WesCravenFan
WesCravenFan
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395549#Comment_3395549
How would a higher FOV affect stealth? Being able to see more at the edges of the screen shouldn't really make too much of a difference if you're standing behind something, right?
I could see some edge cases where survivors could skate by without actually being stealthed because the killer's line of sight didn't quite include them, but that's hardly a "core gameplay" thing, that's an edge case. Certainly the argument could be made that if you don't want to be caught, you should be stealthy with actual cover and some supporting perks, instead of relying on the killer's FOV not quite catching you.
I'd be interested to hear your reasons for this take, sincerely.
The reasoning is "because the developers said so".
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@Severing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395549#Comment_3395549
A 17% FOV increase hardly has substantial impact, if it did, Shadowborn would see greater usage. Besides, the primary enabler for stealth is to break line of sight entirely by moving behind objects, not to run out of the cone of vision.
Furthermore, stealth is not a survivor's primary defensive or evasive tool, Looping is; and 15 degrees of extra FOV are not going to do anything about that.
I find no reasonable argument that justifies a FOV slider going from the current 87 up to Shadowborn's 102 ought not to be made.
If 17% doesn't matter, then there is no reason to implement it, right? Glad we cleared that up.
@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395663#Comment_3395663
To combat people being able to hide under a killers feet, which also is a game problem
Intended game design. Not a game problem.
@Severing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395663#Comment_3395663
It can be easily argued that the narrow FOV that enables disorientation by merely running in circles at the killer's face and causes motion sickness to some is a game problem. This argument is nothing more than a double standard.
And I could argue that games that used graphics are not accessible to blind people. Not EVERYTHING is an accessibility feature. Lots of games have epilepsy warnings on them for that very reason. The vast majority of people whining about this do not have motion sickness, they just want a bigger screen. It's the video game equivalent of bringing your dog into a grocery store and lying and saying it's a service dog because you wanna bring it with you.
@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395549#Comment_3395549
So they can just increase base walk speed then? Or when you talk about stealth are you referring to FOV tech?
I'm referring to any element of gameplay that avoids detection from the killer, whether that is hiding behind a rock or muffling your sounds with Bite The Bullet.
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@Seji1556 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395549#Comment_3395549
You want the BT benefit, pony up the perk slot. Oh wait... That´s the thing with opening this box one time.
Except BT was changed as a shift to combat tunneling off the hook which was a game problem. You just want a wider screen.
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@Technature said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394642#Comment_3394642
And here we go.
"People playing killer have to deal with getting motion sickness because I like crouching in front of the killer."
I have actual diagnosed motion sickness and I've never gotten sick from playing a killer without shadowborn. I get more ill taking an elevator.
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@Stroggz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395549#Comment_3395549
rotating around killers camera with crippled FOV is not stealth its crippled mechanic abuse.
You are welcome to that opinion but I do not think the game designers agree with you.
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I think they just give SWFs more perks to work with because these things are impossible to work in Solo Queue.
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@imakepeoplehateme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395549#Comment_3395549
Higher fov makes you more susceptible to flashlight saves and blinds,it's not purely a buff,there also are people suffering from motion sickness due to how constraining it is.Also stealth really?If you are hiding behind a rock or wall higher fov will not help the killer.If you round the corner and try to run into the killer,thats not stealth,that a stupid mechanic that only works on bad killers
It's a straight buff.
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Changing the Killer POV affects Survivor stealth, which is part of the core gameplay. If you want the Shadowborn benefit, pony up the perk slot.
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I am more annoyed at all the tiles that have weird crap in the way of the loops causing me to get stuck on everything.
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@LollyGurl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395516#Comment_3395516
It WAS more powerful, when it wasn’t restricted by whether randoms unhook you. Likewise, an experienced player who avoids getting hooked will get little to no power out of it and then the other Exhaustion perks don’t have a cap on their uses, making them more viable in general.
The ability to negate a hit, at will, on your own terms, without a time restriction is more powerful, period. The activation requirement doesn't change the reality.
And if you are not getting hooked, you don't NEED Dead Hard. You are already bowling a perfect game.
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@LollyGurl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395503#Comment_3395503
They’re not REALLY bad examples, they’re alternatives, especially as Behaviour is promoting the latest Dead Hard as an anti-tunnel perk.
For Borrowed Time, it’s giving someone you unhook a better chance of getting Deep Wounded if the killer chooses to tunnel them, which technically the newest iteration of Dead Hard doesn’t guarantee if they can’t Mend from a basekit Borrowed Time hit.
Off the Record is again a deterrent to being tunnelled off hook by extending that Endurance even longer, in addition to silencing you.
Mettle of Man is the other 3rd health state perk and unlike the latest Dead Hard you can get it without ever being hooked, just take 3 bodyblock hits to stall a potential hooking to charge it and it’s guaranteed to take a hit without worrying about mind games or lag.
Styptic Agent, like new Dead Hard, is something you bring into the trial that ‘might’ save you being downed once and hey, you don’t have to be unhooked first and it frees up a perk slot.
You asked why it was an Exhaustion perk, and I told you. It is straight up more powerful than all the other examples for all the reasons I listed.
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@LollyGurl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395493#Comment_3395493
And as I’ve already discussed, that doesn’t work from a balance perspective now it requires being unhooked to activate, when being unhooked clears Exhaustion.
Mettle of Man isn’t an Exhaustion perk, Off the Record isn’t an Exhaustion perk, Borrowed Time isn’t an Exhaustion perk using a Styptic Agent doesn’t inflict you with Exhaustion and so on, nor do any of the other Exhaustion perks outside of Overcome needing you to be healthy, have a secondary activation requirement that caps how many times you can use it a trial.
Mettle of Man has a much more difficult activation requirement and you don't get to choose when it goes off.
Borrowed Time doesn't affect you.
Off The Record doesn't need to be an Exhaustion perk because if you get any value out of the perk, you get Deep Wounds anyway.
A Styptic Agent is a one time use add on, with a set duration timer, that consumed the item it is on.
These are all really, REALLY bad examples.
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For something "out of control", I think I have witnessed a survivor rat out a teammate to a killer a number of times I can count on my fingers.
Or are you trying to call farm matches "teaming" ?
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So you can't run it with another Exhaustion perk, simple as that.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393488#Comment_3393488
And 1 failed DH has exactly 0 impact for the Killer. But I always forget that you are all at giga-MMR and only get comp teams.
I play at intentionally tanked MMR and I can tell you successful Dead Hards are not the sole property of high MMR Survivors. This myth that landing a Dead Hard successfully is some kind of 400 IQ move really needs to die.
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The Anniversary Event when Nemesis dropped.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395435#Comment_3395435
Technically yes, if killers somehow never tried for win, the game would be much more favor in killers.
That's like saying "if survivors never do gens game will be lot easier for them" though lol
You think all Killer stress is self-inflicted and Survivors have nothing to do with it? Uhhhhh.....
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394730#Comment_3394730
Honestly it IS an offense against statistics, all those tactics are what makes kill rates so high and why all the games are much stressful.
This implies all the stress created in a match of Dead By Daylight is created by Killers.
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I feel like for each Scourge Hook perk you bring it should spawn 1 additional Scourge Hook.
1 Perk = 4 Hooks
2 Perks = 5 Hooks
3 Perks = 6 Hooks
4 Perks = 7 Hooks
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395270#Comment_3395270
The begining of the animation. The guard won't hit you if you bolt straight toward the hook and touch it ASAP.
I've played and played against knight, that is how he works. Knight is no better than wraith at camping.
This.
People act like Guards make camping oppressive. They don't. Literally let him chase you, the unhook. It's that simple.
Just make sure you are "spotted by the company" before you unhook. If you unhook, and THEN get spotted... well, run.
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My Solo Queue survival rate is like 10%.
And no, the problem is not me. I objectively stay up longer in chase than my allies, I get more unhooks than my allies, and unless someone else gets hatch I tend to be the top scorer in my matches.
I have no control over what other people do, and a DC in the first minute is a match death sentence.
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I have faced one, and yeah, she 3 genned us.
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They removed the self-heal from Circle of Healing because the ability to heal yourself was too strong. So now you expect them to buff... Self-Care?
Someone didn't understand the assignment.
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I have so many jokes I want to make right now and literally none of them wouldn't get me banned. I feel like Chandler in the one where he wasn't allowed to make fun of his friends. This is the "Ross is wearing leather pants!" of forum posts.
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A Spirit would be a nice change of pace from the treadmill of Weskers I keep getting.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394949#Comment_3394949
Are you implying the game is super killer sided and the only thing that was holding killers back = survivors having those 39% escape rate was a perk that just got severely limited? Because having SSS+ perk and still having 39% escape rate suggests things...
Or maybe DH actually didn't work most of the time instead..
No, it suggests the best uses of Dead Hard were at skilled MMR and most of the deaths are at the bottom.
The game is not Killer sided or Survivor sided, it is Coordination Sided.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394652#Comment_3394652
30 second of not being able to work on generator is 30 seconds loss of gen progress. leaving generator is not good because by the time you get to next gen, deadlock expires but staying there has no productive value. Its easily S-tier perk for camping and Tunnelling strategies. I believe hens team actually lost to a nurse using corrupt intervention+deadlock+No way out and their win-streak was 200+ escapes vs majority killers.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394715#Comment_3394715
killer had 45 second dead man switch and 2 minute and uninterrupted corrupt intervention. to be fair, they had much better perks at the time before considering deadlock.
Dude, no. You can cross the entire map from corner to corner in 30 seconds. There's no way it should take you 30 seconds to find a new gen.
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@Cleverotter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394247#Comment_3394247
My idea isn’t to make every perk broken, it’s to make them all about equal (at about B or A tier).
The problem was perks like Dead Hard are not B or A tier, they are SSS+ tier and needed to be destroyed.
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Boons do things like make you run 2% faster in a small circle of the map.
Hexes do things like INSTANTLY DOWN SURVIVORS.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394652#Comment_3394652
Right, sleepy-brain got me thinking fuzzy on that post and likely meshing it with Corrupt.
So I agree that the Perk itself isn't horrible, from a time-efficiency standpoint (though I don't like it for other reasons as well).
But what isn't good design is that it is the meta pick, and not just a step down for the personal preference of simplicity.
A passive stall perk like that being meta is either overtuned in comparison to other Perks, or there is an issue with the core gameplay loop negatively impacting other perks that would otherwise be statistically better when used decently.
You say other Perks suffer from not being able to get a Survivor at the start, but why does 50 seconds of 4 Survivors not being in chase impact these Perks so much?
It's the core gameplay. As long as the core gameplay is four survivors all spawning away from each in a way where all of them can be on different gens within ten seconds of the match, you as a Killer have roughly 70 seconds to get someone on a hook before you lose 3 full generators. As long as it is that easy for Survivors to complete 60% of their objective, it's going to be a problem.
And this is compounded by the fact that the gap between Solo Queue Efficiency and SWF Efficiency is night and day, so every single nerf and/or buff affects one side way more and the other side way less, always to the Solo player's detriment.
Nobody wins. Except SWFs. And what you are left with is a ton of upset Killers and upset Solo Queue people.
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I was going for the four Undetectable hits while Tinkerer was equipped challenge and ran into this Mitherite running a Broken Key and these add ons. Qua?
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Uh, this would be a bit overpowered when used with Hyperfocus.
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I love how this whole thing is worded in a tone that suggests camping and tunneling is some sort of criminal offense that is going unpunished.
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@Sonzaishinai said:
Kinda old video but still a very good one explaining how to get pressure on survivors
Everything Killa Whale makes is pure gold.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394617#Comment_3394617
Why not what?
Edit:
Right. As I said it does its job too well. It literally adds at minimum 2 and a half minutes of guaranteed Gen block in addition to information on the highest value Gen location.
That is not an “anti-multi-pop” Perk.
That is a flat stat-stick Gen stall perk.
That math is bad. It doesn't extend EVERY gen by 30 seconds. It prevents 30 seconds of working on one. You can still use that time for healing, totems, or even just doing a different gen. It doesn't literally make a gen 2 minutes long unless you decided to do absolutely nothing but STAND THERE for half a minute.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394600#Comment_3394600
Cool, being the Obsession should suck from a non-Myers Perk design perspective. They’re the target.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394597#Comment_3394597
You have given me examples of sub-optimal survivors or interactions as a result of your actions.
Deadlock does it’s job too well, if it’s supposed to be specialized in preventing multi-pops, it should block one (or multiple) gens if they are above a certain threshold, but not specify simply the “generator with the most progress” which will occur every single time a generator pops. (Though unsure what happens if all other gens are at 0%)
Why NOT?
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@durag_demon1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394582#Comment_3394582
Damn,you wanna know where the survivors are at all times.I think spies from shadow is underrated, I still get nervous around crows
If there is one thing I've learned about Survivors, it is that absolutely none of them give a damn about crows, at ANY level of MMR. The number of times I have gotten a Survivor that was trying to go for an unhook behind my back is astounding. Absolutely under-rated perk. HUGE BIRB VALUE.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394572#Comment_3394572
What about chases was I challenging?
I was asking why you had no pressure. And you have now given me an answer.
However I don’t see how the start of the trial is that bad if it’s just a change from 100% survivor Gen potential efficiency to 75% once you get into chase.
Ruin does not do any work if you do nothing. You need to actively chase Survivors away from gens so they can regress.
Corrupt only gives a scant few seconds as Survivors move to other gens if you do nothing, and patrolling blocked gens is usually less useful than unblocked ones.
You ignore that I say activation and interaction are distinct things, or do not understand it.
You sidestep that I say passive stall perks are okay (which Ruin certainly is not, it is an Active stall), so long as they are mediocre.
Ruin does work if you do nothing. If a Survivor gets off a gen they are working on it, regresses and I ain't gotta do a thing. What you mean to say is I get the most value of Ruin if I push people off gens. But the perk itself will kick on if a Survivor gets off to heal, or cleanse a totem, or use an Interactable object like a clock or vaccine case. In none of those scenarios do I have to do anything, press a button, I don't even have to be on that side of the map.
Deadlock requires nothing against it working passively because that is its job. Its job is to prevent multi-gen pops. And it does. No nerf required.
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My standard loadout lately has been:
Lethal Pursuer, Nowhere To Hide, Spies From the Shadows, and the 4th perk is whatever will help me complete whatever tome challenge I am currently working on.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394560#Comment_3394560
Also it really doesn’t take that long to get into a chase at the start of the Trial, especially leveraging good patrol routes and listening for Gen repair noises.
Doesn't change what I said at all.
When you load into game you are not in chase. Ergo, you have no pressure until you do.
AND
Those two perks will work without you doing anything.
Both of my points remain unchallenged. Just accept that some perks work without you needing to do anything. And that's okay.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394533#Comment_3394533
Activation conditions and Perk interactions are different things.
Passive stall has no activation condition and no interaction.
For Deadlock it always happens each generator and you don’t change your gameplay when it does trigger.
If four Perks like that exist and are competitively the optimal choice then making new perks is pointless or introduces powercreep as there is no room for side-grades.
Passive stall should always be a mediocre choice. Not optimal. It will likely be nerfed.
Now, why don’t you have pressure at the start of the Trial?
Because you are not in a chase. Why are you asking questions with blatantly obvious answers?
Also:
Corrupt Intervention is a slowdown with no input from the Killer.
Hex: Ruin is a slowdown with no input from the Killer.
I reject this silly idea that slowdown of any kind mandates an interaction.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394518#Comment_3394518
Why don’t you have pressure?
Do you think that passive stall being the competitively best choice is healthy Perk design?
Yes. I do.
I don't know where this idea is coming from that all perks require you to jump through hoops. Many, many perks have no "interaction" requirement to start working. I don't have to activate many perks that I use. In fact, out of my standard loadout the ONLY perk I run that requires me to jump through some sort of design hoop is Nowhere To Hide's genkick.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361820#Comment_3361820
Piggy wear shoes. Don't hurt Piggie.
So does Julie and Sally.
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@TOFFU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394435#Comment_3394435
No you cant. Nobody will ever take it.
This must be baseline
Why surv dont need to take perk for totems then huh?
You asked for a solution.
I gave you one.
You just don't like it.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394501#Comment_3394501
Care to elaborate on your problem?
It's not that complicated. The most likely time to lose more than one gen, where more than one is being worked on, is the very beginning of the game because you have no pressure whatsoever.
If you add a silly "interaction requirement" to Deadlock, like hooking an obsession, now you have to find a Survivor and hope it is the obsession, chase it all the way through the first chase and hope you don't get some terrible RNG tile setup, hook him, and pray you did all this in less than 90 seconds so your perk can have value.
Deadlock is absolutely worthless if its only getting value blocking Gen #5 after #4 pops. It working right from the start of the match is the entire point.
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@AssortedSorting said:
NGL Deadlock is peak braindead gameplay.
Literally no interaction or input from the Killer whatsoever for maximum effectiveness, and I've been of the same opinion since its release.
Needs to have some kind of interaction, EG: When the Obsession is Hooked, the Generator with the most progress is blocked by the Entity for x/y/z.
Aaaand how exactly do you get value from a perk this way when the point of the perk is not to lose several gens during the first chase before you can build pressure?
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You can. Run Shattered Hope.
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That's the neat part.
You don't.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393801#Comment_3393801
If that happened and you are genuinely forced to DC over a cheater, you'd have no way to report them in-game if it closed immediately before you could even get to the tally screen (and in-game report is required).
I do think the current DC penalties are too low though. 1 minute for first DC is not a deterrent at all.
People actually use that screen? I thought a proper report was to be submitted through the website with an attached video file?
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393791#Comment_3393791
You can't nitpick what you deem situational modifier and what isn't.
Being injured is organic to the match progressing but being able to ONLY use DH when injured, is the situational modifier. That is literally the condition that needs to be met in order to use it. If you fail to use the 0.5 second window at the proper time in the proper situation, you fail and you 99.9% of the time will end up going down. Of course its got a limited window of its use, the limited window is while you're injured, which is when you're most vulnerable b/c you can easily go down in 1 hit and not 2, which means you snowball the match for the killer and hurt your survivor team more.
When a perk works on button command, on a 0.5 second duration window, its still easy to fail. You can't fail a window jump or a fall from greater heights, the perks still activate. I'm not even going to get into which perk takes more skill to pull off b/c its very obvious.
If you're swinging into it 2-3 times PER MATCH, that is a testament to you and your skill level, not the other way around. You and a lot of killers seem to think that b/c it works 1/5 times and its against you, it must mean the perk is OP. When in reality, you are making horrible decisions (like swinging into it 2-3 times per match, ahem) and then claiming the success rate of the perk 'isn't that bad'.
You're not objective, you are biased. The fact you even said that last part about it being 'taken out back and shot' just shows how skewed you are towards killers and have no outside perspective besides that.
Its not broken at all, good killers worked around it, it didn't have a guarantee success rate like other exhaustions and it was supposed to be rewarding if you managed to pull it off with a 0.5 second window at that.
Like I said, bad killers scream the loudest and it is what it is. Good killers actually worked around it and won their matches regardless cause they have better decision making skills than a lot of so called 'killer mains' on this forum. They didn't use DH as an excuse to throw themselves a pity party.
Anyways you can reply if you'd like. I won't engage anymore since you've made it very clear you are not objective at all about this game. Which is fine, but don't pretend you're looking for a discussion. Already pointed out all your inconsistent arguments and countered them.
Have a great day.
I play ten Survivor games for every 1 Killer game, so yeah... I can be objective.
And being able reset a chase regardless of the environment only be being injured is an OBJECTIVELY unbalanced game design.
You just used a lot of words to say "Just wait it out", an argument that's been destroyed a hundred times over again.
