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whispersenthusiast

whispersenthusiast

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  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737050#Comment_3737050

    sorry, were did i write that i would like a nerf? 🤣 if you are organized this strategy can be countered.(I also specified that we all survived). If anything, I'm asking for a "buff" to soloq

    And how exactly do you buff solo queue to help with, say, Pentimento without also inherently nerfing Pentimento (by making it "easier" for survivors to coordinate against it or whatever)?

  • The only part of that build that solo queue teammates tend to struggle against is Pentimento. Survivors will cleanse totems and then just completely refuse to go back for Pentimento when it activates.

    Even then, that's a survivor skill issue, and I don't think that anything needs to change. We should move away from hand holding, not enabling it further.

  • @Xendritch said:

    I actually big disagree with this for a couple reasons.

    1. Will it be nerfed at some point? Probably yes but there's no way to know when, you mention dead hard but that took 4 years for anything to happen. Should people actively weaken themselves because maybe someday the meta will change? Take this logic to other games and nobody would think this was good advice. Oh don't play the top deck in Hearthstone because they might nerf it and it will leave rotation at some point. You'd be laughed out of the room for ever suggesting anything like that.
    2. Going back to dead hard....yeah.....still 2-4 every single game. It was overall nerfed but it's still very strong and what's to say if CoB or eruption get changed they won't still be strong. That's already happened once before for killers with ruin. It was deemed too strong got completely changed but that version was still very strong and was the meta for a long while even after the change.
    3. I would actually encourage newer players to run these perks to give them more time to learn chase without getting discouraged. These arn't NOED where you fail all game get to end game and then one shot people because they weren't expecting it. You still need to actually chase and get downs and hooks to win with these perks and these just slow the game down for newer players that otherwise would likely get overwhelmed.

    You'd have a point if 80% of killers with these perks didn't just defend a 3 gen from the start of the game. Sure you need to get a down (which usually means winning a chase) to proc eruption, but not the other perks. So they just stand around and kick gens for 30-40 minutes. That definitely does not help them learn the game.

    Imo new killers should absolutely run slowdown perks, but stopping to kick gens before taking a chase is a bad habit to learn (especially if/when Eruption gets nerfed). Running passive slowdown is way better for that purpose.

    That said obviously you can run whatever you want, old or new player alike, but there's definitely going to be a LOT of salt if these perk combos get nerfed.

  • @[Deleted User] said:

    There are a lot of factors that add up to an imbalanced match because of map RNG+power variance on either side. The map RNG is already covered by other posters, but a lot of games simply come down to how hard one side is trying relative to the other side. 90% of perks and add ons are balanced on either side. And then you have things like Alchemist's Ring or 4 loaded medkits.

    I don't see this as an issue, though? If one side really wants to try their hardest and the other doesn't, it's not the overall game balance's fault.

    Certain addons/items/perks are overtuned for sure, but the reason you struggle on The Game for example is not cause they brought medkits, it's cause chases generally take 30 years cause most pallets are safe. If you can end chases quickly their medkits won't matter as much.

  • @Grigerbest said:

    The weaker the killer you play - the more frustrated, angry, tilted you will be through out the matches.

    You will rely on the map rng and survivors mistakes.

    You will tunnel and camp more likely also.

    Map rng brings some variations in the gameplay, but also brings unfair gameplay for M1 killers.

    Yep, the reason Nurse and Blight are so strong is because they can either completely circumvent whatever pseudo-infinite tile abomination the map designers came up with, or traverse the 9000 square mile maps easily.

  • @Sava18 said:

    Solo queue, not survivor*. Survivor as a whole is fine, it's just solo queue which lacks efficiency due to a lack of information. Before it was made up for with a set of broken perks that could carry them, now they have to be good enough to act efficient without information and their broken build which is a rarity. Once solo queue get's the buff it deserves, survivor will be in an amazing spot.

    I agree with this.

    Most games I lose as survivor is because we're mostly solo queue players making solo queue plays and not being efficient. Give us more information so smart players can make plays and climb, while the inefficient totem cleansing, chest looting, sprint burst saving gamers can play with each other. We don't need straight up buffs, simply more tools to make decision making more efficient.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250197#Comment_3250197

    Sorry I apologize. Since it was said that killer builds being map dependent since they are weaker and less effective, albeit not impossible to use, I was suggesting the same thing. The example given was "poop your pants myers" which is much more effective on an indoor map with many line of sight blockers, such as Lery's, but all maps have some line of sight blockers that can strategically be used. Same goes for balanced as there might be 0-3 very spaced drop spots or you can be on the game, hadonfield, midwich or RPD where the perk is a strong exhaustion perk.

    fair enough!

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250197#Comment_3250197

    No. Not on tree. Technically you can on basement stairs, but that will never help you. BL on shelter is useless

    used to be able to, when did they remove that?

  • @BougieBlackChick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250172#Comment_3250172

    There were bloodwebs beyond 50? When was this?

    so all the stuff they said before about finding more items in higher prestige levels was crap then?

    before this prestige update. technically it didn't count beyond 50 but you could still continue without prestiging

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250145#Comment_3250145

    https://forum.deadbydaylight.com/en/discussion/comment/3250168#Comment_3250168

    These are pretty tired arguments against solo q. People are toxic anyway but in my experience I get way more wholesome interactions on dbd with dms. There will be some toxicity obviously but a lot of people will use comms properly. It's not really a valid reason. Like lets get rid of endgame chat and give everyone anonymous mode to stop people's feelings getting hurt. No. that's mute buttons are easy to use and there will always be a disable voice comms button.

    Like now that I think about it, endgame is a real stupid idea. So let all the players communicate at the end of a game when players are likely to be at their most frustrated.

    Plus VC would be for survivors only, I can count on one hand the number of toxic interactions I've had with fellow survivors.

    I can't think of a multiplayer game except dark souls that doesn't have integral voice comms. It's just basic QoL. And would improve solo q experience for survivors massively. Which is necessary, wonder how many potential players got scared away during this freeplay weekend by how punishing the survivor game is for new players?

    Sure a lot of people will use comms properly, but toxicity will also be very prevalent. Disabling voice comms is what I'm concerned about, cause this game is pretty much balanced around survivors making mistakes, which happens more frequently without comms and in solo queue. So if they add voice comms, they'd have to make some balancing changes, most likely making killers stronger which means comms are more and more necessary. Opting out of them would put you at a disadvantage and it's a lose lose situation if you have toxic teammates.

    I can guarantee it that the reason why your toxic interactions with players in this game are so low is BECAUSE there is no voice comms. Add VC and you'll be on the receiving end of a lot more toxicity and abuse :)

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250173#Comment_3250173

    Survivor builds can be map dependent as well. Like balanced cant function on 50% of the maps.

    you can proc balanced on any map, can't you? shelter woods is the hardest but you can proc it from the tree in the middle. you have the harvesters on farm maps, hills on autohaven and macmillan maps, main buildings on all the other maps.

    there used to be a variant of groaning storehouse where you couldn't proc it if a) no hills spawned and b) basement was in main building, but i think they fixed that

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/352994/map-offerings

    The offerings themselves aren't the root problem, it's map imbalances on several of them. While I wouldn't be opposed to your idea, fixing the maps I feel would be a better option.

    Also poop-yourself Meyers and a couple of other killer builds are absolutely map-dependant, and this change would make them cry.

    I agree with this. I think the bandaid fix would be to make map offerings killer only for this reason, but survivors would cry about it so I dont think it'd happen.

  • That's the neat part: you don't.

    The rarer items usually showed up in bloodwebs beyond 50, but since they force you to prestige and start over now, you'd have to reach P100 to consistently get rarer stuff.

    They've said they're gonna fix this eventually though I believe.

  • Voice comms would range from toxic to useless and would probably kill the game if they balance around them (cause you'd be at a disadvantage for leaving voice chat when little Timmy screams bloody murder). Then you also have regions where English isn't as widely spoken. I'm from EU and I get matched with a lot of Russians for example, and their level of English knowledge is way lower than for example someone from The Netherlands or Germany. So it probably wouldn't even do anything most of the time.

  • I'll finally have use for my Midwich and RPD map offerings!

  • @oporopolist said:

    I'm not sure you are understanding what the problem is @Seraphor

    They are not having chases, stunning the killer, making rescue plays. They are not even spending enough time in the games to start learning the maps, before they are slugged and bleeding out. I have never seen more one-sided play.

    This isn't a complaint about soloQ. It's a complaint that people who are being encouraged to play this game with a "free" weekend are being thrown into lobbies with experienced killers (and in the case of that 1200 hour killer I mentioned earlier - very experienced killers) who are just stomping them in a minute of play. It can't be fun for either side. The game needs new blood. A lot of people have left, people I used to play with. The new RE chapter helped. This free weekend should have helped too, but I don't think many people will stick around with the kind of matchmaking they are being shown.

    If they only matched new players with each other, you'd probably be looking at 30 minute queues. Would that help your friends keep playing?

    If there aren't enough new people playing, even when the game is free, there's nothing the devs can do. They're not matching new players against veterans for shits and giggles, there's a reason.

  • I only get boops at the start of the game and I'm not really here for it tbh. Do it at the end or not at all, I wanna play the game and not let a survivor go early on because of a cute meme

  • I don't understand what these types of post try to achieve tbh.

  • @Entitled_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247960#Comment_3247960

    You never talk about killer sided problems in that chat ( yes eruption is a horribly designed ,problematic perk) and tbh as reductive as it sounds for solo q you just need to not go down

    And to counter old DS/Unbreakable meta you just needed to not down/pick up a survivor, and to counter god pallets you just need to not chase at that part of the map etc... It sounds stupid.

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248311#Comment_3248311

    I play Survivor 90% of the time and can 4k with a low tier killer multiple times in a row against people with more experience than me without even trying. Pretty sad it takes a full 4 person SWF with comms to even have a chance at win streaks

    "People with more experience than me" doesn't really say much though? People can have a lot of hours and still be average at the game.

  • @Aven_Fallen said:

    No, CJ-Techs are the best thing ever for a Killer. It will never work as long as you know what it is. So the maximum amount of times it should work on a Killer is once in a lifetime. If it happens more often or even more than once in a match, this is totally on the Killer.

    You just know when Survivors try to CJ-Tech you and then hitting M1 instead of Space works perfectly fine and results in at least a Hit or maybe even a grab. (Or both in one case against me, because that Survivor thought I was extra-stupid and would fall for the second CJ-attempt at the same Pallet..)

    CJ-Techs are one of the things some Survivors try when they watch their favorite Survivor Main-Youtube showing two games where CJ-Techs worked and think that it is something good to do. That this Youtube needed 100 games to actually get those two games is not seen in the video...

    This tbh. CJ techs are an easy down for any killer who's gone against it before and knows what not to do now.

  • Pig. I find her so fun and straightforward, with built in slow down and an underrated "anti-loop" ability.

    It used to be Trapper but I found games to be way too inconsistent to enjoy playing him anymore. All it takes is one survivor making it their mission to disarm your traps and you're useless.

  • @Volcz said:

    I was in True's stream today and people got on me for saying it was a horribly designed perk. They decided to blame it on the whole SWF vs Solo problem. I agreed noting SWF and Solo are night/day but by them saying that, they unknowingly were agreeing with me that it was fundamentally a horribly thought out and designed perk.

    I asked True what the counterplay was for Eruption as a solo player and I kid you not, he said just don't get downed. I exitted the channel a few seconds later.

    That entire discussion turned into what about-ism, it's unreal how he can claim to be accepting of discussion when anything that's even slightly negative towards killer is met with "well what about survivors???"

    Like sorry, I shouldn't have to address every single other problem in this game before I comment on the current conversation topic.

  • I wish people who cry about SWF being super broken and unbeatable would submit a vod of their gameplay. I'm sure there's at least a few mistakes that would be easily fixed.

    Unless you're going up against actual comp swfs - and these usually don't play on ladder, they scrim - there's typically something you could do to improve.

  • @Marc_go_solo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246514#Comment_3246514

    Doesn't feel like a dev problem, moreso a whiny-dc-player problem, which is the worst issue with survivors from my experience.

    In matches with other solo players, we've beaten some tough killers. Likewise, I've been in matches where we've been smashed. The reasons are too varied to count, and there are too many mini-events to take into account as to why a trial went the way it did.

    Basically, a match with the same 4 survivors vs the same killer can have multiple outcomes in many trials, even if nothing was done to change the setup. I wish the whiners just actually tried, instead of disconnecting.

    Yesterday my solo queue team got a 3k escape against a good nurse (not a comp nurse by any means, but good nonetheless, they had some nutty blinks) with starstruck/pain res/dead man's switch/noed. The key? Everyone tried. No one rage quit, everyone stayed productive. One of the Mikaelas was 2 hooked when we still had 4 gens left but she kept doing gens instead of playing passively (which is the biggest issue of inefficiency in survivors), the Zarina took chase away from where the gens were (awareness, woo!), I kept pressuring a gen that was 80% that the killer kept coming back to cause I saw that my teammates were doing other gens so it gave them time to complete them.

    If survivors stopped crying so much and actually tried, they'd do much better.

  • I leveled my Jill from P1 lvl 1 to lvl 50 and I got a grand total of 2 streamers and 4 escape cakes (and I went out of my way to get them). They're not very common.

  • Don't forget the "pick up a survivor in the middle of the open and let them get flashlight saved, go on the forums and cry about how uncounterable toxic sweaty 4 man SWFs are" daily

  • I think a lot of killer players make it more difficult than it needs to be. They focus so much on slowing down and protecting gens that they don't improve their chases and decision making. A lot of the best killers can run one or two slowdowns (or hell, no slowdowns) and still 4k against good survivors because they've perfected their mechanics in chases (for killers who need those, like Huntress or Blight) and have great decision making - they know when to abandon a chase, when to continue it, when to slug, which survivors to pressure, which gen too kick etc.

    That being said, it can be very tough against SWF with voice comm coordination, however most of the struggle will come from you not being that great at killer as opposed to the SWF being a sweat squad. I'd wager only 1% of 4 stacks are that sweaty, and even fewer are that sweaty and good at the game.

  • @Labrac said:

    I used to run Ruin/Pop but Ruin 9 out of 10 matches gets cleansed in less than 2 minutes, and when I took off Pop I realized how little time it saves you considering you have to commit to a gen kicking animation. Now I run mostly Corrupt on all my killers, with Deadlock or NWO if the survivors look strong on my lobby.

    I'm actually winning way more games, and also having way more fun because Corrupt and NWO/Deadlock are passive slowdowns and survivors can't really get rid of them.

    Ruin is definitely a perk of the past. Unless they make totem spawns much, much better on all maps (they're okay on the newer ones), it's just not worth running.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/296170/killers-take-off-your-gen-defense-builds

    The only regression perk I run now is Surge. Sometimes. On M1 killers.

    Otherwise, it's Plaything+Retribution+BBQ/Discordance+Fearmonger/Devour Hope

    I have so much more fun just unga bunga chasing people.

    Plaything is slept on, it can really slow down mid-game or you get a massive advantage in the 1v1. Win-win.

  • @RoaderFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655832#Comment_2655832

    Nope. Just a friendly gen, no different from another. But with surprise for 30 seconds.

    I could've sworn it turned yellow, might've been a fever dream though lmao. That makes it even better though, I like it.

  • Bubba, Nemesis, Blight, Huntress

  • @RoaderFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655721#Comment_2655721

    1) survivors don't suspect Dragon's Grip (if not Blight) until it's too late and it triggers.

    2) If it's not SWF they have hard time sharing information about it.

    3) It have a cool down so they don't know you kicked gen applying it or not. If they wait it out 30 sec - it's a win already.

    4) Not all survivors can understand WHY they are exposed if killer have any means to expose or other perks like Make Your Choice.

    5) It's: Gen protection, Information and Exposure perk at the same time.

    Only downside - it takes long to get all perks, so BBQ is good for grind.

    Doesn't it have a yellow aura?

  • @lauraa said:

    No Way Out and NOED are staples now.

    Honestly, since Boons have released I have not had a single NOED fizzle out.

    Maybe everyone assumes the killer is too scared to run it now, or they assume everybody else is looking for bones as well and get careless.

    Consume and adapt...

    Yeah NOED got a lot stronger with the boon meta. Smart killers will note where a boon is and wait to snuff it until they know the last gen is about to pop to ensure that they get the proc too.

  • @jokere98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655721#Comment_2655721

    in 30 seconds generator will regress for 7.5 seconds (sligtly less than 10%). althrough, it also -30 seconds of them doing that gen, so... maybe

    So let's say a gen is at 50 charges (80 charges is a full gen) and you kick it with pop, that brings it to 37.5 charges with the normal regression after. Let's say the survivors take 10 seconds to get back on it, that's an additional -2.5 charges bringing to to 35 charges. That gen will now take 45 seconds to complete for a single survivor.

    With DG's regression and 30 seconds of not touching the gen, it'll take 67.5 seconds to complete the gen.

    So I guess if you can continue to get POTG procs, it's just way better. But if you're hard defending a cluster of gens and don't go for chases, DG could be more valuable?

  • @PleassBuiltInNoed said:

    I started playing iron grasp, agitation and monstrous shrine on all killers

    funny to see how that little shrine icon on survivors screen makes them all panic when they are hooked, especially when it's swf

    Doesn't Monstruous only take 10 seconds off a full sacrifice?

  • @dugman said:

    No Way Out is a good slowdown perk. It doesn’t slow down generators but it does slow down escaping the match which is really what the goal of slowing down generators actually is.

    Tru3ta1ent currently swears by No Way Out, Corrupt Intervention, and Deadlock for slowdown and a fourth for utility (typically Fearmonger). Those first three all slow the game down without needing him to kick gens or use Hexes.

    The main possible weakness Corrupt Intervention has is when survivors are savvy enough to just hide it out. If as a team they just scatter and hide for the duration then the killer can get nothing from it and now they’re playing the rest of the match with one perk. Fortunately for killers in most matches someone isn’t hiding initially so this isn’t a common tactic, probably only happens if the survivors are on comms and decide as a group to do it.

    p.s. I wonder if Lethal Pursuer pairs well with Corrupt? Since the best strategy against Corrupt is to hide it out, Lethal Pursuer makes it impossible for the survivors to hide for the first 10 seconds of the match and guarantees the killer someone to chase right away. That puts them immediately into the position Corrupt works well where the killer has someone on a hook early but half the gens are blocked and there’s less to patrol outside that hook.

    Yeah I've seen he runs that build. I personally don't find Deadlock very engaging, but it's a good guaranteed gen slowdown.

    I think Lethal Pursuer is really good with Corrupt, depending on the killer, and especially if survivors get smarter about hiding out the timer. All killers except for Trapper and Hag can benefit from it I think, and it's especially good on killers who need to tier up their power quickly or have powers with a big snowball potential. I'm surprised more people aren't running it honestly. Getting pressure immediately can be a bigger game changer than mid-game gen slowdown.

  • @RoaderFrost said:

    @EvilJoshy Corrupt Intervention is good but you can't use any hex with it, as they won't last long. Also it's powerful, but that leaves only 3 perks to play with... and I try to squeeze in BBQ, PGTW, Thrilling Tremors and Make your choice.

    Still thinking what have bigger impact PGTW or Dragon's Grip...

    Oooh, Dragon's Grip is a good call actually, especially towards the end of the game where you might have a 3-4 gen situation going on. I wonder what the math looks like in terms of gen progress downtime with the cooldown and them (probably) staying off the gen for 30 seconds versus the 25% you get with POTG. Like how many hooks and POTG procs would you need during the 80 second DG cooldown to make it more effective than 30 seconds of no gen progress?

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655698#Comment_2655698

    I use a variety of perks. Stbfl, whispers, bbq for bp, sloppy+nurses but stopped since boons, franklins, bamboozle, spirit fury+enduring, devour hope(personal favorite)

    Devour is so nice when you actually get value from it. It's my wild card perk - I don't always get it to proc, and I go into a trial expecting to lose it immediately, so it's a great feeling when it actually works out.

    If you haven't tried Infectious yet with him, I'd recommend it. Infectious + STBFL is one of my favorite perk combos for him. No screams, you can hook the survivor or place traps down. If there are screams you get another stack (unless it's the obsession of course) and if they're in a trapped area you can even go for the chase.

  • @EvilJoshy said:

    I too am a trapper main and i run corrupt intervention. Sometimes ill bring a 2nd slow down perk like pgtw but i dont bring 4 slow down perks. I need something to help me find survivors or help me during the chase.

    Have you tried STBFL on him? It gives him such snowball potential in combination with his traps, it's amazing. I've had many games where I'm at 2 hooks with only 1 gen left and then manage to get them into my territory for the end game and they all die lol.

  • @Seraphor said:

    I usually run Jolt and that's it, simply because it saves me kicking gens. Still leaves 3 perk slots for chase, detection or exposure.

    I really like Jolt too! I think Deadlock kinda falls into the same category where it technically involves defending gens but you're not actively doing anything so you can focus more on chases and applying pressure in other ways. So you can technically run both of those without being a gen humper, but it's kinda boring for me personally. I'd rather have something that adds some spice (like the 1 in 20 games where Devour gets value) or something that involves strategy or confuses survivors (Dark Devotion + Nemesis is one of my favorite combos) because it's more engaging for me.

  • @C3Tooth said:

    Im an all time End game build Killers, also a Trapper main (Noed, Bloodwarden, Rancor, with either Remember me or STBFL). I will tell every Killers here that 4 slow down is still the best one. This is what I see in my opinion.

    End game build:

    Using setup Killer with RNG power like Trapper often get 1-2 hooks and 5 Gen done. Of course I can get downs and hooks. But since I didnt make many chase, they still have many resource and play safe (predrop pallets) waiting for Noed to cleansed. And since I didnt make many chase (I also dont tunnel), which they still have DS available.

    End game gives me a power trip. Which makes the game fun for me.

    4 Slowdown build:

    Longer the Gen time gives longer the trial time, able to afford longer chase, longer the trial, the less resource Survivors have. Less resource they have, the less confident they are and play more safe. And even gain you more time.

    Slowdown just give Killers alot, not just longer Gen time.

    Im not complaining about survivors, but the toxic players. Though recently so many of them feel confident and tbag/clicky just because they finish 4 Gen when I just finish setup traps, make feel like to try hard to kill them (normally I dont care about hook or kill)

    I will wait for Black Friday and get Pinhead for DeadLock, Plaything, combine with new Artist' Hex perk, I will give 4 slowdown perk a try.

    Slowdown builds aren't consistent which is my biggest gripe with them. Ruin + Undying can be cleansed in the first 30 seconds of the game. Survivors can spread out and pressure multiple gens so perks like Pop or Deadlock may not always get value. Thana you need to actually keep them injured, etc.

    So not every game will be longer, and not every trial that is longer will be spent actually chasing survivors (and thus improving). I see a lot of killers who literally just eat a pallet, take a hit, then go back to the gens. What happens is that this works wonderfully when RNG is on your side, but you will feel like you have 0 impact when RNG isn't on your side. If you learn how to chase and run tiles, if you improve your mind games, if you get better decision making that will be far more consistent across games.

    Sure you can have both slowdowns and actual improvement as killer - but so many killers (a majority, I'd reckon) fall into this trap of thinking that gen defense is the be-all and end-all of killer gameplay and the game is over just because gens pop. They get frustrated at losing perks at the start of the trial, they get frustrated from the gen notification sound, because they're frustrated they play worse and it's a vicious circle.

  • I keep getting Ormond and Midwich. Luckily haven't played Badham in about a week as either survivor or killer, it's a holiday miracle.

  • Can I ask how normal uncleansable hexes are? I'm asking because I have 5k hours in this game and 90% of it I have spent playing survivor, only recently playing killer more frequently. I can't even remember ever finding an uncleansable totem as survivor, while I ran into unsnuffable boon totems every other game right after Mikaela was released.

    Maybe I've been super lucky?

  • I'd recommend getting headphones without a mic and then getting an attachable mic like antlion modmic. That way you get better quality for both audio and voice. The headsets are typically rather overpriced.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608865#Comment_2608865

    It's still better then nothing. But it's significantly weaker now

    For sure, I definitely agree with that.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2608854#Comment_2608854

    Sadly. With boons. Slugging isn't as good of an option now

    They're not always gonna have a boon that covers the area where someone gets slugged. And even then, you're still forcing them off the gens temporarily. Better than not doing it, imo.

  • Slug more imo. Slugging creates a lot more pressure than simply hooking a survivor. Knowing when to slug is part of the game sense you need as a killer. Did you down the survivor in an area where there are gens? Go check on them, leave them slugged temporarily, see if you can find another survivor. Are all the gens far away from the downed survivor? Keep them slug to force their teammates to a) leave the objective and b) go a long way while doing it.

    Unfortunately as you've noticed, even having relatively quick chases means ######### all if the other 3 survivors are always on gens. You need to force them off gens without actively walking over to the gen sometimes, and slugging helps you do that.

  • @Gwinty said:

    The problem is that we would need a solution that can not be abused by survivors. In my opinion the best solution would be a better incentive for the Killer to move away from the hook and hunt another survivor. Sure in some situations camping is fine and must be done (exit is open, you hooked the guy and know that they will come / you hang the survivor in the middle of your 3 gen as Trapper etc.) and should not be punished.

    Now how can you increase the appeal of leaving the hook, aside from Hex: Devour Hope?

    How about a Perk that slows down repair speed while somebody is on the hook but not within a radius of 32-40 meters?

    I like this idea! Maybe make it use tokens to incentivize going for other survivors too. Something like max 8 tokens, 5% slower repair speed per token. With the hook distance requirement it feels different enough from dying light and thanatophobia while also not being too oppressive since it's not constant slow downs.

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