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Musxussu575

Musxussu575

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Musxussu575
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  • Trapper, Demogorgon, and Deathslinger.

    I like Plague but I'm not skilled with her and can never get her to work.

    Doctor is the most oppressive killer in the game - his iridescent addons obliterate survivors, almost to the point of not needing to run perks.

  • Trapper, Demogorgon, and Deathslinger.

    I like Plague but I'm not skilled with her and can never get her to work.

    Doctor is the most oppressive killer in the game - his iridescent addons obliterate survivors, almost to the point of not needing to run perks.

  • Trapper, Demogorgon, and Deathslinger.

    I like Plague but I'm not skilled with her and can never get her to work.

    Doctor is the most oppressive killer in the game - his iridescent addons obliterate survivors, almost to the point of not needing to run perks.

  • Basically she's Plague 0.5 - a 'regurgitated' (pun intended) design that leaves us all scratching our heads.

    Another "fill-the-bar" killer that spits projectiles that eventually builds up enough to inflict Broken; which can be mitigated by interacting with a special object in the environment. Hmm….

    The only difference is that she has more mobility than Plague, which has become the standard theme for newer killers.

  • Why does everyone keep bashing Balanced Landing? It's not a weak perk. There's no such thing as a weak perk. You just have to understand how to use them effectively.

    And I'd rather not run around the map all the time and leave scratch marks everywhere just to 99% Sprint Burst. That is most certainly not how the perk was designed to be used.

  • You have to walk around the map if you have Sprint Burst though. Because you don't want to waste it pointlessly.

    I can run wherever I please with Balanced Landing, and I know exactly what locations to stick around even on maps with few drops. It's not like I don't get to use it when I want, as you do Lithe or SB.

  • Are we suggesting that BHVR listen to its playerbase? Laughable.

    @fussy said:

    Absolutely, definitely, undoubtedly no. I know this community.

    The most toxic, unhinged, maniacal community in all of video gaming. COD, Battlefield, and even R6S aren't as bad as DBD players - even if the three were combined. DBD players are their own breed.

  • Everything you said is true but it doesn't matter because, as you point out, there is no respect in this game. No one is motivated to change.

  • You should never spend real life money on something as trivial and insignificant as a cosmetic - for any game.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003542#Comment_4003542

    Balanced Landing is bad comparitively because it's quite situational. Needing a drop-down can vastly limit the use on some maps, a handful have none at all, and it's still possible to get hit during the falling time if the killer is too close.

    Compare that to perks like Sprint Burst (guaranteed distance when running from a gen basically every time, with potential to be on-demand in chase if you 99 Exhaustion) and Lithe (there are Windows and Pallets everywhere to activate it), then the use cases of Balanced seem a lot more limited.

    Right, but even so, as I said, you use an Exhaustion perk and the killer is still right on top of you anyways. That's why I was questioning the legitimacy of using them at all.

  • @ReverseVelocity said:

    I think they are very appropriately rated, it's just you are using one of the worst Exhaustion perks out of the bunch.

    It's still a pretty good perk, but by Exhaustion perk standards, it's underwhelming.

    Yeah that's what I've always heard but no one ever explains why.

    Personally I see Sprint Burst as being the worst but that's just my opinion.

  • Thrilling Tremors. Like, of all the slowdown perks available, you're running the one that does little to nothing other than annoy people? It can only work once every 60 seconds and only operates for 16s? That's the one you're going with? Even Deadlock lasts longer than that.

    Chemical Trap. Does nothing. No one is discouraged from breaking a pallet just to avoid a few seconds of less speed. Either I catch you now or later - 4 seconds of going slower isn't going to change that. Several killers like Nurse, Legion, and Knight can ignore it completely.

    P.S. I am a huge proponent of Invocations and hope they make more. Stop persecuting people who use them. It's not wrong to run those perks.

  • Let's stop waiting in the exit gates.

    JUST. LEAVE.

  • Even if it was as simple a change as to remove the lock-on mechanism, the Ghoul would be more bearable to play against. He's locking on to people like an F-16 firing missiles. And let survivors keep running instead of halting them to a dead stop when he does.

    It's the same as if Deathslinger had aimbot. They would never do something like that for him (or even Demogorgon's shred attack) - but yet they've happily done it for Ghoul.

    But, as said above, the biggest factor is the $$$$$$ sounds in the bank account.

  • By this logic, even Pyramid Head needs to be aura-nerfed, because at this point if you're not running I'm All Ears on Executioner, you're not playing Executioner right. "S" tier perk puts it mildly. I could argue that Pyramid Head benefits just as amazingly from aura reading as Nurse does, yet everyone likes to bandwagon on the Nurse-nerf train for some reason while ignoring parallels elsewhere.

    We've gone a decade without needing to change things. Stop changing everything about the game for no substantial reason.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001302#Comment_4001302

    Distortion was annoying for every killer trying to use aura reading.
    Just nerf auras for nurse and it's done.

    which intern thought that was a good idea

    It was suggested for a long time to fix situation where killer can lose by default (every survivor spawned alone). It was basically this, or basekit corrupt…

    The idea of targeting a single killer and treating her differently than the rest of the roster just doesn't seem fair to me.

    "Everybody can utilize all the universally-available resources to their full disposal… except you, Nurse!"

    I don't like that. It doesn't sit well with me. And it's a slippery slope that can snowball into drastic change. If I single out one killer for this issue, then there's no reason why I can't apply that logic to a different situation with another killer. All of the sudden, half the roster is unable to use certain mechanics in the game. Totally unfair.

  • Survivors who escape a bear trap suffer Hindered [but what %?] for 15-30 seconds.

  • Back in the good ol' days, Distortion was the anti-aura (and thereby anti-Nurse meta) perk. This was back when you could hold three tokens and recharge them simply from standing within the terror radius. Nowadays you can hold only two maximum, always immediately lose the one you start with to Lethal Pursuer, and have to at least briefly survive chase to recharge.

    Ever since they butchered Distortion, Nurse aura builds chew through tokens too quickly for it to be effective at what it was created to do.

    And now that survivors are all spawning together (which intern thought that was a good idea?), even if you do have Distortion, the killer knows where to find you anyways.

  • Whatever power he would have would most likely be redundant. What would he do differently that would be enough of a difference to justify adding him? Myers and Ghost are already too similar.

    Better to just give the Clown a legendary skin with a different voice actor and a unique mori (e.g. Naughty Bear).

  • Fire Up is an endgame perk. It wants survivors to complete their objective, making it a paradoxial antithesis to the killer's mission. This isn't to say that it's a bad perk, but it does mean that, for a while, you're effectively running three perks and not four (again, not inherently wrong). Of course, with all five tokens plus Xenomorph's Self-Destruct Bolt add-on, you could be vaulting at a 60% speed increase by game's end. Also, Fire Up has the indirect effect of causing flashlight saves to be mistimed and failed, which is beneficial.

    Grim Embrace is a "first time" perk that triggers four times maximum. The way it is designed encourages you to seek out everyone, as the first three triggers are trivial whereas the real purpose is the fourth, which blocks all generators for 40 seconds. However, this means that Grim Embrace and Fire Up butt heads, right? One wants generators to be completed, and the other keeps that from happening.

    I see the synergy you're going for between FTTE and Furtive Chase. Whenever you hook the obsession, you gain Undetectable, Haste, and see the location of the new obsession. Easy, right? You speed your way to your next target, pin-balling from one survivor to the next since each of the last acts as a setup conduit for the one after. And if another survivor rescues the hooked one before you catch the current obsession, they become the new obsession and the old obsession you were chasing causes the new obsession to be revealed and exposed when they're hooked.

    What sort of success are you having with this build? Are you landing 3-4k or 2k? This seems like a fast-paced build between the two obsession perks, so I wonder if that combined with Grim Embrace sort of takes away from the long-term efficiency of Fire Up.

    You seem to be interested in the obsession-style of build, but do it in a way that it affects the entire survivor team instead of just one of them. Might I suggest Rancor? You get aura-reading on all survivors each time a generator pops, and the whole team plays hot potato with the mori by the end of the game. In fact, if one obsession dies, your other perks can still trigger and cause another survivor to become the obsession, with Rancor allowing you to mori them as well. If you want to run Rancor, I would replace Grim Embrace with it.

    I would also suggest testing Remember Me, and I would replace Fire Up with it if I used it. You're hitting obsessions all the time, so it won't take long to reach the 5 tokens. And because you're constantly chasing the current obsession, they won't be able to circumnavigate the non-penalty allowed by Remember Me.

    Don't run Nemesis since it makes the target oblivious, and you're already making decent use of undetectable - that would be wasteful redundancy. Do not use Save the Best For Last since you'll have a hard time getting tokens - likewise for Dying Light. You could experiment with Game Afoot, but I wouldn't bank on its effectiveness. Dark Devotion could work, but it's more of a hit-and-run perk that doesn't quite fit the narrative of what you appear to be looking for.

    In short, if you're going to have two perks dedicated to bouncing around the obsession tag, then that is the theme you want to lean into. This is more of a glass-cannon build: high aggression, low defense. As I said at the top, there's nothing inherently wrong with that. You'll get meta players who will complain about, "Oh but you HAVE to have a generator regression perk, a chase perk, and an information perk!" Don't worry about them - be creative and innovative with your builds, not part of the same-old-same-old.

    EDIT: Also, do not run Hoarder on Xenomorph. Killer assets such as control stations are coded to share the same spawning spots as chests. Therefore, adding extra chests to the trial will cause killer assets to be spread out thinner and further apart, in inconvenient locations. However, as of June 2025, killer assets now take priority over chests in competing for the same spawn points. Yet removing the chests altogether will still have relevant effects. It is perhaps ideal to even bring a cut coin offering, so as to remove the base chests and free up their spaces for your own assets to be better accessible.

  • If you're worried about facing the current fad (Ghoul), then maybe you should start out by playing Killer yourself. For a beginner, I would recommend Wraith - or Doctor, if you have him. Avoid Nurse, Hillbilly, and Trapper for now. Huntress will make you rip out your hair.

    @Jay_Whyask gave good pointers. I will double-down on the visual heartbeat indicator. I don't have any hearing issues, but this makes gauging the killer's distance much, much easier. The Archives give extra bloodpoints, as do your three Daily Rituals. Some of the earliest Archives (Tome 1, 2, 3, etc.) have a few awkward and/or bugged-out challenges that are super hard to get (finish repairing 4/5 generators while running Dark Sense) or don't trigger upon completion at all; but all-in-all, they are nominally easy to do. Furthermore, Jay mentioned Meg and Bill for decent perks. I would add Claudette to the list for Botany Knowledge. It is a slept-on perk that I don't see often yet is makes a substantial contribution to helping the team. Avoid Self-Care for now, even as most new players like to run it. Also, avoid Windows of Opportunity - it is a crutch perk that, once you use it, you won't be able to pull yourself away from it. You'll become reliant on it and won't be able to play without it, almost like an addiction.

    @ChrissyG88 rightly encourages diverse playstyle. When I first started playing DBD, I only played survivor. I was nervous about playing killer - what if I was terrible, underperformed, or made too many mistakes? That happens on survivor side too! So when I eventually began playing killer, it wasn't as bad as I worried it would be. I personally like Trapper, Deathslinger, and Demogorgon most. As Chrissy said, it is important to know how each side plays the game. Knowing the tricks of survivors can help as killer, and vice versa.

    @Arbmos1998 is telling you that "overpowered" is relative. If you start playing now, and see a bunch of Ghouls, then you'll learn to play against them probably quicker than the rest of us - because it's the only thing you're used to. The rest of us have experienced 30+ killers and their methods of play. It's a jumble. But you are in a position to initially understand the game through the lens of counterplaying the Ghoul and, indirectly by extension, a bit of the Mastermind, Blight, and several others. I don't know if this makes sense, but the gist is not to worry about the current fad.

    As you level up characters, don't forget to grab some Bloody Party Streamers and Escape Cake (survivor) or Survivor Pudding (killer). These give +100% to your acquired bloodpoints. The killer perk Distressing adds a +100% modifier to Devious actions - that is, affecting players/the game with your power - Doctor triggers Deviousness the most (and directly benefits from Distressing with his Static Blast ability). For survivors, No One Left Behind gives +100% to Altruism (healing, unhooking, etc.) but only once the exit gates are powered, so it's not as viable for point farming.

    Once you have 2,000+ iridescent shards, make sure to continuously check up on the Shrine of Secrets for anything you like. I personally only spend shards to grab perks that are locked behind licensed characters, e.g. two of the current (week of April 8) perks are the Mastermind's. Perks from 'original' characters like, say, Mikaela for instance, can be obtained by just taking the character directly.

    Lastly, don't teabag at pallets as survivor. Don't teabag at exit gates. If the gates are open and everyone is safe, just leave. If you are standing over an open hatch, just leave. The killer doesn't need to see you leave the game. Likewise, as killer, don't immediately target survivors who have just been unhooked - there are other players in the game you can go after. Don't leave the second-to-last survivor lying on the ground while you search for the final player - it's ok to risk giving up hatch. There's a huge divide in the community right now - and has been - that has yet to be addressed by the developers, if it ever will.

  • I've been censored over "hook" in a game about hooking people 🤦

  • Solutions for Solo-Queue?

  • What's your opinion on the upcoming perk Forever Entwined?

    Would we presume that a majority of the approach and philosophy you used for Fire Up can be at least marginally applied to this similar perk? Or is Forever Entwined better than Fire Up? Or worse? What would a meme-y build that runs them together look like?

  • Lights Out was a lot more interesting than the others but apparently I'm the only one in the community who liked it.

  • However, under my proposal, Ruin would "burn" on a randomly chosen totem only when at least one generator is affected by its effect.

    I can touch a gen at the start of the match and immediately let go of it to see if we have Ruin. This is effectively the same as it starting the match bound to a totem.

    When no generators are affected, the totem goes dark.

    No free lunches. Either you use a perk and risk counterplay, or you don't use it at all. Even if this did happen, survivors could just go around and cleanse all the totems on the map. Once you learn general totem placement and spawning, it's easy to predict. And there's only 5 of them.

    If Ruin's effect is reactivated, the hex will reappear on a random totem – not necessarily the same one as before.

    Nope, too shady for my liking. I'm not playing ping-pong around on totems just for what sounds like entitlement and gratification. If you want gen regression, you can use the myriad other perks at your disposal not tied to a Hex. Oppression can affect half the gens on the map with one kick.

    In my opinion, Hex perks exist as high-risk, high-reward perks. Even so, most of them aren't game-breaking for the killer if they're lost. The exception to this would be Devour Hope - the highest of risks for the greatest of rewards. And this 'risk-reward' approach seems to be supported by the existence of defensive perks such as Thrill of the Hunt, Retribution, and Undying.

    I had a game where the killer ran Ruin today. No no one moved heaven and earth to find it. It can be played around and ignored. Maybe in the later game it gets cleansed, but that's after everyone has moved around the whole map and by default are bound to run across the Hex anyways.

  • I love being found 30 seconds into the match and caught so fast that I may as well have started the game on the hook!

    I love being targeted off hook, or otherwise watch as the killer bypasses 2-3 other players closer to him to come after me.

    I love watching how killers hover over you after a down because they can't pick you up fast enough - wouldn't want to waste a millisecond, would we?

    I love being mismatched with ho-hum teammates who act like they just barely passed through the game's tutorial.

    I love seeing the same stupid perks on every player.

    I love being slugged as the second-to-last player because killers can't fathom risking giving up hatch. One escape is inconceivable!

    I love that the devs are more concerned about releasing the next line of cosmetics than addressing pressing issues. At this point, leave the gaming industry and become a fashion business if that's what you like.

    And if you're reading this thinking any of the above are unfounded claims, you're the problem with this game and this community.

  • @Bodark said:

    Bhvr listens to survivors too. Remember when they were giving Huntress buffs and all the survivors united behind cherry picked clips and propaganda to get her movement speed buff reverted. The coordination of lies, propaganda, content creators cherry picking and lying to their audience to spark outrage was truly mesmerizing to witness.

    And unfortunately, Bhvr listened to crying instead of watching kill/ win rates.

    Besides you literally won’t even have to try to win as survivor in a few months. You’re getting free anti camp on top of your anti face camp, free anti tunnel on top of your free basekit BT, free anti slug. Like it’s gonna be bad for killers soon, real bad.

    Might as well introduce anti hooking basekit. Oh oh and anti injuring basekit as well! Oh and anti launching the game! How about if you choose to queue up as killer you actually get banned for it! That’s where it seems like we’re going.

    Definitional absurdism.

    "You’re getting free anti camp on top of your anti face camp, free anti tunnel on top of your free basekit BT, free anti slug. Like it’s gonna be bad for killers soon, real bad."

    Just the fact that you think disallowing killers to camp and tunnel is a bad thing is exactly the problem with the DBD community. You are inferring that killer gameplay is supposed to involve camping and tunneling. I don't know where this philosophy came from, who started it, or what compels killer players to believe in it, but it is wrong.

    OP addressed the more 'mechanical' aspects of the game that are problematic. I believe that the core issue with DBD is the mentality and philosophy of the community. It's players' behavior and their excuses and justifications for it that have triggered this long-time chain reaction. The problem is, BHVR can only do so much about that, because it's not a game design - it is a mental state of people. Until people change for the better, these issues will remain perpetually.

  • Lockers are great for dodging Doctor's and Artist's powers.

    Until they start running Iron Maiden, of course.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878932#Comment_3878932

    Faster speed has no use when teammates are alive? The perk literally reveals your aura to everyone else across the entire map. The developers specifically designed it to be helpful for the entire team. Where does this cynical argument even come from?

    what's the problem with the new version of perk then? Why is everyone complaining about gate opening speed being 12.5% instead of 50% for the last survivor alive? Perk was reworked to be more of a team perk and it's...bad because of that?

    This perk does not instill an "unhealthy mindset" where people want others to die so they can escape solo. This perk was not designed for the 'last man standing' (again, the 128m aura).

    again, why are people complaining about gate opening speed bonus for the last survivor when it's even better than live version when more than 2 survivors are alive?

    The perk's change is not "positive" because it slaps on an unnecessary prerequisite/caveat for it to even work now. The perk also never encouraged bad behavior (and even if it did, again, 1% of the community used it anyways, boohoo) - you can reference neither personal experience nor seeing video proof online.

    you have just confirmed my argument, thank you.

    "Sole Survivor and Left Behind should be the next perks to receive the similar treatment." It sounds more and more like you are of the mindset that, "If I and everyone else dies, then the last survivor should die too! No escapes!" And you're here pushing the blame on the "average survivor player". Maybe you're the epitome. Just leave perks alone, it's not that hard.

    leave the perks alone? Okay, i'm going to stop vouching for Knock Out and Pentimento tweak too, let's support those two perk in their current state too!

    Wake Up does not encourage toxicity. There was nothing wrong with Wake Up's effects. It is not a self-centered perk (did I mention the aura?). There are over 100 survivor perks in the game. It's ok if one of those lets you open gates faster. Why not just consider it a counter to Remember Me, etal.? You'd better butcher Leader too if you're worried about that. And don't forget about Spine Chill and Resilience! We wouldn't want people opening gates 6% faster, right?

    Wake Up is Sole Survivor 2.0 and is usually used in combo with that perk. The fact that you are trying to defend it so hard while it's actually a perk that is about the team says everything.

    Also, perks are NOT meant to serve as a direct counter toother perks, perks are meant to counter basic aspects of the game. And using Resilience as an example when it's a perk that gives 6% bonus on all action speeds when injured is wild.

    what's the problem with the new version of perk then? Why is everyone complaining about gate opening speed being 12.5% instead of 50% for the last survivor alive? Perk was reworked to be more of a team perk and it's...bad because of that?

    Bro, how are you not getting this? Wake Up was already an unproblematic perk, and a decent enough team perk and therefore this rework was completely unnecessary. It didn't need to be touched. At all. Simple. Just don't touch it. Why would I be ok with 12.5% increments when I can have a flat 50%? And why would I want the effectiveness on my perk to be contingent on, and fluctuate with, the number of people still alive - especially in the era of tunneling? How is that logical? Give me a universal-utility perk over a niche one. How is that wrong?

    leave the perks alone? Okay, i'm going to stop vouching for Knock Out and Pentimento tweak too, let's support those two perk in their current state too!

    Well considering there's nothing wrong with either of those two perks, that is refreshing to hear. Pentimento is easily dealt with and nobody runs Knock Out (kind of like Wake Up, hmm…). Neither one has an outlandish, extravagant effect on gameplay. You'll live. Stop bothering things that aren't issues.

    Wake Up is Sole Survivor 2.0 and is usually used in combo with that perk. The fact that you are trying to defend it so hard while it's actually a perk that is about the team says everything.

    Which is it - a team perk or a "selfish" perk? You can't have it both ways. By the way, there's nothing inherently wrong with "selfish" builds, so long as people aren't actively letting others die. And I'm only "defending" the game mechanics from radical change agents like yourself. By the way, no one uses Sole Survivor, either. I can't remember the last time I saw it - as survivor or killer. Wake Up, Knock Out, Sole Survivor - why the hate for unused perks you rarely see?

    Also, perks are NOT meant to serve as a direct counter toother perks, perks are meant to counter basic aspects of the game. And using Resilience as an example when it's a perk that gives 6% bonus on all action speeds when injured is wild.

    With 200+ perks in the game you're going to eventually run into clashes. Inflicting Blindness with Hex: The Third Seal didn't matter until Windows of Opportunity became meta. Lightborn increased in utility with the advent of Blast Mine and Flash Bang. Survivors struggled with constant aura-reading by the killer until they decided to start using Distortion - which subsequently got butchered in typical fashion. At this point, direct counters are unavoidable. And that's ok. Live and let live. And using Resilience as an example was to showcase the absurdism in your arguments. r/whoosh.

    you have just confirmed my argument, thank you.

    🤣🤣🤣

  • "Go Next" is people's response to demonizing DC'ing. Somehow leaving the game has been rationalized in this community as a "bad" thing. So much so that you're actively (and socially) persecuted for doing it. Go Next is retaliation for that.

    DC'ing leaves you with a teammate - a bot, but a teammate nonetheless. Go Next leaves you with nothing. Congratulations, you vilified us, so this is our response. It's the culture you created, I hope you like it. And now you're trying to punish this new trick, too (because of course you are). You can't keep punishing everything. It's like a tyrant dictating how people live their lives. The devs may be used to that in Canada, but we don't do that most everywhere else on Earth.

    But the beauty of it is that you can't really punish Go Next, can you? The second hook stage is an organic and natural part of the game, and you can't force people to hit skill checks.

    The gist is this: we're going to leave the match if we want to, you can't stop us. You could even remove the "Leave Match" button from DBD completely, and we could still close Steam or turn off our console. It's simply just something y'all are going to have to live with.

    Y'all could've stepped off the hardline stance and relinquished to us. Instead, you're doubling down. People never learn.

  • It's not every Huntress…

    …but when 'it' is, it's always a Huntress.

    It takes a special type of 🤓 to bend over backwards and go out of their way to discover the radius that they must stand outside of.

    AFC was a good idea, but it never works. The bar fills far too slowly to be viable, and doesn't activate at all during Endgame Collapse. Nor does it activate when a killer is chasing or picking up a survivor, but I suppose that makes sense. AFC only works if the killer is standing up against you face-to-face. In other words, it only works if the angry killer is hitting you on hook.

    But then, even if you do get to unhook yourself, do you think the killer is just going to let you run off and reset/heal? They'll chase you to the ends of the earth to ensure you get re-hooked. So AFC really only implements you achieving an extra hook stage.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878706#Comment_3878706

    faster gate opening speeds are concept that has absolutely no use when teammates are alive, gives absolutely no direct or indirect benefit to the team and is mostly used as your instant go-to way to just prepare for the worst, meaning you are already having a mindset that you will be the last person alive on the trial.

    This is not demonizing, this is just objective view of a very flawed and unhealthy perk concept that mostly encourages very bad player mindset and so unhealthy playstyles. Sole Survivor and Left Behind should be the next perks to receive the similar treatment.

    On top of everything, it's very concerning to see so many people complain about a perk tweak that is literally a positive change that discourages bad teammate behavior. In fact, it actually reveals the big truth about average survivor player of dbd and re asons behind their and their team losing.

    Faster speed has no use when teammates are alive? The perk literally reveals your aura to everyone else across the entire map. The developers specifically designed it to be helpful for the entire team. Where does this cynical argument even come from?

    This perk does not instill an "unhealthy mindset" where people want others to die so they can escape solo. This perk was not designed for the 'last man standing' (again, the 128m aura).

    The perk's change is not "positive" because it slaps on an unnecessary prerequisite/caveat for it to even work now. The perk also never encouraged bad behavior (and even if it did, again, 1% of the community used it anyways, boohoo) - you can reference neither personal experience nor seeing video proof online.

    "Sole Survivor and Left Behind should be the next perks to receive the similar treatment." It sounds more and more like you are of the mindset that, "If I and everyone else dies, then the last survivor should die too! No escapes!" And you're here pushing the blame on the "average survivor player". Maybe you're the epitome. Just leave perks alone, it's not that hard.

    Wake Up does not encourage toxicity. There was nothing wrong with Wake Up's effects. It is not a self-centered perk (did I mention the aura?). There are over 100 survivor perks in the game. It's ok if one of those lets you open gates faster. Why not just consider it a counter to Remember Me, etal.? You'd better butcher Leader too if you're worried about that. And don't forget about Spine Chill and Resilience! We wouldn't want people opening gates 6% faster, right?

    The 1% of players who run Wake Up are not ruining the DBD experience for you. You've never even seen it happen, so why argue this at all?

  • Sole Survivor, Low Profile, Left Behind, Overcome

  • I believe it is because the Wraith (an African man named Paul Ojomo [??]) killed Azarov in the vehicle scrapyard, just like the company had been disposing of corpses in a similar manner as part of its shady business. It is Azarov's skull and spine the Wraith uses as a weapon.

    But I'm not confident in that.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877117#Comment_3877117

    nobody cares about it's pickrate, it's always a good decision to nuke perks that promote unsportsmanlike kind of gameplay, and this perk has no practical use other than letting your team die to get gate escape.

    How many times have you seen that happen, though? My guess is a big, fat "0". Because no one picks it. Because it's a lackluster perk. Y'all keep assuming the worst even when there's no evidence of it, and allow that narrative to destroy stuff that isn't bothering anybody. Having faster gate-opening speed does not directly translate to, "Erm, just let my team die!" It's legitimately the opposite - let me open this quicker so that my teammates can escape!

    If I wanted to let my team die to escape, I'd run Sole Survivor, Low Profile, and Left Behind.

    Stop demonizing things that don't exist.

  • It's the usual "destroy perks that no one uses for no reason" schtick we are accustomed to. Wake Up has a 1.1% pick rate and they're worried about its impact? Why? Why not leave well enough alone? It's not broken. Don't mess with things that are fine. It's not wrong to open an exit gate 50% faster. How is it greedy, anyways? If the gates are powered, all survivors can win. They're acting like its the same as someone waiting for everyone else to die so they can grab hatch. Stop messing with things that don't need change.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874083#Comment_3874083

    Guilty of….. playing the killer as intended?

    The mindsets of some people genuinely baffle me. You are literally getting mad to the point of ragequitting over people using their power properly.

    That's because killer-mains have solidified an iron grip on the game's narrative and dismiss any tiny, minute critique against them as "whining" or "complaining". You guys have absolutely no self-awareness and zero accountability. You genuinely believe you are incapable of playing wrong. Even your extreme defensiveness over this semi-satire post proves that.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874057#Comment_3874057

    Quick Switching to cams is absolutely meant to be a thing? That's why you can do it so quickly, and why there's an auto-aim.

    Same with Ghostface being able to 99 stalk and pop exposed mid-chase. His stalk decayed passively on the PTB he released, and it got changed because he was abysmal. He's still not a good killer by any means even today.

    It's quick because, if it wasn't, people would want to beat their heads against a wall. If it was as slow as switching between the Twins, people would complain. Auto-aim is QOL, not a justification for a lousy playstyle. That doesn't mean you abuse the power to be a tryhard. Just continue the chase and M1 like you're supposed to, it's not that hard.

    Ghostface's power revolves around hiding around a corner and filling a meter from a stalking position while remaining unseen. He is most definitely not unseen mid-chase out in the open and should not be allowed to pop it on a whim. We already have Myers for that. Every time some loser pops Ghost's power mid-chase, I roll my eyes and let them hook me - because at that point, why bother? Let the noobs have their "fun".

    You're guilty of both of these, aren't you?

  • @buggybug said:

    OH THIS ONE IS FUN I LOVE IT !!!!

    Trapper= no issues , gotta love poster boy

    Wraith= Brain dead easy to use with ability to block off pallet/windows/ tunnels alot and removing lightburn only increase my hate 20x for them, use to love when they try think amma get a free hit=boom flashbang or flashlight burn

    Billy= I use to love them until they change him to just spam saw, spam saw until eventually hit=because of no punishment anymore for missing

    Nurse= I have no problem with her honestly lol.

    Myers= Every iteration of this guy is just boring. indoor map spams=for boring 24/7 wall hacks. Perm expose= dont even bother healing. Tombstone piece=because ofc instead of nerfing this bvhr nerfs the other add on that really was….already fine?

    Hag= They are rare but as op said they gotta lay like 5+ traps as if there is no other areas to try space them out for mind gaming?

    doctors=brain dead killer because its just spam spam spam jock=stops you for doing anything 5 seconds is way too much. Trying to hook save well good luck as most times its almost neigh impossible unless swfing.

    huntress= Aura spam aura spam and more aura spam. With distortion garbage now my hate for them increase 10 fold and all I do is growl anytime I hear one. Like 5 + aura stacking how is that even fine=(they need to nerf aura reading stacking for both sides but mostly specially for killer)

    Bubba= saw spam saw spam like billy. Honestly instant down killers are just hella boring and they all do this=if healthy spam instant down power, if not healthy=m1

    Freddy=fake pallets=cheap as hell ability

    Pig= One of the biggest game slow down annoyance ever. Most of them too just simply tunnel people with already active rbts. Boop the snoot? sure with a pallet and flashbang I shall.

    Clown=spam spam easy slow down for easy hits=a braindead killer per say

    Spirit= I hate this killer as much as I hate skull merchant. 0 counter play even IF you use iron will. Hated how bvhr lied that she was to also kick dust up when phasing but they scrap that part of her nerf.

    Legion= Them and their bestie plague ever with the drag out games, however they are more annoying than her because its just nothing but stab and drop chase 95% of the time. I guess I do love getting free chase emblems points though lol. Mending 500 times+ is just meh.

    Plague= throwing up on things is appealing?=they and their beastie legion love running thana and dying light thinking that oh well people dont heal vs me anyway. Sadly I be that survivor that will stay fully heal vs either of them.

    Ghost Face= Yeah 90% of the time your starting into his soul to even kiss him and he still pops expose on you=will this ever be fixed?

    Demo= No issue with him

    Oni= No issue with him even though he is instant down but I love angry grandpa=(i call him that since the forums say he is spirit great great great grandfather)

    Slinger= Yeah lets have a ranged version of legion giving damage+mend and is the king of ability to bypass bt since they reel you in but let it go down first before downing.

    pyramid head= Return to hook Andies who loves using m2 to hit two people for free which is a bad design. They also love saving their condemn for free mori 95% of the time unless they are struggling badly and do not wanna waste more time on hooks.

    Blight= No problems with him lol (dont hate me that I like him and nurse)

    Twins= Rare in breed but ofc hated. Everyone of them only believes in m1 with charolette and if they cant get you with their second hit they call on their little brother to finish work of downing(he should not be able to down people even if injured)

    Trickster= That is my hubby sorry nothing but love

    Nemesis= The guy uses a rocket launcher not zombies. Zombie are free info, as well as extra stress, nothing like having a great loop area only to be hit or body block out of no where by a zombie or being chased of an important gen your trying to get rid of asap. increasing his tentacle to 6.5 makes him huntress 2.0 so I hate him even as a re veteran.(Tbh i hated re 3 cause he was just way more annoying unlike mr x in re 2)

    Pinhead= pig 2.0 with annoying slow down and solo q =you auto lose as no one wanna get the box cause they dont wanna be chased.

    Artist = They are rare but anti loop killers are just boring as heck. Saying holding shift+w or L1(ps) is just plain lies because either way your going to go down by her

    Onryu= I did not mind her very first version when she first came out now shes just annoying because all they do is tv spam to get condemn up and some maps tvs are so close(like dead dawg) its like meh.

    Dredge=Another boring antiloop killer and the darkness is very annoying as someone who wears glasses Id love this being looked into just like how clown bottles and soon mending=will no longer be trouble some. I get trying to make something unique but no its too much, making him more silent too only ofc increase my hate for him.

    Wesker= my second hubby gimmie them anytime anyday even if they are toxic.

    Knight= still boring as hell(got one yesterday) using their little brothers(the guard) to go one area so that they can just go the other direction and double tap you easily. Brainless much?

    Skull merchant= I do not have to explain nothing am sure, just she is a failure and should have just be scraped from the game with spirit.

    singularity= Yeah lets make a killer have everything via cameras and can just port to any gen anytime for 3 gen camping, or in chase =-you get some distance but you may as well stay still since once they pod you they can just teleport to you. Why should I hate nurse when she is more punished for missing a blink and has to recover? Cherry on top is pallets are usually useless because their base kit spirit fury via over clock

    xenomorph= huntress and demo 2.0. The main thing I cant stand with them is that tail attacks like huntress giving unfair hits they should NOT get.

    Chucky= talks way too much, and unlike vecna and weskers cool sfx. Chucky makes me just wish I can grab him out my tv/pc monitor. Try hard chuckies think THEY are the chucky mains and usually will always hit you on hook because you looped and mind game them so well with dry humping to boot. Bro that is so cringe… your a doll man.

    Unknown= Return to hook Andies with annoying antiloop and a aoe that gets unfair hits similar to xeno and huntress. Then its chase theme just remind me of them deep toilets that takes forever to flush on an aeroplane.

    Vecna= No issue at all, I love playing this killer and vsing this killer. This kill to me is perfect because of several counter play for survivors or against survivors

    Dracula= Only thing I hate is wolf form, missing a pounces gives him way too much catch up and usually your just gonna get hit by the second after. If its one pounce only then he is alright too me. Most dracs however seem sweet specially cause am playing my third main alucard, I usually let them kill me once the others leave the trail as a respect to my father even though some of them gets sad about it that they wanted me to escape.

    Hound Master= Ofc now way over buffed and dog is getting some grabs he normally should not have gotten ggs so no dont like her.

    Finally, someone gets it!

    +1 🤩

  • @ReverseVelocity said:

    Some of these are wild… The Singularity one is literally just "omg i can't believe they'd STOP in chase to USE THEIR POWER 🙄 what tryhards"

    DBD players will hate over half the roster and still say they like this game.

    Most definitely NOT how he was designed to be played. Same for Ghostface popping Exposed mid-chase (even though he's not hiding).

  • @WolfgangGarou said:

    Honestly, the one-shot ability of a Meyer would feel a little too strong to me at first glance if you also have a Dash or something like that on the side. Although of course I can understand where the idea comes from.
    Many werewolf films work by having the werewolf stalk the victim before the devastating attack. And that in combination with the ability to better track down survivors, which I suggested, would of course harmonise perfectly.
    However, I would still like to know how you would have imagined this combination in detail. Just to give me a better idea of it and to see if you could perhaps tweak it to sharpen its profile. ...and to avoid the ability becoming an overpowered ability when it effectively combines Wesker/Demo & Ghostface/Meyers, effectively rendering their killer existences obsolete in-game.
    New killers should enrich the game and not outdo existing ones in their core competences to such an extent that they become uninteresting. That's why I effectively modelled my original idea directly on the Demogorgon and simply replaced its teleportation ability with another ability that allows it to generate map pressure. :-)

    I imagine an enraged werewolf throwing his victims around like ragdolls, as you typically see in movies/games. That's why I mentioned the idea of Weskar's "tossing" ability, whereas a werewolf would pounce like Demogorgon beforehand as opposed to "dashing/bounding" like Weskar. Werewolves embody the slavering, unrelenting, bloodthirsty apex predator, so when I think of that, I think of the aforementioned combo.

    How could it be balanced? Maybe if it was separated into tiers like Myers or as a charged power-up like Oni.

    You could alternatively have a "howling" power that can be heard map-wide. Maybe Deafening those nearby and activating Killer Instinct on those further away.

    Given your username, it appears that you might be familiar with World of Darkness TTRPG. I don't know anything about Werewolf: The Apocalypse, but I imagine there are plenty of powers/mechanics that could influence a werewolf killer here.

  • @Iron_Cutlass said:

    In some cases decreasing the Terror Radius size can be a nerf.

    For Pig, they can make amazing use of Infectious Fright with their current Terror Radius size, and decreasing the Terror Radius size would nerf her ability to defend Jigsaw Boxes. It also nerfs a lot of other perks that benefit from the Terror Radius.

    In the same boat, however, it would be a buff to her stealth allowing players to use Whispers to tell if a Survivor is close by and then use stealth to close the distance without the Survivor ever realizing. It could help her get easier hits and downs as a result, which helps her since she has really weak chase potential compared to other Killers.

    I really dont know what side of the fence I sit on since both are appealing.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871075#Comment_3871075

    I kind of disagree with this since it opens up Deathslinger to use Starstruck or other Terror Radius perks, and considering how strong his anti-loop is, I rather not lose the perk potential in favor of stealth; especially when ADS'ing as Deathslinger notifies the Survivors that they are being aimed at, which kills the "Stealth ADS" playstyle/addons.

    Generally speak for balancing reasons as well, Deathslinger being this way is more beneficial to the game as a whole. Stealthslinger was only good against new/less-experienced players and/or SoloQ players, the increased Terror Radius moves them away from being a "pub-stomper".

    I keep seeing people talk about a notable cue when Slinger aims at them, but I've never noticed it when playing against him myself. What exactly is it?

  • Yes, and bring back 24m-TR Deathslinger while we're at it. Ah, the good ol' days.

    Personally, I think all killers who can move onto you quickly need the Weskar TR: Blight, Nurse, maybe even Hillbilly.

  • I really wish they would expand upon Deafened. The only other instance of its existence is the perk Knock Out.

    It's also surprising Windows of Opportunity remains as popular as it is, given so many killers have the ability to cut off aura reading with Blindness.

  • I see a werewolf as having a Power = Demogorgon pounce + Weskar throw + Myers buildup-to-one-shot.

    I could be awesome if he could periodically summon 1-2 wolves to aid him as free-roaming NPCs - Nemesis's zombies with Dracula/Houndmaster models. I wouldn't want them to be similar to Knight's guards, however.

    For perks, the most thematic for a werewolf would be those that focus on Bloodlust, Killer Instinct, and Haemorrhage mechanics. Maybe a perk that deals with scratch marks that is fundamentally different than Predator.

    And I suppose it goes without saying that I'd prefer an original chapter, not a licensed one.

  • I like the Pig, as she offers a unique playstyle not quite repetitive among the other killers, as some killers are. Even playing against her is fun.

    Perk-wise, among Pig's, Make Your Choice is the most popular. Surveillance is underutilized and can be pretty slick if paired with things like Oppression and/or Hex: Ruin. I want Hangman's Trick to be good so badly, but it's just not… I think this lackluster perk was made worse, not better, when it became part of the Scourge Hook family. Of these three, I see killers running MYC most often and it is one of those perks that catches you by surprise at first.

    And among Tenacity, Stake Out, and Detective's Hunch - I really like Tenacity, even if I don't pair it with Unbreakable. I'll use Stake Out sometimes, especially on skillcheck builds. Detective's Hunch is underplayed due to maps being underused by survivors, and is also relatively comparable to other options such as Clairvoyance and Boon: Illumination (though not exactly the same).

  • @[Deleted User] said:

    It's a relic of the old days, let's keep it.

    It's both pointless and inefficient. It defeats the purpose of several perks even existing. All they need to do is have auras supersede the bubble and everything would be fine. This may be the easiest, most trivial of all fixes in a video game.

  • When the perk activates, "your terror radius transfers to the obsession for 30 seconds, and its radius is set to 32 meters" and you are simultaneously Undetectable for that same 30 seconds.

    You no longer host your terror radius (for 30 sec) - the obsession does. You are hereby Undetectable, which is separate than Oblivious. Dark Devotion does not make survivors Oblivious (like Hex: Plaything, for instance). Oblivious means you cannot hear the killer's terror radius; Undetectable means that the killer does not have a terror radius. Dark Devotion operates with the latter. Therefore, there are no "icons" on the survivor HUD since Undetectable is a killer status, and Oblivious is not in effect.

    Because we are working with Undetectable and not Oblivious, the terror radius - wherever it is - is still capable of being heard by survivors. So yes, the obsession hears the terror radius as if the killer is standing next to them - because the terror radius is centered on them and moves with them. The Doctor, for instance, has certain add-ons that emulate this effect, if you've ever experienced them.

    If the obsession runs towards other survivors, the survivors may flee in fear, thinking the killer is coming.

    The Doctor can activate his Static Blast off the obsession, wherever they might be. Trapper can potentially have the obsession step in a bear trap (mechanically inflicting the Injured state) across the map and thus activate Undetectable even though he never personally hit the obsession himself.

    As for perks, you should look for synergy for keywords such as "terror radius", "Undetectable", and "injured [state]".

    Perks such as Septic Touch, Unnerving Presence, Coulrophobia, and Overwhelming Presence will disrupt more of the logistical side of things. I'm pretty sure even Distressing and Monitor & Abuse would work to change the size. Hex: Face the Darkness would proc on survivors even if they are close-by to you (as long as the obsession is not). Dissolution could work but might be minimalist.

    Remember that Dark Devotion is a Plague perk, meaning it was released alongside Infectious Fright. They specifically showed us that pairing the two together was a viable option: you hit the obsession, let them go, sneak up and down someone else, and the obsession shows you where they and potentially others are (what gen they're working on, etc.).

    The relatively-new perk Unforeseen is the same perk as Dark Devotion, only for generators.

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