Avatar

Rovend

Rovend

About

Username
Rovend
Joined
Visits
6,072
Last Active

Comments

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876001#Comment_3876001

    Thats the problem, u shouldn't have to rely on a killer power and perks to prevent gens from being done so fast. A new machanic or some perks need to be basekit

    If any killer could prevent gens from being done fast WITHOUT using their power and WITHOUT using their perks, how do you expect survivors to win if the killers actually did try to use everything?

    Like, a new mechanic or basekit perk will not stop people from using Quad slowdown builds and S tier killers, it will make them even more oppresive.

  • @ponzukun said:

    It's not fair if we don't nerf the popular survivor's perk too.

    And why can't the delayed effect perk be enhanced to a strength that can compete with the current repair speed of generators?


    Is it wrong for a killer to go for total annihilation?

    I consider this game to be a competitive game, not a party game.

    And while you are quick to weaken strong killers and perks, the perks and combined heinous effects of survivors tend to be left alone for long periods of time

    The case of corrective action is a good example.

    The development team should be more serious about balancing the game and surveying a wide range of user opinions.

    'And while you are quick to weaken strong killers and perks'

    Lol, it took BHVR 3-4 YEARS to finally nerf Blight addons even when it was blatantly obvious that Addons like Alc ring were broken af.

    Years to realize that a killer like NURSE shouldnt be able to use perks like starstruck on Midwich, or Spirit should have some form of audio cue when using her power.

    They always took their time to nerf something for both sides.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794396#Comment_3794396

    Name one. Name one that can't be better interpreted as a qol change or killer buff.

    Reduced survivor Distance on hit in 6.1.0.

    Reduced base Self heal speed to 24sec

    Gen tapping removed

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782131#Comment_3782131

    If you want to win an argument you would do well to not put words in peoples mouths… I did not say:

    "The killer has already won if it got 2k before all gens are done so it deserves the 4k everytime"

    I say, in a stalling scneario, the killer always wins. Your argument that any aura reading or crows would change anything other than time spent is simply wrong.

    The stalling scenario is literally the '2k, +1 gen' scenario where the two survs left hide because they cant realistically repair the remaining gens without dying so they hide to wait for hatch.

    Is there another stalling scenario that you are arguing for?

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782117#Comment_3782117

    well, hooks are not meant to be a safe game all the time, that is true. Thats why they did anti FACEcamp instead of anti proxy camp.

    Do you want the killer to just never get any sacrifices because hooks are made a non-issiue for survivors? Being on the hook getting camped with no interaction was an issiue, which is now solved. As soon as you are off the hook and can run again, its your task to reach safety. Thats on you. Also on the unhooker to try to body block if the killer wants you that badly. And the others are supposed to rush gens which you can also do when the killer proxy camps.

    Tools are there enough, people just dont use them and demand even more handholding.

    And no you dont get a "slight chance of escape" when the killer sluggs for the 4k. You'd think you want games to be over faster rather than slower in those scenarios. Same goes for survivors refusing to touch gens if there is only 2 left. The killer WILL get them. Question is will it be sooner or later?

    Ant thats where we need a mechanic, killer has alredy won, it just needs to be over faster. Especcialy to discourage hiding for 20 minutes straight and not touching gens.

    Look, i am not going to start a debate whether camping and hooks are strong or weak.

    I am just pointing out that the antifacecamp, that you are constantly using to try to get one on one with your idea of Crows and aura reading, is a laughably weak mechanic that is circunvented extremely easy and barely changed the game.

    Remember always If you are going to defend the 'The killer has already won if it got 2k before all gens are done so it deserves the 4k everytime' stance, that BHVR expects a Kill Rate of 60% on average. Meaning that for that idea to be truth they will need to nerf every single killer until getting a 2k will only happen 60% of matches.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782043#Comment_3782043

    you dont realize that in these stalling games most killers get a 4k anyway too. It just takes mutch longer. And i havent said a single thing about hatch.

    Also, acting as if Anti-facecamp doesnt do nothing is just straight out disinginious. If the facecamp meter doesnt fill itself up its on the survivors fault. And guess what, if you dont use basekit BT to your advantage to get away, its the survivors fault too. Killers shouldnt be punished for the survivors fault and i think its overdue killers get something basekit aswell for how mutch survivor has gotten in the recent years.

    Yes, most stalling end with a 4k, but what you are trying to change is a 'you get a slight chance to escape' to a 'you will always lose' scenario. I dont think killers need a basekit mechanic to eliminate any chance of escaping the survivors have.

    Anti facecamping indeed affected some players, but the great majority of the playerbase wanted something that could prevent actual camping, or proxy camping and got nothing.

    Let me give you an example

    Imagine if BHVR decided they would release the afk crows/aura reading you ask for the Stalling situation but the mechanic would Only work if the survivors were hiding behind rocks and called it Anti-Rock mechanic. You would probably think But 'What about those survivors that are hiding behind trees, lockers or buildings that are far more that the ones that hide behind rocks?'

    And when you point out the flaw of this you get RandomGuy21 telling you 'This is not the Anti-stall mechanic, It is the Anti-Rock mechanic, It was never meant to work in all situations, it is working as intended'.

    This is basically what happened with the anti-face camping.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781754#Comment_3781754

    what did killers get in return for removed hook grabs? what did killers get in return for the anti facecamp?

    no, it doesnt always have to please both sides. But sure keep these double standards, when killers get something there needs to also be something for survivors but when survivors get these mechanics it doesnt matter if killers get compensated.

    "We dont want a solution" is exactly the core issiue i have with all of you.

    It's true that is that not always have to please both sides, The problem is the scale of the basekit mechanic you are trying to get against the one you are comparing (anti facecamp)

    What changed since the anti facecamp was released?

    Barely anything, the killers that facecamped before now are camping 7-8mts away, so the results are the same.

    What would change if the aura reading/crows/hatch-removed mechanic is released in the 2survs/+1gen scenario?

    Every killer gets a 4k.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778442#Comment_3778442

    i'm sorry but calling a 4k in this situation "free" when the other option is a hatch escape is so funny. like if the situation is hopeless for survivors at any point, how is the win free for the killer?

    Look, in this scenario (2survs - +1gen), who has the upper hand?

    The killer, right?

    The survivors are in great disadvantage and is really hard for them to repare the last gens so they usually hide to try to get the chance of a hatch escape.

    My original response was to another user that claimed that it would be better to, in this situation where the killer has the upper hand, to remove the hatch and give aura read to the killer.

    That leads to survivors being stuck with a situation where they cant repair the remaining gens and escape, cant escape by hatch and cant hide.

    We can change the wording to not say 'gift' in exchange of something like 'severe buff to the already winning side to remove any option of counteraction of the losing side forcing them to accept the loss'.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778026#Comment_3778026

    "free 4k"? i thought hatch escapes counted as a win for the killer, why would you see removing hatch as gifting a free win?

    Hatch escapes count as escape for the balancing data, although for MMR it does not count as a win or lose.

    'why would you see removing hatch as gifting a free win?'

    Because in the Majority of games were the last survivor gets a Hatch escape, those are usually the games when it is extremely difficult to repair the final gens, So removing Hatch and adding aura read to find the remaining survs would be literally gifting a 4k to the killer for reaching the '2 survs, +1gen' scenario. So you would really only need to kill 2 survivors fast for the final 2 to be locked in an unwinnable scenario.

    How many matches did you see the last 2 survivors repair 2 gens or more and escape by the gates without the killer trolling or letting them go on purpose? In my 2000 hs of dbd i could count 2 or 3 only.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778040#Comment_3778040

    That'll certainly speed up each matches without doubt, and it really wouldn't change the actual outcome anyway

    even though I like hide'n'seek with plenty of time at the end there is fair amount of players who hates 4k slug or existence of hatches, so it would be win win for either sides, kinda

    I'd say just sacrifice everyone at that point but whatsoever

    Then, as i said before, if the outcome wont change and a 2k will lead to a 4k in the majority of games, not only will be a spike in people giving up but also the devs will be forced to balance the game around killers achieving a 2k 60% of times. This can only be done by nerfing killers heavily.

    And for the record, Hatch escapes do count as escape in the kill rates.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778026#Comment_3778026

    So survivors know they are completely utterly 100% lost and starts hiding to get "last one awards", which doesn't counts as win for most purpose, I wouldn't call that a comeback mechanics even

    I don't even understand the point in giving comeback from literally every situation in PvP games, ultimately why don't we just remove any of the skill expression and make everything pure RNG, we will absolutely have "comeback" from whatever situation in that kind of games

    And no, we don't even know if they actually counts hatch escape as escape for their balancing purpose, so "killers will be nerfed" is moot point

    Would you rather have survivors give up and throwing themselves to the killer whenever they have a rough start? Because that's probably what would happen if you remove any hope of somehow escaping, even by hatch and buff the killer when it's already winning.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777626#Comment_3777626

    2k with 1 gen remaining is already an unavoidable 4k unless the killer is outright trolling, I don't see any of the your point

    In the common 2 surv +1gen scenario, survivors play for hatch normally as they cannot realistically repair the remaining gens. The chances of escaping are slim of course, as the killer can still slug the third surv for 4minutes to keep searching for the last one. Still the chance is still there that maybe one can get hatch.

    Removing Hatch and giving aura read on top of that is just outright gifting a 4k to the killer every time they manage to kill two surv early, with no chance of comeback.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777462#Comment_3777462

    Not having hatch, and instead giving killer aura reads, means they've simply got to try instead of waiting for their teammate to be killed. Hiding is just non-gameplay. And it's not hopeless either. Try and loop the killer for the last 1-2 gens. It might not work, but you can play as safe as you need since you no longer have to save pallets for teammates or avoid creating deadzones. You can just go all-out in chase, and the killer might not even be playing to his full potential since he thinks he's gonna win, the last gen gets done and then at least one of you is out. That would be the same result as a hatch escape, but it wasn't just a free jump in.

    Not having hatch and instead giving killer aura reads means that 99% of matches in which the killer gets a 2k with +1gen remainging will be an unavoidable 4k, unless the killer is outright trolling or let them go on purpose.

    This would force BHVR to heavily nerf all killers so that getting a 2k would be as hard as current 4k.

  • Legion + Victor and you have 8 survs slugged in 2 minutes🥲

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743211#Comment_3743211

    It's just math.

    16 hook states x 40% escape rate x 4 (SWF) = 2560% escape rate.

    It takes at least 10 seconds to hook a survivor and 45 seconds minimum PER HIT x 4 (SWF) x 16 hooks / 60 minutes = 30 hours to play for 16 hooks against a top MMR SWF.

    The problem? The average MMR day/night cycle is 24 hours. 24-30 x 4 (SWF) = -24 hours. Because they're on comms, they're a day ahead of killers. It's math.

    Lol, 2560% escape rate, i laugh thinking of a game which 4 survivors enter the trial and like 50 survivors escape.🤣

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743165#Comment_3743165

    Something something bhvr would never do that because they cater to only the cash cow survivors because they make the most money by selling cosmetics cause there’s four of them and only one killer or something /s

    Yes, that's totally because they cater to the cash cow survivors and not because it would massively sway the game in favour of the killer.

  • I wonder if every player that uses the 'it's a 4v1' idea to prove the game is survivor sided realises that if Bhvr ever remove even one survivor for the team (3v1 base), Killers would have like 95% winrate.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738286#Comment_3738286

    you waste, you waste, you waste…..ok

    seriously. Everyone who plays a computer game is wasting their time. But that's another topic.

    It's just a different way of playing. Something other than just the standard stuff

    I am ponting out that for a 'Gen Rush' build, which usually focus in Time efficiency on gens, this build has a considerable amount of time wasted on Set up and a dozen things that can go wrong that can extend it even more.

  • It looks 'possible' i guess, but the problem i see with this build is the amount of setup you need to begin repairing a single gen. Starts the game and...

    You waste time looking for the basement

    You waste 60sec doing the invocation

    You waste time searching for a gen that has at least one other teammate.

    Roll the dice and waste 15 sec doing bard perk.

    And then, you fiiinally can start repairing the first gen. And this is considering an ideal match where nothing goes wrong.

  • The Shroud offerings. Offerings like 'start the trial with a teammate' and 'all survivor start together'. They are not used a lot.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733720#Comment_3733720

    If knowing it is a SWF group vs not a SWF group creates a scenario where everyone starts dodging the SWF groups, that would indicate that there is a problem with SWF and the game balance would it not?

    I mean, the same argument could be said about anything one can dislike because the problem is that there is no setback to lobby dodging at all.

    Take nurse for example.

    How many would dodge if they knew they are about to face a nurse? Would that also indicate there is a problem with her and the game balance?

  • I had Red Herring, visionary, breakout and Sole survivor.

    Went against a nurse. 🥲

    Didnt end well

  • So, a harsh activation requirement, an even harder penalty after use and its effect can be nullified by one of the killers meta perk?

    Man, i wonder why so many people keep using perks like Deja Vu instead of trying the new ones. A true mistery

  • Survivor Perks

    1# Quick Jump.

    Your vault speed increases by 1%. After performing a fast vault, all gens are blocked for 120 sec and killer can now go through walls until the survivor loses a health state.

    2# Boon: Economy

    You can set a boon with a 24mt radius. Within the boon radius, you can see the current bloodpoint gain for any player in the trial.

    3# Cartographer

    After repairing a gen for 60sec, Cartographer activates. While injured, increases the chances of getting a Green Addonless Map from a chest by 10%.

  • If we are taking exclusively killrates percentages, Dbd is slightly Killer-sided.

  • No. I am not hyped by the character and his perks are either really bad or the flashlight one which is obviously going to get nerfed in a couple months.

    So i think i'll pass on this chapter.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628407#Comment_3628407

    Tunneling is definitely stronger than before. Its just there is a basekit endurance so survivors have a chance without using perks. Comparing is pretty much like this:

    Pre 6.1.0

    1. Hit
    2. Dead hard
    3. Hit (first hook)
    4. Hit (teammate has BT)
    5. Dead hard
    6. Hit (stronger DS'd)
    7. Hit (second hook)
    8. Hit (teammate has BT)
    9. Dead hard
    10. Hit (last hook)

    Now

    1. Hit
    2. Hit (first hook)
    3. Hit (basekit BT)
    4. Hit (weaker DS'd)
    5. Deadhard
    6. Hit (second hook)
    7. Hit (basekit BT, denying Deadhard)
    8. Hit (last hook)

    Note that using BT backthen is more powerful than basekit BT, because killers mostly not expecting it and swing. Knowing BT available all the time just make killer wait for it going off.

    DS was much more powerful that killers werent dare to pick up survivor, which buy more time, which is why Unbreakable was OP, killers dont respect DS now, its far better to take 3sec DS than waiting for DS timer out, without the respecting to DS and slug survivor, Unbreakable is rarely be seen.

    The slugging from respecting DS also makes it easier for a flashlight save.

    The number of steps do not count a single teammate could bring 3 health state medkit so they can body block 5 times before asking for another teammate to heal them. Today a teammate can body block 3 times and down. These number can be multiplied by 3 teammates. Not mention self healing speed was 50% faster.

    Yes, tunneling is stronger today.

    And all you said while considering that the speed on hit for survivors lasted longer pre 6.1.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628098#Comment_3628098

    What boon perks other than CoH were changed in any way? You claim all the other boons got obliterated, so care to explain that? The truth is that this is a straight up lie. None of them received any changes positive or negative.

    The new boon perk is meant to be something to help solo players. I agree that it could be stronger but it's nowhere near as bad as you claim. The real problem is that many people these days do not understand the concept of using perks to help them out where they struggle. If you only use meta perks (or perks that fit specific criteria) then of course you are not going to be as strong in other aspects. I could see Ilumination as a perk to help inexperienced solo queue players, if they made some adjustments to it and I think that's exactly what this perk is supposed to be. A helping hand for beginners.

    The concept isn't bad but it could use some buffs. However, stating untruthful things like they don't consider the survivor side of things and obliterate perks (that have never gotten any changes) is not helping.

    For the illumination perk part, it is really bad perk. It is BY FAR the weakest effect attached to a boon totem, and in a time where boons are barely use outside of COH in a SWF team. This perk wont be used by SWF , veteran players wont use it either and beginners players probably wont pay for a licensed survivor when they can use Deja vu or a Red map, which are arguably better. It is the same as when they release Corrective Action for Jonah and is currently one of the worst perks in the game.

    So this perk is pretty much dead on release, only to be used for adepts achivements.

  • Makes me laugh that Pharmacy is such a bad perk for medkits that you dont even mention it.🤣

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621985#Comment_3621985

    same can be said for 3-genning, tunneling, camping, etc... but we are getting "solutions" for those problems from devs for some reason.

    These solutions are really minor if you think about it.

    By now most killer that tunnel know how to play around the basekit BT and with DS nerfed tunneling is still the strongest method to win as killer.

    And AFC is so laughably easy to avoid that it might well not even exist at this point.

    If the new 3-gen solution is on the same as the AFC system, it will probably be something really weak.

  • Boon: Dark Theory if it could reach all the map.

  • Tombstone Myers would be OP as f with this change

  • I would argue that an instant bleed out option after being slugged for 90-120sec should be allowed.

  • @jajay119 said:

    Another week another one of these threads and another chance for me to mention how awful a choice it would be. You don't resolve slugging by making it easier to do.

    I seriously dont think it will be an awful idea if done right. An instant bleed out if you are downed would be bad, but if the option to die on the floor was given upon 90-120sec of being slugged it would be fine.

  • @Azulra said:

    I honestly think that the best solution that BHVR could do for this stuff is simply the same thing that a lot of other game devs do which is show an icon for anyone who's in a group together in the starting lobby so that if a killer wants to they can just leave. It's not denying survivor SWFs the ability to enter matches and it's allowing killers the option to just simply leave if they see a 3-4 man SWF.

    If you show the killers in lobby if they are facing a swf they will constantly dodge or sweat to no end.

    So you are damning swf to wait longer and longer matches to finally play against sweaty nurses and blights tunneling at 5 gens.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614069#Comment_3614069

    Yup eruption is now an awful perk, as are the other perks that were buffed in 6.1. Survivors like to point at that patch as proof the devs aren’t survivor-sided, but conveniently ignore that all of those buffs were taken back. We were left with a 2% kick speed increase.

    I didnt know the devs reverted the 90sec gens...

    Or the reduced survivor speed on-hit...

    Or the 2 stack STBFL basekit...

    Or the nerfs to DH, DS, IW and Spine Chill...

    Even if the Op Eruption was nerfed, 6.1.0 is still one of the most killer sided patch in dbd history

  • Mmm, considering both sides at max peak ability the game should be decided by the build they use and the map they ended up playing.

  • @pizzavessel15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591549#Comment_3591549

    mft lasted months. this didnt even get released before being nerfed

    Eruption also lasted months. And perks like Reassurance and Scavenger also got nerfed before being released.

  • @pandorayr said:

    These 3 perks are above 20% use and must be changed if want to change the metagame.

    https://us.v-cdn.net/6030815/uploads/QGF0V40UNG5C/4d0b235072defd110f706f7c8f450caa.png

    Why window of opportunity not received the changes announced in the PTB?

    I'm so disappointed not to read in the update notes the announced changes to Window of Opportunities, I think this perk is quite unfair it should have some adjustments and the player need to use memory to remember where each window or pallet. Add a cooldown to reading auras similar to Object Of Obsession but only when the survivors are involved on a chased.

    Change to Windows of Opportunity:

    The first time you are injured and you are chased unlocks potential in your Aura-reading ability. The Auras of Breakable Walls Pallets and windows are revealed to you within 24/28/32 metres.

    Windows of opportunity reveals the auras of breakable walls, pallets and windows each 30 seconds for 3 seconds.

    Made for this is the most insane perk in the game, this perk destroy killers 4.4 or less speed, there should never have been a perk with an indefinite speed increase also gives the effect endurance.

    Only change I can think is to limit the perk to 1 use for a trial.

    Change to Made For this:

    The first time you are the injured state the timer is activates to Made for This and you benefit from the following effect:

    Gain a 1/2/3 % haste for the next 60 seconds.

    Made For This Made can only be activated once per trial.

    This perk and its effect are disabled once the exit gates are powered.

    Adrenaline needs a nerf for a long time has remained unchange and mostly used perk because has two effects.

    Unfair to keep beneficits effects of curing one health state and the speed boost.

    Change to Adrenaline:

    Once the Exit Gates are powered, instantly heal one Health State.

    Adrenaline is on hold if you are disabled at the moment it triggers and will instead activate upon being freed.

    If playing against The nightmare Adrenaline will wake you from the Dream World upon activation.

    Adrenaline ignores an existing Exhaustion timer, but causes the exhausted Status Effect for 60/50/40 seconds

    Balancing the game should always about problems concerns on both sides

    By the way now there is an anti-camping mechanic hope you add a new anti-gen-rush mechanic.

    We need this change because repair not require skill and is also very easy and fast and increasing the time to complete a generation is not a solution and pressing the space key every 15 or 20 seconds a either.

    Honestly this mechanic has become obsolete and deserves to be change the gameplay after so many years

    Please tell me what you think, thanks.

    So, mft becomes a meme perk, woo becomes one of the worst perks in the entire game and adrenaline gives you exhaustion without giving you a speed boost.🤦

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558823#Comment_3558823

    No... those perks aren't "Mid" they are the epitome of what dbd perks should be, alternative abilities you get after completing a certain action, alternatively, if the effect is akin to a basekit buff it should be relatively minor, but worth the slot to bring.

    Problem is, survivors only consider perks to be "good" if they are beyond busted.

    Let's go over some examples of fundamentally healthy and good perks -

    Autodidact

    Background Player

    Bond

    Chemical trap

    Decisive strike

    empathy

    Kindred

    Smash Hit

    Flashbang

    wiretap

    etc.

    These perks follow the proper balance philosophy of alt abilities or minor basekit buffs that are still worth using.

    Now examples of perks that are fundamentally unhealthy but considered "good" by survivors -

    MFT

    Buckle up

    Hope

    Resi

    Adren

    WOO

    etc.

    Do you notice the pattern here? Survivors only consider perks to be "good" when they essentially turn dbd into easy mode.

    Run faster, vault faster and do everything else also faster, Pick your teammate up and be invincible for 10 seconds, have ESP on every single tile so you can artificially path better, get a free healthstate after your team pops all the gens , etc etc... and they all come at the requirement of either *Load into the match* or *be inevitably hit*.

    "Problem is, survivors only consider perks to be "good" if they are beyond busted."

    Problem is, what is "good" or "average" or what is "healthy" or "unhealthy" changes depending of the person.

    From my point of view many of your "healthy" "good" perks are average at best. They all lack consistency or does not provide much value. The only one i can agree it might be meta one day is Bond.

    And many of your "unhealthy" perks are perks that have been in dbd for years and only now are suddenly getting nerf posts because the real busted perks have been all nerfed.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558728#Comment_3558728

    Reassurance is a very strong perk. Troubleshooter is a strong chase perk. Dramaturgy is a strong AND fun perk. Fogwise is a strong info perk. Chemical Trap is a strong perk to deny a pallet break (especially good on god fillers). You don't see any of these perks skyrocket to the top of the usage rate. People tend to take the path of least resistance to win (which is why the genkick meta quickly became popular after it was discovered, and Eruption also bounced to ~25% usage rate almost overnight). Old Eruption was problematic, and MFT is problematic. Old Eruption deserved to be gutted, and MFT equally deserves it.

    But i dont see any of those perks to be strong at all. Some can be useful if you hit that perfect scenario where the perk can shine but most are inconsistent, situational or just doesnt provide too much value to be strong or meta.

    Reassurance is the best anti-camping perk(out of two) but its short range and the unnecesary nerf it got from ptb really set it back. It's very situational to get value from it.

    Troubleshooter requires you to be in a map with lots of palets and on top of that, you need to be in a loop with high walls for it to be useful, on top of be facing a non-stealth killer so that it cannot block the aura read, on top of you not being affected with blindness from perks like UW which are popular. So it is very inconsistent.

    Dramaturgy is a gamble perk. It is literally the definition of inconsistent. And with how nerfed most survivors items are today one is always hoping to get a toolbox just to get a broken key or a green map.

    Fogwise gets hard countered by stealth killers and fearmonger, and even when not, the info isnt that useful to begin with. If it is a non-stealth killer you will hear the terror radius if he is approaching you, and the HUD will probably tell you if it is chasing another surv. For what it does i'd say Alert is objectively better since it doesnt require you to be on a gen doing perfect skill checks.

    And Chemical trap mostly shines on god pallets, which if you are already using them you dont really need to use the trap when you can run another chase perk and make more distance.

    Not saying these are bad perks, but nowhere near strong.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556734#Comment_3556734

    what I'm saying is if there two survivors left you guys already lost but the killers wants a 4k and the hatch normally cheat killers out of it.also slugging does not always work unless you want to be a jerk and blood everyone out for less points.

    now with the end game save if there are 3 healthy survivors one on hook killers going to want that 1k because it's the only thing left killer lost now if the 3 healthy survivors go for the save with all speed boosted and endurance and body blocking there good chance they all get out.

    see

    1K=hatch

    end game save 3 healthy survivors=slugging for the 4k

    both are risky and not fun

    but why can survivors do it but killers can't?

    there not much different between the two.

    edit

    I also feel that slugging all 4 survivors letting them blood out and not hooking is the same as survivors all staying at the exit gate t bagging waiting for the killer to come both are pointless.

    I understand what you are saying that both situation aim for the best outcome in each side. Yet again, i still think it isnt fair to compare them both when you consider the risks.

    I had hundreds upon hundreds of games were a killer camped one survivor in endgame and managed to get a 2k/3k, even a 4k. As i said before, a surprise NOED, STBFL, maybe a Blood Warden, using instadown addons and powers, hooking the survivor in a hill or the basement. Obviously, this isnt to say it's guaranteed you can always snowball into a +2k but there is a realistic chance you can pull it off.

    Instead, i could count the amount of times 2 survivors managed to pull off an escape from a situation where the killer is slugging for the 4k while one gen remains with one hand.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556682#Comment_3556682

    there is no risk in slugging for the 4k? you kidding the OP in this thread tells you the risks in slugging for the 4k

    slugging for the 4k is never 100% just like 3 survivors try an endgame save not 100% but going for either is the same (best possible outcome) in a match.

    now why can survivors try to go for best possible outcome but killers can't? both are risky but both try for the same thing the best possible outcome in the match.

    First of all, i said slugging for the 4k in the "2survivors, +1gen" has no risk, which isnt what OP said as the gens were already done.

    Second, how many times do you realisticaly see a survivor run the entire nwo timer, run four times around the map, heal the teammate, run two more times and then get out?? That's why i said the "unless they massively outplay the killer" part.

    You can play in whatever way you like. I am pointing out that there is far more risks in getting an endgame save than slugging for a 4k.

  • @NekoGamerX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556339#Comment_3556339

    let me ask you something when you totally stump a killer (all 4 still alive) but killer gets one of you on hook when the last gen gets done,do you and the other 2 gang up on the killer after 99% the exit gates just so you can have 4 man out?

    if yes then you a hypocrisy because that and slugging for the 4k both not fun.

    I believe those two situations are different when you consider the risk involved.

    When 3 survivors try an endgame save, the killer has far better options to not only secure that 1k on the hook but also snowball into a 2k/3k. NOED exists, STBFL exists, instadown power/addons exists, even without them you can still manage to down and kill a survivor when they try to save. So those 3 survivors have to take a risk in going for a save.

    Compare it to the "2survivors, +1gens" situations were most of the "slugging for the 4k" usually happen, there is no perk that can make those 2 survivors recover from that situation. Even if the 3rd survivor recovers with unbreakable, they can't repair their way out unless they massively outplay the killer. So there is no risk in slugging for the 4k, no chance of survivors 'snowballing' a 2E.

  • 1- Mft is already said to be nerfed soon.

    2- The only nerf Hope should get would be not being able to stack with mft.

    3- Newly released killers are always tweaked faster than perks or older killers, because even after being tested in PTB they usually underperform or overperform and need to be changed. Wesker's hitbox fix, knight's buff, Singularity's EMP nerfs were all done weeks after they were released.

    4- You are asking for a nerf to a perk combo in a game not only you were already winning but also were abusing a strat that lets you bypass a game mechanic(hatch).

  • How can you expect to have anything but a stale meta when most of the new survivors perks are outright bad.

    Seriously, i said this before in another thread but if you take a look to the newly released perks you'll see they are:

    - Perks with very weak effects (Lucky star, Scene Partner)

    - Perks that are highly situational (Cut Loose)

    - Perks that are nerfed versions of existing ones (scavenger being a worst build to last, friendly competition being a worst Prove thyself, Cut Loose being a worst Quick & Quiet)

    - Perks that have a wall of restrictions to use (Blood Rush)

    And the ones that do not fall in these categories are either panic nerfed in PTB like Reassurance, Scavenger or get a hundred post in the forums like MFT.

  • An old friend of mine used to call me 'Ruben', though that was never my real name. That nickname sticked with me those days which also were the days i started playing a new moba that was getting popular, League of Legends.

    Making my new account for that game, 'Ruben' was already taken. 'Roben', 'Roven' , 'Rubend', 'Rubent' were all taken too. So i ended up with Rovend and that has been my name since.

‹ 1 2 3 … 20