Killers are the ones who should get base kit perks, not survivors...

So let me get this straight...

Survivors get free unbreakable every 45 seconds because in 1 in 20 games a Nurse might slug 4 people to end the game early (happens mostly against 4-man overly altruistic SWF which is good). First off, how does that even happen? Secondly, if you got slugged as 4 men, you probably deserved to lose...

Meanwhile, killers literally have to run gen regression perks on every build to even to have a chance to win a game. That is irrespectively on how they play. It's so prelavant/needed for most of the killers that you might even call it base kit at this point.

So why is gen regression/gen slowdown not part of the killer's base kit considering that it's basically a must nowadays to have a chance to win the game?

Tagged: Mod

Comments

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204980#Comment_3204980

    Disagree heavily. The so-called "killer patch" was a neutral patch at best. Perks on both sides got nerfed/changed. Faster pallet breaking speed/faster recovery is a placebo in most cases. DH is in similar strength as old DH (at least in high MMR). M1 killers are still in the garbage can.

    The 10+ secs on gens sounds good theoretically, but in practice, the gens go even faster. This is because survivors are now using every tool in their arsenal to push gens (toolboxes, prove thyself, hyperfocus, split on gens, etc.). I've seen more BNP's in the last month than probably last 2 years. They always had that option pre-patch to push gens even faster, but some players liked to play chill because the game was very easy on survivors. Nowadays though, everyone just sweats on gens and plays super efficiently.

    The only argument you could make that killer got buffed is because of easier tunnelling. Which was TRUE for 1 patch, until they added base kit BT, buffed it, and now it's much harder. Not even speaking about off the record and upcoming base kit BT...

    What is called "killer patch" was a neutral patch at best, especially considering how big buffs survivors got in the next 2 following patches after it. They added 10+ secs on gens, and then the next patch literally added a gen rush perk lmao...

    IF it was not killer sided, why did the kill rate rise by 8%? That patch was designed to increase kill rate, and did it, and you say it wasnt killer sided?

    Maybe get a hold on the games basic concepts before posting false statements?

  • @GoodBoyKaru said:

    You mean like 2.5 stacks of STBFL, tier 1 Brutal Strength, and a mini PGTW on every kick?

    Also you don't have to stack slowdown to win. Anything which can interrupt survivors (Infectious, for example) bricks Hyperfocus, which is the common point of complaint.

    The only thing I want to see is base regression doubled to 0.5c/s instead of 0.25c/s, with Call of Brine and Overcharged adjusted to max out at 150% each (0.75c/s, and both together would be 1c/s).

    My issue with that is how often do you run into those killers? Also if knock out is the problem just nerf or change knockout? Meanwhile load into the wrong map as a mid to low tier killer and you may have lost before you even got to play

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205004#Comment_3205004

    IF it was not killer sided, why did the kill rate rise by 8%? That patch was designed to increase kill rate, and did it, and you say it wasnt killer sided?

    Maybe get a hold on the games basic concepts before posting false statements?

    Maybe read patch notes. The 61 % is applicable to 6.10, we've already had several killer's nerfs and (strong) survivor buffs since then.

  • First of all, Survivors aren't getting the basekit unbreakable because of nurse. They're receiving it because bhvr knows killers would be encouraged to slug more with the new basekit Mori rework. Second, killers have been receiving basekit perks like tier one of brutal strength and stbfl, and a mini pop (emphasis on mini). Bhvr obviously isn't done with buffing killers and the Mori rework is still a work in progress.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205004#Comment_3205004

    IF it was not killer sided, why did the kill rate rise by 8%? That patch was designed to increase kill rate, and did it, and you say it wasnt killer sided?

    Maybe get a hold on the games basic concepts before posting false statements?

    Because hook suicides do not get thrown out and count as normal kills, which also increases the liklihood of the other 1-3 dying significantly. Based on their current judgement metrics, you have to assume that the final result will be lower (by an unknown amount) than the balance would imply based on its end results. They throw out matches where people DC for a reason, but inexplicably refuse to put a similar consideration on their own sanctioned form of ragequitting. There's a reason they constantly say not to use those stats for balance discussion, despite their weird insistance of throwing them out just before talking about balance.

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204988#Comment_3204988

    My issue with that is how often do you run into those killers? Also if knock out is the problem just nerf or change knockout? Meanwhile load into the wrong map as a mid to low tier killer and you may have lost before you even got to play

    I feel like you may have quoted the wrong person, but anyway. Maps are an entirely separate issue and are the reason I feel relatively confident saying that all killer needs in terms of basekit adjustements are regression changes. Maps are the real problem causing such a massive balance discrepancy and they need to be addressed ASAP, but this is entirely separate from basekit unbreakable, different perks, etc.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205322#Comment_3205322

    Because hook suicides do not get thrown out and count as normal kills, which also increases the liklihood of the other 1-3 dying significantly. Based on their current judgement metrics, you have to assume that the final result will be lower (by an unknown amount) than the balance would imply based on its end results. They throw out matches where people DC for a reason, but inexplicably refuse to put a similar consideration on their own sanctioned form of ragequitting.

    So, are you telling me if someone dies on hook, the killer didn´t kill him?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205325#Comment_3205325

    I feel like you may have quoted the wrong person, but anyway. Maps are an entirely separate issue and are the reason I feel relatively confident saying that all killer needs in terms of basekit adjustements are regression changes. Maps are the real problem causing such a massive balance discrepancy and they need to be addressed ASAP, but this is entirely separate from basekit unbreakable, different perks, etc.

    I did quote the wrong person and I cant seem to fix it sorry. But thats the point isn't it survivors are getting perks that fix core flaws as basekit, why cant killers have the same?

  • @VideoGameMage said:

    First of all, Survivors aren't getting the basekit unbreakable because of nurse. They're receiving it because bhvr knows killers would be encouraged to slug more with the new basekit Mori rework. Second, killers have been receiving basekit perks like tier one of brutal strength and stbfl, and a mini pop (emphasis on mini). Bhvr obviously isn't done with buffing killers and the Mori rework is still a work in progress.


    First of all, Survivors aren't getting the basekit unbreakable because of nurse.

    How many killers can slug 3-4 people effectively except Nurse? You're lucky to get two (maybe except blight) If it's not because of Nurse, then it's just a general buff for survivors without logical reason.

    They're receiving it because bhvr knows killers would be encouraged to slug more with the new basekit Mori rework.

    Good luck slugging 4 people on everyone except Nurse/Blight. The survivors have to be HORRIBLE and literally throw themselves into you. Literally would happen maybe 1 in 50 games where you can slug 4 people as any other than top 2 killers. And if they got slugged like that, they absolutely deserved to lose.

    Second, killers have been receiving basekit perks like tier one of brutal strength and stbfl, and a mini pop (emphasis on mini)

    Not comparable with base kit bt + unbreakable. Not even close.

    and the Mori rework is still a work in progress.

    Mori at end of the game is irrelevant, the killer has won the game by then. It's a pure cinematic, nothing more. Mori offerings do nothing except small BP gain.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205336#Comment_3205336

    So, are you telling me if someone dies on hook, the killer didn´t kill him?

    No, but I AM telling you that if someone throws themselves out of the match at 35 seconds in, it is effectively a 1v3 and not a 1v4, which has completely different balance considerations that the game very clearly is not designed for. It is also the exact reason why DCs nullify results in regards to their internal stat tracking.

    Edit: Actually, they even used to load matches in with 1-3 survivors and just reduce the number of gens required when it happened. There are very good reasons why it doesnt work that way anymore.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205342#Comment_3205342

    No, but I AM telling you that if someone throws themselves out of the match at 35 seconds in, it is effectively a 1v3 and not a 1v4, which has completely different balance considerations that the game very clearly is not designed for. It is also the exact reason why DCs nullify results in regards to their internal stat tracking.

    But it IS the reality of this game that this happens time and again, and you should account for it, and the reasons why it happens.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205351#Comment_3205351

    But it IS the reality of this game that this happens time and again, and you should account for it, and the reasons why it happens.

    Its not the reality because of balance, its because people sabotage other people's games. If nothing else, it just makes a stronger case for punishing ragequitters, which has a very unfortunate affect on their cheating epidemic situation.

    This is why the appropriate solution is to pretend those games never happened in terms of stat tracking, which again, is currently inconsistent with how they do it making their statistics inherently corrupted. They're estimates, not hard facts.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205322#Comment_3205322

    Maybe read patch notes. The 61 % is applicable to 6.10, we've already had several killer's nerfs and (strong) survivor buffs since then.

    Yet that was the patch you were refering to when i answered you, wasnt it?

    Quote: "Disagree heavily. The so-called "killer patch" was a neutral patch at best. Perks on both sides got nerfed/changed. Faster pallet breaking speed/faster recovery is a placebo in most cases. DH is in similar strength as old DH (at least in high MMR). M1 killers are still in the garbage can."

    If i misread it, i appoligise, which patch were you refering with that then?

  • @almofan1001 said:

    So let me get this straight...

    Survivors get free unbreakable every 45 seconds because in 1 in 20 games a Nurse might slug 4 people to end the game early (happens mostly against 4-man overly altruistic SWF which is good). First off, how does that even happen? Secondly, if you got slugged as 4 men, you probably deserved to lose...

    Meanwhile, killers literally have to run gen regression perks on every build to even to have a chance to win a game. That is irrespectively on how they play. It's so prelavant/needed for most of the killers that you might even call it base kit at this point.

    So why is gen regression/gen slowdown not part of the killer's base kit considering that it's basically a must nowadays to have a chance to win the game?

    The 45s is a killer buff the majority of the time for legitimate gameplay, because it would take 30s to recover before. That gives you a 50% buff to the slug duration before you need to pick up. If you get 4 man slugged now Survivors hard lose, it ends the match, and the Mori animation plays on the last downed Survivor.

    I play intel and hard lethality and can win games little to no problem. To practice how to do that I would recommend OhTofu's old autopilot/brainless Bubba build, where you bring Enduring/Spirit Fury/Undying/Crowd Control. I prefer Bamboozle to Undying but to each their own. You just seek out chases and with oppressive energy you down people faster than they can rescue and pop gens. After that basic chicken dinner you can try the pepper of Bamboozle, and expand to different dishes like the Salmon of wallhacks Ghostie (Lethal Pursuer/Floods of Rage/Darkness Revealed/BBQ with the Iri add-on for revealing all when you down a fully stalked person, and the I'm All Ears add-on) to keep everyone stalked and instadownable.

    Have to run regression? Gen regression perks are the equivalent of Survivor true 2nd chance perks like DH. Stacking them is smol gendered parts energy to use a colloquial term.

  • That moment when you are thankful some people aren't part of the development team. Yikes

  • @ElodieSimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205010#Comment_3205010

    Killers don't want to admit it and like to dance around this argument but when the stats show in their favor they are all over the place complaining. Slugging may be a legit tactic in some peoples minds but it is one of the most boring things to have happen to you, now with the uptick of killers slugging at 4-5 gens "to put pressure" on survivors it is insane and it's finally being addressed, like it or not.

    Why are you saying this to me? I literally just said killers don’t need more buffs.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205192#Comment_3205192

    Killers are making 61% pretty much across the board, so your argument doesn't hold weight, as per the devs.

    61% is more of their target than 50% is, also as per the same devs, so neither does yours.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205276#Comment_3205276

    And how do you get slugged so easily at 4-5 gens? If it's against every other killer than Nurse, then that's just you being horrible at the game. And even against Nurse, it takes some really bad plays to be slugged more than 2 people at 4-5 gens.

    Slugging is boring, but most survivors who get slugged do usually deserve it by either disrespecting killer or making mistakes:

    • Doing gen in their face and ignoring the killer's presence
    • Doing stupid stuff (bad flashlight attempts, trying to unhook straight after other person gets hooked, general messing around)
    • Grouping up together (survivors' fault)
    • Rushing gens (fair play for killer to slug)

    Avoiding slug is quite easy, you can literally play safe and hide. But instead, most survivors do stupid mistakes and don't respect the killer enough which gets them to 4-man slug on the ground. I can bet that 90 % of such situations can be avoided by playing smartly and safer.

    And "Nurse" is not an argument to screw other 28 killers in the game.

    You not understanding the basics just proves to me you're either willfully ignorant or just want to argue for argument sake.


    @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205276#Comment_3205276

    Why are you saying this to me? I literally just said killers don’t need more buffs.

    I'm agreeing with you.

  • @Freddy96 said:

    Bloodlust, windows blocker and egc sacrifice.

    Ofc we gonna give everything for granted

    Bloodlust and window blockers were added because of infinites and egc was add to stop survivors from taking the game hostage at the end.

  • Survivor goes down at a pallet with another survivor around? Survivor goes down in open and someone had a flashlight. What do you do if not slug?

  • Killers already have a mini STBFL and mini Brutal Strength basekit. Killers already got some good buffs the last couple of patches, so it's time that survivors get something.

    Basekit Unbreakable isn't that bad. 45 seconds is a long time and it's more than enough time to pick up a survivor after checking your surroundings (If they're at a pallet, someone's trying to flashlight save, Etc). Unbreakable (the perk) should only be able to be used once though since it's 22 seconds and having that constantly can become an issue

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205431#Comment_3205431

    Except it isn't a target, it's the actual average.

    Which is also their target, which means that its where it should be. That means anything lower is below their expectation. This is all going off of their number as fact and not estimate, of course.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205500#Comment_3205500

    Which is why your argument is wrong. 61% is not weak, when compared to 39%, correct?

    61% is not a concrete number. There are blatantly ignored variables with high correlation to inflating that number. It is literally a high estimate, which means that the actual value when specifically factoring balance has to be lower by within x margin.

    In terms of balance and no statistically manipulating events, it is an unknown amount lower than 61. That means that if 61 is indeed around their target, the current status quo is actually under where it is supposed to be by an unknown amount. This is exactly why they say NOT to use these statistics the way you currently are. Just like how you could claim Nurse is the weakest killer if you ignore the skill floor variable.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205431#Comment_3205431

    Except it isn't a target, it's the actual average.

    It has been stated multiple times when clarifying their 2E/2K stance that that outcome distinction is specifically due to the LCD of outcomes being in 25% breakdowns, and that they want a number higher than that but not as high as 1E/3K. That means that something in the high 50's to mid 60's is exactly within their target.

  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205015#Comment_3205015

    Not true. Killers are weak as ever, nothing in high MMR changed. Killers have more kills in low MMR, but you can't balance a game around newbies who doesn't know the game. SWF Squad teams became stronger. And 61% ist saying, that 2 out of 4 survivers are escaping. Not a great thing as long a 2k is a draw. So killers get a draw and because of that they are strong? What a nonsense.

    Survivors could spawn in on the hook and you’ll still have killers proudly saying they’re weak lmfao

  • @almofan1001 said:

    So let me get this straight...

    Survivors get free unbreakable every 45 seconds because in 1 in 20 games a Nurse might slug 4 people to end the game early (happens mostly against 4-man overly altruistic SWF which is good). First off, how does that even happen? Secondly, if you got slugged as 4 men, you probably deserved to lose...

    Meanwhile, killers literally have to run gen regression perks on every build to even to have a chance to win a game. That is irrespectively on how they play. It's so prelavant/needed for most of the killers that you might even call it base kit at this point.

    So why is gen regression/gen slowdown not part of the killer's base kit considering that it's basically a must nowadays to have a chance to win the game?

    I played just 3 matches with wraith without any gen perk just chase. I won all these games well one game was 2K with 10 hooks but I let last two go. But you can't win every game this way ofcourse but most you can.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205529#Comment_3205529

    What are these "blatantly ignored variables with high correlation to inflating that number" or is that just a bunch of word-salad you made up to justify your lack of evidence.

    Things like ragequitting on hook significantly increasing the kill count for a given match, for one. It means there is a statistically relevant variable that is not accounted for in the results. I'm sorry but I can't think of a more simple way to say that.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/348263/killers-are-the-ones-who-should-get-base-kit-perks-not-survivors

    Sigh.

    Okay, baseline UB has some issues (cough Twins cough) but it's a very positive change overall.

    Killers don't really need much baseline now, because they got some pretty hefty buffs.

    The UB change is more to make slug heavy strategies a bit easier to counter in solo play, as there are killers who'll slug people with knockout and just bleed them out for the luls.

    I'm completely okay with it, provided:

    • Twins get reworked (22s means that people could pick themselves up before you can even get to them).
    • Spots on maps where you can't pick people up/they can clip into geometry when going down are fixed.
    • Double locker flashlights are fixed.
    • Hook distribution on some maps (Swamp, Midwich, Badham, Eyrie) is improved so you can't turn areas of the maps into deadzones with a single sabo.

    The last time I played aginst a knock out Killer is three years ago. The buffs to Killers are great, but if you look at the Perks of the Killers you will see the Survivor Perks are stronger. After the perk rework the killer meta has dyed. If you look at the survivors you will see the same perks and some others, whitch are even stronger. Nearly all of the old survivor meta is still meta.

  • @legacycolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205035#Comment_3205035

    They probably would’ve died anyway, crybabies are bad most of the time.

    It's ironic that some people would consider this to be....... crying.

  • @Roaroftime said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205055#Comment_3205055

    You're never forced to slug someone. Skill issue. Its not ok to try and be as toxic as possible and make the game boring for four people just because you're being outplayed. Slugging is boring so it's good they're doing something about it, stop trying to ruin the game for people, nobody wants to be lying on the floor for ages doing nothing it's not healthy for the game.

    So if you knock someone down in a pallet and you see someone near the pallet, you would just pick up the survivor. If all survivors in pallets go down and the others are paying attention, then you can proudly say that you have zero hooks because you have the skill to always pick up survivors directly. You're right, losing has a lot to do with skill.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205178#Comment_3205178

    You do know that most regression perks require you to end chases (and fastly so) to get value out of them?

    In fact, if you're running full regression build, you're likely good at chases considering you don't need any anti-chase/information to perks to find and catch survivors. If I was bad at chases, I would literally get 3-4 useless perks as they would never proc/barely proc.

    What an interesting argument lmao.

    If you were good at chases they wouldnt have time to make gens? i dont run any gen defense, its boring

  • Inb4 dead hard is made basekit

  • @anestis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205184#Comment_3205184

    If you were good at chases they wouldnt have time to make gens? i dont run any gen defense, its boring

    Send me a VOD of you playing your average killer match, we'll see what survivors you go against and what is your killer skill. I doubt it's high, but who knows, you might be one of the brightest DBD players to play the game who doesn't need anti-gen perks to consistently win the game at high MMR. The prodigy.

  • Can we please stop, at least without irony, referring to the changes made in the summer as “mini pop”, “mini brutal”, “mini STBFL” etc etc. These were minor QOL buffs and do not compare to tier 3 perks being made base-kit. Whilst the base-kit UB will take longer to activate, the fact it’s unlimited balances that out.

    The most egregious and disingenuous of all these comparisons is “mini pop” which is just laughable. Kicking gens without Gen kicking perks before the update was worse than pointless. Now, without perks, it’s graduated from worse than pointless to just about worth your time if you’re lost for things to do but really it’s still not going to do much.

    This is not a point about whether these perks should or should not be base-kit. But please stop making ludicrous false equivalencies and revealing your own biases. You discredit any point you’re trying to make when you do this.

  • @[Deleted User] said:

    Can we please stop, at least without irony, referring to the changes made in the summer as “mini pop”, “mini brutal”, “mini STBFL” etc etc. These were minor QOL buffs and do not compare to tier 3 perks being made base-kit. Whilst the base-kit UB will take longer to activate, the fact it’s unlimited balances that out.

    The most egregious and disingenuous of all these comparisons is “mini pop” which is just laughable. Kicking gens without Gen kicking perks before the update was worse than pointless. Now, without perks, it’s graduated from worse than pointless to just about worth your time if you’re lost for things to do but really it’s still not going to do much.

    This is not a point about whether these perks should or should not be base-kit. But please stop making ludicrous false equivalencies and revealing your own biases. You discredit any point you’re trying to make when you do this.

    Completely agreed. It's hilarious that people say 2.5 % regression (which takes 2 seconds to kick + time to get to gen) is considered "mini pop". 2 stacks are mini STBFL. Talk about massive exaggeration...

    I feel like the numbers don't matter and most people are just pushing the narrative "well, the killer got massively buffed".

  • @legacycolt said:

    I think killers don’t need more buffs with a 61% kill rate.

    You legit think that it Will be 61 percent If they push the most survivor sided patch in DBD history?

  • @Tony_ said:

    https://forum.deadbydaylight.com/en/discussion/348263/killers-are-the-ones-who-should-get-base-kit-perks-not-survivors

    Look, i was once just like you but then i realised. Is 45 seconds really meaningless? I mean, survivor bleedout timer is 4 minutes which means even tho he will get up, he lost nearly 1/4th of his bleedout timer. This basically means you can have 4 hook stages but without hooking them.

    But i still think NOBODY should get any basekit perks. The only exception i think of is kindred, becouse it wont affect SWF but will impact solo queue. Kindred basekit is just healthy for the game, but UB and BT both aren't really healthy. I think from all the perks, theese 2 SHOULDN'T EVEN be considered making basekit

    BT isn't healthy for the game? So, killers get to tunnel for absolute free and survivors just have to accept that?

  • Killers don't need more basekit buffs. Weaker killers could use buffs, but not killers as a whole.

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205010#Comment_3205010

    You legit think that it Will be 61 percent If they push the most survivor sided patch in DBD history?

    61% is too much anyway so…

  • The nurse add-on was the strongest during the 61% kill rate period.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205819#Comment_3205819

    Send me a VOD of you playing your average killer match, we'll see what survivors you go against and what is your killer skill. I doubt it's high, but who knows, you might be one of the brightest DBD players to play the game who doesn't need anti-gen perks to consistently win the game at high MMR. The prodigy.

    It would be nice if i knew my mmr or if you knew yours, untill then mmr is a fairytail, all i can do is go iridescence 1( with "troll" pekrs) and wait for those survivors that will make me uninstall the game ( that they never come btw). I dont remember the last time i got less than 2 survivors and one friend that saw me play uninstalled the game and he was saying the same things as you do :) you guys only repeat things you hear like mmr and crazy theories.

  • @miniwengsel said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204980#Comment_3204980

    The last time I played aginst a knock out Killer is three years ago. The buffs to Killers are great, but if you look at the Perks of the Killers you will see the Survivor Perks are stronger. After the perk rework the killer meta has dyed. If you look at the survivors you will see the same perks and some others, whitch are even stronger. Nearly all of the old survivor meta is still meta.

    Bloody hell, I wish this was me. I see it quite a lot, especially on Ghostface, Hag and Wraith.

    About the only outlier survivor perk I can think of is PTS (which BHVR have said they are keeping an eye on). Everything else works fine.

    You can't really compare survivor perks to killer perks, as both roles are completely different. Aside from PTS (and maybe Pain Resonance on the killer side), I think perks are in a much better spot than they ever have been, and it's now a matter of buffing or reworking the terrible ones.

  • With the mori change killers are getting 2 perks technically nerfed. Rancor and devour. Devour still kills the survivor sure but youll have to hook them which in some scenarios will be hard. Survivor is between a pallet can't lift up due to someone or multiple survivors hanging around, thus meaning you have to slug and chase the others or risk a pallet save. Flashlight saves etc etc so yeah devour is at least in my eyes getting a nerf.

    Rancor...well just straight up nerf. Cant kill the obsession anymore just 1 shot..permanent NOED on the obsession instead of just killing them off straight.

    Also this UB situation will be mostly abused with good teams and good SWFs. 22 seconds to lift yourself up with UB while someone harrashes the killer or the survivor is between a pallet.

    Anyways i just think its really silly that survivors keep getting full on meta perks as base while killers get 0.2 seconds faster kicks. We could use corrupted or even BBQ as base. Survivors will be carrying 6 perks soon, 2 being base while killers are still struggling with 4.

  • @Kirahie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205010#Comment_3205010

    You legit think that it Will be 61 percent If they push the most survivor sided patch in DBD history?

    Idk It might actually be higher because doesn't bleeding out not count for killers kill % like someone dcing or the entity doing the kill at egc

    Not sure if they count those in the data or not

  • Killers need SO MANY perks base. Agitation, Corrupt, Grim Embrace, No Way Out. JUST SOMETHING that keeps the killer invested and helps them not get annihilated and rewards hooks and rewards going for multiple people. You could give killers 20 perks base and they STILL wouldn't hold a candle to efficient survivors who brought in nothing.

  • @almofan1001 said:

    So let me get this straight...

    Survivors get free unbreakable every 45 seconds because in 1 in 20 games a Nurse might slug 4 people to end the game early (happens mostly against 4-man overly altruistic SWF which is good). First off, how does that even happen? Secondly, if you got slugged as 4 men, you probably deserved to lose...

    Meanwhile, killers literally have to run gen regression perks on every build to even to have a chance to win a game. That is irrespectively on how they play. It's so prelavant/needed for most of the killers that you might even call it base kit at this point.

    So why is gen regression/gen slowdown not part of the killer's base kit considering that it's basically a must nowadays to have a chance to win the game?

    As a person who plays both sides I don't think those perks are a must to win the game unless you are dealing with a gen rush swf group

    Now I do think that they could buff the kick regression that people call the "mini pop" from 2.5 to 5

    Return corrupt to it's original state

    Make gens 100 seconds to complete

    Also just remove the Mori offerings or change the requirements to get the bonus because it is just a crappier version of survivor pudding with how they have it in the notes

    slightly nerf stakeout+hyperfocus not a big one but make it enough to not make gens fly by solo

    Survivors I believe did need these 2 perks to be base kit when killers have easy access to slugging tunneling and camping without the need of a perk

    In my opinion they should adjust ub basekit to 50-55 seconds and decrease the ub perk to 40% at tier 3

    All in all we will just have to wait and see how bad it is during the ptb and open release for these changes

  • @danielmaster87 said:

    Killers need SO MANY perks base. Agitation, Corrupt, Grim Embrace, No Way Out. JUST SOMETHING that keeps the killer invested and helps them not get annihilated and rewards hooks and rewards going for multiple people. You could give killers 20 perks base and they STILL wouldn't hold a candle to efficient survivors who brought in nothing.

    I would have to disagree with this post but I do agree with a mini agitation basekit for killers not to much but enough to counter boil over users like maybe 2% as basekit and boosted to 20% with the perk

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205680#Comment_3205680

    Bloody hell, I wish this was me. I see it quite a lot, especially on Ghostface, Hag and Wraith.

    About the only outlier survivor perk I can think of is PTS (which BHVR have said they are keeping an eye on). Everything else works fine.

    You can't really compare survivor perks to killer perks, as both roles are completely different. Aside from PTS (and maybe Pain Resonance on the killer side), I think perks are in a much better spot than they ever have been, and it's now a matter of buffing or reworking the terrible ones.

    Every thing is fine sure? Hyperfocus and Steakout solo Survivor doing a gen in 50 secons. Is this is fine? The Killer has 4 Perks and the Survivor 16 after Bt base and the new Ub basekit it will be 4 Perks vs 24. This means on Killerperk should be able to counter six Survivor Perks, but this isn't the case. The Devs dont think about this. An exaple: "Boons are to powerfull" the Answer from the devs new Killer perk that allows you to break a Boon Totem. So what do we have. As the Killer you give one of 4 Killer Perkslots against one Perkslot, out of 16 of the Survivors. This sems not fair for me.

    You can look at the Perks of both Sides and you will see Survivor Perks are way better than Killerperks.

  • The basekit perks survivors got are patch-ups for problems in the game's design. Problems that have been exploited to create the camping/tunneling/slugging issue. The only killer perks, off the top of my head, that are similar in function are Lightborn and Corrupt Intervention.


    I'd suggest giving killers temporary blind immunity after being blinded, and for the farthest three gens from the killer getting blocked for X seconds at the start of the match.

    EDIT: Also, maybe the X second CI baseline should be variable per killer. Nurse gets 5 seconds, Trapper gets 30, for example.

  • @danielmaster87 said:

    Killers need SO MANY perks base. Agitation, Corrupt, Grim Embrace, No Way Out. JUST SOMETHING that keeps the killer invested and helps them not get annihilated and rewards hooks and rewards going for multiple people. You could give killers 20 perks base and they STILL wouldn't hold a candle to efficient survivors who brought in nothing.

    Agitation base? Only if basement is removed. Don't much fancy the idea of being put in the basement every game. 😂

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