BHVR need to stop rewarding survivors for making a mistake

Why do perks such as Resilience and Made For This exist and basically rewards you when you're injured? You should not be rewarded for making a mistake in the game. It's surreal that these perks exist in the first place! M1 killers continues to struggle against these perks. The pick rate for Nurse, Blight and Wesker are getting higher and higher but BHVR doesn't address these issues thus we're stuck in this boring Hold Shift+W meta.

Tagged: Mod

Comments

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515663#Comment_3515663

    The way i understand what killers want is passive slowdown in the form of injured/healing nerfs, without survivors getting anything in turn to balance the scales. They want Thanatophobia basekit (and better) most just can't say it.

    When they say staying injured has no cost they mean, it has no cost on gen speed or survivor actions. The want being injured, except for a risky state, to also be a debuff for the survivor in general. That's what I understand they want. I've only seen a few admit to wanting Thanatophobia basekit, but from their complaints that is what I get. Perhaps Thanatophobia only for gens so as to incentivize healing, otherwise if healing still takes a lot of time, then in that case doing gens injured will again be the better strategy.

    The only scenario I can imagine that would incentivize getting healed is receiving a 50% slowdown on gen speed if you are injured. But we all know in such a case solos will be the sacrificial lambs again and then we'll have complain threads over Bond, Empathic Connection etc. which would become meta for solo survivors.

    But with Sloppy Butcher running rampant they indirectly incentivize healing lol.

    This^

  • @Sackboy123 said:

    Let's not mention Spirit Fury, Enduring and Hubris. Rewarding Killers for failing a mind game and getting an instant down

    I think the main difference here though, is that none of these perks you mentioned are any good.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515663#Comment_3515663

    The way i understand what killers want is passive slowdown in the form of injured/healing nerfs, without survivors getting anything in turn to balance the scales. They want Thanatophobia basekit (and better) most just can't say it.

    When they say staying injured has no cost they mean, it has no cost on gen speed or survivor actions. The want being injured, except for a risky state, to also be a debuff for the survivor in general. That's what I understand they want. I've only seen a few admit to wanting Thanatophobia basekit, but from their complaints that is what I get. Perhaps Thanatophobia only for gens so as to incentivize healing, otherwise if healing still takes a lot of time, then in that case doing gens injured will again be the better strategy.

    The only scenario I can imagine that would incentivize getting healed is receiving a 50% slowdown on gen speed if you are injured. But we all know in such a case solos will be the sacrificial lambs again and then we'll have complain threads over Bond, Empathic Connection etc. which would become meta for solo survivors.

    But with Sloppy Butcher running rampant they indirectly incentivize healing lol.

    It’s important to note that BHVR is trying to balance around a specific kill rate. If killers had Thanatophobia basekit the kill rate would increase, likely beyond the star BHVR wants.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515757#Comment_3515757

    It’s important to note that BHVR is trying to balance around a specific kill rate. If killers had Thanatophobia basekit the kill rate would increase, likely beyond the star BHVR wants.

    I don't disagree with you, I'm just interpreting what I read. It's why after healing nerfs and COH nerfs, it's endurance meta now etc. etc. The always give something to the other side, that then gets complained on about. And hey it makes sense, but I think when people heard about healing nerfs they wanted that without anything else getting buffed for survivors or nerfed for killers. BHVR simply re-adjusted the strength/efficiency of survivors away from healing and put it into endurance effect (also DH nerf was bs since endurance has been buffed/has been added to more perks after its gutting).

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3516508#Comment_3516508

    I don't disagree with you, I'm just interpreting what I read. It's why after healing nerfs and COH nerfs, it's endurance meta now etc. etc. The always give something to the other side, that then gets complained on about. And hey it makes sense, but I think when people heard about healing nerfs they wanted that without anything else getting buffed for survivors or nerfed for killers. BHVR simply re-adjusted the strength/efficiency of survivors away from healing and put it into endurance effect (also DH nerf was bs since endurance has been buffed/has been added to more perks after its gutting).

    I agree. Killer mains chiefly wanted survivors nerfed and imagined that this would mean healing is oppressive but gens regression is, too. BHVR isn’t ever going to do this, as this isn’t a PvE game and they need a robust survivor player base.

  • BHVR need to stop rewarding killers for camping.

  • @BlueHorkew said:

    They are comback perks, or perks that help you when in trouble. Both sides have perks like that.

    NOED, Enduring, bitter murmur, coupe de grace... They all only activate by you not doing anything or by making mistakes.

    It's not something new or unfair.

    fire up, blood warden, ect.

  • @Phantom_ said:

    The same can be said about NOED, Blood Warden, and No Way Out, why is the killer being rewarded for not finishing their objective before 5 gens have popped or heck even when the gate has been opened? Why be rewarded by a perk that insta-downs survivors and rewards a killer who hasn't been doing so otherwise?

    Both sides have those types of perks. If you want to remove or nerf one side then you have to do the same with the other side to keep it balanced.

    NOED is the only one here that makes any sense. No Way Out encourages killers to hook everyone once and rewards them accordingly. Blood Warden- killers have to hook someone for it to activate, it punishes those who want to t bag at exit gates and really isn’t that powerful.

  • Imagine being either so biased or just downright ignorant to compare MFT with Fire Up. OMEGALUL.

  • @rvzrvzrvz said:

    I like how everyone complains about resilience injured meta 24/7 but always ignores SLOPPY BUTCHER, 2nd most popular perk totally OP after heal nerfs, if you try to heal against that you just lose the game

    if bhvr nerf injured meta they better nerf sloppy too, stop making solo q more miserable than it needs to be

    image.png

    Make your choice.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514768#Comment_3514768

    Good points.

    It's just killer will never stop complaining about survivor strategies.

    Survivors were staying injured before CoH come-out and DH was super meta.

    Killers: Staying injured is so safe, survivors has not another objective. They are doing only gens.

    BHVR added Boons to game for give survivors another objective. Now CoH was super meta and survivors was wasting a lot time to bless totems and heals.

    Killers: Survivors are always full health. We have no pressure on them. Hitting them is pointless because they will heal.

    BHVR nerfed CoH and medkits to ground and killed Dead Hard for make staying injured even more risky. Sloppy Butcher buffed for make healing even worse. After these Adrenaline and Ressilience is now meta perks. Survivors are focusing on gens even more for not waste time with healing.

    Killers: Survivors are staying injured and focusing on gens. Nobody is healing.

    They will never stop to complain tho. Unless BHVR decide to make survivors start trial on hooks. I am sure someone will complain about 4% chance is so high and rewarding.

    Yeah you're right, bhvr nerfed healing because it made injuries unbelievably safe. Got hit? Run to the COH safezone and heal backup in 8s or less!

    About to get hit again? E.

    The self healing nerfs were done to increase the length of the match without making gens longer

    Sadly developer oversight forgot that "while injured" perks actively discourage survivors from healing and make the injured state a desirable effect.

    I'd rather MFT + resi only work while healthy, that way you're rewarded with good effects aslong as you play well and not when you mess up. And killers could counterplay it. (Resi needs to have the gen boost deleted though).

    Got off the hook? Want the perk effects back? Waste 16s healing.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515663#Comment_3515663

    Yeah you're right, bhvr nerfed healing because it made injuries unbelievably safe. Got hit? Run to the COH safezone and heal backup in 8s or less!

    About to get hit again? E.

    The self healing nerfs were done to increase the length of the match without making gens longer

    Sadly developer oversight forgot that "while injured" perks actively discourage survivors from healing and make the injured state a desirable effect.

    I'd rather MFT + resi only work while healthy, that way you're rewarded with good effects aslong as you play well and not when you mess up. And killers could counterplay it. (Resi needs to have the gen boost deleted though).

    Got off the hook? Want the perk effects back? Waste 16s healing.

    Once again, being injured is not a mistake it is a natural part of gameplay

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515675#Comment_3515675

    NOED is the only one here that makes any sense. No Way Out encourages killers to hook everyone once and rewards them accordingly. Blood Warden- killers have to hook someone for it to activate, it punishes those who want to t bag at exit gates and really isn’t that powerful.

    I didn't say that they are strong. That said, they're all second-chance perks for the killer though, regardless of their conditions.

  • @whickedchainsaw said:

    Why do perks such as Resilience and Made For This exist and basically rewards you when you're injured? You should not be rewarded for making a mistake in the game. It's surreal that these perks exist in the first place! M1 killers continues to struggle against these perks. The pick rate for Nurse, Blight and Wesker are getting higher and higher but BHVR doesn't address these issues thus we're stuck in this boring Hold Shift+W meta.

    Resilience is fine, the risk you take is literally staying injured.

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