR_JP/status/1750851908695388587?s=20

  • Solo survivors have become much more comfortable with the implementation of the HUD function. Up until then, I would only play Survivor if I was invited to SWF, but I started thinking about raising the Survivor rank and advancing the archive through solo play, and depending on the month, I would play more than half of the games solo and reach Rank 1. I've even raised it.


    Of course, there are matches where you are abandoned because you didn't bring Kindred, and there are matches where you get hard tunneled because you don't have OTR, so the range of park builds is very narrow compared to VCPT.

  • It seems like the ways in which lower tier killers can somehow put pressure on the survivors before the gen is completed, or how to end the chase as quickly as possible, are being nerfed one after another.

  • At the time of PTB, the community manager responded to the user's reply by saying, "We are aware of it." Yeah, just figuring it out. If repairs are made in the future like in the old Ruin era, party partners who understand will no longer be able to carry Parks such as PoP, and infinite Wire Tap will eliminate the need for reading and bargaining when chasing specific positions.

  • Even with the current specs, a horrible group of people working together via voice chat will stun a killer many times in a single match. It would suck to make it even worse.

  • In Japan, people are ridiculing this interface change as "Raku Raku Phone". Yes, it looks like the text and icons displayed on a smartphone for older people with poor eyesight. As I guessed by the change in HUD icon placement during the ceremony, which they tried to change in the past but were interrupted, BhVR should give up making this kind of user interface by themselves and outsource it.

  • Examples of streamers that have affected normal gameplay

    https://youtu.be/agWcklNMVMA?si=wJw-r89N-HTCg_hD


    5:15〜


    This Gen is located adjacent to a window frame and one very strong board, and as a survivor, I wanted to fix it early and utilize it in the chase, so the killer tried to stop it and was already locked in early in the match. Is this Killer's fault for bringing in the Irruption?


    PS: At the start of this match, there is a bug where the second slot of the killer's add-on comes off if not replaced before the match starts. There are also scattered survivor footprints that seem to have become even more scattered since the latest patch.

  • After 2022, there are more opportunities to feel comfortable playing solo survivor due to HUD implementation, Basekit BT, and OTR enhancements. Of course, it is not possible to escape all the rituals, but since it is impossible for either side to have a 100% win rate, I accept it. As someone who plays both Killer and Survivor, I have the illusion that the thread owner's argument is about a different game.


    In the first place, the reason killers use tunnels and proxy camps is to reduce the number of survivors and reduce the speed at which they work on Gen, or to increase their ratings by executing as many survivors as possible. Scourge hook spawns are stuck at the edge of the map, and generators that should be kicked at PoP are far away. The reasons for tunneling or camping vary from match to match, such as not bringing a regression park in the first place, but with the latest patch, using a Gen Kick Park is significantly punished (or a glitch makes it difficult to kick a retreating Gen in the first place). There will be more and more camping tunnels in the future.


    If you don't like that, shouldn't you equip OTR or create a build that won't be discovered before you get chased?

  • There is no need to create a new event, so I would like to see an update aimed at fixing bugs. There are too many problems around the FOV slider and Anti-3Gen system.

  • I'm thrilled to finally have features that are on par with options in other FPS games. I hope BhVR continues to do so and learns a lot from other successful games to create a more comfortable game.

  • I don't like the idea of ​​imposing restrictions on all Gen Kick Parks, making them impossible to use, and penalizing killer players when the game drags on. They should change the way they continue to restrict and make AFC a good game difficult.


    In the first place, I'm surprised that the bugs listed below, which have already been brought up and multiple bug reports have been reported, have been implemented as they are. Wasn't it supposed to have no effect on normal matches?


    @sizzlingmario4 said:

    There is still the issue from the PTB where survivors can work on a regressing generator for just short of 5% progress, then briefly let go and begin working again, resetting the threshold for the generator to stop regressing which can be used to prevent the killer from being able to kick it again despite survivors making progress.

    To address this the following changes could be made:

    1) Kicking a generator no longer instantly removes any progress and only starts gradual regression. (But still counts as a regression event.)

    2) Survivors must work on a regressing generator for the equivalent of 5% to stop regression. During this time, regression is paused, but no actual repair progress can be made until regression is stopped.

    The second change makes up for the removal of the instant progress loss since it requires survivors to work on the generator for a few seconds without actually making progress, so the end result is the same as with the current system. The key difference is that it now becomes impossible to exploit the system to keep a generator in the regressing state indefinitely.

    Edit: To account for regression perks being affected by this, they can all have their values reduced by 5% so they are not indirectly buffed by this change (they don't need to be buffed) and this shouldn't apply with Ruin.


  • Avoid anonymous players and players with a history of bans. By doing so, you can reduce your chance of encountering a cheater to about 1/5 to 1/10.

  • It is depressing to think that infinite Wiretap will not be fixed and that there will be more matches where the killer PoP and other Gen Kick perks will not be available. Management has said on Twitter that they are aware of the glitches, but I don't know if there is any chance of fixing them.

  • This is still only a niche perk that does nothing 90% of the time in a match, since it is finally activated when the killer is almost certain to lose.

  • Eventually the killer will not even be allowed to stand on the same map as the survivor!

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