Flopkween
Flopkween
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- Flopkween
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I'm going to miss a lot of y'all. Y'all made the forum so much better.
A lot of iconic and well known members here I loved talking with. I have known a lot of y'all a while going back years. I have seen many well known people go.
I love y'all
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@Carth said:
It's not an issue at all on solo queue. On a comm squad who knows what's going on and min/maxes to the extreme? Yeah it's brutal. Imagine a killer perk equiv "After 1 gen has been completed your next gen kick action regresses the gen by 100%. Can only be used once per trial". Is it so bad? Is it so OP? Nah, not against the killer who blindly kicks without thinking. But what about vs the killer who is min maxing to the extreme and keeping track of the 3 gen they want to keep, patrolling efficently, and going out of their way to keep a particular zone locked down? Seeing a gen go from 75%+ to 0 is awful. Deliverance is that but for survivors. Against most, and against solo queue it is nothing/not a real issue but against a team on comms unless you go out of your way to tunnel then it's a pretty obnoxious tool.
Edit : This harkens back to the old OOO argument. For those not aware old OOO functioned as a "perma wall hax on the killer, but they get perma wall hax on you". Obviously, extremely broken on swf and a nothing burger on solo queue. This perk was one of the most broken perks in the game back in the day and BHVR justified it for a very long time without nerfs because "the guy who brings it in, usually dies most of the time". Entirely negating that the benefit is yes you die but 3 of your teammates get wall hack callouts until you are dead for the entire game. Certain perks are bad in solo but absolutely busted in swf. Just like old OOO , deliverance shines in coms and with plans on swf.
I don't think these are comparable. Deliverance isn't free. The survivor still has to work for it by getting a safe unhook to get the effect. you're example doesn't do that.
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101688#Comment_4101688
it's incredibly and uniquely powerful in coordinated 4stack play since it allows an unhook whilst the others remain on gens or reset, this isnt practical in soloq given the amount of communication necessary but the perk is a staple in comp and pubstomp premades for a reason.
it's also arguably problematic as a total solve for endgame, making it impossible for the killer to respond to the perk in the slightest and creating gamestates where the match outcome can be 100% decided long before play ends which is not interesting to be on either side of imo
a longer broken duration doesn't change either of those two things. an actual solution would be for deliverance to forfeit unhook protection, which offers counterplay in comp scenarios where its expected to be used and doesn't make it a free win in endgame whilst still being useful for its actual intended role.
So many other perks are great in a swf but that doesn't mean the perk itself is a problem. The perk only activates after getting a safe unhook meaning the survivor actually has to work for it to get the effect and can be wasted if hooked first. The perk has a fine risk vs reward factor that makes it balanced.
Most people don't make it to endgame with this perk active and if you do I think that's a fine reward for basically playing with 3 perks the entire game. Arguably the killer should have at least hooked everyone at least 1 before endgame. If they can't do that then that's on them. This just unnecessarily hand holds killers who don't deserve the kill at all.
I also don't believe that this perk is suddenly meta or problematic even though it's been in the game for many years without issue even with the introduction of endgame and the basekit anti tunneling changes.
In my opinion this perk is fine and has been fine all this time. No need for it to be changed at all.
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@Domicci said:
Its a free unhook that gives you borrowed time so basicly if your in endgame collapse its a guaranteed out
It's not free. You still have to work for it by safely unhooking another survivor without being the first one caught.
And maybe it's just me but if the killer wasn't able to find the survivor and hook them earlier since the perk only works on first hook, then I don't think they should get the kill. I think the survivor should be rewarded for making it to endgame without being caught.
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@coldflame said:
the perk is egregiously strong in specific game circumstances in a way that warrants being looked at, none of which are relevant to the element of the perk actually getting nerfed lol
What circumstances? And couldn't you say that about a lot of perks currently?
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One of the things I don't understand about the perk is that apparently it affected killer powers???? I'm curious when this started happening. Was there a patch or buff on the perk I wasn't aware of. Since when did it do that? And why not just nerf that aspect of the perkm
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@Slurp_Ramen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101643#Comment_4101643
it’s because of vigil probably.
Deli, in a vacuum is fine, balanced even.
But most people who use deli also use vigil and ds to compliment the build thus making it too strong.
Honestly now that vigil is getting nerfed idk why they’re nerfing deliIf the common problem is vigil then why not just only nerf vigil?! Why touch the other perks?
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@tjt85 said:
Massively disappointed by the Sprint Burst nerf but I can't say I didn't expect this coming. Anything that the community constantly whinges about is on borrowed time. I dunno why it's taken them nearly 10 years to nerf this perk if it was really such a problem, but OK I guess…
I'll be swapping my beloved SB out for Lithe whenever this update goes live.
It's so funny to me because we have people being like, "this perk has always been broken" and I'm just like...SINCE WHEN?!
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Also I'm surprised Ghost Notes didn't get nerfed. I thought for sure it wasn't making it to live.
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Why did you nerf tenacity and off the record of the changes weren't going to go through? What's the point?
Also why Road Life is still absolutely terrible! I thought y'all were going to buff it to be decent at least. Why would I ever take this perk?
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Even with the build in self heal I still think it would be terrible. Too many conditions and I would rather take strength in shadows or self care then this perk.
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@OrangeBear said:
They completely lack practicality.
Ghost notes effect is… effective but it's supporting playstyles that aren't favoured.
The drum perk is good with autodidact but at this point, just run one healing perk instead of two.
Road life is totally useless. Very conditional for an effect that is readily available elsewhere.I could see the stump perk working in other builds besides autodidact. A skill check gen build would be very strong
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Can we not nerf hope and tenacity please?
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@Ragna_Rock said:
No you can still use it to pester the killer by running in front of them to bait a hit.
Don't you lose collision as survivor? How are you going to get hit? Can you still get hit without collision?
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Oh Lord this whole update was a flop. Problem after problem after problem.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/452631/ok-so-now-streetwise-is-bugged-too
That’s not how this works. It tested fine on the PTB. There was no issues like this. I was there…when content gets shifted to live servers sometimes things go wrong, like bugs. It’s apart of updating new content to the game. It’s uncontrollable sometimes.
So the bug appeared afterwards? How does that work ? How can something that's fine in the ptb end up broken into love when it wasn't previously affected?
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Honestly a lot of things should have been scrapped from the ptb. That key rework is terrible. Full stop. Especially the blood amber addon
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972019#Comment_3972019
the point is that he has to waste time and walk there instead of teleporting cross map.
you massively misunderstand the point of using EMPs - stop him from having access to map mobility.
using them in chase is also not something you're supposed to do, however you can still do that, just not mindlessly when he can immediately reinfect you with no time or distance loss.
How are we supposed to deal with overclock if we aren't supposed to use EMP in chase to prevent him from teleporting on top of us?
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970713#Comment_3970713
>Have to disagree you cant play around a killer like Singularity that can cover every aspect of Survivor counterplay is countered with overclock.
If that was true, every singularity chase would end in two TPs. Please stop framing your inability to play around overclock timings as it lacking counterplay.
>His weakness was Emps but they got nerfed multiple times so now they spawn less and do way less so Singularitys can keep infections up most of the match now.
"was" still is.
please stop listening to whoever else spreads this harmful to your improvement narrative "emps are useless".
the only single nerf they received in the 2024 update was a 3 second manual printing requirement which barely comes into play if singularity applies enough pressure and you're making correct plays.
all other nerfs to EMPs happened in first 2 weeks of his release and none of them made them useless. there's still enough to keep up. they still remove infection. they still deny crossmap TPs and break cameras in the exact same way as they used to.
>Singularity needs to tweaked to be more fair and balanced which is why I suggest a TP/ Overclock Cooldown and not even that huge a cooldown like 10 seconds so it actually feels like Survivors have a chance when they do outplay him.
I think you just need to improve at facing him instead of using buzzwords and suggesting massive nerfs to one of the most fair killers in the game.
Everything that he does has some kind of counterplay to it to either delay, mitigate or beat it.
His emps feel like they do nothing against his power. I would literally use an EMP to disable a camera but then the singularity would just remove the camera and place another one immediately after. So what's the point?
It's especially useless in chase. I would use an EMP on myself then the killer would place another immediately and stick me again instantly.
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Good to know because of it doesn't them that's trash.
Just scrap the blood amber because what were they thinking?!
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@thrawn3054 said:
I suppose it's not the worst thing to have Bond on an item. However seeing as you could already do this with addons it's really not gained anything. I guess you could bring the common or uncommon key, use it until there's one charge left, then upgrade to a rare item from a chest? Doesn't seem particularly worth it though. The Blood Amber nerf is atrocious and the leaving worthless addons in our inventories is just insulting.
I agree. Now my inventory is filled with useless addons. Why not just retire them and give me bloodponts based on home many I have?
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@Pulsar said:
Could be wrong, but probably not.
It isn't going to be better than being able to heal yourself or do gens faster. It isn't gonna draw the beamer addicts away from flashlights.
It's better than Keys and Maps, I guess, even after the changes. It seems like it's designed for stealth players, but every other update for the last two years has been killing off that playstyle.
Cough cough the over abundance of aura reading perks and addons while also killing distortion cough cough
Sorry I had something in my throat
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@jesterkind said:
I don't think the conditions on these perks are all that crazy, they just kinda look it on paper. Going through them in the order they're written on the official patch notes to simplify the language, we have…
- Open two chests, get the ability to make a party pallet
- Unhook someone, press a button to make them stealthy and draw aggo on you
- Someone else stuns/blinds the killer close to you, then you're stealthy
- Heal someone, then gain the ability to reposition yourself if you're slugged (this one is a little more complex tbf)
- Charge by being in the terror radius, then stun the killer by vaulting close to them
- Stun/blind the killer, nearby survivors get Endurance and aura read
None of these are actually that insane save for maybe Conviction, it's really just one condition that has to be written out fairly longform to convey every part of it. None of those distances are really extra conditions, they just define the perk's range, nothing more.
I think they look pretty neat, I don't think any of these are meta-defining but they're certainly not bad.
They are definitely decent and I could see some builds with them.
Michonne's perks are fine and definitely the strongest out of the two. Rick's perks could use less restrictions I think.
Apocalyptic Ingenuity could definitely be reduced to 1 chest to activate.
Come and get me doesn't need the crouch and idle condition to activate and maybe could use more time
Teamwork: Toughen up seems too niche. I don't think people are blinding or stunning the killer while your by a them often. And it seems to be used for pallets saves and flashlight saves but I think that's also niche. It's too reliant on other survivors doing those things (which isn't necessary bad by itself but for such a weak effect it doesn't seem worth it) if it made it so that I also activate on another survivor of you stun or blind a killer then it could be worth it. But outside of swf it's not good enough imo
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Yeah I kinda agree. The restrictions are a bit much and you could definitely remove some of them
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/R85BERT2DW2P/img-0701.png
I miss the vault build with resilience spine chill
Me too. Just bring it back please
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Honestly you could revert back a ton of perks to what they were before the meta shake up and it still wouldn't be that bad.
In fact im pretty sure they have been slowly doing that.
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@AlreadyTracer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946172#Comment_3946172
I have a feeling that these guys just didn't play back then. No one ran Self Care when it was 50%, because it was still not a good perk. Definitely nowhere near the meta. And while you could argue that it was because other perks were way stronger back then...that's still very true now. Self Care at 50% would still not be that good, ESPECIALLY now that gens are 90 seconds and efficiency is even more important.
Exactly you could put it back to 50 and it wouldn't make a difference
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I don't know why people are trying to convince you that self care was strong in any way back then.
Like sure in theory healing yourself anywhere without help sounds good but in actuality it wasted a ton of time back then. Especially since sloppy butcher was so common. Not to mention most of the time you needed another healing speed perka along with it for efficiency since it was so slow by itself.
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24 meters........ like I think it's self explanatory
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@thrive2survive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933817#Comment_3933817
So you'd say they put more effort into Skull Merchant over a character like Wesker? Wild. Skull Merchant comes off to me as everything was done last minute.
Yeah sure there are exceptions. Skullmerchant was definitely rushed.
It could have been good if they put more work into it.
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I absolutely prefer original chapters then licenced. I love hearing what story or lore they can come up with for the characters.
I feel like they put more effort into most original chapters.
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Did they talk about the anniversary event and what they going to do?
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@Nazzzak said:
Apparently actress Anglica Ross (American Horror Story) Liked the teaser. Wonder if she is involved in some way? Possibly just a fan of course
I absolutely hope she is. That would be iconic. I loved her so much in pose
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I'm so excited for the chapter. And if the rumors are true I'm going to love who it is 👀
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Its so weak and situational. It needs to be buffed. Personally I think it should work throughout the whole map and not just in the terror radius
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846602#Comment_3846602
Its still super-bad.
Honestly I think it's a number thing. Like 60 is too long in my opinion. It needs to be 30 or 40 seconds at most
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847479#Comment_3847479
you're welcome.
also, try to use this little trick when running singu in tiles with windows
(btw this lovely game is a solo q game vs fully stacked singu with high prestige level. aka the average singularity people will meet in pubs and would be close enough in terms of skill to actually deserve to beat. we had a person kill themselves on 5 gens bc they didnt want to bother playing and within 5 minutes we got 3 gens done in 1v3. we had 2 last gens at 70-80% and wouldve won if one guy was simply playing the game. oh well, unfortunate).
you should get a feel for when singularity is not able to vault the window with overclock and will have to TP and instead of letting him TP over the window (which is usually a very close hit), you stand still after fast vaulting and do not move until he teleports, at which point you either W key or loop around the window / chain into other window. You just need to avoid falling for m1 killer fakes and you'll be fine, because you will 100% outlast overclock duration before he makes it close enough to hit you through the pallet. And then you either force him to TP again or play as M1.
It works the best in tiles with double windows - you force him to stay behind the window, loop & vault the second window and repeat the thing until he gives up on bruteforcing and tries to mindgame you.
There's no counterplay to that, he can either TP on you and give you the distance or vault the window normally which is also a win for you.
Smart survivors that use that trick make windows into borderline infinites vs singu, allowing to win a lot of time and forcing singularity to mindgame them. Which is when survivor is the one making decisions and not the killer.
Omg I didn't even know that was a thing. Thank you
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Yeah the ptb one is better. The harmonica really added more to it
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847454#Comment_3847454
"everything is wrong with this post"
says the person who doesnt understand the basics of the killer i played so much stats sites call me one of the best in the stats
https://us.v-cdn.net/6030815/uploads/RYR5OZ8EZEZB/image.png
You still did not answer the places where you can remove your pod where he can't immediately reinfect you because there simply is no situation in chase where that is true
im sorry, i had a stroke reading this, what are you even trying to say here? again, for people who struggle with reading my previous reply - you are not supposed to consistently and permanently deny him the permission to use the power. You are supposed to be infected and play around teleport&overclock.
The only time you're meant to "remove your pod where he cant immediately reinfect you" is when you have outplayed him in any way that allowed you to gain distance and break LoS for 3-4 seconds required to channel EMP. At which point you reset the chase to the point where he's trying to infect you, while you're making your way to the best tile in your area and not letting him close the gap too easily. It shouldnt be too hard to avoid pods when he's far away placing them at predictable angle. Take cover, but dont get overzealous prioritising avoiding infection over avoiding killer. It's not rocket science.
So therefore I shouldn't waste my emp because his gap closer overloaded chase power can immediately be reapplied with no cost to him?
no, you should read my replies, including the one above in this very comment and refer to the lines where I describe a very common scenario of you "outplaying the killer" (i know this probably rarely happens in your games, try to believe it can happen) and using the spare moment of relief to use the EMP and use that gap in his attack to assume a better position. That would allow you to leave a dead zone, find a better tile or simply win some more time for your team to do stuff.
it's actually funny how the game gives you a way to deny gap closer killer the ability to close gaps and you just say "nah". Billy, Blight, Spirit and other "run fast" or "tp" killers don't give you that privilege. They just do their thing with zero interaction.
That's like playing football, being down a touchdown with 30 seconds left with the ball, but saving your timeouts for overtime (the absurdity of that statement is intended).
im not reading weird false equivalencies, sorry, if you cant deliver your point otherwise, there isnt much of a point there to be delivered. Try again.
I lose my pod if I'm hooked. I will not get anywhere if I do not emp my pod because he can immediately slipstream me. Make it make sense lol.
I already made enough sense, you just need to read that in good faith instead of grasping for straws. Let me even write a simple algorithm how to use EMP in chase, specifically for you, since Im afraid just saying it again might not be enough:
https://us.v-cdn.net/6030815/uploads/WS8TB2WQVILO/image.png
Warning: It doesnt cover every conceivable situation, but it gives you a very good general logic to follow. Unless you're a generative AI that lacks the ability to develop thoughts given to it, it should give you enough basis to work on. I believe in you!
This made me laugh more than anything all month. Kudos to you.
I'm not going to post my gameplay when you've done nothing but discredit yourself as a singularity main by refusing to answer any of the pertinent questions to the post.
ah, the excuses, as expected. "thou shall not see my gameplay as i have not deemed thou worthy of it"🤣
Thank you for the diagram. I will be using it
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@buggybug said:
These newbie trap perks are worst than people with urban or self care, I much rather than innovations. Had a match where we had 3 gens done and while am being chased by doctor 2 of them in basement doing innovation, like bro that could have been the last 2 gens and idk wth the last person was doing.
I did it in a game thinking that both would work but nope. I wasted 2 mins and I barely got value from treacherous crows
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I would definitely play it. Experiencing old Dbd would be nice
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I agree. I was kinda looking forward to the teaser since the marketing for all things wicked was so cool. Like it's weird that they went this route. Was it a time thing? Did they not care? Like why do it this way
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835405#Comment_3835405
Depends on context, I think.
Hypothetically you could use the time you would've spent healing on generator repair, which would be a legitimate benefit, since it's a passive heal. It's also got the benefit of (I assume) not being affected by stuff like Mangled, Leverage, Coulrophobia, etc so you can pseudo-counter those while doing gens or other actions.
I haven't gotten onto the PTB yet but if it works the way I assume it does, it'll be super niche but perfectly usable.
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3835411#Comment_3835411
There's also a bit of niche synergy with perks that rely on injury, like Resilience and particularly Desperate Measures.
Ever had Desperate Measures while you're injured, come across another injured survivor, and no matter what, you can't convince them to let you heal them first to max out the DM value? This perk fixes that.
I guess but the 60 broken seem way to much for the effect imo. Especially if the survivor healing you has a healing perk
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@Firellius said:
Nah, it's more like:
Once you have healed another survivor, the perk activates. While the perk is active, you can activate it while getting healed by another survivor to become broken for 60 seconds. If you do not go down in those 60 seconds, you are healed automatically.
So it's basically like an anti-haemorrhagic syringe, except it takes 60 seconds to function. It -can- save as much time as a single heal, but it's risky.
Wouldn't it be faster to just heal since your already healing?
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I absolutely love this killer design and lore. And I find the concept of her power really interesting. I love the idea of a killer using an animal to help kill survivors