KblokoBR
KblokoBR
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@OmegaXII said:
Well technically you're right. Hooking Survivors itself doesn't provide any value, until you 3-hook a Survivor to kill him.
This is also why tunnelling is best strategy, as there's no incentive to go for 8 hooks while keeping everyone alive.
Personally I would balance the game like this. Survivor gets their repair speed slowed down globally for every hook killer gets, but it speeds up the moment someone dies. This would make it more balanced.
Thats a good idea, the thing is that the game turned itself boring by the base mechanics not evolving with him and a creation of an metta.
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@Uxoxe said:
Please explain this to me. Why are they so scared to nerf Nurse and Blight, who are literally broken. Weak killers are weak, but broken killers should be top priority.
Because this would backfire as much if they make unable to SWF. Do you want to wait an hour on queue?
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Blight on the TOBA seems horrible too, many bushes and rocks all over the place, not a 5m of plane ground.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489510#Comment_3489510
Yet another reason why prestige levels should be hidden from other players.
Blinding them wont solve the problem. Some that would have left in lobby will quit mid game, making it a waste of time for survs.
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Play high mmr 20 matches in a row with killer, you will figure.
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@TWiXT said:
Originally the devs did this because of Legion. Legion introduced the Deep Wound Status, and through their initial base kit, could also take chunks of time off of the DW timer without any penalties. This made games against the Original iteration of Legion mindlessly exhausting as survivor, since all a legion had to do was go into frenzy, and tunnel down the survivor closest to bleeding out by the DW condition. The devs realized their mistake, and made MANY nerfs and adjustments to correct this, including removing the DW timer information from the killers perspective, so that this kind of Hard Tunnel/Harassment style gameplay wouldn't become the defining method of play for the Legion. This debacle however forever changed how the devs worked powers going forward.
For the most part, If a killer is being restricted from knowing how their power is affecting survivors, it's to keep that killer from tunneling a particular survivor down. Onryo for example: In her current iteration (which won't be around much longer), If the player knew which survivor was closest to being fully condemned, they'd zero in and focus only on that player, forcefully building stacks of condemnation, until the inevitable down and insta kill, and you can't tell me that they wouldn't. Same goes for Wesker, as knowing who is closest to becoming fully infected/hindered would make him a real menace to 1 survivor in particular at a time, and overall make the game a lot less fun for his victims. Pig in particular would be VERY nasty if the player knew how close the survivors RBT timer was to popping their heads... I can totally see why that information is withheld from the player.
However, this really only applies to Killers that have the potential for heavy harassment or Insta-kill abilities, for other killers it's not even necessary. Take Plague: I see no difference in her ability and Ghost Face or Shapes Stalk ability. Both her Infection Power and Stalk build up a meter that leads to a 1-shot down condition on the survivors, but for some reason, the devs let GF and Shape See how far the progress is, but not Plague? None of that makes any sense, as Just like with GF and Shape, Knowing how close the survivors are to being 1-shot down doesn't change the players tactics or force them to focus down anyone they weren't already after, Nor does it allow Plague to end the Game Early with any insta kill mechanic.
It doesn't make Sense for Freddy either, as he puts survivors into the dream state upon hitting them anyway, so why hide how close the survivors are to slipping into the dream state on their own in the first place?
Overall, The mechanic exists for a reason, but the Devs have become far too cautious with it. For Onryo, Pig, and to a lesser extent Wesker, It makes sense, but for Plague, Freddy, and yes, even the heavily nerfed Deep Wounds State that started all of this nonsense, it simply doesn't. I feel the Devs should take a deeper look into what constitutes a Power with information that SHOULD be hidden from the killer, and what doesn't, and make corrections where they're due.
I agree to the most of it, unless the wesker. The spray is too easy to use and too little time, giving that info to killer would be a little more "pressure" to make them away from gens early and get rid of infection.
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@ReikoMori said:
Toolboxes- I refuse to deal with them in almost any capacity.
Backfilling into a swf when I'm not mentally prepared for that level of play
Bad Vibes- This isn't a joke answer, some lobbies give me bad vibes and I just leave.
Sometimes P100s- I know prestige isn't an indicator of skill, but I've a lot bad endgame experiences with p100 survivors being just the absolute worst human beings and they're usually pretty jerk mid game as well as a lot of p100s I've faced will exit game on hook or straight up DC if they go down first. So sometimes I just won't even bother playing in a lobby that has one.
Are these good reasons? To me, yes cause I want to enjoy what I'm playing. I ain't got that dog in me for DBD like I used to have back in the day and just want to have some fun and get bp. So I'll dodge till I feel comfy with the line up as not really concerned about winning.
I was afraid of P100s but i faced one that seriously, looked like was his first time playing, 15 second chases, i know its only a case but make me loose a bit of fear of them.
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@Xernoton said:
Plague and Wesker don't really need it. They are perfectly fine without it. As for Sadako, it's part of her skill ceiling. You do get information any time you inflict a condemned stack and now you have to keep a mental checklist. It does make her harder but it's not a huge deal.
Its a quality of life change, making killers have to mentalize all the time, hooks states, stack powers, location of survivors (were will they go, which gen they are, which one has more progress), logical and strategic mid chase, remembering it all game make it stressfull, and no one play to that. Yet i don't get the double standart, why survivors should have that and killers are "perfectly without it"?
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@nars said:
You know what this reminds me of? That time the community needed to bullt squad matheiu cote himself with instablinds just for them to be nerfed.
Imagine if he was a main killer these days LMAO.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489821#Comment_3489821
Every killer is good against most teams. Just because you get those occasional SWFs doesn’t mean that 90% of killers are unplayable.
Why give so much info on hud to survs when SWFs have coms? to balance solo ok. Killer is already solo, some like sadako, plague, wesker, dont even have info of they powers, because this would be too much OP.
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@GannTM said:
If this mindset drives people to play Nurse, then that killer really should be removed.
Or maybe the game be balanced in a way that other killers are good too?
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@CarbonaraCharlie said:
No matter how hard I try to apply pressure and be a gen defender, the gens just pop one after another. Survivors are really strong right now and even with a 20 game lose streak I still haven't dropped low enough to actually win any games.
Probably going to suck just as bad at Nurse for the first 20 or so games but I can't wait to be able to actually win games XD
Maybe you are using M1 killers? that explains a lot.
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What im talking about is not about nonsense chases and not killing, is just that bhvr encourage a different playstile for those who likes to take multiple chases instead of killing right away (tunneling from beginning), i dont like to tunnel, but i do to win and play the game, but i find more fun for me if i could take multiple quick chases randomly and the game rewarded me for that, instead of loosing 4 gens and killing no one.
By rewarding is a more complex theme, maybe pain ress base kit 10%? aura, slowdown on repair, idk, that would be on bhvr to think and balance, the state the game now is that, or survivors trow and you win by that, or you insta tunnel someone, making boring and repetitive (for me) to do.
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@GHOSTfaceP3 said:
If not, then why?
Think a little, no consequences to anything would be terrible, always there will be people trying to bend mechanics to unhealthy ways.
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@Crowman said:
The game really wouldn't have the same appeal if the devs moved away from the focus on killing survivors.
Its not get away, is reward for it, but encourage new chases with rewards too, otherwise no one will take them
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@Sharby said:
I agree 100%, many will not understand but I get you.
And this is hard.
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@Pluto_1 said:
No we do not agree. The purpose of my games is to kill survivors. Not to chase them.
Anyway there's chase, you enjoying it or not, kill is the result and a animation of a survivor dying.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481919#Comment_3481919
Ok. But do you also know that splitting up is better for the Survivors? And Survivors grouping up with Prove Thyself actually helps the Killer?
Sometimes yes, sometimes doesn't, too situational but this help a lot in theyr early game.
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@mikewelk said:
There's nothing to come back to any way. No new game modes, barely any new maps, Skull Merchant gamers, depressing solo queue, tunneling at an all-time high, alch ring Blight still in the game, etc.
They keep making the worst decisions, try to fix the role with tape opening 5 new ones, inserting anti tunnel and anti camp but doing nothing good to making them get away from it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476092#Comment_3476092
Ok, just to ask you - why do you think that Prove Thyself is broken? The Perk is basically bad for Survivors. It is mainly used for the BP, I guarantee you the usage of Prove Thyself will drop to nearly 0 once they remove the BP.
Every game they spawn together with a gen in the side (secret base kit lol), just by that this perk saves a lot of time to pop 2-3 gens first chase, and force the killer to tunnel even more, i say that because in my 10 surv matches, 7 i spawned like this, consistently poped 2-3 gens before first down, and in my killer matches is the same, sometimes i down at five gens, and hook at 4 to 3.
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@Akumakaji said:
I call that NowhereToHide will receive a nerf in the not so distant future, because "that perk has no counterplay and the killer has to do nothing to earn its effect, and bringing a whole perk like Distortion just as a counter is no fun".
It's my favorite perk and I feel like nothing I like in this game can remained untouched:P
Take a advice like in Game of Thrones, dont get attached too much to one character, they will die eventually, the direction of this game is the same, i loved ruin, pop, bbq BP...
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@K_Nottie16 said:
I liked most of the changes for the perks but i noticed that they didnt nerf killer perks just Prove theyself. How funny. I knew one day it was obviously gonna get nerfed but it feels a little out of place when you look at the other perks in this update. There are plenty of killer perks that couldve been nerfed. I think its kinda dumb to nerf a perk because its used so much but this is dead by daylight and thats what happens here. So jolt couldve gotten a cool down but didnt. Even though its the most used killer perk right now. And im not sure if its a bug or a shadow buff but everytime it pops it makes the survivor scream. And no it wasnt eruption im 100% sure its just jolt. They "nerfed" pain res and its still one of the top used perks by killers. They had alot of perks to choose from to nerf for killers but i guess thats being saved for the meta shakeup. Lastly to top it off they took the bonus bloodpoints away from prove as well. Was that really necessary?
Yeah right, why they dont keep nerfing only killer? How dare they touch at prove thyself that has been used since year one being broken and make it still good. Wow so killer sided
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@killeriseasy said:
I hate this game. I've tried for so long to get better at survivor and they just keep making it harder. I've played 7+ games today and not once did ANYONE get out. And I've played with decent survivors. It's so easy for a killer to make a comeback in a game.
They keep making it so hard with base kit bt, no grabs and deliverance base kit, i feel you man, lol, if you touch killer the way it seems you will uninstall
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@Mandy said:
Wanted to kick off a discussion to find out what each of you finds fun in the role that you play - please feel free to speak about both Killer and Survivor Role if you play both (and if you don't play both, why not?!)
So for example "as a killer I find xxxxxxxxxxxxxxxxxxxxxxxxxx fun" Please of course give more details!
And if you don't play for fun, what do you play for?
I'd be really interested in hearing people's opinions on this, so thank you in advance for all the replies - I will read them all.
I find fun as killer being able to play the first chase without 2-3 gens poping in two minutes, because of prove thyself and survs spawning together with a gen in theyr side.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463430#Comment_3463430
Mostly for Biopods that are far away, so if you try to play gen defense with your power then it will be effective against them unless you place like multiple Biopods in the same Gen location that are far enough apart from one another but still close enough to be used on Survivors on the Generator.
In chase however, you can just shoot a new one immediately to use on the Survivor.
Also you can remove disabled Biopods by shooting at them and then just place a new one in the exact same location.
Welp it sucks loose map pressure by this but thanks man, helped a lot! :D
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@Smoe said:
I would say yes because i find him satisfying to use once you start to master him, however if you rather wanna play a killer that takes less time to master and are more straight forward to use, then i would suggest buying the older killers.
Ty, i guess i will take the challenge, my worries is the EMP, does it impact too much in his power?
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@HugTechLover said:
Instead of already complaining about it, why not just wait and see how it goes? The change hasn’t even been PTB tested yet.
We dont need to see nothing, just look to pop and imagine worse
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@Mandy said:
Quality of Life for solo survivors is most definitely the goal of this feature - its still nowhere near the level the information that's obtainable in a SWF, which is partly why I'm emphasising quality of life here, as it's going to feel a lot better.
A group of SWF playing together doesn't necessarily mean they're going to be a crack seal team, they're still limited by their abilities/skill - giving solo players information is going to help for sure (a much needed help!), but it's not going to make them invincible as they still have to figure out what to do with the information presented to them.
As with any change that we make, these are things that we will be monitoring.
Good, but when the quality of life in the killers side gonna come (linked loops, tons of pallets and stuff)?
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Nothing wrong with that phrase
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@KSzerker said:
Remove the Hex aspect, give it the old Ruin skillchecks, and make it like Corrupt where it deactivates when a survivor enters a dying state.
This would be awful too, the value would be none, like deactivated in first minutes of the game bc they notice is a ruin and want to disable it
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@Edilibs said:
Its terrible right now and one of the worst gen defense perks you can have in the current meta!
If not 150% then 125% is fair! Undying/Ruin is very bad atm.
Dude nowadays not even 250% regression would be enough
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328753#Comment_3328753
At some point Hens stopped being effective and started memeing with them. Hand shaking and all that. This is current dbd. What stopps you from selecting your 3gen in first 3s of the match and doing what Hens did?
Now suppose devs buffed regression exactly as you ask of them. Why as a survivor should I even bother with the game? There's no way I can finish gens. I can't escape without doing them. So why?
In conclusion - there's already too much regression in the game as is (I am not talking about basekit - in fact I would buff basekit regression and nerf all regression perks) and killers can very much replicate what Hens did
YOU as ONE survivor its true you cant do nothing about it, but the game is 4v1 or you are only counting your impact in doing gens? the killer regression dont even match ONE survivor base progression, imagine 4, true conclusion, you probably dont play killer often to see the diff.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328046#Comment_3328046
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328305#Comment_3328305
And you want this to be even easier and possible on every killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328326#Comment_3328326
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328441#Comment_3328441
Applies to you too
Cool you want a situational killer in a situational game where they let form a 3 gen backup your argument to "nah, regression is fine"
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328229#Comment_3328229
But how do you prevent camping 3 gens?
Its not healthy for the game if the killer can stall the game without making progress.
I would prefer for the gens to be blocked for 15s at the start of the match and making all survivors spawn together. That way survivors need to waist some time splitting up and can't get free pressure on gens.
And giving the killer reward for hooking survivors.
Reward the killer with more slowdown only if he gets downs. Increasing the base regression could incentivize killers to camp 3 gens. This meta is already a proof of what happens when base regression is too high with Overcharge+COB and the added delay of Eruption.
YOU PREVENT IT NOT MAKING A 3 GEN
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328003#Comment_3328003
With no requirements? Having to lose time kicking the gen and not letting a survivor just tap it to stop the process + having to down someone before they complete the affected gen in case of Eruption is not enough requirement for you?
Either way, again, 300% regression is not that much even compared to basekit progression. And if you need to see how it looks like in real time:
https://www.youtube.com/watch?v=BGtF_5jH8ww
And "being boring for survivors" is not a valid argument unless you are trying to say it is a killer obligation to provide survivors their "rightful fun" and should not play in the most efficient way to win.
@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327157#Comment_3327157
I can do that very easily. PTS boosts gen speed for every person near the gen after the first person, meaning 15% for two, 30% for three, and 45% for all survivors. The game has a default gen penalty of 15% per survivor on a gen beyond the first one. Without PTS, gen speed is 0.85c/s+0.85c/s for two people, or about 53 seconds for a gen. With PTS, individual speed is 0.85x1.15, or 0.9775c/s, which is about 46 seconds for a gen. Two different people on two different gens will complete them in 90 seconds, or an avg of 45s per gen. There is no world where PTS boosts gen speeds by 60%, or boosts unbuffed gen speed above 1c/s.
People stacking up on a gens are also easier to pressure. If four people are on one gen, if you get close to it, that's four people doing nothing.
Lastly, Pop and assorted flat regression perks aren't regression DOT buff, they are straight progress deletion. They don't remove a set number of charges per second, they remove a set of flat charges.
It's incredibly idiotic to look at a bunch of percentages and start conflating them with each other with no understanding of what they represent.
Thats all the statistics of yours to the ground, not too much impactful? compare the total time of base progression of ONE survivor and a base regression, its 5x the time to regress, not entering in PTS case.
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@Rizzo said:
I'm not sure who spread this misconception, but SWF was always planned, the only reason why SWF wasn't a feature at launch was because they decided to prioritize KYF.
Besides, people were just sniping one another to end up in the same match, so it's not something you can prevent either and in any case I don't believe SWF to be bad for the game health, quite the opposite, a lot of the game's success is due to players being able to play with friends.
That said, the plan is to close, or at least mitigate, the gap between SWF and solo, in order to have a more uniform level to balance around.
Funny thing is that the gap between killer and suvivors in general where forgotten, launches 2 up to 3 gen perks to survivor, none regression to killer + nerf to the old ones, new killer perks - info/expose, where aura reading theres no slot on builds to you endure in the game.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327097#Comment_3327097
Ok, but also simple logic
If you buff the base numbers too much we have the 3 gen camping problem
Killers should get rewarded for hooks and ending chases quickly, giving killers rewards for progressing the game, like old POP.
Just buffing the base values makes for this boring scenarios we are facing with the COB+Overcharge+Eruption, also notice that this perks increase the base value of regression with no requirements.
The Killer shouldn't be able to match survivor progression, is simply bad for the game.
Thats the question, the game should not support survivors whem they make a mistake. Letting form a 3 gen is a survivor side mistake, and they have to take the consequences, as well as a killer that camps take the consequence of loosing all gens, this should be balanced around too?
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327585#Comment_3327585
I've read this post 3 times, and I've had a very hard time trying to figure out what exactly you're trying to say here, but I see a lot of incorrect information so I'm gonna go ahead and correct you.
"100% efficiency" in terms of charges per second, but not in time, and more time in gens means more time to things to go south for survivors AKA good for the killer
What are you even trying to say here? Efficiency IS maximizing your time. It means the most gens get done in the least amount of time. 100% efficiency is, by definition, the shortest amount of time. That's the actual definition of efficiency.
(BTW, having 3 people on a gen won't be easier to pressure as the moment you start chasing one the other two would continue to repair it)
Yes, so you get the injure on the one person that you caught working on that gen (which should be very quick, seeing as they were likely stepping on each other trying to get away from it), and then turn right back around and go back to the other two, who are now in a compromised position again, and you get two separate injures on them. Survivors just gifted you a 3 man injure (16*2*3=96s seconds of aggregate slowdown, assuming no mangled or medkits). During this entire time, that's three people being pressured off gens. Now you take your pick on who you wanna down and you got yourself a free hook and 2 injured people and they got very little gen progress in return.
Not only that, but makes not only normal regression but instant regression less efficient.
No, it makes them neither more nor less efficient. Regression eats progress, either on the kick/hook, or over time. That progress has to be recollected, whether with prove or solo. You have a critical misunderstanding of the macro of the game, and how aggregate gen times function. Unless if one specific gen is part of your 3-gen (which is where Prove Thyself shines, by the way), survivors are objectively less efficient if they commit to one with PTS instead of splitting up on different ones.
3 survivors on one gen with PT finish that gen in 32.97 seconds at 2.73 c/s. A 53% instant regression with Eruption + Pain Res + Jolt + Pop are 47.7 charges. So, in that gen, the total time lost for survivors are only 17.47 seconds approx instead of the 47.7 that would take one survivor to get those charges. And this is comparing the worst case scenario of full instant regression perks build against only one survivor perk, without taking in count other perks that boost repair, great skill checks or toolboxes. So, more people in a gen, perks or not, would be always more time efficient.
Again, you have a fundamental misunderstanding of how aggregate gen times function. Yeah, one person has to recollect the 47.7s of progress if they get hit by a 53% gen regression. And assuming 3 other people are on gens, their gens are completely unbothered and unpressured during this entire time, meaning the one person whose gen is being pressured can continue to harass it, forcing the killer to keep defending it, at which time the other three will get a 3-man get pop. As opposed to idiotically trying to overcommit to a single gen as a 4 man team, and getting pushed off over and over again (and possibly injured/downed) because you're trying to use PTS.
And the same concept applies to regression over time. But why even compare perk boosted regression against multiple survivors with PT when even against one without it, maxed out regression (in other words, CoB + OC, 175% to 300% with both active to 200% when CoB runs out) takes almost the double of time to fully regress a gen (160 seconds). A process one survivor can completely stop by slightly touching a gen for less than a second, by the way.
Yes, glad you can remember this time that COB+OC is 175% to 300%, instead of 275% to 400% like you were trying to argue that one time. If the survivor is touching the gen (which implies killer is in the area still), they're putting themselves in a compromised position going up to it, which means killer can secure an injure/pallet and only has to kick the gen again (and get another 2.5% of progress deletion, as well as reset COB timer).
So, even if I can agree that PT is not really the problem your arguments aren't valid points because even basekit progression speed is way too much compared with all the regression perks a killer can put in a build.
That's precisely because killer isn't supposed to be matching basekit progression speed. Killers are playing quad slowdown builds because the early game is so survivor sided that they have to fully overcommit to controlling a select few gens in the hopes of not losing the game against a coordinated swf. The issue here isn't that killer's max achievable regression will never match survivors' (it's not supposed to), it's that 7 gens are available early on, on maps of differing size, where 4 survivors can spawn on 4 separate gens.
The point is the killer should match the survivors IF he play BETTER than them. With pop nerf you literally don't even punish the survivors by rooking, the only loss of efficiency is one guy coming for rescue. For the other side, if killer play poorly, he is high punished by gens poping and not progressing hooks, even more if he hookes equaly in the match, not killing no one and not being rewarded captalising the good chases that lead to hooks.
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@bunnyfengenthusiast said:
If this is a PTS whining thread, you have a fundamental misunderstanding of the math.
Cool, prove me wrong then
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327107#Comment_3327107
Do you have any other evidence to back that up besides "the math"?
Comp matches, high level MMR do you want a point to point why?
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@Brokenbones said:
What's your point exactly
That gens get done too quickly? That gen regression perks are too weak?
Both, may one be a consequence of other or not but actually thats it.
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@RaSavage42 said:
The simpler math...
Base Gen progression is 1.0-2.2
Base Gen regression is .25- plus an additional 2.5% (which doesn't mean much)
yep
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/362253/its-just-a-simple-math
you forget about hyperfocus, which allows you to repair the generator in 60 seconds, or in 45 if there is a toolbox
Yep, funny that im talking about the tip of the iceberg here.
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@AmpersandUnderscore said:
There's a base kit penalty for survivors working together on a gen. Prove doesn't even completely eliminate that penalty.
Two survivors on separate gens finish them in 90s. Two together, even with Prove and no travel time factored in, take 92.08 seconds to finish the same two gens. Survivors splitting up is *always* more efficient than working together with PT, the exception being the last gen, which saves maybe 6 seconds total.
You can read more about the actual mechanics of how this perk functions here:
https://deadbydaylight.fandom.com/wiki/Prove_Thyself
Correct, max are 45%, but the point im trying to make here is that one perks closely outmatches other four ones, where in a assimetrical game the statistical advantage should be on the disadvantageous side, not otherwise. In my opinion, its more advantageous to work the max survs possible at one gen, in a all win, for the killer to catch the right gen, it already pops.
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Another flop since blight.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3259641#Comment_3259641
I am showing you your delusions on things you can check yorself. Killer has NEVER EVER been as easy as it is now. Survivors were very busted years ago. After many years devs decided to fix it. Yet they went too far now with 61% killrate - creating same problem, but on opposite side.
And kill rates + queue times were historically very good balance indicator. For a long time it was survivors, who had to wait for game. Now it's killers. But sure say to yourself that survivors are as fine as ever.
I speak based in competitive matches, pro scenario, things are the same there, nurse blightm nothing else, if it is too easy to be killer, they would win as trapper or billy. As for solo Q it should have an another upadate to solve solo Q problems only. If you say this based on solo Q the high kill hate is skill issue from community. Do you think the other killers are ok that they are not viable in competitive matches?
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@TheArbiter said:
Balancing reasons with lighting made the fog disappear
Kind of lost his essence.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3259639#Comment_3259639
Ah yes, base regression is so broken that it takes 360 seconds to regress a generator from 99% to 0%. It is 4x slower than Survivor progress on a Generator without any speed modifiers, and the only things that make gens worth kicking are OverBrine and Eruption.
How absolutely gamebreaking.
It was an IRONY my man, ruin is deep sht now, if you asked about a buff it doesnt get clear to me
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3259633#Comment_3259633
Clearly not me lmfao their changes are whack
Anyway found the user who doesn't know what base generator regression speed is part 2
For sure, you would high up the game showing how broken actualy base regression is.
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Lmao, now we see from who bhvr takes opinion in consideration