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zeemgeem

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zeemgeem
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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477417#Comment_3477417

    Sure. But let's go with full picture. 96% that the gen/gate progression will raise by 33% for each try (in case of open exit gate, TP survivor out for each attempt - the one closest to killer)

    Yeah, sure. Why even have any skill based gameplay at all? Just let either team press a button that has a 4% chance for an instant win and a 96% chance for an instant loss. It's fair and fun gameplay if it's a rare chance. No. The point is these mechanics have no place in the game, and your trolling game is weak.


  • @JustAnotherNewbie said:

    I'm kind of surprised you're complaining about the 4%, which is so rare anyway and not like Deliverance, which is guaranteed and also gives you protection. Although maybe now that you're reminded of it you also won't like that it gets endurance.

    Deliverance requires a perk slot and has a high risk because you might get hooked first. It does not rely on chance, so you can use your ability to unhook yourself as part of the team strategy. 4% doesn't require any perk slots, any thought, any skill, any planning, or any brain activity at all and has no risk in situations where you don't think you'll get unhooked anyway. (In which case the killer earned a 4k. Should survivors have a 4% chance to instantly get hooked if they do gens too fast and the killer isn't good enough to down them?) There's nothing broken or unfair about deliverance.


  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467632#Comment_3467632

    i continue to misunderstand why you dont just check for otr and then wait out for the grab. if they've 4%'d (which will happen in a gigantic minority of games) in basement (even rarer) with another person right next to them (even rarer), then play around it. you have half of their team pressured minimum.

    You're seriously saying that a survivor unhooking right in front of you is fine because you can just wait out the grab for the entire 60 seconds the person is on the hook (longer with deliverance) until they finally go for a grab. And you don't see anything wrong with that being a thing someone would have to do when they already earned their hooks.

  • @KateMain86 said:

    Its absolutely necessary as well as the anti camping changes coming soon to deal with this long standing problem within the game. Don't forget that it is because of the excessive camping and tunneling that killer players have done over the years that these changes have now come to the game. Your situation seems to have had the basement spawn right by an exit gate in the killer shack. If a survivor unhooked themselves without the help of a perk like deliverance then I don't see what there is to complain about here in the context of it being unfair. They pulled off something that rarely happens in the game and you want that nerfed? I think that is unreasonable.

    So should they add a 4% chance for the killer to make a survivor to instantly teleport to a hook without chasing them? If it's a rare chance, it's automatically balanced, right?

  • @nars said:

    I agree that MFT is just bad game design. It should probably just go.

    But those other perks you mentioned... SB, adrenaline, hope and overcome. SB just guarantees to reach a loop, does nothing if you arent actively losing distance to manage it. Adrenaline is a reward for surviving, warranting its power. Hope as well. Overcome is decent but is generally not worth picking over more versatile options. Also dead hard is just a trash anti tunnel perk now that happens to synergize with MFT. I'll give you lithe though... its so easy to use for the same power as an SB that the survivor had to actively manage the whole chase. Wish it were harder to use but its just a tile chainer anyways.

    My main issue with SB is that survivors can run it every match and just never have to learn awareness. It gives them a free out for being caught in the open and my issue with exhaustion in general is that the only counterplay to a survivor zooming off is to just play blight every round. Again, the game is supposed to be balanced around survivors not having powers. A killer with no power other than a 3 second speedhack at the start of every chase would be better than a lot of killers, and survivors get that just for bringing one perk. Since every single survivor to ever play the game is going to have an exhaustion perk, it effectively just adds a free time waster to every single chase in the game, for only 1/4 of the survivor's total perk slots. Killers don't get anything even close to that level of power for similar opportunity cost. You can run 4 chase perks and it will still be way less useful than one sprint burst. As for adrenaline, I think a perk that rewards you for something that requires you to already be winning is a terrible idea, and I'd compare it to if killers had a perk that instantly damages whoever the killer is chasing whenever someone dies on the hook. A perk that makes an overwhelming advantage even better is not a fair concept. And again, killers don't get anything following that concept while survivors have so many perks that give them a free out you can barely fit them all on one team.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3465140#Comment_3465140

    A minute is a full hook stage. You know if they have OTR because they won't make noise, and if you're already camping them then gen pressure is of no concern.

    downing two people and then watching as one rng's himself out of a losing state to then stand next to another hooked survivor with no risk whatsoever, turning an earned 2 hook into a forced 2 unhooked isnt camping, they can do this immediately and 2 inches in front of your face. if 4% was there to stop camping it wouldn't be available 2 seconds after being hooked.

  • Seems like more challenges in this event are bugged than ones that aren't. I'm also getting no progress on this one.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/380485/getting-protection-after-a-4-self-unhook-is-an-absolute-joke-and-needs-to-be-removed

    The second they touch the survivor they're unhooking, they've performed a Conspicuous Action and are hittable. If you're already on top of them, react. If your timing is especially good then you get a grab and can just drop them right back on the basement hook they just left. And if you aren't there to stop that then the 10s basekit Endurance doesn't matter anyway.

    not the point. if they have off the record they can just sit there for an entire minute until you hit them or leave, and survivors exploiting this cheese will.

  • @Decutor said:

    I have Protanopia and the in-game feature also doesn't help one bit. The one that helps me (but still almost impossible do differentiate a yellow perk effect from the default yellow gen aura) is Tritanopia.

    Just keep the gens auras red, there is no longer a reason to have them be a different color.

    The in game filters are closer to a simulation of the condition than a filter to actually help it. And tinting the entire screen might tint the game elements, but it also tints everything else to the exact same degree and thus negates the effect entirely. Lots of games do this due to legal requirements to have a colourblind mode in some countries but there isn't any actual standard defining what that needs to be. Basically BHVR put in the minimum effort with no testing or consulting colourblind people only because their sales were at stake.

  • @sizzlingmario4 said:

    If they unhooked someone else from basement after unhooking themselves, they wouldn’t have protection anymore.

    It doesn't matter, you're forced to hit them or they'll do it anyway.

  • @Crowman said:

    It's a nessicary evil.

    With the devs putting up an anti facecamp mechanic that allows survivors to unhook themselves if the Killer stays too close to the hook for an extended period of time, survives that unhook themselves need the protection so that the anti camp mechanic does something.

    Rolling a lottery to get a cheesy win is not a solution for facecamping, it's just a detrimental element of chance to make one side get a free win after a fuckup that the other doesn't have any equivalent to, and going for it just throws the game if you don't get lucky. That isn't stopping anyone from camping. In the 96% of times it doesn't work, the camping killer is actually just being rewarded for sitting there and being so boring the survivor wants to leave the match. If the devs don't want people to facecamp maybe instead of adding thousands of annoying perks for survivors to get second chances they should just change their game so it doesn't explicitly reward camping and tunneling for killer.

  • This happened to me on killer too. Can't wait for the fix 2 weeks after the event is over.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460927#Comment_3460927

    You are right. it was released 13th of june = 8 days. If we use those 8 days as the average and prolong it to 14 days (which is not fair, as people want to try new perk at the beginning even if they will never ever use it again), then you still have 4.8%/8*14=8.4% usage rate. That's quite a number, but it's still very far from it's contenders - mainly sprint burst and lithe.

    Usage rates don't really mean anything. OOO is completely and entirely broken in SWF and only has 0.22% usage rate. Self care is utterly worse than useless and sits at 8.2% If we just look at these numbers relative to the average than OOO needs a buff and self care needs a nerf, but in reality those would be terrible ideas, because we know these perks actual power is not reflected by their use rates.

  • Find a SWF, hook one in the basement, wait for the trio of simps to arrive and bodyblock. That's how I did it.


  • @SpaghettiVase said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185469#Comment_3185469

    The difference is, it's a perk. There's horrible perks out there that are never used, if WoO wasn't good it wouldn't be one of the highest used perks. You can CHOOSE a perk you can't choose the players.

    Self care is also one of the highest used perks. Usage rates at all ranks are going to skew to weird places, and Windows is a great perk for new and solo players. It isn't powerful, it doesn't even actually do anything. It's just there to make up for not having experience and a swf for the same result. It's a good perk, but it doesn't actually have any effect on the gameplay, and especially not other people's gameplay. Dead hard gives you a third health state every 60 seconds, as a reward for failure. Windows helps you to avoid failure, and doesn't benefit you unless you can actually loop. Dead hard specifically rewards you for failing to loop. It's really not even comparable.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185412#Comment_3185412

    Having the lowest kill rate =/= being the worst killer.

    People often misinterpret that.

    Yes, that's my point. Windows having a high usage rate doesn't make it good.

  • @badrepo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185413#Comment_3185413

    He’s right though. Using your logic, the killer is getting a speed boost for doing nothing.

    Spending 30+ seconds camping a loop while gens get done isn't nothing. If you get a hit or break a pallet or use any power even slightly you lose it, too. This is the equivalent of needing to run for 35 seconds without vaulting a window or dropping a pallet or 360ing or dropping through a hole or having another player bodyblock or anything else to be able to sprint burst - that is, if sprint burst was a 13% movement speed bonus, and not the 150% that it is. That's it. That's all you get. And many killers can't get bloodlust due to needing to use their power to chase. Terrible bait.

  • @NerfedFreddy said:

    Maybe because killers have such an ultimate second chance in chase as bloodlust

    even worse bait

  • @Raccoon said:

    https://us.v-cdn.net/6030815/uploads/B9ZU9YTQ36EE/image.png

    Weird - Seems to be quite popular in my games and all the metric sites.

    Statistically, Nurse is the worst killer. The metrics don't really inherently mean anything.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185340#Comment_3185340

    If you're not seeing 2-3 WoO combined with 2-3 DH every game, you're not high MMR.

    I mostly get SWFs with 3-4 DH, and SWFs don't need windows.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185323#Comment_3185323

    Your mileage my vary, but Windows of Opportunity has so much going for it: while working on a gen it shows you all the windows and paletts in the vicinity and allows you to preplan an escape route. It also shows were the action is happening when suddenly palettes are dropped and you can run a killer like clockwork for what feels like hours on end. And you can use the perk without getting wounded or while wounded, doesn`t matter.

    When playing killer you definitely feel it when a survivor is running that perk: they lead you to a palette, drop it on your head and are off to the next one, possible through an awkward window without any downtime or even splitsecond of hesitation.

    All Windows does is let players unfamiliar with a map loop. I don't think I've seen it maybe ever at high mmr, because survivors only want to run perks that give them free wins.

  • @foxsansbox said:

    If killers had objectively stronger chase perks than survivors, what depth would this game have?

    I don't think that's the problem. My issue is that survivors don't have to think or earn the value from extremely powerful chase perks, but killers do. I would have no issue with something like dead hard if it had an appropriate activation condition, or a downside to using it incorrectly. (And not getting your free health state for mistiming it isn't a downside, that's just what is supposed to happen.)

  • @versacefeng said:

    Killers have more and better chase perks than survivors. You're complaining about nothing.

    Name one perk stronger than DH.

  • @Nazzzak said:

    Dead Hard was reworked a cpl months ago and no longer gives distance. Also killers chase basekit got buffed too in the same update - faster blood-lust, less cooldown on basic hits, survivors get less distance after being hit (so yes, survivor chase perks are especially a must), and also faster pallet kicks. The devs have certainly helped killers in chase.

    Dead hard gives way more distance than a little dash now. Do you think a perk that makes survivors take no damage when not exhausted would be fair? Because that's all it is, especially with the cheater epidemic running rampant and auto dead hards in many games. That's not even mentioning how it now completely negates the powers of some killers. Trickster loses all laceration on a DH when he didn't before, Victor now enters a hit CD and therefore can be immediately kicked, Artist loses swarm on that survivor, Hillbilly's chainsaw is ended, blight and nurse get a longer hit cooldown. It was buffed a lot more than it was nerfed, and where it only felt a little like a free win as a reward for losing before, that feeling is tenfold now. DH on its own in the current state it is is almost enough to never want to play anything other than Slinger or Blood Echo plague just to make it go away. Why does a perk that can completely kill the entire fun of a match, not to mention one that potentially buys minutes of chase time as a reward for LOSING THAT CHASE need to remain in the game? It's just ridiculous.