Elan
Elan
About
- Username
- Elan
- Joined
- Visits
- 2,442
- Last Active
Comments
-
I wish there would be indicator pinpointing to how much value you will get from so you don't have to do the math whole the time, plus not every effect is diminished, plus items are diminished but add ons are not etc.
-
@Vampwire said:
About time to say goodbye to the forums. So I figured I'd make some posts I was putting off for the future. This is one.
When I think of Ghostface, it's like this. His mark is simultaneously strong, and ridiculously weak. It's enough that once you feel stalked enough you have to respect it, and it will pop at any moment if ur not careful. But unless he's right on your back you're probably safe. Even if you don't outrun the mark, what's the difference in a one shot if you get downed at 52 seconds? Not a very fast chase right? But when buffing Ghostface I don't want to go the easy route and just say "He moves at mach a million when exposing a survivor and kills them". Because that's not very engaging nor fitting for his fantasy. I think when buffing killers its important to retain their identity, and not just take the path to A tier character when easily available.
Instead I want to make marking useful when out of chase as well, and also a bit better within chase without turning him into a charging bull.
So here's my proposition:
Paranoid, a Ghostface specific status effect.
Paranoid does two things. First, it give intermittent aura reveal. Not for super long, about 2 seconds (keep in mind this will be in play during chase as well). Second, it will impair gen speeds in some way. I was thinking it'd slow all actions really. Not by a huge margin. Maybe 12%? I'm thinking it's thana values, or at least old thana cus I don't know if the current version is better or not rn. Basically, it's enough to hinder, not so much to stall forever. Otherwise we get the issue of extreme stalling. It's just supposed to be a hinderance, not a total slowdown.
Secondly I think Ghostface should get a 3% haste bonus when in Nightshroud. This way, he's still a bit more lethal while undetectable, and while chasing survivors. It's not so much totally break the game, but it does increase his lethality without giving him perma haste. Also makes mind-gaming in nightshroud more dangerous too because that little bit of distance gained makes a difference.
So, whole point of this? Basically lean into the stalker fantasy really hard. When marked, survivors do need to be hypervigilant. Especially now that Ghostface has a lot of ways to track them while marked and sneak up on them. While also making marks a useful tool for things outside of chase alone. He's a bit stronger in chase when nightshroud is active, to help him close the gap and get those hits he would usually just barely miss even when playing correctly.
I do find ghostface to be really fun at high levels. There's a lot of push and pull. He's not very good, but he can still wreck a team if they arent careful. The whole idea of this is to give him more utility with his power and help him a tiny bit in chase without making him oppressive.
Boring. Make him able to reveal survivors and mark survivors through wall, give him 10 % haste for 10s after someone gets exposed and he's two tiers higher.
-
To be fair. I've never felt that community opinions matter too much. There been plenty of feedback about several PTBs and nothing got changed anyway. They say they listen but they don't. But when you express disagreement you get inbox immidiately.
-
@Lavoonus said:
I mean the idea is that m1 killers get perks to improve their chase while m2 killers get their chase power and addons to help with it. Introducing M2 specific perks would just exacerbate the imbalance between them, just as it did when Tinkerer affected charge speed addons.
If you think of Dissolution it wasn't supergood on pure M1 killers while insane on Ghoul, Krasue, Lich, Jason or Alien. I like that they understand that killers with strong powers shouldn't have easier access to strong chase perks if M1 can't. Blood Favor and Dissolution will both be good. I can see actually insane, if you pair Knockout and Dissolution you will win every pallet.
-
Dark Arrogance opens question whether basekit changes wouldn't be better over fixing issues with perks.
→ Decrease basic hit cooldowns both hit and miss by 10 % (2 stacks of save the best for last)
→ Decrease break actions by 10 % (tier 1 brutal strenght)
→ Decrease pick up and hook speed by 16 % (Ravenous tokens bonuses basekit)
→ Increase carry speed by 16 % (Agitation basekit)
-
Proposed nerf to Road Life:
Current PTB version:
→ Once injured, hit 4 great skillchecks to gain 100 % bonus self heal action.
Proposed version:
→ Once injured and not reapairing with toolbox, hit 4 great skillchecks to gain self heal option at 100 % base speed.
This change will make getting skillchecks more fair, because it would not work with toolbox while also tuning down healing speed from 8s to 16s to open fair path for hit and run playstyle to interupt those heals in a time.
-
It's long term thing to settle up. However the begginer experience is awfull. My friend's first game ever was against quad slowdown p65 Ghoul. :D Begginer protection has to be done somehow so both survivors and killers can have time to realize what's going on.
-
There are issues overall. The game is just too diverse with every match. You can't balance the game overall as each pinch hurts on it's own.
Example 1: RNG based
You end up on Trickster's Delusion against 4 man with great looping and efficiency on gens and all 4 godpallets spawn (happened to me playing Clown) vs You end up on Trickster's Delusion against quad slowdown double speed Blight with zero god pallets spawning, team running chill builds.
Example 2: Killer strenght
You load out as Nurse on Gideon with all her fancy shmancy Nowhere To Hide Eruption backteleport add on tripple blink fun teleporting through stairs in 1s, ignoring whole unhealthy map design vs You spawn on Gideon as Bubba who has no real counterplay to predropping pallets and can't win a single chase because there are so many of them.
Example 3: Perks
You are tunneled by two tap Clown build and have dead hard, decisive strike and some chase perks you gonna delay him vs you end up against two tap Clown build tunneling you at 5 gens
You end up on Gideon with vault build as killer vs you end up as survivor running fogwise against mindbreaker player.
I have two very big issues with survivor role that make me not amused playing it and that's:
- Extremely high ping killers too often resulting in unfair hits on vaults and drops, while providing lack of visual feedback to hitboxes on M2.
- Tunneling becoming devs priority - they decreased 5s from protection which was whole "here you have 5s instead of whole anticamp, antislug, antitunnel update" nerfing all altruistic tunneling protection while also decreasing self protection - nerf to off the record, ds against new killers, new killers with inbuilt minimoris along with rework to styptic and syringe. I as killer don't tunnel 99 % of my games (tunnel to pressure, not tunnel at 5 gens) and I admit my killer rate would be sky higher if I do but I don't think it's fun and with new killers being very strong I kind of see that as problem. If you get tunneled by Pig, Ghostface or Springtrap you will probably win the game for your team while dying but getting tunneled by Blight, Nurse and so on… you all lose. Now they announced nerfs to shoulder the burden and borrowed time and even if those changes won't go live the same they were on PTB, it shows direction developers want to go, which scares me. Combating self tunnel with nerfed perks may be rough, but it shouldn't be impossible for altruistic tunnel to happen and killers saying just do gens, well… complain about gen rush and people predropping. Gen perks… most of them been nerfed too, so speed up gen repair to comeback from hard scenario will also be pretty rough. I think Hyperfocus and Stake out was a good change. But there were nerfs to most repair perks and good luck pressuring killers when no one in solo q is doing gens. Shoulder The Burden had hard vocatice "you stole killer pressure and transffered it" while killers removing pressure from survivors by injuring, gen regression perks and so on doing the exact same thing but with no "you lose it but someone else gain it" but "you lose it". I think both sides should realize that if they wantt competitive rush or die, tunnel or die game design they are on the good way. While I still lean towards the killer side more, I'm afraid I will dodge playing survivor in play while you wait because I can see very unfun and unhealthy future.
-
@himiko25 said:
You said the exact reason why. They don't play their own game, or they don't play the survivor role.
BHVR is biased as hell and STILL makes broken asf killers while allowing other broken asf killers like Nurse and Blight to exist for years, and then now has the audacity to nerf stuff like Windows, sprint burst, vigil, Shoulder, etc, when the game is already overwhelmingly killer-sided, especially in solo queue.
I'm effing tired of these trash devs that don't know how to balance their own game. It's absolutely embarrasing and infuriating. People need to stop supporting these terrible devs so they can learn their lesson.Game is well balanced. Next patch will bring new fresh air to killer role, sadly not enough fresh air to survivor role other than making begginer perks no one will use that much helpful. I would love to enjoy the vault speed meta, but with every killer being on 80-160 ping it won't do anything as I get hit 5m behind windows even with Finesse and is reason I stopped playing it. It's insanely unfair perk to m1 killers and low ping killers while not doing anything in most games because of the ping. I think that more of balance we are speaking about "fun" element. When killer is significantly more fun to play than playing against. Purse example is Judgment, First or Ghoul. While they are insanely fun to play, they are beyond unfun to go against because they have no real counterplay or skill expression that would change one or other count for favor. If you go against good Bubba, you are dooomed, but they deserve it. If you go against First whose whole gameplay is gambling with no real reliable and consistent counterplay on either side, that's nothing amusing. That doesn't mean that the game would be either-sided. In high MMR the game is still heavy survivor sided even against top tier killers because teams know to split on 3 different gens, wait out pain res dms, can loop for some time and play smart while efficient too. On low MMR the game is defienetly heavy killer sided because survivor just run in straight line ignoring everything and getting two tapped.
-
@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119973#Comment_4119973
Gameplay wise first…. Is this just to play or also to play against?
I love plaing as First, but my most favourite killer visually and by lore is Krasue who's the true theme of monster hunter that just got designed to be not very interactive on both sides.
-
I would like to share my stats of solo q survivor against killer to make anyone clear that winning as survivors is more normal than you think or feel.
SURVIVORS
Aurora - Escape rate 53.2 %
Kwon Escape Rate - 52.3 %
Taurie - 44 %
Sable - 45 %
Solo q survivor escape rate of 52 %
KILLERS
Judgment - 80 %
Clown - 73 %
Krasue - 62 %
Ghoul - 100 %
Skull Merchant - 25 %
Overall killer kill rate 73.5 %
Meaning that I both escape more than die as survivor while winning more than losing as killer.
-
The issue is that Trapper is too outdated, I had those ideas:
→ Setting and resetting traps are now done with button click, you no longer have to go through the animation.
→ Setting and resetting gives you 15 % haste for 5s (source of antiloop).
→ Trapper can't be caught in his own trap, but disarms them in the process.
→ rework to iri stone, iri coil and honing stone to discentivize uncounterable basement scenarios.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120082#Comment_4120082
It's more like killers got so used to easy wins that all new killers have to be designed to need only the IQ of a tadpole to get a 4k with their eyes closed.
I hardly disagree. I think Ghoul is very easy to the point where he's unhealthy for the game but that's hot topic since his out. If all killers have to work for injuries and downs there shouldn't be killer who injures you for free with no counterplay just by looking at you, same with his dash into instacancel into another free hit. Also his window to leap onto someone is incredibly long. But apart from that I think that people underrate how hard killers are it's all the mmr reset pairing you with people who play once in a while against killers playing win or die tournaments. I swear for 9 years I'm playing I've never had almost every game of killers with the most busted possible loadout to make win almost impossible.
-
I agree. My teammates going down in 20s into the game into another down… or me being chased for eternity playing safe to give them as much time as I can, wisely using the resources but it doesn't matter because no one is doing gens.
-
@drag27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117868#Comment_4117868
I'll also defend The Judgement alongside you for the exact same reasons but of course people on this forum are already downvoting and dogpiling on you. typical.
Survivors were just used to win so much, but new killers are very powerfull and need skill to be beaten, survivors can't accept it.
-
@esarraf said:
Ehh the issue is that the killers you need to blind the most, Judgement, the First, and of course Nurse all ignore pallets and windows so you can't really blind them with the flashlight. So it's a perk that's mostly unusable against some of the strongest killers in the game.
That is not true. Paired with Champion is really decent to hinder killers by forcing them to look down. Also pretty add on dependant. I think 45s isn't enough as if you blind killer and don't go down in those 30-45s it won't do anything. Blindness disable ability to see gens which killer will memorize, hooks that killer can still visually see. So it will be mostly useless unless killer drops a chase.
-
@Boons123 said:
Due to the abundance of auras perks for killers and their frequent use, especially by killers who use them as a crutch, such as the nurse, the judge, and any killer who can injure survivors behind walls.
Survivors must be able to counter all these aura perks, forcing killers to learn to look and find survivors instead of relying too heavily on aura perks.
I mean, when the developers nerfed the windows of opportunity because this perk is overused and the survivors had to learn the game on their own, the same logic works here but on the killers this time.
https://us.v-cdn.net/6030815/uploads/Z798JTTIGT8O/img-8679.png
"A lifetime of chasing the darkness has taught you that the best disinfectant is light.
- After a successful Killer Blind, the Killer suffers from the Blindness Status Effect for 20/25/30seconds.
- once per Trial and will guarantee a basic Flashlight.
"I'll never see what Haddie sees. But so long as I'm with her, I know I'm safe." - Jordan Rois, Ravages of the Abyss Episode 5"
The numbers need to be changed from 30 seconds to 45 seconds.
And to everyone in this forum, this is probably the last time I'll be sending suggestions. I know that my suggestions throughout my time here have rarely been well-received, and this is usually the case. But to all the killers main, I apologize; there's absolutely nothing personal in this suggestion. And to everyone else in this forum, it's been a pleasure to see different communities and how they think; it's given me a broader understanding.
On various platforms, I often see very low and unethical attitudes, which is entirely to be expected from platforms that prioritize interaction over respect and constructive content. However, this forum is different; while I still see them, they are a minority.
And so to my post. Since the forum is going to close, I highly doubt that the developers will pay attention to this post, if they even notice it in the first place, but at least I tried.
As always, nothing lasts forever.
And thinks to everybody.
I would rather see more perks that allow blindness on a killer. You had blast mine and residual manifest to combo against nowhere to hide. With TBTC existing you trade two perks for nothing while killer can then proc NTH on different gen without option to blind them anymore. I agree 30s is a little too less, especially because when it needs the value it will be probably already almost over. I can see it being even 60s and having 30s cooldown, meaning you will get the value from it more consistently while having reasonable counter to aura perks. Shawstep is also good counter but it rings from miles and has limited range while with residual manifest you support your team too.
-
@chaika13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119513#Comment_4119513
Предложение хорошее, но будет немного имбалансным и вторичным, по типу реворка Майкла Майерса. Он уникален в своей стелс механике и этим он мне нравится. Думаю, ему не стоит изменять способность. Максимум починить ее и сделать приятнее
Если бы не этот дефис — который, впрочем, является лишь опциональным вариантом, — то, на ваш взгляд, это было бы более или менее уникальным решением. В любом случае, я считаю, что остальная часть дизайна вполне удачна.
-
Agree on Road Life and Borrowed Time. Otherwise I think the perk changes are fine and should go live as their are. You issue with Dark Arrogance and STFL isn't solution. Dark Arrogance = 5 stacks of STBFL which is already enough to deny unhooking. So making it weaker in chase won't change camping potential. And with STBFL working this way already in live you won't get QOL truly.
-
Is my main issue. If you die twice to get hit 10m behind window it doesn't feel right, doesn't feel fair and predropping every pallet instead of looping against killers who normaly can be looped is frustrating.
-
Seeing streamers using Sole Survivor to rat whole game to get their "solo q escape streak token" makes me wonder whether hatch should be mechanic at all. If survivor gets into 1v1 scenario with exit gates they can simply abandon. Imagine someone having 75 escape streak doing this. Goodness, so many unhappy teammates. I would hope they made those perks og Yun-Jin treatment when it's selfish but doesn't hurt your team. Maybe something like…
Repairing generator grants: 5s elusive whenever you hit great skillcheck, 10s exposed whenever you hit good skillcheck.
-
I actually think this is still bad perk. Think of it being SM drone. I believe the perk still needs buffs.
After idle for 1s, gain undetectable. If you move this ends after 12s.
Aura perks I agree with though and was thinking if 2v8 "you are revealed" would be good in 1v4 providing info to the killer while giving enough feedback to the survivor. Like he has nowhere to hide he just pretends he doesn't see you to get free hit on you. Would be too much? This will also make way to aura perks being better.
-
@Zakon05 said:
Did you know that This Is Not Happening's great skill check bonus is active right now? Since they didn't actually buff that part of it, they buffed the availability of it (don't need to be injured) and the normal success zone size.
Go try to use it with Hyperfocus. Equip No Mither even so you can start the trial with the bonus.
There's a reason nobody does this combo and it's not just because Stake Out exists. The sheer number of people who don't even realize they didn't buff the great success zone portion of the perk shows that. It just doesn't make that big of an impact. 30% sounds like a big number, but 30% of something small is also small.
https://us.v-cdn.net/6030815/uploads/BL5O427DCS13/image.png
In case it's not clear: this is WITH the 30% size increase applied.
Yeah that's my point. Hyperfocus is very skill dependant perk and skill check overall are affected by servers. TINH doesn't make the size big enough to cheese greats like with stake out and if someone manages hit those at 4+ tokens where the progress start to be more noticeable they deserve it. If anyone finds this problematic, think of Bardic that grants 1-3 % extra with no skill needed, boosting anyone in the range and being accessible to most players. I don't think Bardic is too strong, but it will be stronger and more consistent than Hyperfocus that at least makes doing gens more interactive.
-
Design-wise Krasue, gameplay-wise First.
-
@Guardian116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119820#Comment_4119820
No, they are going to run more cookie cutter builds because more perks are becoming trash to benefit the killer every patch and if you want ok perks its starting to become limited on what you can take. They are nerfing anti aura perks to benefit killers when more anti aura perks are needed to combat the near 100% uptime killers get on aura perks when they should be removing all aura perks to make the game healthier. At the rate BHVR is going there will be little to no survivors left after this patch comes out considering how badly BHVR is bending over survivors without using lube. Plus the killers have a stupid win rate as is they dont need to win 100% of the games. Making it more than 60% is killing the game not making it healthier.
The main issue I have is that no new appealing meta for survivors is rising, nothing new and refreshing. Most of the survivor perks changes were to make beginners have slightly better perks but casual to daily players will be left with the same stale meta or nerfed perks while the meta was stale for years. Like on killer you can now run so many new perks and they are all decent. But survivors won't have much. That's what bothers me the most, that survivor won't feel as good as killer because you will have same or less options. But in the end survivor side must be balanced more than killer as if they do crazy rework for survivor perks like they did to killer perks this patch I can see kill rate decreasing by tens of %. But with nerfed windows, nerfed antitunnel, nerfed gen perks, nerfed exhastion and antiheal solo q is quite out of hand. I'm thinking about either getting swf or just stick to killer role only.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119874#Comment_4119874
The whole point of MMR is to match players with similar skill, but hardly any skill is needed to dominate with the more recent killers and OP perk combos shown on YouTube or TikTok. Of course you can always get some bad teammates but I'm not exactly cracked myself, so every nerf to survivor hurts even more when you are just an average player.
There are defienetly nearly unbeatable builds and that's reason why I hate solo teammates. In the current state of game it's either rush or die. And people don't understand that chasing killer with flashlight drastically decreases team efficiency.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119547#Comment_4119547
Gen rushing is now basically the only chance to possibly escape. Maybe 2-3 gens are completed in most matches I play these days. Official stats showed only 50% of matches ever have all 5 gens completed.
I mean who would have fun going constantly only against top tier killers with most sweatiest builds, not me. I'm kinda bored from survivors too. And mainly because my teammates are just not good enough to gain some time :) 70 % of the games someone dies 15s into the game into pain res, dms because someone can't leave a gen into grim into clock into another quick chase and so on. MMR reset just made not wanna play survivors anymore especially when I end up with teams who will drain me even lower into lower mmr. And to be honst from some teams I'm suprised how bad they can even be but sadly all my friends quit the game by reasons such as Ghoul, Krasue and some reworks they just didn't like.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119797#Comment_4119797
make sense,
because STB is powerful and hard to Counter.
tunnel is not unhealthy, truly unhealthy is the player bad at hiding, bad at looping, bad at saving hooks.
makes tunnle looks powerful.
and this kind player Blame the mistake on the killer, but in reality, it was their lack of skill.
Blame the mistake on the killer, but in reality, it was their lack of skill.
if hide well, killer need more time to start chase.
if loop skill well and Know how to deal with killer power, killer need more time to hook them.
if saving hooks in right way, killer will lose information hard start chase.
If all survivor know what they should do, killer have no chance.
if all this play well, it should be killer get 2 hook and 5 gen all done.
But the fact is, with the current matching system and the average player skill level, it's hard to gather four somewhat normal survivor players.
Yes, I know a lot of survivors are really bad. But you can't force someone to have thousands of hours in the game in order to win.
-
@Guardian116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/472555/thoughts-on-the-perk-shakeup
Problem is all the buffs they did to the worthless and useless perks wont make them useable or increase the number of people using them. They destroyed all the decent perks survivors had and made the worthless a little less worthless but still a wasted perk slot. At the same time they buffed most of the killer perks which will buff up the m1 killers but make the op killers and s tier killer unbeatable. At this point BHVR may as well start all 4 survivors on the hook with the normal 3% chance to unhook themselves since the seem to want killers to have a 100% win ratio. This is the doomsday patch for DBD where a lot of survivors are just goign to say to hell with it and quit, the last 3 games i have predicted this will happen to actually happened. I see the same here as well. If these changes go live they way they are being shown DBD will no longer be my priority streaming and go to game. The uninstall option feels like the right thing to do in protest to making this game 100% killer win rate.
Survivors will run more variety of perks. While still many perks need to be nerfed on survivor side, this is good step to more healthy state of the game where killers will have bigger odds of winning.
-
I think Dredge needs to have teleport to pallets and windows too. Otherwise he'll never be good enough while still have weak zoning antiloop that might be 4.6m/s and still be 50/50.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119561#Comment_4119561
Looks like lower MMR get lower scavenger pick rate.
Team:
https://us.v-cdn.net/6030815/uploads/PB5RV9HET9TR/91c26b3c-2679-4651-9a70-8290426a4295.png
https://us.v-cdn.net/6030815/uploads/TA9KAZYRA0PZ/f08d2116-531e-4f15-bcfc-0905e8cbb5ac.png
All soloq:
https://us.v-cdn.net/6030815/uploads/ZUN2OXRLKRJ4/d29bb12a-9b1c-4be8-82b2-be2d75142310.png
https://us.v-cdn.net/6030815/uploads/0PSUMI38OGJY/abc37be58abc2305b86e2e85c403e8f4.png
Asia sercers overall have different community.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119603#Comment_4119603
met STB every day in asia sever.
https://us.v-cdn.net/6030815/uploads/QSWAVYH5LZIH/image.png
https://us.v-cdn.net/6030815/uploads/NDA5FPK5QP2P/image.png
https://us.v-cdn.net/6030815/uploads/J7HFL8NDKE2G/9a2fe99a-33c7-49b7-8238-65a8b09a74d3.png
https://us.v-cdn.net/6030815/uploads/209YOZEZBUTT/image.png
https://us.v-cdn.net/6030815/uploads/DVX4RSAJTZ08/38d6740c-485a-4924-b977-fd98ecde618a.png
Makes sense. Because nerf to antitunnel.
-
Statically game would be heavily unbalanced if you as killer can't reach point where you no longer win. Average killer has about 300-400 winstreaks, meaning in the end they reached point where they lost a game and lost their streaks.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119586#Comment_4119586
what if:
killer have a perk that first hook can mark this hooked survivor.
All subsequent hooking actions will be prioritized to transfer to the marked survivor Hook State.
The only cost is that other survivors who are hooked will be moved to lockers far away from the killer and need to be rescued by other survivors.
if that marked survivor get 3 hook state, will be sacrificed by The Entity like Endgame Collapse.
You are probably talking about 4man 4STB situation which you never ever met.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119551#Comment_4119551
Changing it this way does not solve the situation of survivor face saving hooked survivor.
This can make the killer lose control, I mean, the killer does everything right but still gets punished for no reason. It's just because the survivor carry the 'right' perk.
this reduces the killer's willingness to hook survivors, and in a sense, encourages the killer to slug all survivors.
May I ask you if there is actually anything you are satisfied with? I mean killer do have multiple gen regression perks with no counterplay or downsides that must be earned but in the end if killer gets slugs with noed isn't it the perk value too?
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119543#Comment_4119543
StB has very low pick rate mainly, not mean this perk is not powerful.
It's just that the meta build environment makes players more inclined to choose perks that are obviously advantageous to themselves.
Even if a certain perk (like StB) obviously greatly improves survival rate, it still has a low carry rate for this reason, but that doesn't mean this perk doesn't need to be changed.
scavenger has the same reasons that need to be changed.
STB has low pick rate because solo q survivors won't risk them becoming new target for random player. Also keep in mind that all gen perks are nerfed now, meaning killers have the least chance to be genrushed they ever been.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119505#Comment_4119505
Why would you assume that a survivor would enter the match empty-handed?
Why would you think that five perfect skill checks are difficult?
With a 20% probability increase from coordinating 1234, even empty-handed there is a 28% skill check chance per second. Even without a bug, the probability is still very high.
A 30-second 50% repair slowdown, when combined with a toolbox's 40% base skill check chance and 50~130% repair speed boost, is equivalent to having no debuff or even counts as a buff.if other survivor are bad at fix gen, on average I will recharge toolbox 3-5 per game, this is crazy.
The only reason you not screaming is that your MMR is relatively low, making it hard to encounter four survivors with such coordination carrying non-PTB StB that can completely destroy the killer. (only need 2.5~3 min to escape.)
This is also why BEHVR balances skills based on the top 5% MMR.Because if it weren’t so, StB shouldn’t have been nerfed.
Remember。
survivor team can carry 16 perk get in match.
perk and perk can used in combination.
this is why scavenger need change, just like [fast Track].
This is just false. The higher mmr you go the already extremely rare chance to see someone running scavenger is even lower.
-
I wrote my idea how to rework it to keep it good antitunnel perk while not unhealthy.
STB
Any time survivor is hooked you gain a token and your aura will be revealed to killer for 8s. While having 3 or less tokens fress F next to hooked survivor to unhook them. You gain hook state and they lose hook state, you suffer 60s exposed.
→ This solves issues of distibuing hook stages when killer is not tunneling
→ this gives killer major knowledge and option to prevent this perk
→ downsides is now worth the effect as 60s will be guaranteed across board with Vigil nerf
-
@dangersmymidd1ename said:
Anyone who thinks This Is Not Happening has any value, does not play survivor.
Defienetly remains of genrush was touched with this patch and with reworked stake out killers complaining about genrush will no longer have justified objections. Yet I believe killer players should understand that in modern DBD having gen effeciency is equally as important as quick chases and while sitting on gens isn't very interactive it's major aspect defying whether you will get enough pressure on gens before momentum denies recovery from that anymore.
-
If it's something like… while 2 survivors are injured you gain 10 % repair penalty it would be fine while make it accessible on all killers while not busted on Plague and Legion.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119434#Comment_4119434
yes yes, survivor only can carry one perk get in match.
perk and perk can't used in combination.
You truly have a big brain and are a complete genius.😎
He meant that this is PTB feedback and Scavanger wasn't a perk getting any changes. It's perk that has very low pick rate mainly because it's powercrept by better options such as Built To Last or chest builds that can give you multiple toolboxes. I think you don't have to be agressive because we all have our opinion and it's all fine. If you want to carry on with your suggestion with Scavenger go ahead and add post into feedback section. :)
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119530#Comment_4119530
Why are killers entitled to happiness over survivors?
Because survivors are group, killer is solo role and suppose to be the power role. I completely understand this issue but I also understand not many survivor players care for killer's fun. That's natural.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119354#Comment_4119354
Unlike surviviors, who are really excited when they lose. That's why the killer queues are so long. Because survivors love queuing up to lose so much! And they definitely never feel like they lost to perks and not players, and they certainly don't encounter toxic killers. Yes, killers should win every single match because they're sad if they don't.
I defienetly lost to many really bad killers with meta perks either because some survivor was baby or because the perk stalled the crutial moment. But I rather see killers being happy from winning than them disconnecting because they have no tool to combat.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119354#Comment_4119354
I'm sorry, i think this is the most ridiculous post I've ever read in all my years on this forum. Definitely top 3 at least. Survivors just playing the game as intended makes killers sad
Watch some YT videos of big content creators talking about it. I'm not saying killers should win every game, but they should be the powerhouse and extremely challenging to beat.
-
He needs rework. Something like…
Activate Nightshroud to become undetectable. While undetectable your basic attacks put survivors into dying state. Hold the power button while night shroud is active to perform lunge attack of 7.5m/s for 5s. Additionaly while in Night Shroud you see auras of survivors within 24m radius. Night shroud has cooldown of 20s. Anytime you down survivors, pick up survivors, hook survivors or damage them gain 50 % powergauge. Ghostface can now be revealed by looking at him within 12m radius for 3s. When revealed, Ghostaface has cooldown of 35s.
-
The issue with Scavenger is:
→ Rummaging grants green toolbox with no add ons, so item that is already very weak and immidiately gone. Only toolbox worth running is comodious because it has more charges, with nerfed streetwise it got much weaker than it used to be as streetwises stacked so running two and doing gens together would save about half of charges you would normaly deplete.
→ 5 great skillchecks are a lot and a lot of times you get 1 skillcheck per 60 % of gen progress.
→ It grants 50 % debuff for 30s, which is the strongest slowdown debuff despite it being survivor perk.
→ Built To Last exist. On average you will recharge your toolbox 1-2x per game, Built To Last unless Scavenger allows you to replenish without downsides and skill check requirement.
Summary… Scavenger is very bad perk and it won't get any better otherwise killer players would scream, including me.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119378#Comment_4119378
I don't even think Road Life will be that good tbh. Four skill checks is a lot, there's a reason no one really uses Scavanger.
But Scavenger is whole different story because it punishes you for hitting greats. You need 5 to replenish toolbox which is already a lot and for that you get 30s of almost double amount of wretched fate debuff. So for skilled performance you get punished.
-
I agree that killer side got new refreshing meta contenders whil survivors got one single perk that might see some use and that's Road Life and it's still not known whether it won't be nerfed to live.
-
@BruceCampbell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119266#Comment_4119266
At least now "exploiting" Hyperfocus is skill dependable, but I still think this perk should not work with any other that change skill checks in any way.
To be fair. Hyperfocus in nerfed stake out combo will overall provide way less value than perks like Bardic/1-2-3-4 or Scavenger. It doesn't need further nerfs.
-
@BruceCampbell said:
In your own words:
"Previously Stake Out put a limitation on design space, removing any difficulty from great Skill Checks"
You definitely reworked Stake Out for this purpose.
This Is Not Happening buff makes it some sort of a crutch now. You are still not hitting Great Skill Checks in a skillful way and now it makes so Hyperfocus is a greater menace than it was before since you can be in the other side of the map and get Great Skills Checks constantly.
BUT you want to make this buff go live anyway? Fine, but do it in a way that it does not work with Hyperfocus.Hyperfocus max progress is 2.8 % as reward for hitting coulrophobia speed skill checks. Stake out granted you 3.8 % because they stacked and you didn't have to hit greats. So no the perk truly will be accessible for highly skilled player and I can see massive drop in use and I like it.