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ReviloDBD

ReviloDBD

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ReviloDBD
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  • Honestly from my experience it's actually way more Balanced the more I play it… both sides frequently win, depends on how well they work together as a team. It's usually very close games.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768944#Comment_3768944

    But then slugging shouldnt exist, if a killer leaves a survivor slugged, they should be able to pick themselves back up without unbreakable

    I would actually be down with this for this specific game mode!

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770169#Comment_3770169

    I had started out playing medic. Commonly I was the only one on the team with Medic. But you know what happened?

    Everybody else just went for saves anyway. It hit a point where I decided F IT and just turned into the Generators Class because no one ever seemed interested in doing the damn generators. The classes seem to be slight suggestions at best to the player base because nobody seemed to be doing their "role". They just did whatever they wanted to.

    But then on the other side of that coin…

    The times people DID do the generators and whatnot, we steamrolled the killers.

    So it's kind of like the problems of 1v4 but magnified; RNG plays a huge part and you're either going to get slaughtered because the RNG gave you a bunch of survivors who have never played the game in their life before OR you slaughter your opponent because the game gave you competent survivors (they didn't even need to be very good I found, just competent and do gens).

    As stated, I didn't play a ton as the mode soured on me REALLY fast.

    Gotcha, yeah that makes sense I see your reasoning. I guess maybe I just got lucky in most of my matches, but RNG of matchmaking is always a huge factor for sure in DBD.

    I will admit that most of my games on either both Survivor or Killer side (whether it is 1v4 or 2v8) are simply stomps or get stomped lol… solo Que at least creates that experience fairly consistently.

    Though, seriously I'm not trying to defend it, but from my personal experience I honestly felt like the stomps were a little less 1 sided in the 2v8 mode for some reason, perhaps because there were always enough people to constantly be doing something…

    Like even Killer matches where we feel like we "stomped" there was usually 1-2 Survivors that escaped in the end thru hatch or something, and similarly even in Survivor matches where we "stomped" there we always at least a few dead survivors as well..

    In 1v4 I think the "stomp" is a bit exasterbated because a true stomp with 4 Survivors means 0 Deaths, or 0 escapes. But with 8 Survivors it felt like even a stomp had some deaths and some escapes no matter what… which to me makes it feel a little less one sided and a bit more balanced actually.

  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770127#Comment_3770127

    Every game has gone one of two ways

    The killers have no idea what they're doing (or whoever is running against them is really good) and I don't ever see the killer for the majority of the match

    The survivors have no idea what they're doing. Skill checks constantly being missed and chases taking about 20 seconds as the killers just steamroll. Then somehow I become the only one on a generator even though there are supposed to be seven survivors with me…

    Now that the free weekend is over, maybe the 2v8 mode will be better but even without those two issues, there's just not a lot of uniqueness for the survivors. I'm doing the same exact thing as the 1v4 mode except I'm hamstrug because I don't get to run whatever perks I want so what's the point?

    Ah see, I look at it completely different way than you do..

    Although I didn't play at all during the weekend so idk how it was with the Free players that may have been different/worse.

    But when I play Survivor I'm playing Medic most of the time, or Guide, or Scout depending on what the team needs.. I feel like "Escapist" is the most similar role to that what people normally play in 1v4, however, I find that type of gameplay extremely stale and boring after all of these years.

    In 1v4, we are able to play "Medic" style gameplay for example, however, it doesn't feel good because realistically it would actually still benefit the team more usually to just play for gens and loop. Similarly in 1v4 if I were to play a full Gen build like "Guide", it could work, but I would be lacking defensives to survive and therefore I might find myself too weak to enjoy it or get much value out of the build. I feel like in 1v4 the game is limited to 1 style of "meta" gameplay in order to feel effective.

    In the 2v8 Mode, I can actually spend all game being a "Medic" and running around unhooking and healing my teammates, and it actually feels useful to the team, because there are enough other players left to do Gens to power the gates, and help each other.

    So when I play 2v8 as Survivor I'm actually enjoying completely different gameplay than when I play 1v4 and I'm thoroughly enjoying it, breaking up the routine is nice. I haven't tried playing Escapist yet because that seems kind of boring to me, and I'm not the best Scout either (though it is fun trying to chase Killers around) but when I play Medic or Guide, most of my team including myself usually Escape even in Solo Que and I'm usually in the Top 3 and felt like I was very helpful in the game.

  • @UndeddJester said:

    This thread saddens me greatly... 😔😔😔

    I've really enjoyed playing Survivor in this mode, just as much as killer. It feels very much like looping well, especially to the point of forcing the other killer to help is heavily rewarding... taking 2 killers to deal with you should at the very least allow 4 survivors 30s uninterrupted time on gens, just by virtue of chase time combined with map travel time.

    2vs8 feels fresh and different, a shake up of the formula, and break from the normal stress and tryharding of DBD proper... and dont get me wrong, I enjoy regular DBD, but there are times you just have to accept the sweaty Commodius/BNP/Lithe/WoO/DH survivors or the Pain Res/Grim Embrace/tunneling Blights.

    The fact there are 8 survivors, thus 7 chances to get a time wasting goofball (or 5) doesn't detract from the fun of the mode for me... it feels like a far less serious mode, so having a few survivors screwing around is far less annoying than it is in 1vs4... And I also haven't seen a single survivor SoH yet... that in of itself puts 2 thumbs way way up for me.

    I agree with you!

  • @HexHuntressThighs said:

    I actually enjoy survivor side a lot. I genuinely can’t believe people don’t like it. Maybe because I have good mates is why I like it. I won 7 solo queue matches in a row, all of them were 6-8 man outs. Lost one but got out thru hatch and then won 4 more back to back 5-8 man outs.

    Yeah, I'm having a really hard time understanding what people are struggling with so badly on the Survivor side. When I play my Role the way that it is most likely intended to be played I have a lot of fun and I feel very effective in securing my team's victory!

  • @tippy2k2 said:

    I can't speak for everyone but there is not a bonus level in the world that would make me want to play survivor in 2v8

    What don't you like about it? I think playing the classes/roles is really fun and helps the Team win very easily if done correctly.

    I'm really surprised more people don't enjoy it.

  • My losses as Survivor are usually because my teammates are not doing objectives and seem to be messing around.

    On Killer there have been matches where we got crushed by Survivors even when we played well, so that makes me believe that if both sides are doing equally good the game is perhaps Survivor Sided..

    Though a good Killer Duo is probably really hard to beat as well.

    Despite that I usually seem to do well and win on Killer, but I used to be a Killer Main so I have more experience there.

    I think it actually does feel overall fairly well balanced surprisingly, I just think it really depends a lot on how good the teammates that you are stuck with are, which others have mentioned is very similar to 1v4.

  • I agree it should be a Permanent Game Mode, but of course still just a side option next to the normal regular game mode.

    People keep complaining about the long Killer ques, this is 100% accurate it does take way too long, however, I feel like they don't realize that once Killers start to play less of the game mode the ques will start to balance out and be much faster for them.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767929#Comment_3767929

    Yes! 100%

    The classes are incredibly fun aren’t they? I’ve only tried the generator class but my mind is racing thinking about the different playstyles of the other classes. It’s like expectation exceedingly fun.

    I think that DBD benefits from making other "roles" and playstyles effective and valuable and creates a more "team-based" dynamic, it's great! So far Medic is probably my favorite.

  • @ThanksForDaily said:

    I enjoy every bit of of it as killer and survivor. Gamemodes are supposed to be fun, not balanced. This is probably the first time I remember myself wanting to play dbd after finishing work.

    100%

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767899#Comment_3767899

    Smart move by behavior. They know survivors might get sick of pincer maneuvers so they stack them bloodpoints high. Something to wet the beak

    Unfortunately it is still somehow not enough to get them to play..

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/421873/2v8-is-garbage

    Played a few games with @Xernoton and have to say, that those games where some of the most fun I had in dbd for a very very long time.

    The tag team stuff we did was like the clips you see on youtube, im not kidding. After a few games, we found out a combionatioon that was not only fun but also pretty strong. Wraith + Nurse.

    While im bad at Nurse (havent played her for over half a year) I did perform pretty well in chase. @Xernoton gave me the info I needed while scouting the map.

    We only lost a few games, where I played pretty badly. But thats fine, it was still a blast to play.

    Only complaint I have is the long queue. It took like 10-20 min to find a lobby.

    My first attempt in this game mode I picked Wraith and my pug teammate played Nurse, omg lol it was so much fun and so crazy haha, we actually managed to kill all of the Survivors successfully, there was only 1 gen leftover at the end, but we still got them all!

    I agree that the Que times for Killer are unfortunately a problem though, even with 400% bonus BP on the Survivor side…

  • @kosaba11 said:

    It's unbalanced, way too survivor sided, and frankly not fun as killer. Why BHVR thought this was a good idea is beyond me - this has to be the least thought out game mode I've ever played in a game before.

    I've had a completely opposite experience as you, 2v8 just brought me back to DBD from a 2+ month long break actually, and I've been enjoying it so much as it is so refreshing to play Survivor with a "Class System" and roles like (Medic, Scout, Guide, etc.) really love that part of it, I just wish more of the Killers were available to choose from, but playing together as a Team with a Killer is also fun and requires some coordination!

    Idk, I've enjoyed it so much that I am finally enjoying DBD again, it has been refreshing. I even logged into the Forums for the first time in nearly 6+ months now just so I can see what other people are saying about the 2v8 mode, and I was very shocked to read your post just now which is why I decided to comment.

    Personally, I'm really happy that DBD made this game mode and finally actually let us play it! I wish it was staying around for longer than just only 14 days to be honest!

    EDIT: My only Concern is that the Killer Que literally takes around 20+min to pop for me so that is a whole lot of sitting around and waiting for a match, I wish more Survivors were interested in playing the game mode so that Killer ques wouldn't be so long, although I suppose it must be much easier to find 2 Killers than it is to find 8 Survivors unfortunately lol

  • @arcaneGospel said:

    That's not what the kill-switch is for. The kill-switch is exclusively to be used to shut down something that is currently bugged in such a way it makes the match completely or practically unplayable for one side, somehow. It is not something used on things that are perceived as bad.

    Think Weaving Spiders is bad all you want, but it won't be kill-switched, because it is functional.

    Yeah I think he was implying that the perk is legitimately so bad that the game because unplayable when someone runs it, which has been my experience with it as well, but I understand what you are saying. It's just too bad cause I would probably actually prefer the perk didn't exist in the game at all as well, not until it either gets a proper buff, or they add 3 more invocation spells to stack with it and actually give it some true real value for completing the invocation.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677537#Comment_3677537

    I found that using it early in the match is too risky. I get tunneled if I'm caught by the killer and griefed if I successfully evade the killer all match. Now, I use it when I'm death-hook and avoiding gens is the safest bet. The problem is saving it until really late is not worth it.

    It would be nice if the perk had a stronger effect if used when there are fewer gens reamining. (Edit) Or took less time to invoke with fewer gens remaining.

    Yeah I would agree with that honestly, actually less time to complete it depending on gens remaining would be perfect!

  • @Nos37 said:

    They can SEE my aura in the basement! They know I have the perk.

    Why are they kiting the killer to me and/or looping them in the structure above me? Then again... I have seen survivors kite/loop the killer around hooked survivors instead of leading them away.

    That said, I have been intentionally griefed because of this perk, and I'm tired of dying with 3,000 bloodpoints and wasting the whole morning filling out griefing reports.

    ----

    Remove the perk's aura and HUD status. I don't care how the perk is changed (buffed, nerfed, reworked).

    My point is Invocation: Weaving Spiders is the new No Mither and other surviors are more inclined to grief you if you have it.

    Honestly, the way it is right now, the perk is just 100% useless for Survivor... it really is terrible and needs buffs/rework unfortunately.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676568#Comment_3676568

    That's the thing though: you don't have to check the basement at all. If this perk fires, the killer benefits more. One survivor has done nothing for two minutes, and now they are permanently injured. The resulting -10 charges are simply not a threat after two minutes of 1v3.

    Plus, any kind of scream perk can add multiple seconds to the invocation time by pure accident.

    Additionally, I highly doubt that multiple survivors having different invocations equipped will allow multiple effects to proc off the same invocation. And that speed increase is a little worse than meaningless: Two survivors working on an incantation is the exact same level of slowdown in the killer's favour. It just takes up an extra perk slot, so it's a little better for the killer still.

    The only way this could possibly ever turn good for the survivors is if one survivor could stack and multi-proc multiple different invocations, but I can tell you now: that -will- get nerfed from PTB to live.

    Because they're designing this for the killers, not the survivors. The balance of this perk is way, waaaay too far off for it to be anything else.

    Well I consider myself a "Killer Main" just cause I happen to be better at it, but I play both Survivor and Killer about 50/50 usually... and I will say that no matter what anyone thinks or says, this specific perk feels extremely underwhelming for Survivor and honestly even though I was excited about having a 2nd objective other than doing a gen, if I run this perk I genuinely do feel like I'm hurting my team more than helping... it 100% needs buffs or a rework for sure. Please BHVR think about this, because otherwise I LOVE the idea of having another objective that's not just rushing gens, it would be amazing if this was something actually worth doing.. just something to break the gameplay up feels great already, I been playing DBD forever and this is something I think we need, but it needs to actually be beneficial to the team and not legit be a negative impact, which is basically what it is now...

  • @xltechno said:

    I think the developer is probably assuming that multiple things can be used together in the future, similar to boon.

    So please forget it for now.

    I thought about this as well, but then I feel like they should have released a Survivor with 3 Invocation perks like they did with Boons, so that people can pair them together and it wouldn't be so useless as it is alone.

  • @KingFieldShipper said:

    These threads are so tiring. I can really, really assure you, and everyone else, that no one cares how you play outside of a vocal minority. They really truly don't. Most people literally just go next without giving another thought to the match, or you.

    Edit: that being said I really enjoy the phrase "why the fog" and I thank you for that

    Haha this including your edit, winner

  • @TigerSnake said:

    Most likely:

    Buff her chase power in exchange for weakening her 3 gen power.

    Nerfs to Call of Brine and Overcharge.

    Although in all honesty, I must ask how Skull Merchant’s 3 gen power compares to other killers. Is she the strongest killer when it comes to locking down an area, or is the community way overblowing it since she’s new?

    So I actually came to the forums after playing Survivor all day today...

    The MAJORITY of my games went facing up against Skull Merchant and I find her to simply be too Oppressive to deal with...

    I'm actually a Killer main, but I do play both, and while I NEVER like to make comments about Killers feeling too strong right after their release because they get hit SO hard with the nerf hammer that they become completely unplayable afterwards... historically speaking..

    But after facing Skull Merchant over and over again today, each match is worse than the last... there's just too much she's able to do all at once.

    She can literally be in chase while ALSO holding down multiple gens with her Drones... the Drones are a bit of a lose / lose situation because either 1 you get Exposed by them and have your location given away, or you disable them but you still have your location revealed for quite a while... and because the Merchant is ALSO Undetectable while she is inside her drone range, I've had many of them use that as a way to get REALLY close to me while they can use their Radar to pin me down and then just pop up out of no where...

    So yeah idk , but I'm not surprised to see that others are complaining as well, each and every time I face her its the same thing over and over again, basically gens are being guarded so well its really difficult / or impossible to complete them, and the entire time she's still moving around the map getting hooks lol

    Idk, I have to try playing as her to see what its like actually on the other side, but from the Survivor side it's very challenging, but not really in the "fun" way, kind of the annoying way lol.. I like the whole interacting with the drones and pressing the buttons, I think that's a new fun creative addition, there are things I enjoy about facing her, but it gets ruined when it just starts to feel "unfair" every single match.

  • @OrangeBear said:

    Yes because even though smart players would have been able to use it well, it would encourage most players to just get other players killed. Overall it would have negatively affected the game.

    This is probably the best explanation given so far actually.. thanks, yeah it is unfortunate though, if only it wasn't ruined for the "smart players" by those who wouldn't use it correctly :(

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364859#Comment_3364859

    "I think it's a very unique playstyle that can be extremely effective under certain circumstances.."

    Sure, and the other 99% of the time, it helps tunnelling.

    "That's really sad to see, I didn't know people were so narrow-minded about new things being added to the game :("

    It's actually the opposite. You're being naive and not seeing the big picture, because you're too narrow-minded about your one extremely specific certain circumstance.

    I don't enjoy playing "Meta" and I think it's fun to have different playstyles available in the game to keep things from getting boring.. this was one that actually worked really well, and if you EVER actually tested the build that I ran you would know for yourself that it actually PREVENTED tunneling and sort of confused the killer on what they should do..

    As some others have pointed out, it's a bit of a lose / lose situation for the Killer because it isn't good or easy for them to tunnel, and it's also not easy for them to chase the unhooker. They have to choose between 2 decisions that are going to harm them and make them waste time either way no matter what..

    Honestly if you actually consider how powerful it can be and often was against exactly tunneling or camping killers, I genuinely thought that they changed the Perk because they thought it was "Too OP" combined with certain perks, not the opposite which is what some of you are saying about it being too harmful to the team.. because it is simply not actually true if you've played it and tested it enough you would know that it is quite effective.

    Also why would a Perk that has to be combined with other Perks be a problem or make it considered weak? Literally, at least in my opinion, the absolute funnest part of DBD is coming up with unique perk combinations that synergize well together and create uniquely powerful situations when played correctly. There's nothing wrong with that, it is often really fun and still gets wins for both sides, I don't see the problem.

  • @Eelanos said:

    Yes, they had to change it because people forgot Guardian removes any traces from the rescued survivor, and the only two thought processes people around here have after being rescued are "I need to immediately reengage in a chase with the killer" and "I'm just going to stand still under hook to get healed even if it is to my team's detriment".

    No one in this entire community knows how to run behind cover or, God forbid, hide on a locker for 5 seconds to avoid the killer tunneling them out even after every trace of their existence has been removed and they've been given a speed boost to make it easier for them to run away.

    Background Player + Guardian was a really cool combo that made tunneling off the hook harder and made rescuing people safer. The only thing this combo needed was a small push. Some sort of "You see each other's aura until the rescued player gets fully healed" and maybe some tiny healing speed boost like +10%, or perhaps a quick&quiet effect for the duration.

    But no, people in this community absolutely despise stealth play, so the perk had to get changed.

    That's really sad to see, I didn't know people were so narrow-minded about new things being added to the game :(

    I'm testing and not enjoying any of the other new perks the same way, I think I'm going have to go back on DBD break again lol

  • @Seraphor said:

    Because it directly encouraged tunnelling?

    The perk should never have made it past the theory stage, let alone making it into the PTB. It was fundamentally a terrible idea.

    Even the mere possibility of this perk being in play would increase tunnelling. Why go after the rescuer if they're just going to Sprint Burst away?

    If you're relying on this perk being paired with another one, Guardian of all things, to prevent it from being used for tunnelling, that's already a red flag.

    I completely disagree, I think it's a very unique playstyle that can be extremely effective under certain circumstances..

    Just because some people might use it incorrectly, doesn't mean that it can't be used really well with the perk combos that I mentioned above, and the fact is unfortunately the people who will troll will troll whether or not this perk exists, that's not going to change.

    Using BT + Guardian for example would make it so you could intentionally throw off a tunnelling / camping killer by giving the unhooked player speed and endurance buffs that should last long enough to get away (especially without leaving scratch marks or blood) and while also still giving yourself a speed boost to get away as well.. (or you can retreat together knowing the direction of the Killer and both having a speed boost)

    During the PTB when I was testing it, I had a very high success rate of getting 3-4 Escapes on my teams using this strategy and it was really fun, and nearly invincibile in EGC.

    There were honestly so many different fun plays you could do with it... I'm really disappointed the community wanted to get rid of it..

  • @Foxy_Teltac said:

    Ever since I came back to the game a few weeks ago, I have never seen so many dcs and suis on hook. Like is it just the killers I've been playing or is this really just how it's been? (Besides Legion I've been playing Wesker, Nemi and Knight with a fair amount of giving up on all of them still)

    People have been DCing and killing themselves on hook constantly all night long, IDK what is going on right now but I haven't had a single match yet where all 3 of my teammates stayed to the end of the match... it's really been quite a drag :(

  • @ratcoffee said:

    Endurance only gets consumed if the attack would have sent them from the injured to the dying state. You're not wasting BT in that scenario, but understand that BT only lasts 20 seconds even with the Bill perk, and it takes 7 seconds to heal them up, so that means they have 13 seconds after the heal to get hit twice to get value out of it before the BT timer expires, which would be pretty difficult.

    Now, if the survivor has Off The Record, that gives them a full minute of endurance, and that might get some use

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353980#Comment_3353980

    Endurance is lost only if you take a conspicuous action. It is not cancelled if someone else takes action on you. If someone starts healing you after an unhook and then the killer comes back, you can still get the endurance hit.

    Ah I see... well it seems like it is not completely useless, although I am probably not really getting much value out of running the two together.. so perhaps it's better if I try a different combo..

    Right now I am thinking about runnning something like :

    Guardian, No One Left Behind, We'll Make It, Empathy

    OR

    Guardian, Borrowed Time, No One Left Behind, (New Unhooking Exhaustion Perk).

    Anyone else have any good ideas or suggestions for potential options to pair this playstyle with?

  • @FearlessHunter said:

    It should have either been 75% reduction and works while exhausted or is 100% reduction but doesn't work when you're exhausted. It should never have been both. They went overboard with the perk changes, just like calm spirit.

    This is how I feel about it as well, coming from a Killer main, who used to love Iron Will as a Survivor.

    I STILL use it btw, in most of my builds, but I think it should have been exactly as you stated, 75% with exhausted, or 100% without exhausted, both is too much.

  • Can you imagine being in a room high af with Doctor? XD (and he's high too lol)

    I can see some laughs

  • @Akito said:

    I hope so. All the changes that came with the base kit unbreakable idea were awful. That's all.

    Also. I would like to understand why this idea was sth they were hardly working on (it made it to the ptb that's a pretty far way).

    But making Kindred base kit or adding action-icons to survivors to make solo q a better experience, no. That's too... op? Kinda silly but ok.

    Lol I would rather have Kindred basekit than Unbreakable.

  • @FreddyVoorhees said:

    Either they add basekit unbreakable or remove penalty from DC when lying down. Nobody is going to watch their character or whole teams lie on the ground for 4 minutes. A solution is needed to ensure that all players are playing the game and that nobody is held hostage unless they are on the hook.

    How often does this really happen though? I may just be lucky, but I think in my entire 5+ years of playing DBD I've only had this happen to me one time on Survivor.

    And I have never once done it as Killer because it is literally a waste of my own time as well.

  • @dugman said:

    I liked the new system, it just needed a few tweaks on the bonuses for Unbreakable and maybe a minor adjustment or two on some other bits. But overall I liked how it shaved off up to a minute of boring cleanup in games the killer had virtually 100% already won.

    I was actually genuinely curious about this portion of it, from Killer's perspective, how much effective time that would save in matches and would it actually sort of feel better than people are expecting.

  • @HugTheHag said:

    The devs collected feedback on the PTB, and decided that there would be adjustments and another PTB to test those features before making it to live. =)

    Thank you for the response, this is honestly probably for the best in my opinion ^^

  • @Okonar_ said:

    Having to click one by one in the bloodweb is way too inefficient, for the love of god have mercy on our hands and time. The amount of time you have to waste to level the characters is disgusting, not to mention you can't even do in the lobby as killer because you can't swap killers like the old days. AAAAAAAAAAAHHHHHHHHHHHHHH FREAAAAKKKKKKKKK SAKKKEEEEEE FIX THISSSSS !fr!)fj)(f#!&#&t#&t#)(i!)!!!!! 🤡

    I will admit, I really don't enjoy doing it either.

    I don't mind spending BP when I'm actively trying to get something, like unlock perks on a new killer etc, but just spending points constantly to avoid getting BP capped is rather annoying and frustrating to deal with.

    I am happy at how much BP we get nowadays though, it's nice knowing I don't have to worry about it anymore, and they legit doubled the BP cap, yet it still feels a little low for some reason haha..

    I feel bad cause they wanna help us, but yeah, all things considered, I would rather have an "Auto Spend" BP Bloodweb option than pick my own when I'm literally just spending points to spend them, I legit don't even care at all anymore what items I get I just randomly click tediously through until I have spent enough points to play a few matches before having to do it again.

  • @Pulsar said:

    I like the idea, I'll wait and see if I like the execution.

    Does anyone know what they are planning yet? I haven't seen it so just curious what this post is about.

  • @Alcuin said:

    To pull this off you have to be part of a skillful and highly-coordinated SWF with the intent to trull/bully. That's the not experience of the vast majority of Survivors and only a small fraction of Killers face such a team and only a small fraction of the time. Eruption should have been nerfed instead. That affects the majority of the Survivor playerbase, which are Solo Survivors.

    You do realize that there is actually a pretty easy and simple counterplay to Eruption yes?

    I don't even use it because it's sort of trash to be honest. And I have faced it multiple times as Survivor recently and it really isn't that great, and yes I am Solo Q Survivor.

    First of all pay attention to which generators are "regressing" because they have been kicked, if you know the Killer has Eruption then don't work on the gens that he recently kicked or try to take chases away from them so that he has to go far back to kick it again...

    Also, just pay attention, you can absolutely have a good idea of around "when" a Survivor is going to go down, if they've already been hit once, keep working on the gen for a little bit and then let go, expecting that they will probably go down soon, or just go find a new gen to work on during that time and chances are you will find one by the time the Survivor goes down.

    Honestly, it is really not that hard to avoid getting hit with Eruption, once you already know that the Killer has it. I usually never got hit by it more than once per match.

  • @RatbasterdJr said:

    I’ve not experienced any issues with it. Successful probably 90% of the time with. Use it through pallets.

    That's pretty good advice, lol sadly I did use it at Pallet and still got hit through the animation yesterday, which is when I thought to make a post... BUT you are correct, it is best to use it when the Killer thinks you are gonna do something different.

    Ugh, I really had been enjoying playing DH lately (I never liked it before surprisingly) , but now I feel like I have to swap it out because I can never seem to get it to work all the sudden, I'm still at 0% success rate, I don't really understand what changed or is going on...

    Like I pointed out, 65% to 0% is a pretty big jump, and is making me really dislike using the perk lol.

  • @Jay_K said:

    The actual window for the endurance effect doesn't last the entire animation. You only get the endurance effect for 0.5 seconds and i believe the animation is longer than that. I think it is working fine because as a killer i'm getting caught out by it from survivors constantly however once a killer knows you have it they will wait that extra half a second to hit you. once you know the timings its very easy to ignore the dead hard as once the animation starts you can basicly activate a lunge attack and your guarenteed to down the survivor.

    Obviously this is unless they are using auto dead hard which is becoming ever more popular as its harder to identify these days.

    Interesting..

    I am willing to believe that I just failed all of my DH that hard... but I swear the timing of it feels really off for me "all of the sudden"

    Previously, I would probably succeed in DH around 65% of the time.

    Now tonight, playing the same way as I always do, it was actual 0%

    That's a pretty big jump, but I suppose if no body else has noticed anything then maybe I was just having a really off night lol..

  • My god that looked painfully boring not only to watch for more than a few seconds but I can't even imagine playing like that lol... oh well ppl are strange

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218525#Comment_3218525

    read OP post. dead man switch and hoarder. the other perks are up to you. He has global version of pain res+DMS in his kit.

    https://www.youtube.com/watch?v=CAR7SAi7SmU otz has guide where he explains how the box spawn logic works. you can watch video between 2:00 and 4:50 to understand how the box works. its not imbalanced. survivors are just stupid vs his ability as usual.

    oh okay, TYVM for the information ^^

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218487#Comment_3218487

    I speak from experience. During the last anniversary i came back from a long break and had one of those cases and tried to say exactly that "sorry for the horrible matchmaking ...etc" and half my message was censored and looked like an insult or swearing -.-

    LOL this exactly happened to me before, I was legit trying to compliment the person and it kept censoring words making it seem like I was insulting and I eventually just gave up ><

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216418#Comment_3216418

    if your 12 hooking with 4 or 5 gens, your facing trash-tier level survivor teams as killer.

    https://forum.deadbydaylight.com/en/discussion/comment/3216450#Comment_3216450

    Catering to lazy players... oh man. The reason to play pinhead is that I like getting rewarded for downing the survivor and do not like outplaying the survivor at every loop only to get minimal 1k or 2k rewards. Its also not fun for killer to always need to play defensive, campy and need to tunnel every game. I like actually going for multiple chases, injuring survivors left and right and pressuring the entire team. I like playing him because he gives you opportunity to 12 hook without always needing to remove survivors out of the game asap.

    Pinhead chain hunt rewards the killer for downing survivors with the box with 4vs1 gen-defense and understanding 4vs1 map pressure. only problem with pinhead is his 1vs1. His chains break too often on objects and too quickly that you can hit like 75% of your shots with his power but like 40% of them do not reward you with anything. that power design has to be most legendary rage inducing power design ever. Imagine requiring a power that needs complete precision and half of your precision does nothing.

    What build do you guys normally run on Pinhead? Especially if you are looking for box and trying to take them from Survivor?

    lethal pursuer I know.. also Hoarder or not?

  • @burt0r said:

    Maybe they should say something more in the line of "sorry but nevertheless well played", if that even gets through the chat filter.

    And before anyone comes with "why should I excuse myself for winning", if you get steamrolled with 3hooks+0k or 1gen+0escapr then most probably this game was a case of the matchmaking going nuts again.

    So it would more of a "sorry for the horrible matchup but nevertheless well played" but i am pretty sure that this would never make it past the filter.

    lol I like this but you are SO right about the dang chat filter

  • @ProfessorDunwich said:

    Why do people do this? What's wrong with you? Get some help.

    I always say ggwp just out of politeness honestly. I don't usually consider if they did good or bad or think about it, I just type it out of habit.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217278#Comment_3217278

    I main him for 4 years, yeah

    BBQ, Bamboozle, DMS, Resonance

    Purple Chili & Beastk Mark

    I see, thank you very much! Appreciate the tips ^^

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/349226/any-reason-bubba-is-not-considered-a-higher-tier-killer

    Like others have said, windows counter him very easily. He really has no chase power unless you’re out in the open. Also, his chainsaw hit box around obstacles on maps is f-ing awful. If you’re not extremely careful, you’ll hit something and go into tantrum. I enjoy playing as Bubba, but the devs really need to address his chainsaw hit box around obstacles.

    Yeah I admit, I swear I DONT HIT ANYTHING sometime, like 100% sure of it, and yet I go tantrum, which I am usually pretty good at avoiding but I'm talking about like invisible pebbles on the ground lmao

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216722#Comment_3216722

    Look, I will not play on Eyire of the Crows or Gaden of Joy but any other map in this game and I will 4k your team.

    I challenge you 😂

    Do you main Bubba? I would like to see this ^^

    Perhaps you could share some of your favorite or most consistent builds with me?

    Right now I've been playing with Bamboozle, Superior Animosity? (the new wesker one), Enduring, Spirit Fury.

    I use the Chili and the Green Beast addons.

    Honestly I think it feels fun to play.. I admit, gens pop really really fast sometime, but I'm also getting downs really quickly so I'm enjoying myself sort of whether I "win or lose" the match lol

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216509#Comment_3216509

    And yet camping and tunnelling have only gotten worse, not better by any means.. None of those perks really counter anything when the killer comes directly back to unhook site, hits the unhooked survivor and then tunnels them.

    Many useful survivor perks have been either nerfed or are locked behind a pay wall.

    If Solo Survivor is so improved, how about you play Solo Q games for a few weeks and record it to show us all how it goes for you.

    Killers have it so easy now, most experienced killers can go on ridiculously huge win streaks and get bored because of it. Survivors shouldn't have to form highly experienced SWF teams to have a decent chance of escaping only 50% of the time.

    Matchmaking is a complete joke so that queue times can be faster.. How is losing 75% of the time and de-pipping most games a fun experience?

    Ever wonder why so many people (Especially popular and experienced DbD players) avoid playing Solo Survivor and always bash it? Your killer sided bias is clearly showing.

    To be honest, my Solo Q experience really isn't all that bad at all right now, I've been ejoying playing Survivor more than ever before *shrugs*

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214245#Comment_3214245

    -no map mobility- That is both correct and incorrect. When you don't need charges for a down/pallet you can use them for the saw bonus speed. With basekit no add-ons it is more efficient than a standard hold-w if you use all 3 charges timed properly. With good enough add-ons this can be reduced to 2, and the increased effectiveness is based on the specific add-on combo.

    Similar thing with Clown. If you use 4 Yellow Bottles and reload you technically gain net distance (if perfectly utilized for the full 20 potential seconds, or juice out an extra second more per bottle from walking in the close edge to the far edge). You gain net distance, and you also are bursting or frontloading your movement. Most Survs like to get off of an action when a Killer is a certain distance, and this gets you to that distance sooner. Even then you can reload bottles when they are cornered and have nowhere to escape to during the slowed 3s of reloading.

    A strange thing with Legion is it is never efficient movement wise to use your power for mobility if you will enter fatigue. The speed loss from fatigue is greater than the gain from any add-on combo. There are only 2 good uses for Legion. The first being the TR pressure mentioned with Clown above, but that is only good if you are heading to an injured Surv. If you are going to someone healthy you are losing time by not getting an easier power hit. The second use is to pickup a slugged Surv while in power. This skips the fatigue so it is only free distance gained.

    Most people don't like to look at the numbers and crank out every bit of efficiency of these Killers since they can just turn off their brain and get better results with Artist/Blight/Nurse/Spirit. When you see someone actually use these tools on Bubba and Clown, then you know they aren't there for their daily/tome. You need to bring your A-game because they will know more in that matchup than you do. There is far greater skill expression in the lower tier Killers since you need to actually learn even facet of their use, and aren't carried by easy or overbearing mechanics.

    Just to make sure I understand correctly, the technique on Bubba you are referring to is using his Chainsaw sweeps to gain distance, for example while not in chase, in order to get distance on map to the gens or area that you wanna check right?

    @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214437#Comment_3214437

    i think he's saying that people do not min-max his burst of speed so they think leatherface is bad. he has mobility in-chase and that is extremely important because it gives window of opportunity to down survivors if he times his chainsaw speed boost perfectly. a good way to describe leatherface chainsaw is a clown a super-yellow bottle that instant downs survivors and breaks pallets super quickly. leatherface has bad stigma for being camper and its hard to take leatherface seriously because he is like joke meme character. most leatherfaces in my experience are not very good.

    he is a character that requires a lot of foresight, game sense and map knowledge to do well in a chase. most player just lack foresight, game sense and map knowledge to do well with him in chase which is awesome. you get no complaints on him. its weird because clown is often label as boring killer to face while leatherfaces is stronger pinky finger clown.

    I admit that his burst in chase to catch up to a Survivor that's actually out in the open with his sweeps is pretty incredible sometime, especially with the proper addons if they aren't expecting it ^^

    @SmarulKusia said:

    No idea.

    Last time Devs released killer statistics, Bubba had one of the highest playrates and then the highest killrate. Lul

    Well to be honest that might be because of camping sadly....

    Anyways thanks for all ther replies! I have been enjoying playing him, most the Survivors I am facing are not that great yet though oddly (cause all my other killers I face much higher prestige survivors) but I have faced a few that make it seem unfair to be playing as Bubba cause how easily they can force him into traps and stuff lol...

    Still overall, I'm enjoying him quite a bit more than I expected.

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