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1ettuce
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@Orthane said:
First you try to force all killers to look down after a hit and again said it was an "issue" and now Survivor Fast vaults just got mega buffed and made areas like T L walls and shack, already difficult to catch areas even more difficult to catch. You can no longer land hits on Survivors who fast vault unless you're literally right on top of them which at that point you should have hit them already. Fast vaults were never meant to send survivors further than slow and medium vaults, don't lie and say that it's a bug fix. They're called Slow, Medium, and Fast, not Close, Mid, and Far vaults. They're supposed to send you the same distance the difference is how fast you perform the action.
I'm so sick of this nonsense.
imagine calling TL walls difficult to catch areas LOL also can we be fr they're not lying they're just dumb idg why y'all want to be gaslit so bad, and then u go on to tell the devs how their game is supposed to work 🧠🧠🧠
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502343#Comment_3502343
it's still a chase, it's not the tier c killer fault that your chase is going so fast
no it's not a chase, and the chase isn't even going fast because the wraith just leaves me immediately and then stealths on me again later and gets a down, super skillful and interesting zzzzz
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502326#Comment_3502326
ok, we have a hit and run "boring tactic" that rewards the killer for chasing various survivors
we have tunneling - toxic tactic
we have someone - wow and then the survivors say it's toxic
and we're left with slugging - and again survivors said its a toxic boring tactic
What would you want, for the killer just stand afk ?
Chasing please! Hit and run is not chasing, it's just ambushing, stealthing on survivors and getting an easy hit, wraiths who get a hit and immediately cloak are not chasing lol
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@MikaelaWantsYourBoon said:
Do you think this perk is perfectly fine or needs some changes? What is your thoughts on this perk?
For me only one change i would put into it:
M2 hits on obsession also removes stacks. But for get stacks, you will still need m1 hits on other survivors.
This change won't hurt m1 killers and perk is fine on them already. But this perk is kinda so strong on some killers and that change will address this issue.
It's a perk that people will defend even thought it has blatant issues. M2 stack loss denying is stupid, get over it. Sorry to bad demo players that they'd have to use their power if they couldn't use STBFL. STBFL at the hook is also dumb, basically guarantees a kill. STBFL vs solos is also also dumb, no way for them to find out about it. People always going "just look at the killer when they hit a teammate" as if solos don't deserve the easy info said over comms for some reason.
@LordGlint said:
It's fine as it is. Why is it an "issue" that some killers who arnt even high tier synergize with it? Why we trying to nerf Pig and Demogorgan?
"Nerf demogorgon" more like nerf braindead players who crutch on stbfl instead of learning how to use their power lol
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@leviivel said:
I kid you not Wraith is probably my least favourite killer to face besides spirit (for her it’s due to accessibility issue’s).
Wraith is the exact same every match, always bring the strongest add-ons (either silent bell, faster uncloak or faster kick during cloak), cause he’s pathetic without them. Always cloak after hit, matches drag on for a while because of hit and run.
most wraith players I meet tunnel aswell because their character so bad they’re forced to play like that or they just get gen rushed.
can we pls do smth with Wraith (and a few of the older/outdated killers) after ur done solving/reworking Twins and Merchant? Because he’s just a less interesting and fun to face Sadako atm.
It's very weird, everyone's always agreed chase is the most fun part of dbd, like it's basically common knowledge, but all of a sudden when hit and run is brought up it's like that's never been the case :P
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501526#Comment_3501526
ok, hope all your next games will be filled funny camp bubba and 3gen SM
Yeah, lets pretend those and hit and run are the only options 🧠❌
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@Exxodus21 said:
This is one area where I don't understand why the survivors need to have extra help in escaping. The timer should be continuous regardless of survivor status.
I've had a few people in the last week using Plot Twist as a way to slow the timer down, giving their team time to heal and go for an escape.
The devs have said the EGC is not there to help killers get kills, therefore the timer should not change in order to help survivors get escapes (and yes, they specifically said the reason for slowing the timer was to help survivors make endgame plays for escapes).
"EGC is not there to help killers get kills, so it shouldn't help survivors get escapes" think about this for a second longer, it doesn't make much sense
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@Pepsidot said:
Hit and run IMO is one of the most boring things to face. This includes any killer that can do so well, but Wraith is prob the best at it. I don't like vsing ghostface on lerys or even 'spooky' myers for the same reason.
Ong someone said it
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Imo it wouldn't be crazy if downing yourself deactivated the perk instead of recovering, but it disabling corrupt I don't see much of a problem with because if you down yourself right in front of the killer they can just pick you up, it just forces you to commit to a chase after injuring someone while corrupt is up which I think is fine, dropping chases shouldn't be encouraged anyways
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You're joking right?
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495838#Comment_3495838
I know how Merciless Storm works. But it isn’t intended to give you 40 skill checks. Your choices are just suffer the penalty or push through them all.
I mean yeah we know it's not intended just because they changed it, but the way they changed it (and therefore intend it to be, maybe?) makes it so now there's only the option of suffering the penalty, I'd very much like to have the option to push through them all, I would think you would prefer that over current too? Just since it's straight up more options for the survivor
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495838#Comment_3495838
they have habit of changing wrong thing to fix the problem. they needed to rework merciless storm to only trigger for fix time window if they dislike that interaction. the simple fix is just making merciless storm trigger at 90% progression for 8/9/10 seconds. personally I don't think there was anything wrong with that interaction. merciless storm is not great perk for someone that is experienced with skill-checks and the perk is not strong even when a player fails the check. it also only works once per gen.
a lot of recent dbd changes seem to be just indirect changes to try to revert back to pre 6.1 dbd. it is like people cannot adapt to any changes.
Agreed, I don't understand why they felt it was a problem either, before you would have the option of hitting the skill checks or just giving up and eating the 20s, now you're just forced to eat the 20s, so it's like they thought this situation was too good for survivors...or something?
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@Sharby said:
I'm tired of gens blowing up its so annoying I hope they remove it, its fine on maybe one perk like Eruption but this game already has a problem with incessant loud random noises; gen explosions don't need to be there too.
I don't really appreciate it with eruption either, they recognized the problem with it disproportionately affecting solos and just made it (much) less bad when they could've just fixed it
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495787#Comment_3495787
I don’t want my gen blocked either 😝 I want things to work as intended
That is intended lmao, the way it works now it literally blocks the gen, either hit the skill checks or the gen gets blocked, that's how the perk works
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495753#Comment_3495753
I don’t want 40 skill checks lmao
then just get off the gen
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@DavidHypnos said:
My question is WHY did Merciless Storm trigger 40 skill checks? Why didn’t they try to just fix that?
they didnt even need to, tbh
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Removing the scream parts of these perks realistically would be a qol change, particularly with how obnoxious the timing is now to dodge pain res and how literally not possible it is to do it with jolt in a solo, but of course in a swf. If the effects are so insignificant that a swf wouldn't care to dodge them (which they do actually), then why are they even parts of the perks? Jolt and especially pain res don't need this bonus and inconsistent feature, and it only works out to be a negative thing
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@Gandor said:
I will have to agree with @GrimReaperJr1232 here.
How often do you even get this problem? For me it's so rare that why even bother? Why try to fix something you might maybe see in 1 game in a month, when there are a lot of clearly very broken things in game that should get priority?
Also I would even begin to ask if it is problem at all. DMS is conditional 30s stall. If you play it right, the perk does nothing (maybe u later come to gen so it gets blocked for say 10s, but chances are nobody would be able to work on that gen anyway). So it's clearly not OP. So why would such an interaction even be problem? (Especially compared to deadlock).
The only thing that needs to be fixed is early survivor cries and pain res activation. But that looks a lot like bug and I presume/hope it will be addressed
@HolyDarky said:
I agree with both GrimReaperJr1232 and Gandor.
Pain Resonance is still a good Perk but the 4 Token - each for one survivor - makes it balanced and fine. In addition, survivors are still able to let go off of the Generator before the hook happens and also keep in mind which token is already used. Even the combination of Dead Man's Switch and Pain Resonance is still fine like Gandor already explained.
Surge/Jolt is also a fine Perk too. The screaming and interruption addition is a nice buff for this Perk but it is still a balanced Perk. You can only use it on M1-Killer and it is also rather weak on big maps. The combination of Jolt and Dead Man's Switch is even weaker and another slowdown or regression Perk would be much better than DMS if paired with Jolt.
Overall, in my opinion all of these Perks are fine and don't need a change.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495658#Comment_3495658
If I remeber corretly, Otz said that this early survivor crieses on the hook are the correct way of when survivors have to scream. But only one of the developers can tell us if this is a bug or intended.
"How often do you even see this" will always be a nothing argument to me lol. Anyways it's a problem because solos have to risk timing the dodge (which is actually challening now), whereas swfs can just comm when they're being hooked and is much less risky. I agree these perks are fine overall but that doesn't mean they don't have flaws, and the interruption/scream effect is one of them. Particularly the jolt one since it's literally the same problem as old eruption, just on a much smaller scale
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@GrimReaperJr1232 said:
While I sympathize, I will say that it's a lot less oppressive since Pain Res is capped at 4 uses a match. Not really much of an issue, imho.
Surge is even less of an issue. You need to hook someone and then down someone within 32m of a gen within 30 seconds while someone is on it. That's so conditional that it feels like a non-issue, although I am confused why the scream was added.
@Iron_Cutlass said:
You only have 4 uses of SH: Pain Resonance, so it's not as bad as it was before.
Also if you are seeing a Survivor being hooked for the first time, you just get off the Generator if it has the most progression (which you can see via the Survivor HUD) to avoid SH: Pain Resonance with Dead Man's Switch.
Pain res is still a top tier perk after the change, and this change is still completely pointless and does only negative things. Even if jolt doesn't trigger DMS, it still gives info, which can be dodged by swfs but nothing can be done about it as solo, it's stupid
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Made for this needs a nerf besides just letting the killer know you have it, you can know someone has 3% haste and it won't change the fact they have 3% haste, also aside from letting the killer know you have MFT, that downside is really meh, it's basically old (and technically part of new) hemorrhage which is known to be pretty useless
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@skrrr said:
It's impossible to hit dh with 0.5 second
Please buff to 1 sec,you Devs just killing those perks with this changes
Tbh I don't see the point? Extending the duration doesn't do anything besides giving an extra window of distance. If a killer sees you dh and knows that it lasts 1 second, there's no reason they'd hit you at a point that 0.5s dh wouldn't be active but 1s would be. If it was like 0.1 second long I would understand since you couldn't dh in advance like at all but 0.5 is definitely enough. The only real reason I would see to change it to 1 second is because the number 0.5 is ugly which I completely agree with
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493290#Comment_3493290
All the killer buffs combined is way way way less powerful as new buckle up + for the people. It's such a broken combo, and for the people is supposed to swap health states, so it shouldn't even count as a healing action.
So what? That means the killer buffs don't exist? If killers got the overall better end of the stick, would that mean the buckle up buff didn't happen?
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@whickedchainsaw said:
There is not a single good killer update today. Survivors are literally cooking right now.
ah ofc cant have an update without ppl complaining its x sided, even tho there was also killer buffs already mentioned they obviously straight up dont exist since the update favors survs overall. "there is not a single good killer update today" and dismiss the ones brought to your attention, nice! sleeper post 😴
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It's literally like old dh without a cooldown, buying you extra time around a loop except over and over again instead of just once, and even without i-frames it's still significant vs top tiers. Not to mention its insane synergies with dh and hope, and the endurance part which is a very strong and honestly often unfair effect, easily top 2-3 survivor perks. This perk tells me bhvr stopped caring about free distance like they used to with old dh, and that they'll continue to make perks like this such as dramaturgy now, which won't be anywhere near on the level of bs as mft, but still shows how comfortable bhvr is with the flawed design philosophy of ggez free distance
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@WiseTraveler said:
Corrupt can be a very essential perk to having a great start of the match for some killers. I think that corrupt shouldn't be removed from Plotwist and No Mither because it is a one-time perk use it has nothing except slowing down the beginning of the game.
You may ask then why is distortion allowed against Lethal?
This is perfectly fine because lethal has two effects which are showing you the exact locations of survivors at the start of the match and extending the aura reading of other perks which can be really strong for you in the information department.
This is how corrupt intervention works right now at the time this post was made.
https://us.v-cdn.net/6030815/uploads/1C9U2FCVW17X/image.png
- Suggested changes
- Make it so the first survivor put into the dying state by the killers m1 or m2 end Corrupt Intervention and not a survivor
Maybe we don't change the perk corrupt at all and we just make it so that No Mither and Plottwist don't work together. Just like how the new perk Scene Partner perk that comes with Nic cages as well doesn't work with calm spirit because it removes the screams.
No mither op lmao, no issue here to be completely honest
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@Morbus said:
Made for this + hope are THE MOST URGENT PERKS that need to be changed right now
They are broken, at ANY POINT IN THE GAME THERE SHOULDNT be a situation where surv is moving with the same speed (110% or 4.4m/s) as the killer making it impossible to catch and down them
Killers like hag, deathslinger, Huntress, trickster even though some of them are ranged, their power limits to survivor mistakes and when they come up against good/great survivors or let me rephrase AVERAGE survivors these days it will be rare for them to make a mistake and walk into the trap on maps with good visibility (e.g ormond) and let alone win the game, why? because 90% of the times at least 3 survivors will get to the end game vs these killers (they have no get around a map fast powers making gens hard to contest) if you put average survivors against average killer and when that happens if they run this broken combo, any fast downs or any downs will not be possible they will simply not catch up without no way out perk that could save some time any come back will be next to impossible if the down dont happen, this is not a skill issue this is a balance issue and I will repeat myself they shouldn't move the same speed as the killer (huntress hatchets can be avoided, trickster will not contest gens or gates fast enough if he gets a down eventually and hag will not magically teleport if she doesnt set it up or if they activate the trap while the killer is busy and deathslinger will not cheat and teleport out of nowhere to the gate or gen) and if people still have doubts because it is only end game let me remind you of the noed that didnt have a hex, this is literally the same situation but in the case of survivors where they literally will not get down on the ground until they make a mistake) IN THE END GAME CAUSE ITS THE ONLY ARGUMENT YOU COULD COME UP WITH
Hope was fine before made for this now it is broken with this new perk, nerf either hope or nerf them both slightly.
The End
"Hope was fine before made for this now it is broken with this new perk, nerf either hope or nerf them both slightly." This sentence makes no sense, you're saying hope is fine excluding MFT, so either way nerf hope? how do u come to that conclusion
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@Depressedlegion said:
It only activates if you aren't first hook, and you unhook someone first. Prove me wrong.
I agree, it straight up hard encourages tunneling, and the safe unhook requirement is hardly a requirement at all
Edit: Oops uhhh, are you saying it's bad strength wise? heck naw, I thought you meant bad for the game xd
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@the_voices said:
BHVR, the main thing that you don't seem to understand is that these changes completely kill her fun and viability in every way. The 3/4ths of a stack for every teleport means you have no control over your power at all, you can't figure out who is nearby and can't quickly teleport around the map. That idea is a terrible one at its core because it removes so much nuance from her kit. On top of that survivors can completely deny your power with no effort for the entire game, so we're left with a M1 stealth killer with a lullaby, and that's it. And Seriously, why Nerf Reiko's Watch? Just why BHVR? Please respond.
I would disagree that they killed her fun, considering that before this she was one of the least fun killers in the game, at least condemn is an existent mechanic now without having to turbo slug
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488309#Comment_3488309
Nurses in comp do not even run this addon. The drawback is bigger than you think a very good nurse just does not need it since your blinks are going to be landing anyway.
Nurses in comp don't run this addon bc its banned XD
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489268#Comment_3489268
Really.....that's just god pallets
good looping players make safe pallet vs m1 killer into god pallets. you cannot mindgame them because of good survivors know check spots. that is why BL is ineffective vs good looper's if the pallet is mildly safe. there is no mindgames if you reaction slide a pallet slide. a safe pallet is safe by definition of you being able to reaction slide a pallet. Like the killer cannot lunge and hit you. he will miss and his lunge will hit the pallet. don't believe me? watch comp DBD. that is why like 70% of pallets or so for m1 killer are just instant break at that level of play. no anti-loop for killer = no way to express skill at the loops.
Literally just dropping chase when it becomes the slightest bit too hard for you, that's not thinking about macro, that's lazy.
When I am gideon's map. I am not leaving loops because I am lazy. I am leaving survivors because I know that survivor knows how to loop and will be chaining 10+ pallets before I get a hit on him. it is not about lazyness. it is about no real gameplay at loops other then pallet break simulator. that is why hit & run is needed for that map. this is true for most of the maps but it depends on survivor skill-level in looping and how well they can make loops safe.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489276#Comment_3489276
i think micro play is skillful but not for m1 killer vs good loopers. you cannot express skill as m1 killer on garden of joy. the survivor express their skill onto you because loops are in their favor.
But dropping chase there is hardly even a hit and run playstyle, that's literally just macro. I'm not talking about that, dropping chase out of laziness is what I am talking about
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491177#Comment_3491177
Who pays attention to them?
More ppl than whos paying attention to what I say, that seems for certain lmao
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Comments can be as unconstructive as you want, but if they hold a popular opinion, doesn't matter, you can be brainless and get upvotes anyways :D
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488325#Comment_3488325
Actually, 'Anti-Heal Hit & Run' is one of the best things Ghostface can try to do aside from hard slugging with knockout + double iri addons. The gens fly by so fast at this point that you're pretty screwed if you try to mark and chase point blank against players with half an idea of how to play.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488658#Comment_3488658
Oh no, anything you figure out that has real stopping power, they pretty much want it gone. Survivor players are constantly lobbying to whittle away almost everything the killer can do to stop them, demanding that no matter what the killer kit, it needs to be virtually forced to play for 12 hooks inside an overly safe environment alongside short-fuse objectives so there's a great chance at escaping and hazing the killer at the gate. Survivors supplicate hard and BHvR has been thick enough to oblige for so long that the primary pick is Wesker, and now survivor players want the gelding iron heated up for him too, it's madness.
On the ghost face part you're just wrong, sounds like you're just not good at ghost face? Knockout XD a perk which the main attractiveness of comes from denying aura reading. That on top of hit and run basically tells me you need more help vs solos than you already get, that's wild. And the second part, yeah, another senseless comment that's just "KILLERS CANT HAVE ANYTHING WAHH," come back when you wanna be constructive :) I'm very sorry that I want your brainless and boring playstyle to not be viable, so sorry that you would have to put effort into getting downs if it wasn't! What a scary thought
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488921#Comment_3488921
Passive bond would be massive buff to all survivors.
As long there are perks that encourage you to stay injured, then any buffs to injured state are also not really good.
Only thing in this aspect I would try is kindred effect (only survivor aura reading) whenever is someone on hook. That's basically point where soloQ needs most help. So you don't have multiple or no survivors going for unhook, you can also remember where are other players. Still buff, but not that massive as permanent aura readings.
That wouldn't help solos find each other to heal up at all unless someone was hooked
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489335#Comment_3489335
I don't know why you put quotation marks around third party applications. Far as I'm aware that's exactly what Discord is. While BHVR should consider that there are those playing that do use comms and should make changes where soloq players might be lacking. FOr example I really like the Hud changes and benifit from it greatly. I just don't think the game should be entirely balanced around this and everything spoon fed to us because someone on chat might be able to call that out to a team.
Yeah, Trapper might no have been the best example but the point is there are numerous perks and mechanics designed to help with the fact that we don't have VC in game. I don't know why people are so allergic to using perks to help overcome these challenges. I always equip Kindred. I'm well aware it's a unless perk to those using VC.
Anyway, I think we just disagree and that's fine. Maybe BHVR will make the change you are looking for. Not sure what else I can say.
There should be only mechanics to help, no perks, swfs shouldn't be able to have more perk slots than solos just because there's "perks designed to help"
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@CatnipLove said:
Every time I play against Singularity they play like Hag. Is that what his power is designed around? I genuinely know nothing about him other than the basics.
Tbh he does play like hag, but with more mapwide pressure and way more able to chase
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Your suggestions seem alright, could use some tweaking, but concepts seem good imo. Thing is though exhaustion perks in general are often built on the idea of giving big value for no skill or condition, which I don't like, but IMO means MFT shouldn't be "singled out" ig you could say. But I've had two ideas:
A. Removing the haste and exhaustion parts entirely, so the whole perk is just getting endurance when healing someone while healthy, which is still strong btw
B. Could completely rework the perk to give you SB after healing someone for a whole health state's worth uninterrupted (including the exhaustion), would be a kinda cool perk, and the uninterrupted is in there to prevent it from activating when you don't want it to or from activating it whenever you want with a 99d teammate
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489311#Comment_3489311
SWFs on comms you mean. Either way, unless BHVR take the plunge and add VC, no I don't think the game should be balanced around third party applications. If they went with that logic a lot of the game would have to be gutted. Hell something as basic as Trappers traps would have to be change because "SWFs can just call out trap locations and SoloQ players can't"
Of course it should, "third party applications" are always going to exist so ppl using them will be op otherwise, and trapper needs hella changes anyways so idk, not the best example
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488921#Comment_3488921
While I wouldn't be against the idea I also feel there are perks to help with that. I notice you use SoloQ as your reasoning a lot. I mainly play solo now. I don't think I've played SWF in over a year. I just don't experience such issues with finding another survivor willing to heal me. Sure sometimes but more often than not it's not an issue. But yeah, that's my experience. Maybe yours is vastly different.
Solos shouldn't have to use perks to do what swfs can do without perks
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489265#Comment_3489265
Cherry picking one of the few examples that work is literally the "finnangling" I was talking about. My statement is generally a true one in the vast majority of cases, even if you are able to find a couple small exceptions it doesn't disprove the overall point.
"Literally just dropping chase when it becomes the slightest bit too hard for you, that's not thinking about macro, that's lazy."
I don't think you understand high level DBD macro gameplay if this is what you think it is. This is not what it is whatsoever.
Macro gameplay of hit and run is understanding how long you can commit to chases, understanding the time you can commit based on the survivors location and its overall level of safety, understanding through game experience where each other survivor is and what they're doing, and utilizing this further to be able to multi pressure more than one survivor simultaneously or close out in a slug opportunity if they misplay. Understanding this well lets you prioritize your time efficiently in a game that is all about time management.
I don't disagree with the statement but this is not one of those, it does work. Also when I say hit and run I'm not referring to literally just macro gameplay, I don't care about that. I'm talking about the playstyle that's just "oh I'll have to put in actual effort to get a hit here? ill just go bing bong and go somewhere else and maybe ill get a hit without having to put in effort there"
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489258#Comment_3489258
the micro in simply understanding how to play a loop.
to be fair, the vast majority of loops on survivor side run themselves and you have no control over them as killer other than survivor messing up as an m1 killer.
Really.....that's just god pallets, mid/unsafe pallets and most windows are very mindgameable
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489228#Comment_3489228
You could finnagle the wording to make nearly anything bad for solos. Being in a swf and on coms is going to make nearly everything better for them. This really isn't a point.
I also don't think it's that bad at all for solos.
Sneaking up, outplaying to get the hit if they see you coming and especially being able to multitask and juggle different survivors across the map is the epitome of skill. Understanding the macro gameplay of DBD as killer is way more skillful than the micro in simply understanding how to play a loop.
Eruption was problematicf for solos for more of a reason than just people "finnangling wording" also no, that may be skill, but hit and run doesn't involve all that understanding. Literally just dropping chase when it becomes the slightest bit too hard for you, that's not thinking about macro, that's lazy.
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@averagemikaelamain said:
I've recently been scrolling through my killer list and noticed something.
Some say "chapter",some say "Chapter" and some say just the title. I know this is extremely minor,but it's been bugging my OCD to death.
I hope 0 ppl make fun of you for this you're so right like actually
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@mikewelk said:
Decisive Strike was mostly hated on because it activated during endgame, usually guaranteeing all survivors left in the game to escape since the unhooked person would body block so that other survivors wouldn't get downed. The killer would be forced to pick you up in hopes of you not having DS otherwise you would just crawl out. The five second stun wasn't anything too crazy but it punished tunneling and that was really good.
I've only seen DS in action a couple times in my games now and to say it's worse than current dead hard is an understatement. DS is absolutely useless against Nurse. It takes a single blink to knock you back down. DS is useless against all high mobility killers in fact (which are usually the most played killers I go against). If there isn't a vault or pallet too close to you, you're going down again. With Dead Hard, you can gain major distance and you can use it twice unlike DS. It also doesn't have a countdown to where it's not usable anymore. Since I'm comparing a perk to literal Dead Hard, you know it's bad.
With tunneling at five gens being rather common in the competetive environment, why is there no perk to actually counter it? Why are we so focused on camping when perks like Reassurance exist? Having one teammate gone at four gens is an instant loss and there's no point carrying on with the game.
Endgame ds was quite honestly nowhere near as problematic as body blocking with ds, which itself hardly mattered in endgame since teammates could bodyblock anyways, you would think they wouldve fixed that but ofc not, but still both ds and dh are still amazing perks so i mean, ig your comparison is right lol
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Yeah I think it's really odd that you have to kick 2 gens, and that it "compromises" a gen with new effects and whatnot, like it's meant to be a new kind of perk or something. Idk if there's something the devs are thinking about that we're not that would make this perk nasty if it activated on first gen kick lol, probably not but shrug
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489087#Comment_3489087
You disagree with me! So dishonest! We all know everyone agrees with me so you must be lying!
yeah i still have no idea what to tell you, sorry but like ? wait dawg did u reply to the wrong comment like lmao- didnt know it somehow wasnt dishonest to tell someone "just dont get hit lol" as if you can just see killers from behind walls xd
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@BarnesFlam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489087#Comment_3489087
You could have heard him, yeah
yeah heard him by the time hes already right next to me, so helpful that is
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@Blueberry said:
Hit and run is healthy for the game. If anything I’d encourage it further.
absolutely not XD no universe where thats true. even if it wasnt awful for solos, its boring and takes no skill
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489086#Comment_3489086
So go play a game that only has chases?
They're not deleting all the stealth killers or teleporting killers, or zone control killers, sorry you find them so boring.
Stealth killers can chase in concept, or be still interesting like ghost face, teleporting killers can obviously chase, and zone control killers idk who u mean besides trapper and hag but ye they're boring to go against as heck everyone knows that it's just camping w extra steps
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@BarnesFlam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489072#Comment_3489072
That sounds more like a you problem than the playerbase.
Yeah my bad, should've just seen the wraith from behind a wall, real mistake on my end, so much dishonesty it's sad