nf452
nf452
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@YuffieGreatestWaifu said:
God two nurses would be horrible especially if they are able to swf communicate.
They have stated that you can't play the same killer.
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I dont see the fact that there are killers who are stonger than others in chase as an issue. This couled actually create some power duos. A chase killer and a support killer. Imagine a Billy and a Trapper in the same team. Let's say that not the same rules apply like in the normal mode for some killer and e.g the trapper can start with all his traps and have even more. In this case the Trapper acts as a support and setup killer for Billy's chases who is a strong killer in that department. This can give even more variety in the game. I mean this can already happen in the 2v8 mode as the devs envision it. So, a Trapper who is not as strong in chases doesnt mean that he is useless.
My idea has the time as the backbone. Of course i havent thought of every detail, but im sure it is something that can be achieved. A game mode without gens. Of course if there are balance issues killer objectives that deplete the timer faster can be added, such as hooks and kills. Also other side objectives can be added that can give extra boosts to killers or survivors e.g haste, like the pumpkins in Halloween events.
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Haha np. But if there was a hide n seek mode things could work the other way around. When the timer reaches to 0 the doors automatically open and the end game collapse begins. Killers' actions, like hooking and killing would add to the timer and when this specific time comes all the survivors that are still alive, are taken by the entity.
I think that most of the community, either survivor mains or killer mains, are tired of the gen objective and it could be nice to have something else for a change.
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Not quite a hide n' seek mode. Sure you can hide if you are at a bad position or when you want to escape a chase, but what i propose promotes engagement between the survivor and the killer. If for example 8 survivors are just hiding the timer will go to 0 and athey lose. So it's kind of a more fast paced, action-packed mode compared to the standard.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552148#Comment_3552148
Ridiculous? While saying calm spirit might be semi viable was admittedly a stretch, lockers will be plenty. or at the very least its better than nothing. What would you propose, a full rework? Besides, the fact that its even possible to completely deny it without a perk is strong enough as is. Its on a cooldown and is an info perk, it shouldnt be able to just consistently be countered. Theres nothing a killer can do against fogwise (not that UW and fogwise are anywhere near each other in power) because its meant to provide information. Same goes for pretty much every info perk in the game, the good ones at least. Its not like UW just instantly makes the chase easier, it just makes getting into one faster. If UW catches you, actually run the killer and waste their time instead of stealthing the whole game.
the blindness is fine I agree. WoO might not give you skill per tile, it definitely removes almost all skill from chaining them. If you feel a little worried you might not make another couple loops you can just chain out to a smaller pallet that WoO revealed to you, then chain back once that pallet is down. Map knowledge becomes irrelevant with WoO for the most part, so its always funny WoO crutches just fail because they cant play map wide osu. WoO crutch as in someone whos only looping skill is running in a circle and running towards the yellow rectangle after they pulled first rectangle.
Of course and im not proposing a full rework. The duration and the cooldown of UW needs to be adjusted though. I would actually remove the scream and its animation part and would give the perk a full aura read, so that its DMS and totem cleansing synergies are removed. That would actually reduce it to a pure info perk.
For someone who has played the game long enough the map knowledge from WoO is not much at all. Think of maps like midwich, RPD, glenvale, garden of joy, ormond among others. Many of the tiles and the map structure remain the same. You already know exactly where the tiles are. You dont need WoO to show you. You dont know though if pallets in an area have already been used. What you are referring to is not map knowledge, but luck or lack thereof. I dont want to count on luck if i know that e.g 10 seconds of extra chase could help your team finish a gen. You dont need WoO to tell you what kind of tile is that you are seeing ahead of you. And no i disagree that WoO is a crutch perk, when the killer can still mindgame you.
ss. What is with this site? If i try to edit my comment twice it gets deleted or sth.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552148#Comment_3552148
Ridiculous? While saying calm spirit might be semi viable was admittedly a stretch, lockers will be plenty. or at the very least its better than nothing. What would you propose, a full rework? Besides, the fact that its even possible to completely deny it without a perk is strong enough as is. Its on a cooldown and is an info perk, it shouldnt be able to just consistently be countered. Theres nothing a killer can do against fogwise (not that UW and fogwise are anywhere near each other in power) because its meant to provide information. Same goes for pretty much every info perk in the game, the good ones at least. Its not like UW just instantly makes the chase easier, it just makes getting into one faster. If UW catches you, actually run the killer and waste their time instead of stealthing the whole game.
the blindness is fine I agree. WoO might not give you skill per tile, it definitely removes almost all skill from chaining them. If you feel a little worried you might not make another couple loops you can just chain out to a smaller pallet that WoO revealed to you, then chain back once that pallet is down. Map knowledge becomes irrelevant with WoO for the most part, so its always funny WoO crutches just fail because they cant play map wide osu. WoO crutch as in someone whos only looping skill is running in a circle and running towards the yellow rectangle after they pulled first rectangle.
Of course and im not proposing a full rework. The duration and the cooldown of UW needs to be adjusted though. I would actually remove the scream and its animation part and would give the perk a full aura read, so that its DMS and totem cleansing synergies are removed. That would actually reduce it to a pure info perk.
For someone who has played the game long enough the map knowledge provided by WoO is not much at all. Think of maps like midwich, RPD, glenvale, garden of joy, ormond among others. Many of the tiles and the map structure remain the same. You already know exactly where the tiles are. You dont need WoO to show you. You dont know though if pallets in an area have already been used. What you are referring to is not map knowledge, but luck or lack thereof. I dont want to count on luck if i know that e.g 10 seconds of extra chase could help your team finish a gen. You dont need WoO to tell you what kind of tile is that you are seeing ahead of you. And no i disagree that WoO is a crutch perk, when the killer can still mindgame you.
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@mecca said:
I think you know it is broken overpowered and scared it is getting nerfed and trying to justify it yet did a horrible job doing so. An Infectious Freight on demand with blindness. I cannot believe it was released, but I guess we need an OP P2W killer perk.
There is no such thing as an "infectious fright on demand". You can't have infectious on demand, when you have to work for it and down a survivor. It's not as simple as opening a locker. In addition they have to be in your terror radius in order to scream, when you down the survivor. UW follows you for 30 seconds. It is information given "for free" to the killer, especially to players that are bad at tracking survivors.
@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551865#Comment_3551865
in all fairness, at least UW has a cooldown and (after the bugs are fixed) lockers and calm spirit will provide decent counterplay. if it were to be changed it should gain a token per hook or something like that, or double its cooldown.
Its cooldown and duration need to be balanced. 30 seconds is way too much duration. 15-20 seconds should be more than enough and a cooldown of 40 seconds, instead of 30 seconds. As it has been said this perk actually affects the high tier killers, making them even stronger, while giving to liitle to nothing, to lower tier killers.
Now on the ridiculous "decent" counterplay statement, provided by lockers and a complete waste of a perk slot that calm spirit is.. First of all you dont know when the killer is going to open the locker. But let's say that they open it after hooking a survivor. So you are telling me that for 30 seconds the "counterplay" is to hide in a locker? That is worse than the incapacitation status caused by pre-nerfed eruption and also without needing to down a survivor, after kicking a gen. If we are talking about a decent counterplay it that of lockers to BBQ. Not lockers to UW. Anyway, im not concerned by the killer finding me and as most survivors the chase is the fun part of the game. The only issue would be if a survivor is at death hook or injured in an unsafe zone, especially against a killer with a powerful ability. Also the scream animation can prove devastating in the case of DMS that was already mentioned, but also when cleansing a hex totem.
I think blindness is fine. Of course same duration after the inevitable nerf at some point. Good survivors look at their surroundings, when working on a gen, so the blindness caused by UW doesn't do much. And i think i saw WoO mentioned again. Seems like killers dont seem to understand that especially in soloq, it is important to know your reamining resources. And again to those delusional players, who think that WoO is a boost that guides and dictates how the survivor will run a tile, or that it removes any mindgames by a good killer..then run zanshin tactics, if you are so bad at chase with killer.. Sarcasm..
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402944#Comment_3402944
Asides from Plague with Black Incense, I said in my posts that I don't camp or stand near hook for my strategy. I patrol the nearby area far from the hook so survivors come to unhook.
Matchmaking is based on mmr not ranks.
What do you even consider a nearby area? As other people have already stated, you are not facing competent survivors and there are a lot of red flags that point towards this.
If you are facing an at least above average survivor before finding them and downing them, you will lose AT LEAST 1gen (you are using deadlock, but let's say a survivor with full resources can only last 50s chase vs Plague). We assume that 2 survivors are working on the same gen and the other one on a seperate gen. The 2-man gen finishes and the other one gets hit by deadlock at 60%. If the survivor is competent they search for another gen. Neither they go to unhook immediately, nor they wait a 30 second deadlock.
By the time you hook the survivor they should have the info of deadlock. No competent survivor rushes to farm their teammate of the hook. They need info.. Guess what. Since the icon and action update they will know from the indicator that no one is in chase and they can deduce that you are most likely camping. A camping deadlock is easily countered by working on different gens. I dont want to throw Reassurance in (which stacks for same hook state from different sources) to make it harder for your strategy to have some results.
Anyway if you get 3ks and 4ks with your playstyle you are really not facing competent survivors im afraid. Probably average or even below average players. Competent survivor teams are ruthless, super efficient and favor objectives over altruism. What you describe is super altruistic. Occupying 2 survivors to protect the unhooker? KEKW. Just get your 1k at best and your humiliation in the end game chat, if you play against truly competent survivor teams and not your definition of competent.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/365102/dead-hard-what-are-your-problems-with-it
I have 3 main problems with dead hard.
Every other exhaustion perk in the game has a downside to its usage. Dead hard does not, or at least, the downside of it is extremely extremely situational. Let's look at all of them and their down sides.
- Adrenaline - The main downside of adrenaline is that it only activates at most once per game. Additionally, it is mostly used for the heal rather than the actual sprint burst. But regardless, once a game, pretty balanced overall.
- Balanced Landing - The drawback here is that this one is highly map situational. There are only a handful of maps where it is heavily reliable, and outside of those, each map has maybe 1 or 2 places you can actually use it. This is actually one of the "better" perks when it comes to not accidentally using it, or getting good value from it, but it is not able to be used everywhere.
- Head On - You have to sit in a locker to charge this one up in order to stun the killer, meaning it can't really be used in chase outside of a some really niche builds that probably only work once in a match before the killer catches on to your game.
- Lithe - People like to think this one is super easy and has no downside, but you can't NOT activate it during a fast vault. If you are getting chased, and you need to vault something, you are probably going to be forced to use it, because you don't have time to slow vault. This means you can't loop around a structure multiple times, and then just before you get hit, lithe away to a new structure. You are forced to use it early. It is probably the least efficient exhaustion perk because of this.
- Overcome - This one only works when you are healthy and not when you are injured. Additionally it is countered by insta-downs. Meaning you won't always get value out of this one unless you come with lots of healing.
- Smash Hit - This requires a pallet stun, which is often easier said than done. Additionally, stunning the killer with a pallet is often a chase ender anyway, unless they are nurse or something. So what this does is just end the chase harder.
- Sprint Burst - Similar to lithe, you are basically "forced" to use this if you want to run somewhere, unless you do the work to "99" it. Which means you had to already have used it once, and then hold it. And also while you are holding it, you can't stop running, because if you do, you will no longer be "99" it. Basically, like lithe, it is one of the better exhaustion perks, but is hard to use efficiently without other perks. Meaning you can sometimes be caught in situations where you don't have it, and you want it, or where you don't want it, but you have it.
Then we come to dead hard. What is the downside? In theory it is that you have to be injured. But, that is a natural thing that will happen during the course of the chase. The downside is just that, non-existent. You are going to be injured during a chase, and could get full value from the dead hard. Or, if you aren't injured, you didn't need the dead hard, so it doesn't matter if you got value.
Now, like overcome instadowns can counter it, but instadowns are not reliable. Exposed perks are so heavily undertuned outside of maybe devour (which is unreliable) that you can't really use them, meaning only some killers can get value. Additionally though, if the killer is an insta down killer, and you are injured, you can still use it to get value, unlike overcome which just won't work in those situations.
The other counter to dead hard is that the survivor is in deep wounds state. This is actually one of the reasons i have taken to playing legion lately, because i'm just tired of dealing with dead hard. It is also the reason i think so many survivors hate legion and deathslinger because they hard counter dead hard.
However, more importantly, dead hard is the reason are hard tunnel. If i seem someone unhooking someone, i wil immediately hit the unhooked person right off the hook, then tunnel them. why? Because after i hit them, they are in deep wounds. Meaning they can't dead hard, off the record is not a factor and the only thing i need to worry about is decisive strike, which most survivors don't run anymore. I bet if dead hard weren't in the game, you'd see a lot less tunneling happen in many cases. Because the best counter to dead hard, is just to tunnel the person off the hook.
Additionally, dead hard often hurts the killers who need the most help, and doesn't really affect the ones who don't. How often do you think a God nurse cares about dead hard? Or a blight that hug techs in their sleep? Now how about a trickster? Or Demogorgon? It is night and day how much this hurts the low tier killer vs the top tier killers who really don't care. Yeah, maybe it "counters" nurse, so what, she blinks after her fatigue and hits you a 3rd time 6 seconds later anyway and it didn't really do much.
Lastly, the thing i hate about dead hard is it creates a stupid gameplay loop, where the killer gets within range to hit someone, but then doesn't. It creates this stupid little dance where the killer trys to "wait out" the dead hard, but then the survivor knows they are waiting, but then the killer knows they are waiting so maybe they wait longer, etc. etc. If the killer gets in range of a survivor, they should just be able to hit them. They shouldn't do this stupid little dance. The worst part is, like old decisive strike, you have to assume that every single survivor has it, until they show you that they don't, otherwise you risk wasting a huge amount of time, because the upside of current dead hard is actually stronger than old dead hard, it is just harder to use.
TLDR:
- Dead hard has the least downsides of any exhaustion perk, as in almost none. Meaning it is always available outside of a few rare scenarios.
- Dead hards "counter" is to hard tunnel someone, hit them, get them in deep wounds, then keep tunneling them, creating unhealthy gameplay.
- It creates this stupid "dance" where killers are in range to hit a survivor but don't because they might have dead hard and the "just wait it out bro" meme takes hold.
- Killers have to assume every survivor has it, until they show that they don't, meaning even if you don't equip dead hard, it still gives you value.
- It counters low tier killers harder than high tier killers.
Yes there is a huge downside to dead hard. It is called consistency, or rather inconsistency. Most of these perks you describe share this. They are consistent..They will work 100% of the time when you need them.. E.g you are working on a gen on the first floor, or on a hill. You drop when the killer is close and balanced landing works 100%. You are working on a gen in a deadzone and you sprinburst to safety. Works 100%. You vault a window or a pallet with lithe. Works 100%. There are so many times that i was in a dead zone working on a gen and vaulted a TL wall or a stupid U wall and manage to reach a good tile before the killer caught up on me. It doesnt matter if you have to use them preemptively. By using them that way you can go to a safer area or even a great area with chained tiles. There are so many times that i've watched streamers with thousands of hours saying that they pressed E and they were dead on the ground. In addition to that, do not forget that the distance that a survivor can make when hit from the killer was nerfed way back. Im not saying that dh is not strong, but i point the downsides that u couldnt find.
The other thing that you say about tunneling the dead hard players as a strategy. Im not sure about the situation you describe. Maybe you are talking about when immediately another survivor farms them which i guess ok(?)..or you are implying that except from tunneling you are camping them too. There is no way you are in a chase far away from the hook and you have enough time to return back and the hooked survivor didnt have enough time to get at least healed inder the hook. If you play this way though, against goos survivors this is an easy gen rush.
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@Coffeecrashing said:
Dead Hard is unnecessarily oppressive against certain killers, where the survivors can use dead hard on reaction to these killers powers. There are also survivors that can reliably dead hard on reaction on killer lunges.
The worst part is many people refuse to acknowledge that it’s valid to complain about the NEW parts of new dead hard. We have so many people say “killers shouldn’t complain about new dead hard because you can’t dead hard for distance anymore, and that is what killers said was the biggest problem”. How does that even make sense? Do these people really think killers should have predicted the future, and before new dead hard was announced, they should have complained about endurance and speed boosts?
Yeah many players can reliably dh the slow attacks (lunge), but the quick attack is just not reactable even if you have godlike ping and the dh mini game that most people complain about start when they are close to the survivor. It is a gamble situation for both sides, whether people want to admit it or not and it is annoying because a survivor wastes a few seconds from the killer, but there is no way for a player to react on a point-blank attack. More than ever the new dh is relient on ping, now that you cant use it for distance . Also lot of killer players have adjusted to the pallet and vaults and most of the times can bait dead hard.
New dh can be used for distance against Deathslingers.The small dash can be enough to avoid the hook in some situations. The new dh is objectively worse than the old dh and i hope no one disagrees with this. What the new one lacks is consistency. At least old one had i-frames and if u did it for distance it was 100% consistent.
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Eruption is strong against any survivor. Even if you had equipped aura perks that could track the injured survivor being chased and the killer at the same time for every second of the chase, you'd still would'nt be sure when they will be downed. So what is the best counter to eruption? To not work on gens affected by the perk. And imagine call of brine on top of that too. And you think that the most annoying second chance perks are noed and blood warden??? KEKW.
No, the most annoying second chance perks are the gen slow down ones. I was playing a game with a friend. We were working on the last gen, in a 3-gen situation, both injured and with Adrenaline. Killer downs a survivor. We reached 99% of the gen and then gen explodes because of eruption. Up until that point NOT EVEN ONCE had we been hit by eruption and so we had discarded that he had it. So dont go out telling people that every second for killer matters, but for survivor doesn't, especially the less survivors remain in the trial and also in 3-gen situations, which can be easily forced depending on gen rng. A killer can play terribly and can still be carried by gen slow down perks. But no he has to down a survivor for eruption to work.. You can be the best survivor in the game, but due to a deadzone or few resources you can still be downed fast.
Yeah lets remove survivor second chance perks, so a killer can easily camp and tunnel. No off-the record, no ds (already nerfed), no bt, no reassurance,etc.. These perks are the only chance for a survivor to do someting in an unwinnable situation. Like it is a survivor's mistake that they are getting camped or tunneled.. And the other thing. You are saying that survivors who made it end game deserve to get noed base kit??? They reached the end game. They did gens and looped you. They beat you. Or are you implying that you camped another survivor possibly with a 1-shot killer and they decided to keep doing gens, because you were not efficient as killer. Or maybe they decided to trade 1 for 1 and you think that their best option at the moment was bad.LUL.
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I know it may sound crazy and i dont know if it has been suggested before, since i rarely visit this forum, let alone post ;
But what if in every match a map layout was included somewhere on the screen, exactly like the ones found in dbd wiki like the picture that i included below. No tiles no nothing.
It would show the location of each survivor only when they were performing the aforementioned actions (repairing a gen, cleansing a totem, opening chest). It would not show their locations if they are idle, on the run, if they are being chased by the killer, if they are hiding in a locker, or show their exact location in maps with 2 floors (e.g The Game).
I think that this would help soloq survivors the most, in conjunction with the new action icons. I dont expect this to help swf, since they can share their location relative to their teammates (if not their exact location), or other points of interest on top of other things. Any suggestions?
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303889#Comment_3303889
That's still really not a good defense of why it should always be on. Just because SoloQs and newbs have a hard time does not mean there should be an always on aura perk that everyone can use and abuse. An external factor like brightness issues should not even be a factor in balancing perks. Did SoloQs, newbs and console players really have such a difficult time before 6.1.0? I doubt it especially since I played a lot of SoloQ back then and never ran WoO.
Before 6.1.0 it was still a popular and effective perk and it was not always on. The difference is the survivor had to think and do some memorization before their chase began and the auras disappeared. It took actual effort and skill to use effectively.
The problem with WoO now is that it removes a lot of thought from survivor gameplay and they can go on autopilot.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303897#Comment_3303897
Old BBQ was great for DbD. It encouraged killers to player fairer by giving them a secondary objective (collecting stacks) as well as giving them information that gets them away from hooked survivors. BBQ used to be the best perk for survivors in the game, imo. Look at my username I still miss old BBQ.
WoO is not great for the game. It allows to survivors to play sloppier and drop pallets more carelessly than they should and rarely do they have to worry about the auras going away. WoO doesn't improve the game for everyone involved like old BBQ did.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303918#Comment_3303918
Somehow I thought Overcharge was a Freddy perk when I posted that. Derp.
Seems like your problem are the maps and not WoO..Looks like every map for you is The Game map, where a survivor has unlimited pallets that can predrop and there are no dead zones. In reality most of the maps do not have that many pallets and especially SAFE ones. You present it to be as if survivors have in their disposal so many god pallets that block your path and you cant mindgame a loop or a jungle gym.
You have to understand that if a survivor doesnt know how to run e.g a long-wall jungle gym, WoO will not dictate them how to run it. If a survivor is good and depending on the type of killer, they can run it for a few loops without dropping the pallet, making it really strong (just because they didnt predrop the pallet). And now we go to the cooldown part.. Let's say that we have this good survivor approaching this long-wall jungle gym. The moment he gets close to it he sees though WoO that next to it there is a straight tile with a pallet and in its proximity a TL wall. How does WoO cooldown help this survivor run these tiles or autopilot??? Does WoO give the survivor wallhacks that make it unable for the killer to mindgame? The answer is No. Because WoO will not tell a survivor how to run a tile effectively, what's the optimal path and won't make them immune to mindgames. The survivor already has all the info for every tile in the proximity to the jungle gym he entered, making the cooldown of the perk not problematic. No need to memorize something that is so simple either. At the time they reach the final part of the loop they are going to see the pallet and window auras of the next tiles..On the other hand the no cooldown thing is good for a new survivor that is not confident and tends to predrop pallets. BUT this eventually can and will be detrimental to his team.
In addition we are talking about soloq dbd and not "comp dbd", where predropping pallets doesnt matter as much, because you know that your teammates will be as efficient as it gets with gens. On the other hand in soloq dbd, or even in some swfs, gen efficiency most of the times is not a thing and the waste of resources is on the killer's side.
Looks like you have problems with survivors who predrop pallets and cant deal with them for whatever reason. Maybe try perks that will help you on this department or try to get better at reading the player. Again as it was already mentioned by others, WoO was not buffed in the 6.1.0, but 5.3.0 and the reason why it's being used more now, is the hard nerf of the known meta perks, whether you like it or not. I would be scared more of a player who runs dead hard, circle of healing, off the record, deliverance, reassurance among others instead of WoO. Any of these perks apply huge pressure on the killer.
Dunno this guy, but he is a good laugh. Calling WoO a "tryhard weapon of mass destruction" and implying that it is a hack for survivors..Ridiculous, but made my day KEKW. Then i watch a bit after that where he proposes buffs for Terminus to counter the sprint burst part of Adrenaline.. He wants Terminus to not only cause the broken status but also exhaustion. Now imagine a typical combo of Terminous with No Way out for 60+20+30=110s. A guaranteed minute of survivors being in injured state, unable to heal AND survivors without Adrenaline being able to use exhaustion perks only from No Way Out (but more from Terminus and opening gate attempts even without NWO). Also an end game nerf to dead hard and the rest of the exhaustion perks, because this guy JUST wants to counter the sprint burst part of Adrenaline ahahaha #########..
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@Eelanos said:
Let's give it the DS treatment. When hit, see all windows and pallets for 3 seconds and then disable it for the rest of the match. Maybe even give the killer a 3 second Haste after vaulting a highlighted window or dropping a pallet. That'll keep it balanced.
Let's be honest here, the reason this perk is so widely used is because all other survivor perks suck anyways and pallets and windows are going to be always universally useful, so might as well make looping more reliable than having perks disable as soon as you touch the ground.
Just look at DS and Blast Mine. There's so many requirements and exceptions to their activation that it's not worth having.
Reassurance was meant to prevent camping and it literally requires both the killer to camp and you to lick the survivor's feet to apply it.
Perks don't do what they're supposed to do, so the best option is to just equip Windows and try not to die for as long as possible.
Exactly. The reason it became one of the top used perks was the nerf to smithereens of great perks like ds, iron will, spine chill, base kit BT among others in conjunction with its buff, which finally made it useful. WoO is a great soloq perk that shows you which pallets have been dropped by your teammates.It is not going to show you what loop is strong lol #########. You already know the moment you go to that tile or loop if it is weak or strong, even without WoO. It is not going to show you how to run that loop effectively, or which is the most efficient path to run a tile. The killer can still mindgame you, since it does not give you wallhacks. And yes it is used by old,new,good or bad survivors alike. If other great survivor perks were not nerfed so hard it was WoO was not going to be one of the top survivor perks. In not expecting nerfs on WoO anytime soon. It is just an aura reading perk, which is great for any level of survivor,especially in soloq.
About reassurance; if a killer sees it and still commits to camping, you really dont need to stay at the hook. If there is a gen at the proximity, it's free progress. Even better if you have, hyperfocus,stake out or both. If there are more than one reassuarnces on the team, the camping killer is just losing the game at a faster rate, since you can apply it 2 more times (different survivors) for the same hooked state.
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@HoodedWildKard said:
https://forum.deadbydaylight.com/en/discussion/comment/3281456#Comment_3281456
Question. What is CJ teching?, I've seen it mentioned on the forums a few times but have no idea what it is lol
It is the act of forcing the killer to pick up a downed survivor so you can flashlight or flashbang save them. The most common one is the pallet CJ tech. It is mostly done after stunning the killer with a pallet and having the downed survivor on the pallet side of the killer. After the pallet stun you vault the pallet so that the killer can not break it. This means that when the killer presses Space bar he is forced to pick the downed survivor, since he cant break the pallet, because you were vaulting it. Then you vault back the pallet and still have time to flashlight save.
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Even if bhvr supposedly balances dbd top down, it is still not a competitive game and it will never become one.
-You dont need bans in competitve game genres. For example in fighting games 99% of the time in tournaments there are no bans. So bans wouldnt make dbd more of a competitive game.
-There is no official dbd tournament series by bhvr. This shows that they understand that dbd is not meant to be a competitive game.
-The unofficial dbd tournaments by individuals have different rules and standards of what can be cosidered as a victory for the killer or the survivor side. There are tournaments where either number of hooks count or hook stages count or number of kills. Certain killers are allowed in some tournaments, certain killers at specific stages of the tournament in others. Certain number of specific survivor perks are allowed in some tourneys, while in others all survivors can run whatever they want. The list goes on. All this stuff shows that the game does not have a definitive win condition for either side. When you play dbd and a killer gets 2 kills and the other 2 survivors escape..What is this considered? A tie? Most players would agree on this. In a competitive game there is no tie. Every game has a definitive result. One team or player wins and the opposite loses. So when you play bo5, ft10 or even a single game there will always be a victory or a loss for each side.
-Solo queue experiece is completely different from swf one. Even a duo swf experience is different from a 4-man swf. This makes MMR a joke. Having different MMR for solo queue and different for swf would make sense. The way this game works is that you could have a mediocre 4-man swf that is really efficient going up against a decent/good killer and having a 3-man out, The same players in a solo queue environment could be below average or even slightly bad players, not being able to have good decision making or efficiency, since they heavily rely on the rest of their team. Furthermore typically solo queue is killer sided favoured, while 4-man swf is survivor favored (except for top tier killers with optimal builds, like nurse)
-The ranks are a joke and always have been. Just grind the game and you can reach rank 1 pretty soon, even as a completely new player. Something that does not work in real competitive games. Aside from the MMR in these games, there is a global or server ladder that is related to the win percentage of the player and is actually tied to the MMR, if we exclude rank decays in some.
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I started playing DBD with a friend in late 2018 (mostly survivor).We played quite a bit back then,but we took some long breaks from the game since then.In the end of last year we started playing the game again,almost everyday, for about 2-3 hours and we have been having fun.
The last 2 months though the game has become so stale and boring that i actually consider taking a break from it again and if the situation remains the same,maybe it will be time to move on.I personally dont care if the killer runs meta perks,or noed ,moris or whatever else.The problem is that lately the vast majority of the killers i play against just rely on the same strategy:Tunneling and camping (be it facecamping or proxy camping) and in many of these cases there is little you can do.The latter has to do with your teammates too,which in most cases they only care about dive bombing for the unhook,without thinking at all.Slugging is another boring thing,but i rarely encounter it anymore.
I've been playing in red ranks a couple of months after starting the game.I want to believe that most of the DBD playerbase considers the ranks to mean #########,since they do not determine your skill.You just play the game and after a while you go to the red ranks and you may still be a ######### player.Lately i have been playing against killers with over 3000 hours that still can not comprehend this game.They may use perks like ruin or pop and bbq,perks that require that you have map presence,but they still rely on camping.Then another survivor unhooks you and then they down you immediately,since you cant do that much.Yes i know the solution to these situations is just gen-rush and yes it works.But is this fun?No it's boring.In other situations 2 survivors go for the rescue.One to lure the killer and start chasing and one other for the save.Well in most games that i played the last 2 months the killer breaks chase and goes back to the hook -_-.The mindblowing thing is that they rely on these strategies,even with 4 gens left.Strange thing in the majority of my games is that the killer doesnt even care to patrol gens with pop and ruin,except if we ######### up and we created a 3-gen.
All this would be fine if it happened in every 3-4/10 games,but nope it has to be the majority of the games.And im not saying that i am the only one that is getting camped or tunneled,but the general situation in most of my games.Did we """""win""""" ?Yes, in most of these cases at least 2 survivors escape.Did i have fun?No ######### way.
