CaulDrohn
CaulDrohn
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806871#Comment_3806871
I never used lightborn at all when I first started playing, not for at least 6 month. Mostly because the advice was always not to use it because it's a "crutch" perk. But then I tried it out one day and my Killer games suddenly became a thousand times more chill, so now it's on all my Killers permanently.
I do know how to play around flashlights somewhat and I don't mind losing the odd hook to a save, since that's usually on me for not checking the area. The trouble is, if you want to kick a pallet there's no way to avoid the light since you're locked in an animation (and they can often follow it up with another quick blind afterwards). It gets tiresome to deal with after a while.
Also, Background Player + Flashbang still exists, which is literally uncounterable on pickup when timed right. There's no "just learn the counters" there.
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@Tweedledope said:
Confirmed it is not visual bug. Rookie Spirit on survivor required 5 skill checks to activate.
Exactly my experience as well.
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@Sandt1985 said:
Remember Mettle of Man, and Made for This? Remember how everyone screamed for the heavens that this should not reach the live game under any circumstance and that doing so would hurt the gameplay experience in the long run? Remember how there were people who literally said to give it a chance and give it some time before we jumped to those conclusions? Remember how everything we said would happen actually happened exactly how we predicted it?
This is one of those.That's cherry-picking.
There were also many adjustments on the ptb that did NOT got live, due to the negative feedback. E.g. Pyramidheads range attack applying torment, that was scrapped after PTB feedback. Or quite recently, the whole Twins rework being rolled back after PTB outcry.If it's really problematic, things do not go live, there are plenty of examples for that, at least in recent PTBs. About your examples, mettle was insane, thats for sure. But thats also from another time, when there were many other OP things still existing in the game (instant health states with syringe/styptic, Mori after firdst hook). And Mft, the devs even communicated that they know it might prove an issue and claimed to have a backup plan for it. Which is a perfectly reasonable approach, they just took to long to finally change it, imo. Also, initial Mft was strong, but not as broken as Mettle or other things that did not see live.
So pls, wait until changes hit live to complain about busted things and devs not listening.
Edit:
In b4 "But only killer changes get scrapped, survivor changes always get through":
When Lucky Break was changed to hide scratch marks besides pools of blood, the duration was not changed (180s) in PTB, so killer mains complained about it being too strong. So the duration was cut to just 45s for live. Sadly too much of a nerf between PTB and live, but the devs listened and adjusted here. -
@100PercentBPMain said:
I lost all interest in Lucky Star, that perk is dead to me now but I'm genuinely excited for the Teamwork and Machine Learning buffs. I love machine Learning
Feeling the same about Lucky Star. The perk has a lot of utility with the gen and team mate auras, esp in soloq, the iron will effect was always of lesser importance for me. The iron will effect gets buffed, which is nice, but loosing the auras is very sad.
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@Bookern said:
Bhvr Devs Extremely Overbuffed the survivor side giving a 5% headstart with 20% faster repair speed with a way to counter the Light outs feature Candelabras.
Im super happy about the Anti camp and Endurance buffs but the repair and headstart should NOT have came with it since the balance was killers dont have their slowdown perks
im not seeing a reason killers will play this now and don't blame im staying on Survivor only on this mode
In my region (central EU), yesterday evening there was constant survivor bonus between 50% and 100%. So there's definitely enough killer players.
I also played a round as Alien, and had no issue defeating the survivor team.
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Agreed, Chaos Shufle and 2vs8 were more fun. But compared to regular soloQ experience, lights out is leagues better!
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@Garboface said:
i'm having a blast on both sides. Thank you, bhvr. Excellent event.
Me too. It's WAY BETTER than regular soloQ games, were you get paired with potato team mates and matched against full slowdown high-tier killers tunneling one out at 5 gens.
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@humanbeing1704 said:
after playing 2 games why would I use the candle sticks they feel like a downside
They give you info. When you hold them up, you not only see the next gens aura, you see what your mates are doing (the hud action icons). So you can quick check whether the others are doing a gen, and it's your turn to rescue someone, for example.
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@DeaconJames said:
I pray that Dead by Daylight 2 is in the making with a engine made from the ground up without anyone of us knowing.
Getting flashbacks of the Overwatch 2 debacle. So I hope they are not doing that ^^.
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In the matches I had, they were played in a super obnoxious way, running 4 slowdowns, camping and tunneling to the max, every fkn time. Cannot say anything about his actuall strength because of this.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786179#Comment_3786179
There is no slower crouch. The aura reading isnt good. Play with this addon for 5ish matches and you will know what I mean. As it is, I would call this a green addon. Even Johns medical file is a lot better than this addon.
Just remove the downside and the addon is worth the rarity.
Imo, with the recent basekit buffs, the addon is actually useful now, outside of indoor maps. Had a round a few days ago on gas heaven, were I played with the addon, and it allowed me to get some nice hits around the junk loops. So I wouldn't agree to the aura being bad. At least since her ambush got buffed, it can actually be used in a chase around (high) loops.
Still would prefer to use all traps instead of only two, thats for sure.
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@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/423978/fix-for-slugging
I know right, it is so unfair those darn Killers expect to achieve their objective. Don't they know they are supposed to let 1-2 Survivors go every time? It is clear as day in the Survivor's Rulebook for Killers. Maybe a large print issue with annotated pages will help them know that YOUR fun is their responsibility. I mean, they don't need to get the big bonus points that all Survivors get just by escaping individually (while they have to get all four for it).
While we are on the subject, what else is annoying you about the Killer, is it that pesky, rude habit they have of running you off the Generator and kicking it? That is just downright obnoxious.
Besides all your sarcasm, I indeed think killers should consider the fun for their opponent in some situations (survivors should so too, don't get me wrong). If the killer mobbed the floor with the survivors, and earned many many points with them, then (extended) slugging the 4k can be very unnecessary. You already proved you are clearly better than the survivors, no need to rub it in their face by being extra sweaty to guarantee a meaningless 4k. It's just an ego thing as this point.
So if you are not required by some daily or challenge to slug to find the last, pls put back your ego, hook the second to last and take the gamble for hatch. Hatch escape is still a crushing win for the killer, what more do you want?
Unironically, if the game would be changed somehow to always let the last survivor out, it would effectively remove slugging for 4k entirely. If one surv is guaranteed to get out, killers won't need to use tactics for "ultimate defeat".
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@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778050#Comment_3778050
I know, right? How dare they try to fulfill their objective 100%. Don't they know they are supposed to let some of you go? ;)
Were did I say they are supposed to let one out? Nice straw man argument.
I was referring to situations where 2+ survivors are slugged to find the last survivor. When the slugged survivors even have unlimited unbreakable, so slugging them is just a giant waste of time, without achieving anything.
Is it really to much to ask to just hook the slugged survivors and gamble a hatch escape? When 1vs2 is already heavily tilted in the killers favor.
Why this obsession with "doing the objective 100%"? It's already prevalent enough in classical mode, why continue with it in a limited game mode supposed to be fun, not Uber competitive?
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If you think slugging for the 4k is bad, in 2v8 I had multiple killer duos slugging TWO ppl and trying to find the third one to secure their 8k. THAT is obnoxious!
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These long killer queue times are not that bad, at least you can watch one or two yt videos in the meantime, progressing your watch lost. With near instant survivor queues I cannot even watch one 10 minute video on one evening xD.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773138#Comment_3773138
Alot of the time the killer will proxycamp the hooked survivor so they can easily tunnel them. Longer hook stages makes it so it wastes the killers time more.
If they are playing a high mobility killer they could potentially go back to the hook fast tho so for those it probaly wouldnt change too much.
But then the increased hook timer still only works against the (proxy) camping aspect, but not the tunneling one. One that only if the survs actually use the extra seconds they are given. So stating that this change combats tunneling is a pretty big stretch in my book.
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@AmpersandUnderscore said:
Finally implementing something that took nearly no effort to change the number, but naturally can make camping and tunneling less efficient. Also has zero chance of being abused.
Only took years of me saying in nearly every tunneling thread to finally get them to listen for once.
Great change.
Camping yes, but tunneling? How does increasing the hook timer combat that?
Maybe half of the tunneling situations happen bc. survivors get unhooked before the killer even had time to find another target. And even if they are chasing someone and drop the chase to tunnel, the additional seconds only have any impact for last-second unhooks. In this situations, dropping the chase to tunnel might even be detrimental, compared to downing the current target and then focus the prev surv afterwards (which I wouldn't call tunneling anymore).
So imo, longer hook states do nothing about tunneling in general, just because tunneling is most effective when unhooks happen fast. There may be some situations where it might help a bit, but these are rare and not your typical hardcore-tunneling situations we want to get rid of.
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@ChaosWam said:
… Can you even 3 gen in 2v8?
Not really. For the last gen, survivors can pick one of 6 gens to complete. So you would have to hold a 3-gen with each killer. Very unlikely that two well protectable 3-gens will be left when down to one gen.
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@Crowman said:
This isn't a bug. Scene Partner doesn't trigger if you have an effect that blocks your ability to scream. Since the perk never triggers, Hardened never triggers as a result.
But Scene partner does not trigger BECAUSE Hardened suppresses it. And wenn Hardened suppresses a scream, you see the aura. It just doesn't add up.
If the perks stay the way they are, Hardened should at least get its description adjusted to "suppress KILLER INFLICTED screams". The scream effect of Dramaturgy does also not work with Hardened, so ..
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DC penalties removed / replaced by a lobby rejoin feature (for survivor role). So when you DC, requeuing as survivor will bring you back into your last game, as long as your character is still alive. You would even keep all your BP and progress if you continue the match
This would help with accidental disconnects, and unjustified DCers would still have to wait some time before they can go into a new lobby (their penalty, if you will).
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@Laluzi said:
It's quite strong, but personally I'd rather get rid of remote hooks. The pallet break is efficient. The instahook is efficient and invalidates multiple entire playstyles. Decisive Strike, Flip-Flop, Power Struggle, Breakout, Breakdown, Boil Over (good riddance admittedly), Background Player, Flashbang, and Saboteur are all functionally unrunnable right now because killers can just Q on pickup and override every tool for hook denial survivors have. The pallet break murks Any Means Necessary and that's it.
The remote hook does not work against pallet or flashlight saves, it's to slow and/or bugged. I had that two times, one time as killer, one as survivor:
If the killer tries to remote hook at the same time they get stunned (by pallet or flashlight at least, but likely with da as well), the picked up survivor will glitch into picked up state, float besides the killer, and can no longer be dropped by the killer. Instead of the picked up surv, another surv will be teleported onto a hook (even when healthy). The killer can continue to play normally with the survivor floating beaides them (powers and lunges work normally). But the game will not end until either the killer dcs. I don't know if dcing as surv even works, bc they would be replaced with a bot stuck in mid air.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746875#Comment_3746875
You forget a part with nurse that you need to know how long you can hold the blink before fatige, learn what objects block your teleport, learn where survivor trying double back you, predict where survivors go after a blink cause in fatige your view is very limited and you need to doing these always cause she is slower than survivors. Hux get free map pressure and information because of his cameras plus insanely strong chase ability on slipstream mode (base kit brutal, superior anatomy, spirit fury) and hes also 4.6m killer so if survivors outplay hes m2 he still very fast just doing m1. Singularity one of the easiest killer cause he has so many in his base kit that no other killer have
"Hold the blink before fatigue" → You know that after playing two rounds.
"Learn what objects block your teleport" → Sure, but it's just a handful of some major objects you have to be aware of. With hux, every twig of a tree can screw you over.
"learn where survivor trying double back you" → Will take you five rounds to adept to this.
"predict where survivors go after a blink cause in fatige your view is very limited" → Changing from biopods back to hux is WAY MORE disorientating!
"you need to doing these always cause she is slower than survivors." → Yes, you need to use her power constantly to get results. So you WILL use, eat dust the first couple of rounds, and get reasonably good with a tiny bit of dedication. No one' saying nurse is easy, esp. at the beginning. But when you put some dozen hours into Nurse, you will be reasonably good. Just bc there's not so much to know about her power, and she ignores survivor defenses completely.
"Hux get free map pressure and information" → His "map pressure" is only usable at all when survivors are careless, and let themselve be slipstreamed by a pod! If they make sure to disable the pods, and/or do not get themselves infected, then good luck trying to prevent a gen being done when you are on the other side of the map. Info is meaningless, if you don't have the means to get there in time.
"insanely strong chase ability on slipstream mode (base kit brutal, superior anatomy, spirit fury)" → Yes thats strong, but STILL hux can be looped quite easily, if you do not time your slipstream right in a loop. Also, breaking pallets or vaulting fast in overclock is STILL significantly weaker than just ignoring them like Nurse.
"Singularity one of the easiest killer cause he has so many in his base kit that no other killer have" → Thats just plain wrong. Killers are easy (to play) when they have straightforward abilities. Nurse is easy (when you learned to blink), Wraith is easy, Huntress is easy. Hux has no straightforward power.
Lets just look at a chase (assuming you get everthing right):
Nurse: Blink to survivor, hit, fatigue, blink again, hit, survivor down
Hux: Place Pod, Track Survivor, Slipstream to them, hit them, attack cooldown, slipstream again, hit them, survivor down
Thats two preparation steps just to get in a state were you can chase efficiently. Nurse can just do it right away. Slipstream can be removed via EMPS, so you have to prepare again. Nurse blink cannot be disabled. Which power is easier? -
@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745832#Comment_3745832
Nurse is easy are you joking? She is the hardest to play as. Singularity is caring by his busted base kit and yes its indeed difficult to just spawn camera on the map and just watch survivor on them (no)
Things you have to learn with Nurse:
* How long to hold a blink to travel a certain distance. → Muscle memory
* How long to wait until both blink charges are ready again. → Muscle memory / slight awarenessThings you have to learn with Hux:
* Where can I place a biopod? Any obstacles in the way? Places for survs to hide? Strategic Places, etc → Knowledge, Prediction, Mircomanagement
* How to orientate when switching between Hux and biopods? (THATS REALLY HARD!) → Experience
* Marking a surv during chase → Experience, Split-Second decision, Prediction
* Slipstream duration, Do's and don'ts → Experience
*…But sure, nurse is harder than hux /s.
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I've created a bug report for the same / a similar issue in February:
@CaulDrohn said:
Platform: Steam
I just got out of a game with a massive hook dead zone on father campbells chapel map. Virtually one whole side of the chapel was without ANY hook!
https://us.v-cdn.net/6030815/uploads/925Y4PMK2ZMC/20240206004010-1.jpg
A total of 6 hooks for the whole map. 1,2,3 were near shack, 4,5,6 near the Clown's Caravan. Couldn't hook two times bc of the deadzone, not even basement was reachable.
I don't know how many hooks are supposed to spawn here, but 6 seems FAR to low.
No hook offerings, btw.
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@Rythoriak said:
We all know the most famous example: Someone afk'ing 30 minutes in a locker as the last survivor alive to deny Evil Incarnate. You pull them out and all of a sudden they're not afk and after stunning you run right back into the locker.
I personally had LOTS of people deny my progress for RPD gates (renamed myself Mercy RPD Gates) in all kinds of obscene ways. Worst ones were killers d/c'ing as the last gen popped and saying "No progress for you" in the endgame chat. Had several killers opening 1 gate as the last gen popped themself and camping the other gate. More commonly just tunneling and camping me because of my name right from the getgo (took me almost 50 offerings to get 10 gates open in solo queue from this).
How do you feel about people who go out of their way to these extremes to deny achievements?
About Evil Incarnate i'm on the fence. Of course it's a hell of an achievement to get as killer, so denying it by camping a locker is pretty #########. But on the other hand, Tombstone trials are the least enjoyable games in the entire game, from a survivor perspective. It's super uninteractive (Myers only stalking and mori-ing, no hooks, no heals), feels incredibly unfair when you get moried first just bc others got themselves farmed for EW, you get sh't BP and in the past EVERYONE (including the killer) depipped from that rounds. Can you really blame a survivor when they don't want to "reward" such unfun playstyle by denying the last mori? Imo the devs are at fault here for introducing (and KEEPING) both the achievement and the unhealthy tombstone addons. So i'd say its a 5 for me.
About the PRD gates achievements, thats pure scumbag behavior for sure. Sure the map can be awful for killers, but in contrast to Tombstone addons, it's still a normal game, with the killer having all their chances to deny the progress "naturally" by defeating the survivors before all gens got done. Being a sore loser and denying the achievement by DC, taking a penalty in the process, thats just so low. Thats a 9.5 for me.
About opening one gate and protecting the other, that feels pretty similar to jumping in locker to prevent the mori. The party going for the achievement can just give up their achievement (progress) and win the game normally (hooking the survivor vs running out of the open gate). I'd rate it 6, bc the rpd achievement is more of a hassle than Evil Incarnate, imo. -
@PapaQuintus said:
Thought i would try out a Skull Merchant game, cause surely it's a myth that people DC against her right? Well, how about an actual solo queue team, DC'ing within the first 2 minutes, and making me play with bots the whole game. That is pure evil, and trust me, it wasn't fun trying to find each single bot after each hook.. This should be illegal to put another human being through.
Thats was my last game as SM:
Equally equipped survivor team I would say, but no one dc'ed and we played out the game just normally. Vittorio got the hatch at the end (one gen left). As you can see, I did NOT choose to play full slowdown, but played 3 random + personal perk as always (and got lucky with pop, gotta admit).
Thats all just anectotal evidence, I know. But in my experience, survivor rarely DC against SM if you play something original / off meta, and go for chases instead of gen patrol. There's no point in complaining about having to play a full bot lobby, when you are running the most hated killer with an overly obnoxious build, and maybe even apply her boring gen defense style. You are pretty much asking for it at this point.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713598#Comment_3713598
I would imagine her kill rate is very much inflated. She has no way to down someone efficiently. It would be interesting to see her kill rate in matches with no d/cs.
KIll rates provided by deaths only include games with no dcs. Of course players can just give up, so it will indeed be inflated, but not as much as one might think. I guess without that, she would be equal to most of the other killers kill rates.
About "no way to down someone efficiently", I disagree. If you keep them at a loop and drop a drone, they become injured due to the trap in no time, and still cannot run away. Her undetectable when inside the drone area helps alot as well, you don't need to play mindgames with your red stain at all.
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@vBlossom_ said:
If killers could just get a killer instinct "ping" on survivors every ~2 minutes
- +10 seconds on each gen
- Disable some perks in endgame, because ???
- Entirely removed gen-tapping
- Basekit 2 old STBFL stacks
- Maps got smaller
- Tiles got weaker
- I'm not even starting about aura revealing perks or gen regression meta.
And now killer mains demand basekit (of course) killer instinct on 2 last survivors, because they can't find them?
Idk, equip Whispers maybe?
You don't need to be so hostile.
OP clearly referring to games where at least one of the survivors does nothing but hide. And when a survivor does not want to get found and does not interact with anything, most notabley gens, they totally can make it impossible to get found.
Even worse with two ppl alive and both doing nothing, which would be a hostage situation.
I disagree with op about the ping only being inactive when near a downed or hooked survivor: It should generally be disabled when someone is hooked or downed, so the last survivor can choose to to let the other die to have a better chance of getting out. And it should be disabled when there's only one surv left.
But apart from that, the proposal is totally reasonable: When the remaining survivors (at least two) do nothing to proceed the game and just hide, they should be revealed to the killer in some way to prevent hostage situations. Since you explicitly mentioned whispers, that might actually be a quite decent solution, just give that effect to killers as base kit when they did not find a survivor for x minutes. And disable it in 1 on 1. Problem solved.
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@dbdplayerabc123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708739#Comment_3708739
If it's used so sparingly, then it would render that perk to be severely niche, just like calm spirit, and majority of the time you're throwing away a perk slot. That's why I don't think it would be that big of a deal to add a perk that offers killer instinct immunity, it could even be conditional if it makes everyone feel better.
A perk suppressing KI would be unhealthy. Some of the killers rely heavy on it to function (most namely legion), others don't have any KI at all. So any perk suppressing it would affect the killers pretty unevenly. Yes you can make it pretty situational, but If it's too niche to be played, why adding it in the game in the first place?
Killer instinct is special thing. It is solely bound to killer powers and addons. And its explicitly designed to NOT be influenced by any perk , neither survivor nor killer ones!
"But wait, what about Ultiamte Weapon, it reveals the location of a survivor, isn't that KI?"Actually no. KI highlights the survivors outline and creates visual & auditory heartbeats for each affected survivor. It also may linger for quite some time, enabling the killer to track survivors with it (see Legion).
Revealing the location of a survivor just creates a visual indicator where the survivor stood at the point ot activation (e.g. Rancor when a gen gets done). You cannot really track with it, it just gives general knowledge where survivors are. Some perks also have a scream effect tied to it (UW, IF), which will be tied to the location reveal, so calm spirit should suppress both scream and indicator.
You could think about a perk that disables the visual indicator, compared to calm spirit disabling the scream. But I don't think thats worth it, there are simply not that much perks that reveal survivors (without screaming), and even then that perks are the weaker ones a killer can bring.
Edit: I was just thinking, that some KI protection could be incorporated basekit as a tunneling protection. Something like Endurance giving KI protection, so Off the record would be very potent in hiding from a (tunneling) killer.
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@Chocolate_Cosmos said:
I feel like it is. It counters Adrenaline heal, it shuts down resets for the team and forces the team to open the gates and wait it out a bit before they can even start healing. If you manage to have at least two people injured when exit gates are poweres its pretty powerfull.
You can combo this with delay exit gates perks to make them broken for like 2min+ to make saves and trades very difficult or put Blood Warden to finish the game off.
Its not A tier or strong perk on its own, but the fact when Adrenaline was in its prime and it is still very good perk... Nobody runs this perk. I mean nobody in my past 150+ Survivor matches never ever played this perk.
"forces the team to open the gate"
Thats exactly why it's pretty mediocre on its own (running it together with bloodwarden is a different story).95% of survivors keep gates shut until the very last moment. Which gives the killer plenty of time to trade hooks if they manage to hook someone during end game. I had so many games were I only have like 3 hooks when all gens are done, and survivors trying to brute force the 4 man out again and again, until one or two players got sacrificed. That only works with "unlimited" time, if the gates or open, they have to abandon their mates eventually to get out of the trial.
As long as the majority of survivors keep 99ing gates and screwing themselve over with it, terminus works against you (again, if you run it on its own, with other end game perks to complement its way better).
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@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702221#Comment_3702221
Now look at you, trying to argue with logic and reason in this forum ;) Feels like I saw a unicorn!
Yeah I know, it's a futile endeavour …
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Instead of insulting op for their apparent "lack of skill", we could actually talk about what they were saying! Imagine that!!
Because they got a point here: If the devs wanted to remove locker saves, why did they leave this in? You would expect grabbing someone out of a locker and grabbing while entering / exiting a locker is essentially the same.
But it isn't, one has blindness protection, the other hasn't. It's perfectly valid to asks about that. No reason to trash talk op for it.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699523#Comment_3699523
You're allowed to think whatever you'd like. However, if you're ignoring evidence that would conflict with what you previously thought was true, that isn't doing anyone any favors. The whole point of a discussion is to discuss.
You were the one pretty much saying a killer may not complain about BGP+FB when they run 4 slowdown.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699473#Comment_3699473
Yeah it is absolutely hilarious how hard mediocre killers think it is to pick a survivor up. Even without these perks, simply chasing someone for 10 seconds to hit them is more than enough to ward off some background player plays. Those perks you mentioned would help indeed, but even without them, it takes the most miniscule amount of game sense to figure out how to play around background player.
Also the killer entitlement is beyond horrendous. "Well I worked so hard to get this down and hook, I should get it for free since it's my main objective!!!" Meanwhile running 4 of: Pain Res (22.5 seconds of a generator gone), surge (9 seconds of a generator gone), grim embrace (12 seconds of survivor main objective progression blocked), deadlock (30 seconds of the generator most likely to progress the game blocked), corrupt intervention (2 minutes of the map essentially forcing a 3 gen on the side opposite of the killer spawn).
That is why I can't take any killer mains seriously when they start to complain about pallet/flashlight saves, since it's the same thing. It wouldn't be an issue if I didn't have to repair 6-7 gens a game with the amount of free regression the killer gets by just doing what they're supposed to, and sometimes failing to do so (deadlock, corrupt).
I NEVER run 4 slowdown perks, but usually random perks. Am I allowed to think BP and FB is busted then?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698546#Comment_3698546
Sure. Could be. But I'd noted previously that the immediate uproar from content creators stopped pretty suddenly, and none of them have said a single word since about the changes that they were so heavily against because it affected their bottom line. Otz going back to win streaks kind of feels like another tick in the box.
I did not follow Otz with this streak, but I'm quite certain this is not the restart of his killer streak attempts. I think it's more like he realized Unknown is fun and strong enough to give the streak a try.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698532#Comment_3698532
Either way, needing an addon to reduce this is a feels bad anyway.
Bubba already feels quite addon dependent as it is :(
Absolutely, the yellow chili and tantrum duration could safely be made base kit. His add-ons are overall not so nice, they tried something with the rework, but most of them are still way too situational or plain bad to use.
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@C3Tooth said:
But I think survivors should have something to know their aura being showed, may be reuse with the eye icon thing with old Skull merchant. It doesnt have to show up exact the same time with aura being read, but something like a short 'noti', I would be okay if the nofi is delayed.
With so many aura perks killer have nowaday. I cant blame survivors using Distortion. Im sure some uses Distortion not to hide, but rather an info to know that their aura being read and able to act correctly.
https://us.v-cdn.net/6030815/uploads/XH7336QLTV6P/image.png
Then you can remove Distortion if you want to. I still prefer to avoid killer by my own rather than using Distortion.
No. It's part of the survivors skill expression to deduce what the killer is bringing. If the killer immediately finds you hiding somewhere after kicking a gen, its your responsibility to recognize Nowhere to hide is in play and make a mental note for it.
We shouldn't decrease skill expression any further, since it's already making veteran players quit out of boredom.
Granted, there are some aura effects which you possibly cannot recognize without running Distortion, e.g. Gearhead. But uncertainty is part of the game as well.
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@sinkra said:
It seems like if you miss the shot by 1cm they don't get hit, meanwhile other ranged killers like Huntress can miss by a meter and it still targets the hitbox. The time to reload as well makes him very slow. If any killer needs a buff it's this one and not already strong killers like huntress and twins.
No, Freddy is. Or Myers without tombstone.
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@Nazzzak said:
I'm guessing this is confirmation that BHVR rolled back their November MMR changes? I suspected it since my games started feeling bad again after all the content creators complained. Otz said at the time he would stop doing win streaks because of the changes, and if he's back to doing them I guess the changes were rolled back.
Or ...
Unknown is a really strong killer with a high skill ceiling. It's not difficult to reach high win streaks with Nurse and Blight, so ...
Most survivors not knowing how to fight against Unknown, which can be difficult to learn when you don't face many of them.
Stream snipers having given up sabotaging win streaks, bc. Otz said he won't do them anymore.
I'm not saying you are wrong with the MMR changes being reverted. I'm just saying there are alternative explanations that are also perfectly reasonable. Maybe it's a combination of all.
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I looked at the add-ons, but they were actually not changed after the rework. Maybe Tantrum was bugged after the rework, or the base tantrum duration was increased, don't know, but I certainly remember the add-ons having a way bigger impact to the tantrum duration.
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Interestingly, with his rework he got very potent add-ons for reducing the tantrum duration. But that add-ons were toned down heavily shortly after, for some unknown reason. The add-ons were never problematic, but made playing chase bubba so much more pleasant, served as a qol.
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The idea is hilarious … for two / three rounds, then it gets stale pretty fast. My biggest issue with it is the disastrous BP gains esp for survivors. Its just not worth my (limited) time.
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He is absolutely OBNOXIOUS to play against when he's spamming his chainsaw the whole game, which is perfectly fine since there's practically no punishment for missing a chainsaw whatsoever. He is so freaking fast that he can break a pallet with his chainsaw and still down you halfway on your way to the very next loop. Imo his overdrive is absolute overkill, his basekit changes and overheat gone is all he needed to be viable and still fun for both side. I certainly have NO FUN WHATSOEVER against billy anymore.
Edit: I currently hate facing him more than I ever hated going against a chess merchant! Against that you at least had a chance to get to play. With a billy chainsawing anyone in two minutes, its just a waste of time, imo. -
@Aven_Fallen said:
I mean, she has 70% Killrate because of this. She needs changes, she is just not ok. And I am also very sure that some people just queue up at her for those games, because the majority of Skull Merchants I see are anon. Way more than I see usually.
And well, she was almost playing PvE with that…Nice.
Games with at least on DC do not count in the statistics. The 70% is with games were survs give up on hook. The outcome is the same, sure.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678420#Comment_3678420
pop goes weasel does count as regression event. any regression done by the killer counts as regression event. Pain res also counts as regression event. Undone is a bad perk. nothing more. the structure for how the perk is implemented is very poor. it is designed to be a perk where you kick a gen then block it but it fails on several fronts to do that.
Absolutely
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678420#Comment_3678420
That's what I've been saying. This whole 8 regression limit has severely hurt the viability of SEVERAL perks. This whole thing needs to be reworked to only kick in once there are only 3 gens left.
Disagree.
It's clearly an issue with Undone here, not with the mechanic itself.
Besides Eruption, which I couldn't care less about, other perks are not really affected. Even with Nowhere to hide, which incentives you to kick gens alot, reaching 8 regressions events is unlikely, when you still try to chase and down ppl.
If you just stay at the gens and never fully commit to a chase, than you deserve being hit by the limit, even when there still 4/5 gens to do.
I got the limit triggered against me a few times, and apart from the one with Undone, that came as a surprise, I could tell that I did not play the best there and deserved the blocked generators.
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Blood hunt is 100% bonus BP, not 200%. We are talking 200% ADDITIONAL here, so threefold BPs.
We don't know yet if the numbers are too large, the event is just a few days old. If it turns out the numbers cannot be reached, devs will adjust it (they have done so in the past).
Bloodzones do not have so much value, I agree with that.
Bonus BP offerings seem to be reserved for anniversary. With the last events it was the same, the offerings merely boosted the event BP gains. This can also be quite significant (it was that way with the last event). Sadly the offerings are currently disabled, so we do not know for sure.
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@tyantlmumagjiaonuha said:
The red, glaring effects are so frequent that they make it difficult to follow the survivor's scratching and hurt the eyes.BhVR doesn't understand why the Borgo map is so unpopular with killer players, more than a year after its implementation?
There is not a particularly large amount of BP when playing Survivor, and I can't hide my disappointment in the fact that they started an eye-destroying event by losing the Chinese New Year event.
I got between 40k and 50k consistently playing survivor yesterday, I find that pretty significant. And thats even with the event offerings disabled, with them available, it likely would be even more.
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@TheRealChessBoy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678420#Comment_3678420
I like the perk with my skillcheck blight build. I often get 9 token kicks (around 11-14% a kick) with it using soul chemical and rushing around, the problem is the regression events bc after using it like 3-4 times the gen just blocks bruh
I tried with doctor and perks to make the skill checks harder, but did not really get much tokens. It's just totally useless against survivors above potatoe level.
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@HexHuntressThighs said:
Eruption and Overcharge also count as 2 regression events. 4 kicks and the Gen is blocked. Since we are limited to 8 kicks a lot of those perks need to be buffed or changed.
Not sure about overcharge, I think I remember a dev stating that OC only uses one event. The second likely event is a skill check after all, and since normal skill check failure does not count as an regression event, it would make sense that a difficult skill check failure does not count either.
With eruption, at least you get two separate events (one when kicked, one when eruption triggers). And it will be 15% for two events, so 7.5% per event. Still bad, but at least better than two normal kicks.
With undone, you are doing just one kick animation... and still lose two stacks. Even if you only had the minimum stacks (3), so you get an 8% regression, with 4% per event. So it's better to NOT kick a gen wirh just 3 stacks ... thats just dumb.
Also, wenn Undone uses two events (one for 5% base and for additional % dependant on stacks), why does pop not do so as well? You could argue that its also two events, 5% base and 30% remaining progress afterwards.
So on the one site, we have Pop as THE meta gen-kick perk, that can be applied 8 times on a gen.
And on the other side, we have Undone, highly inconsistent esp against exp. survivors (who never miss skill checks), hard to get ANY value out of it even when running dedicated builds for it, and even if you manage to miraculously gain some tokens on the perk, you can only use it 4 times.
Thats pure insanity, imo.
Edit: And even if you get much value out of it (so many stacks), you are likely also winning without it, just bc of the lost progress by the missed skillchecks itself.
Undone in it's current state is unbelievably weak, possibly the worst regression perk there is. Even if it only used up one regression event, it would still be extremely weak. There needs to be a different way to accumulate tokens, survivorsfailing skill checks is not the way to got, imo.
Btw. does it atleast work together with OC / Oppression skill checks? Or do such "difficult" skill checks not count?
