MSX_exe
MSX_exe
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/408675/off-the-record-needs-to-be-nerfed
It is fair and balanced.
Sure it is, how dare I say anything against it
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680723#Comment_3680723
In the meantime, Off the Record needs to activate 10 seconds AFTER being unhooked or unhooking yourself.
Basekit off-hook endurance covers the first 10 seconds. It's absurd that the killer hitting the survivor immediately off-hook eats the off-hook endurance AND the Off the Record endurance. An anti-tunnel perk countered by being tunneled. 🤪
Ah yes, let's make that 90 seconds actually
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/408675/off-the-record-needs-to-be-nerfed
Are you complaining about the survivor doing nothing for that long to progress the game? Dude that thing could last forever and I would not care because that is just a survivor not doing anything to keep the endurance. What else can you want? This guy is giving you a free 3v1 without even dying on hook.
Okay, what about when a survivor with OTR steals a chase that would mean the world to me just because he has 80 second endurance
"Just hit him bro" am I right?
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@Crowman said:
Endurance doesn't stack. It's disabled after all 5 gens are done. Doing any conspicuous action turns off endurance.
Did you actually seriously say that?
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@Chocolate_Cosmos said:
- Flashbangs will blind you even if you are not looking at them and you are looking into a wall.
- Background Player allows for insane saves, very hard to counter it if the team is ready for your pick up.
- Flashlight saves have save window timer that wasn't there in long past allowing for even being bit off in your timing, being less about skill but yet remain still powerfull.
- SWF groups can make it a real nightmare to pick up someone.
That's not the flashlight's problem, it's swfs abusing background player, which is ridiculously overpowered
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@Peanits said:
We'd like to know what you think about the Underground Complex map, part of the Hawkins National Laboratory realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
Huge. Maybe shrink a little and it's brilliant?
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@Peanits said:
We'd like to know what you think about the Midwich Elementary School map, part of the Silent Hill realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
Near perfection
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@Peanits said:
We'd like to know what you think about the Toba Landing map, part of the Dvarka Deepwood realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
Horrible. Too bright and colourful, pallets and windows aren't really visible. So confusing too
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@Peanits said:
We'd like to know what you think about the Garden of Joy map, part of the Withered Isle realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
Can y'all balance a map properly? You changed little to nothing with the rework
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@Peanits said:
We'd like to know what you think about the Nostromo Wreckage map, part of the Dvarka Deepwood realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
I hate it on both sides. Go against a clown or cenobite on there and you're dead 99% of the time, meanwhile you can run an m1 killer for a good amount there. Also super huge
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@Peanits said:
We'd like to know what you think about the Shattered Square map, part of the Decimated Borgo realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
The map is huge, weird loops and so much red. I don't know why you keep making humongous ass maps. Also, it's not fun against huntress and slinger because they can shoot over those short loops
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@unavoidablevoid said:
Survivors are waiting to t-bag the killer at the gate, the killer is waiting for the survivors to leave, familiar?
A pointless tug of war, similar to the old hatch mechanic, which has been fixed already.
This change would definitely be very welcome by those who play killer and it would get rid of a whole plateau of toxic behavior.
It would be optional. Just a text prompt appearing on the killer's screen, e.g.:
"Press [assigned buttton] to end the trial."
This is actually the best solution for this issue.
I absolutely hate when the gates open and they're either hiding the whole EGC, or just waiting for me to watch them leave (for some reason) or teabag. On both gates. Just leave dude.
But yeah, this would be very nice to have, actually
@unavoidablevoid said:
Survivors are waiting to t-bag the killer at the gate, the killer is waiting for the survivors to leave, familiar?
A pointless tug of war, similar to the old hatch mechanic, which has been fixed already.
This change would definitely be very welcome by those who play killer and it would get rid of a whole plateau of toxic behavior.
It would be optional. Just a text prompt appearing on the killer's screen, e.g.:
"Press [assigned buttton] to end the trial."
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@Chilli_man2400 said:
Ever since it’s nerf, decisive strike has dropped in popularity and usage. It’s simply too weak on certain killers to be worth it. I’m proposing a buff that will make it better to use. It might be a little to strong but here’s my idea.
Decisive Strike
After being unhooked or unhooking yourself, Decisive strike activates. While active complete a skillcheck while grabbed to escape, stunning the killer for 3/4/5 seconds.
- Succeeding or failing the skillcheck disables the perk
- you become obsession when using the perk
- the perk disables permanently when the exit gates are powered
- taking any conspicuous action will deactivate the perk. If the killer hooks another survivor the perk deactivates.
TLDR: I removed the timer so it’s truly an anti tunneling perk and brought the stun time back to 5 seconds. But I added a condition so if the killer hooks another survivor the perk shuts off so people can’t abuse the infinite duration.
I'm okay with the 60 second timer, but just the stun time NEEDS to be 5 seconds like come on
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@nars said:
im down for 4 seconds but not 5
4 is just a regular grasp escape, 5 should be a "you tunneled and you're punished for it now" it should be PUNISHING, not encouraging the killer to go right after DS back to tunneling
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@DaddyMyers_Mori said:
If buffed pop is your argument, then 4 seconds is best you get.
If you want 5, then pop needs 25% of maximum progress.
I don't have a problem with old pop
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@Halloulle said:
Spawn locations do need addressing.
I don't want to turn this into some whataboutism thing but it's hard to argue for sth like basekit Lethal without keeping in mind that survs can spawn in the killer's terror radius.
As for Corrupt; I think it's problemati in so far as it is too passive and thus powerful if left at times rather close to the perk - or meaningless if times are shortened to the point where it isn't massive, absolutely free pressure during hte most crucial phase of the match. (And I'd wager that "just stall Corrupt" is probably gonna be the way to go, which just delays the actual match start and adds unnecessary time. There are chests, there are challenges. People can spend the time scouting the map to identify pallet locations etc pp.)
Lethal is, imo, a much better choice to kickstart a match and have it at a higher pace off the bat. But not with auras - but with killer instinct. a) This doesn't remove distortion players from the equation b) it gives the killer a good indicator without more or less guaranteeing a free surprise hit; it strikes the right balance between the killer finding a survivor in a timely manner and the match essentially starting with the surv closest to the killer getting hit by default.
--- Granted, if survs spawned far enough away from the killer by default the free hit might be more of non-issue.
I absolutely encourage side objectives like chests, totems and stupid archives, but then again, items were nerfed heavily, totems don't need to be done unless a hex is in the play, I'm all for like shortening the times for side objectives like dull totems or chests, halving them even, would help a lot and encourage people to not just rush gens
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@Gandor said:
I just can't stand this argument of 1 gen vs 1 hook being 1/5th vs 1/12th of objectives. It's so damn flawed.
1, pallets don't respawn
2, items and perks on survivor will generally not recharge
3, killer needs 4 kills which is most of the time less then 12 hooks, survivors can still 0 escape even if 4 are alive once last gen pops
4, generators don't respawn - effectively shrinking all maps very noticeably
5, also 3genning needs to be adressed (liked to point 4)
Overall what does it matter that 2 gens pop in first chase if survivors then can't finish a single gen until they all die? First gen is absolutely NOT the same value as last gen. Not even close. Not by time spent on it, not by hook states exchanged to get there and not by (average) chase length of killer.
If you so much want to make start of the match easier for killer, you would need to at the same time address those 5 points above. Otherwise we are talking about very unfair change (like bring back old mori, but keep current hatch and no loop infinites - level of unfair).
Don't you find it stupid that depending on RNG you can lose 3 gens in 1 chase or none? Because I do
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@StickyB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410551#Comment_3410551
Issue with this is that it punishes the killer for trying to force the survivor to the second stage if they choose to go for the save last second. And if someone going second gives you another hook state then the gameplay is the exact same.
If that's the case, they should implement a mechanic where if the survivors goes 2nd stage or dies on hook and if the killer is nowhere near, that should reward the killer
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@Sonzaishinai said:
I wonder what would happen if we changed the end screen result to work on hooks rather then kills.
So for example
0-3 hooks: entity hungers
4-6: brutal killer
7-10: ruthless killer
11-12: merciless killer
Just change that and nothing else. Would it really change peoples playstyles? That would be really interresting if it did
I don't think it's gonna change much, however I think it's mostly up to the community to disregard that imaginary win condition. Having some rewards based on healthy gameplay in the game itself would be nice too
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@ShroudedGhostFace said:
These suggested changes are terrible. Also, it makes sense that you’re suggesting these changes because killer obviously isn’t you’re strong suit since you said you’re a survivor main. Take some time to keep learning how to play killer and try to tunnel every match, you’ll get the hang of it.
I'm good at killer, but I'm stronger at survivor. I don't see how these changes would be terrible, care to explain?
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@Gandor said:
Sure. Let's do that. But kill rates are high, so to balance this - every time killer is 10m within hook (also hooking action counts) - survivor is teleported somewhere else on the map with minimal distance 40m. Counts also for basement. That will fix camping and to high degree also tunneling. 2 birds with 1 change
You can just remove hook grabs to balance it out, but sure 😂
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@DaddyMyers_Mori said:
•Is Spine Chill unfun to go against?
If you are stealth killer, yes. Counterplay was annoying to do for sure.
DS should have stayed 5 seconds.
Self-care on 32 seconds is basically on same level as altruistic healing. Infinite. With other perks way better.
Right now, self-care is not good alone, but can be viable if you have build for it
I main Ghostface and I think Spine Chill should have been reverted by now. It's useless now. Looking to the side was counterplay
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@Nathan13 said:
Revert the stun duration back to 5 seconds that’s all it needs.
That's all I'm asking for. 3 seconds is way too little.
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@Kaapskaaps said:
I think instead of making it 5 seconds, I think the stun duration should be killer specific. Whether it's 3 or 5 seconds won't matter to a nurse that can easily catch up to you in that time. 3 seconds against a trapper might be good but 5 seconds is too much.
We have killer specific movement speed, why couldn't we have killer specific stun durations?
I don't feel BHVR wants to make exceptions.
(I say that then remember they nerfed Awakened Awareness because of nurse)
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@ReverseVelocity said:
I think it would be too much when stacked with Off The Record.
Nerf off the record. I hate that perk anyway
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@Uotsumi said:
4s
4 and the survivor has 0 stagger when falling from the killer's shoulder
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@6yXJI0 said:
Why?
Because many killers catch up to it quickly. And 3 seconds doesn't even feel punishing at all