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Entinaty

Entinaty

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Entinaty
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  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/425507/updating-an-old-perk

    I guess your suggestion is a rework of the perk? Then, why should you use this perk over No Way Out? No Way Out is much more reliable then your suggestion (e.g. SWF can all this perk out and in most cases it is better to fully open the exitgates instead of 99% them). I also don't like the idea of punishing survivors for nothing at the end game. In case of NWO, you have to hook a survivor to gain a token. You also have to hook different survivors to make it even strong, which is a healthy condition/requierment.

    Don't get me wrong, I like the idea of reworking or buffing less used perks but they should be buffed in the right and useful direction. I also think that BW is underused but it is also a funny and useful little meme perk.

    I was thinking more in conjunction with having other options than just No Way Out. Also it could be used to combo with it. I also understand that it should be something earned. Since the perks are similar yet different how about you earn tokens based off of hooks that one was able to get that game. I would still keep the exit gate regression.

    I like that it is a meme perk but I would find a way to actually make it useful and not something that gets played around in almost all matches.

  • Just wondering if there was any complaints on sabotage speed before where the developers felt that this buff needed to happen over other things they could have been working on?

  • There are many things that can be done to make Nemesis stronger. I mean it makes no sense that Wesker and Nemesis have practically the same power but one is implemented a lot better than the other.


    Honestly it would be nice if the infection actually did anything other than make you susceptible to zombies with bugged AI and a power that is clunky to most to control.

    Another problem is the “leveling up” of the tentacle strike. It is similar to Myers but a lot harder to do when comparing how they do it. Even then it still takes 3 hits to down a non-infected survivor and honestly it doesn’t grant any merit to level it up past pallet breaking level as level 3 only grants one more meter (I think) from tier 2.


    In my opinion why not give the infection an actual debuff that makes people heal or repair slower along with the severely needed add-on pass (not before Pyramid Head though) and he would be better off.

  • @shiffpup2 said:

    8 is opposite, No Mither users are chads.

    Then all Chads not using it effectively will be thrown on the nearest hook and teabagged unmercifully.

  • @Sonzaishinai said:

    How do you take another survivors chest? Are chest labeled with a name?

    In other words, don't see someone going for it and then cut them off to the chest. Many have sinned for this and many more will.

  • Another good suggestion. Consider it the unspoken commandment. LOL.

  • @KateMain86 said:

    I've broken all of these commandments and I will never repent.

    Then thou shalt be sentenced to being face camped by Bubba in the Basement for the next 1,000 trials.

  • Definitely Trapper because he is the epitome of a basic M! Killer whose power relies on RNG and maps, which considering the issue with maps in this game currently is a huge problem. By the time you even set up an are to guard the game could be halfway over, and if facing a SWF then help might as well pray at that point. I would rework his power entirely to make all of his traps invisible to all except him or someone using a map, only allow about 5 at a time and have him carry them all on his person from the start.

  • To be fair in the case of 4 what if the person you are running too is also death hook? Or working on the final gen that is the difference between a potential 3 man escape and a 4k?

    For 5 I would agree but sometimes most Survivors don't seem to have that situational awareness at times.

    6 is just mostly meta due to those that cannot loop and go down whenever the Killer even looks in their direction.

    7 is why I always run Plunder's when I can

    8 I have never seen No Mither used seriously. Therefore you handicap us all and shall be t-bagged unmercifully.

    9 I agree only when it is Ruin or Plaything.

  • Let’s be honest here. Some people will complain about anything and then when they get what they want the goalposts will move on to something else. Have seen it time and again and it’s kinda sad to be honest. IMO I would stop and look at both sides of the player base before buffing or nerfing anything.

  • Honestly I like the surprise aspect of the perk as it is one of the few that has any surprise left. Almost everything that a Killer does or would be is broadcasted before a chase is even started thus allowing for a good bit of intel to already end up in survivors hands at the start.

    On the other hand the Killer only knows what item you have and who you are playing as Survivor. Survivor also has a plethora of perks available that are unknown until they are used.

    IMO it may be an annoying perk to face but honestly it gives more unique interactions and situations than it being Jolt with extra steps. If it needs to be changed I say add 15-30 secs to cooldown and call

  • To be fair the development notes that came out before the chapter was released showed it was nerfed.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149819#Comment_3149819

    My question was why use a horrifically flawed argument to justify removing every anti-camp and tunnel protection survivors have in endgame when there are much better arguments to use. And no, I did not answer that.

    I was referring to when you stated that a better argument would be "A much better argument for the removal of endgame OTR/DS is "There is no feasible counter play to these perks in endgame" which is a better argument than survivors don't deserve free escapes, Especially since it was the main reason for the deactivation of DS in endgame nerf to begin with.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148681#Comment_3148681

    But you see, I'd argue my point still stands with the OTR/DS in endgame thing. "Survivors don't deserve a free escape" really isn't that great of an argument for removal, because the opposite of that is that the killer deserves that kill simply for getting the hook during endgame. A much better argument for the removal of endgame OTR/DS is "There is no feasable counterplay to these perks in endgame", because the counter to an end-game DS is to literally eat it early, which isn't really countering the perk because you still have to go through it.

    You pretty much answered your own question in this reply.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147979#Comment_3147979

    ??? AA is 20m, BBQ is 40m. Getting in a locker beats both. Being in 20-40m non-boundary-inclusive beats both.

    Good thing Distortion never leaves my Survivor kit.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098854#Comment_3098854

    hard tunnelling is now completely impossible with tunnelling in general made harder

    That's completely untrue. 5 seconds of base BT is useless and DS got omega-nerfed.

    and the grind reduction benefits everyone too

    Grind changes benefits older players and makes new players have to go through more of a grind. Also, the ######### bloodweb tax is ridiculous.

    So are you saying that newer players that don't have as much experience should be able to reap the same benefits as the older players? Not saying that the bloodweb is perfect but over the long run the grind reduction in perks should be able to benefit newer players as well.

  • Basekit is fine for the moment but PH does need add-on help. He has some of the most useless add-ons currently in game.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/338780/good-job-bhvr-you-completely-obliterated-thanatophobia

    The problem was not thana by itself, it is the slowdown meta.

    Maybe you can play against thana, but when thana is combined with gift of pain, deadlock, sloppy, eruption, jolt, pentimento, it can drag games to an absurd amount of time (+30min) as i believe there is no set amount for how much you can stack repair penalties. and thana was the easiest to proc out of all slowdown perks

    Honestly never been in or seen any of these 30+ minute games that people are referring too. Can they really go on that long without the Killer either sucking or other Survivors not doing anything?

  • Seems like a fine idea.

  • What smart killer wants to chase at shack. You pretty much screw yourself if you try to get the killer's attention and then immediately go to a god pallet. Would rather face smart killers and not people that throw the game being stupid.

  • @[Deleted User] said:

    needs his insta kill addons removed before he can be buffed imho

    Both things can be done at the same time.

  • @Marigoria said:

    No, they went overkill.

    Self care was already mediocre and only ok to use in solo q, nerfed into crap.

    Iron Will should have been fixed so breathing noises worked all the time instead of being silenced. If they wanted to make it from 100% to 75%, sure. But + not working when exhausted? Overkill.

    Spine Chill only needed to deactivate when killers are undetectable, but instead, they butchered it too and now HoH and deaf people cant use it either.

    Regarding SC that is an issue that the game itself should address and leaving a perk unchanged that did so much for no cost.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019026#Comment_3019026

    Yeah, Spirit is going to have a field day after this crap goes live, its nice to have the good ol' "I hit you, use my power, locate you by your grunts and down you without you being able to do anything about it" matches.

    How would that be a problem? Are they bringing back pre-nerf Spirit?

  • I believe that it comes down to efficiency in most cases. The goal for either side should be to be the most efficient and do what it takes to complete their objective. I understand that tunneling/slugging/camping may not be fun parts of the game for most Survivors but neither is getting gens completed in your face any fun for the Killer. Honestly at the end of the day people should be able to play how they want without being given grief for it.


  • @Nazzzak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983249#Comment_2983249

    I don't use DH and actually sympathise when it comes to its (over)use, but I disagree with this. If you look at the chart of most used survivor perks, the only recent addition was Circle of Healing (2021) - and that has been nerfed twice already. All the rest were released 2017 and earlier. Looking at killer charts, you have many earlier perks too, but also perks from 2019, 2020, as well as of course Pain Resonance (2021).

    I suspect when we get a 2022 update you'll see the recently buffed Dead Man's Switch and Call of Brine make an appearance. Us survivor mains get very little decent perks, and when we do they are nerfed. I can't imagine our 2022 stats will change much at all, especially with Haddie's lacklustre perks coming.

    To be fair COH should have never been released in the state that it did. Honestly makes me worry since BHVR developers have now went 2 for 2 on Survivor only releases where they both had busted perks that should have never been released in the state that they came out in. However, these are the same developers that had the astounding foresight to come out with Hex: Pentimento soon after introducing the boon mechanic in the first place. Only now months after do they come up with yet another Band-Aid that is yet another half-baked idea to a mechanic that in my opinion was also half baked.

    I agree on the lax of strong Survivor perks that have been introduced but I believe that it is the fault of DH. This is the reason why the meta needs changing in the first place but there are only two ways to change a meta in any game. The first is to power creep the current meta, which would end up being disastrous if done incorrectly (see again release states of MOM and COH). The second would be to nerf the most problematic things about the current meta so that it forces people to at least look at other things. DH itself is the reason that BHVR developers cannot come up with other strong perks because it represents a roadblock that they cannot surpass, much like Nurse on the Killer side. After all, why use something that is weaker than what I already have?

    In my opinion the best way to "nerf" it without it losing the skillful applications of it would be to just have it lose its invincibility and have it on a 60s cooldown. That way Survivors that don't time it right can still be hit and not be carried by I-frames and can yet still use it to extend chases.

  • Doesn't seem to be much of a problem if it is 45 seconds at base due to the fact that it so many restrictions on it to begin with. It last about 45 seconds so you are right about that. However, unlike Hillbilly that can rev up and go at anytime the Oni has to actually hit people to get charges to that power and when the power is out then has to repeat the process. Basically his power can be denied for lengthy amounts of time unless the Killer can actually get hits necessary. In a good spot that needs a bit of touch up regarding passive gain to ability but pretty balanced otherwise.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2962952#Comment_2962952

    tbf, Iron Will is almost certainly getting a nerf with the upcoming 40 perk changes and if it's no longer a permanent 100% while injured then it'll be much fairer to face.

    Self Preservation and Off the Record also both reduce injured sounds by 100% and you don't see people complaining about those perks hard countering spirit.

    Also Bite the Bullet also removes healing sounds as well as injured sounds while healing too.

    Because in the case of the other two their activation requirements require something to happen other than being injured and have a time limit.

    Self preservation only works for 10 seconds max and only if another survivor goes down within 16 meters of you.

    Off the record lasts for 100 seconds max but only after unhook. Either way IW is better because it doesn’t require ango

  • @Laluzi said:

    It'd be kind of bad to have a perk that specifically countered one killer - that'd be a waste of a perk against everyone else. You can't know if you're going to verse a Trapper that match.

    Small Game used to behave like this, among providing other general-purpose features, but the feature was removed in order to balance it equally against different killers. Currently, if you bring a map that can see killer belongings (rainbow or green with red string), you can see traps. Otherwise, rule of thumb is to avoid tall grass vs Trapper, move carefully when you're not being chased, and keep in mind popular spots to place traps - examples being shack window, TL windows, and at pallets.

    Spirit would like to have a word with you regarding Iron Will lol

  • @Kira4Evr said:

    I don't think that would work since Haunted Ground, Plaything, Retrobution, Undying and Pentimento work differently than the other Hex perks.

    Don't get me wrong, it's a really interesting idea and would make the games spicier. But it would probably cause a lot of problems, one of them being that no one wants to cleanse Hexes. And I honestly think that Devour Hope could be a bit problematic.

    A very fair point as it could be problematic with the way some Hexes work. I also understand about the Devour Hope fear. Would having it last until you are put into the dying state mitigate some of the issues that would be problematic.

  • @Blueberry said:

    Hex perks shouldn't glow for survivors, they should all look like dull totems to them. This makes them harder to find as they wont hear them crackling and they'll start wasting more time cleansing all totems since they can't tell which is the right one.

    If we're not gonna fix totems spawns this is the next best thing and saves you having to go back and tweak every map.

    I don't think your idea of punishing the cleanser is the right route to go.

    Understandable. Also a very good idea because they should at least be like NOED and only light up once their activation requirement is met. For example, Devour Hope not lighting until first rescue from hook of killer is far enough away.

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942823#Comment_2942823

    Well, but following that logic, 95% of survivor perks should be buffed. Because the meta has been the same for 5 years, since the same perks are always the strongest, because the rest are just trash.

    Hexes being certain map-favoured and situational is normal, just like a lot of builds for survivors are very situational. Honestly hexes don't need any more buffs. In many occasions and especially playing with randoms, hexes are even too strong.

    I could agree with the argument about playing solo as asking for it in this current climate might be a bit much. Also agree with your argument about buffing Survivor perks but would also say to buff Killer perks as well as for both sides about 90% of the perks are utter garbage or again designated to the "meme" section. Although I wouldn't necessarily call it a buff as it would go from the entire team to just one person, and even then as I stated to @Pulsar earlier it probably would be better to just have it go to they are put into the dying state to have it not linger.

  • @Adjatha said:

    Or just have the hex re-light itself after 60-90-120 seconds if there are any unbroken totems around (including hexing booned totems). Makes survivors want to cleanse all the totems, gives killers some protection from survivors spawning on top of hexes (while still giving survivors considerable benefit for winning the early-game lottery), and gives a very minor anti-boon effect for the less mobile killers.

    Easy peasy.

    But no. Hexes will stay garbage and boons will stay broken.

    That's also a great idea and would actually carry some synergy regarding old Undying without the aspects that made it broken. Also a way to spice up some games as both Killer and Survivor vie for control of the overall game state and not just the same stale gameplay.

  • It would only be the person that cleansed it but that honestly would probably help as if they are not camping the NOED or if they don't hook a person near it that would actually be smarter to make yourself exposed and taking it off the team.

  • @Sumnox said:

    Another "let's make my side even easier than it already is" thread.

    Hexes are powerful, and their trade off is, they can be broken.

    There's nothing to fix.

    Just trying to start a discussion about how to improve Hexes but didn't take long for someone to assume I'm "maining a side" just because the discussion is about the Hex mechanic. We all know the saying for those who assume so lets skip that bit.

    Honestly out of all Hex perks only a few see consistent use while others are either niche or ever rarely see play outside of the a designated "meme build".

    As to them being powerful that would depend more on map and spawn location, which the Killer can't control, and as there are no protection outside of Hex: Undying or spawning in good spot I would say that there is at least one thing to fix. In my opinion I would just make either the Killer say some input about where it goes or at least not spawning near a Survivor objective would go a long way.

  • @jajay119 said:

    I think Killers should just be able to rekindle them as long as they're happy to take the time to do so.

    Killer rekindling should take half the time of survivor cleansing because 'black magic stronger thwn light magic' or whatever.

    It's only the same as Pentimento anyway.

    I like that idea as well as it would also be like a tug of war between hexing and blessing if it doesn't sink to much time into it.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942761#Comment_2942761

    If you can't understand how putting players into a lose-lose situation might be a poor idea, idk how to help you.

    I understand just fine about lose-lose situations but I find that it would be better to elaborate on what situations you would see as lose-lose in the case of Devour Hope instead of just base criticism without further explaining why.

    My idea stemmed from what the word Hex itself means, which means to curse or bewitch something or someone. I adapted the idea of a single person being hexed when it is broken or cleansed due to a need to provide some spice for Hexes other than the decision to either bless or cleanse them with no downside. Even Devour Hope under this idea wouldn't even do anything unless the Killer had 3 or more tokens as if it was cleansed beforehand it would do nothing.

    However, I do understand that having a permanent status effect for the whole game is quite punishing for some players. Maybe having it effect you until you are put into the dying state might mitigate some of the more problematic perks.

  • @Kurri said:

    I am selfish enough that I just wouldn't cleanse hexes. Bring on the Mori's.

    We’ll watch the world burn.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2942750#Comment_2942750

    Yeah, that's a bad idea.

    I don't know how to fix them, but I know you shouldn't PUNISH players for making the right play.

    How is it a bad idea. The Mori would only apply to the person who cleansed it if it was cleansed with all 5 tokens. If cleansed before then the person that cleansed will only be afflicted with Exposed for the remainder of the trial. In a way it makes you think of doing what is good for you be what is good for the team, an aspect that is surprisingly lacking in a death game.

  • Honestly great changes, especially the Blood Warden as the whole 99ing a gate can no longer counter it.

  • @Pulsar said:

    Me on my way to get instantly mori'd for cleansing Devour Hope.

    Only if it had 5 stacks when you cleansed it. A way for it to be fair and give Hexes a much needed power boost.

  • I don’t condone people ruining matches whether Legion gets nerfed or stays the same. This is just as bad as people saying they will DC when they vs a killer they don’t like

  • @VoidOfMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940752#Comment_2940752

    it's not a good thing if all the new killers are... well... Legion.

    You guys complained that we only had nurses and blight in the game, now there's only legion and somehow we can't complain.

    this forum rain complaints about nurses and blights, but now we can't complain about precious and overplayed legion...

    https://forum.deadbydaylight.com/en/discussion/comment/2941022#Comment_2941022

    it's not about he being OP, is about facing him 3~4 times in a row!!!

    Did no one account for the rise in popularity of Legion due to getting a rework (or at least a rework that is significant, sorry Ghostface)? I mean from what I've seen any new Killer or reworked Killer is going to be overplayed by most due to new powers, mechanics, add-ons, etc. Hell when Sadako was released I ran into her pretty much all the time and I never saw a complaint about her being overplayed (although who would complain about playing against Sadako multiple times in a row). I give it until the 6th Anniversary when the new Killer is announced and when they eventually drop then Legion won't be overplayed anymore.

  • @Blueberry said:

    Well if it was anti-loop that required skilled play I wouldn't take much issue, such as PH landing his Punishment of the Damned through walls by predicting survivor movement. However generally the reason most people hate anti-loop killers is because what it turns into in reality is just circling the loop a couple times until you're forced to pallet throw and get hit through locked animation or try to bait it and still get m1'd. There isn't much skilled interaction going on there. Hence why people just pre drop pallets for a lot of those killers.

    So less of the issue is "anti-loop" killers as a concept and more of an issue of how BHVR has designed their anti-loop killers. They take away from the funnest part of the game for survivors which is the chase.

    Honestly I think the better killer design route to go is more focused around map pressure and game slow down. This allows survivors to have their long fun chases that they enjoy but at the same time those chases don't cost the killer as heavily. IE focusing the killer design more around handling a 1v4 rather than a 1v1.

    Yet every time they design a killer like that someone thens starts the killer is OP or killer needs nerf comments. The two that come to mind are Pinhead and Legion and look at the amount of complaints they get.

  • Several things would be wrong with implementing any perk as basekit and all would need to be addressed before this ever comes to the table.

    1. If you give Survivors a strong perk such as BT for free what would you give the Killer side in equal compensation? I see some responses stating that Killer wouldn't need compensation but I disagree as giving Killers nothing to compensate would not only be unhealthy for the game overall and do we really need more threads about BHVR being survivor sided when those just started to die.
    2. While it would be great for solo queue do we really need SWFs having that kind of power when they have a lot of power already?
    3. BT being basekit wouldn't really solve the issue of being tunneled it would just take longer to accomplish as in some instances tunneling is a valid strategy to reduce opponents prior to end game.
    4. Survivors already have a perk advantage of it being 4 vs. 16 perks. Do we really need 5 vs. 20?
    5. Did we think how free perks would synergize with Killers as unlike Survivor you have to take varying Killer powers into account?
  • It really is no point in trying to change anyone's mind due to just being stubborn or wrapped up in the hysteria of the Legion buffs. I would ask a question to those that hate going against Legion though. Didn't you see the sudden spike in Legion games coming? Instead of DCing or quitting why not just take a break from the game for a bit and then come back when Legion's 15 minutes of popularity are over?

    I also honestly wonder why you would trust the current team at BHVR to rework or nerf something within reason when it's been proven that they don't know how to do it correctly?

  • Isn't one of the ways to counter Legion the same as countering Plague, as in not healing against them all the time? For example, always cleansing against Plague whenever you become broken is generally frowned upon while it is seen as being smart to pick and choose the right times to cleanse. Mending works in a different fashion but the underlying principle is the same, in my opinion, as Legion doesn't have any lethality with his power unless you chain 5 hits together and using it on an already injured Survivor does nothing but give them free Sprint Burst while knocking the Legion of of his/her/their/its power. There are also perks like Sprint Burst and Dead Hard that also help combat their power as well.

    I'm not naïve enough to believe that everyone can adopt these same strategies as people play this game in their own ways but the calls for nerfs need to stop as it distracts from the myriad of other problems that plague this game. I get it if people have killers that they don't like to face (like I myself hate going against Wraith but love playing Wraith, weird I know) but does that mean that Wraith needed the nerf that he received? In my opinion he didn't but got one anyways due to whatever reason BHVR had to do it

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2930198#Comment_2930198

    I would argue if a large portion of the player base dislikes something odds are it probably needs a change. That said I entirely disagree with OP here.

    Considering some of the ridiculous threads there have been lately I would disagree.

  • @Pulsar said:

    To be fair, at least some of those were cheaters who have been banned, which IS good.

    That said, DBD needs this Anniversary to be B I G.

    For all of our sakes, I hope they pull it off.

    I would hope so but at this point it would have to be game changing levels of big for killer and survivor that have never been seen before. I agree that I hope they pull it off.

  • Honestly the developers should be the ones to actually be bearing the brunt of the criticism due to not developing solo queue properly. Adding the icons to show that a person is doing a gen or being chased or what not is a good first step but it can be improved upon. Why not add a pinging system to the game? Why not add simple dialogue options that give simple messages such as "heal me" or "i'll go for the save"? It may not be perfect but it should improve the QOL for solo queue at least a little. I mean if other games such as Identity V and Apex Legends have some form of these systems then I find it odd that it can't be implemented by the front runner of this particular genre, Dead by Daylight, in 2022.

    While I find it important to ingratiate players into the game and community I don't believe that it is wise to design the entire aspect of the game around newer players or casual players only. For instance, take a game developer like From Software that is known for creating notoriously difficult games. They always have a certain standard and those who play them either rise to the challenge, struggle a lot and then eventually break through or struggle and realize that this particular genre of game may not be for them. DBD needs to also set this type of standard so that we as players know if we are falling below it, meeting it or exceeding it.

    I find that having full transparency about SBMM may go a long way to fixing the overall issues of the game. For example, how about a system that sets a standard MMR for all Killers in the game and then matches it to the Survivor teams MMR and Killer's MMR are within the same ranking the Killer's stats remain the same but if the MMR of the team is higher than the Killer has certain cooldowns and/or addons enhanced to compensate and if lower have addons/cooldowns limited. May not be perfect but at least one idea.

  • IMO both perks are fine as Survivors have BNP and PT to counter this issue. I wish overall that speed of gens and base regression was addressed but as the devs have proven several times that they don't see it as an issue then Killers should have gen regression and gen blocking perks as it gives them more time to kill Survivors which is supposed to be their overall objective.

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