gingerGeorge12
gingerGeorge12
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/451888/new-anti-tunnel-mechanic-idea
I like that you try to bring something, but your idea is bad on both sides.
Survivor:
→ now every survivor has d-strike for 30s, which means that killer can just wait it out or slug them and wait out the unbreakable. This won't change anything unless you run d-strike perk. Also gutting unbreakable will only hurt in more slugging.
My suggestion was that the last unhooked survivor will have ds untill someone else is unhooked, therefore can be slugged and killer won't get punished for quick downs. how many times it happened that i hooked three survivor and the first one still had ds because didnt do anything. Nah.
Killer:
→ It's nice to reward hook, but what makes solo q so hard? That your random dies in 30s, killer hooks, gen progress is lost, some gen is blocked, someone is chased and if someone goes down quickly the game is over. And that is if everyone is doing gens, count how many times someone is downed and you been the only one touching gens. 30 % is way too much for early game. This will result in the same what current meta does, delete whole progress of early game with killer wining with 4 hooks ahead and pressure that you can't recover from. Killers should be rewarded with faster recovery, more speed or more base kick damage.
“now every survivor has d-strike for 30s, which means that killer can just wait it out or slug them and wait out the unbreakable. This won't change anything unless you run d-strike perk. Also gutting unbreakable will only hurt in more slugging.”
I don’t think I made it that clear but when the killer downs the unhooked survivor Entity’s Fortitude (Unbreakable) and Protection (DS) stay on the downed unhooked survivor indefinitely until the survivor picks themselves up, another survivor does , or the killer does so realistically if the killer where to wait they will be waiting for about 4 minutes for that survivor to die which no good killer will do.
I didn’t really gut Unbreakable I got rid of the recovery speed buff for the Entity’s Fortitude mechanic.
“It's nice to reward hook, but what makes solo q so hard? That your random dies in 30s, killer hooks, gen progress is lost, some gen is blocked, someone is chased and if someone goes down quickly the game is over.”
Solo Q is a whole other problem that the devs could easily fix by just adding voice chat and a text box to the game or even a ping system.
“30 % is way too much for early game.”
It’s not 30% it’s 33% and realistically you’ll have to test the numbers around see how good it is against SWF because Solo Q fair they might not be able to handle it but I think if they add what I said above they might be able to.
“First Hook Stage (per survivor):- All generators with progress lose
30 charges.
Second Hook Stage (per survivor):- All generators with progress lose
15 charges.”
- All generators with progress lose
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*cough* *cough*
“Killer Hook-Based Progression IncentivesThe following regression effects are applied when survivors are hooked:
First Hook Stage (per survivor):- All generators with progress lose
30 charges.
Second Hook Stage (per survivor):- All generators with progress lose
15 charges.
These effects:
- Do
nottrigger regression (gens must still be kicked to regress). - Do
notaffect untouched generators. - Are capped at current gen progress (no overdrain into 0%).”
- All generators with progress lose
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@TimberGoingDown said:
Oh, so if I get off hook, I can just bodyblock for free with no possible consequences. The killer either downs me, giving me basekit DS until I get back up with basekit Unbreakable, meaning the killer gains zero pressure and loses a bunch of distance against the unhooker. Or the killer tries to wait out my 30 seconds of basekit DS while I run to the strongest tile on the map.
Bonus points for bringing OTR, which will let me body block two hits for free. Oh, and since that would be two protection hits, might as well bring Mettle of Man, too. That way the next time I get chased, I have three health states, too.
You do realize that bodyblocking with your basekit invulnerability would become even more prevalent than it is now, due to there being literally zero risk associated, right?
“Oh, so if I get off hook, I can just bodyblock for free with no possible consequences.”
You can already do that now for free especially with OTR.“The killer either downs me, giving me basekit DS until I get back up with basekit Unbreakable, meaning the killer gains zero pressure and loses a bunch of distance against the unhooker”
In the current game survivors can take the hit from base-kit BT then if the killer decides to go for that survivor they waste time trying to get that survivor also if the survivor has DS then they waste more time but with my version the killer gets the down wasting no time at all for chasing and possibly can go back to the downed survivor because they can’t crawl away
So really the killer hasn’t wasted any time because that survivor can’t do anything when downed and it takes about 30 seconds for that survivor to pick themselves up without a teammate so it gives the killer time to down the other survivor who unhooked.
“Or the killer tries to wait out my 30 seconds of basekit DS while I run to the strongest tile on the map.”
No good killer will wait because you can’t wait because of that:
- “If the survivor is downed by the killer during this 30-second window, the effect is retained until one of the following happens:
- The survivor uses the stun against the killer (4-second stun).
- The survivor is picked up by a teammate or picks themselves up.”
“Bonus points for bringing OTR, which will let me body block two hits for free.”
You can do that in the current game with DS.
“You do realize that bodyblocking with your basekit invulnerability would become even more prevalent than it is now, due to there being literally zero risk associated, right?”
There is risk because now the survivor is downed in the first hit without OTR and they can’t crawl away so good killers will remember where they downed that survivor and go for them if they pick themselves up and even if the survivor doesn’t then the killer has one guy on the ground for free doing nothing and the killer could go for others and get the benefits of the new
Killer Hook-Based Progression Incentives. -
@MrBigBallsandWeiner said:
Hello! I’m maining Springtrap currently and I’m doing really good on him and having a lot of fun! But I want to optimize my build to make him more meta and stronger.
I’m currently running: Pop Goes, Dead Man Switch, Thrilling Tremors, and Mindbreaker (I love focusing on gen prevention) (and I heard that Mindbreaker is a must have so I can’t get rid of it- I don’t know if all my kills are because of it or not though, so I’m unsure on how effective it is)I’m trying to get Eruption from the nemesis, but I don’t know what perk to replace it with! I’m figuring either Thrilling or Dead man but both are good! Should I even use eruption or is my build good on its own?
is there other perks I should use instead of all of these? I own default killers, Ghostface, Nemesis, Unknown, PH, and Pig.
thank youI’d personally swap out Pop for ever I’m All Ears or Brutal Strength and I’d swap out Dead man for ever Deadlock or Eruption.
What I would go for if I was you would be Mindbreaker, I’m All Ears, Thrilling Tremors, and Deadlock.
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@MechWarrior3 said:
You won’t need this after Tuesday.
This aged well
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@The_Matlock said:
Yeah…no...
There are perks like deerstalker or BBQ for that, and there is counterplay survivors may use like plot twist or unbreakable.
If it's a problem for you, use a perk
😑🫥
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@gingerGeorge12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951820#Comment_3951820
“Hook UI Indicator for Base-Kit Endurance• Both Killer and Survivor UIs will now display a
white circle around the hooked Survivor’s iconto indicate whether they will receive base-kit Endurance upon unhook.• White circle = Survivor
will receivebase-kit Endurance• No circle = Survivor
will not receivebase-kit EnduranceThis feature is designed to improve clarity and reduce confusion around Endurance eligibility.”
Did you not read that bit?
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951606#Comment_3951606
Practically speaking this just adds a burden of knowledge that will cause new/inexperienced players to die more often while not affecting stronger players in the slightest. There's no point to a change like this except to annoy and scare away weaker players and make the game less appealing to newer players.
the UI only has the white circle when the hook icon on the survivor is showing not when they get off the hook, the white circle disappears when there off the hook.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951606#Comment_3951606
Practically speaking this just adds a burden of knowledge that will cause new/inexperienced players to die more often while not affecting stronger players in the slightest. There's no point to a change like this except to annoy and scare away weaker players and make the game less appealing to newer players.
“Hook UI Indicator for Base-Kit Endurance• Both Killer and Survivor UIs will now display a
white circle around the hooked Survivor’s iconto indicate whether they will receive base-kit Endurance upon unhook.• White circle = Survivor
will receivebase-kit Endurance• No circle = Survivor
will not receivebase-kit EnduranceThis feature is designed to improve clarity and reduce confusion around Endurance eligibility.”
Did you not read that bit?
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951659#Comment_3951659
How so? Maybe instead of asking for this, ask for non-regression effects to still apply when the limit is reached?
What do you mean by non-regression effect?
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@Zboard said:
No thanks, if you wanna make me move from a 99% gen, hit me
but you won’t move from a 99% gen you’ll complete the gen then get downed which is a way better trade offer than one hook stage and don’t say what if I was death hook you’ll probably run away before the killer even gets to the gen
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@DeBecker said:
This just screams "I wanna have easier games, cause I am bad".
How the hell does that make the killer games easy its a simple fix to a mechanic that the killer can’t do anything about.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951639#Comment_3951639
Yet killers in the past have been able to keep gens regressing forever by breaking it again and again with regression. The killer should be focused on killing the survivors rather than trying to kill the gens and the mechanic pressures the killer to comply.
Besides, your suggestion would still allow the killer to hold a 4 gen indefinitely (swamp and dead dawg come to mind) so we don't see it as much better personally.
Well not indefinitely because if the survivors work as a team (as they should) and pressure 1-3 generators at a time then the mechanic will kick in and gen regression after a kick is 4x slower than repair speeds without any perks, add-on or tool boxes on top of that.
And before any say solo-Q I think there should be an option for in game voice chat and I’m taking about strong survivors with a lot of game knowledge.
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@Mr_K said:
Are you trying to protect your 3 gen from the start? Because that's the only use case I see here.
Not necessarily but to stop it from affecting killers in the early to mid game
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@UnicornMedal said:
I wouldn't mind it. The argument against it has always been tunneling, but if that's the case it will only exacerbate the need for stronger/viable anti-tunneling mechanics.
My counter argument to the tunnelling argument is that if the killer wants to tunnel they don’t need a UI hook counter to do it and depending how far they go with the base-kit anti tunnel it might not even be worth tunnelling.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951615#Comment_3951615
Isn't it the idea of the 3-gen system to punish killers whom like to kick gens more than kill survivors?
And thats the problem it punishes killers who what to kick the gen and it doesn’t need to be for the regression it could be for a perk to activate that’s why I think it is a bad mechanic but with the one I suggested it delays that but it still can work to counteract killers who 3 gen by working when there is 4 gen’s left in the game that aren’t completely
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@Aven_Fallen said:
So, 3-genning from the start is a possibility then? You know that the Kick limit was introduced to remove exactly that?
The killer can do that already in the current game but if this was added it wouldn’t punish killers who like to kick gens constantly.
Also I personally don’t like the current 8 kit limit and all it does is nerf killer, what they should have done is look at the map design and the gen placements instead of adding this stupid mechanic.
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@Pulsar said:
This is a dumb change. It guarantees a kill and is the exact reason that we had basekit BT in the end-game to begin with.
Killers have to hook the survivor near a powered exit gate so survivors can just leave it 99% then this won’t deactivate BT and it’s still active during the endgame just not near the powered exit gates which gives survivors a free escape at that point in the current game.
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@Aven_Fallen said:
Can you guys stop using the word "abuse" for everything in the game? Nothing is abused when it is simply used and in the game. Otherwise - can you please stop the M1-abusing when you hit me? I dont like it.
To the idea itself - obviously No. There is no reason why this should be a thing. Basekit Endurance is intended to be active in Endgame, if you expect free Kills in Endgame (and this is what you are basically asking for), you are pretty wrong in assuming you get them. Maybe try to kill all Survivors before Endgame?
And the UI-change is obviously a big "No" as well. This is just a "Hit me"-sign on the Survivor, because the Killer has a clear Indicator when they can hit the Survivor immediatly without having to count to 10 before…
Killers have to hook the survivor near a powered exit gate so survivors can just leave it 99% then this won’t deactivate BT and it’s still active during the endgame just not near the powered exit gates which gives survivors a free escape at that point in the current game.
Also the UI only has the white circle when the hook icon on the survivor is showing not when they get off the hook, the white circle disappears when there off the hook.
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@UnicornMedal said:
I'm guessing that gen tapping didn't get the same treatment?
in what way nerfing it or buffing it?
either way it doesn’t need a change it’s fine as it is
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951453#Comment_3951453
Let's take a step back…can you describe the situation where you would need something like this to begin with? What situation would happen where you picked up a survivor and within 11 seconds changed your mind to drop them?
No hooks are available in the area because of sabo hooks or bad RNG, when the killer finds a survivor worth chasing stuff like that which the killer can do little about to actually pick up the dropped survivor which forces the killer to slug.
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@DevLinky said:
So you can down someone, slug them, apply pressure somewhere, pick them up, bring them halfway across the map, slug them AGAIN, apply pressure somewhere else AGAIN, then come back and traverse the last half of the map with them?
Yeah, no.
Why the hell would a killer do that it does nothing for them?
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@LordGlint said:
That would completely kill sabo plays in general. The wiggle bar only HAS 16 charges, so... the killer could drop, chase the sabo player off after they successfully sabotage a hook and be able to essentially have an entire wiggle bar to get to another hook (13.6 seconds instead of the full 16 seconds).
It would also allow killers to carry survivors indefinitely. Carry a survivor for 10 seconds, drop for 14ish and repeat. It's a time waste for sure, but its also a hostage situation.
Would that be better?
When a Survivor is dropped by the Killer, their wiggle progress after 3 seconds will now begin to
decay at a rate of 0.5 charge per seconduntil it reaches15%. -
@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/447771/base-kit-weaker-corrupt-intervention
you are getting essentially basekit corrupt next patch with the spawns survivor update, having everyone spawn together unless an offering counters that. which killers can hard counter with zero way to go around it
yes, you COULD pop that gen in time, but in that time, you basically got the same value, if not more then you would've had otherwise.
if you really think you need this then i suggest not playing dbd, because its not supposed to be a serious comp game where every match is just ds/otr/unbr/adren and nurse/blight/kaneki 4 gen slowdown.
you arent missing anything from not needing this basekit buff, noir is it really required, maybe for the very weaker killers, otherwise no. you are asking for the survivor equvelant of basekit unbreakable.But the killers aren’t tho survivors still can get on the gens instantly if they are lucky enough to get a good spawn. Just in the future they have to split up at the start, with this mechanic it makes it so it’s nearly impossible for survivors to get on a gen instantly after spawning in.
And how is this not a competitive game when the devs added Skill Base Match Making SBMM to the game to make it more competitive, if they didn’t want that then they would have it so any killer player can play against any survivor regardless of their skill or experience.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942415#Comment_3942415
Killers keep getting plenty. Not everything is just added to the killer side, a lot of it is being nerfed on survivor side, which, by the way, haven't been getting any basekit buffs since 6.1. The same patch that gave longer gens, shorter on-hit cooldowns, faster action speed and shorter on-hit sprint.
We've since also had hook respawns, nerfed medkits, and changes to map offerings.
meanwhile survivor gets like 2 basekit abilities every year
What basekit abilities have they gotten since 6.1?
That is the last patch 6.1.0 where the killer role have gotten buffed universally and that was nearly 3 years ago now.
Survivors on the other hand have gotten the base-kit BT in the same patch by the way 6.1.0, the hook timer increased to 70 was 60 in the same patch again 6.1.0, the anti-camp in patch 7.3.0, and the 8 kick limit to gens in patch 7.5.0.
So to answer your question those changes are what they are on about.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942384#Comment_3942384
I'm sure you only play against comp SWFs every match.
It doesn’t take playing against a comp SWF for one survivor to bring the stupid offering