Avatar

Spirit_IsTheBest

Spirit_IsTheBest

About

Username
Spirit_IsTheBest
Joined
Visits
2,405
Last Active

Comments

  • Shhhhh! Let me (an autodidact lover) savor this moment!

  • It pairs well with Bamboozle, Brutal Strength, and Forever Entwined as a secondary support perk, by itself it requires generators to be complete which is a very strict requirement for any value to get made from this perk, by itself its very niche.

  • Never seen any p100 wraith yet despite how common he is to verse for me.

    Anyone who mains him like that though have my respect hes one of my favorites to verse.

  • @Rulebreaker said:

    Personally feel that gen speeds are fine. Usually gens only feel fast if A: im doing poorly, B: theres a squad of toolboxes and they happen to have gen perks, C: using a set up killer like Trapper, Hag, or Hux which is more because im probably setting up more than stopping them. People dont need to pressure the whole map at once but they do need to focus more on everything around them than simply "see target, chase target". Theres been SO many killers who've had to have seen me working on a nearby gen while they chase another and instead of breaking off for a bit to hit me or something, they instead continue to circle that rock, break pallet, then keep going for that specific runner. They don't put pressure on multiple ppl nor set up potentially future quicker downs bar pallet destruction.

    Some gen regression is fine, it buys you breathing room after all, but i know for fact that theres a good number of players who hyper rely on stacking regression and when they dont have them think "gens go way to fast". They're good, but aren't necessary in general. Maybe for specific players, but people can do fine without them.

    There are definitely killers who tunnel vision one survivor for too long, ignore nearby survivors on gens, or fail to spread pressure effectively. That's a skill issue, not a generator speed issue.

    Where I disagree is that this completely explains why regression perks are so popular. If the answer was simply "killers need better macro," I'd expect slowdown perks to become less common as players improve. Instead, some of the most experienced killer players still regularly run regression because extra time is valuable no matter how good you are playing.

    I also don't think regression perks are strictly necessary to win. Plenty of players do well without them. My point has never been that killers can't win without slowdown. It's that slowdown perks provide consistent value in almost every match, which is why so many players choose them.

    So, I think both things can be true. A lot of killers could improve and get better results, but that doesn't automatically mean generator pacing has no role in why regression perks are among the most common killer perks in the game.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085407#Comment_4085407

    How does buffing low tier killers (their abilities and add-ons) have any impact on the other killers?

    We don’t know what the low-tier killer kill rates are because BHVR never shares the kill rates of all killers - just a select few. I’m curious what your kill rates are with some of the low-tier killers. Can you share a few? I’m curious to know how you came to the conclusion that they are “playable in the vast majority of matches”.

    That's kind of my point. We don't actually have the data for most individual killers, so saying that low tier killers are perfectly fine because "they have good kill rates" is a difficult claim.

    I'd also be careful about using overall kill rates as proof that a killer is healthy. Kill rates can be influenced by a lot of things outside of killer strength, including matchmaking, survivor mistakes, map RNG, perk usage, and playstyle choices like tunneling.

    As for low tier killers being playable, I never said they weren't. Most killers can win matches. The question is how much effort, game knowledge, and optimization is required compared to stronger killers, and whether that affects perk choices.

    That's really where my original point comes from. If a large number of killers, regardless of tier, are always using regression perks, I think it's worth discussing what makes those perks so valuable in the current game.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085402#Comment_4085402

    Its the same rhetoric used for tunneling, heard it before, no amount of carrot on a stick will deter people from using four slowdowns outside of an actual gutting of said perks.

    It doesn't matter if there are 190 slow killers when the ten that are fast make up > 80% of matches. Any buff to 'low-tiers' will just buff the S tiers, and mind you, all the 'bad' killers still have good kill rates and are playable in the vast majority of matches outside of comp which is a tiny fraction of a fraction.

    I think you're actually proving my point.

    If players keep running slowdown because it's the most efficient option no matter what, that suggests slowdown perks provide a huge amount of value. Players generally go toward whatever helps them win most consistently.

    As for mobility killers, I agree they're common, but I don't think the strongest killers should be the benchmark for the entire role. Most killers don't have Nurse or Blight-level map control, and discussions about generator pressure usually involve the rest of the roster too.

    I also don't think kill rates tell the full story. A killer can have a healthy kill rate while still feeling heavily incentivized to run certain perks. My argument isn't that killers are weak or survivors are overpowered. It's that regression perks seem to be one of the most universally valuable perk categories in the game, and I think it's fair to ask why that is.

    Saying "good killers can manage without them" doesn't really answer why so many experienced killers still choose to run them in the first place.

  • @cogsturning said:

    If they were to increase base gen speeds (which has already happened before) killers would still run four slowdown and doing gens would be impossible without a gen build, which would narrow the survivor meta even more. As it is, diminishing returns has already nerfed bringing perks like Deja Vu, Teamwork: Full Circuit, Resilience, and Prove Thyself together. I run 2 regression perks on my main and 1-0 on everyone else and I do okay. I have to wonder what the KRs of people who feel the "need" to run four slowdowns are.

    I think the biggest issue this game faces is players not understanding macro. A killer will allow themsleves to be dragged to an inactive corner of the map by a smart survivor, or they'll ego chase someone good without judging time, and then get mad at the game when three gens pop, when they were actually outplayed and don't realize it.

    I agree that macro is important, and I think a lot of killers do throw games by overcommitting to bad chases or failing to identify which gens they need to defend.

    The thing is that I don't think that really addresses my main point.

    If the discussion was "why do some killers lose games?", then yes, macro is a huge part of the answer. But my post is about why regression perks are so common across the killer role as a whole.

    Good macro and slowdown perks aren't competing explanations. In fact, the killers with the best macro are often the same players bringing slowdown because they understand how valuable time is.

    Also, I don't think it's fair to assume that everyone who feels regression is important is just getting outplayed. If that were the case, we wouldn't see slowdown perks remain popular across skill levels, content creators, competitive players, and experienced killers who already understand map pressure and chase management.

    A killer can make the correct decision, take a reasonable chase, secure a hook, and still lose significant generator progress during that time. That's not necessarily being outplayed. That's just how the objective system works.

    I also think saying "I run 0-2 regression perks and do okay" isn't really evidence against the argument. There are players who do well with off-meta builds, just like there are survivors who do well without exhaustion perks. The question isn't whether it's possible. The question is why certain perk categories consistently dominate build usage.

    If regression wasn't providing value, killers wouldn't keep bringing it. Players naturally gravitate toward perks that solve problems they regularly encounter.

    So while I agree that a lot of killers need to improve their macro, I don't think "learn macro" fully explains why slowdown perks continue to be among the most common killer perks in the game. Those two things can both be true at the same time.

  • @Your_Dad_Playing_DbD said:

    I think generator speeds are fine - it would be even more boring repairing gens if time was longer - but I do think that something needs to be done to nerf coordinated teams a bit. Past stats have shown that SWF at high MMR has a significantly higher escape rate than the 40% target, and it sure feels that way playing against good coordinated teams. I don’t think this will ever happen because SWF will be in an uproar complaining about being “punished” for playing with friends, not acknowledging their unfair advantage.

    I actually agree with part of this.

    I don't think simply increasing generator repair times is the answer. Sitting on a generator for longer isn't exactly engaging gameplay, and I don't think most survivors would enjoy that.

    Where I think the issue comes in is coordinated teams. A good SWF can share information instantly, call out killer location, identify perks early, coordinate saves, split generator pressure efficiently, and avoid unnecessary mistakes. None of that is against the rules, but it definitely creates a different experience compared to facing four solo queue survivors.

    The challenge is that the game has to be balanced around both solo queue and SWF. If you nerf generators too much, solo queue gets hit hard. If you balance entirely around solo queue, coordinated groups can become extremely efficient.

    That's partly why I think regression perks are so common. Many killers aren't bringing slowdown because they expect solo queue survivors to fly through gens. They're bringing it because they never know if the next lobby is going to be a highly coordinated team.

    That said, I don't think SWF should be punished for playing with friends. The real goal should be closing the gap between solo queue and coordinated groups rather than directly nerfing one side. The smaller that gap becomes, the easier it is to balance the game overall.

  • @Wyndsor said:

    Then you realize that if you aren't on gens 99% of the time you just auto lose because maps are tinier and tinier and every killer has map travel + anti loop on loops that are getting weaker and weaker.

    Additionally, totem builds are also pretty common too.



    So yes, this does read as yet another 'Survivors are OP' thread.

    I don't really think that's what I'm saying.

    Survivors should be on generators most of the match. That's literally their objective. If survivors aren't doing gens, they're probably losing. I don't disagree with that.

    My point is more about perk dependency than survivor strength. When a large number of killers feel like they need to dedicate 2-3 perk slots to slow down every game, that's usually a sign that something about the pacing is pushing them in that direction.

    There are definitely killers with strong map mobility and anti loop, but there are also plenty of killers that don't have either. The roster isn't just Nurse, Blight, Wesker, and Dracula. A lot of killers still struggle to maintain pressure across larger maps when survivors split efficiently.

    I'm also not arguing that survivors are overpowered. Survivors have their own issues right now, especially with how common hex builds, tunneling, and strong mobility killers can be.

    All I'm really asking is whether regression perks have become too important to the average killer build. I think that's a different discussion from "survivors are OP."

  • @Brokenbones said:

    At the moment, Krasue is probably at the top of my list

    Her counterplay is really unintuitive and one of her main counters is bodyblocking from teammates which just makes solo Q against her a nightmare. I struggle in chase against her because I feel like getting infected is inevitable and then you have to account for the massive lunge, faster head form speed + the mobility aspect of her kit

    Probably just a skill issue on my part, but I really do think her counterplay isn't really easily understandable.

    P92 Krasue here!! :D

    Body blocking is screamed often as the biggest counter, when playing against a SWF its very effective, especially if they are consistent with it. But the main thing to keep in mind is that she's very slow with vaulting, she cannot break pallets in head form, and camping strong areas on the map can waste a lot of the Krause's time.

    The goal is to force her out of head form as much as possible so that she cannot get you with her lunge, she's extremely slow during the transition, if you're at a strong pallet she has no choice but to break it and that can allow you to make distance also to. She's very slow with vaulting, and if you have a good set up pallet + window she pretty much has to waste time going back to body form, breaking the pallet, and catching up with head form again. What's very important to do if you're versing a Krasue is to plan where you're going to run to, memorizing certain maps has really helped me with that.

    Krasue cannot regurgitate on the ground, have it splatter and immediately get it on you, she's not like unknown, the only way to get the leech on you is if she uses certain things like rocks, trees, etc. to get it onto the survivor, or if she lands a perfect shot on the survivor which can be tricky as dodging the power isn't too difficult. When regurgitating onto a rock or tree, it has a mini auto aim that targets the survivor when the player does this, my advice to avoid this is to keep an eye when she's trying to leech you, act unpredictable, holding W can be effective, though you are eventually are most likely to get leeched as her cooldown when using the power is very short, if you have a strong loop/window near you, you will be fine as what I stated above earlier can be useful.

    Always take advantage of mushrooms when you can, my advice, never eat the mushroom in chase when you AREN'T safe what so ever, you are slowed and the animation takes a couple of seconds, I see many survivors do this and it results in them getting hit/downed, do it when you know that you're absolutely going to be fine or last in chase for a while, example: at a strong tile, or if the Krasue leaves you which gives you plenty of time to reset. Don't panic eat, and play safe.

    Due to how restrictive she can be that is a perfect opportunity for your team to crank generators when you're in chase with her. I hope this helped, not many people play her but if you ever need any advice, you can ask me! :)

    These types of tiles are also very strong against Krasue, having two pallets side by side is a nightmare for the killer, you can simply vault back and forth between these two pallets, the tile when these pallets are dropped become very good, as stated prior she's very slow with vaulting and cannot break, if the player tries to fly to you to close the distance with this tile, vaulting back destroys any chance of a hit as the fly power only lasts a limited time, and will definitely have to go into body form to break them, free distance right here.

    image.png
  • My OG main is Spirit.

    My current main for a while has been Krasue, just love her design I find her to be so fun to play as, currently p88 with her!

  • It needs to be reverted to 30% like before. Nothing else in my opinion.

  • I play solo queue as well but I hard disagree with this.

    Coming from someone who plays both sides generator regression may feel a bit much but they are absolutely necessary in matches where survivors run Toolboxes, Fast Track, etc, plus certain maps or even playing a weaker killer can jeopardize you by quite a bit, generators go by flying and generator regression is a necessity these days, if the survivors your up against know what they are doing, your going to have a hard time, most generator regression perks require hooks like Pain Res or Pop Goes The Weasel, and if your kept in chase for a while especially by a good looper, thats an opportunity to get generators done.

    They are absolutely fine and necessary.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071951#Comment_4071951

    They seem extremely reluctant to put the 5s back in for some reason. Even the brief period they tried it again they also shadow nerfed the animation to be another second longer, so both killer and survivor ended up getting stunned for about an extra second, which made no sense.

    Personally, since they are deathly afraid of 5s, having the perk put the killers power on a short cooldown would be better overall. It hits the mobility killers hardest, and killers like trapper aren't going to care.

    It would still have to be in addition to a stun, otherwise an immediate m1 downs you again, but it could even be 3s if you took the abilities that instantly close the gap out of the equation.

    Don’t understand why they are so hesitant in making it 5 seconds.

  • Old ds is better off gone for good. All the bodyblocking people would do with it to abuse it was ridiculous.

    Good riddance.

  • It's never leaving my build.

    It's super useful and saved my butt so many times. It's my favorite perk atm also.

  • Run Self Preservation, counters most aura reading perks and comes in real handy when a survivor is hooked.

    It counters mainly BBQ and Friends Till The End real good. Add Distortion if you want all aura reading to be countered.

  • It's ridiculous that no response was issued from BHVR about this yet.

    Cheaters have been ruining so many matches for me and others recently and they get zero consequences due to the endgame screen being completely removed. 10 years in and we're still having these issues, and yet nothing is being done as of right now.

    The endgame screen has been bugged every match due to the cheaters to where even if I'm in a normal match it's still somehow not visible, pretty annoying.

  • If you want to stay safe while being productive run Self Preservation and Distortion to completely counter any aura reading perks or add-ons the killer has, along with Deja Vu and any fourth perk choice of your choosing (my personal pick is Plot Twist for a safe heal in a hidden area in the map, item you can bring would be a med kit or a toolbox based on your preference.)

    I'm not good with chases so this build works extremely well for me, being mostly stealthy but being productive with gens is my favorite type of gameplay, if you like this style of gameplay definitely give it a shot it works wonders for me.

  • I keep versing a cheating Michael who teleports out of nowhere and has no attack cooldown, I've versed this type of player multiples times.

    Not fun! I get that cheaters can probably never be 100% put to an end no matter what but the lack of effort into countering cheaters is really upsetting, we need a better anti-cheat as a start.

  • Mission Back Up

    Whenever you fully repair a generator by yourself, Mission Back Up activates.

    At a generator, press the special action button to insert a memory chip into the generator.

    The next time the generator is damaged by any means by the killer or their perks, the memory chip activates, preventing any regression to the generator, explosions, or progression from being lost. Once this occurs, your aura is revealed to the killer for 5 seconds.

    The generator cannot be damaged for an additional 30 seconds afterwards. During this duration, you also suffer from the exposed status effect.

    Mission Back Up permanently deactivates for the remainder of the trial once its effects have ended.

    "Their main objective is preventing anyone from escaping, well, that's hilarious, firstly I don't die, and I certainly won't be refused my exit out of this hellhole, watch and learn." - Victoria Zhu.

  • Ghoul and ''buffs'' shouldn't be in the same sentence.

  • It's terrible, I 100% agree.

    I love the new Trickster map, and I haven't played anything but the Tricksters Delusion game mode since Tuesday, I refuse to go back to normal gameplay because the constant same crappy maps are unbearable.

  • All I've been getting are indoor maps and Nostromo 99% of my matches and I'm so sick of it. Variety in this game is dead.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063256#Comment_4063256

    Its simple math.

    A map is typically 98 x 98 meters squared on average. Usually not a perfect square, but roughly they all amount to about that.

    15 seconds of endurance moving at 110% movement speed gives the survivor 66 meters of distance for free. That's usually enough to get nearly to the gate if you are on the exact opposite end of the map, which isn't really that difficult because there are 2 gates, and they typically spawn across the way from each other. Such that, you can't really be at the exact opposite end. One gate will likely be closer and you will be able to reach it easier.

    Now you might say, just hit the survivor off the hook to break the endurance and then catch up to them.

    Ok, lets do the math on that.

    After hitting the survivor, they gain 50% movement speed for 1.8 seconds while the killer is pretty much unable to move for 2.7 seconds. So in total, this means that during those 2.7 seconds the survivor is able to move:

    1.8 seconds x (4m/s * 1.6) = 11.52

    0.9 seconds x (4m/s * 1.1) = 3.96

    11.52 + 3.96 = 15.48 meters of distance.

    Now keep in mind that for the next 12.3 seconds, the survivor runs 10% faster. This means that for those 12.3 seconds, the survivor will move 54.12 meters, and the killer will move 56.48 meters. Effectively only gaining 2.46 meters of distance.

    So after 15 seconds, the killer is still 13.02 (lets just say 13) meters away. And will still need to spend another 15 seconds catching up to the survivor. This means that the survivor would move another 60 meters of distance, before the killer is able to catch up and hit them.

    Now lets add up all that distance moved during that time…

    15.48 meters during the burst of speed + 54.12 meters during the extra speed from being unhooked + 60 meters of the killer catching up to them = 129.6 meters.

    129.6 meters is MORE than the distance of an entire map by almost 30%. This means you could literally run from 1 corner of a map to the opposite corner, then run BACK for another terror radius worth of distance in that time frame.

    Again, its simple math.

    You're treating the map like an empty 98 meter straight line. In an actual match survivors aren’t sprinting in a perfectly straight path from hook to gate with zero obstacles. They have to path around tiles, rocks, buildings, etc. That alone destroys the “129 meters of perfect travel” scenario. Your simple math is anything but simple.

    You’re also assuming the killer starts exactly on the hook, commits to a full chase, and that the survivor runs the entire endurance duration in a straight line toward a gate that’s already open. That’s basically the most survivor favored scenario possible.

    If survivors are consistently getting unhooked that close to endgame with a clear lane to the gate, that’s a positioning and pressure issue earlier in the match. Endgame only amplifies the state of the game that already exists.

    And finally, this “simple math” ignores the killer’s actual endgame power. Perks that I've said plenty of times for killers in the endgame exist specifically because killers are meant to swing the endgame back in their favor if they plan for it.

    So yeah, the math works if the map is empty, the killer plays perfectly into the scenario, the gate is already open, and nobody made mistakes earlier. But that’s not how this game works, your 'math' is a spreadsheet fantasy.

  • That’s not really how the game is designed though. The killer’s strength isn’t meant to scale automatically with time it’s meant to scale with the pressure you built earlier in the match.

    If the killer has hooks, injuries, or people dead before endgame, the endgame heavily favors them. But if four healthy survivors reach the gate together, that means the killer lost.

    Endgame mechanics like the 15 second Endurance exist so the match doesn’t become an automatic loss the second the gens pop, otherwise the killer would always just camp the hook or gate, and the survivors would have no realistic counterplay.

    And killers already have some of the strongest endgame tools in the entire game, things like NOED, Blood Warden, and No Way Out can literally turn a 4 man escape into a 3-4k if they’re played well.

    So if survivors are regularly escaping because of a 15 second Endurance window, the real issue probably happened before the endgame.

    @Reinami

  • @Daniel_Silva04 said:

    What were the devs thinking giving survivors 15 seconds of Endurance during the endgame? It’s basically a free escape. 15 seconds of running at 4.4 m/s with invulnerability... I’ve already lost so many games to this unfair situation. A survivor can literally cross half the map with a speed boost and protection, and there’s nothing you can do. Even if you switch targets, they just use it to bodyblock you. The endgame was already survivor-sided, and this just makes it even more difficult and unfair for killers.

    If a survivor is getting 15 seconds of Endurance in the endgame and still escaping consistently, the problem probably isn’t the mechanic, it’s the situation you’re putting yourself in before the gates are powered.

    By the time the Endgame Collapse starts, killers have already had the entire match to apply pressure, secure hooks, and control the map. If multiple healthy survivors are reaching the exit gate together, that’s usually a macro game issue, not a 15 second buff issue.

    Endgame perks and certain mechanics exist specifically to give survivors a last chance play, so matches don’t just turn into guaranteed deaths the moment the gens pop. Killers already have extremely strong endgame tools, things like NOED, Blood Warden, or No Way Out can completely shut down escapes if used well.

    So instead of blaming a short Endurance window, it might be more productive to look at why the survivors are consistently reaching the gate in a position where those 15 seconds actually matter.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062861#Comment_4062861

    But the choice isn't meaningful now. Perks that change animation speeds only change them by hundredths of seconds, except for STBFL which was gutted for any killer with a special attack (even some with non-damaging special attacks).

    I could be wrong, but I don't think they've made any really impactful base kit buffs to killers across the board since 6.1.0. Since then, survivors got a bunch of base kit tools which have reduced camping, tunneling, and increased survivors' overall efficiency by decreasing the information gap between SWF and solo players, which are all great things.

    I guess I'd just like more people to realize that most killers that rely heavily on basic-breaks and basic attacks are having a rough time and could use the help. Plus, if animations related to hooking are made shorter, you make hooking a more attractive option (as opposed to slugging).

    I disagree that the choice “isn’t meaningful,” I think it feels less meaningful because the game around it changed, not because basekit needs buffs. Animation perks being small gains is intentional. They’re efficiency perks, not power spikes. If they were large, they’d be mandatory, which is exactly what we’ve tried to move away from.

    The 6.1.0 comparison also cuts both ways. Survivors got basekit tools to reduce unhealthy strategies (hard camping, tunneling), not raw chase power. Killers also got basekit improvements there faster pallet breaks, reduced hit cooldowns, and overall pacing changes. Those weren’t small, they fundamentally sped killers up. The idea that killers have received nothing since then isn’t really accurate.

    As for STBFL, yeah, it was nerfed for special attack killers because it was warping balance. It was never meant to be universally optimal. Not every perk needs to work equally well on every killer, otherwise killer identity just collapses.

    Hooking vs slugging is a fair concern, but shortening base hook animations doesn’t solve that. Slugging happens because of pressure, positioning, and survivor recovery tools, not because hooking takes a second too long. If anything, making basekit faster just raises the floor and lowers the ceiling, which again makes perks that specialize in these actions pointless to run.

    I’m not saying M1 killers don’t struggle, some absolutely do, but that’s a killer specific tuning issue, not a universal basekit speed problem. Buffing foundations to compensate just flattens diversity and makes perk trade offs even less meaningful, not more.

  • @Shinkiro said:

    You're conveniently forgetting all the survivor efficiency buffs while not compensating killers for it, even nerfing them further in addition, making it worse and more miserable to play for them. There's a reason the killer anxiety movement has become a thing. You're obviously keen to only see one side of the coin and base your argument on that and not the overall state of the game.

    Killers have to more than ever end chases quickly to keep up with gen efficiency. That's simply the direction the game has gone due demanded changes and the speed the game can play out now. Short of further nerfing maps directly to accomplish that, killer design has to now shift towards a combination of mobility, anti-loop, slowdown and weakening resources for survivors to feel good to play.

    You’re acting like generator efficiency suddenly appeared out of nowhere while killers have just been getting weaker, which isn’t really accurate. The game has gone through years of back and forth changes where both sides adapted their strategies. Even people on the forums point out that a lot of what gets called “gen rushing” is simply survivors splitting up and doing the objective efficiently, not some new broken mechanic.

    Saying killers now have to end chases instantly to keep up is also a bit of an exaggeration. If the entire match is decided by the first chase, that usually means the killer committed too long to a bad chase or didn’t apply pressure elsewhere on the map.

    Survivors doing generators while someone is in chase isn’t some special “efficiency buff” it’s literally the basic gameplay loop. If three people sit on gens while one person runs the killer, the team is just playing correctly.

    The bigger issue in the game has never really been raw gen speed it’s the huge power gap between killers. Top tier killers with mobility and map pressure handle gens fine, while weaker killers struggle. That’s a design problem with the killer roster, not proof that generators themselves are too fast.

    So, framing the discussion as “killers are forced to rush chases because of survivor efficiency buffs” ignores the bigger picture. What we’re really seeing is players optimizing the game on both sides, not one side suddenly breaking it.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062812#Comment_4062812

    Killer perks require you actually do something (mostly chasing, downing and hooking survivors which requires significant time investment) to actually use them. SB and Lithe do not require any real conditions and provide immense value on a relatively short cooldown for zero effort from survivors.

    Stop treating killer perks like they are equal to survivor perks because they are not. Not to mention there isnt potentially four copies at once giving the same level of value, killers perks need to give 4x more than survivor perks as its 16v4 perks.

    I don't even know why you're moaning about gen slowdown, in a world where you can easily get 30s free chase extensions every single chase per survivor which gives the other three survivors the equivalent time to do an entire generator just from that single perk. Its been garbage for awhile now which is exactly why people are stacking them to actually try get value from them because everything else also gets nerfed since we apparently arent allowed good chase perks either.

    Your argument falls apart the moment you actually look at how the game works. You say killer perks require effort because they trigger on downs and hooks. That’s not some special condition that’s literally the killer’s objective.

    Saying a perk activates when you hook someone isn’t ‘effort’, it’s the basic gameplay loop. Meanwhile exhaustion perks don’t magically give ‘30 seconds free chase’. If a single vault or sprint burst is giving you 30 seconds every chase, that’s not a perk balance issue that’s a pathing and mind game issue.

    Also, the 16 vs 4 perk argument is misleading. Survivors don’t stack perks into a single power spike the way killers do. One killer perk can affect all four survivors simultaneously, while each survivor perk only affects one person at a time. And let’s not pretend killers are starving for strong tools. Between aura reading, slowdown stacking, and map pressure powers, killers already have far more control over the pace of the match than a single exhaustion proc ever will.

    If exhaustion perks were as broken as you’re claiming, high tier killers wouldn’t consistently dominate public matches and tournaments. So no, the problem isn’t exhaustion perks. The problem is people expecting every chase to end in 10 seconds.

  • @AGM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062776#Comment_4062776

    Because people don't have room to use niche perks when they only have 4 perk slots. The goal is to give killers some slight base kit improvements that in general help the killers who need it most in exchange for the base kit features that survivors have been granted as part of the anti-camp and anti-tunnel systems.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062791#Comment_4062791

    You're right. Flashlights would need some consideration if pick up times were increased. Currently, flashlights take 1 second to blind, and the killer's pickup animation is 3 seconds (2.75s with a 0.25s flashlight save window before the end).

    They could make the pickup animation 10% shorter to 2.7s, and also expand the flashlight save window to 0.3s; meanwhile, they could also decrease the amount of time it takes to blind from 1s to 0.9s, and increase the range of flashlights from 10m to 11m.

    If you want to get experimental, I'd even consider a tiny 3% haste base kit Background Player on all flashlights.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062797#Comment_4062797

    Because you can only have 4 perk slots. Most of those aren't worth running on most killers. Besides, why couldn't you run the perks with faster base animations anyway?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062820#Comment_4062820

    Closing the gap between SWF and solo means, on average, more difficult games for killers. I think that justifies a buff for killers.

    Yeah, I get that you have four perk slots, but that’s the point. The base animations aren’t a ‘perk choice” they’re literally the killer’s foundation. Fire Up, SBFL, and Forever Entwined all require you to give up slots to gain efficiency, whereas just buffing base animation speeds would ruin perk balance and make perks that exist to enhance these actions pointless. Basically, if base speeds got a universal buff, you’d be nerfing the point of perks that are already there to create trade offs and killer diversity. It’s not about ‘could you run them together,’ it’s about keeping the choice meaningful.

    We don’t need unnecessary changes or buffs.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062805#Comment_4062805

    Wow i didnt know the percentages. Thats just god awful, no one wants play on most of those maps, especially on killer, its atleast a bit better on survivor i guess. Maybe a hot take, but this is legitimately the worst thing BHVR has implemented in a long while.

    Agreed, and I’m shocked not many people are talking about this also.

  • @WolfePhD said:

    I think the exhaustion perks as a whole need to be reworked.
    If I was allowed to have my say…

    • Sprint Burst should be nerfed to cover less distance to counter utility.
    • Lithe should be nerfed to cover less distance.
    • Balanced Landing should remain unchanged.
    • Dead Hard should remain unchanged.
    • Dramaturgy should remain unchanged.
    • Smash Hit should be buffed to reward skill expression.
    • Overcome should be slightly buffed because it only activates twice in most games.

    Yet Ghoul and other S tier killers can remain in their current state, and here you are for crying for exhaustion perk changes.

    Maybe if they were to change exhaustion perks, then change killer aura reading, and gen slowdown perks too.

  • @HaliAndEx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062805#Comment_4062805

    Why is map rotation this way? These are all the maps NO ONE enjoys playing on.

    It’s a flawed design and the only benefit is to make people more burnt out of the game, simple.

    Otzdarva during a stream got 17 indoor map matches at one point, mainly Lerys and RPD, so its obvious this isn’t just us, it’s everyone.

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062804#Comment_4062804

    It really is frustrating.

    https://www.deadbyqueue.com/

    https://us.v-cdn.net/6030815/uploads/Y27WR8KSVWSF/image.png

    site link has the percentages listed if interested. around 40% chance to go to one of these 8 realms

    That's ridiculous, it should be randomized instead of percentage wise.

    The game feels stale as it is right now but with getting the same maps every game it's torturous, all the high percentage maps are of course the crappy ones too that everyone doesn't like.

    I'm tired of this, either change it or bring back map offerings to their former state.

  • @random1543 said:

    Its because of map weighting, a useless and annoying feature that just gets people more frustrated with maps.

    All the maps you mentioned bar RPD are weighted so you have to see them more commonly

    Thanks for the info.

    Who thought this was a good idea to begin with, once again BHVR is so out of touch with their community. We asked for maps to be less repetitive and here we are having maps being "weighted", so we see them MORE.

    We have all these maps, 40+ of them, and it's intended to get the same ones now? After they gutted map offerings this just feels so dumb, they have to change this.

  • Why should they add that when you have perks like Fire Up, Save The Best for Last, and Forever Entwined, seems completely unnecessary to me.

  • @Nazzzak said:

    Yeah, I've said before it should be dropped down to 3s. The rest i think is fine.

    I feel like the cooldown is too long personally.

  • @ImWinston said:

    • "We See You" is a perk that oscillates between very powerful and truly useless. Yesterday I played with this perk equipped all the time. It depends 100% on the perks the killer brings into the game (obviously excluding the combo with OoO). And yes, I also happened to go up against "Weave"... very fun.🤣

    It's makes matches so much fun indeed, true it can be useless or very niche but that's only if you pair it on its own, you need a build around it, and since killers love their aura perks, it's pretty much guaranteed that you will get some value no matter what, including as long as you come prepared with the right perks for it.

  • @BongoBoys said:

    I mean it's good against aura build killers but nobody really uses weave attunement anymore

    I still go up against it surprisingly not going to lie, aura reading perks are extremely common in my matches.

  • @BlackRabies said:

    perfect perk for those survivors that complain about killers having too many wall hack perks.

    With those 4 perks you can have your own insane wall hacks against the killer as survivor.

    It's great aganst BBQ, Nowhere To Hide, Lethal, or any aura reading perks, it's a stable in my build with Object until further notice.

  • I think her new voice is a lot better, it sounds just like Natalia Dyer in my opinion. Plus, overall her new look is amazing too, I'm happy with how they did her,

  • Ghoul being allowed to be as strong as he is while killers like Trapper, Ghostface, and Skull Merchant are left in their terrible state. It’s not fair.

  • I’m mixed on him.

    Am I glad he is finally a lot better now compared to before, absolutely, but they turned him into another dash killer, when we have plenty already, it feels stale and repetitive.

    His power is somewhat like Chucky’s but a lot clunkier in a way, but he’s not as weak anymore, in the right hands he’s pretty good I’d say.

    I wish they came up with a more unique power for him instead of another dash ability, but with the removal of the chapter coming, his current state we will probably have to get comfortable with for a little while for sure.

  • Some of the ones you listed I’m hoping for also, but the main one I want are the Nancy face model changes, this would be the perfect opportunity to do them, and fix some of her cosmetics to make them look more accurate to her appearance in the show.

    I’m praying they can even get Natalia Dyer’s likeness and improve Nancy’s overall look in game!

  • Pretty sure it’s the 6th, but yes I’m extremely excited!!!!! 🎉

‹ 1 2 3 … 19