NordSahne
NordSahne
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119141#Comment_4119141
Exactly I'm not saying it as like omg its going to happen, just it might be something worth keeping an eye on.
I'm actually really happy we are giving perks more power like this, it's really needed.Yeah same, haven't been that excited for something in DBD in a long time, I love it that the buffs also mainly help low tier killers, because M1 and not high tier ones even more
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118865#Comment_4118865
Oh no for sure, my statement is more to keep an eye on it mixed with mobility. The downside of STBFL is there was a counterplay to it, one of the old metas of the game was "Machinegun meta". M1 killers have the potential to be really strong, especially the ones I listed.
I also have to point you toward the dissolution and blood warden changes, Spirit being able to phase ontop of people and use these perks will just make people move over to her again. Blight etc have the downside of not being able to use it, but Spirit has always had that advantage over them all.
Singularity on the other hand has overclock mode and paired with m1 reduction he can just power through health states especially in lesser organised games.
Clown's strength is he is a disgusting tunneler, it's why pinky finger was nerfed back in the day and diminishing returns more recently
Basically, tunneling may become even easier with these perk changes, which might be being done because anti tunnel and slug is on the horizon for all we know, which if the case then fine, I'm okay with this.Tbf, Blood Favor and Dissolution got nerfed, yeah M1 only so it doesn't matter for Spirit, but they also nerfed the duration and range for both
I agree that they have to keep an eye for it, if worst comes to worst, they could always change stbfl in a way where it doesn't work with other M1 recovery perks and that 40% is the max, so that it isn't too overwhelming -
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118863#Comment_4118863
Or you can skip all this work and fix the generator and you will get more progress than any token you could get from this perk.
Previously you could save tokens by hitting great skill check, now once you get one token you will lose it whether you want to or not, they could easily keep this perk as it was before, but consider a special skill check.
What work exactly? It is 24meters and 15 seconds, it isn't farfetched that the chase is somewhat nearby or you happen to be there, it isn't that hard to get the stacks, but they could increase the range a bit I guess, but there is no actual work you need to do to activate the perk
That is true, Stake Out could stay the way it was, but the normal skill checks that would become great skill checks shouldn't count toward any skill check related perks, like Hyper focus, Road Life, Scavenger, Fast track, Bardic etc. don't work with the transformed great skill checks, so that it doesn't become the engine for unhealthy future perks, that would be okay -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118864#Comment_4118864
Exactly. All new killer perks are balanced and should go live as they are. On survivor side Road Life deserves small nerf but nothing too crazy. Like 75 % bonus heal instead of 100 % and I'll say we have new interesting perk changes coming.
I wouldn't go that far, I can see how they reduce dark arrogance to 20% instead of 25, but nothing below that, 15% would make it almost on the same level as the new unrelenting and then it would just be too weak again
Road life could be ok with Stakeout being reworked, so it is gonna be more difficult to do something like 50-60 seconds gen with stake out, Hyperfocus and a big toolbox, healing yourself within 8 seconds with road life and just getting your toolbox back for free with Scavenger, wouldn't mind if they would have done a few more survivor perk buffs, but there are very good and interesting changes on both sides now
I will start running Overcome and Slippery meat with the new changes -
@Rokku_Rorru said:
Clown/Spirit/Singularity/Freddy etc are all going to be broken this coming patch with all these m1 perk changes.
Clown does not need the ability to stack haste.Broken is a bit dramatic for 12% extra M1 recovery for sacrificing almost your entire perk slots, don't you think, you are gonna be fine
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118818#Comment_4118818
The "two tap" is already only viable on killers who are not very good while not rewarding high tier killers. So hindering yourself by choosing weak killer and no regression is enough headstart for survivors. :)
You can also already two tap with these killers right now, just use stbfl and rapid, if they would bring a full build for M1 recovery then they would have a 12% faster recovery than just with stbfl alone and no gen regression, no aura, no endgame, nothing, I see how they are stronger on these killers, but also decent on our low tier M1 killers and no benefits for high tier killer, agreed
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The devs were pretty smart about it, they saw that Stake Out was the problem for great skill check builds and not something like Hyperfocus, they future proofed the perk and made it healthy, although it can be ridiculous when several survivors run it, 4% extra progression on top of hitting the skillcheck is a big gen speed buff for survivors that are good enougn to hit the skill check
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I will honestly just start running Overcome, counters M1 recovery, dark arrogance can be nerfed to 20% recovery, anything below 20% will make it dead on arrival and the entire idea of the perk changes is gonna fail if they will just nerf all the perks that are supposed to shake things up, in the end it is a M1 killer perk, we have 40% stbfl already, hardly see a reason to gut dark arrogance, 20% vault speed, M1 recovery and stun duration would seem ideal
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Honestly, also a good idea, they want to fix the problem that swfs can abuse the perk to juggle hook stages, your suggestion would fix that and it would still be an anti tunnel perk, but can not be used mid/late game to get rid of pressure by a survivor that was just hiding to avoid hooks, just to trade a stage, I like that
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@Nikolai_0311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/472298/killer-perk-changes-feedback
Here's my feedback:
Agitation, iron grasp, deerstalker: i put them all together because they received kinda useless changes, deerstalker ok i'm not complaining about a 1 second buff but agi and iron grasp literally didn't get changed, Just remove the perk tiers when the new rebuild of the game comes and we're ok
Bitter murmur: the perks itself Is just outclassed, why should i lose a gen just to not even get the auras of all Survivor but only the one close to It? The perks still remain niche at best
Fire up: i love Fire up don't get me wrong, but 8% feels kinda meh, buffing It to 10% per token would make It feel Better, giving you a huge boost when all generators are repaired, or make It a compromise style perk, where completed gens gives you a huge 40/50% boost in the category already buffed by Fire up for 60/120 sec
Game afoot: i'm not wasting time here, the perks Is still trash, the limitation of only getting this effects while chasing the longest Chase time Survivor Is TOO situational, change the obsession swapping prerequisite
Spies from the Shadows: good change, love It
Unbound: good change i Guess? Idk if making It return to 10% for 10 second world break the game honestly, but i'm not complaining nonetheless
Help wanted: woah... Compromised perk are the coolest idea of perk ever, but the requirement to activate It was infuriating at minimum and only machine learning was worth running, now with the 3 compromised limit and the change to help wanted i can safely say that this category of perk finally found it's cool niche, approved
Machine learning: good change, not complaining
Dark arrogance: if i had the dev who made this change right in front of me i would gladly marry them, this perk got the biggest glow up in the whole killer section of this ptb, the buffs are strong but only on weak M1 killer (trapper, Ghost face, skully) meanwhile being useless on strong M2 killer (nurse, judgment, blight), and with the diminishing return, staking basic Attack cooldown makes It redundant, Absolute stellar design here, i hope It doesn't get changes to live
Dead man's switch: kinda bad change here? If a Survivor let go off a gen for more than 2 seconda probably the surv wasn't gonna keep repairing It to begin with, i'll gladly buff the duration to 60 seconds and also increasing the cooldown to 60 seconds, other than that the perks Is completely dead
Dissolution: the design of the perks Itself Is flawled, nerfing It won't solve the problem, maybe i'm overreacting but the whole perk need to be completely redesigned to the ground up, maybe returning It to it's previous design but making It a hex or something, other than that this change it's a thumbs down
Blood favour: good change, unlike dissolution the M1 requirement makes It more fair when going against stronger killers
Distressing: i kinda see the visione here, but 8% Just isn't enough, buff It to 10 or i would Say 15% could make It a good perk for countering Survivor working in your vicinity, but here we encounter the problem, this perk is only useful on 40tr killers (and also doctor), meanwhile being completely useless on low mobility killers and stealth killers
Dominance: good rework, maybe buff the block to a bigger number since this is a 1 time use perk and it's chef's kiss, if It doesn't get changed i'm not complaining
Nothing but misery: good change, nothing to Say here
Thrill of the Hunt: interesting changes.... It makes It more of an Active hex instead of a passive one, but It need to be tested more before i find a conclusion, keep It like this for the Moment
Insidious: …. The perks Is still kinda meh, i get it, the concept Is cool, but i would gladly take secret project or unforseen instead of this, One cool change would be to make It a support perk for undetectable builds, reduce the lingering effect when begin moving to 3 or 5 seconds but add a effect like lethal pursuer, increasing the instances of undetectable you get from perk and addons by 5 or more seconds
Knock-out: still Need to test It more, but It seems alright all things considered
Ravenous: whoa mama, i love these changes, making It useful After the Primary effect took place Is a really cool idea, but the 4% hooking Speed per token Is redundant, change It to 4% picking and dropping speed and it's ok
Monstrous shrine: i kinda see the visione here... But in the majority of the matches for how long a survivor Is gonna remain on hook? 20? Maybe 30 second if you proxy camp? The effect Is cool but getting a ruin for that Little time doesn't change anything, buff the regression go a significant margin like 250 or i even dare to Say 300%!!! can make this perk a "oh ######### se need to rescue NOW" type of perk, and maybe make the regression continue After a Survivor has been unhooked until it's stopped (idk if It works already like this i still didn't see It) p.s. the previous effect of faster sacrifice Speed was interesting, maybe buff the numbers or give It an additional effect and slap It into hangman's trick
Shattered Hope: cool effect i Guess.... I need to test It more but It could find it's niche with plaything and pentimento, ok change overall but it's still too niche
Superior anatomy: GOOD buff, exactly what this perk Needed to become useful outside of meme vault Speed build, now i can run It on it's own without feeling like a clown, 10/10
Undone: really cool, but there's One problem, to get the maximum effect of this perk you Need to hook 3 Survivor without kicking gens, but for the same requirement (3 hooks) you get 45% Total regression with pop and you can use It every kick, if this perk Is meant to be a gen nuke where you have to charge It for a long time then i could safely see the blocked time for a generator be increased to 15 or 20 seconds per token, but If It isn't changed i'm not gonna cry a river, i'm sure this perk Will take Place in a lot of build i make post patch
Unrelenting: also a good change, the basic Attack cooldown could see and increased to 15% but the thing that really saved this perk was the inclusion of obstructed hit, making It a really solid choice for singu, xeno and dredge
Whisper: here is the Last perk, you could say i saved the best for last, idk if there are more perk like this but i think this Is the First actual map traversal perk in the game without being limited by a timer or a cooldown, but the 5% is really too Little, increase It to 10 or 15% could make It a good perk without being too oppressive in Chase (since It deactivate up close)
Vote for the whole killer perk changes 10/10, please make more of these
Sums it up really well! Pretty much agree with all of it, except for monstrous, it feels good this way and encourages not camping and is another nice Scourge hook perk, I would love it if they change jagged compass in a way, where the hooks become scourge hooks while they are hooked, but that is a small detail.
Ravenous became my favorite one, they could even increase it to 5% per stack, which would outclass agi, but you need to work for it and it encourages the killer to not tunnel, maybe it should show the aura of survivors for like 3 seconds -
@Mortimer said:
Why on earth, as a survivor, do I have to get crippled—because 20% for 5 seconds is massive—just because I dared to leave a loop?
What kind of logic is that? Not to mention there are tiles that are completely unsafe against certain killers or just unsafe in general that you can't rely on anyway. What is this, the loop police?
That Knock-Out buff is insane and illogic.It doesn't work on god pallets, for medium pallets you just have to loop around it once and the 5 seconds of activation are over, tiny loops were risky to begin with, it is gonna be nasty on Clown though, but it is good that we get pre drop perks now, maybe tune it down to 15% or give it a cooldown of like 30 seconds
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117577#Comment_4117577
It's weird that they nerfed a lot of survivor meta perks - sprint, vigil, woo, 5ma, stake out,… but all killers meta that are in the game for years as well - pain res, corrupt, pop, eruption, lethal, bbq are not touched at all even when used the most for years. This is not meta shake up I was hoping for. While new perks are decent to very good, will you as killer trade slots for pain res, dms, corrupt, pop, eruption, nowhere to hide…? I don't think so.
All the survivor meta perks are not getting touched either though, meanwhile all the mentioned killer meta perks got nerfed several times over the years, the devs are trying to make useless perks better, so that you can see more different perks
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That would be crazy, that must be an oversight, giving up to 60% gate opening speed for free for everyone, even though the survivor died, sounds unhealthy
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@Zakon05 said:
You have a misunderstanding of the new design.
You have to move away from the pallet within 6 seconds to get the 20% hinder.
The killer cannot bloodlust you down during that time, as it takes 15 seconds for them to gain bloodlust 1. Additionally, if the killer is having to bloodlust you down, you're winning the chase regardless. Remember that you're trying to waste the killer's time, not necessarily actually escape the chase.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117788#Comment_4117788
You also have a misunderstanding of the perk's design. If the killer breaks the pallet, the hinder doesn't trigger. In the Bubba shack situation, the Bubba has to destroy the pallet to resume the chase, thus it will not trigger Knock Out.
Tried it yesterday, they should put a cooldown on knockout, but it is somewhat easy to counter, if it is a god pallet then you won't get slowed down, because the killer has to break it, which deactivates knockout and if it is a medium pallet then you can simply loop around the pallet once and enough time has passed to not get the hindered when leaving, it seems crazy on paper, but it is only gonna work on a few killers and on a few tiles
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Yeah, it is 52% basic attack recovery instead of 40% from stbfl, saves around 0,2 seconds
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/472338/upcoming-sp-nerf-makes-no-sense
They literally explained it to you. It can lead to situations where the killer goes back to hook because if a bunch of survivors are running it where else can you go? Like anything its another perk where, by itself isn't a problem, but if 4 survivors stack it, it is suddenly a massive problem.
Exactly, I am pretty sure that is why we had the distortion nerf, because people complained about people hiding and killers going after others, SP is extremely unhealthy because of this, the devs explained it, but people just want to complain apparently, we never gonna get massive perk changes if people complain about useless perks getting buffed and unhealthy ones getting nerfed/reworked
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117838#Comment_4117838
Because if we gonna do that, then there is no reason to not allow killer perks that change gen progress of finished gens, shift gate progress or even shift hook stages as the killer
No reason? Really?
Aside from the fact that this game is an ASYMMETRICAL, and not everything needs to have a direct opposite copy?
Besides, if you were to make a proper comparison, the killer version of STB would only allow you to undo one gen completion, but at the expense of having all that progress funnelled into other gens, AND those other gens repairing twice as fast for two minutes as well. You really think any killer is going to take that perk? Even if you use it to restore a 3-gen, you're not holding that against +100% repair speed, are you?
Answer, it is, it is by far the strongest perk swfs can use
If you want to talk about equivalencies, if the strongest thing swiffers can do is undo a turbo-tunnel on one target, guess what that says about tunnelling?
Keeping StB wouldn't need a new perk to have the equivalent on the killer side because they already have it. Basekit, to boot!
If you want anti tunnel tools then there are other alternatives out there already
Keep in mind, ALL of them got nerfed already too, so this is more lip-service than anything.
a killer could not tunnel and simply get 2 hooks on the same survivor, while 2 others have 1 and the fourth one was hiding and doesn't have a single hook and can just trade it to get rid of all the pressure, how is that fair?
How is it NOT fair? You're only pointing at a survivor perk offering a benefit to survivors and going 'wow, that's broken, nerf pls' without ever arguing what exactly is so broken about it!
You don't like it, I get that, but the only thing you're construing is that the perk does a thing and then you're just shutting down from there.
'You're losing all pressure!'
Having four survivors all on one hook stage and one survivor exposed for a very long time is not 'no pressure'. You're not given nothing in return, you're given new opportunities.
Not to mention that every bit of power you're trying to heap onto StB here is something that's just basekit for the killer.
This is ALSO not to mention that this is the ONE situation in which StB is unchanged.
It is just like people "abusing" DS not as anti tunnel, but use it aggressively.
Oh lord, you're one of those.
*Lays on the ground. MENACINGLY!*
"How is it NOT fair? You're only pointing at a survivor perk offering a benefit to survivors and going 'wow, that's broken, nerf pls' without ever arguing what exactly is so broken about it!"
So you just ignored everything I wrote? It is broken, because it can easily deny a kill, do I have to explain to you how a 1v3 is stronger for killer than a 1v4 and that Shoulder is the only perk or mechanic in the game, that can actively do that, by just shifting hook stages? It is broken, because a death hook becomes a non death hook, you literally deny deaths, which is an essential part of the game and a way to pressure and the downside so far was laughably low, that is the gamebreaking thing that goes against core mechanics of the game, what is stronger then denying a teammate dying? And the best part, the perk does the same thing as before even after the nerf, you can still deny a death, it is just more risky now
"Keep in mind, ALL of them got nerfed already too, so this is more lip-service than anything."
They rebuffed DS, buffed babysitter, OTR got nerfed, that is true, but 40 seconds are more than enough for anti tunnel, so it still does it job, BT is in a weird place and could be problematical at some point, DH is still one of the best perks, Bloodrush got buffed into a good anti tunnel perk, every new killer is getting a build in anti camp and anti tunnel feature, so what are you talking about exactly? Nothing of what you said is true so far, that is impressive -
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117591#Comment_4117591
Tunneling yes, changing hookstages not, that is the equivalent of changing gen progress, it should never happen
Why shouldn't it?
Why are those sacrosanct when, on the killer side, the game has changed so dramatically over the years?
Horror requires dynamism, all stress all the time doesn't work. Tunnelling is just fundamentally anti-horror, but that keeps getting more and more focus.
Tunnelling has ripped this game apart and fundamentally altered its nature and composition, but when survivors level the playing field 'that's just messing with fundamental stuff, and that shouldn't happen'.
When killers got more aura reading than they knew what to do with and axed the concept of stealth and hide-and-seek from the game, those same fundamentals weren't protected either, so why should they be now?
Because if we gonna do that, then there is no reason to not allow killer perks that change gen progress of finished gens, shift gate progress or even shift hook stages as the killer, just look at it the other way around, should killers be able to shift hook stages? No, because that is going to lead to some bs scenarios and it is really powerful, so why should it be okay for survivors to do it, isn't it just as powerful? Answer, it is, it is by far the strongest perk swfs can use, If you want anti tunnel tools then there are other alternatives out there already and you don't even have to use it as an anti tunnel perk, a killer could not tunnel and simply get 2 hooks on the same survivor, while 2 others have 1 and the fourth one was hiding and doesn't have a single hook and can just trade it to get rid of all the pressure, how is that fair? It is just like people "abusing" DS not as anti tunnel, but use it aggressively. They should never ######### around with those kind of changes
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117676#Comment_4117676
DMS is a minor nerf. It still does the same thing. Any survivor with two brain cells would let go of a gen if Pain Res/DMS was in play, and if they had three they'd pop it on a random one. Nowhere to Hide is the only really meta perk that got a decent nerf.
Do you think that not every single survivor perk getting nerfed this month is a good argument? It's a fact that survivor meta is getting gutted and killer is going mostly untouched. Lithe is next because killer mains are running out of worthwhile perks to complain about. They won't be happy until they're all equally mediocre.
So Blight went from S tier to....S tier. What a monumental change. Meanwhile every new killer is also A tier with Judgment being arguably S. Perks that are a problem on certain killers aren't the issue—it's the killers. But nerfs to survivor are different. They effect all survivors. I don't use any of the meta perks getting nerfed but my teammates do, and if they become worse, the matches become worse. And the basekit nerf effects everyone. That's super sad the three Krasue mains can't cheese with Bam/Dis anymore but I'll still be 4king at 5 gens with Henry because all my perks were untouched (aside from a buff) and survivor is much weaker than it was.
Survivors still have resurgence, lithe, DS, DH, Finesse, Resilience, Dejavu, Iron will, now spine chill, hyper focus, stb is still good, SB is still good, people gonna use woo and fma together etc., usually survivor meta perks don't get touched in years (SB literally took 10 years to get nerfs besides being always meta), while every single killer meta perk got nerfed several times, which is also the reason why there are more killer meta shake ups, because as soon as there is a decent new perk it can already compete with the current meta ones, survivor perks are strong and meta for years and you need really strong new perks to compete, not just decent ones
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It honestly is always funny how people start using other people, that they probably don't even care about, as protection shields, just for their own benefits, it is the same as with shoulder, I doubt many care about the solo q part, they just don't want their toys to get nerfed and use weaker people as an excuse
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Five moves ahead is technically a buff, because pallets are stronger than windows and windows are also more predictable, people also gonna unironically run windows and fma.
Also, maps still exist, they show you both pallets and windows
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117615#Comment_4117615
Do you think killers will drop their four slowdown builds for buffed Whispers and Monstrous Shrine? They'd have to nerf those meta perks in tandem, like they're doing to the survivor side.
For monstrous shrine? Genuinely, yes, I definitely am gonna run it with jagged compass and now undone, just like I am going to run Ravenous on Spirit and gonna try out help wanted, it is better to try changing weak perks so that people have an incentive to use them, DMS also is getting nerfed and is not gonna work with pain res, they already nerfed all of the slowdown perks multiple times by now
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Do we really gonna start complaining about them buffing useless perks, that you never see? What about diversity? I thought survivors don't like going against the same perks and killers wanna see different builds as well
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117578#Comment_4117578
Eh, that's not true either. The only thing it affects heavily is tunneling, which is very much not a fundamental game mechanic.
Tunneling yes, changing hookstages not, that is the equivalent of changing gen progress, it should never happen, I doubt they gonna introduce the deactivation clause for other perks though, except really game breaking ones, but we don't have these after that anymore
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117573#Comment_4117573
It's not really possible to abuse StB because of how it's designed, but even if it were- the right way of fixing that would be to nerf the effect in some way, as opposed to setting a precedent like this.
If this only ever happened to StB it'd be one thing, but a concept being introduced like this makes it seem more reasonable to add it somewhere else, and that's what I'm worried about.
Tbh, the perk should have never existed as a perk to begin with, because it changes fundamental game mechanics, they tinkered with something they shouldn't have, the best case would have been a complete rework
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I had so much fun Ravenous, help wanted, machine learning and fire up! These are some of the best and most fun changes I have seen in a long time
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The problem was, that you could abuse it too much in swf, the idea was to prevent this, besides, it still makes sense to bring 2 stb, because what if the person that brought the perk is getting hooked first? It automatically become useless and someone else bringing it as well could still use theirs
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Genuinely love the changes, tried out Ravenous, help wanted, machine learning, unrelenting, dark arrogance, unbound, Monstrous, Undone, fire up and Superior anatomy, all of them felt really good and if they go to live server I definitely gonna spice some things up
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So far I really like the changes, especially the shoulder the burden nerf, Thrill is a bit questionable, but we will see how it works it out, but it doesn't really help much with totem defense
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@ShanoaLegendaryPlz said:
Shanoa and Simon Belmont being cosplays instead of legendary skins 🥲
Cosplay skins in general, ok, they don't get the ok from the license holders to make them actual characters, but then don't bother making them cosplays at all, e.g Tokyo Ghoul cosplays are hideous
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@100PercentBPMain said:
survivors are comically overpowered so I appreciate having incentives to sandbag the match. Encouraging inefficiency in the name of fun is good I think.
I had some good fun baiting killers into complete time waster chases. Killers don't really realize you are haste boosted.
It's not a big deal in the grand scheme of things because catchup mechanic exists. Just watch out for generator progress. those are my thoughts as John Invocation himself
This is also the reason why they shouldn't buff it too much now, if they reduce the time, then it is gonna be actually busted, having haste for 5 minutes on top of the other things survivors have in 2v8 would be insane, but then again, it is a more casual brain off mode, where most survivors don't know how to use most things and you still need to get it from chests, but they definitely have to be somewhat careful with it
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They could definitely try that, but I am afraid this mode will die out quickly, it is like my little Oni, it is fun for the first few matches, but after that players would drop it, but it would be cool if we would have it for a few days
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Make her a bit like Oni, she starts as a 110 or 115% base speed killer, no blinks and then has to earn her blinks through the match, maybe just like Oni where she needs a hit/down or a hook to activate her blink state and stays in it for a minute or so
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116294#Comment_4116294
Okay so based on what you've said the fair thing to do would be to end games immediately when a survivor dc's? Just how games end immediately when a killer dc's?
What? That's not what I said, stop putting words in my mouth, I just explained why people are usually not that upset about a killer giving up in comparison to a survivor, all I ever said is that people who load the game should just play the game, because they decided to start it, it was their choice
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@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116272#Comment_4116272
But what if I like every killer other than judgment and the first? I'm just not allowed to play then?
Why do bad killers get to DC all the time and no one complains about this?
I am not even talking about that, all I am saying is play whoever you want, when someone starts the game, then they have no rights to just give up because of certain things, you can always criticize, valid and constructive criticism is good.
When a killer DCS then guess what, the match ends, the 4 survivors can just queue immediately and the killer should probably step back for a few minutes to cool down or stop for the day. When a survivor dces however or just gives up and is afk or whatever, then it's just a punishment for the other survivors, imagine a solo q player that is the first one getting hooked and giving up within a minute (that definitely does happen btw), the other 3 survivors are just screwed and gonna have a worse match, if a killer dces then nothing happens, no one else is getting punished or has to go through a potentially impossible to win match, everyone can just go next and queue for the next match. -
@Withered8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115852#Comment_4115852
This post itself reeks of entitlement. "YOU MUST PLAY AGAINST ME NO MATTER WHAT I PLAY OR UR ENTITLED". The irony.
So should everyone have stopped playing when old skull merchant existed? Cause everyone found it unfun?
Well, yes, if you load up the game as survivor, you kinda have to accept that you could get any kind of killer, same way killers have to accept the perks survivors can bring, you either say no, I am not willing to take the risk and don't start the game, or you actually play the game, you can still criticize things, but loading up the game willingly, knowing there are things you "hate" or what not and then refusing to play, or being entitled to think it shouldn't be that way is just a sign of being stupid and own fault, you load up the game, so play the game, if you don't like it, then why do you play the game if something bothers you so badly, that you don't want to play?
I played during chess merchant and had actual chess merchant matches, but guess what, I knew about it, still started the game and actually played it, even if the match was unfun, that is PART OF THE GAME, you can still not like something, but you don't have to be a selfish person and just give up, because you feel like you are entitled to something. People should have either stopped playing during that time or not given up, then we might would have a functional SM right now, the one thing people should be entitled about is a functional game, like functional killer powers and not buggy messes. -
@cogsturning said:
It's a huge killer buff adding that nonesense in. People are just sitting around instead of doing gens. Add in that the quality of survivors is already pretty bad and my survivor matches have mostly been killer wins so far.
I wouldn't call it a huge killer buff, because it is completely optional, survivors don't have to do it and don't have any downsides not doing it
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@Withered8 said:
And guess what? You are unfortunately also not entitled to force players to play against you if they don't want to and find it unfun…
Not saying you should give up or be a bad sport, but if people are sick of certain ######### they are allowed to be sick of that #########. I would personally berate BHVR for allowing this ######### to be released cause it's not players fault that they are using a character correctly.
If you dislike it so much, then maybe this is not the game for you… that is exactly the entitlement OP was talking about
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I would cry tears of joy if we get a Fear and Hunger chapter, even if it's just cosmetics, but proper skins like Geralt and not those weird bad cosplay skins like Tokyo Ghouls, give me the actual characters and not lame cosplays
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I had 6 seconds killer queues yesterday evening, it was heaven, survivor queue was also 6 seconds
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Nothing hast changed, Kwons perk is too situational and requires finished gens, that's just not really controlabllable.
Auroras Boon is just a worse Dejavu, granted, it works for everyone inside the boon, but it is extremely rng and map dependent, it only really helps in a 3 gen and if you want to prevent the gens from loosing progress, but good luck finding a good totem for it.
Boons are still meh, I personally hate them as a survivor, because I keep having teammates that are the killers personal corrupt intervention and always wanna boon, even in unnecessary situations, they usually waste so much time
As a killer I just don't like Exponential sabo squads, but that's it
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If it has to be status effects, madness doesn't really count it seems, best would be Clown or Freddy
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I don't know if this even belongs here, but it reminded me of a weird bug I had yesterday with the keyboard, whenever I was searching for a perk, it deleted some of my letters, like when I typed in bot and wanted to add a, for botany knowledge, it deleted bot and replaced it with the a, it was impossible to type in some names of the perks
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I agree that it kills variety right now, but only because we have so many underpowered perks or nerfed perks, like batteries included, that can easily get rebuffed and be good on their own, they really need to buff so many perks
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I honestly just miss the 3 tokes, I am fine with the chase part, but please make it 3 tokens again
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@cogsturning said:
Hard to say because I've seen it much less. Lithe and Dramaturgy have been making more appearances in my killer matches instead.
Same here, I saw SB the first days and it was funny to watch them burst away in front of me only to realise that they don't make much distance anymore, but I see way more Lithe
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Yeah, originally I wanted to add her to one of my mains during the ptb, she felt much more fun, because you were able to curve her beam and they got rid of it and it didn't help that they reworked my favorite addon, so I got all of her achievements and now I am back at playing Ken, Artist and Krasue, I would love to play her more often but she simply doesn't feel that good after the changes and everyone already said that during the ptb