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MB666

MB666

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  • @ENF1163 said:

    The ghoul is a really strong killer and that is easily been found out and he even recently got nerfed although there is one change in particular I would like to see happen

    The change I am thinking of is the perfectly timed event system with the ghoul personally I want to see the change that if you do not hit the event it doesn't have to be perfect but if you do not hit it you do not injure I feel like the event should be decreased in time and the only way to get that first hit

    That I believe that it would increase the skill floor on the ghoul and make that the initial hit not guaranteed and also it would provide a good way to catch up to survivors instead of just needing to hit them because when they are marked you can grab them and just go to them without needing to hit them although if the survivors injured and not marked it will give you the timed event so by decreasing that timed events time and not making it guaranteed hit survivors would gain less distance if they are injured and you would be able to catch up to them better

    totally surprising news for the next week:

    THE NERF DID ALMOST NOTHING TO SOLVE THE CORE ISSUES WITH THE KILLER and yet kaneki is still dominating pickrate.

    gotta love having to see this kller with almost no recovery at all neither a big punishment for missing the dashes and having far more time to use the leaps compared to other dash killers like wesker or blight + opressive anti-loop on top if used correctly with bam.

    since people still dont realize how stronger vaulting while enraged is still.

  • @I_Cant_Loop said:

    I don’t know why people do this and intentionally make the game harder for their team. At least bring something to help your team. Even a crappy brown toolbox is better than nothing. In my experience, it’s a big red flag when I spawn into a lobby and my teammates don’t want to bring an item that could potentially make the difference between escaping a dying.

    Am not gonna waste my useful items for random people that 80% of the time will make terrible choices during the match resulting in all of us dying or not even reaching the end-game before it is 1 v 1.

    if anything everytime i see flashlights on my team or as killer , i just know this guys arent even gonna try to reach the end-game so why bothering.

  • @danielmaster87 said:

    Alright, I think I've seen enough of this killer. I played him with a variety of perks, including pure chase, gen defence, info, Brutal Strength/Fire Up, STBFL/Rapid, hexes, etc. Used a variety of add-ons as well, including purples, greens, yellows, browns. Didn't bother with pinks, because whether they're OP or whatever, you're not going to see them on average. I tried using perks that I'd seen used on him, and add-ons I thought might be his most popular, like the distance and cooldown ones. I also did several playstyles, including random chases, tunneling, alternating hooks between 2, camping to 2nd stage, etc.

    Before that, I was skeptical either way. The community has called killers OP for far less, but the Ghoul was tough, dare I say "exciting" to go against as survivor. He's definitely got mobility and an easy first health state (similar to Legion). So you're almost not supposed to be able to dodge his rush attack, and with his mobility being high, that ability is made more impactful, for sure. However, every team I played against him with who didn't rage quit at the start, we had really close matches or got multiple escapes against him. 4 escaped at least once, but then the killer has given up by that point. He even has a large TR, so that without stealth perks, he's basically never sneaking up on you.

    So I went on to buy him (I'd changed my mind since my earlier statements) and played a few rounds with him, and I wasn't 100% sure what to expect either way. Would he be OP? Skull Merchant tier? Somewhere in between? And I have to say he's not that good. His mobility is nice when it works, but often you'll be bumping into DBD's notoriously oversized hitboxes. If not that, then you'll end up sliding past where you wanted to stop sometimes, hence why there's an add-on that removes the sliding. Trying to attach to an obstacle at too close/too far a distance putting him into small cooldown: that's simply unnecessary jank for the killer player to deal with, especially when you try to vault windows in an attempt to anti-loop. His anti-loop with the window vaults/pallet slides isn't actually that good, having to do with his cooldown, which I'll come back to in a bit. Him entering rage mode after 1 use of his power is very nice, but the mode itself almost feels inconsequential. Like yes, you injured and deep wounded a survivor AND have a third rush token, but either you're chasing a deep wounded survivor (thus negating their slowdown of needing to mend), or you're splitting off to someone else hoping to hit them with your 3 tokens (thus you're not able to use them for mobility to that person's general position, unless you want to risk not having those tokens ready when the chase begins).

    Having experienced both roles, as and against him, I was able to disprove people's idea that he has these really really fast and OP cooldowns. But honestly without add-ons, those cooldowns are not THAT forgiving. They're a tad better than Wesker's, which I always argue: maybe that's what makes killers like Wesker weak, not killers like Ghoul "OP." If every killer had equally forgiving cooldowns, it wouldn't be such a point of contention. But he's definitely going to be add-on dependent. Whether people will just run the speed add-ons every time, or be tricky with the Haste or stealth add-ons, only time will tell. But base Ghoul isn't really that strong, similar to base Blight or Spirit. If you only play survivor, it's going to "look" or "feel" like his cooldowns are very fast, but then again, people misjudge how much they can exploit killer cooldowns all the time, leading to them taking a hit. And playing as Ghoul, again, without the add-ons, I was just sitting there thinking, "You call THIS an OP cooldown?" It's not WAY faster than other killers', but is just noticeable enough. Him vaulting a pallet or window, is far from a guaranteed hit.

    In terms of match results, I never once felt dominant with him, despite claims of how strong he is for how easy he is to play. He's neither game breaking nor easy to play. Is that a joke? The only thing simple about him is his generous rush attack hitbox, which it should be, because the last thing we need is another near-impossible to land close-range ranged attacked. Every team I went against played the match out, no DCs, so I can definitely rule out the possibility that I was facing the people who were complaining on here. In many instances, the rush attack felt like a detriment, because if a survivor is already injured, you just gave them another sprint burst. And I think it's really stupid that despite both of you being stuck in the special attack animation for an equal amount of time, the survivor always has time to blind you while you're recovering. Anyway, every match was a close draw or a total defeat, so individual killer MMR definitely isn't a thing. The only team I 4k'd was a The Game offering Head-On bully squads which didn't do gens, and while I still "won" that match, it was definitive proof that he's bullyable. No killer who's bullyable can be OP, full stop. One of the 0k's I got was a 4% near gate into teammate save. Didn't even attempt to stop that one, because being halfway across the map with 2 rush tokens, I still knew it'd be too slow. I thought there were gen hacks in play, because of how fast they were going, because of how little map pressure Ghoul has. Again, you don't realize how slow this killer is, or killers in general, unless you actually play as him. Leatherface can go pretty fast, and he's one of the worst in the game.

    And this is what disturbs me. Because dude, you have sat here for 2 days and told me unquestionably that this is the strongest, most easily playable killer we've ever gotten, moreso than Nurse or Blight. So I'm supposed to believe that after him, any killer we get who's weaker than him will be considered fine, "because at least they're not 'Kaneki OP'." Somehow, I doubt that notion will last. I've seen nothing in my gameplay, as or against, that indicates that this killer is anywhere NEAR what people have been claiming him as. Maybe I could improve a little more on my grapples with his rush, but you know, I don't think that's gonna make all the difference. But I don't have to be good with him to start seeing mass success, right? According to popular opinion, I'm supposed to be able to pick him up and start raking in the 4ks. And anyone whose gameplay I've seen using him have been fortunate enough to get really easy survivors, fueling this false perception of him. I'm serious, like they literally mindgame themselves and fast vault into the killer, and then both them and the streamer/YouTuber say "Ghoul OP." Gee, if I faced that every match, that would be the end of my complaints. But I don't. I go against people who actually try, and who know what they're doing.

    I understand that a majority of criticism towards Ghoul has been from lower level players, and some higher ones who've been equally duped by the matchmaking (when most every match is a mismatch, no wonder killer wins a lot). That's fine... until you realize that the devs actually listen to that. If you actually read some of this stuff, what's being said is so devoid of tangible detail, replaced by emotional and vague assertions about not being able to do anything against the killer, it's hard to believe it gets any traction. On the point of "no counterplay," I've seen no explanation of that. What killer has ACTUALLY ever been that way, ever, where you just can't do anything? If such a killer existed, they'd be 100% win rate. Or moving the goal post to be generous, if a killer was "objectively OP," wouldn't that be like them winning at 5 gens every time? Because from what I've seen, people call killers OP when almost every match with them ends with all gens done or 1 gen left. Doesn't seem that OP to me. But this effect on public opinion gets amplified when we're talking about a new killer, and it's in part due to scare tactics and mass logical fallacies. Why, we haven't had a killer who wasn't "OP" upon release since, idk, Dredge. And a lot of that has to do with adjustment, which the majority (noobs) has a problem doing. They don't want to adjust to this new threat (the new killer). They want him/her to be nerfed so that they won't have to worry about them anymore. Kaneki is no different. His reputation is massively skewed because nobody's wanting to adjust, and I haven't seen it this bad since the immature response to Skull Merchant.

    TLDR, I guess to summarize, I'd say that Ghoul's mobility and injuring tools are nothing crazy, but if anything should make him a model killer. His generally agreed upon strength level is based more off of him being new and being a noob crusher, more than on anything factual or executable. If we'd simply let his inclusion run its course, he'd fade into obscurity at worst and would become a new A tier at best (definitely not Nurse or Blight's strength level). But unfortunately I think he's just gonna be nerfed, even though there's basically nothing to base that on, as usual. Play the killer against any good survivors, and these constant complaints will be instantly disproven.

    it wouldnt be the first time someone say all this because they know its broken and they don't want their broken "FUN" toy to be gutted or balanced and we know how the playerbase likes to take advantage to that.

    atm ghoul has taken majority if not ALL the blight main players, high MMR is full with KANEKI , KANEKI, KANEKI, KANEKI.

    yeah idk about you but somethin might be a bit overtuned with this character in order to be that popular, darn i haven't seen a single killer besides kaneki in 3 days already.

  • @Bookern said:

    Bhvr Devs Extremely Overbuffed the survivor side giving a 5% headstart with 20% faster repair speed with a way to counter the Light outs feature Candelabras.

    Im super happy about the Anti camp and Endurance buffs but the repair and headstart should NOT have came with it since the balance was killers dont have their slowdown perks

    https://us.v-cdn.net/cdn-cgi/image/fit%3Dscale-down%2Cwidth%3D1600/https%3A//us.v-cdn.net/6030815/uploads/448I765W52WL/20240911-221826.jpg

    im not seeing a reason killers will play this now and don't blame im staying on Survivor only on this mode

    funny enough my games as killer on this gamemode are so EASY even with this basekit buffs for survivors; meanwhile as survivor my team still get totally destroyed in the first 2 minutes with barely 1 or 2 gens done (often by myself).

    basekit: stealth , not worrying about perks , solo q survivors can barely work as a team due to the lack of information going on.

    it makes some killers that rely on the hit and run playstyle insanely good and map mobility killer soo opressive.

    what else do you need? like really, this mode is just killer sided to me if u think otherwise, u maybe are just bad honestly.

    image.png

    not sure if MMR is active on this gamemode but holy ….teammates aren't great lately… for me atleast idk about the rest.

  • @Sepex said:

    With the introduction of prestige now hidden, it's likely there has been a noticeable decrease in lobby dodging (not condoning or judging). This in course gives mmr the greater chance of finding you more 'balanced' matches since it's not nearly pulling as many randoms as before.

    Can't speak much for myself other than super sweaty matches on my main cause I play Singularity the most. Otherwise pretty decent I'd say all around. How about you?

    no , same bs as always , the only thing i noticed is maybe killers using less moris against me but thats it.

    as killer i didnt even care so , my games and pre-lobby feel the exact same.

  • @JeanGreyarea said:

    i find it pretty cool that bhvr nerfed pop and ds previously and made those perks absolute trash and then they buffed them recently to make them much better and healthy. What other previous meta perk do you think can be buffed to be better and healthy. For me i think ruin can make a comeback on the killer side. For the survivor side? I honestly dont know

    What do yall think?

    spine chill; they can just bring back the 6% increased vaulting speed easily, making the perk a bit more appealing on experienced to average players without damaging killers that much BUT punishing people with bad connection. cough cough VPN killers.

    the reason why it was so popular back them outside of people wanting to get chase …was because people were tired of getting hit on windows / pallets that visually shouldn't connect even when fully away of the window and still getting hit due to ping / server issues / the lack of validation on vaults since killer had priorty due to the old peer to peer code; so the perk was mostly a band aid to prevent unfair hits on windows / pallet. (IMO).

    https://youtu.be/v8EqY7X7_UQ?t=7

    vaults were so smooth with that perk.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689148#Comment_3689148

    I've seen this suggestion a few times... and the one issue with it... is your fast killers can deliberately run in the survivor and do a "DS check". No collision? Free to tunnel.

    Might be fine because OTR is a thing, but the perk loses value because killers can check you before they tunnel you.

    I was expecting a 4 second and an additonal 4 second power disable instead of a flat 5. It would mean Nurse, Blight, Spirit, Hillbilly get hit a little harder, compared to the likes of Pig, Freddy, Myers, Trapper, etc.

    But the 5s is probably fine, its not that easy to weaponise... it can still throw a game attempting to misuse it.

    but people do the same with OTR , if the survivor is making no injure sounds after unhooked the killer already knows that OTR is in play so i dont see the issue is not like a survivor will intentionally ran into the killer to let them know about not having collision unless the survivor is just dumb , just get to a pallet or window simple.

  • @Quizzy said:

    Sunday. Unless they all of a sudden extend which I doubt they will

    i hope not , my eyes are soo tired of seeing red - red - red EVERYWHERE , PLS SEND HELP😪

  • @TheDavidKingMain said:

    It's kind of funny watching killer players whine about the recently announced DS buff, saying that 5 seconds is too much. But, the DS stun time literally used to be 5 seconds and NOBODY complained about that part of the perk. The only things that were complained about DS were the old variations where you didn't lose it on conspicuous actions, but that was patched out a long time ago.

    But now that DS is being restored to its former glory, suddenly it's a massive problem to some people. This is making me believe that killers have gotten so used to winning games by just hard tunneling since survivors don't have a strong counter to it.

    New DS will not affect you if you simply don't tunnel. If you have an issue with new DS, YOU are the exact reason why this perk had to be buffed.

    the thing is , while am totally okay about making the perk usable with 5 seconds stun because 3 seconds was a total joke on the average solo q matches were people waste resources like candy, they haven't fixed one of the most annoying and unfair part of the perk with this BUFF:

    "still can be used aggressively by some players to the point were the killer is going to be forced to tunnel and eat a DS when they have no choice …like when people use their DS just to tank a hit with bt basekit- OTR and them get away with that easily because if you pick them up you get punished by that and don't make the argument that the killer MUST WAIT 60 - 45 SECONDS AVERAGE TO HOOK THEM THATS JUST SILLY survivors can repair 3 gens during that time pretty quickly.

    MY SUGGESTION: make it so the perk disables collision with the killer while any endurance effect its active or just make it so it removes collision while active, that's it.

    I hate when people use their DS like that and them, they complain about getting tunneled, like bro just go away let me chase someone else.

  • about time , now can we go back to good old days were this KILLER was actually fair and fun for both sides in terms of strength i was soo bored of seeing hug tech on 99% of blight players since this exploit was found by the community.

    image.png

    ¡¡¡PINBALL GAMEPLAY IS BACK BABY!!!

  • @jamally093 said:

    Now do I hate the perk? No I find it annoying because you can have gen at 99% but boom lost a lot of progress but I don't hate it. The reason I feel like it's going to be nerf is either.

    A. Survivors say it's way to difficult to avoid even though just let go of the gen the killer doesn't get a notification one it's location just that a stack was used.

    B. It's pick rate if I remember it's somewhat currently in the meta I don't know because I barely play killer and I don't follow the meta I just see it a lot so assuming that it is in the meta.

    Now I'm not saying it should be nerfed it's a feeling that I have that it might be due to the pick rate now what I hope for is that it won't be stomped to the ground and made useless since I feel like Grim Embrace is a good starting perk in a way that way gens are going off in your face the whole time I know every killer hates it. But I hope that if for whatever reason it is nerfed it's nothing major if anything I assume it'll be just a token is automatically consumed upon the survivors first hook. Best way to explain it like the devs.

    We find that keeping tokens can be a major advantage for when later in the game where barely any generators have gone off and the survivors have been hooked a few times so we decided that Grim Embrace will now consume a token upon the survivors first hook on any hook.

    Terrible idea?...eh probably I'm not good at reworking perks anyways blah blah might be nerfed in my opinion have a good day/night.

    Major edit: So I was stupid...I meant Pain Resonance it took me so long but yeah this entire post is pain resonance.

    -Current PR requires good RNG for the scourge hooks and it barely does something by itself.

    -Only has 1 use per survivor , 4 maximun and can be easily controled by survivors keeping some gens that are impossible to defend by the killer at 99%.

    -Reverts only 25% which just takes the survivor 22.5 seconds to regain their progress basekit , now add a basic toolbox or resilience and that value is not as great as people think it s.

    -Only becomes problematic when paired with gen blocking perks but like a full LOUDOUT of gen blocking perks otherwise the effect is just balanced for both sides IMO.

    so nerfing this perk even more will heavily impact Higher MMR matches to the point where gen rush is gonna get out of hands on SWFs when the killer isnt playing a viable character , and i dont want to face Nurse -Blight - Spirit non-top.

    so idk dude i dont see a way to nerf this perk in a good way and we dont need another RUIN type of nerf to the perks for killer.

  • @Peanits said:

    We'd like to know what you think about the Badham Preschool maps, part of the Springwood realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!

    map is literally old haddonfield 2.0 with one of the easiest way to exploit the hook spawns to make main building a safe spot to go down , not to mentions the insane amount of good pallets that the map can spawn close to shack.

  • @Peanits said:

    We'd like to know what you think about the Mount Ormond Resort, part of the Ormond Realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!

    main building has 3 god windows / 2 god pallets / 1 god pallet outside of main that can be easily reached with balance landing, shack can be connected into multiple maze tiles , idk about you but this map 70 % of the times is just survivor sided.

    only times where it becomes balanced is when RNG actually spawns unsafe rock loops everywhere with weaker maze tiles so people need to actually go for stuns rather than pre-drop holding W 24/7.

    but this happens pretty little soo yeah.

  • @MikaelaWantsYourBoon said:

    Question is on the title.

    For me, it's Freddy rework. He was unique, fun and good killer. Also he was amazing adaptation and loyal to original material.

    But then we got terrible rework. He turned boring, unskilled killer.

    the billy rework and realm beyond since day 1.

  • they made her even more impossible to react back when they changed the delay before she was able to attack after blinking with the argument of making her better to play as- OF COURSE ITS BETTER - BUT THEY ALSO BUFFED HER WITH THAT.

    before it took 0.2 - 0.5 seconds (not sure how much exactly but it used to be delayed) after blinking to be able to lunge / swing.

    Now is just instant as soon as you land the blink , which as you can imagine since the killer side has priority over hits , on your screen results on the feeling of getting instant smack by her each time shes still on the blink animation because on her screen she already hit you.

  • @Killing_Time said:

    I saw it coming. He just released and already got a huge nerf. I honestly feel like these bait & switch tactics aren't good for the game given the ptb should be addressing these issues. He's nerfed immediately but MFT lasted forever before the outcries got so loud.

    Yes, I'm still upset about Freddy being gutted too.😭

    dbd community trying to not complain about a bug fix that was intentionally causing the killer to be even stronger than intended.

    *challenge impossible*

  • @CammyChameleon said:

    I've been playing Chucky for a long while now, and the only reason I felt that Chucky was viable having the insanely long cooldown for his power is the fact that he had so much versatility with it. Now it's worse than blights power, making it as if Chucky gets one of blights rushes, has almost triple the cooldown, and is still a 110 movement speed killer. Any chance that chucky had of being fun is now really gone as those cool tricks that could be done were really the only thing that set him apart from the rest. Now not only is he a lot less fun, he is a lot weaker than before. If this change needs to be kept, at least reduce the power cooldown or something. And make it so it's not in cooldown at the start of the match.

    In all my time playing against Chucky I have been able to loop them the very easily, as I know how to play as him very well. Now he just feels awful to play as, and super easy to play against.

    I just want old Chucky back.

    I personally have 0 troubles with this, i personally think its fair , chucky doesnt need 180 flicks to be a good killer IMO i personally think that bypassing the 180 angle was bug aka exploit , reason why it got fixed.

    hes pretty balanced without it. and dont start with the blight argument , hes getting nerfed sooner 100% by a reason.

    @drsoontm said:

    Oh, I didn't realize it has been nerfed.

    Good to know.

    It was the next killer I wanted to buy coming back to the game but I guess I'll skip it.

    unless u wanted just to abuse that unintended part of his kit , yeah i guess you can skip chucky; but to me this killer is really fun , strong , fair and easy to pick up which is something i havent said in a long time in terms of new DLCs .

  • @moulesfrites said:

    But to play as? Pffft hahahaha absolutely not. Where are the facehuggers? Where is the ability to wallclimb? Where is the real ambush aspect of his ability? His tail whip is the most boring power in the world no wonder nobody is playing Xenomorph. The only fun time I have is when I crawl in the tunnels... how sad is that? I don't feel like a menace when I'm bipedal. I have no control over my abilities. Crawler mode feels like a joke. Not only do you have to deal with a power that is smoked by flamethrower turrets, they can detect you from thousands of miles away from you, alerting any and all survivors of your presence.

    But man is it fun to place flame turrets and see him burn especially if I strategically placed them at the right locations. It feels amazing.

    atleast from my personal experience hes okay to play as , not exactly really fun but i dont mind playing xeno.

    However as survivors hes insanely boring to play against unless the guy that is playing xeno is doing it pretty poorly and actually allowing you to get easier and predictable dodges. since turrets require solo Q players to actually set them up for you otherwise u just die 24/7.

    he just zones people with the tail if played correctly and there is a flick trick that basically makes crouching almost useless on some tiles.

    not to mention that against SWF hes just bad for the most part , and it feels like singularity with the EMPs

  • @ChurchofPig said:

    Like this actually confuses me. Survivors get a strong add-on that increases their movement speed to that of most killers, but killers can't keep their usually meme add-on that only seems to be strong when put on either an infinite Tier 3 Myers or Blight? It's especially annoying when survivors pair it with say endurance or an instaheal. Which I've seen a few times today. (For whatever reason survivors decided they want the killer's blood today). I find it incredibly stupid from both sides that this is the case. It should be either both sides get to keep their add-on or both sides lose their add-on until next Halloween. Especially when the add-on they decide to remove for a year is very situationally good.

    killer players having fun : 1

    survivor players having fun: 4

    Majority always wins , and it sucks , because the event addons for killer are insanely weaker compared to the event addons and items for survivors ; DEVS just hate fun for killers.

  • @sheendazzling said:

    literally noone. you want survivors to stop gen rushing and give them a side objective but no you refuse to use hex perks and instead you stack 4 gen regress perks. make up your mind folks

    yeah dude let me bring a build with full hexes that might result on 0 value on my matches at the cost of survivors gen rushing the game within minutes more easily due to not having decent gen defence.

  • @ShowNoMercy said:

    Here is an image, in case if you're new or don't know what Kindred is:

    https://us.v-cdn.net/6030815/uploads/9U38FFG88RDZ/image.png

    how many basekit features survivors need? jeeeez

    The HUD is already pretty useful as alternative idk why people want kindred basekit anymore other than having accurate information for free due to the killer doing their objective.

  • @Venusa said:

    According to NightLight, which has been a quite accurate source when it comes to perk pickrates, MFT isn't even in Top 10 anymore. How have your games been with MFT mostly gone? Have you been "winning" more as Killer or "losing" more as Survivor? Or was it all a placebo effect?🧠

    https://us.v-cdn.net/6030815/uploads/4TEJXLXBKW01/image.png

    the perk currently only punishes Slinger , Knight and Legion just by using their powers.

    but now the other low tier killer can actually have a chance and be viable again which is good ; HOWEVER

    Wish the perk was only trigger after getting hit while having the endurance effect is active rather than work all the time when inflicted by deep wound due to a killer power.

  • @adsads123123123123 said:

    In the PTB feedback, I said both of these perks were F tier and that no one would use them, and I was right.

    Hex: Two Can Play: it's far too difficult to get value from the perk. You need to lose 2 chases to activate the perk and get stunned 3 times in total to start getting value from it. Say you get stunned 5 times in total, you only get 3 uses from the perk, which is extremely bad and the same reason no one ran pre-buff Coup De Grace. It's also necessary to pair it with Enduring, wasting another perk slot, and find some way to benefit in the 0.5 sec window where you aren't stunned and they are blind. Almost no killer can do this. Survivors can also pre-drop to counter it. Finally, the Totem can be cleansed despite the perk giving so little value. It shouldn't even be a Hex perk when it's so bad. My suggestions are reduce activation requirement to 1 stun and 2 sec blind.

    Batteries Included: you barely get any use out of the perk since killers rarely go into areas where gens are already completed. On average, the perk only activates in 3 different chases. It has the same problem as pre-buff Coup De Grace, not enough use. Furthermore, 5% speed boost is minor. It sometimes impacts the outcome of a chase but usually doesn't. For a perk that barely activates, it needs to have a stronger effect. My suggestion is 24 m activation range and 15 sec lingering.

    how to fix hex two can play: just make it so the blind last the same amount of time that it takes the killer to recover vision.

    meaning that if a survivor has addons on their flashlights to extend the blind duration for the killers, the perk now also makes that survivor blinded with the same amount of time.

    I think that would be hilarious for killers and survivors. but am pretty sure bhvr isnt gonna do it , because they hate healthy /fun perk design.

  • what is annoying about it? literally requires a killer to hook someone and you can avoid the interrup action from a gen by waiting for the killer to hook their victim and even if you get exposed , NOW WHAT? the killer has to chase you otherwise they get 0 value and NO aura reading on you isnt that powerful as you think , also remenber is just 20 seconds of expose , dude even someone without looping skills can pre - drop and pre - run holding W to prevent getting 1 shot.

    ALSO ONLY WORKS ON BASIC ATTACKS SO THE S TIER KILLERS ONLY GET AURA READING VALUE TECHNICALLY.

    now what am i missing there? i dont see the issue , the perk is fine IMO , wish i can say the same about ultimate weapon.

    that perks is just horrible for solo players.

  • @Astel said:

    https://us.v-cdn.net/6030815/uploads/07DX8WGUSFRW/image.png

    Let me hear your opinions. I think the perk is fine but the condition of losing tokens is quite strict right now, so I think that the tokens don't need to be lost when you missed attack.

    overrated perk , by the time you get 2 stacks or more you already lost 2 gens and the only times where it shines is when you are already winning the game.

    not saying that the perk is 100% bad , is just not viable on higher MMR at all with the endurance meta for survivors.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604858#Comment_3604858

    You are saying doing the objective takes 0 skill but gens do not fly while you are stading still

    With dealock you can use while stading still and still works

    yeah dude lets compare survivor and killer objectives.

    1 requires skill and the other requires holding just a button and unlike survivors the killers spawn at the start of the match with 0 preassure on gens and unless they are running corrupt they 99% of time will lost 2 gens at the first 2 minutes of the match.

    also you can 99% a gen to avoid punishing your teammates and since your gen will get blocked at 99% the killer will be forced to stay there or just giving that gen for free. (lose / lose situation for the killer) 🙄

  • @dance said:

    https://us.v-cdn.net/6030815/uploads/J8MQ2RTXPDGQ/disturbed-ward-crotus-prenn-asy-1920x1080.png

    We're kicking off a Map check-in for you to share your thoughts and discuss a specific Map with fellow community members!

    So tell us, how does the Disturbed Ward make you feel?

    big size map = terrible for low tier killers that had no map mobility.

    main building is pretty strong for survivor = killers with no anti-loop had to drop chase there almost all the time.

    Rng can spawn multiple safe tiles within range of shack and main building = is just lame and sad to this point.

    really easy to 3 gen with nurse and dull merchant.

  • @caligraph said:

    I understand the sentiment of giving long setup/ramp time killers corrupt for free but why don't we just fix the issues in their basekit that make corrupt a must pick?

    yeah dude lets give lethal rush to trapper / myers / legion / hag / etc.

  • @rabanito62 said:

    Have you thought about adding more servers?

    I speak on behalf of Russia, the Middle East, South Africa, etc...We are tired and frustrated of being hit through windows, pallets or being sniped just for having bad ping regardless of whether our connection is good; only for the country where we live, I mean it's not our fault where we are from.

    Another thing is that in all the time I have played dbd I have seen hundreds of complaints about the servers but I have never seen a response from behavior.

    In summary I just want an answer to the following question:

    Have you thought about adding more servers? Just respond with a simple yes (small explanation) or no (small explanation).

    What do you think about this?

    as always, this type of question will get ignored but I do 100% agree with you on this, also u forgot south America ; all of them share the Brazilian servers.

    I remenber doing this type of question 3 years ago on Q&A stream but my question was heaviliy downvoted over questions about skins and memes.; yeah i was soo dissapointing with the community them , remenber those where the days were Dedicated server were horrible - no hit validation - no pallet validation. (facing a laggy killer back them was pure agony)

  • @CammyChameleon said:

    As of my recent games, and a lot of games on set up killers, even if I find a survivor in the first 5 seconds of the match, have a quick 10 second chase and 10 seconds to put them on a hook, 2 to 3 gens pop every match.

    It's just like how survivors were forced to run old BT every match just to be a good teammate, killers have to run corrupt just to have a fair chance.

    I've spoken with many content creators who share the same Idea and honestly just think it's time for base-kit corrupt to be added.

    It would be nice to run more fun perks like nemesis and furtive chase if he didn't need 3 gen regression perks every game against good survivors with toolboxes.

    Toolboxes, should also be downtuned like med kits were, but that's another story.

    100% agreed, makes 0 sense that low tier killers still had nothing basekit to combat the insane gen speeds still on 2023.

    loving getting punished with 2 gens lost for free each time i chase a survivor at the start of the game is just really dumb.

    just making 30 seconds Corrupt without the gen block aura reading basekit would be a great start.

  • @ShowNoMercy said:

    A new day, a new patch, but I guess this has been asked thousands of times but do you think generators are a problem? Are survivors repairing gens way too fast from your perspective? Is this the reason why killers in general are using 4 generator blocking/regressing perks?

    always has been

    mainly due to bigger maps / BS spawns for survivors and the lack of a early game mechanic for killers.

  • @Steakdabait said:

    Personally i would just outright remove the ability to go under pallets without dashing. Just using his power as a way to ignore pallets is by far the worse and most boring way to play the killer.

    agreed - to some extents - my issue is that this killer can ignore even the most unsafe pallet and still be effective unlike wesker and legion due to being able to use slice and dice after going under pallets - which makes him even stronger on tiles that are already weaker for survivor making him really opressive and it doesnt feel earned either as killer.

  • @MikaelaWantsYourBoon said:

    With upcoming nerf to MfT, i believe we have most healthy meta ever. All of these perks have some pros and cons which makes them fair and balanced.

    https://us.v-cdn.net/6030815/uploads/JUAHKNREAG00/image.png

    you said the same about the MFT meta (which was really horrible for 5 months) so idk how to take your post.

    mah only complains with the current balance of the game.

    -Blight need major nerfs to his addons and hug tech. (already confirmed however we have to wait and see what they do)

    -Nurse needs to be either gutted to the ground or reworked for the better.

    -God sake its been 6 years already ...can we get a early game mechanic for killers BHVR?

    -fixing map design problems - god windows - maps with insane amount of connected safe tiles.

    -Buffing the basekit powers of low tier killers to be less addon depending (Myers , Legion , Pig , Singularity)

    atleast i know they are nerfing blight BUT what about Nurse? , is she okay on mordern DBD ?, clearly NOT....

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592916#Comment_3592916

    Sorry, but that is BS.

    First of all, just to activate the haste is considerably more difficult / situational with the reworked mft. Getting injured is no challenge whatsoever, just get hit, that's it. Getting into deep wound requires you to get hit while having endurance. To get endurance, you have to get unhooked (max 2 times per match) or use perks (max 2 times with OTR/DH, situational with other perk effect) or a styptic (one time use). And endurance can be waited out by the killer, if they expect you to have it.

    Deep wound also reduces the "active duration" of the haste effect massively. You will only get the effect for a long time when the killer continues chase after endurance hit. But when they drop chase, you have to mend eventually to proceed with the objective, or be useless keeping the deep wound. That's not needed with current MFT, you can just stay injured and have the haste the whole time.

    The only positive change MFT will get is the removal of the non-exhausted condition. So you get some more synergy. But the most effective exhaustion perk in this context, DH, worked with MFT before already, with the new MFT just changing the order of activation (first Dh, then MFT).

    So summarized:

    New MFT is harder to activate. It can be denied by the killer (waiting out endurance). It's not active as long, unless tunneled / hard-focuses (and even than it's just the same as old MFT). You cannot keep it active when not chased. It gets some more synergy, although not really changing anything for MFT+DH. It cannot be deactivated by killer perks /add-ons anymore, but that's honestly irrelevant, since the effect is dependant on deep wound now.

    So how on earth is this BETTER in any situation than the current MFT, even in comp setting? Current MFT is universally active, new one will be situational.

    just remenber my words , is gonna be problematic all over again . also aint reading all that ...holy..

    just to clarify : yeah dude the survivor is gonna stand still while having any type of endurance yeah is not like they can easily force a hit on a window by just fast vaulting to safety before it ends or using basekit BT to bodyblock and now the killer gets double punished by that by giving them free 3% and because is no longer tied to exhaustion you can use other perks alongside with it.

    yeah killers should waited out dude...😐️....this is just bad design honestly.

  • @Fërgesë said:

    Wonder what perks the next survivor chapter brings to us. Maybe a perk that makes survivors invisible to killers for a few seconds?

    Seriously this pattern is getting old. Dead Hard to Made for This. We're going back to the same ol' circus because eventually we're going to have another overused and busted perk ahead in time.

    unpopular opinion: the changes to MFT just made the perk even more powerful for survivors on higher MMR and the deep wound change will just encourage people to run endurance addons on their medkits 24/7 and bodyblock with OTR.

  • @Tsulan said:

    Hex perks were supposed to be "high risk, high reward" perks.

    Still looking for that high reward part on a perk thats usually gone in the first 60 seconds of the match.

    mine last 20 seconds of the match if i dont bring undying with it, dude u are lucky 😅

  • @moulesfrites said:

    This perk ended up in a limbo. Their carelessness lead to this perk's downfall. Since its nerf (July 19, 2022), I haven't seen a killer using Hex: Ruin. It's been more than a year ago and there is no mention of it, not the slightest attention to this perk, a forgotten relic from the past.

    https://us.v-cdn.net/6030815/uploads/TYIZ6K2UL5GF/image.png

    How does it make sense to turn a Hex totem so useless that survivors don't even bother or need to cleanse/bless? I'm surprised not a single developer, or general public for that matter, at the round table are discussing about this topic, and how they have the ultimate power and say of what they can or can't do, making perks so obsolete, I'm afraid they could do this with killer powers and Add-Ons, or items such as Flashlights, Maps, Med-Kits and Toolboxes.

    So, please, discuss. Hex: Ruin needs to get a buff because it's a Hex totem. Hex totems are a risk & reward. Hex: Ruin is a risk & no reward.

    was overnerfed because SURVIVORS didnt wanted to adapt , the same happen when thana was buffed (WHEN MEDKITS WERE POWERFUL BTW) Alongside CoH.People were like nah 22% too strong RED BAR = BAD , even when overall value was 8 to 14 max seconds extra to a gen if survivor didnt wanted to heal. even when they could heal themself within 8 seconds using a green medkit with some basic charge perks/addons. cough cough Pentimento is 33% and people seem happy with it

    image.png

    And now look at thana - the only killer viable to use it is plague which is boring as hell , because you expect that same perk on 99% of your plague matches. (AND ONCE AGAIN IS STILL 20% BUT PEOPLE ARENT CRYING NOW? I DONT UNDERSTAND SURVIVORS.)

  • @OnryosTapeRentals said:

    Am I the only one who really doesn't like the increased map odds from these events?

    Like the whole point of adding map repeat prevention was because people didn’t enjoy playing on the same maps over and over, but then the Community Choice Event comes around and it's just the same maps for a whole week.

    It's so tedious. I always end up barely playing during these events because of it.

    Went to play some Hillbilly and got The Game, Hawkins, and then The Game again. Then I switched to Ghostface and got Ormond twice in a row.

    Surely I can't be the only one who finds this annoying?

    not to mention that we are talking about "killer vs survivor VOTES"

    survivors are always gonna prefer the most "fUn" broken maps and as you can see thats why 99% of this event the winners are survivors with the same maps all over the place:

    springwood / coldwind / ormond / dead dawg / yamaoka

    nothing changes there on each event thank god old cowshed its gone but still RNG can make the new one a pain to deal with.

  • @Livion said:

    I've started to play with a legion build that doesn't contain thanatophobia or anything like that but I use the never sleep pills, and I have a ton of fun because I just love to get consistent chains of hits and I of course use the other yellow addon (I have the game in spanish I don't know how is it called in english) to compensate the speed.

    Since I started using them yesterday I got 12 death threats via ps chat, are they really that unfun to go against?

    NSP is so easy to counter however people refuse to learn the counterplay still on 2023:

    only time where it gets annoying or UNFAIR is only against a group of babies refusing to stay injure and be productive instead of constantly healing and getting their team killed.

    so yeah , the addons is fair and fine as it is , no complains.

    OH AND FOR THOSE UNAWARE OF THE COUNTERS:

    -Force a pallet stun on the legion before it reaches the 5th chain hit. (1,2,3,4 doesnt matter a stun resets their power)

    -Hold W away from your teammates and pre-run as soon as you hear the TR and someone is on deep wound.

    -Never ever EVER heal unless you have to do a tradehook for someone.

    -99% your mending all the time and finish the action only when not in the legions TR.

    -Bodyblock the killer somewhere so they cant go for your team

    (3 seconds cooldown is more than enough for you to get to a safety place / tile)

  • @Chocolate_Cosmos said:

    Compare to other killers.

    balanced in the wrong way.

    relying a lot on people placing sentry guns everywhere is just bad since sometimes you feel hopeless as survivor and sometimes the xeno gets destroyed ; not to mention how boring and annoying is to actually set multiple turrets into 1 good spot at the cost of wasting ages walking around with them and probably being useless if there is just 1 turret near to you.

  • @pale_hispanic said:

    Before I start talking about gen times I should first give a little context. I’ve recently just got back into the game and I’m surprised to see how much the game has changed. Back when I stopped playing, some time before the Knight’s release, I would say that the game was in a somewhat healthy spot (at least from what it was before). The big perk rework update had nerfed generators to 80 seconds and the basekit BT + haste made being tunneled way more bearable. The biggest problems at the time were instadown Nurse, a few perks like STBFL and Prove Thyself, map size, no solo queue information, and survivor items like medkits and BNP. Now most of these problems have been fixed (Nurse and map sizes are still iffy imo) and nerfs to BNP and medkits have made survivor objectives take longer. On paper, generator times should be at an all time high.

    But when you look at games and the current meta that just isn’t true. Never have I seen so many survivors running Hope and Adrenaline and so many killers running No Way Out. If gen times were truly at a good place this meta would be straight up be unviable. Before, the only endgame perk that were used consistently were Adrenaline and NOED. Running anything else was seen as a waste and it was considered a better idea to run something that helped throughout the whole match. This is especially true on survivor, where the endgame isn’t guaranteed. Now players are expecting to reach the endgame almost every game, to the point they are spending half their slots on endgame perks. This is something i’ve noticed in actual games too. Reaching the endgame happens wayy more often then it did before, in both my survivor and killer matches.

    I’m not sure why this is the case. My theory is that regression perks are too weak, but it’s probably more complex then that.

    map spawns and the lack of a early game mechanic for killers , thats the only things missing in order to make the early game more fair on both sides.

  • @Ink_Eyes said:

    To be honest the counterplay for being tunneled is getting better at the game, get good at looping. I have gotten into 5 gen chases because the killer wants to tunnel me so hard that we end up winning with the killer getting nothing in the end. But it seems like ''get better at the game'' is an impossible task for some people especially for this community.

    try to do that against a nurse / blight / spirit using their most powerful addons and tell me the results dude 🙄

  • @ElionTron10 said:

    i just want to know why some killers tunnel at 5/4 gens. It just takes the fun away and it needs 0 skill. Is it even possible for a solo Q team to win such a round ? A 3 v 1 at 4 gens? i understand that it is necessary to tunnel at 1/2 Gens but at 5 gens is a free win and its just annoying to be a survivor in such a round. Bhvr just should buff DS so its Meta again.

    Last round when i played a DBD Match a Dwight with 20 Hour play time got tunneld out from a Blight with over 1000 Play hours. The other 2 wanted to kill themselves and were all slugged and I had to hide for 2 minutes so I could get the Hatch.

    5 gens can turn into 2 gens easily so i dont know it depends ill say if you are playing a HIGH tier killer thats pretty lame , but if you arent am totally fine with it , playing low tier killer right now with the MFT meta is just painful.

  • @masonsunderland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586766#Comment_3586766

    "In practice"

    What do you mean lol, this is a theoretical flashlight that doesn't even exist

    you were talking about using her old lightburn mechanic , mechanic that was insanely hard to pull off and also removed a couple of patches ago because was almost useless as survivor , and yes am a old school player , that idea isnt gonna work AGAIN sorry.

  • the idea sounds cool in paper, but in practice is terrible IMO , am all for nerfing nurse to the ground but this idea is not gonna work neither is gonna make nurse less of pain to deal with.

  • @DrKetchup said:

    ^

    bond? ok thats decent i guess , not sure if solo Q needs that honestly the hud atleast for me has already decent informations for solo players.

    but windows basekit , dear god NO , game is already survivor sided enough on higher MMR , I can already imagine people abusing the free aura reading to play the safest way possible to make playing low tier killers even more miserable to play as.

  • @adsads123123123123 said:

    Singularity has quickly become one of the least played killers, which is bad considering he's the 2nd newest killer. On Nightlight, he's 5th least played killer. Though his real pick rate is probably lower since Nightlight mainly uses stats from PC players. Without any change, Singularity will probably reach Twins levels of obsecurity in the future.

    The reason no one plays Singularity is that he's too hard. Otz, a player with 11k hours, is currently trying to win streak on him and only averages 3-4 wins before losing, which is extremely low compared to his other killers. This killer is also impossible to play on console due to the need to quickly aim pods. The main issue with Singularity is that it's hard to apply Slipstream while it's too easy for survivors to remove it.

    Firstly, EMPs should only remove Slipstream on the survivor using it. Given how easy it is to acquire EMPs, it shouldn't be able to mass remove Slipstream. Slipstream is similar to Plague Infection, which is much harder for survivors to remove while also having a stronger effect.

    Secondly, when switching to a pod, the camera should automatically face the nearest survivor. This is the only way to make Singularity playable on console.

    Finally, they need to make it possible to place pods on all surfaces. There are too many situations where you try to place a pod on a perfectly flat surface and it doesn't work.

    just make it so the pods instant targets the survivor (so you just have to press m1 to teleport / mark someone) if they are within LOS at 10 meters, so people on console can actually be at the same level of a PC player on chase or while swaping pods.

  • @Mushwin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585993#Comment_3585993

    I don't know she is easier to play on mouse and keyboard like a lot of killers are, gives them an advantage, I have played against high Nurses, but I don't hear her shriek and think oh hell naaaaaa lol and also yes, to any who don't think can drop pallets on her, yes lol she is easier in indoor maps I find but I don't feel she needs to be deleted or nerfed, I don't see many of her. I am just glad the whole Wesker population has died out a little more.

    bud is going against baby nurses 100% , cough cough "lethal + barbecue" is a pretty common build for beginners.

    enjoy the counterplay dude - not to mention am all ears is also a perk that benefits nurse the most

    all those perks can turn any bad nurse into a something decent and sadly also makes good nurses into a total detrimental pain to go against and dont make the argument of using distortion that just silly , a killer shouldnt be balanced around perks.

  • @Astel said:

    There are many problems in this game that should be addressed. For example, the gap between SoloQ & SWF and Strong killer & Weak killer are one of the problems. What would be the biggest problem for you? I think cheaters are the biggest issue. They are really harming the joy of the game.

    NURSE , MAPS .

  • @HugTechLover said:

    Instead of just giving up, how about trying to learn something from your matches against blight?

    Learn some skills and counterplay against him.

    iri addons/or double speed / adre vials and many more ....yeah dude just get good and counter a killer with ability to slide on command on walls at 400% speed while also applying the hindered status effect upon bumping into something for free ; or enjoy getting instadown for just a guy smashing their head into a wall before going for the hit.

    fair and balanced gameplay😱

    not saying you should give up , but i have 0 respect for those type of blights , so i will play the most boring way against them.

    dear god i miss when blight players used to go for insanely precise pinball angles to get their hits , but this days is just HUG TECH , BROKEN ADDON COMBINATIONS AND HARD TUNNELING WITH THOSE.

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