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The_Daydreamer

The_Daydreamer

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The_Daydreamer
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  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822738#Comment_3822738

    you do you. If you don’t want to hear or talk about it don’t respond to the post in the first place no one is forcing you to respond.

    Gurly it's not me not wanting to hear or talk about it, it's you who is not happy if someone actually bring arguments to the table. Like if all you want to hear is "Yes, omg slugging is not fun." then talk to your friends about it. I am not saying that everyone should like being slugged or that it's not valid to be unhappy about it. But your post never had that topic to begin with, so maybe make it more clear.

    @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822717#Comment_3822717

    And the slugging Killer will adapt too: Slot Shattered Hope to destroy the Boon Totem completely.

    People will adapt to the current meta strategies, but the question is if those meta strategies are any fun to engage with in the first place.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822676#Comment_3822676

    The core of the problem is that a slugged survivor has zero chance of being picked up on their own.

    (though I suppose technically that the real core is that dying survivors can't help each other up, though if they could, then there's a question on if the survivors mobility penalty while in the dying state still allows the killer too much time-efficiency should slugging two or more survivors at a time ever become common).

    This allows the Killer to skip the pickup/hook step, increase their time-efficiency, and get survivors into a state where none are able to help one another recover (thus all being setup to die), all while retaining the time-efficiency of skipping all pickup steps.

    Adding incentives to get the killer to pick them up and hook them instead are band-aids.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822738#Comment_3822738

    To be frank, slugging isn't fun as Killer for me. And I'd assume most others too, especially those with any empathy, or simply pride in being "better than you" that you didn't even need to do it. Slugouts are really only done by those trying to prove a point, or are just mean-spirited.

    I remember way back when when I introduced the game to my brother for the first time, we had a Myers that wasn't super good at the game, but once we were the last two, Myers ended up slugging me and him out over the course of like ten minutes as both of us were able to pick each other up, and he couldn't down both of us at the same time or find the other while the person he downed was recovering (and he didn't try to camp a slugged survivor either). But we neither had a key for the hatch (as it could be opened with one at the time), and working on generators while one of us was in the dying state would mean a death sentence if they were caught off guard and downed while the other was still in the dying state.

    I am not saying that it's wrong to feel a certain way about it and I totally agree that it's not fun. But all I can say right now is that we have enough counter potential to minimize this aspect. Heck, No Mither is the anti-slug perk.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822725#Comment_3822725

    Idk what to tell you. Just wait till you go against deerstalker +knocked out + infectious fright+ sloppy butcher on blight or any strong killer since YouTubers are making vids on it

    Dead by Daylight released 2016, slugging was always a thing. Doesn't matter what shiny new Perk gets released or which big YouTuber releases a "new" slugging build - It was always a topic, a strategy and there are many, many Videos about it. So let's just move on since this is just cold coffee by now.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822717#Comment_3822717

    Well people can talk about meta this and meta that and statistics/viability etc but I think we should start thinking with fun in mind since it is a video game.

    Then what's the main topic here? That slugging is not fun? Then my comment still stands that we have counters. If it's about viability: Still the same.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822703#Comment_3822703

    Against a dedicated slug build unbreakable aint going to do anything. You pick yourself once and lets say you have WGLF and pick others up you will get downed again. and lets say you have MFT so you dont go down thats already 3 perks to counter a serial slugger. People don't run unbreakable, soul guard, WGLF because most of the time you don't get value so ppl bring maybe 1 like i did. But even with that 1 it was not enough to bring the game back. Were not talking about normal slugging that killers do were talking about killers loading in with no intentions at all to hook with 4 slug perks. To add to the injury when a good killer does it its basically game over. Dracula also had sloppy butcher so healing was constantly interrupted and he would hear us out with the bats.

    One Boon: Exponention is enough to counter it. Like I said if some survivors bring the usual perks in a match even then it's no big deal. Of course there are different factors, like u said, a dracula has more slug potential than a bubber. Also the map can make it easier or harder. A Exponention on Midwich is stronger than on Swamp. It's just a question of how meta slugging is or will be. If it is turning into the new big meta, people will naturally adjust, expect and counter it. Especially since Survivors have a lot of tools to counter it.

  • I don't believe that slugging is the new meta. Survivors have a huge amount of tools to go against slugging. Either with Plot Twist, Unbreakable, Boon: Exponential and Tenacity - other Healing or Endurance perks can help too! f.e. We are gonna live forever, Boon: Circle of Healing, Botany Knowledge, Buckle Up, For the People.

    So even if it would be meta, it would never be a strong meta honestly as long as some perks like these are in the match.

  • I don't believe that slugging is the new meta. It always had conditions for the killer side like either slugging because of DS, to apply pressure either on a generator or because a survivor is near. Nonetheless survivors have a huge amount of tools to go against slugging. Either with Plot Twist, Unbreakable, Boon: Exponential and Tenacity - other Healing or Endurance perks can help too! f.e. We are gonna live forever, Boon: Circle of Healing, Botany Knowledge, Buckle Up, For the People.

    So even if it would be meta, it would never be a strong meta honestly.

  • Started playing 2016 after release, have over 7k Hours in DbD and the last time I recommended the game to someone was either 2016 or 2017. I would never recommend this game to anyone anymore. the biggest reasons are the community, balancing and the amount of investment you would need ontop of BHVR being the devs. The History of DbD is a messy one and it reflects that BHVR mainly programmed Nintendo DS games no one ever heard of.

  • My Issue with the event is that I see no purpose of playing it. It makes playing survivor just more troublesome.

    • Killers get Ranged Attack with the Event.
    • The Smoke Bomb isn't even good in the sense of, you cannot see sh*t as a survivor. It's a double edged sword meanwhile killers can double tap you with their Event Power.
    • Joining and Exiting the Void takes ages (I know it's so survivors cannot abuse it)
    • Killers get free pressure since survivors once again have a new objective (yes the void is useless but we all want our BP)
    • No perk limitation = the same 4 anti-gen builds again
    • The amount of information the killer side now gets: You can see when a survivor is in the void ontop of permanent aura reading if the killers stays in it.
    • The Void applies exhaustion (no dead hard, Iron Will, Sprint Burst etc).
    • The new Loops in the void are.. something. It's not worth looping there especially since once you are downed, you are trapped in it. And in most cases it takes too long to leave, so it's a perfect tool to become permenantly slugged in it (Most likely in the end game where you don't have to worry about Gens).
    • Very subjective but I have rarely seen so many killers tunnel this hard in a event. I don't know what it is, but some people just love ruining events for one said. Yes it goes both ways, but this time I feel some killers really want to ruin the experience.

    In short, it is a potentially fun event with useless objectives and… weird balancing. I am happy for those who enjoy they time but I dislike the event for said reasons especially with the hard tunneling I am seeing in every match right now.

  • It's still not working. Every time I click on Discover More, there is nothing loading and I have to completely reload the website because the whole UI is missing.

  • I can log in but every time I click on "Discover more" it loads into nothingness. And that's it. Kinda disappointing :x

  • @Rulebreaker said:

    Our main concern is how it's implemented. If individually, then it's effectively a free DC button without the penalty and we know how that goes. If group, then some may want to play it out till the end and keep the others in (reasons vary from good to ill). If the killer gets it at the start then games end as soon as things go poorly for them ending games.... poorly (can't think of the proper word atm). Its going to have to have restrictions.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713171#Comment_3713171

    Like this for example. Did the killer simply slug to slug and is keeping them there, or did the survivors screw up majorly and the survivors want to give up and deny hooks to the killer (which are occasionally rift objectives). The first would make surrender options good, the latter bad.

    I don't think it matters at all what the reason for a surrender even is. The only thing we should keep in mind is, that challenges don't get ruined by them and to avoid this I would recommend making an exeption: You can safe your challenge progress even if the requirement is "Do it in a single trial". So if it's hook 4 survivors in a single trial but you got 3 out 4, then you can keep that progress (but only if the survivors surrendered. If you surrender yourself, then no.)

  • @Ohyakno said:

    I don't want or care about BP. I want to play the game I queued up for.

    Not everyone does though. There are enough people giving up on hook, not moving, staying afk, getting slugged etc. for whatever reason. Let those games be over sooner and move on to the next game. Simple as that.

  • @AngryDuodenum said:

    As the title suggests, this is getting out of hand. I played several rounds today, except for the few in the solo queue that I escaped, all of the others were left on the ground bleeding out (myself included) at endgame. This is beyond frustrating and there is zero recourse. If I DC, I get a time penalty (which is another stupid feature). Can we please for the love of God fix the slugging game? If this isn't doable, then can we get rid of the DC penalty? No one wants to be stuck lying on the ground for 10 minutes waiting for the killer to finally end the round.

    This happens constantly. FIX IT

    Yes slugging sucks I totally get it. And I find it cringe when killer slugg to find the 4th survivor instead of just hooking. But you have enough perks to counter this playstyle.

    Either with Plot Twist, Unbreakable, Boon: Exponential and Tenacity - other Healing or Endurance perks can help too! f.e. We are gonna live forever, Boon: Circle of Healing, Botany Knowledge, Buckle Up, For the People. Survivors have enough tools to go against slugging and I don't think they need even more base game mechanics. Anti-Camp and Basekit Borrowed Time are enough to support them and allow for other perks like these named above.

  • It is your risk to only take one category of perks. Most perks have some sort of counter, so if you do not plan according to that then you simply miscalculated in that part. Switch your build up, there are a lot of different information perks that do not simply show you a lazy aura.

    Besides that, Distortion needs a TR to regain a stack of distortion. So if they never risk being close to you, they will lose stacks eventually especially against killers with a small TR.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653546#Comment_3653546

    What strong Perks Survivors have? Let's count: Adrenaline / Sprint Burst / Lithe / Balance Landing / Dead Hard / Resilence / Deja Vu / Windows Of Opportunity / Unbreakable / Deliverance / Hope / Background Player / Buckle Up / For The People / Distortion / Boon Exponential / Off The Record / Decisive Strike / Prove Thyself / Reasurrance / Second Wind / We'll Make It.

    Additionally many of these perks are for free since the start. Killer has anything comparable to that...

    Additionally 85% of maps are Survivor sided. Only 15% of maps are almost balanced (but they are not Killer Sided).

    Survivors have strong items such a Comodious Toolbox with charges addons or Brand New Parts.

    Blight right now is nerfed compared to Blight before Patch 7.5.0 and that's a fact.

    I mean isn't this more about the latest content for survivors? Most of your perks are "Old" and some are not even as strong. Like we surely can argue about Items etc. but that is just missing the mark. A lot of the latest perks have very specific conditions to meet to receive neutral value. Doesn't mean they are automatically bad of course but I do understand why people think f.e. Boon: Illumination is not good. The same goes with Hex: Two Can Play but again, it's about survivors this time.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653498#Comment_3653498

    Is it unfathomable to think that maybe people have good reason for disagreeing with you?

    I mean hell, Renato unambiguously and objectively does have a top tier perk, but I'll grant it only became top tier after it was released.

    To be fair, I really like these discussions about the latest perk trends for survivors because we sometimes forget that situational perks aren't automatically bad.

    But if we look back I actually see a lot of issues (Short context: I like to build perk builds around specific perks based on the character. f.e. Dwight with Bond, Open Handed, Windows and Kindred.)

    Alan: B: Illumination a little too weak. Reason is the aura reading / increased boon speed. I agree that it's meant as a support boon, so I would love a higher boon speed increase. Champion of Light only needs a lower Cooldown. Deadline is a lil' to specific imo. Would love if it works while healthy but with the price of losing the Reduced penalty for missed Skill Checks (-50 %).

    Ellen: Chem Trap is fun to make distance but depends heavily on the pallet u r using. Its best used late game. For chem trap I would love to gain stacks, so you can use it multiple times instead of only once in a red moon (Max. 2 stacks). Light Footed is not as strong as people tend to think. Reason is that you still hear survivors breath heavily if they run and the scratch marks are already telling. To get good usage you would need a very specific build and that would leave you very weak once you are getting focused. I would love if Light Footed could have only one condition. Lucky Star is honestly fine. Like it's a great addition to locker builds.

    Nic: Nic is so awesome, I love his perks. Drama is such a fun and good perk, no complains. Plot Twist is really useful and counters perks like Surge. Only Scene Partner is trash - I hate it so much. If anyone asks me why, look at the gif. xD It cancels vaults like doctor used to when he got released.

    DeadbyDaylightScenePartner-Trim-ezgif.com-video-to-gif-converter.gif

    Gab: MFT is still fine though. You play it with something like DH or OTR and you are good to go. Scavenger is just not good. Due to the 5 great skill checks you need to hit IF you even get enough of them. There is once again a full build needed to get value here (Hyper Focus, Stake Out, maybe Deadline etc.) Reducing needed tokens would help I would say. Troubleshooter is honestly good - like I enjoy it. I would only buff the duration from 6 to maybe 9 seconds, so you still get value if the killer breaks it instantly.

    Renato: Background Player is strong enough (Maybe even too strong). Blood Rush is strong, but super situational so its very unattractive to play with. Like if I got safed after I struggle, it's most likely that the killers comes back. So only Renewal / Second Wind can help her IF I manage to heal someone. And mainly Sprint Burst is really good in that build. And to increase the chances of getting value you wanna pare it with adrenaline so yeah. Super specific for a once per trial perk that doesn't always manage to give you value. Teamwork: Just no. Super bad. I like the Idea of teamwork but it's super punishing and the effects are terrible.

    Thalita: I.. never understood the value of Cut Loose really. Friendly Competition supports doing gens together which is already super bad. And once you've finished a gen, 5% for 75 seconds is meh. And again Teamwork: bye.

    The trend that I see with perks is simply that they have specific needs to receive value and even then it's not that great. I love f.e. the idea of Better Than New (Rebecca) but why would I bother using it? 16% for tasks you probably don't do is not great + you can lose it once you get hit.

  • Wowie, what a discussion.

    In my opinion, Off The Record is fine. It's not even that strong compared to other perks since you had to be hooked before + Endurance as the only defensive anti-tunnel function is really weak. Especially if you could run Dead Hard or a build with DS, Plot Twist, Flip Flop and Power Struggle.

    I know some people dislike the anti-aura reading + no grunts of pain: It has a limited duration and mainly counters killers like Nurse or Spirit. They still leave scratch marks or alert their surroundings. So pay attention to that as well.

    So, I don't think its too strong based on the condition of being hooked, having only endurance and a limited duration. And since you are playing spirit: Spirit is already really strong and the iron will nerf helped her alot. If you have issues running into this perk, then maybe choose a perk that helps you counter it. I lowkey enjoy predator on her, you can also run other perks like Spies from the Shadow, Hex: Face the darkness etc. Like you have multiple options and the whole point of perks are to either give you an advantage or counter other perks so the match turns into your favor.

    And about the whole Tunneling thing: Play how you want, like I don't care. But perks like OTR are here to make your life harder if you choose to tunnel. So if that bothers you, then I recommend changing your playstyle, perks, addons etc.

  • DeadbyDaylight2024.02.17-21.18.39.11.DVR-Trim-ezgif.com-video-to-gif-converter.gif

    I just gonna leave this for you curve billy fans. I am kinda impressed by that but I don't know how to feel about it from the survivor perspective. :c

  • @Luke_Atmey02 said:

    My Solo Q escape rate is between 10% and 20%. According to recently released statistical data, this is a very poor figure. Is this result because I am an inexperienced player? No, if that were the case, my MMR should drop to an appropriate level. The current killers in Solo Q are just too strong.

    It kinda depends on multiple factors: What Killer are you facing, what map, how the rng on each trial is, how perks effect each game etc. Then we need to see what the issue is: Is it Genspeed, not countering perks, poor looping, etc.

    And I agree that killers are in Solo Q very strong - but I think we should focus right now on what we as survivors can do better because its not gonna get easier from here. The last few patches showed that BHVR is not gonna change the killer recipe, just look at new billy. So if you can pinpoint your issues I gladly help you.

  • @CrowVortex said:

    For me personally she's just another character to appeal to anime weebs, somewhat over-sexualised with that walk animation, some outfits too. Not to mention boring lore and a killer kit design that's unimaginative to play as and against and not worth interacting with as a survivor for little to no benefit for doing so. Of course the Prior chess merchant tactic doesn't help her reputation, that's beyond repair regardless of what they do to her in the future.

    Pretty much all of this. Even if you ignore the design and the lore, her power is just pathetic. Like, there is no thought process, no skill, nothing. Its boring, its overtuned and not worth playing against. SM Enjoyers just don't understand how frustrating it is to play against her: She gets fast, stealthy and a lot of information for putting down a drone with 0 efforts or thoughts. Cooldown and Range is a joke in itself. And you get rewarded for doing nothing while the survivors receives so many debuffs.

    Basically no one likes her, every match against her is terrible and nearly every skull merchant main is unlikable (Holding people who want to leave hostage, living terrible comments or be like Jane on Twitter).

  • Teamwork: Oversharing

    After Healing another Survivor, Teamwork: Oversharing activates. You can select once per Trial a Survivor that you have healed, to create a Bond. All auras that you can see, are also visible to your bonded Teammate.

    The bond gets interrupted whenever your mate is in a chase.

  • I have three builds that I run daily:

    1. Bond, Open Handed, Windows of Opportunity and Kindred. A pure Information Build and it helps quite a lot!
    2. Vigil, Leader, Dramaturgy and Boon: Circle Of Healing. A more support focused Build where you try to use Drama as often as passible.
    3. Empathy, Botany Knowledge, Overcome and Empathic Connection. A Heal-Focused Build that gives you a lot of information too. Also Overcome helps to gain enough distance, so you are hopefully not the main target.
  • It would be great if they would change base game perks instead of releasing solutions locked behind new chapters. That goes for both sides.

  • @Kjøttkaker said:

    Why is this Survivor perk so popular? This isn't a 'Us vs. Them' post. This isn't a post about balance. I'm asking a genuine question since you guys have more experience in this game than I do.

    Like @skylerbound said, it helps with knowing where and if ressources are left. Besides that, with the latest pallet spawn changes + newer maps using completely new tiles it's such a helpful perk. BHVR completely introduced new tils and I am not a fan of it - they don't make sense in my eyes so WoO helps with all the new confusion.

  • The only issue I have withit is that it recharges in chase. Stake Out only gains tokens while in TR outside of chases, both have a concept of staying hidden so why does Distortion gets rewarded for failing (You got found) - never made sense imo.

  • @Marc_go_solo said:

    If, by the highly unlikely event you'll read this (the guy's name was obscured and he was on a different system to me), I just want to acknowledge how badly Dramaturgy screwed you up in Shelter Woods.

    Twice, you activated Dramaturgy to escape me and both times you became exposed. I feel you only had the chance to use it maybe once inbetween?

    Genuinely, bad luck there. You played well otherwise and seemed to have the worse luck of anyone, running into not just 1 trap, but 2 in quick succession thereafter. This is just to acknowledge what happened and hope - if you read this - I fully appreciate bad luck was what got you, not me. Best of luck in your future trials!

    While it is bad luck - it's simply a bad usage of Dramaturgy. I really love that perk but I always combine it with Vigil. Then I proc Drama at the start of each map and continue using it until I got exposed - then I decide if I keep Drama for a chase or simply hope for an iten. Always take controle over Drama people, before it controls you :D

  • @Spare_Them_Mori_Me said:

    CoH. The built in Empathy is nice and the healing speed is nicer. Shadow Step isn't really worth its weight imo.

    Pretty much this. CoH counters anti healing and gives you empathy. Super nice and booning still gives a lot of BP.

  • @Nazzzak said:

    So that every time we leave a gen it explodes

    ezgif.com-video-to-gif-converted (1).gif

    @Beatricks said:

    You would be surprised just how often players miss skillchecks.

    This. I have 7k Hours- still miss the most basic skill check but never a overcharge one. My brain is build different.

  • @A_Skinny_Legend said:

    I haven’t encountered a single hacker yet, believe it or not. But I believe you as I remember that hackers were an issue in dbd well before I got bored of the game years ago.

    I don’t know what to tell you tbh.

    You probably play DbD very active. The logic why we are not facing as much hackers is simply that hackers are getting banned, opening new free acounts and then ruining games again. The difference is simply that their MMR is super low due to them creating new accounts over and over again.

  • @MrDardon said:

    She can't chase, which is arguably the most fun part as Killer. You just setup your web and wait for Survivor to run into it.. that's it.

    That's why I never play her without Waterlogged Shoe/Scarred Hand, it allows her to actually chase.

    Yeah basically this. You mainly trap everything hoping or forcing a survivor to go into it and even when a trap gets activated, it does not feel.. nice? I don't know it's not the same excitement when a survivor steps into a trap from the trapper. I simply don't enjoy her power no matter how good or bad she is.

  • @adsads123123123123 said:

    I'm wondering why BHVR hasn't buffed Hex perks yet. No one runs them because they get cleansed in 1-2 minutes and do nothing. Hex Ruin was the only Hex perk (that spawns at game start) that was ever good. Now that it's been nerfed, all Hex perks are bad.

    I wouldn't state that Hex: Perks are genuinely bad tho I totally agree that Hex: Ruin is terrible and should receive a buff. Hex: Perks have mostly strong effects and different synergies. There are alot of Hexes being played quite often alone or at least in combos which kinda proves that they all"aren't as bad as you make them seem.

    I am talking about Perks like Hex: Plaything, Hex: Pentimento, Hex: Retribution, Hex: Thrill Of The Hunt, Hex: Hounted Grounds, Hex: Undying, Hex: Devour Hope, Hex: Noed Hex: Undying, Hex: Blood Favor, Hex: Face the darkness and Hex: Crowd Control.

    Most of them are actually very good especially Hexes like Blood Favor and Crowd Control. Just because some people don't like the concept of losing a perk, doesn't make them automatically bad. So most of the Hexes actually don't need a buff besides a few like Ruin, Third Seal or maybe Huntress Lullaby.

    If people run Hexes it's either..

    • Hex: Undying with Blood Favor or Crowd Control
    • Hex: Undying, Devour Hope, Retribution and Pentimento (Actually used by a Nurse Main and absolutely strong)
    • Hex: Plaything either solo or combined with Pentimento
    • Hex: Undying, Fave the darkness and Thrill of the Hunt (So Darkness interrupts boxes as Pig or buffs the Chain Hunt on Pinhead)
    • Hex: Noed simply because it is still strong at the end

    Hope this helps to see the usage of Hexes. Not every killer will profit out of Hexes and that is fine - but they are far from useless.

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616746#Comment_3616746

    time of one survivors outside of chase is barely worth anything.

    you investing 10-15 seconds outside of chase to then give yourself/teammate a chance to avoid a hit and at the very least delay a down by same amount of time is effectively getting that for free. not even counting that the won time isn't limited to that, very often a turret allows survivor to get to another pallet / tile and prolong the chase for even bigger amount of time.

    im speaking from my experience of 7k+ xeno tail hits, the turrets are not useless after you get past a certain performance barrier. they are very efficient and punishing measure of prolonging chase against xenomorph.

    I kinda disagree here. Survivors are strongest at the early game since the killer has to apply pressure and mostly does it against one survivor meaning three can be freely on generators if played correctly. Xenomorph tho has a good early game since the tunnels help tremendously to find a survivor + you can most likely run in runner mode within said first chase without any problem. And runner mode is really strong.

    So survivors setting up turrets (Being slowed and place it somewhere good) is basicaly making the early game weaker. And most turrets don't get Xeno out of its Runner Mode so it basically saves them 2 second meanwhile setting it up takes basically around 10 seconds. And pallets do nothing against xeno as soon he is close enough.

    I wouldn't say turrets are useless but they are not strong from my experience.

  • You are such a sweetheart for providing these kind of images. Huge respect for that.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616723#Comment_3616723

    Really? I’ve gotten “stun the killer” archives by flashlight saving team mates I’d say, unless I remember wrong.

    You are right - I am sorry. I did not read the saves. But yeah, Saves in any form do count as a stun too!

  • @adaw0ng said:

    I’d love this! Smash Hit would be a lovely until tunnel perk then when working with DS, and would make it more reliable against all killers in general. Would also work with Flashlight/bang saves since they class as a stun I believe, right?

    Flashlight / Bangs do not count as Stuns though. Only Blastmine stuns the killer while blinding him.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616601#Comment_3616601

    I am a dead by daylight player but my experience in pvp games is far far more expansive than most dbd players, I also don't hold unreasonable biases like dbd players do on average which is exclusive to the nature of a game like dbd. The only things I truly discuss about are blight(whom most people don't understand to a valid degree) and leaving the game freely.

    Equal interactivity through knowledge is the most ideal form of a pvp game, all 3 of these techs are a prime example of it, especially in dbd where interactivity on both sides at the same time is somehow a rarity.

    People need to get it through their skulls that just because devs didn't entirely mean for a mechanic to exist in their game doesn't it doesn't deserve it's place.

    Oni's 180 for example is at worst a 50/50 but not entirely, it can be predicted and has a few spots you can choose to be in when you think he is going for it. The simple fact of knowing the oni is capable of performing a 180 unlocks both parties to perform to a higher degree. Once the survivor reciprocates counter play to the oni playing on a higher level, more mind games ensue. Even though I haven't played oni in a decent amount of time now I know that a 180 literally blinds you and is a full commitment once inputted.

    You call it belittlement but it's just hard to watch people make these posts like "exploit" is a valid argument for anything. No discussion, just a statement and a shutdown of argument. Making a statement and shutting down discussion is akin to not posting at all. Far worse than making a pompous statement justifiably as I did.

    That's a fair statement and I can agree with most points. I just think though that it helps no one if someone enters the conversation with this kind of wording that gives entitlement.

    About Oni: Personally I don't think it has its place and imo Oni is fine with 90° and not with unintentioned 180°. Reasoning for that is how little time survivors have to react to oni, who one-hits them while being able to hit through nearly any corner. I don't see the 50/50 potential when most he has to do is fake one way and instantly changing direction and then through his weapon around the corner. Like I said, there is barely any reaction for survivors. And personally I don't see the skill in simply using a beneficial bug to your advantage. But you can freely disagree.

    About Wesker and Blight we are on the same page. I don't see the harm of hug-techs. It's skill-expression and has its pros and conts.

  • Where do you guys place turrents if it comes to the killershack? Please consider the generator that can spawn in their. That would help me too!

  • @niverso2 said:

    Is there any update on if or when exploits on these killers will be fixed? For example hug tech on blight and wesker and being able to do 180s on Oni even though the cap is 90 degrees? I know the devs wanted to get rid of hug tech a while ago but haven’t heard anything since then.

    Personally I think Hug-Techs are fine and more fun for both sides. It's a different way of Skill Expression in that matter. But Onis 180° should get fixed - it has nothing to do with "Skill Expression" you simply throw your weapon around a corner.

    image.png

    @Sava18 said:

    It's so funny viewing dbd players from the outside. Having 0 sense of anything outside their little bubble.

    All 3 of their techs are fine.

    And you are? If not even a "Dead by Daylight Player" why bother voicing your opinion just to belittle players. 💀

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615973#Comment_3615973

    No change will ever "fix" skull merchant because people are so used to hating her it doesn't matter what she does people will insta-quit.

    She isn't that bad now she's basically just a super charged clown. It's really funny because literally everyone was screaming at BHVR to make her do something in chase and attach hinder to claw traps. BHVR listened and basically did that and now the community has to cope with the fact it has no idea what it actually wants.

    I would not say that (Used to hating) because Legion was the most hated killer for a reason when they got released and now they are totally fine and potentially better than before. I think it's right that people dislike her, but there is still potential to fix her in a way that she is viable without being pathetic to play against.

  • @sizzlingmario4 said:

    I disagree. I wouldn’t want it to work with Blast Mine as a survivor since that’s usually outside of chase (so you’d kinda be wasting your exhaustion) and it wouldn’t work with Head On since that makes you exhausted. This means the only real use for this buff would be running it with DS which I think doesn’t deserve it as long as it can still be used aggressively/to get in the killer’s way while not being tunneled. We know DS changes are coming next year and don’t know what that will look like, and the devs already removed Enduring affecting DS in the past so they wouldn’t have to balance it around that. I don’t think this is any different. DS should be balanced to be good for anti-tunnel on its own, not only when combined with another perk.

    I mean I kinda get it what you mean about Blast Mine. About DS I still dont see the issue here since its lowkey bad af.

    Maybe stuns are not the way to go but I do think that it needs some changes to be viable. Of course nothing like Made For This but something like Balance Landing interms of balancing.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616202#Comment_3616202

    the 4s speed burst would be other things activating it and 1.24% is decent enough pick rate for a perk

    About that you are right. In that regard, like I said, I have no issue with reducing it or giving it specific conditions like Pallets 4 Sec, everything else 2 sec. And yes while 1.24% is not terrible, it's still not decent. Giving this perk some more uses would really help it.

  • @TheGriffinDore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401093/chucky-feels-just-a-bit-too-strong-still

    Saying his power cooldown is too short tells me everything I need to know about this bad take.

    The killer isn't even top 5. sure scamper could use some changes, but the rest of his power is underwhelming.

    Serious Question, but what is the play against Crackdoll besides Genrushing? Going against Crackdoll is borderline annoying. Not saying that he is overpowered, but like what am I suppose to do besides holding W? Which most killers seem to complain on the forum by the way. He is for me my 2nd most hated killer right after Flop Merchant because he either vaults any pallet or does a miniblight rush that is super easy to hit. And if he misses then it was not me playing good, it was him playing bad. And that is not a great experience.

    https://www.youtube.com/watch?v=_FcFIAOk7No

    This is one clip of my chase. I shorted it a little bit since I was mainly just holding W 💀

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616246#Comment_3616246

    Dude....

    You dont get me...

    At all.

    I play every match. I play against everybody. I have no problem with losing in dbd. I main pig.

    I tend to try to learn from my mistakes when I lose. I can't learn from something I could not see coming. I don't want to smash every soloq fun team. I dont want to be destroyed by the 4man death squad. WHICH IS NOT AS UNCOMMON AS MANY PEOPLE SAY IT IS.

    I love myself a bully squad. The tend to do a lot of dumb stuff, which is right up my alley. They've grown incredibly rare over the last few years. Shove them all in my lobbies. I'm waiting.

    What I'm for is fairer gameplay on both ends. Swf is the biggest imbalance in dbd. There is no arguing that.

    I'm just looking for answers to fix a problem.

    And I dont think your way to go is the correct one. Sorry to disagree.

    You are totally fine to disagree with me - I respect that and we don't have to align within our opinions. I personally just don't think that SWF people should be punished for playing together nor should they be called out. We need additional balancing options like changing certain killers, perks or maps to close these gaps.

  • It's christmas, not April first. Stop this foolery. 💀

    My suggestion to anyone with that mindset is to either work on yourself (Mindset, gameplay), play sweaty if the win is so important to you, dodge lobbies or take a break. Because newsflash: Most people are actually not even facing that scary bully squad. Most of SWF are simply just friends and people are not as good as they think they are. And I just gonna point out once again; Balancing is still necessary. Combos like FTP + Buckle Up should not exist but that is general balancing. Let people play with friends and get over yourself.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616225#Comment_3616225

    What else would you do?

    SWF is the biggest imbalance in dbd and the hole bhvr dug themselves when they introduced it.

    It can't be nerfed in game because it would punish people that just want to play with friends. But if played at a high enough level, it provides the biggest power trip I've seen in multiplayer games this far. Almost no killer stands any chance.

    I think there should be something done about that without making the soloq experience worse. Giving the killer information, so that they could spice up their load out is the best idea currently available.

    I'm not gonna repeat myself and I again, disagree with you.

    @The_Daydreamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401099/playing-against-coordinated-swfs-is-a-miserable-experience

    I am sorry that you have this kind of experience and effect on you. Psychological disorders are no joke so I can imagine what kind of weight it brings with it.

    From a player perspective I do not align with what you said though. People tend to think that they played against a super strong SWF group it's not always the case. We cannot prove what survivor group is a SWF. Going further even IF people play SWF they don't have to be good. I am sure most of them just play together because of fun and they are friends. There is no issue in that.

    Going even further, most players are not good. That applies to survivor and killers. My tips are:

    • Either play strong Builds (With Map Offerings etc.)
    • Either play the best Killers
    • Either go onto a comp discord server and receive specific tips or even play against actuall super strong swf. Sounds crazy, but you will improve and notice that your pub match are not the same like these one. And I hope those kind of matches don't trigger you since it's more of a fun-practice kind of match.
    • Either reduce your own expactions and play for chases. That's what I do on demo f.e. I love to have good survivors with fun loops and I don't mind the outcome in those matches.
    • Either dodge certain loobies. I am sure most people don't survivors under specific terms. Either p100, high hours or anything else.
    • Or and I don't mean it any hurtful or rude way, take a break from the game. It's suppose to be fun and if you don't enjoy then stop playing it.

    SWF is not going anywhere and the suggestion about "SWF Matchmaking" or "Comp Matchmaking" is not working. Splitting the playerbase is already hurtful and people shouldn't be punished for playing together. Either players simply improve by themselfs instead of putting excuses in front of their bad performance or some adjustments towards specific killers, maps or perks depending on what makes sense. That's all I can really say to this.

    There is my answer.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616213#Comment_3616213

    I think it would be nice for the killer to know that they are gonna play against a 2,3 or 4 man.

    This would at least give some information to the killer.

    It's an indirect nerf to swf without nerfing swf.

    Sure, we have the problem of lobby dodging, but isnt that already a problem that needs to he looked at?

    I think that it's not a good idea. Like you said, people would lobby dodge even more and what is the solution to that? Force players to stay? The math is not mathening.

    SWF are players that are playing together. The solution is not them to be punished just because people want an easy win. 💀

  • @Zaydin said:

    I've been sitting here for ages trying to find the right way to word all this so that it doesn't come across as whiny or anything like that to explain something that has plagued me about DbD for ages: It quite literally makes me feel physically miserable.

    I don't expect to win every match but going against a SWF is one of the most stressful things I experience in gaming. All the pressure is on you as the Killer and a coordinated SWF is a nightmare to deal with and they just make me want to quit the game and not play due to the stress it puts me under.

    I do not think survivor mains realize just how insanely stressful being the Killer is, especially when you are going against a full four man SWF that are communicating over voice comms. Those matches make me physically anxious and stressed out. That is the primary reason I hate playing against SWFs: How can I enjoy the game when it is stressing me out and affecting me physically?

    Now you may ask "How can a game stress you out that much?". The answer is simple: I suffer from both a major depressive disorder and a generalized anxiety disorder and thus I have a hard time disassociating from things that I logically know shouldn't be stressing me out and making me anxious but still do. Furthermore, when I am in a match that isn't stressful and I don't feel like I'm struggling to do anything, I can have a ton of fun and the stress isn't really well. Even if a few survivors escape, if I had fun it was still a blast.

    There I times I have to wonder if BHVR themselves know how stressful they have made things for Killers at high tier play due to the prevalence of SWFs and how so many Killers simply are not viable at high MMR play.

    I do not enjoy playing against Seal Team Six as they get generator after generator done and I struggle to get hooks or win chases because they are somehow god tier loopers and body blockers. Games are first and foremost are supposed to be fun and playing against a SWF is not fun. There's a reason I keep hoping to either see how many survivors in the lobby are part of a premade or for playing against SWFs to be a matchmaking choice I can opt out of as a Killer.

    I am sorry that you have this kind of experience and effect on you. Psychological disorders are no joke so I can imagine what kind of weight it brings with it.

    From a player perspective I do not align with what you said though. People tend to think that they played against a super strong SWF group it's not always the case. We cannot prove what survivor group is a SWF. Going further even IF people play SWF they don't have to be good. I am sure most of them just play together because of fun and they are friends. There is no issue in that.

    Going even further, most players are not good. That applies to survivor and killers. My tips are:

    • Either play strong Builds (With Map Offerings etc.)
    • Either play the best Killers
    • Either go onto a comp discord server and receive specific tips or even play against actuall super strong swf. Sounds crazy, but you will improve and notice that your pub match are not the same like these one. And I hope those kind of matches don't trigger you since it's more of a fun-practice kind of match.
    • Either reduce your own expactions and play for chases. That's what I do on demo f.e. I love to have good survivors with fun loops and I don't mind the outcome in those matches.
    • Either dodge certain loobies. I am sure most people don't survivors under specific terms. Either p100, high hours or anything else.
    • Or and I don't mean it any hurtful or rude way, take a break from the game. It's suppose to be fun and if you don't enjoy then stop playing it.

    SWF is not going anywhere and the suggestion about "SWF Matchmaking" or "Comp Matchmaking" is not working. Splitting the playerbase is already hurtful and people shouldn't be punished for playing together. Either players simply improve by themselfs instead of putting excuses in front of their bad performance or some adjustments towards specific killers, maps or perks depending on what makes sense. That's all I can really say to this.

  • @TheRealConsent said:

    Too strong for Decisive. Its going to lead to a FTP + Buckle Up type of meta, where the unhooked person will bodyblock with Off The Record, twice.

    And when they finally go down, the Killer is in a lose-lose situation. If you wait, they have Unbreakable. If you pick up, you get slammed by DS, which is normally not too bad, but plus all that distance? No thanks. Im already annoyed by people who OBVIOUSLY have DS, and just try to make you tunnel. You know what i do to them? Literally just tunnel, since they only have DS once. Ask for it, and you'll get it.

    All the things you just said have lowkey nothing to do with Smash Hit. Besides DS only has a 3 Second Stun and one second of it is eaten by the animation. DS is already weak so I don't see the issue here.

    @bjorksnas said:

    Nope, the perk is risk reward better opportune speed boost with a shorter cooldown is the trade off that makes it what it is, this is just removing the trade offs of the perk which try to balance out its very strong active effect, a 4s speed boost and 20s exhaustion is very strong, and if you got it after being dropped by ds its easily 20m of distance on a killer even 1 interaction like this would be too strong and what would give you the effects don't even match up well with its effect in your examples, a killer stunned across the map by blast mine is a speed burst doesn't seem right.

    Its not High Risk, High Reward. Its litteraly a "No use" perk as soon as the killer sees that you have it or sometimes it will not happen due to them respecting pallets anyway. You did not read my post fully, because 4s Sprint Boost is not a straight up 4 second distance maker. At least one second is lost due to the animation. And 20s Exhaustion does nothing if you never proc it.

    About my example, most people use Blast Mine when they know a killer is coming or defending that. And lets be real, you don't have to combine them - its still just an example that would help. And I am gonna be honest: If Smash Hit would receive a buff like this we can put the exhaustion back to 40s, I dont mind it as long as this perk has more usage. Right now it's the worst exhaustion perk with a pick rate of 1.24%.

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