Bnp perks and add on needs removed/rework

Yes i know sable and lara bnp perks are bad and yes i know they arent even meta or op before we start.

Bnp in general is unhealthy and needs reworked or remove cause theres nothing killer can do. They cant remove bnp nor they cant know if a bnp is active. Bnps give 10% permanent gen progression which isnt much but it actually helps alot. Bhvr introduced bnp rework to help survivors with 3 genning and now survivors have another anti 3 gen which makes bnp even more not needed. Plus since bhvr prob thinks sable and lara perk are fine that means we prob will get more bnp perks which prob will break the game.

So in short get rid of bnp perks and add ons that just unhealthy and its not needed anymore

Comments

  • Bnps come from " as long as u do excelent QTE you do 10% to the gen " to on time use.

    Before the rework me and my friend bring 2 brand new parts to speed run 2 different gen in 10 sec, that was stressful for the killer I understand, and the nerf was legitimate. But now its a good addon, don't change it

  • "BNP is unhealthy because [thing that's the point of BNP]"

    no? Not everything needs to be directly counterable. When going against Pinhead, survivors have to engage with the box, they can't do anything or bring anything that just lets them bypass it.

    IDK if I've mentioned on here before my theory that some people play this game with the goal, not the strategy, of denying the other side mechanics. The request to remove mechanics that cannot outright be denied certainly fits in with that theory

  • I wish BNPs /similar perks were more about preserving progress than about adding & preserving it.

    something like "toolbox no longer increases repair speed. you reduce the maximum amount of charges necessary to complete the generator instead of adding them" so that you could potentially have generator at like half charges without possibility of regression. or maybe you could've used the already existing charges on the generator to convert them into "max charges reduction" instead. So you just have a button to press that would convert some big % of already manually added charges (20-30% feels like a fair amount) into max reduction immediately.

    probably not going to happen, bhvr are fine with the current version. not strong enough to break the match in hands of any monkey that takes it and that's just about the balance bar they set for stuff like this.

  • @ratcoffee said:

    "BNP is unhealthy because [thing that's the point of BNP]"

    no? Not everything needs to be directly counterable. When going against Pinhead, survivors have to engage with the box, they can't do anything or bring anything that just lets them bypass it.

    IDK if I've mentioned on here before my theory that some people play this game with the goal, not the strategy, of denying the other side mechanics. The request to remove mechanics that cannot outright be denied certainly fits in with that theory

    Its unhealthy

  • Stunning argument, I'm really convinced. Until a moment ago I thought the fact almost nobody used those two perks meant they were terrible.

  • You can play survivor and use BNP yourself

    Just enjoy the best of both worlds

  • We are not having unironic complaints about Weaving Spiders in the year of our lord 2024…

  • the bnp style perks SUCK my guy

    no way this is your hill

  • Bnp has been nerfed like 1000 times already. And weaving spiders is a killer perk.

  • Can we get read of all aura read add ons it's unhealthy for the game oh and Franklin's demise exist use it

    @BorisDDAA said:

    Bnp has been nerfed like 1000 times already. And weaving spiders is a killer perk.

    Ye omg do I HATE that perk , last night running a not so good huntress Feng and Lara did 1 gen each and what was yui doing? you guessed it, maybe it would have been 3 to 4 gens instead but no let's waste time with weaving spider, and people say distortion users are bad, spirnt burst, urban fixated,bond woo and weaving users are 10x worst than distortion users.

  • so we have reached the level of complaining about weaving spiders and specialist. Tow perks that totally suck. Fantastic


    As for brand new parts getting a nerf? Sure why not

  • @Toystory3Monkey said:

    I wish BNPs /similar perks were more about preserving progress than about adding & preserving it.

    something like "toolbox no longer increases repair speed. you reduce the maximum amount of charges necessary to complete the generator instead of adding them" so that you could potentially have generator at like half charges without possibility of regression. or maybe you could've used the already existing charges on the generator to convert them into "max charges reduction" instead. So you just have a button to press that would convert some big % of already manually added charges (20-30% feels like a fair amount) into max reduction immediately.

    probably not going to happen, bhvr are fine with the current version. not strong enough to break the match in hands of any monkey that takes it and that's just about the balance bar they set for stuff like this.

    Ngl, I like the concept of this.

  • BNPs are fine as they are, they've already been nerfed.

    And Weaving Spiders is essentially a killer perk.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831828#Comment_3831828

    Stunning argument, I'm really convinced. Until a moment ago I thought the fact almost nobody used those two perks meant they were terrible.

    Sorry its unhealthy

  • @legiondoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831900#Comment_3831900

    Nobody Is complaining about weaving spiders and specialists

    Your first post is crying about both them. Saying the need to be removed from game.

  • @legiondoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831900#Comment_3831900

    Nobody Is complaining about weaving spiders and specialists

    ”Plus since bhvr prob thinks sable and lara perk are fine that means we prob will get more bnp perks which prob will break the game.” - OP.

    If weaving spiders and specialist are bad perks why does it matter if bhvr creates more perks like that? Survivors don’t use them and when they do, they’re throwing the game.

  • @legiondoctor said:

    Yes i know sable and lara bnp perks are bad and yes i know they arent even meta or op before we start.

    Bnp in general is unhealthy and needs reworked or remove cause theres nothing killer can do. They cant remove bnp nor they cant know if a bnp is active. Bnps give 10% permanent gen progression which isnt much but it actually helps alot. Bhvr introduced bnp rework to help survivors with 3 genning and now survivors have another anti 3 gen which makes bnp even more not needed. Plus since bhvr prob thinks sable and lara perk are fine that means we prob will get more bnp perks which prob will break the game.

    So in short get rid of bnp perks and add ons that just unhealthy and its not needed anymore

    Great job on contradicting yourself.

  • @GeneralV said:

    BNPs are fine as they are, they've already been nerfed.

    And Weaving Spiders is essentially a killer perk.

    I saw a David run Weaving Spiders, go to the basement at the start of the match, get downed in 30 seconds, get hooked, saved, then try the invocation again. He got about 15 seconds in before the killer hooked him again, he was saved (again), then was downed about 10 seconds later… with 4 gens remaining. This match ended in a 4K. The killer was Plague. The David said he thought maybe WS could help but won’t ever run it again.

  • Cause bnp perks are just unfun and unhealthy like the add on.

    @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832217#Comment_3832217

    ”Plus since bhvr prob thinks sable and lara perk are fine that means we prob will get more bnp perks which prob will break the game.” - OP.

    If weaving spiders and specialist are bad perks why does it matter if bhvr creates more perks like that? Survivors don’t use them and when they do, they’re throwing the game.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831944#Comment_3831944

    I saw a David run Weaving Spiders, go to the basement at the start of the match, get downed in 30 seconds, get hooked, saved, then try the invocation again. He got about 15 seconds in before the killer hooked him again, he was saved (again), then was downed about 10 seconds later… with 4 gens remaining. This match ended in a 4K. The killer was Plague. The David said he thought maybe WS could help but won’t ever run it again.

    The David is right to never use it again. I don't think I've ever seen this perk being useful.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832240#Comment_3832240

    The David is right to never use it again. I don't think I've ever seen this perk being useful.

    It’s a trap of some sort. The worst survivor perk BHVR has ever produced and that is saying something.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832282#Comment_3832282

    It’s a trap of some sort. The worst survivor perk BHVR has ever produced and that is saying something.

    Playing solo queue when the All Things Wicked chapter released and people wanted to test the new perks was… an experience.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832282#Comment_3832282

    It’s a trap of some sort. The worst survivor perk BHVR has ever produced and that is saying something.

    I mean, it does come with a trade-off, that you end up perma-broken. But on the flipside it adds a BNP to every gen on the map.
    So, let's say that the survivor using Invocation is cracked, and knows every little trick in the book, on how to mind-game the killer. Then it might become a problem, since now, all gens are essentially in the pre-nerf state.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832332#Comment_3832332

    I mean, it does come with a trade-off, that you end up perma-broken. But on the flipside it adds a BNP to every gen on the map.
    So, let's say that the survivor using Invocation is cracked, and knows every little trick in the book, on how to mind-game the killer. Then it might become a problem, since now, all gens are essentially in the pre-nerf state.

    This perk is mathematically terrible and not worth using.

    If you spend 60 seconds on the invocation and even pull it off, you get 50 seconds off of usable gens since you only need 5 gens complete. Let's round up a ton and call it 70 seconds even though the last 2 gens never matter.

    That 70 seconds costs you 60 seconds of invocation time, time finding and traveling to basement, and you lose half of your chases automatically if you're successful. And if, at any point, you're interrupted, you have wasted all that progress that literally drains away. And you're "best" off using the perk early, which means you're literally sitting doing nothing during the point in the game where survivor is the strongest, and making the game 3v1 for the killer, with a good possibility of the perk doing nothing.

    On the other hand, you could spend 60 seconds on a gen. Which is not quite irreversible, but regression isn't nearly instant like the invocation. And finishing a gen is 90 seconds of irreversible gen progress (not 70). Costs you far less travel time (7 gens instead of 1 basement). And you get full chases the rest of the game. Oh, and it's base kit, so it doesn't take a perk slot.

    You're objectively better off on a gen instead of using this perk. This is a killer perk, even after the buff to invocation time.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832338#Comment_3832338

    This perk is mathematically terrible and not worth using.

    If you spend 60 seconds on the invocation and even pull it off, you get 50 seconds off of usable gens since you only need 5 gens complete. Let's round up a ton and call it 70 seconds even though the last 2 gens never matter.

    That 70 seconds costs you 60 seconds of invocation time, time finding and traveling to basement, and you lose half of your chases automatically if you're successful. And if, at any point, you're interrupted, you have wasted all that progress that literally drains away. And you're "best" off using the perk early, which means you're literally sitting doing nothing during the point in the game where survivor is the strongest, and making the game 3v1 for the killer, with a good possibility of the perk doing nothing.

    On the other hand, you could spend 60 seconds on a gen. Which is not quite irreversible, but regression isn't nearly instant like the invocation. And finishing a gen is 90 seconds of irreversible gen progress (not 70). Costs you far less travel time (7 gens instead of 1 basement). And you get full chases the rest of the game. Oh, and it's base kit, so it doesn't take a perk slot.

    You're objectively better off on a gen instead of using this perk. This is a killer perk, even after the buff to invocation time.

    If they only buffed it to maybe only injure with deep wounds instead of break. Tho only time i see it now is if someone is playing a no mither for fun build as you already are broken.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832338#Comment_3832338

    This perk is mathematically terrible and not worth using.

    If you spend 60 seconds on the invocation and even pull it off, you get 50 seconds off of usable gens since you only need 5 gens complete. Let's round up a ton and call it 70 seconds even though the last 2 gens never matter.

    That 70 seconds costs you 60 seconds of invocation time, time finding and traveling to basement, and you lose half of your chases automatically if you're successful. And if, at any point, you're interrupted, you have wasted all that progress that literally drains away. And you're "best" off using the perk early, which means you're literally sitting doing nothing during the point in the game where survivor is the strongest, and making the game 3v1 for the killer, with a good possibility of the perk doing nothing.

    On the other hand, you could spend 60 seconds on a gen. Which is not quite irreversible, but regression isn't nearly instant like the invocation. And finishing a gen is 90 seconds of irreversible gen progress (not 70). Costs you far less travel time (7 gens instead of 1 basement). And you get full chases the rest of the game. Oh, and it's base kit, so it doesn't take a perk slot.

    You're objectively better off on a gen instead of using this perk. This is a killer perk, even after the buff to invocation time.

    It is terrible, don't get me wrong. But if it is used correctly, with a co-ordinated team, it can be quite strong.
    For soloQ/duoQ, it is not worth running at all.

  • I believe they should give killers and offering that prevents the permanent removal of gen charges. Though I'm sure everyone here saying how BNPs are fine will argue how such an add on would be super busted and can never be allowed to exist.

  • @emetSdidnothingwrong said:

    I believe they should give killers and offering that prevents the permanent removal of gen charges. Though I'm sure everyone here saying how BNPs are fine will argue how such an add on would be super busted and can never be allowed to exist.

    Offerings aren't supposed to just block out entire mechanisms.

  • BNP and tool boxes should be able to lock in progress after ‘x’ amount of time so a generator can not regress beyond that point. I’ve said this for a long time.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832368#Comment_3832368

    It is terrible, don't get me wrong. But if it is used correctly, with a co-ordinated team, it can be quite strong.
    For soloQ/duoQ, it is not worth running at all.

    If a team is skilled at all they are not using Weaving Spiders.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832240#Comment_3832240

    The David is right to never use it again. I don't think I've ever seen this perk being useful.

    To be fair he ran it with No Mither and Resilience. He had an entire build around it. It’s just such a bad perk.

  • @legiondoctor said:

    No actually if you read i said they are weak but unhealthy. Good bait tho

    @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832217#Comment_3832217

    Your first post is crying about both them. Saying the need to be removed from game.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832407#Comment_3832407

    Offerings aren't supposed to just block out entire mechanisms.

    Then make it a perk. :)

  • Specialist - 4 charges of progress per 10 seconds spent searching chest - 60% slower than just repairing a gen, excluding travel time.

    Weaving Spiders - 80 charges of theoretical progress per 60 seconds on invocation - 20% faster than repairing a gen on paper, in practice it is a fool's errand to run into the basement and make yourself broken for the remainder of the match.

    Brand New Part - Instant 10 charges of progress, strong but nowhere near as powerful as it was. If someone ran this on a brown toolbox and only used it for the BNP it would not be even as strong as an event toolbox.

    I can see complaints about BNP with a good toolbox, but the other two only need nerfs in the eyes of chess merchant players and those who share the playstyle on other killers…

  • Rat alert! Call the exterminator!!! :3

  • I've never used Distortion. But if one side gets to shut down perks and gameplay elements, so should the other.