The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Aoltre

About

Username
Aoltre
Joined
Visits
133
Last Active
Roles
Member
Points
32
Badges
7
Posts
39

Comments

  • Thank you for the compliment and I appreciate you taking the time to read and respond to my post with some good ideas, though I got very long winded counterpoint of my own towards them. If you want to get straight to the point, read at —(). A lot of perks with counters aren't exactly meta like Infectious Fright (Calm…
  • Blood Favor is a Hex and therefore it can be permanently lost and render you out of available counters. Not only that but ending a chase in under 15 seconds does not reactivate the perk so it'll likely deactivate either before or as you pick up if you don't purposely defeat half the purpose of the perk. Punishing the…
  • It's also in a class of perks that you can permanently lose… Even then it still is pretty dumb because winning a chase before the 15 seconds is up from the first hit doesn't reactivate Blood Favor so the pallet will most likely unblock before or during a pickup if the second hit of the chase is quick enough (funnily…
  • And what else should I do? If I pick up a survivor underneath a pallet and a survivor is nearby, they will get the save. You can't just not slug in that scenario unless you really like losing or dropping survivors. It's not a temper tantrum, it's feedback to a recent change that may have been a little short sighted since…
  • If you pick up a survivor underneath a pallet, a nearby survivor can drop it on your head and you drop the survivor you are carrying. You have to take the time to force any nearby survivors away (or down them) before picking up the one you initially downed or picking up the second one if you managed to down them. This does…
  • Being able to recall Victor while he is latched is WAY too strong. There is very little management on the killer's side because you almost always have Victor available. Being able to take Victor hostage was a big part of their counterplay and, assuming recall off a latched survivor is intentional, not having it available…
  • To add to that idea, I think that maybe removing the scourge hook limitation and necessitating that you use a different hook than the one used previously in addition to the anti-tunneling nerf could make it feel better for both sides. I may have been a bit overly negative about the perk considering that its high impact and…
  • Oh, wow, Pop uses the current % following the 5%! I really should've looked into how it was coded before going off like I knew what I was talking about. So it goes following: (current progress - 5) * 0.3 + 5 = percent regressed. Thank you for that deceivingly big fact check, it's more between 62% and 63% where it equals…
  • ok... I read it again and you're not making much sense. I literally described why 30% current can be better than 25% total. If you take out the 5% base, then the breakpoint becomes 84% which would make sense if kicks didn't regress a base 5%. You need to look at the context of the game to judge the value of something. I'm…
  • It's 25% total compared to 30% current + 5% total. Assuming we're dealing with the same base gen time of 90 seconds (90 charges), they are roughly equal at 67.78% or 61 charges on the gen, measuring to 25.33% regression. Pop's damage is just this: % progress * 0.3 + 5 = % regression So to figure it for 67.78%; 67.78* 0.3 +…
  • Definitely the ideal state of the game, at least from the killer side of things. Make regression perks not so impactful, but at the same time not nearly so needed.
  • No, my numbers are correct. I said it was in terms of repair time because gens were made longer in 6.1.0 and so naturally the current 25% regression would take away more progress than it did before the update. Yes, the percentage is lower but the current 23% is just barely more than the old 25%. My post is quite valid and…
  • I think it just says more about how frustrating a lot of the top perks on both sides are and about how bad the lack of any substantial basekit anti-tunnel is. The game mode makes it clear that tunneling is scummy and how nice the gameplay could be if you didn't have to be constantly paranoid of multiple Adrenalines,…
  • I really dislike playing as or against Chucky. Slice & Dice feels almost guaranteed to hit (I play on console and it's really not that hard once you get the hang of it. Practice in customs and I swear you'll get it down. Unlike Oni you can even get 180 degree turns), Scamper makes unsafe pallets and safe indoor pallets…
  • It sounds like a time management issue more than anything else or it's just matchmaking pitting you up against good teams that you're not equipped to contend with. Obviously, bothering survivors off gens prevents them from doing them and failing to do so can make games end super quick. It's best to not be hard on yourself…
  • I agree that Slinger needs a buff, but I feel like these changes would strip a little bit of what makes him really special. I love Slinger because he stands out and does things very differently from the other range killers. -28m is a good compromise between his the 24m and 32m TR (OG 24m + Monitor was kinda miserable to…
  • You spending 24 seconds on the ground following a chase that took the killer away from your teammates sounds pretty good to me. It was also used during resets to prevent the killer from being able to get a ton of value out of interrupting it which really hurt stealth killers. It was a widely acknowledged meta start so I…
  • DS had an obnoxiously high pick rate and killers reasonably had to fear it because it was so strong that it was often used aggressively by forcing grabs or pairing it with Unbreakable to waste a crazy amount of the killer's time if they chose to avoid it by slugging. This aggressive use eclipsed its anti-tunnel usage so I…
  • As a killer I enjoy making some cool play like corraling a survivor into a bear trap, getting a crazy snipe with Huntress or Slinger, doing some cool rush combo on Blight, or just doing some cool mind game. As a survivor I enjoy being chased by the killer and outplaying them. Nothing in the game is as satisfying and…
  • Keep in mind that it is one of three new perks and it's much easier to use effectively than Scavenger. Best to wait and see how its popularity shifts in the coming months.
  • It seems like you should take a break from the game or main survivor for a bit. It's very unhealthy to be this worked up over the game. Hopefully, some time off or on survivor will give you some perspective and allow you to return to the killer (if you so choose) with a calm mind and tempered expectations. Killer might…
  • Try dropping Horse Meat and using Call to Arms. It makes path drawing 25% faster and IMO it should be either partially or fully basekit for how much better he feels when using it, especially like how you're trying to use him. Don't listen to people saying to only camp with him. He's got a high skill ceiling despite his…
  • I don't think that this suggestion for CoB works. I find it a bit strange that CoB has no activation requirement while Pop requires a hook and can't be deactivated like Ruin. I'd prefer if CoB had its information buffed to also show great skill checks, but have its regression reduced to 150% or 125% (maybe too much?). CoB…
  • Sadly BHVR made doing bones a perk. Real shame about Shattered Hope.
  • Circle of Healing isn't a fix-all type perk and you'll see several on a team comprised of solo players, but more coordinated SWFs generally only bring one. This makes the statistics shake out in a way that makes it seem like a relatively balanced perk. As a team perk, it also gets shielded from overuse nerfs. BHVR probably…
  • When a teammate goes down under a pallet, you throw it on the killer and vault right before they kick it so that the killer picks up your teammate instead of breaking the pallet to set yourself up for the flashy save. Not very useful against experienced killers as they often know what you're doing and you just die, but…
  • I prefer to play against Nemesis, although both are very fun. Nemmy's power is oppressive in chase whereas Wesker's is manageable. Playing against Nemmy makes me think I'm going down unless I make some good plays, whereas I feel like I could run Wesker for a long time unless I mess up or run out of ground.
  • For killer, you should find one or two similar killers you want to get really good at with at least one being normal. I started playing a ton of Trapper and Hag early on. They both benefit from learning survivor pathing, but Trapper is more basic while Hag is a special cookie whose skills don't translate well into other…
  • It's pretty decent on its own, but it's pretty ridiculous when stacked with other regression as it doesn't conflict much at all.
  • Isn't that what survivors are supposed to do? Just want them to just jump on the hook?
  • While it might just be my experience, I believe that you can do well against a cracked 4 person SWF as the majority of killers (assuming you're bringing a loadout that roughly matches the strength of what the survivors brought). I play a ton of Nemesis and I can say that the majority of my losses have been solely due to my…
Default Avatar