Avatar

BastardKing

BastardKing

About

Username
BastardKing
Joined
Visits
0
Last Active
—

Comments

  • @Bot_Salvo88 said:

    That's the buffer they've added to flashlights for like a few fractions of a second. Making whoever gets a flashlight save feel like they got it right even when they're wrong

    So wait, I thought the buffer was before the pick up animation was finished. They are doing it after.

  • @Nirgendwohin said:

    no idea but it might be just bad luck. had no survivor dc the last 3 days.

    Kinda can't be. 2-3 games in a row can be a coincidence or a bad day, but I am on like, ~15 games and I've had 3 without DCs. (Just had one)

  • @SkeletalElite said:

    That won't do anything. Have you ever unhooked someone who was trying to kill themselves before they could? 99% of the time they just run to the killer and let themselves die again. If failing kobe then failing skill checks gives a penalty, people will attempt kobe and then wait to be unhooked, then once they're unhooked, they'll just let the killer kill them again.

    Trying to force someone to play once they've decided they would rather not play anymore isn't going to make them suddenly start being a contributing member of your team.

    This could also give a DC penalty to someone who doesn't actually know any better and is new. How terrible would it feel as a new player whos never played before, to attempt to unhook yourself, then die on that hook because you suck at skill checks (yes I know they're easy, but we're talking brand new players here) and then be given a dc penalty.

    You literally only trigger the second death by not trying to make the skill checks the second time, not missing them. You have to actively try to #########, then intentionally not doing anything. And yes, it will. Even if they intentionally try to get themselves killed, that is another 30-45 seconds. I have seen plenty of other games manage to implement non-DC ways to determine if people are sabotaging the game and punish them, so making excuses for DbD to not do it doesn't buy any weight, especially when the things you do in DbD to do it are far more blatantly detectable than some other games I have seen successfully implement such penalties. DbD players just tend to be spoiled *because it is easy to do.*


    In a game where you can actively attempt to take your own life in the game, it is weird they censor those two words. Also, editing and reposting the comment apparently removes the censor. I didn't touch it.

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377976#Comment_3377976

    Oh. Ok. My mistake, your majesty.

    You wanna read MY entire post then?

    I did. The part I disagreed with was at the bottom. You're not going to completely solve the issue. It just makes it harder and take longer. Hell, distracting the killer for an extra 30-45 seconds while they go to deal with that person is still time to reset or do half a gen. But the penalty will still detract some of them. About half the time people are killing themselves, when they get unhooked they at least go back to playing normally.

  • @Technature said:

    Well then the people are going to either sit there and get the killers attention to kill them faster or they're going to sabotage your game.

    Not to mention purposefully dying on first hook is a valid strategy if you're only alive with one other person and there's more than a generator left.

    I don't want to get punished because I'm trying to get the hatch to appear sooner.

    Please do not comment if you aren't going to read the post. It specifically states two survivors left are an exception for that reason.

  • @Crowman said:

    As annoying as it is for someone to rage quit out of a perfectly winnable game, this is only going to cause more trolling in games than anything else. At least if someone rage quits on hook, I also have the option to move on to the next game. But many survivors when they get rescued when trying to rage quit, will just go on to troll because they have already mentally checked out of the game. Which is a worse situation to be in than being a teammate down.

    Not to mention that you can still get around this by getting unhooked and running at the killer. And how this could inadvertently punish survivors whose teammates don't rescue them.

    I do not accept "trolling" as a reasonable response to this. 3/4 players in my games so far have DCed. I have not had someone trolling all month. Can they run at the killer? Yes. But the point is to make it harder to do this. This adds more steps to quitting a match, and most of the people I played with, when unhooked after trying to kill themselves, go back to playing. Killing themselves on hook is far too common to dismiss cause someone could troll. You see it with streamers, I see it myself every game as survivor and killer, so it is happening across different MMRs, because I do not have a high win rank with all killers.

  • @Emeal said:

    The issue of: 'that means you need space in front of you'

    is something multiple Killers suffer from, Knight seems to be needing just as much space as Demogorgon needs for his Portals.

    Trapper, Hag, Demogorgon, Twins and Knight could use some love regarding this. Freddy already has this kind of technology.

    EDIT: Okay so I actually took the time to make an image explaining it.

    https://us.v-cdn.net/6030815/uploads/IQDB1KUWUW29/untitled-1.png

    I know it is a few days later, but I really like your charts and agree for all listed killers. For Knight, it would be even easier, because I am not even talking full summon. I am talking a one button activation to perform the break actions.

  • @Yoshirama said:

    I don’t think they’re gonna make any changes to Bubba due that he maybe is gonna leave the game

    When did they say this?

  • In addition to their power based one, each killer has a sacrifice, chase, and mori daily. They are just less common.

  • The hag chase daily does work. It is specifically her teleport hit.

  • @Kaapskaaps said:

    Why is the Knight able to put a guard down to patrol a hook? That seems to counter everything they've done to reduce the amount of camping and tunneling. It just feels like the Twins 2.0 with even more efficient camping and tunneling since you can have two character moving at the same time. Every game today, the Knight put a guard down to patrol the hook and people were constantly getting camped and tunneled to death. You can't put your crows down as artist next to a hook so why can you put a guard down to patrol it. That makes no sense. Please, fix this.

    You can stop the summons by literally tapping the person on the hook. It only does anything against groups.

  • @Adjatha said:

    Correct me if I'm wrong, but:

    • His power utilizes three npcs, each with their own speeds, up-times, and skills, but the killer cannot specifically pick the one they want, they have to cycle between whatever's up next, removing any tactical deployment.
    • He comes to a full and complete stop when he turns on his power.
    • Survivors vanish from his screen as he's using his power.
    • Actually drawing out a patrol path takes time and using anything on the fly leaves the guards basically stationary.
    • His guards have a delay between when they're deployed, when they appear, when they notice a survivor, and when they actually start moving.
    • The survivor can see the spawn-spot where the guard will (eventually) spawn
    • Survivors see the radius the guards can detect them at, allowing them to stay 100% safe at all times.
    • Survivors move faster than 2 out of 3 of the guards, making it impossible to hit them with the guards unless the survivors run directly into them (despite being able to see where the guards are from a great distance).
    • The guards have extremely short uptime AND have a "turn off" button in the form of a banner that can be tapped to instantly dispel the guard.
    • If the survivor DOES tap the banner, they gain both Sprint Burst AND Endurance, making them both invulnerable to damage AND lets them get away from any possible repercussions
    • The AI on all the guards is exactly as bad as the Nemesis Zombies - a killer released a year and a half ago and STILL not adequately fixed

    Does that about sum it up? Am I missing any other weaknesses his power has? Am I mistaken on any of those?

    That is a good summation. Honestly, I think the whole survivor seeing his light is one of the worst ones. If the survivors couldn't see the path, you could do a spirit bluff where they have to guess if you are using your power. And even if you are, they know where it is pretty easily. They have way to much information on how he is using his power, on top of having plenty of counters.

  • Just confirmed you GET the achievement first time too.

  • @Nos37 said:

    A band-aid perk for this issue already exists. Lightborn.

    Doubt the devs will do anymore than that.

    The hilarity of that post.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215473#Comment_3215473

    Ok I see the problem. Thanks for the clip.

    I will not acknowledge what tofu said about it being balanced, because it most of the time ended up with 2k. This is not the way the game should be played.

    There is one other factor I saw in each and every game provided (your's included). It's always about corner abuse. Most of the maps don't use corners, because they are dead zones (see ormond from tofu's video) - meaning survivor will go to corner only to abuse hooks/sabotages. So all we need to fix the issue is just fixing the corner (see that they "never" played in the center of the map, because this would not be possible).

    Maybe forced-spawn hook in each corner (and each floor if it has multiple floors) would solve it. After corner hooks are spawned, let RNG generate all the other hooks with standard hook rules.

    Yes. Hence me saying they need to fix hook placement. That was literally the point I made that has been argued. There are several areas in the map with only one reachable hook, and some that have no reachable hooks. One sabo play, which has no counter if done right, ends all your work. Getting a kill is punishing. The usual counter is leaving them on the floor slugged so someone else has to come get them, but that isn't an option anymore. There is literally a zero counter play way to shut down all possible killer progress. And if you have one person on gens during this, you inevitably win.

    What they need is to stop hooks from despawning if someone is killed there, and to make hook placement not adjust for vertical distance unless there is a stairwell nearby. A base buff to how many hooks are on the map would help to. Nothing major, but two extra per map could make things a lot more reasonable.

  • https://www.youtube.com/watch?v=4YylV9xqt9A

    He jokes that it is 'not that OP', but if you watch they can easily have someone on gens and just choose not to, Tofu himself admits it is because being on gens wouldn't make for good footage.

    You can also watch TruTalent's display of how with Unbreakable and Soul Guard, you cannot down people quick enough to get all four down without STBFL or insta-downs.

    Also, the idea that it is a '5% chance' is falacious. Any game with multiple floors can be exploited ALREADY. I have had people use hook offerings and the game map, and it ended up that there was not a hook on an entire quarter of the bottom floor. The closest hook couldn't have even been reached with agitation and iron grasp. Below, I circled the closest hook on the map. Please not, the stair case is NOT in the next room. There is also basement off screen to the right, but that is far beyond reachable. None of these hooks have been saboed. Because the game registers the hook up top as being 'close' it doesn't feel the need to spawn one on the bottom. It did this so many times in a row that the only bottom hooks are off in the far sides of the map. All they had to do was run to the pig slurry machine, jump down, and they were safe. So I just slugged them. But if they could just get back up, then I basically have no way to win the game.

    image.png

    (The hooks above and to the upper right are closer distance wise, but the stairs do not go up near them, so they are further travel time wise.)

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210074#Comment_3210074

    I am talking about your double standards. Some problem that happens basically never is HUGE problem on your side, but the same kind of a problem that happens more often than not is fully OK and intended behavior. And at this point I am quite sure that survivor's side is not getting fix. The complains about this issue are game-lifelong complaint as far as I heard (I don't play this game from the very start). But the killer's version of same thing that has like 1% probability and can be completely countered by single perk (and you can even choose which counter to pick) to manifest itself is HUGE issue that needs immediate fix.

    Well. I don't buy it. Why such an imbalance?

    It isn't a double standard. It is called 'staying on topic'. It is only a double standard if you think every discussion has to revolve around you. Also, you can literally watch youtube videos of people in PTB making themselves impossible to hook. If this goes live, it is not a 1% chance anymore.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202795#Comment_3202795

    Agreed. Make USED reinsurance basekit. Poor design (enough time to camp out survivor) should not be a reason to need to take a perk.

    Wait. This is not what you meant. Survivors should bring perk to counter bad design. Killer shouldn't need to. Right? Well wrong. If one side has to keep up with perks to prevent a situation that has like 80% chance of happening, then I see no problem if the other side has to keep up with perk to prevent situation that happens on 1 map under bad RNG and only on that spot.

    And here's your equal attention cake, survivor main!

    Let me teach you some basic math and empathy you seem to lack. If you have a problem and I have a problem, there are TWO problems, not zero. So complaining about your unrelated issue is very crass.

  • @randonly said:

    the way people are complaining so much, even without testing the new mechanics that are yet to come, I think the changes against slug will not come. Same for for the "last stand".

    But what the people who complain don't realize is that this change is not simply against the fact of the possibility of slugging, but because the "last stand" would create a very big attraction in the killers to finish the match in less than 1 minute only leaving everyone on the ground, especially with killers like legion, nurse and blight that can easily locate survivors and have a high speed, imagine that in SoloQeue

    >>5 generators, no hooks, 1 minute start, all on the ground = end<<.

    But I agree, given self UB will make SFWs strong because they would take advantage of this leaving killer to "dead zone hooks", My ideia is just add more hooks to the maps or increase a little the amount of time takes for the survivor to struggle and get rid of the killer.

    Ps: I just don't agree with hooks not being sabotage anymore, and they should also remain destroyed after the survivor is sacrificed.

    I think the Last Stand should be a thing, but should require a minimum of 5 separate hooks to activate. That way, you cannot just run in and win with a good chainsaw streak, and camping is decentivized because it only gives you one hook, so it takes longer to activate Last Stand.

  • @Nos37 said:

    I think these changes would help:

    • Hooks are no longer destroyed from sacrificing survivors, to reduce dead zones with no hooks.
    • It takes longer to fully recover after each time a survivor fully recovers. This could have a cooldown too, letting it return back to normal after some time. (Think of how the DC penalty stacks)
    • Downing a survivor with Victor should attach Victor to them, stopping or drastically slowing their recovery speed. This both helps with the necessary slugging to hook them and helps keep Victor from snowballing many injured survivors back-to-back.

    Snowballing is all the Twins are good for. They become worse than Hag without it. The Twins are easily countered with a Circle of Healing, because their whole goal is to get a lot of injures then capitalize. This makes them unplayable.

  • @Gandor said:

    There is just 1 map with hook-blind spot and even that depends on RNG. If you don't play midwitch, there's nothing to worry about. If you play saloon, even 2 saboed hooks might not do it and you might still hook the survivor.

    Also there are a lot of perks that can counter sabo plays. Starstruck will make it much more dangerous, agi guarantees you have a chance to hook always. Mad grit disables large counter play for hooking. Hangmans works too but there is no additional usage so maybe don't bring that one.

    And last but not least - sabotaging is inherently dangerious. Considering end-game mori, it might be even riskier then ever before.

    I don't see it so clear-cut doom for killers. And if killrate drops a little, then we are actually getting closer to fair 50% kr the way every multiplayer game should aim for

    You shouldn't need a perk to counter a poor design. That is why base kit BT was added. Because you had to have BT to get away from certain killers camping. This is basically the same thing, but for killers. The maps should not be so badly designed with hook placement that certain areas just become impossible to get hooks in. Now, if they swoop in and make a sabo play, fine, but the idea there is 'one map' that has a hook blind spot is just outright bull. Most maps have areas where using a single hook renders it impossible to hook in a certain region again. And no, you cannot 'take them to a further hook', because if that was an option, losing that one hook wouldn't make that area a deadzone in the first place.

  • Hook placement already needed to be fixed, this just makes it impossible to deal with. Also makes sabo bully squads instant wins on certain maps where there are plenty of windows to use to escape. (Lerys, for example, becomes insanely easy to just sabo and prevent hooks from ever working.)

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195842#Comment_3195842

    "About a week or two ago I saw Otz play a game on Lerys vs a SWF. He got his first chase after two gens were done. That person went down near the basement. They pretended to give otz a chase so he never left the basement and essentially he camped that person to death at the top of basement entrance. It wasn't a face camp but you can be sure it was a camp. Otz tunnels all the time when he is on a streak he doesn't want to lose."

    -It's only your word though, again, never saw him camp, if you show a video where he does, I can only admit he might have done it once or twice (it happens to the best of us to get mad at someone in a game), but it's definitely not one of his habits.

    Otz did a no damage run in dark Souls 2, bruh, he has the skills to get 4 kills without tunneling.

    "So if the killer tunnels one person out before he loses any generators does that means he just played better? It's alright to say yes (by the way this is sarcastic)."

    -It's litterally impossible not to get 4 kills when you tunnel, so using that strategy allows for a 100% guaranteed 4 kills. Not really what I'd call "playing better".

    "The level of favoritism you display towards the survivor here is unreal. How about if survivors don't touch the 3 gen I want to keep for the entire game then I won't tunnel? Right - see as a survivor your natural instinct is to create the opposite of a 3 gen : what my friend calls a "Y gen"."

    -Asking the killers not to cheat is "favoritism for survivors", uh? Litterally, it's exactly as if I was calling someone out for cheating and you were replying "BuT SuRvIvOrS ArE DoInG GeNs tHaTs OnLy fAiR".

    Tunneling is a form of legal cheating, because it's a game design flaw that is currently being worked on and that 100% guarantees getting 4 kills.

    "I hate to break it to you but the devs have said tunneling camping and slugging are valid tactics. They have literally asked on stream to stop reporting those things."

    -They have absolutely never said it was valid, they said they were working on removing those strategies and that reporting them would not result in a ban, since it's their own fault for not having fixed it.

    Which makes sense. I do report tunnelers and facecampers, I KNOW it can not possibly result in a ban, but it sends the message to behavior that whatever fix they're working on, it's urgent.

    I think it's funny how different corporations handle different problems. While Respawn are banning tea baggers, while having built in functionalities that allow for in game bragging, you have bhvr that says it's okay to litterally ruin games on purpose.

    "This set of instructions is ridiculous. But it is essentially what survivors are asking killers to do. Hook each player once. Then hook each player twice."

    -What a complete hypocrite.

    My set of instruction is "don't tunnel, don't specifically remove one person from the game, ignoring other survivors, abusing the DS nerf, and ensuring survivors can't possibly escape no matter how terrible you are at the game".

    Your set of instruction is "survivors should go afk and just stop doing anything".

    It's absolutely not the same thing, you're litterally telling me that the equivalent of the killer not ignoring all survivors but one is the same thing as survivors going afk and not working on generators at all.

    "And this too is ridiculous to ask of survivors. So I start every game as if I will get 100,000$ for the win. My objective is to tunnel one person out as fast as possible while holding a 3 gen setup."

    -What you don't understand is that the changes we are asking (DS baseline with 5 seconds, nerfs to killers if one survivor is killer and all others are P0, etc...) are made so that if you were to play a game and win 100k if you get at least 3 kills, then what should happen is that your most optimal strategy should be not to tunnel.

    That's what behavior tried to do with the Off The Record change, for exemple.

    Right now, because of behavior's lack of competence, this isn't what is happening. So, if you tunnel, it's not that you're breaking some kind of game rule, you're not getting banned.

    You're just a terrible human being.

    First game of the 50 Win Streak on Artist, at 25 minutes he specifies he needs to kill the Kate who just got off hook and hope she doesn't have DS, eats her DS, continues to tunnel her, and then says a minute later he needs to camp it out and rely on No Way Out to save the game. He has 1 kill by the time they are down to one gen, and he only got it by tunneling off hook, eating a DS, and he planned to camp it out too. He then proceeded to tunnel her out after she got unhooked last second.

    Second match, he tunnels Yorichi off hook after he gets two hooked.

    In the 4th game, he doesn't tunnel, but mentions that because he didn't he could lose the game after he ate a DS anyway.

  • @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195725#Comment_3195725

    "The rule you are setting here by definition then means that Otz has no skill as a 9000 hour player. Every time I tune in to watch his killer stream after a few games he has one tough match where he has to camp tunnel and slug to win."

    -I do watch Otz and I've never seen him tunnel. Camp only in an endgame situation, I've never seen otz hook one survivor at 5 gens then just facecamp him for 5 minutes. Otz would not be a famous streamer if he did that, nobody wants to watch Meg's crotch for 5 minutes. I think.

    "Generators are the [survivor?]'s objective. Removing them too fast reduces the killer's enjoyment of the game - but almost nobody thinks about that"

    -Losing in a game is frustrating, but even if no one wants to admit it in the moment, we do actually enjoy our time regardless of our final score. We wouldn't play a game that we only enjoy about 50% of the time. You described a situation where the killer loses the game. it happens. But if the survivors just played better, it's alright.

    I'd much rather have a fair game that I lost, rather than spend a game chasing toxic tea bagger/spam clickers, even if I end up with 3 kills, and the 4th escapes while still being toxic. It's still a win, but it's not enjoyable.

    Believe it or not but people around here enjoy the game. it's not perfect. it has tons of flaws. But it's enjoyable. You don't need to get 4k to have enjoyed the game.

    "We could apply your tunneling rule to survivors too. Play a game (non KYF) where you get 5 generators to 33% before ever trying to get one gen to 66%. If you have one gen below threshold you can't work on any generator past 33% or 66%. You are allowed to get multiple generators to 33-66-99% so that you are not held up by one generator.

    You have never even for a moment considered playing survivor like that. It's ridiculous that you decide the killer should play in an inefficient manner while survivors should play to complete their objective as fast as possible."

    -That's where you comparison doesn't work. We're not asking killers to deliberately let survivors win, we are asking killers to respect the humans beings they are facing, and to refrein from using a cheap strategy that is, technically, a reportable offense (officially, it's not, but in the reports, you can see "abusing a gameplay flaw to get a competitive advantage", which is what tunneling is).

    Tunneling is officially something that the developpers are working to remove from the game, which is entirely logical, in an asymetrical game, you HAVE to design a game mechanics that prevents the solo player to easily remove one opponent from the game, leading to a snowball situation.

    Now the developpers are doing are VERY poor job at it. Litterally they've been working 6 years on it and we went back when they deleted Decisive Strike. With DS being baseline, with 5 seconds duration, it's possible we are finally back in the right direction, and considerint it's the most requested change, it's probably going to happen in the future. overall, the game is going to be more and more agressive against tunneling. If you can't adapt, you'll have to stop playing killer.

    Main point is: Your pityful comparison assumes working on gens separately is the same thing as making the game miserable for one opponent.

    And for the 999999th time: HAVING 3 GENS AT 33% IS LITTERALLY THE MOST OPTIMAL STRATEGY THERE IS IF YOU WANT TO ESCAPE. I don't know why you can't understand that but YES, having a lot of gens working at the same time is litterally GOOD. It's better to have gens slowly build up and popping at the same time than having one gen pop early and then let the killer snowball from there.

    YES, YOU SHOULD 100% HAVE 3 GENS AT 33%. IT'S GOOD.

    Bruh, what Otz are you watching? He even had a 2 hour discussion with Tru where Otz supported camping while Tru didn't. Tru said the game needed to be balanced around hooks, and that kills is not indicative of good gameplay, while Otz said kills do matter, and that camping to second hook is a skill that requires strategy to use as well.

    As for this stupid notion that Pop promotes camping that some people have said, it literally doesn't. Unlike some other perks, like Deadlock, which works 4 times without the killer doing anything, Pop requires you win a chase, then go kick a gen. If you do not get another hook afterwards, Pop does nothing. It's contribution is nothing if you are not getting HOOKS, not hook stages.

    I think the 'current progress' is fine, but it needs to go back to its base 60 seconds if it is current, so you can be more strategic in its use. 45 seconds only made sense when you could selectively completely shut gens down. Otherwise, it at least needs a buff to its numbers so it does something. A Pop used to be worth 20 seconds of progress. Current Pop, at best, is worth 18 second +2 seconds from base kick, if the gen is at 99.9%. At 50%, it is only an 11% kick. Deadlock, by comparison, is 30 seconds of shut down for free. So it either needs a higher base time to facilitate tactical use, or it needs a higher base percentage since it is only affecting current gen percent, not total.

  • @MDRSan said:

    If time to heal is irrelevant to the power of a perk, then Self Care would like a word.

    As it’s currently implemented IMO, CoH is strong but not OP, and definitely not without counter. Once found, you could stamp it out or use it to know where every wounded survivor is likely to run. This gets even better if you have perks that mess with healing or give aura info from it since your terror radius will encompass a large chunk of the boon’s area (if not all of it depending on position). Between my survivor and killer matches I think I’ve only ever seen 2 boon totems up max, and usually just 1 (if any) so it’s not like 3 or even 4 totems is something commonly contended with.

    Against good survivors, knowing where the injured ones are going means nothing because you cannot chase the injured ones, or the remaining ones will finish the gens. Survivors win the battle of attrition in this case. CoH has no counter in any situation where you need to guard gens on a specific chunk of the map where CoH isn't, unless you are already down to a 1v3.

  • @FFirebrandd said:

    I'd rather they change those add ons to be like plagues. Instead of a downgrade, they're a playstyle shift.

    That would involve a lot of creativity on their part. As for how is it harder, well, are you saying Trapper is not harder if the traps do not do damage?

  • @malibu_barbie_26 said:

    So essentially you want to make the Boon less problematic based on where it’s placed on the map. Even tho where it’s placed can continually change as long as there is a dull totem. This will essentially drive down the pressure for the Killer to look for said totem and keep their focus on chases, hooking, and gen pressure. I’d disagree. Survivors have enough secondary pressure from enough Killer perks and abilities that force survivors to put their primary objectives on hold. I don’t see why Killers shouldn’t be placed in the same situation. Either deal with the totem or focus on your primary objective.

    That is literally the way every other boon works. It is less problematic for the killer based on where it is put, so it has to be placed strategically. CoH does not need to be placed strategically. It works anywhere, just better when it is far away. The other totems don't work unless they are close.

    @Xord said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179788#Comment_3179788

    The ability to heal yourself is extremely strong no matter how much time it takes.

    It's also one perk slot that works for everyone. it would be bad if it worked only on yourself, yes, but it's 4 perks at once.

    That's exactly the reason CoH remained the God tier survivor perk even after its nerfs.

    If it only worked for yourself, it would be self care. As it stands, it is four man self care.

    @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179817#Comment_3179817

    The ability to heal yourself is not extremely strong if it takes you the equivalent of a decade to heal. The goal of survivors is to repair the generators and escape. The more time survivors spend off gens, the easier it is for the killer to win.

    A caveat to that is that the killer has to be able to get SOMEONE. If the totem is across the map, yeah it can take a minute to run there, heal, and run back. Even if two survivors are doing it, that is a lot of time eaten up. But there are two other survivors who can be doing gens. What I find more often is the game becomes a slog of me hitting people, not being able to commit because the other survivors have healed and come back, and could gen slam, but hitting them does the same thing. In order to safely be able to commit to a chase, I would need at least 3 of the survivors injured. But with CoH, you never get three survivors injured at once. That is why I think the ability to self heal with it should require the killer to have come into range at least once. All other boons require the killer to be in range to be useful, except possibly Shadowstep to protect from long distance aura reading around a gen.

  • Everyone cries camping, but this also encourages bad survivors who farm their team. With new BT, okay. I count five seconds and down you if you are stupid enough to unhook in my face. It's not camping if I can literally see you right there when I hook, or if you run right up to the hook while I am chasing you. Yeah, this somewhat helps against camping, but I have had just as many issues with stupid people unhooking me near a killer immediately or bringing the killer too me, and this empowers those people. A multi-person hook save is very possible, even against a camping killer besides Bubba.

  • @Alionis said:

    https://forum.deadbydaylight.com/en/discussion/331161/enduring-shadow-nerfed-why

    Enduring never worked when carrying survivors, that's why you don't find it in the patch notes. A lack of information about something usually means it doesn't exist, not that it was probably just forgotten somewhere.

    Apparently, it did for a while, but that was a bug. It just so happened that it only came up for me during that bug period. Also, the clarification was added without anything in the patch notes either. Combined with the bug that it used to work, it made the situation confusing. The lack of information was that the text was added without being mentioned.


    As for not working on pallet stuns, to make no distance, it would have to be combined with Spirit Fury. If you are using two perks, it is not an OP situation, you are literally burning half your perks to do it.

  • Right? Some games, I have hooks where the survivors can wave to each other, other games I have one hook on this third of the map.

  • @Crowman said:

    Reread the challenge.

    It's Gold or Iri Gatekeeper (for killers) or Lightbringer (for Survivors). You can only at most gain 1 point towards the challenge per a match.

    Facepalm

    You are absolutely right, my bad.

  • I have this bug sporadically.

  • This would explain a PC bug I had where one of my two Gold+ Emblems did not count for progression.

  • @[Deleted User] said:

    There's a few vaults that do this with Legion lmfao its so funny

    Yeah, but this is one of the few that is a game problem. Still funny AF.

  • @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995985#Comment_2995985

    You know the counterplay for DS? Leaving the survivor alone. Its an anti-tunneling perk. Them crawling to the exit gates with DS active sounds like a skill issue tbh.

    Thanks for proving you lack reading comprehension.

  • Honestly, now that MMR seems to be gone, I don't mind SWF. It was only bad when you got to high MMR and 80% of the games were SWFs who actually tried. Now, I get a hardcore SWF one in every 10 games on a busy night.

  • Better Example: The counterplay to a God Pallet is not breaking the God Pallet. A God Pallet has no counterplay or gameplay of any kind, and the killer just has to accept it, let it get thrown, and move on.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995985#Comment_2995985

    Not tunneling is indeed the counterplay. That's the entire point of the perk. Are you telling you are mad the perk does anything at all?

    Tunneling and camping is beyond unfun for survivors, and we will hopefully see more counters to those strategies in survivors base kit soon enough.

    Also, perks don't need counterplay that make them not have any effect at all. Do killer perks have that? Like what the hell? Also, leaving the survivor on the ground means they are just lying there doing nothing, so that is indeed effective. In fact, DS could be seen as one of the perks with the most counterplay, because as a killer you can prevent survivors from using it.

    The point of the perk is not 'Not Tunneling'. If it was, the perk would deactivate when the killer hooks someone else. And no, 'Not Tunneling' is not counterplay. It is not playing the game. As stated, there are points where tunneling is literally necessary, like during EGC or when they are the last survivor. The fact that you are either ignoring this or cannot understand it means you do not have great game comprehension.

    Not being able to play the game is not fun for killer. We aren't even talking about camping, and it is clear you are just rattling off talking points. To be quite frank, DS is an annoying perk as a survivor, for me. Since people run it, if I am the last person downed in a series of trades, having to sit there for a minute and do nothing because the killer thinks I have DS is annoying.

    Most killer perks do not give the killer guaranteed kills, and the ones that do have stringent conditions. The killer still has to actually get the hits. DS is a minute of invulnerability that is given because the survivor failed. They got hooked, then got downed again after getting hooked. It is a literal reward for doing badly. A full minute of invulnerability means that a full minute of the game has to be wasted.

    To use simple words;

    Counterplay: Actions can be taken to prevent the use of a gameplay ability. ACTIONS. Sitting there doing nothing for a minute is not counterplay, because you are not taking any action or using any aspect of the gameplay to counter the perk. You are literally just not playing the game. Any perk that makes the game just sit there for a full minute while nothing happens is a poorly designed perk.

    A better example would be Unbreakable. Unbreakable is a counter to slugging. The counterplay to Unbreakable is to not leave people on the ground. The killer can take the action to pick up and hook the survivor. Therefore, Unbreakable has counterplay. The other side can DO something.

    NoED has counterplay. You can do totems. You can even undo it after the end game. Rancor does not have counterplay. You can get killed for the sole reason that you happened to draw the short straw and become the obsession. However, it does give you a warning that the situation is happening. Rancor is a poorly designed perk, because there is very little the survivor can do, but it gives plenty of warning it is coming, so you can still plan around it. You can choose to hide or play extremely safe during end game, so it is not as bad. DS has no indication it is about to happen, it gives full invincibility, and there is literally nothing the other side can do except stop playing and watch some youtube clips.

  • @GoshJosh said:

    I don’t understand this change. So survivors already open a gate, then it blocks the switch for the other exit gate? How is this a better perk than what we have now? How does this help deal with 99% opened gates?

    I think what they are saying is that instead of triggering when the exit gate is first touched, it triggers when the exit gate is finished, and just delays it from opening. So if they 99, No Way Out doesn't trigger till they try to 100 it.

  • There is a literal infinite in the dining room. Unless the survivor makes a mistake, going through the window takes so much time around corners that chase breaks, you can't get bloodlust, and the window doesn't block. If you don't go through the window, the loop is so long chase breaks anyway. And it opens to a jungle gym.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995983#Comment_2995983

    You're talking about end game. DS is a load of crap during end game. From what I've seen, a very large number of people on the forums agree that DS has no counterplay during the end game.

    @EvilSerje said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995985#Comment_2995985

    In that scenario (crawling out + dc) he can't do anything and shouldn't. He failed, and must swallow this bitter pill. Another example: killer found hatch before last survivor and the latter nothing can do literally. Why no complaints there? Maybe add 5 hatches?

    That is just highlighting that it has no counterplay. The situation is the exact same during the game. If someone unhooks, you down them, down the person they unhooked, and hook the unhooker, and now the last person is on the ground, you literally sit around for one minute, not playing the game, until their DS runs out. The 'counter' to DS is to not play, so it is not 'counterplay'.

    And no, they shouldn't be able to do nothing. The survivor went down. The killer didn't fail. The survivor is just given invincibility by a poorly designed perk. The hatch mechanic is a bad comparison example, because if the hatch is available and the exit gates weren't powered, that meant the survivor lost anyway, and was just given an extra chance. And they can STILL get the exit gates once the hatch is closed. So no, survivors can't literally do nothing during that example. They are given two extra chances to escape. That is why there is no complaints.

  • Yes, literally has no counterplay. Someone mentioned stuff survivors can do that disables it, or that you can slug, but leaving someone slugged is literally not playing. Letting them run off and do something is not playing. "CounterPLAY" implies there is something the killer can do to stop the perk from working. If the exit gates are open and the survivor can crawl out before DS runs out, they are literally invincible. That is what having no counterplay means.

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2991334#Comment_2991334

    DS has counterplay. DS deactivates if the survivor does anything to help the game progress. DS only lasts for 60 seconds after being unhooked. The killer can slug to wait it out.

    The skill check is too small to hit on Nintendo Switch. I wish I could un-unlock the teachable because it's literally a wasted perk slot if I equip it. I have to just deal with getting tunneled out and completely screwing my team over every time, but I'm solo queue so my early death is everyone else's problem but mine, really.

    I don't run DS on PS4, either, because jitteriness, frame drops, and input lag mean I miss it over 80% of the time there, too. DS clutters up my Bloodwebs and between the two platforms it has wasted so much BP it's rage-inducing.

    DS was too strong before without the conditions on it. Now it has conditions. It doesn't need the skill check, too. DS can only be used once per match and only under very specific circumstances. There's no reason to lock out such a large group of players from being able to ever use this perk.

    That isn't what counterplay means. If you have to wait for the survivor to make the mistake, and you have no ability to interact with it other than give up, it doesn't have counterplay. There is literally no gameplay the killer can do that can remove that perk. Basically, think of what happens at end game collapse if the survivor has DS. The killer cannot wait them out, because there is not enough time. They aren't going to do gens or any objectives because their objectives are done. The perk literally makes the survivor invincible, with no gameplay from the killer being able to do anything about it. That means it has no counterplay.

  • @Zeon_99 said:

    Clown is very underwhelming and its honestly sad that his slowdown can be nulled by pressing E to get to the pallet/vault or lithing/BL away from the loop. If anti loop is his entire power, he should be the best at it.

    Probably wont make him less terrible and the effect isn't really that strong, but it would be better than what he's dealing with right now.

    Also the fact that exhaustion perks can even be used when you're inhaling bleach, chloroform, muscle relaxants, etc. doesn't make sense logically.

    Buff my boy, please.

    I think he should have the generators rigged. In his lore, he set up traps for his victims. Make it so at 25% progress survivors get the clown haze. at 50% they become deafened, and at 75% they are affected by his bottles' powers constantly.

  • @xEmoGirlxAlexisx said:

    BHVR Thank you so much for the dredge he is so Fun and the Design is amazing im always Wanted to have a Monster in this Game he is my new favourite Killer and my new Main im in Love 🤗❤

    My Dredge Skin Idea: The Survivor Abdomination

    My Idea would be about a Skin where he has the deformed Heads of the 4 Original Survivors :( Meg, Claudette, Dwight and Jake on his Body where Dwight Head is a Part of Dredges Main Head ans the other 3 are on his back ... also the Heads are also alive and Move there eyes. and Mouth ... His Arm and his Weapon would be made of limps of the Survivors

    What do u Think? :)

    For the Dredge u can have so unique and terrifying Skin ideas because he isnt human and i Love it :D

    He needs a horsey skin with Maurice's head.

  • "I know some people who don't use DS because they just can't hit the skill check, it's too hard for them."

    *Take the zero counterplay perk and make it absolutely skill less so I can win while drunk.*

‹ 1 2 3 … 11