HexHuntressThighs
HexHuntressThighs
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Yeah people are crying about it like crazy and making up all sorts of lies about slugging increasing by 400% to try and get it removed. All of which isn't true at all. I see slugging in about 1 in every 15-20 games. It just doesn't happen. I brought Unbreakable yesterday and out of 40 matches only got to use it once.
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Its a great change that hasn't changed anything at all in regards to slugging. I'm genuinely convinced everybody is lying about slugging because they don't want to be moried. I have seen almost no slugging whatsoever. Maybe about 1 in 15 or 1 in 20 games on average. Devs even posted stats saying slugging is rare and people flat out reject factual stats.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801038#Comment_3801038
now that your character is fine you have no sympathy
My character never turned every match she was in into a 60 minute slog fest and singlehandedly made survivor unplayable for months. Until Onryō ruins anywhere NEAR as many matches as Skull Merchant has since her inception, your comparison is completely moot. Nice try though.
LMAO! Yeah right! hahahaha, Condemned only sadako was on the same level as 3 gen merchant. Being slugged all game was horrendous. It was at a point she was an instant DC for a lot of people just like skulls. At least with Skully you could actually play the game still.
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You would realize slugging isn’t a problem at all if you try using We’re Gonna Live Forever or Buckle Up. 20 straight matches yesterday with no value from either.
It’s not a problem at all.
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@Devil_hit11 said:
5% regression kick.
Killer can’t kick it if you pop it. Take the hit and finish the gen.
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Every single person has their own rules whether they admit it or not. Things that they don’t like so they will punish making it their defacto rule.
If you body block for a healthy survivor with your basekit borrowed time, I will tunnel you guilt free.
If you can’t wait 5 seconds for me to leave the area before you unhook, I will return to hook guilt free.
I could go on honestly for both sides. But no matter what happens their will always be someone who dislikes how you play and nothing can be done about it.
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Not only do I never play Ada but I don't play survivor all that much but even I want this skin in the game lol.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799990#Comment_3799990
Yeah, but 6.1.0 is a few years ago. Does not really matter that they would still do the same nowadays.
And I can only state my opinion. If the Devs do something or not cannot be predicted, neither by you, nor by me. And my opinion is that a high pickrate is not a reason to nerf something, this includes WoO.
I don't think it should be nerfed either because new players desperately need it and not only that it should be a general free perk for new players. Im just saying by their own philosophy it should be nerfed. I'm pretty sure they still do that hence why all gen perks got nerfed and why adrenaline got nerfed.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799950#Comment_3799950
Dont really see this as a counter-argument since I dont think that Ruin should have been nerfed in 6.1.0.
But you do you I guess.
What you believe is irrelevant, because the Devs stated they like to nerf perks that are used to much to keep the meta fresh.
Therefore, Windows needs to be nerfed to fall in line with their philosophy.
Just informing you why you’re wrong about it not needing to be nerfed. No insult intended.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799835#Comment_3799835
Old old Ruin was unhealthy. Sorry, but it was a Perk which affected newer players more than experienced players. And it was also heavily RNG-reliant. AND that it could be paired with other Slowdown-Perks like PGTW was just bad.
If you talk about the 6.1.0-Nerf, Ruin was a casualty to "change the Meta". Nothing more. It was unhealthy with Undying and Tinkerer, but IMO nerfing Tinkerer would have been enough back then.
But other than that, no idea what your post even wants to achieve. It is certainly not a good argument.
?!?!?
You said and I quoteA perk being used a lot doesn’t mean it needs to be nerfed.
I provided you with a perk that was in fact nerfed for being used to much.
You are 100% factually wrong. The Devs nerfed the last version of Ruin because of its pick rate.
I literally factually proved you wrong. It is the best argument because it completely counters you 100% with no hope of ever arguing against it.
That’s all
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Welp, they just gutted Skully so you can expect her players to switch to Nurse and Knight. So that should be fun I’m sure.
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@Aven_Fallen said:
It had a Cooldown of 20 seconds and was not used at all.
WoO is fine. That a Perk is used a lot does not mean that it should be nerfed.
cough cough Hex Ruin cough cough
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Nah, I’m not gonna do that because hopping into a locker is incredibly lame and boring. It’s very easy to read when a Meyers has a tombstone and if I notice they do I just rush gens and if they come for me I loop as long as I can without using lockers because I find it fun to loop with the threat of instant death for one small mistake. It makes the stakes a lot higher.
Just like Friday, where Jason was an actual threat so looping him was very fun because if he Shift grabbed you, then you were instantly dead.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799527#Comment_3799527
It denied all 4 of a killers perks for one survivor specifically
And for the other three it does nothing, so you're still getting value out of your perk. Distortion never blocked all your perks with just one survivor picking it up.
meaning that one survivor wouldn’t be found leading to the rest taking the heat and losing a mate early.
Now you're making it sound like it wasn't a counter at all and was instead giving killers more wins! How are you complaining about your perks getting blocked if it's making you win more?
It also tells you
EXACTLYwhich perks the killer has
No it doesn't. The player still has to figure out which perks are actually in play. They only get to know when their aura is read. For example, if a killer opens a locker at the same time as someone gets pulled off a scourge hook, the perk doesn't tell you if it's Darkness Revealed or Floods of Rage, it ONLY tells you that your aura has been read.
Causing
ONE SINGULAR SURVIVOR PERKto shut down all of the killers perks for ALL FOUR SURVIVORS.
No, counterplay does. Which a lot of aura reading perks don't have.
You can figure out which perks the killer has easily even without distortion.
Which is it? Does a survivor with Distortion tell the entire swiffer team which perks the killer has, or can they figure it out without distortion anyway?
Either distortion getting nerfed was desperately necessary, or not a big deal, you can't have both.
On Nurse, Blight and Billy it is and very annoyingly oppressive but just because 3 killers are god tier with it doesn’t mean the other 30 killers should suffer.
That's rich, considering you argued that how distortion works on swiffers is a reason for it to be nerfed for everyone.
Wow. I’m genuinely impressed that you can’t see two things being true at once. For example Distortion tells you exactly what perks the killer has but at the same time any survivor can still figure out aura reading perks without it using basic common sense.
For example, a killer is looking for you at a Gen and can’t find you. They then kick the Gen and immediately head right for your position. Common sense indicates that they have Nowhere to Hide, however if you had Distortion it would eat a toke when they kick the Gen. Meaning both are true at the same time. Distortion simply removes the skill needed to deduce what perks the killer is using.
No the survivor doesn’t have to figure out which perk it is. In a one off scenario where a survivor is unhooked while the killer is searching a locker (which would be extremely rare) the survivor can simply notice if they are within a lockers distance or if other unhooks has consumed tokens as well. Simple.
I vault a window and lose a token? I’m All Ears. A survivor is hooked while I’m far away and I lose a token? BBQ and Chili. A survivor is unhooked and I lose a token? Floods of Rage. A survivor is hooked, I’m injured and close to the hook? Alien Instinct. A Gen is kicked and I lose a token? Nowhere To Hide. I open the gate and lose a token? Bloodwarden. Should I go on?
Yes Distortion can actually lead to more killer wins, I never said that it didn’t. That’s why a lot of survivors don’t like Distortion teammates. I myself have tunneled out survivors because I could find the distortion user. Leading to some of the most boring an easy wins on the planet because they want to be stealthy. Which is their right and choice but it is also my right to not want to play hide and seek for 20 minutes which is absurdly boring to me.
I never once said SWF is the reason it should be nerfed so please stop lying. I merely pointed out that it can also be even more devastating in SWF but on its own is insane how strong it is and should be nerfed on its own. I can literally use Distortion and call out “killer has BBQ” and they can see anytime a survivor is going to get hooked and the whole team can get in lockers to deny the aura read WITHOUT DISTORTION. You can even save stacks by hiding in a locker which is insane.
Hopefully this helps, it’s not very complicated. Distortion is way overtuned for a survivor perk. I believe Boon Shadow step should be the end all be all for countering a killers aura build. Boons are supposed to be strong, Shadow Step totally denies all aura reading permanently without tokens. There is literally zero reason to run Shadow Step with Distortion being as it is now. Use that perk if you’re tired of aura reading.
I’ve actually ran into it several times and it was very frustrating to hit someone with a hatchet and instead of getting a 7 second aura read, I only got 2 seconds because they immediately ran to their shadow step and cancelled it. But I wasn’t mad because it’s a boon perk, with a limited range that takes set up to use for an insane effect.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799476#Comment_3799476
If that's the case, why'd they bother buffing Dance With Me, Deception and Distraction last patch?
That’s not stealth that’s evasion.
Stealth would be avoiding the killer entirely and never starting chase to begin with, much like when this game first released.Evasion is losing the killer mid chase and going back to working on gens or saving team mates. DWM, and Decption are perks used mid chase to shake the killer.
Diversion is more along the lines of a stealth perk but can be used to throw mid chase to make a killer think you vaulted or gained more distance than you did.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799482#Comment_3799482
Except that that one survivor perk -didn't- counter those killer perks. Someone having distortion didn't disable your perks, it didn't allow you to read the aura of -one- survivor.
This is also being put up without any consideration for overall game balance, as aura reading has been powercrept to hell and back.
It denied all 4 of a killers perks for one survivor specifically, meaning that one survivor wouldn’t be found leading to the rest taking the heat and losing a mate early.
It also tells you EXACTLY which perks the killer has and can be called out in SWF to let your team know when to get in lockers to shut down the aura reading. Causing ONE SINGULAR SURVIVOR PERK to shut down all of the killers perks for ALL FOUR SURVIVORS.
I actually have a match on YouTube where I got 9 hooks and ZERO AURA READS lol. That perk needed to be buried.
Nothing is wrong with aura reading at all. You can figure out which perks the killer has easily even without distortion. It is NOT overpowered. On Nurse, Blight and Billy it is and very annoyingly oppressive but just because 3 killers are god tier with it doesn’t mean the other 30 killers should suffer.
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There is ONE killer
There are FOUR survivorsKiller perks should be stronger than survivor perks one to one.
ONE survivor perk could counter FOUR killer perks at ONCEDistortion needed to be nerfed
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@Marc_123 said:
Sadly the aura reading is already to much and still getting more and more.
Stealth was a big part of the game. If you are not good in chase you have to be good at hiding.
Was already awful in 2v8 when you hid and killer lost you and suddenly a gen popped and your aura was revealed.
Serious stealth hasn’t been part of this game in over 7 years….
It literally died the moment survivors found out Hitboxes were smaller for them so they could loop tighter. And the devs embraced it and abandoned the hide and seek aspect.
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@100PercentBPMain said:
Bold of you to assume this will change anything.
Now you'll have hiders and no Distortion so have fun with that
It will change a lot, very drastically I might add. Because now the hiders will be found and forced to actually accept chase. And even if they go down instantly, it’s still sharing hooks and buying time.
Huge win for solo queue survivors honestly.
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@SipSipSip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798889#Comment_3798889
Just interested, but what kind of mobility would you give Huntress?
Personally, I think she's in a good spot, maybe a little map-dependent. The only issue I have with her is that to open up more of her fun shots, her hatchet hitbox would have to be reduced, which isn't something most players want.
Realistically I would keep it simple and make her 115% normally and 85% when holding hatchets. The counter play for her would be literally the exact same except it would speed the pace up. So instead of getting 5 loops out of a small rock loop she is forced to M1 at you would only get 4 loops.
This would help an insane amount on indoor maps by giving her a reliable M1 backup option and make getting to poorly placed lockers faster on outdoor maps.
This would also have the effect of making M1s seem more appealing which would actually be a detriment and if Huntress’s relied on M1s too much it would cost them more games.
I think it would be super dope if she could run through trees like the predator from predator huntings grounds lol but that would never happen and probably be way to strong lmao.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798889#Comment_3798889
Do you really want to open that particular can of worms? 77% while holding a hatchet is not her normal speed, so let's not pretend otherwise. Even then she wouldn't be the least mobile killer in the game. A stalking Myers is way slower. So I have no idea why that would even be relevant when it comes to mobility.
That math gives me a headache. This is not how it works. At all. 123%… try calculating anything further with that number and you'll see why it's off. If you want to calculate the survivor's speed relative speed to yours, then the formula is [Survivor speed] / [Your speed]. Meaning: 1 / 0.77 = 1.299 ~ 130%. That however is a pointless number since it doesn't tell you anything. Any useful calculation would use the 23% total speed difference.
Kill rates do not showcase balance. Freddy has a pretty high kill rate and Nurse's kill rate is always pretty low. What does that tell us? That Freddy is better than Nurse?
Huntress was already pretty good before her buffs and the game hasn't changed that much since.
Yes I want to open that can of worms because you are objectively wrong in this instance. Please stop with that outdated Nurse strawman argument, which is literally the most disingenuous thing on the planet.
The stats clearly show Nurse has a low kill rate at low MMR and the Hhighest kill rate at high MMR. Freddy shows that he has a high kill rate at low MMR and one of the lowest at high MMR. However HUNTRESS has a low kill rate at Low AND High MMR according to official stats so nice try on that.
Huntress is holding a hatchet / reloading/ having downtime longer than Meyers is stalking, NOT TO MENTION she has to go RELOAD at poorly placed lockers. Dropping chase sometimes to do so.
If Huntress is holding a hatchet moving at 77% and the survivors default movement speed is 100% then yes absolutely for a fact a survivor mathematically is moving 23% faster. That’s raw math.I never once said she is bad, just that she is overrated and is actually B tier and not A tier. I would know, I main her. I am insane at her and have won several 1v8 matches with evidence. I know my killer. She is overrated and comp players with thousands of hours agree with me.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798796#Comment_3798796
Huntress doesn't need any mobility. She has a ranged attack for crying out loud. You can hit people that are 10+ metres away from you and you can hit over many loops. Pallets have to be pre dropped against her and even then she can play around many of them with little trouble.
Even main tiles like jungle gyms, pallet gyms etc. aren't safe against her because one small mind game can result in a hit with a hatchet. The same goes for the shack, which most killers have trouble with.
That's not true at all, all killers need mobility. And I'm sure you know she is in fact the LEAST mobile killer in the game. She moves at 77% when holding a hatchet, that means survivors move at 123% whenever she is trying to hit them. Not to mention vocalizing the fact that she is trying to use her power. Now try to land a hit at any loop with any kind of mind game. I would say 15-20% of tiles in this game you can't actually land a hatchet at unless the survivor makes a huge mistake because how slow she is. She doesn't need to be 110% still, nor does Slinger.
Huntress doesn't need any mobility. She has a ranged attack for crying out loud.
Trickster is 115%….. AND can land his power WAY more at WAY more loops. Yes he has to land 8 but still, he is 115% and 96% when holding knives with 15 seconds to land a knife. Meanwhile Huntress is 110% and 77% when holding a hatchet and if you miss you miss.
I'll remind you that even after the buffs she still in the bottom 10 for kill rates. One of the highest number of 4 man outs as well. All of this according to nightlightggs.
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@nam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798805#Comment_3798805
Not all the maps allow long-range throw, and low mobility causes low seeking efficiency and gen defense, thats why she is even not worth an A tier, but B at most. When I match a Huntress I laugh out.
You've actually come to the correct conclusion about her much MUCH faster than the majority of the people on these forums and throughout the community. She's generally accepted to be a B Tier killer by the people have a very good understanding of her. Ohtofu's last tier list video explains perfectly why she is B Tier.
I have countless hours on her as well and came to the same conclusion. 37 of the 53 maps are very bad for her. 7 indoor maps that entirely gut your power. Zero mobility so she can be looped forever at high wall loops and those small rock loops that should be unsafe for survivors but since you move so slow, vocalize your wind up of a hatchet AND drop to 77% (slowest speed in the game minus cooldowns) those loops force you to M1 at as well while being a 110 killer.
Pretty much nobody on here will agree with you or me though. The majority of people think she is in a fine spot because they don't play her enough to see all the flaws in her kit. I would encourage you to watch Comp DBD matches where she is used, she gets beaten very VERY badly and it's not even close.
Scott Jund who was also a very good Huntress main explained in a video why he gave up on her completely and switched to Wraith and you guess it. "Her lack of mobility and the devs obsession with throwing clutter in every single map has made playing her the most frustrating experience ever" Im paraphrasing but that was pretty much it.
I love her too much to ever give up on her so Ill just have to deal with the fact that the majority of the time, I'm at a severe disadvantage and that's just the way it will be.
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The game mode honestly is just very boring. Perks are part of what makes the game fun and interesting. I wouldn't mind never seeing it again.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797080#Comment_3797080
It did before because survivors refused to play. I waited 23 minutes for one game (as killer).
Its region dependent. I find killer matches instantly but survivor matches take much longer for me to find.
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@Ayodam said:
Could be lobby dodging… but also that person could have migrated their account from another platform. I think that resets the hours (kinda). How did the killer perform?
5 hooks. 3 on one person (tunneled) and one on me and another.
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@SolidRazo said:
+Flashbang: You create tokens when reaching 40% of a generator and there is no limit to how much you can hold, each token allows you to create a Flashbang, Flashbangs can hold charges up to 2 when collecting or creating Flashbang, Additionally Flashbang deafens everyone within it’s 8 meter vicinity for 2 seconds
+Chemical Trap rework: you create tokens every time you reach 20% of a generator up to a maximum of 2, every token gives you a trap to use, the trap timer is separate from the perk and is shown underneath the perks when in close proximity of the trapped pallet to yourself and you’re teammates, You can use chemical trap on breakable walls as well as pallets
I just find these perks neat and a pretty cool alternative to Exhaustion perks I think these perks have potential to being more fun and actually strong when used right in chase.Flash bangs would need a significant nerf for them to be tokenized. Right now they take essentially zero skill to use and have zero counterplay outside of LB.
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@ShadyC said:
Dude just pulls out his blades and starts ripping. I can dodge all I want, but he's actually ######### GAINING on me, and then eventually I can't dodge them because he's too close.
What even is this? Was this a ghost patch???
Tricksters movement speed while holding knives has always been 96% and he has two addons that when combines together make him move at 99%. On top of that they changed his base speed to 115%. He also has an IRI add on that grants 1% haste per blade hit as well. Couldve been any number of combinations of add ons.
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@SweetbutaPsycho said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794987#Comment_3794987
From my personal experience and collection I would assume that 99% of the DBD economy is running on feng and sable skins.
Also most packs consist of a killer AND a survivor and I would also assume that a lot of people just buy the whole chapter and dont go out of their way to only buy one side. So I don't know where exactly you got that Information from that killers spent way more money than survivors on this game.
Mikaela and Sable have gotten 8 skins this year and Huntress has gotten 2 even though she is the most popular killer. So you're spot on they definitely make more money from survivors.
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The most egregious example is Huntress's HOY dress. If she vaults or drops from a height her skirt will be stuck up and you can see where her 🐱 would be. It's very goofy and kind of immersion breaking. Not to mention past a 32 meter range her veil becomes a static horizontal triangle that looks very goofy from the survivor pov
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Not true. It’s region dependent and where I’m at in NA East it’s still killer bonus from like 6pm to sometime after 10 which is when I go to beddy bye. Just like how it’s been here ever since the bonus was introduced.
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Definitely the Huntress. She basically desperately wants to be a mother but is very territorial and animalistic.
I can imagine how hard it would be to leave your dead mother behind and try to find your way home in the blistering cold with the tears streaming down your face turning to frost.
And then living off of the land through hunting and foraging as a child until an adult through those brutal winters.
She needs a big hug🤗 😭
I bet if you told her she could have a child of her own she would switch up real quick lmao. Just better hope it’s a little girl or else you’ll probably get an axe to the back of the noggin😭🪓
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Haven't ran against a single build containing more than one Aura perk in 10 plus games. Aura perks have definitely become more popular because you know…. they just gutted gen regression perks.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794522#Comment_3794522
High pick rate doesn't equate to being overpowered or being in need of a nerf. Pain Res has a high pick rate yet the perk is strong but still perfectly fine.
Never said it needed a nerf, new survivors need it to stay aa is. But it’s definitely overpowered though.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794806#Comment_3794806
Pain Res is also a not free perk and also has almost a 30% pick rate, yet you dont hear anyone nowadays complaining about the perk being OP
It’s got a 30% pick rate because it’s the only slowdown worth using and it’s alternatives are worse. And you were hearing it was overpowered for about 4 years straight.
And yes actually I hear people say it is overpowered still so that point can be completely tossed out the window.
Like I said Windows belongs in the game for sure, but denying it’s overpowered is absurd imo. I have a hard time thinking of any perk that is better that survivors have. Maybe exhaustion perks but even then that’s questionable.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794522#Comment_3794522
WoO and overpowered are words I never even considered to be seen in the same sentence.
Bravo 👏👏
Because for some reason people aren't very knowledgable when it comes to this game. 30% plus pick rate on a not free perk should tell you everything you need to know.
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@drsoontm said:
Funny, I've just watched a few streamers play solo without much problem.
On the last match I've watched, the killer even gave up, powerless.
After that I got bored.
Ah, and I have no problem myself. Surviving about half the time, give or take.
I'm not even that good. I consider myself pretty average in that role.
I don't have any problems either for the most part.
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Exhaustion perks are lame anyways. They need to do something cool like allow you to grab onto a killer from behind that's carrying a survivor to slow them down by like 10-15% and give it a 2 minute exhaustion. Something that is actually more interesting than a brainless hold W to gain instant value.
But Drama could have a shorter cooldown considering it exposes you sometimes. And smash hit and BGP have a 20 second cooldown
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794526#Comment_3794526
how or why should I be expected to memorize that teammate dropped pallet x across the map when I’ve yet to even go to that side?
you want me to focus on my objective and my surroundings while simultaneously always tracking the other 3 randoms even when I can’t see them most of the time?I use it sometimes, mostly because it’s rough in solo q because teammates will drop every pallet without even playing them. I’d imagine someone with 10k hours doesn’t need it but finds it immensely helpful in solo q
you can easily fail to chain loops together if you don’t even play in such a manner and instead drop, w, drop, w
someone who is bad in chase isn’t suddenly a god at looping because he sees windows and pallets. If your pathing sucks then I don’t imagine woo is solving that for you
You should be expected to pay attention to where your teammate is looping because
- WoO isn't basekit so keeping track of where people loop is important
- You are holding M1 on a gen which requires you to pay zero attention until you hear a cue
- You can see which survivor is in chase so you only need to watch that one
- Unless the map is an indoor map you can have a general idea where they are looping unless its the start of the game, but even then you can sometimes
You can only fail to chain loops together if you literally don't know how to move in the direction of the color yellow. Someone who is bad in chase won't be god tier but they will be SIGNIFICANTLY better, and it's not even close. Even with bad pathing it still allows you to go from loop to loop and extend chases dramatically longer.
Im also quite frankly tired of everyone acting like every survivor is bad at looping or pre dropping like crazy. I genuinely have not seen a terrible looper since I was brand new to the game. Haven't seen a panic pre dropper in thousands of hours
It's called "game sense'' not "game facts" you use context clues to estimate where people are looping and so on. If im working on a gen with a meg and then she runs to unhook someone in the corner of the map by shack and then I see she is being chased immediately after unhooking. I can use "game sense" or more like common sense to assume that she is most likely looping shack and that shack pallet will probably be gone.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794541#Comment_3794541
I disagree WOO is OP as you can't tell who is using a pallet where if you can't see them and can't tell where they are. It's a huge aid for solo queue in that sense. I find a Commodious toolbox with double charge add-ons and Built to Last to be much stronger.
For Pain Res as a side tangent, I'd prefer it went back to 25 percent each hook but deactivated upon the death of a survivor as opposed to 15 percent each individual hooked.
You can't know exactly what pallets have been used just like you can't know exactly where survivors are. It's called "game sense'' for a reason. WoO is literally the exact same thing as aura perks on killers.
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721400#Comment_3721400
At that point I'd just DC because that sounds like Survivor Hell
Isn't that exactly how you feel about survivor already?
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794570#Comment_3794570
because devs dont want special attack killers have too much synergy with certain perks because whenever the m1 req is removed from a perk like that (eruption, blood favour) it quickly becomes a very powerful option for m2s and that causes tons of balancing issues bc S tier killers become able to use these perks.
The only killer this would be problematic on would Nurse since Blight got nerfed heavily. And it would only be Surge being a problem as Rapid wouldn't help her at all. Should we really limit what we can do with all the perks in the game because of one killer? I think Nurse just needs to be deleted at this point for the health of the game lol
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I still haven't heard a good reason for these perks being M1 only. Does anyone have any new piece of evidence for why it shouldn't change?
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Very much too dark. Literally an instant DC for me after the filters got removed because it hurts my eyes so bad. I don't now how console players deal with it.
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Hot Take: Remove all the windup audio cues. All you have to do is look at the killer and watch them and you should be doing that anyways. Doesn't really make sense why Huntress sounds like she is dry heaving every time she readys up a hatchet and allows survivors to brainlessly greed small loops.
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Same with the new farm and Ormond maps as well. They got these new short length high wall tiles that are literally impossible to land powers with charge time at like Wesker and Huntress.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794526#Comment_3794526
it has 30% pick-rate because like 60% of player are like soloq. turns out, knowing what pallet are used by your teammate is an important piece of information to not making mistakes in the game.
pick-rate indicates the strength of a perk, it doesn't indicate that perk is overpowered but it indicates the perk being optimal. what you need figure out is WHY the perk is optimal. For new players, it is optimal perk because they have insufficient knowledge to loop and keep in mind that this is like 90% of player-base. for experienced players, it is optimal perk because it provides SWF-level type piece information that is required to optimize the game competitively speaking.
different perks have different reasons for why they're optimal. sometimes the reason why they're optimal is because they're overpowered, but sometimes, it is because something is lacking in the base game that the perk fulfills. an example is borrow time. borrow time used to have like 30% pick-rate but now it has a much lower pick-rate. today, borrow time is 2% pick-rate according to nightlight. Does that mean borrow time went from overpowered to balanced? Of course not. Borrow time solved a problematic issue of survivors being put into dying state as they got unhooked and its pick-rate was a result of the game lacking something for survivor. that is how the perk went from 30% to base-kit.
You can talk about same concept for killer perks. Like before Pain res got nerfed from 15% unlimited, it was also like 35% pick-rate perk. overpowered perk or solving problematic gameplay issue?
It's definitely overpowered without a shadow of a doubt. I just gave 4 reasons on why it's overpowered and those points still stand. Killers are told to stop relying on aura reading perks and use "game sense" to locate survivors. I say stop relying on WoO and use "game sense" to recognize tiles before you get to them, predict where pallets will be in said tiles and pay attention to where your teammates are looping and what pallets have been used.
It is factually an overpowered perk. It literally makes me at the very least 2x better at looping. And when I hit a survivor who uses WoO with the Amanita Toxin add on for Huntress, its blatantly obvious that some of them rely on this perk way to heavily.
The problem with Pain Rez is that it's not overpowered at all on weak killers but dramatically overpowered on Nurse and Blight. Certain killers being significantly better than others heavily skews the view on killer perks. But all survivors are the same so there perks don't have to take into account for that.
Not only would I say it's overpowered but I say without a doubt in my mind; it is hands, down bar none the strongest perk in the entire game for survivors. The only thing that was ever stronger was original Object Of Obsession.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794522#Comment_3794522
playing the game well = overpowered
i sometimes get 3-4 chases if killer stubborn s chases me on strong maps but this is rare in higher mmr because good killer understand to drop chases that are poor.
A perk that plays the game for you and removes any need to memorize anything or track where your teammates have been is in fact overpowered.
It literally does everything for you. You’ll never make a mistake and run to a loop where a pallet has been used. You’ll never fail to chain loops together. You’ll almost never fail to set up the fast vault because of it. It entirely removes any weak links from the team.
It belongs in the game but denying it being overpowered is delusional. It has a THIRTY PERCENT PICK RATE. People with 10,000 hours use it. That should tell you something.
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@Mag1cian said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794512#Comment_3794512
Any confirmation about "looping" thing actually being true? I know about survivors hitbox being cylinder but never seen anyone talk about looping problem. The other part of the problem why high ping works in your favor in this game?
About Billy. It wasn't just this one Billy,it was in many matches against him so they clearly did something and this is bhvr, they could do something and not state it anywhere.
About desink by the way:And it's common issue, they need to do something about it.
If you’re talking about looping becoming the meta because survivor Hitboxes then yes Mintskull has a video on it. As for looping becoming harder by changing Hitboxes, no there is nothing on that. That’s more along the lines of common sense if you know how a Hitbox interacts with other objects in a game.
If you’re hitbox hunches over after you’re injured then the box will physically keep you further away from the wall. Which would result in less distance. I don’t know of any video describing that though.
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It is insane how much value it gives but new survivors desperately need that perk honestly.
It’s definitely overpowered whether survivors like to admit it or not, if it wasn’t; it wouldn’t have an over 30% pick rate. I got my first ever four gen chase the first time I ever used it.