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Mazoobi

Mazoobi

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  • I like it because it forces players to utilize perks that are often outside of our comfort zone. The reading issue will be fixed over time through experience.

  • @HoodedWildKard said:

    I don't see it often in my killer games. Main time I did was a streamer took a hook state off someone on deathhook. Unfortunately for them they timed it very badly and I had a mori token 🤣

    It is an immensely strong perk though. Not sure it should be in the game. A surv with 0 hook states taking a hook off of someone who would be on death hook after the unhook is wildly strong and removes a crazy amount of pressure applies by the killer. But on the pther hand it's an excellent way to reverse a killer hard tunneling. Hard one to call imo.

    The perk is definitely on the stronger side esp in a group. My main concern with the perk is how it can also punish killers who don't tunnel at all and my match was proof of that. My only request is that a survivor who uses it can NOT be affected by another STB. The perk will still help with tunneling but the user needs to be more cautious with their decision.

  • @Rokku_Rorru said:

    I had someone use Shoulder the Burden to save a friend the other day and coz I could see the hook counter I just went for them instead, the unhooker gets the hook state without activating any anti tunnel perks? I thought hooking was too powerful… Shoulder the burden is gaining a hook count on someone without any of the "downsides" killers usually complain about.

    That means the people in this game weren't able to use second chance until the final chase, so… why didn't you go for the unhooker?

    In one of my replies above, I actually broke down what had happened in the match to answer your question.

    Even when I try to punish the unhooker, another survivor can use STB to remove that pressure. In just a couple minutes, the risk of the perk can be easily minimized. I don't think the perk is broken on its own but on a coordinated group, it can be dangerous.

  • @Angy_Quentin said:

    STB is a crazy good perk. It's hard to use too and requires really good coordination, so theres that.

    I won't disagree on that but the risk and difficulty of the perk goes out the window when a coordinated group uses it. Though this isnt exclusive to STB ofc since theres evidence in the past.

  • @random1543 said:

    What about a side grade with your change implemented?

    No longer works on others with STB stacks but you are able to use all your stacks rather then just being limited to one. it makes it more high risk as you can take the only two hooks the killer has to try to get him to chase you as gens pop, or if you use to confidently its one down and out as other would not be able too STB you but they could still do others in match.

    I think that's a change worth testing!

    As long as the user is unable to be STB saved, then that's all I ask for. The perk remains its core identity but another survivor shouldn't be able to remove the pressure if the killer wants to capitalize on the risk of the perk. I'm getting the feeling that the people downvoting everyone are those who have never ran into a squad with multiple STBs

  • I would say Houndmaster is stronger. Snug is easily spammable and her scout path catches survivors off guard a lot during chase since they expect the dash instead. Houndmaster handles pallets easier against Krasue too since her head form vault is too slow in most tiles.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469959/shoulder-the-burden-is-crazy

    You went up against 11 second chance perks too. Yeah it’s ggs. Especially if they’re a swf.

    It was rough. They were nice at the end but going against those perks is not fun for a majority of the killer roster. The two perks that were riling me up were STB and WGLF.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099290#Comment_4099290

    I play both sides personally (more killer lately doing a test and the queue times let me put in data while i wait) and genuinly the killer only wins alot because survivors mess up so often because first this game doesnt explain anything well and the amount of people who just give up playing against x kill. i had a game a few weeks ago on dredge where the whole team just gave up after seeing i was playing dredge and said they dont play against dredge a full swf just said no thanks we go next because they didnt like the killer i picked.

    Same happens with twins too. Some will initially try but once I have two survivors on the ground, its an instant DC

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469959/shoulder-the-burden-is-crazy

    its objectivly the strongest survivor perk in the game it completely removes pressure from the killer and of course they make it so the unhooker is exposed so powers can down them and vigil makes the time your exposed shorter. its should have never been added ot the game immagine if killers had a perk that let them just kick repaired generators completely removing there presure thats how broken this perk is that would have to be what the perk on killer could do let you just undo a gen a have it start regressing

    I can definitely see that. I've had many games with just a singular use of the perk and It doesn't do that much damage as long as I already have a few survivors running like headless chickens but having a coordinated group with 3? Yeah the perk needs to have a stricter limit and I play survivor more than I do killer.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469959/shoulder-the-burden-is-crazy

    IMO, the perk should NOT work on survivors who already have a stack/STB hook.

    I disagree, that'd just make it less effective against tunnelling, which is its core function.

    Taking a dive into my scenario, Survivor 1 gets hooked. Survivor 2 uses STB on Survivor 1 after realizing that they don't last long with my chases so now Survivor 2 has 1 hook state. After a good chase, survivor 2 gets hooked. Now they have 2 hook states.

    Survivor 3 understands that Survivor 2 is close to death so they use STB on Survivor 2 and because I am a generous killer who doesn't stand just outside of the anticamp radius, I don't get to utilize the expose effect nor would it make a difference since I'm likely playing as Victor.

    Survivor 1 has 0 hook stages, Survivor 2 has 1 hook stages, Survivor 3 has 1 hook stages, and Survivor 4 has 0. In roughly ~5 minutes, why am I being punished for doing my job? If Survivor 2 wants to make sure that Survivor 1 lasts longer, that's a choice that they made and it should be a risk.

  • Just like what @Wezqu said, you need to find the kind of gameplay that you wouldn't mind investing time into. There's over 40+ killers to choose from and most of them have transferable skills from one another i.e stealth killers play very similarly but they have different ways to be stealthy. Wraith cloaks but lacks lethality whereas ghostface has lethality via exposed but needs to be aware of his positioning since survivors can expose him too.

    I personally like killers who excel in chase like Nurse, Clown, and Twins (oh my beloved twins <3) so it was easy for me to get a hang of them. Every now and then, I'll pick someone up that I don't play and sometimes find enjoyment in a different playstyle. Ultimately, 95% of the killer roster plays the game under the same set of rules but the question is, what is kind of playstyle that you are willing to learn? Chase? Environmental? Stall? Stealth? etc.

  • Springtrap still has the edge with vertical shots compared to Jason's horizontal spikes but only time will tell if/when BHVR will tone down Jason sooner or later.

  • @Elan said:

    Killers

    → Rampage - per each broken pallet you get 2 tokens (was 1) up to 10 = 10 % after 5 pallets or walls break.

    → Hex: Scared To Death - when you get first hook hex activates. You get one additional token per each first hook on unique survivors up to 4 tokens. Each token grants 3 % hindred for 5s after survivor drops a pallet (max 12 % hindred)

    → Ravenous: Each unique hook makes every survivor exposed for 40s, once all survivors been hooked once every survivor suffer 90s exposed

    → Wondering eye: For 10s after you start a chase you see auras off all survivors within 16m

    → Hex: Overture Doom - when survivor first touch a generator the hex is created and you get undetectable untill gen is repaired. The new gen is cursed if the hex totem isn't cleansed.

    → Help Wanted: If generator is completed you get 45 % faster basic attack cooldown for 60s

    → Phantom Fear: Decrease cooldown to 40s and aura reveal to 6s (was 2s)

    → Haywire: Exit switches injure healthy survivors and put injured survivors into deep wound when they interact with the exit switch

    → Hex: Nothing But Misery - first time survivor loses healthstae a hex totem is created. Every injured survivor will suffer 5 % hindred wach time they remain injured untill hex totem is cleansed.

    → Forever Entwinded - decrease tokens to 4, each token is 10 % faster pick up speed.

    → None Are Free - each unique survivor hook gives token, per each token all windows and pallets are blocked in the endgame for 30s per token

    → Shaking Thunder - dropping from hieght gives you one token, spend it to increase you lunge by 80 % has 40s cooldown

    → No Quarter - any heal gives hard skillchecks once 70 % is reached, missing resets heal progress and triggers killer instinct

    Survivors

    Road Life - repair 50 % gen progress to activate the perk, once activated it it automatically starts 60s timer, during that you heal 100 % faster

    Ghost Notes - increase recovery to 30 %

    Bada Bada Boom - increase activated time to 90s (was 60s)

    Change of Plan - has two tokens, spend token to craft basic medkit when hiding in the locked

    Teamwork: Full Circuit - when repairing generator with another survivor you both prevent any skillchecks, you repair 10 % faster

    Extrasensory Perception - decrease time crouching to activate from 4s to 2s

    We See You - anytime killer sees aura of any survivor you get token up to 4. Once 4 tokens are gained every survivor sees killer aura for 12s

    Teamwork: Soft Spoken - while repairing generator with someone else both survivors gain elusive status effect and generator noises are muffled out of 8m range

    Place For Us - every heal gets 30s elusive to healed survivor, when healing obsession both survivors gain elusive for 30s and see killer aura for 5s

    Flow State - every repair generator gives token, per each token you heal, cleanse, unhook, search, bless and rummage 20 % faster

    A few ideas that would make perks much better, leave me your opinions. :)

    Not saying that your Jason perk ideas are bad but they do remove the whole "13" aspect from the perks which I would rather have them keep for thematic purposes.

  • @Your_Dad_Playing_DbD said:

    Rotten Fields is absolute garbage for survivor. This map and the Walking Dead map just need to be deleted from the game. No maps should be auto-wins for either side.

    Fallen Refuge wouldn't be as bad if the main building was treated better. Hell, even coal tower is more exciting and it's literally a two story building with nothing unique about it. I also noticed that they tried implementing that one fence around a rock/pallet but it genuinely serves no purpose outside of aesthetics.

  • I miss old farm ngl with the dimmer lighting but I do agree, hopefully it receives the Shelter Woods treatment in a future chapter!

  • I want it to at least allow two uses

  • I think Dredge is at a decent spot right now and one lock per locker works well. He already has a mix bag of stealth, mobility and chase potential.

  • A stamina bar is the worst thing BHVR brought to this game. While I'm glad its only for the event, the poison alone ruins the fun for me.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096180#Comment_4096180

    idk coz the haste for coming out of OE just circumvents the downside of constantly reloading, it's dumb.

    It needs to be toned down a lot. It essentially makes him a 4.6 m/s killer

  • There's no way we're complaining about boons of all perks

  • @Wezqu said:

    That is not that common as I have run that perk and quite often it does not cause this. It also could be that the person had no other place to run anymore. I have had tons of situations where I am running away from the killer and have to run through or close to gen being fixed its just part of the game. If they are doing that intentionally then yeah it sucks but in the end telling it here in the forum where most people are experienced enough not to do that is little bit a wrong audience anyway.

    Still I understand you needed to went.

    Oh it happens quite a GOOD amount of times, at least for me and the worst part is that it happens with someone on their FIRST hook.

  • I've already had to face several ghouls and clowns and its not fun getting hit by the poison ngl. The meals actually make going against the top killers quite manageable but I can only imagine how rough it is for lower tier killers.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092719#Comment_4092719

    Chicken head really carries her especially when paired with Lorenzas remains so my current build is:

    Chicken Head + Remains | Lethal Eruption Pop Nowhere to Hide | essentially allows you to snowball off of the very start of the game and play mushroom denial since you know where everyone is going w lethal. You get 2 people injured pretty much instantly and can continue to spam gen regression and find people with nowhere to hide allowing you to get shots over walls that they're hiding behind.

    If you're new to Krasue and aren't really good with head form or want a non-DLC build I would recommend:

    Same Add-ons or Defective Metronome + Luckless mouse/Shredded Gown | Dead Mans Switch, Pain Resonance, Grim Embrace, Dissolution/Bamboozle allows you to negate the downsides of her head form and allows a lot of time to be saved on generators so they don't instantly pop after first hook.

    These builds allow Krasue to have more map pressure and actually be faster in chase by eliminating a lot of time wasted via nowhere to hide or dissolution/bamboozle. If you have trouble with body blocking I would recommend using Queens Scepter.

    Chicken head is so cool but sucks its an iri rarity. Thank you for the ideas.

    Are there any techs or additional advice to newer krasue players? Even with almost 8k hrs in this game, she's def one of the killers I can't wrap my head around (no pun intended).

  • Victor is fun to play but its also satisfying getting to pressure two locations as both Charlotte and Victor.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469080/krasue-is-weird

    My biggest grip with her currently is how the infection simply goes away when she hooks. She lost all of her map pressure because of this. Maybe when someone is hooked the infection could reset to 1% - like Wesker - forcing you to eat a mushroom to stop it from growing back. It would protect from tunneling - since Krasue you need to infect you again - but at the same time force the hooked person to go for a mushroom before doing gens.

    Aside from this, they could give Framed Newspaper partially basekit. Its such a comfy addon haha

    I can understand why the devs removed it but I can also see why it hurts her so much. I wouldn't mind seeing it come back in that 1% iteration with maybe a slight buffer before it starts increasing.

    I wish mushrooms weren't as abundant as they currently are but I do know that her human body spawns one which is a decent concept for the killer player to be mindful of.

  • @MDRSan said:

    I personally like the ricochet/spray mechanics of regurgitate. The one thing I don't like about her is how miserably slow head vaults feel. The ability to vault pallets in head form has changed from feeling like a beneficial mechanic to feeling like a mechanic that works against her in chase. It's so slow I wish head form could just break the pallet since stupid filler pallet loops can become effectively infinites for survivors if you don't come out of head form to break it. Between the long wind up to the head's lunge and the slow vault you just never catch them.

    Head form just sucks against survivors that are effective loopers.

    Its interesting how her power is heavily focused around her head form yet its so bad against decent pallets.

  • @pidgeon said:

    Krasue is still in a pretty good spot at the middle/bottom of A tier if you run builds that are good on her.

    Care to share some?

  • @Rokku_Rorru said:

    It probably doesn't help that dissolution works so well with her, have you tried that?

    that way you can punish a bodyblock if you have to go into m1 form, for an easier down possibly.

    I think I'd take nerfs to her spit like a longer CD like Unknowns for a stronger head form honestly, but that's just me.

    that perk would've worked wonders in that match tbh; I'll try it the next time I feel like playing her.

    I agree with the spit nerf with the trade off for a stronger head form. Even with the "better" lunge, certain tiles are angled just right for her to not land a hit.

  • Anything that decentives Twins from slugging is great. As a twins main, slugging is inevitable.

  • Yep and I miss it dearly. Was one of the few reasons that I was able to enjoy killer back then

  • @TurnOffTheTVs said:

    Call of brine. I don't care what people say, there's no reason this perk should still be at 150% instead of the original 200%.

    Kicking gens is already a detriment to do, not only that you can't even pair it with overcharge anymore because of diminished returns, then you add on regression events. Everything that could possibly lead to the hour long games 3 gen meta, no longer is possible. The perk shouldn't still be this low.

    I don't think people understand just how slow 150% regression is. It sounds like a big number til you realize that 100% regression is 1/4th of the speed that survivors do gens. 150% is nothing.

    I miss OG Call of Brine so much. Such a shame that it was caught during the kick-meta all because of Eruption

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091704#Comment_4091704

    ScottJund himself came on a few hours ago, saying Jason is fine lol, the game needs to fix its tutorials

    Oh really? I have mixed opinions of the guy but I def do think Jason needs to be toned down.

    New tutorials would be great but knowing how slow BHVR works, that'll remain as a dream.

  • After many matches against him, I now question why a range-killer who has a traversal power blended with stealth even needs haste after TP to a pallet or window.

    Sure it's supposed to circumvent W holding but isn't part of the counter-play against that is to deal RANGED damage?

  • I'm confident that the only people downvoting everyone are those who want a killer to have zero weakness

  • Agreed.

    As others have already discussed on the forums, Jason having a consistent form of traversal + haste is very strong for a range-focused killer so I'd argue to drop the haste duration to 7 sec instead of 15.

  • I don't think he's "boring" but I think there's ways to tone him down while keeping the identity of his power.

    1. [REMOVE] Free spike when hooking a survivor.
    2. [Add] 5 second buffer before he can enter omnipresent evil mode after hooking a survivor
    3. Survivors gain 15% haste while crouching
  • Krasue being an infection-style killer has always been weird to me.

    Infect, Change form, attack, flight-head, attack, repeat.

    Her clunkiness and extremely linear playstyle washes down her immensely well-done design. Thankfully she's more manageable to face now but I wish her power was more creative than just 5% more speed, a fat lunge, and a burst of speed every now and then.

  • @Zakon05 said:

    Survivor Perks:

    • Vigil (does way too much, ruins a lot of status effect centric killer builds, buffs Sprint Burst which doesn't need a buff)
    • Resurgence (Punishes the killer for hooking and then walking away from the hook, neither of which are things which should be disincentivized)
    • Sprint Burst (I'm not really sure what I'd do to it, but it's the best exhaustion perk by far and leads to really unengaging gameplay)
    • Hyperfocus or Stake Out (These perks on their own are fine, together they're a problem. Either Hyperfocus needs to trigger off of something other than great skill checks, or Stake Out needs to give a different benefit than guaranteed great skill checks)

    Killer Perks:

    • Pain Resonance/Dead Man's Switch (the main problem I have with this is that it disproportionately affects new and solo queue players, who either don't know to pre-let go of gens or can't warn their allies. Easy fix, just remove the scream from Pain Res, it doesn't even do anything anymore except specifically trigger DMS since they removed showing the survivor's location)
    • Coulrophobia (the perk that enables the slug-only playstyle, basically only gets used for that. Wouldn't be a problem if not for the slug-only playstyle, but since it enables it and it is miserable to play against, it sadly needs to go for the same reason Knock Out had to get reworked)
    • Forced Hesitation (this perk is only ever used for people who plan to make tunneling and slugging their main win condition. It has no other purpose, just an unhealthy perk)
    • Dissolution (another absolutely dreadful perk to play against, used to not be a problem until they started adding killers who can injure so easily like Ghoul and Krasue while still being strong killers)

    Special Mention

    • Hex: Two Can Play/Blast Mine/Flashbang. (TO BE CLEAR, I'm not asking for nerfs to these perks, just a general mention in regards to the blind effect in this game and how I have seen photosensitive people complain about it. While killers can protect themselves with Lightborn, survivors have no protection. All three of these perks cause a sudden flash of bright light in the player's face. They really need an accessibility option to make the blind effect a screen darkening one in general so that photosensitive killers don't have to run Lightborn and photosensitive survivors don't need to worry about being flashed with bright light with no warning anymore)

    Coulrophobia should only affect survivors healing from the injured state. This makes the perk a lot healthier while keeping its identity.

  • Springtrap having a ranged attack was unnecessary considering how many killers have ranged capabilities.

  • Whenever there's an uproar of a survivor perk, "because of low-tier killers" is always being brought up…

    So what I'm hearing is that the perk is not the actual issue but the killer themselves.

  • Perhaps anything to do with his portals. They're easily destroyed and they only function as recon when they're visible so possibly something to fix that. His anti-loop is still relatively strong imo.

    • Increase portal-destruction time
    • Allow killer instinct when not active (portals)
    • Allow him to destroy his own portals
    • Oblivious effect lingers after interacting with portals

    ^ possible tweaks I wouldn't mind seeing

  • Nostromo is shame of a map. Great ideas but terrible executions.

  • @Aven_Fallen said:

    I was always surprised that it did not affect the rarity of Items in chests. Because this is such an obvious thing which can be affected. More luck = better Items.

    But to be honest, I would rather see them remove Luck Offerings. They clutter the Bloodweb and from my experience, they are mostly used so that people who bring them can get out of games quicker, if they want to.

    Another case of something that doesn't exist due to BHVR logic.

  • My biggest gripe with the event is the blood pump spawns.

    Why are there 3 or 4 in ONE corner yet none on any other side of the map? It makes completing the blood generators so tedious.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056795#Comment_4056795

    Been on the roadmap since the anniversary i believe. New map in a new realm

    Oh sweet, its a shame we never got a map from that chapter

  • I've been kind of out of the loop for a bit, when was this new map mentioned?

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4046310#Comment_4046310

    if treacherous crows removed its TR requirement I would break down crying and never take it off.

    That would be a welcome change! It's an unnecessary condition for a perk that provides little.

  • Interestingly, a majority of perks could have their values buffed and they'd remain relatively fair to play against but BHVR enjoys handicapping and/or using safe values for most of them.

    For example, Better than New could be at 30% since Leader's condition barely exists and is double the value of current Better than New…

    Other examples I'd like to see:

    • Rapid Response | Increase aura duration from 2 to 4
    • Invocation: Treacherous Crows | Increase aura duration from 2 to 4
    • Blood Pact | Increase haste from 7% to 10%
    • Self - Preservation | Increase range activation from 16m to 24m
    • Cut Loose | Increase window activation from 6 sec to 10 sec
  • @[Deleted User] said:

    thise other types of killer you mentioned are campy, situational, or just mediocre to bad

    you guys have fun playing againat trapper and hag and plague and singu until they camp and hook in a 3 gen

    Stealth killers are way too map dependent its not a consistent fun experience except with wraith who has mobility and antiloop btw

    Then things like lf and pig are just mediocre and boring to play against prerunners which is the optimal strat you can get good results but theyre still boring and weaker

    Also not sure how you are categorizing wesker and billy the same wesker has trash mobility in comparison and billy has insane lethality and snowball potential, like it’s just not true

    People demand strong skillful killers who aren’t restricted to a campy or sluggy playstyle and can beat prerunning this is why bhvr releases killers like krasue houndmaster ghoul. This is simply dbd today and they cant stop it . Even springtrap has a teleport and he’s own of the simple killers

    Calling Wesker's mobility trash is definitely a hot take that I have to disagree. While it isn't on par with killers like mentioned Billy, it still has its uses in AND out of chase.

    A killer doesn't need to have the speed of a F1 racecar in order to be labeled as skillful, but it seems like the devs are using it as the blueprint for a "strong" killer which I think needs to be looked at. Yes other killers have a tendency to rely on undesirable playstyles like you mentioned but mobility killers are very well capable of doing the same. I have witnessed blights and ghouls tunneling and camping at 5 gens.

    Just like you mentioned, springtrap despite being a simple killer has a TP, and thats perfectly fine! The lethality requires more precision to make an impact to survivors but this isnt the case with other killers like ghoul, blight, or nurse.

  • @Classic_Rando said:

    I think the root of the problem is that there is far too much content in the game now, and BHVR doesn’t have enough resources to regularly update and adjust existing killers. There are 40+ killers on the roster now and if we’re lucky we get 4 killer adjustments/reworks per year, so we’re on pace to have each killer looked at once every 10 years LOL. The problem is only getting worse with each new killer release.

    The ideal solution would be to continuously adjust the perks and abilities of killers to try to get them all to as close to the same strength as possible. But because BHVR doesn’t have the resources to do this, the same killers have been too good and the same killers have been trash-tier for years, making the game very boring and repetitive especially at high MMR where only a handful of killers are viable.

    I agree. I think a lot of killers don't need a complete overhaul to their kits but rather adjustments so it would be very much appreciated if BHVR just sacrificed a future chapter or two just to revisit their previous designs. However this is BHVR we're talking about and that alone is asking for a lot.

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