Leonardo1ita
Leonardo1ita
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119496#Comment_4119496
Much easier to give non-responses and cherry pick feedback in closed/restricted channels.
EXACTLY THIS.
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Even for the way this message is written: just the typical corporate stuff, no soul whatsoever, no details whatsoever. Sad and dead. Maybe likely because whatever intellectual knowledge was expressed in this forum never truly mattered for BHVR in the end after all.
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Btw, on the "so that you can continue your discussions." point………………..….not that you (BHVR) ever read them even more than just a tiny bit on the surface. Not that it EVER mattered in any profound sense in the way you shaped your decisions to do some soul-searching or ever square conscience.
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One of the most stupid decisions ever made in BHVR's history. For real. The forums are such a nice thing, and closing them is such a bad decision imo. Especially for who wants to stay out of Reddit or Steam's toxicity. On the Official Dbd forums I've found much more experienced and appasionated players.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081366#Comment_4081366
A lot of complex powers are not even strong for their complexity compared to their more simpler counterparts.
This is the biggest problem.
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It was a necessary change, sadly.
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... really?
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I'm sorry if this seems the thread of a "whiny biased killer main", but it's the truth.
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@SoGo said:
Or it could be reverted since it can help avoid accidental slugging?
Not reverting, but maybe a new perk perhaps.
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Any updates on this?
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This video of Scott explaining the situation is just perfect:
https://www.youtube.com/watch?v=G32WBB4dUGA -
I stutter essentially every game I play, and still no word from the Devs. A former developer I know (Almo2001) supposed it could be a problem with shaders.
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REVERT THIS ASAP:
This is ABSOLUTELY ridiculous, it has been working this exact same way since Plague's launch, you cannot change this as a "bug fix".
REVERT THIS ASAP, PLEASE.
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@YuffieGreatestWaifu said:
To be honest the trade off of broken the rest of the match is a hard trade so having the ability to use multiples all at the same time isnt a bad thing or broken.
I mean, this could potentially bottleneck design potential, because 4 Invocation perks could never bee too strong, otherwise 4 of them would literally be insanely OP if there was no other downside.
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@Gardhome said:
I think different invocation should have different type of penalty so it would be fair to activate 4 them in 60 sec (for example 1-permanent broken 2-permanent oblivious 3-permanent blind 4-your aura permanent revealed to the killer.
That's another great solution!
Tho, permanent reveal to the killer is waaaay too extreme.
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@SoGo said:
I think you can choose which one you start first.
Yeah, you can, I checked.
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@100PercentBPMain said:
Medic and Guide needed some help they were the weakest class last time
Medic was the second strongest imo.
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That's also a big issue, tho not too big.
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@dbd900bach said:
50% is 50%
If a survivor is injured and is healed by 50%, then that is half of their healing progress, but if its used again or at the same time, then that survivors remaining healing progress is only healed by 50%
If the max progress is 100, then the survivor would only be healed to 50, then they're only healed by 25, then 12.5, and so on. So medic can't fully heal someone, just drastically decrease how much someone needs to be healed.
It might mean "50% of the entire bar", so it's not clear.
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@HolyDarky said:
when your teammate injuries a survivor, this one will give your teammate a 60% longer lunge for the next 15seconds if you can down this survivor. This means "they are marked". If you down any other survivor, your teammate won't get a longer lunge attack. Only from the marked survivor. It is basical like an Obsession perk (Furity Chase, Dark Devoution ect.), you will get a big reward for downing this survivor. It encourage more teamplay and staying together.
I guess "unseen" means, unseen by your teammate because you have to be 16meters or more far away from your teammate, so it would make sense. Helpful in situations where you and your teammate splits up.
Thank you, I kinda guessed the first one also by the description. I was asking specifically in terms of "game mechanics", because that would introduce an entirely new game mechanic.
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@Alionis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830324#Comment_3830324
You misread the wiki, it doesn't say "after", it says "during". All "Late" score events trigger if the endgame collapse is currently active.
I meant, "after Endgame Collapse has been activated (and before its end)".
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@cclain said:
late mean after open gate like late heal
I checked all blood point events in the Wiki, and it says after Endgame Collapse.
Still it's not clear, because it could mean "unhooks done when the timer is close to second/third stage".
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@cclain said:
late mean after open gate like late heal
That's true actually, I apologise. I forgot about that.
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Just 1 question to the Devs: why wasn't Resurgence emergency nerfed also ASAP? Why Machine Learning over Resurgence?
It's so so strong, to the point that it's not even a question on whether it's OP or not, because it's 101% one of the strongest anti pressure perks ever created.
Just 2 of it can completely ruin a match for a killer.
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Maybe you're right, and I didn't see the feedback?
Anyway, the changes should be proposed first, and then give a little bit of time so the community can say the opinions in case something is really really out of what the community wants.
UNLESS something is really really important to be emergency nerfed ASAP.
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@Emeal said:
Game design isn't a player democracy, my friend. It is a complex balance of creativity, vision, and technical constraints. While player feedback is incredibly valuable and helps inform bHVR decisions, the ultimate direction of the game rests on the designers and developers. In short they will ask us for our opinions on things they are not 99%, sure is a good idea anyway.
But Predator and Zanshin tactics, you could 100% tell they were jacked up.
Distortion Buff was already announce a week ago or ON RELEASE.
Besides they have been observing those perks for a week and there would be no need to announce small changes like that.I already know what you said, you're 100% right. It's not a democracy, I know. But I think the community should always be asked first, not always just Consultants.
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Ye
@DNet89 said:
Machine Learning -ok I guess
Predator-just make Nurse not be able to read Auras like the Spirit when using her power.
Zanshin -ok I guess
Distortion -good
Inner focus-makes sense
WGLF-ok I guess but I'm not happy
Yeah, exactly. Just freaking nerf Nurse preventing her from seeing auras. I 100% agree with this.
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@Langweilig said:
I don’t like the ptb, I hate waiting a month for the update.
The distortion buff was announced before.
Ok, sure, that's good. I agree with this, 100%. I didn't know.
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815113#Comment_3815113
Then let's hope it'll be fixed in a later hotfix
though I just want someone at bhvr to at least tell us if she will be getting fixed
As a Sadako main myself this sucks, becuase you never know about the consistency of the character.
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https://youtu.be/vlSCdQCV7vo?si=ph8e4mOp9csDIH8V
Feedback from an Unknown main in this video.
There are other 2/3 videos of Unknown players talking about this.
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I think they should, absolutely!
It's ridiculous that, from p 1 to p100, I ONLY got 60 of them.
While, instead, I got over 300+ Syringes! That's absolutely ridiculous!
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@MrMori said:
It's been requested so many times. I'm surprised they don't do it. The survivor HUD changes was added to bridge some of the gap between SWF and solo, this change seems like an absolute no brainer. Also, reassurance should be visible on the HUD too.
it's not easy for the VFX department, but needs to be done.
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Permanent 2v8 like this would cause such a gigantic issue for the base 1v4 mode and the game in the long term.
Absolutely not like this, but could be considered a way to have it way more often.
Perhaps a "game mode gambler" every sunday, or every specific hour of the day or something.
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@Alionis said:
Not liking the language, but the suggestion.
Pretty sure I would have been able to unhook myself a couple of times already, had other survivors stayed away instead of slowing the progress of the meter with their proximity.
Sorry for the slug, it's to express the emotional and sentimental pain that playing solo Q is.
Even more the fact that there isn't a basekit version of Kindred (without Killer aura), to have info on the map on what to do.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791689#Comment_3791689
Tunnelling is a crutch in public games. If you've used that crutch enough you can't win anything without a crutch that would explain why you feel that way. It still doesn't change the fact it's a crutch though.
It's not a "crutch", it's literally the META, the Most Effective Tactic Available at the moment, and a game mechanic. There's literally absolutely 0 reason, apart from fun or archives or human empathy, why you should not do it.
After the game is a 3v1, now actually the macro game is insanely more effective.
I don't think anyone should feel bad for using it when you need it, and actually using it is a way of protesting against the Devs, to change the game after the negative feedback pressure.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791431#Comment_3791431
i think they're generally aware that sometimes, it makes sense to stick a gen and finish it before rescuing, but they are generally unaware why that is sometimes the case.
There's a whole lot of strategy that goes into sticking gens vs unhooking a survivor, and in most cases the biggest factor in that decision is weighing the risk of the gen being regressed against the work the extra survivor can do. Usually it is better to go for the unhook immediately - I'd say the cutoff is about 75% gen completion or 22.5 seconds left on the gen. Any more than that and you're wasting a whole bunch of time letting the survivor hang and do nothing.
The cases when you wouldn't go for the immediate unhook are either unaffected by the hook change or are actively the thing they were trying to prevent in the first place so, good tbh.
If a killer really wants to tunnel, they'll do it anyway in this situation. If you unhook them early, and there's no Off The Record or DS, you do them a massive favour.
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I mean, 4 survivors always VERY EFFICIENT on gens.
Also, fun fact, with proper stealth builds, you might have situations where 4 people are effectively on gens for a short amount of time. But that requires a lot of coordination.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791349#Comment_3791349
it's not ideal? It's literally optimal to greed your teammate on hook as much as possible for a hook stage and that's literally nullifying map pressure killer is trying to create by having a survivor hooked.
How is it 'literally optimal'? Because leaving that survivor on hook is 'literally' turning the game into a 1v3, which we've been told over and over again is by far the best thing for the killer to do.
So why is it both optimal for the killer to make it a 1v3 as fast as possible, while also being optimal for the survivors to make it a 1v3 as fast as possible?
If the killer wants to tunnel, and force the game into a 3v1 ASAP, they'll do it anyway no matter what.
Situations where the killer is a bit far away from the hook, and then comes back, will happen exactly like before.
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@Akumakaji said:
To me the +10s hook timer is not a big change in itself, but it is sort of a tipping point for many killers. Tunneling and camping are a defacto unfun playstyle, thats true, but all the safety systems that got added to the game, ie basekit BT 5s, then 10s, Antifacecamp mechanic, buffs to OFT and DS, hook time wasters like Reassurance and Kinship/Comradery and Deliverance, easier timer for flashlight saves and utter impossibility to protect from flashbang safes, and the gutting of most gen-defense perks, all this together has now reached a tipping point were its more detrimental to hook survivors, then to slugging them.
We talked a lot about this in the last couple of days and I tried it myself, and if my goal is just to win, its much more effective to slug everyone and force one or two bleedouts, then hooking, because hooking is such a timewaster. In essence, we would need an incentive to go for 12 hooks and keeping survivors alive for a while, so that everyone can have some fun at the game, BUT right now this is actively sabotaging your game as the killer.
For example, if we had oldschool BBQ and Gift of Pain as basekit, what would he get?
BBQ basekit: the killer gets +25% BP for every survivor they hook while no one died, ie as soon as one survivor leaves the game, the bonus gets frozen. After hooking a survivor, show the aura of a non-hooked survivor for a couple of seconds.
Gift of Pain basekit: a hooked survivor gets a debuff to gen-repair speed as long as they aren`t hurt again.
This would give the killer an incentive to keep survivors alive and not shooting themselves in the foot by doing so. Maybe the debuff could escalate the longer the game goes on with everyone alife and not death, whatever the specifics, but BHVR never really tried anything in this direction. Old BBQ was in every build because of the BP bonus and thats why BHVR wanted to do away with it, but it was also incredibly healthy for the game: it gave killers an incentive to hook everyone and even though if they had no idea what to do next, being shown opportunity and some auras pried them away from the hook. Win win for everyone.
I almost entirely agree with this.
In a certain sense, this now might unironically be true now, with 2 minutes and 20 seconds of total hook time, + eventual Reassurances, + all the time it takes to chase them, DS, Dead hard, etc, that there are some situations where it might as well be worth it to just leave the survivor on the ground, even if you don't get value from hook perks.
Because it's 4 minutes bleed out vs all of that. And the survivor very rarely now has Soul Guard, or We're gonna live forever.
Not all situations, but for sure many more.
The cruel thing, of course, is that it's very bad for solo Q.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790765#Comment_3790765
The ideal game process for killers is - one person on hook, one in chase, one going for an unhook/heal, and one on gens. That's pressure. Even Otz, who is considered one of the most knowledgeable on the game and listened to by many, has said this. It's not ideal for survivors to leave team mates on hook because they contribute literally nothing to the team on there. And if the survivor in chase goes down while someone is hooked, then it's recipe for a snowball. They need to be unhooked and back on a gen asap. Using Reassurance on a survivor when you can just unhook them is bad decision making. The only time it's good decision making is if the killer is camping. Because in that situation, it's one survivor on hook and 3 survivors on gens. No one is in chase, no one is having to unhook and heal. No pressure.
Also comp isn't even the same game as pub so no reason to get into that. They have their own rules, the devs have nothing to do with it.
This still gives time to quickly finish a gen before unhooking, or leave it 99% before the killer comes back, and much more time to get rush to the endgame and open the exit gates.
@I_CAME said:
Nothing has changed in terms of how people play. Killer mains are just being dramatic when they say it has caused more slugging. Killers slugged before the change and they still do. No difference at all. It's a bad attempt to get the change reversed because it made the easiest playstyle (camping) more difficult.
I complained about tunneling, not slugging.
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790578#Comment_3790578
I could notice it immediately. The survivors took forever to save their teammate, probably because they were on gens the whole time, yet they still got them off before hitting second stage. That's what this change helps do.
Exactly, how can you not notice XD ?
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791226#Comment_3791226
Explain to me how camping is easy in this day and age. You can't be too close or you'll give them a free self-unhook, and with the increased hook time their teammates hook trade more consistently, even when they waited way too long to go save. Killers will in fact slug more, even if it costs them the game, because they're rightfully afraid that hooking gives them nothing. No pressure, no fewer survivors, no regression or slowdown without perks. They just waste 45 seconds of time chasing 1 person to start the game at 1 hook and 2-3 gens left.
Yeah, also remember hook grabs were removed too, for the better of course!
Somehow they get this changed, but don't rework Knock out on Doctor/Legion on Lery's hahahahaha, that for solo Q is AWFUL.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791268#Comment_3791268
Are we really trying to imply that standing exactly 11m from a hook is some kind of huge challenge now? Only the most skilled players can figure out this one trick?
I know that literally anything the killer does is an amazing feat that's never before been seen in gaming history, but come on.
Anti camping measures (including the anti face camping mechanic) can only be considered, at best, a slap on the wrist. And that's if the killer can choose to just move slightly farther away and avoid that slap on the wrist entirely.
Knowing when is the right time to camp, and when not to, really takes a lot of macro pressure knowledge.
But with this change implemented, you might as well do it for the very first hook, and then tunnel!
@MrMori said:
I don't have a problem with it, you really should be leaving hook and starting chase with someone else while someone is on hook anyway. Now, proxy camping is an even worse option, which is fine by me. Add anti-camp self unhook progress to the survivor HUD too while you're at it, SWF can communicate it, why shouldn't solos be able to play around it?
Sure survivors can attempt to slam gens and leave the person on hook, but if they're not quick enough to unhook, they may find themselves overwhelmed if you manage to down someone else before they can get the unhook, then head back and interrupt them as they try to go for a late unhook on the first survivor.
It's not always a good idea to leave people on hook for 70 seconds, that's one less survivor doing gens and a potential snowball waiting to happen. These kinds of buffs also make room for more killer buffs if they turn out to make a big impact on kill/escape rates, pushing the game in a more chase oriented and less camping oriented direction.
If it wasn't a always a good idea before to leave them hanged longer, now it's 100% a much better idea.
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791185#Comment_3791185
Otz said this literally before all of the most severe hook changes happened.
It's not ideal for survivors to leave team mates on hook because they contribute literally nothing to the team on there. And if the survivor in chase goes down while someone is hooked, then it's recipe for a snowball.
it's not ideal? It's literally optimal to greed your teammate on hook as much as possible for a hook stage and that's literally nullifying map pressure killer is trying to create by having a survivor hooked.
They need to be unhooked and back on a gen asap. Using Reassurance on a survivor when you can just unhook them is bad decision making.
completely wrong. First, hopping to a gen asap after being unhooked is literally putting yourself as a survivor into a most vulnerable possible spot and peak of bad decision making. Telling Reassurance is bad and only actually useful against camping killers is a sign of complete unawareness of what hook pressure is.
Because in that situation, it's one survivor on hook and 3 survivors on gens. No one is in chase, no one is having to unhook and heal. No pressure.
ahh, the same old black & white definition of map pressure. Map pressure NOT just about amount of survivors doing gens. You can have 2, and even 3 survivors off gens and still create roughly as much pressure as if only one survivor is off gens.
Exactly, I agree with almost all of this. I think we'd need a demonstration to demonstrate them the impact of these changes.
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@Rick1998 said:
has basically no effect on killers with strong chase and mobility who can always be in a chase and win them fast. For others killers like hag, trapper , ghostface . There is even less reason to play them now . I don't mind because i allready mostly play high mobility killers
Exactly this.
@Yggleif said:
I can't punish survivors for being greedy with gens which doesn't seem like good design from my own play as killer and what I'm seeing playing survivor this has decreased camping but increased tunneling.
It's still hard to judge early, but I think it's true!
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790491#Comment_3790491
I'll disagree with their point and say, it does not solve camping and it does not make AFC stronger. Because nobody actually camps like that, they proxy camp now. 10 seconds doesn't solve the problem, and just makes it so survivors now can ignore their friends longer and power through gens longer.
Correct.
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790495#Comment_3790495
What has happened a couple if times in my games is this: you hook a surviver, roam around the map looking for survivors, chase one off, but they run to a strong loop, meanwhile a gens gets done somewhere esle, and they even got time on the clock to safe their team mate, quite often its this 10s that lets survivors easily finish their gens.
As OP said: its not a big, problematic change, but its a net loss on basically all fronts for the game: gens before friends and still go for the safe, gen jockeys can have their cake and eat it too, securing a second hook stage became much harder and it will force more killers into "tunnel or perish" situations, being backed agaisnt the wall with 2 gens remaining and just 1 hook.
Gen jockeys make gen blocking perks even more necessary now.
@CLHL said:
Base kit borrow time, no more hook grabs, the anti-facecamp and 70 seconds hook states... When none of this existed, there were less problems to achieve successful unhook. All these changes have only created selfish players, and consequently worse players.
I massively disagree, hook grabs had to go for good, and borrowed time basekit was needed.
@Lost_Boy said:
I can't see it having much impact in solo queue due to 90% of survivors forcing stage 2 if you don't rescue them within 30 seconds.
It will have a big impact in SWF games though. A coordinated, efficient team basically gets an extra 30 seconds of gen time before they even have to think about going for the save.
I really don't like changes or perks that literally do nothing for solo queue, but buff SWF massively. I don't think it's healthy for the game and just makes the whole balance thing even more of a mess between SWF & Solo queue.
Pretty much yes, a mess.
@ChuckingWong said:
Didnt do anything for the high level either.
This is not true, this is terrible for competitive and public matches. Even Knightlight said survivors just hang on hook forever lol.
@NarkoTri1er said:
this change pretty much doesn't do anything regarding average dbd match because average survivor really has no idea on how to actually use the hook in their favor as a way of pressuring the killer, and because of that they will try to gaslight you how this change is just about "well just don't camp" despite them going next on hook against campers anyways.
On high skill level this change is literally drastic. Kobes were something you could ban in comp for example because you can control people not to try kobeing, but this change is something even comp community doesn't know how to solve, while being well aware of how severe it is. Whole 10s of additional hook pressure per hook state, combined with Reassurance that hasn't been nerfed at all is just a huge overkill for hook mechanics that are already completely unsafe for killer to generate map pressure.
True, but even survivors in pubs will realise pretty quickly with time passing...
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790470#Comment_3790470
Splitting hooks will always be a guaranteed loss unless gen times are increased. It's a matter of simple math. Unless survivors are intentionally not doing their objective, there is no mathematically possible way to win if you're trying to spread hooks evenly. It's especially impossible against coordinated SWF teams.
That's quite of a good reason, that is true, but this makes the time for doing gens for the 1 survivor just doing gens even worse. Now you HAVE TO tunnel pretty much, and force the game into a 3v1 ASAP.
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@danielmaster87 said:
It's exactly as I predicted, which is that hooking is now a net negative, because the time you spend to down someone isn't worth the so-called "momentum" that you gain by hooking. Now, survivors can greed gens even harder, and whereas before they'd make it to the hook as their teammate was dying, now they can trade hook at the last second and you have to go on another chase with that survivor. You can hook trade all match long, and it's still a negative to the killer because of the time lead survivors have. Obviously, this hook buff won't help the lower level survivors, even though I'm sure that's what this was intended to do. You can have 100-second hook timers, and scared noobs won't be willing to hook trade. So keep at it: balancing the game around noobs so that survivors at top level can be that much more oppressive. 👍
Even with this, I completely agree: hook trading now just kills the entire momentum.
In order to fix this, they'd really have to buff to so many killers to A/A+ tier.
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Perfectly said. Tunneling at 5 gens is now better.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790520#Comment_3790520
No, I'm not. Unless you're not satisfied with winning over 60% of the time there's no need to tunnel. And I'd argue that if you're dissatisfied with winning significantly more than 50% of the time in a multi player competitive game that's a you problem. Nothing Survivor has is busted anymore like it was pre 6.1.
This argument is so flawed, that I don't even know where to begin to deconstruct it...
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@TheSubstitute said:
It doesn't do that much for the majority of survivors. Tunneling will be used by anyone who wants to tunnel regardless of the change since it provides a disproportionate advantage to the Killer. Nobody needs to tunnel; they just do it since it sways the match in their favour by a huge amount.
It won't affect camping that much since the only way that the extra 10 seconds will matter is if a) the hooked survivor is patient enough to stew on the hook without sabotaging their team by wanting to get off early and b) their team takes advantage of the time by not taking the hooked person off at the first opportunity and instead doing it when it is tactically wise to do so. Neither of that can be guaranteed outside of an understanding among SWF members.
I think it will do very little for the majority of survivors (who solo instead of SWF). It's a baby step in the right direction but it doesn't go far enough.
"Nobody needs to tunnel". And that's where you're wrong: with 4 survivors always going gens, eventually you will need to tunnel, unless you have Devour Hope of another super gimmicky build.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790470#Comment_3790470
You said it doesn't solve camping and then said it makes the anti camp mechanic stronger?
Getting mixed messages here, do you want camping to be less effective or not?
It's not contradictory: anti camp is when the killer literally stands super close. If a Bubba stays further than 16 meters, or in a vertical place where it charges even slower within the 16 meters, it does absolutely nothing.
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I think this change is BAD for the game overall, if not very bad, because:
- It doesn't solve camping really.
- It makes the anti camp mechanic stronger with no rebalancement of it.
- If makes tunneling even more necessary.
- It doesn't solve killers wanting to tunnel.
- It doesn't give killers an incentive to split hooks, and the best strategy still remains to kill a survivor into a 3v1 ASAP.
- It gives survivors MUCH much time to just let the survivor hang there, and finish gens.
- It gives much more times to, after doing a gen, go for a trade last second and always be fine.
- Hook trading now is VERY strong for survivors, because of how much times it gives.
- It punishes low/mid tier killers a lot, where strong/S tier killers don't get affected much.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771875#Comment_3771875
As an aside, you can win by going for aggressive chasing as long as you're actually good at it
by good at it, you mean killer has to play completely flawless with 0 mistakes and survivor can fail almost every single chase as quickly as possible while still just completing all generators anyway. The survivor can still easily hook-trade and all generator will be done.
You need to be spreading pressure for gen defence perks to do all that much.
The generator defence perk don't do enough towards spreading pressure. Camping does more then the gen perks. that is why player are opting to camp more because it is more efficient way to punish gen-rushing. This is also a way for killer to punish survivor misplays at chases in early stages of the game. The dev have this backwards. killer is punishing survivor. not survivor punishing killer. the survivor is the one failing chases.
The more imbalanced the base game is, the more killer will use cheesy shortcuts such as Tunneling and Camping.
Very well said: "The survivor can still easily hook-trade and all generator will be done". I agree.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771561#Comment_3771561
What annoys me here is how people like you arent realizing they're all buffs for meme perks you've probably seen once in your life, save for flashbang and blast mine.
Yeah. "Fun" and memy Blast Mine. But guess for who? For the survivors. Seconds when stunned that can COMPLETELY destroy the killers' pressure and momentum. Because when killers don't find it fun to get hit by Blast Mine, and other "fun" perks that kill momentum, guess what they're gonna do? Go back to the hook, tunnel, and force a 3v1 as fast as possible.
