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mees

mees

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mees
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  • @MDRSan said:

    This is for those content creators and forum posters that propose we encourage killers not to tunnel with strong buffs to killers if they choose not to tunnel coupled with nerfs to survivors already existing anti-tunnel perks and techs. Might I offer the same solution to some survivor behaviors killer mains seem to dislike.

    Do you have a problem with how fast gens are being repaired? Well might I suggest we give survivors secondary objectives that actually progress the match or provide powerful, game changing buffs to them if they complete side tasks. We don't need to nerf toolboxes, toolbox add-ons, or gen perks - just buffing other things is enough, right? That's how that works? Just the carrot, not the stick? Of course, we'll need to further nerf gen regression since it would be too oppressive given survivors won't be gen rushing anymore. You understand, I'm sure.

    Similarly, if you don't like survivors resetting or otherwise healing up then instead of nerfing healing might I suggest we buff survivors so they have a reason not to heal. Make all actions sufficiently faster while wounded that it's worth an entire health state as basekit. Give them wounded haste. Maybe basekit Dead Hard. That sound fair?

    Personally I don't think gen speeds or healing are problems. Maybe in extreme, gimmicky edge cases that require unrealistic setup and luck to pull off but that's not something you're going to run into in your matches with any regularity if at all. I just think what's good for the goose is good for the gander. If you're going to argue you can buff killers into not tunneling then you must also argue you can buff survivors into not healing or focusing on gens.

    Most of the content creators arent saying that they should only buff killers to stop them from tunneling. Most of them are saying that the basekit anti tunnel is a good idea but that the 15 seconds of bloodlust isnt enough, and buffing killers when nerfing a playstyle that most of the weaker killers need on high mmr actually makes alot of sense. Offcourse only giving buffs to killer wouldnt stop tunneling cause they would just still tunnel but no actual person with a brain is saying that. Also your point isnt exactly wrong but you are making extreme examples to make it seem dumb. Personally I would much rather have the devs give survivors a side objective instead of just making them sit at a gen 10 seconds longer. Naturally they should make it then that the survivors are forced to do the side objective or make it more appealing to do then not doing it. But that is exactly what they are trying to do with killer. They are not making it completly impossible to tunnen, but they are giving survivors some strong perks and effects basekit so that tunneling is weaker while in the meantime giving a bonus to killer for not tunneling (although the bonus is quite weak and useless on alot of killers). So you are making something that is a good idea seem dumb by just using extreme dumb examples. That's like saying feeding starving people is bad cause if you were to shovel tons of food down their throat they would die of obesity.

  • I didn't know that good thing they are reverting it thanks for your answer

  • @tes said:

    Survivors in previous ptb still were able to go through killer as well to mess with other survivor hitbox. They didn't have collision only, but hitbox was still there, so it was even more aggressive tool for taking hits

    I didnt think of that good thing they thought of that

    • If the Survivor that was last hooked is Sacrificed or Killed, generators cannot be regressed or blocked.

    is the only one I really am currently against. Yes if these changes go through tunneling would be a horrible decision but im fine with that cause its better if the optimal way to play as killer is also fun to go against. The reason this is worrisome is cause this sentence alone doesn't indicate it will only work with tunneling. Yes it effects tunneling but if I as a killer 8 hook survivors so now everyone is dead unhook then I didnt tunnel. Lets say I hook someone now killing them and have pop goes the weasel or I saved painres on them, now I cant regress the gens even though I played incredibly fair and so now they might pop the last gen cause I couldn't regress it.

    If this only activates when killing someone before getting 6 hookstages then im fine with it but that clause is only mentioned with the other mechanic and not this one, but we'll see.

  • @Caiman said:

    I think it'd be cooler if it was more Entity themed, stark black and orange.

    That could be cool maybe have with soe black claws around it like when you're on the hook

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978180#Comment_3978180

    So true same with perks. There wasn’t one new meta perk since MFT.

    What does that have to do with perks, no perks are being nerfed in the patch only fixed. They were never meant to be the way they were. Also in my opinion no perks on either side should ever be as meta as MFT was. Usually whenever there is a meta like that on either side the other side is miserable like MFT or CoB eruption.

  • @Aven_Fallen said:

    I am mainly surprised by how low the hours seem to be. Since it only tracks the time in the actual trial, I realized that I spend A LOT of time not really playing the game but being in the Lobby or Loading Screens.

    Killrate is what I expected, most of the time around 60%, slighly above. My most successful Killer is one of my most hated ones (with Hag, I knew I am decent with her, but around 70% Killrate was a bit surprising). Not surprised that Singularity was my worst Killer, I am too dumb for it.

    I dont think all the stats are accurate for everyone cause i played more then 50 hours of nemesis and it says i played 2. Also my played hours are 120 when i have steam hours of 1200 and im either always ingame or in queue, so there is no way those stats are correct

  • If they return it as in the PTB i would actually go insane, it was so loud that i would get a headache after two matches. If they make it more quiet it could be fine i guess just like blight makes a sound every rush would be fine

  • what exploits are you talking about, i havent hear or seen any?

  • Can also happen on coal tower

  • @Yggleif said:

    I know what I'm about to ask is probably going to get some strong reactions but on the topic of the gen bug where if one survivor dies and leaves the game the next gen completed counts as 2 gens, would it be crazy if that stayed in the game in some version as an anti-tunnel mechanic?

    It hasn't cost me any games as killer personally and as survivor it really only makes a difference in games where one person gets hard tunneled out early on. If they made it where it only did it after one person died it could be a genuinely good mechanic to dissuade tunneling. I thought killer was going to be unplayable with this bug around but it really isn't if you ping pong between two survivors and spread pressure by the time a survivor dies it doesn't really matter if you take a gen away or put another way any game where it matters you were probably going to lose anyway. Because from my experience it only effects killers trying to hard tunnel one person out while running a bunch of gen blocking (deadlock/grim embrace/DMS) perks which isn't any fun to go against anyway.

    Well there are also matches where you dont tunnel but you end up killing two survivors at 3 gens. With the current bug if the other two survivors pop 1 gen they will be in end game so even though You didnt tunnel you get heavy punished so it make no sense, or if you have a game where you 8 hook survivors and then kill 1 at 2 gens left and now they only have to pop one gen even though you played extremey fair. It's just a horrible idea. + it also promotes 99 gens until one of your teammates dies wich is just dumb.

  • @Brightened said:

    It's been the trend.

    Unknown
    Chucky
    Xeno
    Singularity

    Even with skull merchant you break the pallets if you vault with a claw trap.

    So now the new killer will be able to not only block the pallet drops- but also summon skulls that hit you?

    Is the whole plan that we all become hardcore 360 spinners as survivor mains? Or that won't work because of the ping difference in 99% of games. So what are survivors supposed to do now?

    Yeah all these killer have anti loop powers but its not like that all they have, unknown also has teleports xeno has tv stations singularity has camera's and emps, so i feel like just calling them antiloop killers isn't doing them justice. Also xeno and singularity also have different ways of dealing with their powers so even though pallets arent very strong against them you can still use the emps and flameturrets as counterplay. Also m1 killers just feel horrible to play when playing against good loopers and in my opinion a killer with a chase power is more fun then a killer that just sets up traps or has passive slow down.

  • Yeah now that i think of it thats exactly how it happens

  • Yeah its pretty bad. I dont wanna play survivor cause i dont wanna go against this busted twins, but I aslo dont wanna play killer cause almost all of my matches someone brings an rpd offering, so yeah great update.

  • @90bubbel said:

    yep, just had the same person twice use rpd offering with full antislug build and teabagging in blocker corners

    same they need to killswitch this asap

  • @Skillfulstone said:

    Tunnelling had a big rise since 7.5.0 (understandably so for weaker/M1 Killers) and 3 second DS just wasn't good enough to warrant using. The perk already disable in endgame and on a conspicuous actions which means it can't be used for guaranteed escapes.

    Even with 5 second stun, high-tier Killers will still be able to tunnel easily since their power will make them able to catch up.

    It's another thing to add to the recent "reason why Killer variety is going down" list that's been only growing since 7.5.0.

    Don't get me wrong, it'll help a bit, especially for skilled Survivors, but it's far from ideal. At least now there's a risk to tunnelling and Killers might hesitate.

    I believe the change doesnt do to much for the really good playes cause they already made sure that when they used ds they were close enough to a window or loop

    in ds change Comment by mees
  • Yeah i thought the same thing, why disable twins when their bug just makes them slower and worse, but keep oni enabled who can lunge while carrying survivors.

  • I get the rpd map offering alot, after i've played that horrible map 3 times already then im kinda done playing it, especially if i see that my tv stations on xeno are badly placed.

  • I played on hawkins ones as unknown and it was awful but midwich was really good cause the tp gives you quick acces to the first floor and you can hit them from below when working on gens. In general i would say indoor maps are bad on him except may midwich and the game

  • Im not saying there arent spots where the killer can drop down and camp the hook. Those definetly exist but i dont think just becasue some of those spots exist they should make it through all floor. In the ptb where they first tested the anti-camp it worked through floor and on some maps like rpd and the game this would create issues on some hook spots and so they changed it to be slowed through floor.

  • No it shouldn't. Sometimes a killer might be right above a hook but wont be able to drop right down so the killer wouldnt be able to stop the unhook from there so they are not really camping then

  • I also feel like with alot of killer you cant collide with stuff, like blight just slide of everything on this map

  • @WhoSoup said:

    One of the worst designed maps DBD has. Gen and tile spawns are wildly inconsistent and the main building is awful to play.

    In like 90% of games, only a single gen will spawn in main and all six other gens spawn in the rectangle that excludes main. Typically survivors just beeline straight for the main building because chasing anyone in there is a really bad idea. The main building also interacts extremely poorly with certain killer powers like pinhead's chains, which often spawn on the wrong level.

    The pier is annoying and it's extremely hard to figure out which random layout it has just from looking at it. Pog logs can spawn next to shack but it's really inconsistent. The elevation is terrible for many killer powers like nemesis and artist.

    This map also has one of the absolute worst main generator killer prop spawn I have ever seen:

    https://us.v-cdn.net/6030815/uploads/TC42MDNPO1CU/20230831223217-1.jpg

    This is supposed to be the subway exit for the main building generator.................. just absolutely atrocious.

    I don't know if I ever enjoyed playing a game on grim pantry.

    Yeah if never had a tv station spawn next to that gen, i always just give up on that gen kinda annoying

  • also please just add a hook that always spawns in the basement of the main building.

  • I did hear about a AMA but cant find it anyone know where it's found?

  • You are completly right, sadly it doesn't matter cause just because a killer with 5000 hours in one character can make the character work doesnt really matter. Because like you said most players play multiple characters and most people don't have close to that amount of hours anyway. Games are usually balanced around the average players and not the absolute top. So i dont think it should be taken into account for balancing to much can then the players that play multiple killers (wich is most players) will be in a disadvantage just because every once in a while there is a killer who has thousand of hours in one character. Point is, you're right it's kinda a skill issue but that skill cant be expected when there is such a wide roster, and i dont think the masses should be punished for a small group of players. (TBH i dont really know the ratio between the average player and the players with crazy amounts of hours in one character).

  • i got 4 hooks again still didnt get the challenge im gonna try restarting my game

  • then i dont understand how i didnt get the challenge when i had 5 basement hooks

  • I actually have been playing a decent amount of singularity these last couple days and don't feel like the emps are op. But I also haven't been playing these last couple months so my mmr is probably alot lower now and I'm just not facing the best survivors. But is still think his power is useable and fun but that's just my opinion.

  • The omly thing i agree on is the map. Personally i think the singularity is pretty balanced and alot of fun to play. In my opinion this is a pretty good chapter.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384890#Comment_3384890

    Gen regression is there to amplify your tempo. PR and old pop made downs regress gens and then the survivors had to save and reset which if you were getting fast down could stall the game. The healing changes are basically taking the new role in that regard. Low tier killers are should also be better in this meta if you weren't doing gen kicking.

    yeah i get that but that only works if people actually heal thats the problem

  • @Trollinmon said:

    If you need kick perks to win games in pubs then it's a skill issue.

    skill issue is one of the dumbest arguments omeone can make cause there will always be crazy good players that can do stuff others can't so just because there are people that can win without kicking gens doesn't mean that it is a skill issue that the majority of poeple need them.

  • yes corrupt and deadlock will work just like they do now but in my opinion deadlock isn't that good if survivors just split up wich good survivors do and thana wqont have to much effect if they just make sure one survivors stays healed.(altought it's still a good idea and i completly forgot about it). but in my opinion it wont do nearly enough

  • no i wasnt in animation in any of the three times

  • every perk they nerfed in this ptb they completly killed, except maybe boon circel of healing but they already nerfed healing a ton.

  • didnt want to sound like a winy killer main but some of these maps suck for both sides.

  • @Jarky said:

    If you mean what I think you mean, if you've already unlocked perks via the Shrine of Secrets prior to the mid-chapter update, they'll be available on your other characters at Tier 1 automatically.

    They addressed it on stream which I've clipped for you here: https://clips.twitch.tv/HumbleSmoggyMoonDancingBaby-SJVxoXYriZfGwCfg

    thank you

  • i was scared for a moment that they nerfed it

  • oh oke thanks, i feel stupid now.