Survivors got nothing this chapter, what Equal Attention Buff would you like to see?

Personally, if I had the choice I'd buff No Mither so it had 100% noise reduction so that I wouldn't need to pair it with Iron Will every game.


What small buffs would y'all have like to received this chapter?

Tagged: Mod

Comments

  • @Nazzzak said:

    I just want female vaulting fixed

    image.png

    The perk save 6sec per Gen with 15%. And please dont multiply it by 5 because 1 survivor dont do 5 Gens by themselves to make the point of a single perk can save 30sec of Gen.

    6sec save is similar to a Brown Toolbox, but its not the same. The difference between complete an 80% Gen in 10sec with a teammate, and complete an 80% Gen is 12sec alone.

    Prove thyself forces survivors to grouped together, and grouped together gives killers' advantage.

  • @KolbyKolbyKolby said:

    Personally, if I had the choice I'd buff No Mither so it had 100% noise reduction so that I wouldn't need to pair it with Iron Will every game.

    What small buffs would y'all have like to received this chapter?

    Make calm spirit normal speed while breaking things quietly if its gonna be a niche perk for a while might as well let it be a little bit better, a few more but this would be nice

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395765/survivors-got-nothing-this-chapter-what-equal-attention-buff-would-you-like-to-see

    Make calm spirit normal speed while breaking things quietly if its gonna be a niche perk for a while might as well let it be a little bit better, a few more but this would be nice

    @Venusa someone is asking for the trauma.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575365#Comment_3575365

    I agree with the first part.

    But basement is here to stay and that's good. If survivors go down around certain areas, then it should be more risky. It's the one redeeming quality of shack and one of the few effective tools against bully squads.

    the discussion evolved into something very different but here we are still on topic lol

    i don't completely disagree that some places should be dangerous and can mean death, this is assuming basement means death and it actually does if the killer wants most of the time; but i personally think it's cheap and horrible balance-wise.

    basement and hills should have two entrances in my personal opinion. there still are places you don't want to get hooked, like areas with a choke point on some maps, but basement and hills are just too much. they practically allow killers to facecamp without the consequences while giving survivors almost no chance for a save without trading.

  • @rvzrvzrvz said:

    It's sad they're butchering all the maps one by one and survivors are quiet for some reason, I want to see it reversed for maps like midwich/dead dawg, just for the lulz to see killers reaction, increase size and more safe pallets

    Do you really think Garden of Joy / Old Borgo are fine maps? Really, they were very strong for survivors, especially against weaker killers. I'm happy we are going to a have a more healthier selection of maps

  • @Spare_Them_Mori_Me said:

    I dont know why I can NEVER find patch notes, etc. Can someone please link me to the changes? I feel so ridiculous.

    they are all on their official twitter page. idk any other means to get news if you don't use twitter.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575590#Comment_3575590

    10s of endurance after a heal AND 3% infinite haste while being in Deep Wound isn't balanced for you?

    lmao, survivor mains when one perk doesn't let them run killer for 5 gens, do the 5 gens at the same time, open the exit gate in 2 seconds, take 6 hits, pick up every slug on the map instantly, and BM the killer.

    Nope, it's dead. Like most of the other perks. I don't see what is so funny about perk bloat and them making characters to sell perks. But hey, if that's what you want to support, by all means. Anyway, a fool and his money are soon parted, I'm sure this cycle will continue and killer and survivor alike will continue to sell very well with these types of perks :))

    I only used it with a healing build I tried out before, as I don't have issues looping/kiting. Got bored, took it off and use smash hit instead. Almost every killer rage quits against me. So don't even think for a second it's because I rely on it. Has to do with balance vs killing perks for survivor and killer alike and causing perk bloat, which is a problem.

    As I've said before, my 10 year old niece gets 4K kills easily and never has had an issue with it. That's a kid.

    Balance is not the same as killing off a perk. Yeah it's so useful when you have a deep wound, which is so common, happens so often you'll get so much use out of it. Like we're talking Windows of Opportunity use here! I'm sure it'll have a very high pick rate still to show how balanced it truly is. What a wonderful day to be alive.

    Shall we go back to the original eruption "balance?", oh, I mean nerf. Yanno, the one that caused so much complaining that they actually BALANCED it. That perk is nothing to scoff at.

    Please do not try to rationalize the nerf, and call it balance. Admit it's nerfed to the ground and move on. Defense mechanisms are so easy to spot.

    Should I end my post with a condescending "lmao" as well? Nah, I don't feel that petty and childish.

    Starting to wonder why I waste time even bothering replying on here, so much more productive things to do then point out this junk. Waste of my time arguing with these one sided close minded types.

  • Me when I see the words "calm" and "spirit" in the same sentence:

    nervous-anxiety.gif
  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575648#Comment_3575648

    how is this asking for the trauma, im using someones weird post as an excuse to advocate that calm spirit should be better

    They're referring to a time where I made the same Calm Spirit buff suggestion as you did on this Forum and somehow it was so controversial it ended with some killer mains asking for its nerf because it's too powerful in its current state and the reason why 3-gen is an issue is because of calm spirit... and since that day I'm traumatized and never use the words calm and spirit...

  • @Spare_Them_Mori_Me said:

    I dont know why I can NEVER find patch notes, etc. Can someone please link me to the changes? I feel so ridiculous.

    You can find the information by clicking on top of the page on Information Center -> Game Info.

    The end of the year is almost upon us, but we’ve still got news to share. In this Developer Update, we’ll cover some of the new features and balance changes making their way to the game in our next update, including a new customization option, a sizeable update to an existing Killer, and gameplay passes for two Realms.…


  • I'd like be able to use Self-Care without also needing to run Botany or Desperate Measures in every game. Come on BHVR, treat us SoloQ players to an extra 10% healing speed.

    Also, can we not have every med-kit be the same as a brown med-kit for self heals? Miss one single skill check and you can't even get a single heal out your med-kit without running any add-ons.

  • It doesn't mean that survivors should get buff all the patches but I would like to see potential energy buff and removing penalty from calm spirit. Maybe let fogwise reveal killer's aura when you are healing yourself or somebody else might be not bad, because I see too much fearmonger these days.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575791#Comment_3575791

    That... is awesome. ty kindly!

    See? DBD community isnt always toxic lol

    Thats a Mod, he has to be nice. :P

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575590#Comment_3575590

    10s of endurance after a heal AND 3% infinite haste while being in Deep Wound isn't balanced for you?

    lmao, survivor mains when one perk doesn't let them run killer for 5 gens, do the 5 gens at the same time, open the exit gate in 2 seconds, take 6 hits, pick up every slug on the map instantly, and BM the killer.

    I dont think that Made for This enabled such long chases. MAYBE with very skilled Survivors, but I dont think they needed Made for This to begin with. In general, for this Perk to be effective the Survivor had to be good. It is not a Perk which turns bad Survivors into good Survivors, you cannot change bad pathing by just slapping on 3% more Movement Speed.

    The thing is that the Perk is not balanced. The Perk is dead. This is the problem. If the Perk would be nerfed but still an option to pick, it would be fine. But this is not the case.

    The 10 seconds of Endurance rarely came up, now with less use of the Perk, even less likely that it will happen. And if you want 10 seconds of Endurance, you can rather run Buckle Up and For The People, which does not provide 3% Speedboost in Deep Wounds, but helps both Survivors (which is more valuable IMO). And the 3% Speedboost in Deep Wound are way too situational to be useful, since you cannot reliable achieve this. You are 100% dependent on the Killer putting you into Deep Wound. And while this is the same for being injured, you will 100% get injured every game. But for Deep Wound... The Killer can either avoid it by not hitting the Survivor directly after Unhooking or waiting out DH (which is now 100% possible) OR by not chasing them if they have OTR. Hitting the Survivor will be enough when they have OTR (which the Killer knows if they have it) and then they can leave this Survivor and they will also not really get value out of MfT.

    So yeah... Not balanced, really. I dont really understand why people have to downplay the Nerf so much, the Perk is dead.

  • Make some of the useless survivor perks actually usefull.

    Give them more options when building a perk combination.

  • Hum

    So this is the normal reaction when people got nothing in new patch to their side.

    How fresh.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575209#Comment_3575209

    Im sorry, I think I literally missed something. Calm Spirit got nerfed?

    You get a Debuff when searching Chests or cleansing Totems, but you are silent while doing so. This is considered a Nerf and IMO rightfully so. I think Side Objectives should not be slowed down, it is also even bad for the Killer, if Survivors dont cleanse Totems or open Chests due to a Debuff, they will spend more time on a Gen.

    IMO this can be fixed if they would just only apply this Part if in the Killers Terror Radius. You dont need to be silent anyway when the Killer is full map away, it would make sense that the Survivor is more careful (so slower, but silent) when the Killer is nearby, so only applying the Speed Penalty and silent-effect while in the Terror Radius is the way to go. (Also a neat little Buff for Stealth-Killers)

    @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575658#Comment_3575658

    Calm spirit is, at the moment, one of the stronger perks to use. The killer meta has made it so less brain power is needed on the killer's part, much like how WoO has done the same for survivors. Opening a locker and getting blind and a scream for just holding W is a strong perk, maybe even strong enough that people will want to buy the DLC! Wait a chapter or two and it'll get the MFT treatment and be 'trash heaped.'

    In regardless to Calm spirit getting buffed... Im curious. How would you buff it? Since it IS a strong counter to the meta atm, you saying 'buff it' will likely trigger a few killer mains around. So... becareful.

    Calm Spirit is a staple in my build atm. Run it with Distortion and you're practically invisible.

    The funny thing is that the Killer still gets the Notification-Bubble if the Survivor has Calm Spirit. So they might not scream, but the Killer will still see them, especially when they are already looking in the direction of the Survivor.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575834#Comment_3575834

    You get a Debuff when searching Chests or cleansing Totems, but you are silent while doing so. This is considered a Nerf and IMO rightfully so. I think Side Objectives should not be slowed down, it is also even bad for the Killer, if Survivors dont cleanse Totems or open Chests due to a Debuff, they will spend more time on a Gen.

    IMO this can be fixed if they would just only apply this Part if in the Killers Terror Radius. You dont need to be silent anyway when the Killer is full map away, it would make sense that the Survivor is more careful (so slower, but silent) when the Killer is nearby, so only applying the Speed Penalty and silent-effect while in the Terror Radius is the way to go. (Also a neat little Buff for Stealth-Killers)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575831#Comment_3575831

    The funny thing is that the Killer still gets the Notification-Bubble if the Survivor has Calm Spirit. So they might not scream, but the Killer will still see them, especially when they are already looking in the direction of the Survivor.

    Correct me if I am wrong. Calm spirit removes that notification-bubble. Maybe that would be bug or something.

  • @Neprašheart said:

    Increase the duration of Decisive Strike's stun from ~3 to ~5 seconds, and make it work even after having all of the generators completed;

    Decrease the duration of Off The Record to ~30 seconds, but make it work even after having all of the generators completed;

    Increase the regression effect of Hex: Ruin from the current ~100% to ~200%;

    Remove the penalty while cleansing or blessing a totem while using Calm Spirit, as well as removing the penalty of opening the chest while keeping the silent opening;

    Make Mettle of Man token based, gaining each token for a protection hit, unsafe unhook, or reviving survivors from the dying state;

    Decrease the duration of Deadlock from ~30 seconds to ~20 seconds;

    .. And that's probably all for the time being..

    so, back to free escapes after 5 gens completed? What is killer supposed to do, if someone gets unhooked at the end, and exit gate is open? 30 seconds is more than enough to make it across the map, and if you don't, you still have 60 seconds to crawl out

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575834#Comment_3575834

    You get a Debuff when searching Chests or cleansing Totems, but you are silent while doing so. This is considered a Nerf and IMO rightfully so. I think Side Objectives should not be slowed down, it is also even bad for the Killer, if Survivors dont cleanse Totems or open Chests due to a Debuff, they will spend more time on a Gen.

    IMO this can be fixed if they would just only apply this Part if in the Killers Terror Radius. You dont need to be silent anyway when the Killer is full map away, it would make sense that the Survivor is more careful (so slower, but silent) when the Killer is nearby, so only applying the Speed Penalty and silent-effect while in the Terror Radius is the way to go. (Also a neat little Buff for Stealth-Killers)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575831#Comment_3575831

    The funny thing is that the Killer still gets the Notification-Bubble if the Survivor has Calm Spirit. So they might not scream, but the Killer will still see them, especially when they are already looking in the direction of the Survivor.

    no, you don't get it. Just played a match with UW, had Claudette with Calm Spirit - zero screams and zero "bubbles"

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575840#Comment_3575840

    Correct me if I am wrong. Calm spirit removes that notification-bubble. Maybe that would be bug or something.

    @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575840#Comment_3575840

    no, you don't get it. Just played a match with UW, had Claudette with Calm Spirit - zero screams and zero "bubbles"

    I am pretty sure that I saw a Bubble from a Survivor who had Calm Spirit. But I dont run into Calm Spirit often, so I am not 100% sure.

    I will test it this evening with a friend in a custom game.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575846#Comment_3575846

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575850#Comment_3575850

    I am pretty sure that I saw a Bubble from a Survivor who had Calm Spirit. But I dont run into Calm Spirit often, so I am not 100% sure.

    I will test it this evening with a friend in a custom game.

    Calm spirit must remove the bubble. If it doesn't, what would be the point of running it...

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575342#Comment_3575342

    so, back to free escapes after 5 gens completed? What is killer supposed to do, if someone gets unhooked at the end, and exit gate is open? 30 seconds is more than enough to make it across the map, and if you don't, you still have 60 seconds to crawl out

    You're jumping to unnecessary assumptions, and I don't know what to address first; You jumping to the assumptions, elaborate the point I was trying to make, or go with your flow..?

    The killer can easily get two sacrifices per a match, even more if the killer tunnels.. Which happens every single match anyway, so you're plainly exaggerating to have the point twisted to your narrative. The killer can also play with perks like No Way Out or Blood Warden, furthermore prolonging those mentioned time within your response, and easily countering the two perks I have mentioned.

    Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.

    The killer can always use perks like Save The Best For Last, Rapid Brutality, (...) to catch up to the survivors even more quickly, furthermore making this kind of play look easy while you're trying to complicate things without any valid reason.

  • @Neprašheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575847#Comment_3575847

    You're jumping to unnecessary assumptions, and I don't know what to address first; You jumping to the assumptions, elaborate the point I was trying to make, or go with your flow..?

    The killer can easily get two sacrifices per a match, even more if the killer tunnels.. Which happens every single match anyway, so you're plainly exaggerating to have the point twisted to your narrative. The killer can also play with perks like No Way Out or Blood Warden, furthermore prolonging those mentioned time within your response, and easily countering the two perks I have mentioned.

    Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.

    The killer can always use perks like Save The Best For Last, Rapid Brutality, (...) to catch up to the survivors even more quickly, furthermore making this kind of play look easy while you're trying to complicate things without any valid reason.

    well, it was all about "making DS and OTR work after 5 gens"

    I'm all in for DS reverting back to 5s, but working after gens are done is a big NO

  • Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.

    and what if it haven't been used, since killer played without tunneling, but at the end he wants to get a kill after all?

  • @jokere98 said:

    Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.

    and what if it haven't been used, since killer played without tunneling, but at the end he wants to get a kill after all?

    Then, like I have mentioned already, that's onto the killer.

    @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575866#Comment_3575866

    well, it was all about "making DS and OTR work after 5 gens"

    I'm all in for DS reverting back to 5s, but working after gens are done is a big NO

    Mhm, then let us disagree with each other. No need to talk about it any further.

  • @misspuffle said:

    Give back some of the survivor perks that they nerfed to no avail since they keep buffing everything for the killers!

    mft user spotted

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575590#Comment_3575590

    10s of endurance after a heal AND 3% infinite haste while being in Deep Wound isn't balanced for you?

    lmao, survivor mains when one perk doesn't let them run killer for 5 gens, do the 5 gens at the same time, open the exit gate in 2 seconds, take 6 hits, pick up every slug on the map instantly, and BM the killer.

    it seems alright now but nothing too special. could be good anti tunnel when used with OTR but OTR gets the job done just fine. Its looking like a selfish buckle up.

  • prove is mid at best now. at least when it was strong survivors split up less, made pressure so much simpler.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575512#Comment_3575512

    https://us.v-cdn.net/6030815/uploads/KPFGJ27KZ26I/image.png

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575538#Comment_3575538

    The perk save 6sec per Gen with 15%. And please dont multiply it by 5 because 1 survivor dont do 5 Gens by themselves to make the point of a single perk can save 30sec of Gen.

    6sec save is similar to a Brown Toolbox, but its not the same. The difference between complete an 80% Gen in 10sec with a teammate, and complete an 80% Gen is 12sec alone.

    Prove thyself forces survivors to grouped together, and grouped together gives killers' advantage.

    That would be fine, if it wasn't because it is 6 seconds saved (more like 7, but ok) after already removing 37 seconds by just being two survivors in one gen, making the total gen time 46 seconds. Even with the 10% it is right now, two survivors do a gen in 48.128 seconds approx. 3, in 35.714 seconds.

    And I don't know who said that having gens done and secured in less time it takes the killer to get to a gen, chase, down and hook one of the survivors (without counting reducing the time impact regression has) is an advantage for him, but it is highly debatable.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575640#Comment_3575640

    That would be fine, if it wasn't because it is 6 seconds saved (more like 7, but ok) after already removing 37 seconds by just being two survivors in one gen, making the total gen time 46 seconds. Even with the 10% it is right now, two survivors do a gen in 48.128 seconds approx. 3, in 35.714 seconds.

    And I don't know who said that having gens done and secured in less time it takes the killer to get to a gen, chase, down and hook one of the survivors (without counting reducing the time impact regression has) is an advantage for him, but it is highly debatable.

    Would you like 2 survivors take 80sec to do 1 Gen, so survivors should never grouped up again?

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575952#Comment_3575952

    Would you like 2 survivors take 80sec to do 1 Gen, so survivors should never grouped up again?

    Having more time to do chases, hooks and use my regression perks specially near the end game? Sounds nice.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575658#Comment_3575658

    They're referring to a time where I made the same Calm Spirit buff suggestion as you did on this Forum and somehow it was so controversial it ended with some killer mains asking for its nerf because it's too powerful in its current state and the reason why 3-gen is an issue is because of calm spirit... and since that day I'm traumatized and never use the words calm and spirit...

    That is hilarious, silent totems, and chests would be such a small effect but I could see people losing their minds over it this is the forums after all. Sorry that happened.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575658#Comment_3575658

    Calm spirit is, at the moment, one of the stronger perks to use. The killer meta has made it so less brain power is needed on the killer's part, much like how WoO has done the same for survivors. Opening a locker and getting blind and a scream for just holding W is a strong perk, maybe even strong enough that people will want to buy the DLC! Wait a chapter or two and it'll get the MFT treatment and be 'trash heaped.'

    In regardless to Calm spirit getting buffed... Im curious. How would you buff it? Since it IS a strong counter to the meta atm, you saying 'buff it' will likely trigger a few killer mains around. So... becareful.

    Calm Spirit is a staple in my build atm. Run it with Distortion and you're practically invisible.

    Idk I don't really see it since I never use the scream perk, I used it on blight for a bit but I thought it was annoying to open lockers. I don't think would be trash heaped like mft since its an information perk you and you do need to go a bit out of your way to use it on the role with tighter time efficiency but they probably might remove / reduce the blindness duration or make it so that if you are in a locker when the affect would activate it doesn't affect you for the rest of the duration (no scream no blindness).

    The buff just normal speed cleansing for totems / blessing / chests instead of 30% slower. The silent effect is so niche so having it be slower just doesn't really make sense just change the scaling back to not scaring crows 90/95/100% of the time (like anyone even looks at crows anyways) and its still probably a reasonable perk


    Idk how much I like the whole no aura no scream meta since it counteracts 10 killer perks and a big part of a killer power, and distortion counters another dozen odd things but thats for a few months down the line but I do think calm spirit since it counters a lot more niche things could be a bit better.

  • @Neprašheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575874#Comment_3575874

    Then, like I have mentioned already, that's onto the killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575869#Comment_3575869

    Mhm, then let us disagree with each other. No need to talk about it any further.

    Then, like I have mentioned already, that's onto the killer.

    so, you telling me i should tunnel, so i don't have that problem in the endgame?

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575851#Comment_3575851

    Calm spirit must remove the bubble. If it doesn't, what would be the point of running it...

    it already does i'm pretty sure. i'll be very surprised if it actually doesn't.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575640#Comment_3575640

    That would be fine, if it wasn't because it is 6 seconds saved (more like 7, but ok) after already removing 37 seconds by just being two survivors in one gen, making the total gen time 46 seconds. Even with the 10% it is right now, two survivors do a gen in 48.128 seconds approx. 3, in 35.714 seconds.

    And I don't know who said that having gens done and secured in less time it takes the killer to get to a gen, chase, down and hook one of the survivors (without counting reducing the time impact regression has) is an advantage for him, but it is highly debatable.

    That 37 seconds is not from the perk, first and foremost, and it's not even time saved, either, unless there's fewer gens left over than survivors.

    If the game starts and survivors immediately group up, they are -increasing- their effective total gentime, not removing time.

    And yes, multiple survivors being clustered in the same area is, most of the time, a benefit to the killer, since you can pressure multiple at the same time, further cutting into their efficiency.


    Also, how'd you get to it saving 'more like 7 seconds'? Because I'm pretty sure it's 5.5 seconds saved. PT is additive too, not multiplicative, so your calculation should've dropped the amount of timesave even lower, not higher.

  • @Neprašheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575874#Comment_3575874

    Then, like I have mentioned already, that's onto the killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575869#Comment_3575869

    Mhm, then let us disagree with each other. No need to talk about it any further.

    If DS works during endgame again, we would be back to the state before the nerf - killers tunneled during the game to get rid of endgame DS. And if you were not running DS, well... unlucky.

    And no, not every killer is tunneling anyway.

    But, buff DS back to 5 seconds!

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575952#Comment_3575952

    That 37 seconds is not from the perk, first and foremost, and it's not even time saved, either, unless there's fewer gens left over than survivors.

    If the game starts and survivors immediately group up, they are -increasing- their effective total gentime, not removing time.

    And yes, multiple survivors being clustered in the same area is, most of the time, a benefit to the killer, since you can pressure multiple at the same time, further cutting into their efficiency.

    Also, how'd you get to it saving 'more like 7 seconds'? Because I'm pretty sure it's 5.5 seconds saved. PT is additive too, not multiplicative, so your calculation should've dropped the amount of timesave even lower, not higher.

    Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I didn't. Read it again.

    And yes, that's what everybody says, and mathematically they are right, 3 survivors in 3 gens are 3c/s pumped on those gens and at 5 gens normally it is preferable to have the progression spread. What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever else they need to do (healing, cleaning totems, go to another gen, etc.), gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore. Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are. In the same case, if 2 survivors recover that 30 charges they would do it in those 17.64 instead of the 30 seconds it would take a sole survivor to do it).

    About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen even if he kicks it, or if the killer stays by the gen to make sure it regresses it would take so much time that the survivors would be able to simply go to another gen and progress it a lot more than lost progress in that first gen.

    In other words, funnily enough when the argument is just about pure math people start bringing in other factors that happens in a normal match, but in this case that you have to take in count all those other factors like walk, chase and healing times and such people decide to stick with just raw numbers.

    About the 7 seconds:

    • Completion time with 2 survivors at base progression: 90 / 1.7 c/s = 52.94 seconds.
    • Charges per survivor: 0.85 c/s
    • 15% of 0.85 = 0.1275 c/s
    • Total progression with old PT: (0.85 + 0.1275) * 2 = 1.955 c/s
    • Total completion time with 2 survivors with PT = 90 / 1.955 c/s = 46.035 seconds
    • Difference between base vs old PT = 52.94 - 46.035 = 6.905 seconds
    • Just for the record, completion time with actual 10% PT is 48.128 seconds. So, the nerf was only 2.093 seconds more.

    In conclusion: Yes, those 37 seconds shaved off a gen by just having 2 survivors in it are saved time, as survivors can use that time to invest it in other things that they have to do anyway. That, and PT is still a damn good perk.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576064#Comment_3576064

    Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I wasn't. Read it again.

    And yes, that's what everybody says, and mathematically they are right, 3 survivors in 3 gens are 3c/s pumped on those gens and at 5 gens normally it is preferable to have the progression spread. What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever they need to do else (healing, cleaning totems, go to another gen, etc.), gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore. Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are. In the same case, if 2 survivors recover that 30 charges they would do it in those 17.64 instead of the 30 seconds it would take a sole survivor to do it).

    About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen even if he kicks it, or if the killer stays by the gen to make sure it regresses it would take so much time that the survivors would be able to simply go to another gen and progress it a lot more than lost progress in that first gen.

    In other words, funnily enough when the argument is just about pure math people start bringing in other factors that happens in a normal match, but in this case that you have to take in count all those other factors like walk, chase and healing times and such people decide to stick with just raw numbers.

    About the 7 seconds:

    • Completion time with 2 survivors at base progression: 90 / 1.7 c/s = 52.94 seconds.
    • Charges per survivor: 0.85 c/s
    • 15% of 0.85 = 0.1275 c/s
    • Total progression with old PT: (0.85 + 0.1275) * 2 = 1.955 c/s
    • Total completion time with 2 survivors with PT = 90 / 1.955 c/s = 46.035 seconds
    • Difference between base vs old PT = 52.94 - 46.035 = 6.905 seconds
    • Just for the record, completion time with actual 10% PT is 48.128 seconds. So, the nerf was only 2.093 seconds more.

    So yes, those 37 seconds shaved off a gen by just having 2 survivors in it are saved time, as survivors can use that time to invest in other things that they would have to anyway.

    1. What are you doing when you leave 2 same survivors completely free to do 5 Gens?
    2. The time saved only when if there are 2 survivors, which mean, each survivor save 3.5sec Brown Toolbox save 5.5sec requiring 1 survivors.
  • I guess that 3% really wasn't just 3% after all.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576064#Comment_3576064

    Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I wasn't. Read it again.

    And yes, that's what everybody says, and mathematically they are right, 3 survivors in 3 gens are 3c/s pumped on those gens and at 5 gens normally it is preferable to have the progression spread. What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever they need to do else (healing, cleaning totems, go to another gen, etc.), gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore. Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are. In the same case, if 2 survivors recover that 30 charges they would do it in those 17.64 instead of the 30 seconds it would take a sole survivor to do it).

    About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen even if he kicks it, or if the killer stays by the gen to make sure it regresses it would take so much time that the survivors would be able to simply go to another gen and progress it a lot more than lost progress in that first gen.

    In other words, funnily enough when the argument is just about pure math people start bringing in other factors that happens in a normal match, but in this case that you have to take in count all those other factors like walk, chase and healing times and such people decide to stick with just raw numbers.

    About the 7 seconds:

    • Completion time with 2 survivors at base progression: 90 / 1.7 c/s = 52.94 seconds.
    • Charges per survivor: 0.85 c/s
    • 15% of 0.85 = 0.1275 c/s
    • Total progression with old PT: (0.85 + 0.1275) * 2 = 1.955 c/s
    • Total completion time with 2 survivors with PT = 90 / 1.955 c/s = 46.035 seconds
    • Difference between base vs old PT = 52.94 - 46.035 = 6.905 seconds
    • Just for the record, completion time with actual 10% PT is 48.128 seconds. So, the nerf was only 2.093 seconds more.

    So yes, those 37 seconds shaved off a gen by just having 2 survivors in it are saved time, as survivors can use that time to invest in other things that they would have to anyway.

    Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I wasn't. Read it again.

    Oh, I know that you weren't referring to those 37 seconds as being part of the perk. But you bring it up into this discussion when it has -nothing- to do with the perk. PT does not affect this in any way.

    What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever they need to do else (healing, cleaning totems, go to another gen, etc.)

    That is incorrect, because that lose that same time again later when there's more gen progress to be done that could've been done if they hadn't grouped up. This is only a timesave when, as I mentioned earlier, there's more survivors than gens.

     gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore.

    This is the only accurate point and the only benefit to grouping up. Otherwise, splitting up is significantly more effective.

     Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are.

    This isn't true either, because you're failing to accommodate for the fact that it's 17.64 seconds per survivor.

    Think of it this way: If they'd both done 30 seconds of separate gens, then the regression on one gen would only take away -half- their work, not all of it.

    About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen

    Which is still slower than one person on the other side of the map getting into a chase and the other survivor in a completely unrelated location losing no time at all. Also, the killer can do a fake-out and push one survivor out, then go chase the other to waste time for both of them. And then there's killer powers that also work somewhat better against groups, like Plague, Doctor, Legion or Trickster.

    Grouping up is a disadvantage for survivors for the most part, unless it's a coordinated effort to deny pick-ups/hooks.

    About the 7 seconds:

    Ah, you were talking about pre-nerf PT, gotcha.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575302#Comment_3575302

    The perk is extremely situational now. It not garbage but no one will use it after this.

    Exactly what everyone who hated it wanted.

    Even after nerfs, Eruption and P.Rez are still fairly frequently used; DH not so much, nevertheless not nearly as phantom as CoH, MoM, DStrike and even Object are after their butchering to uselessness.

    fwiw, I never used MfT, as I didn’t really find it overly useful enough, personally, to swap a perk for it, but I also never had any issues taking down Survivors who ran it, either. It was just mid, imo.

    Guess that’s just it, tho… majority rules

  • @misspuffle said:

    Give back some of the survivor perks that they nerfed to no avail since they keep buffing everything for the killers!

    they dont buff everything so please stop exaggerating

  • Basekit WoO

    Basekit DS

    Basekit unbreakable

    Stackable BNP from lobby

    Decrease gen times

    10% increase to movement speed

    Remove killer powers from the start, they unlock when a gen is complete

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576100#Comment_3576100

    Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I wasn't. Read it again.

    Oh, I know that you weren't referring to those 37 seconds as being part of the perk. But you bring it up into this discussion when it has -nothing- to do with the perk. PT does not affect this in any way.

    What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever they need to do else (healing, cleaning totems, go to another gen, etc.)

    That is incorrect, because that lose that same time again later when there's more gen progress to be done that could've been done if they hadn't grouped up. This is only a timesave when, as I mentioned earlier, there's more survivors than gens.

     gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore.

    This is the only accurate point and the only benefit to grouping up. Otherwise, splitting up is significantly more effective.

     Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are.

    This isn't true either, because you're failing to accommodate for the fact that it's 17.64 seconds per survivor.

    Think of it this way: If they'd both done 30 seconds of separate gens, then the regression on one gen would only take away -half- their work, not all of it.

    About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen

    Which is still slower than one person on the other side of the map getting into a chase and the other survivor in a completely unrelated location losing no time at all. Also, the killer can do a fake-out and push one survivor out, then go chase the other to waste time for both of them. And then there's killer powers that also work somewhat better against groups, like Plague, Doctor, Legion or Trickster.

    Grouping up is a disadvantage for survivors for the most part, unless it's a coordinated effort to deny pick-ups/hooks.

    About the 7 seconds:

    Ah, you were talking about pre-nerf PT, gotcha.

    Because the problem with PT (and all other progress perk / toolboxes) are those 37 seconds. The original post argued that PT was not a busted perk because it only saved 6 seconds, I pointed out that the problem is that those seconds summed up to 43 with the time that base progression already saves. So it has a lot to do with PT and any other progression related thing, and PT still saves 5 seconds more after the nerf, so the post I was responding to was still wrong.

    About the rest, I hear it all before. In my experience as PR user killer main I still prefer survivors taking 90 seconds per gen than 43 as I have more time to disrupt them, and as SoloQ survivor unless we have a god looper and the killer commits to chases longer than it should I prefer to had a gen done and secured in 37 seconds less (in fact even less, as I use PT and Deja Vu), invest the extra time healing if someone is injured in the same gen and move on to the next gen or to do a save.

    But yeah, if you are a coordinated SWF with progression perks and gigaboxes and want to beat the world record in gen times without taking in count how many survivors leave the game, splitting gen progress at least at the beginning is the way. If not, in your regular day match securing gens faster is the way to go and I would keep saying it.

    Either way, sooner or later in the match having more survivors per gen is going to be more effective and those 37 seconds saved with base progression are still a problem. And again, PT is still a good perk for this same reason and that was the main point of the argument.

  • All the whining, and bhvr actually listening to it is why the game is so stale right now imo. Its an optimised, boring mess.

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575615#Comment_3575615

    Nope, it's dead. Like most of the other perks. I don't see what is so funny about perk bloat and them making characters to sell perks. But hey, if that's what you want to support, by all means. Anyway, a fool and his money are soon parted, I'm sure this cycle will continue and killer and survivor alike will continue to sell very well with these types of perks :))

    I only used it with a healing build I tried out before, as I don't have issues looping/kiting. Got bored, took it off and use smash hit instead. Almost every killer rage quits against me. So don't even think for a second it's because I rely on it. Has to do with balance vs killing perks for survivor and killer alike and causing perk bloat, which is a problem.

    As I've said before, my 10 year old niece gets 4K kills easily and never has had an issue with it. That's a kid.

    Balance is not the same as killing off a perk. Yeah it's so useful when you have a deep wound, which is so common, happens so often you'll get so much use out of it. Like we're talking Windows of Opportunity use here! I'm sure it'll have a very high pick rate still to show how balanced it truly is. What a wonderful day to be alive.

    Shall we go back to the original eruption "balance?", oh, I mean nerf. Yanno, the one that caused so much complaining that they actually BALANCED it. That perk is nothing to scoff at.

    Please do not try to rationalize the nerf, and call it balance. Admit it's nerfed to the ground and move on. Defense mechanisms are so easy to spot.

    Should I end my post with a condescending "lmao" as well? Nah, I don't feel that petty and childish.

    Starting to wonder why I waste time even bothering replying on here, so much more productive things to do then point out this junk. Waste of my time arguing with these one sided close minded types.

    “Starting to wonder why I waste time even bothering replying on here, so much more productive things to do then point out this junk. Waste of my time arguing with these one sided close minded types.”

    Samezees!

    Happy that you do tho, ‘cause myself n others feel justified n ‘not alone’ in our feelings when ya take the time to voice the opinions we share together🫶🏽

    Feels like a relief reading your replies😌

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576141#Comment_3576141

    Because the problem with PT (and all other progress perk / toolboxes) are those 37 seconds. The original post argued that PT was not a busted perk because it only saved 6 seconds, I pointed out that the problem is that those seconds summed up to 43 with the time that base progression already saves. So it has a lot to do with PT and any other progression related thing, and PT still saves 5 seconds more after the nerf, so the post I was responding to was still wrong.

    About the rest, I hear it all before. In my experience as PR user killer main I still prefer survivors taking 90 seconds per gen than 43 as I have more time to disrupt them, and as SoloQ survivor unless we have a god looper and the killer commits to chases longer than it should I prefer to had a gen done and secured in 37 seconds less (in fact even less, as I use PT and Deja Vu), invest the extra time healing if someone is injured in the same gen and move on to the next gen or to do a save.

    But yeah, if you are a coordinated SWF with progression perks and gigaboxes and want to beat the world record in gen times without taking in count how many survivors leave the game, splitting gen progress at least at the beginning is the way. If not, in your regular day match securing gens faster is the way to go and I would keep saying it.

    Either way, sooner or later in the match having more survivors per gen is going to be more effective and those 37 seconds saved with base progression are still a problem. And again, PT is still a good perk for this same reason and that was the main point of the argument.

    Because the problem with PT (and all other progress perk / toolboxes) are those 37 seconds.

    But those aren't part of PT. What you're saying is that you have a problem with the base game. They were right in arguing that PT only saves survivors (currently) 5.5 seconds.

    It doesn't matter that there are those other 37 seconds because they are not part of PT. PT does not save you 43 seconds, it saves you 6.

    In my experience as PR user killer main I still prefer survivors taking 90 seconds per gen than 43

    That is very much a you problem.

    If not, in your regular day match securing gens faster is the way to go and I would keep saying it.

    Absolutely not, because the killer cannot pressure all gens at the same time. I'd rather have both A and B progressing at 100% speed than only have A progress at 170% speed with the risk that if the killer drops by, they undo all the work. Additionally, if I am on a separate gen and I get interrupted by the killer, I can use resources in the immediate vicinity without having to worry about being required to lure the killer away from the gen.

    Either way, sooner or later in the match having more survivors per gen is going to be more effective and those 37 seconds saved with base progression are still a problem.

    You're not going to get more of a co-op penalty than there already is. At this point, you are just looking for free wins.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575615#Comment_3575615

    I dont think that Made for This enabled such long chases. MAYBE with very skilled Survivors, but I dont think they needed Made for This to begin with. In general, for this Perk to be effective the Survivor had to be good. It is not a Perk which turns bad Survivors into good Survivors, you cannot change bad pathing by just slapping on 3% more Movement Speed.

    The thing is that the Perk is not balanced. The Perk is dead. This is the problem. If the Perk would be nerfed but still an option to pick, it would be fine. But this is not the case.

    The 10 seconds of Endurance rarely came up, now with less use of the Perk, even less likely that it will happen. And if you want 10 seconds of Endurance, you can rather run Buckle Up and For The People, which does not provide 3% Speedboost in Deep Wounds, but helps both Survivors (which is more valuable IMO). And the 3% Speedboost in Deep Wound are way too situational to be useful, since you cannot reliable achieve this. You are 100% dependent on the Killer putting you into Deep Wound. And while this is the same for being injured, you will 100% get injured every game. But for Deep Wound... The Killer can either avoid it by not hitting the Survivor directly after Unhooking or waiting out DH (which is now 100% possible) OR by not chasing them if they have OTR. Hitting the Survivor will be enough when they have OTR (which the Killer knows if they have it) and then they can leave this Survivor and they will also not really get value out of MfT.

    So yeah... Not balanced, really. I dont really understand why people have to downplay the Nerf so much, the Perk is dead.

    Yep! While I have no issue w nerfing sth that’s potentially problematic, gutting perks to the extent where they aren’t worth using is unacceptable.

    The fact that this has happened numerous times before to where players seldom or haven’t at all been using these next-to-useless perks (DS, MoM, CoH, OoO, even DH), and that we know MfT is dead and will be joining that list… the Devs absolutely know this, as well.

    The reality that they know, and still insist on massacring perks (both sides, Survivors hit the hardest w things given and taken away, imo) speaks volumes about the Developers of DBD.

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