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Triglav

Triglav

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Triglav
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  • @n000b51 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117008#Comment_4117008

    Why not ?
    Can you list all the different effects that a killer can apply on survivors ?
    Killers still have some (old) perks that it can apply 2 or more effects on survivors tho'.
    If I understand correctly your logic, 1 perk = 1 effect only ?

    I think we should focus on your logic instead. What do you think should happen? You think survivors should continue to get more action speed bonuses across all actions when they get injured? You think that when a survivor takes a hit they should go faster and faster with no penalty?

    My opinion is worthless to you so tell us then what you think should be done instead to make this game more fun for killers while making survivors go faster? I hope you can tell us.

  • @n000b51 said:

    To listen to you, all old perks for old characters need a nerf. Glad you don't work as advisors for BVHR…

    I'm glad too. I don't expect anyone to listen to me, the devs can do whatever they want at the end of the day. If it gets to be too much I can just quit and move on to another game.

    We definitely don't need a perk that covers multiple actions and gives out bonuses for just losing a health state though across so many actions.

  • @brewingtea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003460#Comment_4003460

    Killer: Don't like X? Just bring perk Y to counter it!

    Survivors: <bring Y>

    Triglav: Ok, but now am I supposed to do X?!?!?!

    The problem is the devs are overtuning said perks to the point where "Perk X" being used by the killer gets rendered inert in some games by "Perk Y" being used by the majority of the group . Resilience is giving basically 1 survivor a universal action speed 9% bonus as long as they stay injured. Its a reward for being hurt, that's it.


    It would be like if the killer gets a bonus if they let a generator get repaired to a certain level, all of a sudden they get 10% haste because a generator is 90% completed and it doesn't go away until the killer gets stunned by a pallet or something to that affect, how would you feel about that? Not good I imagine.

    A timed bonus would make more sense, we already have timed status effects on killer side, why not make the repair bonus timed? could just give it like 90 seconds and then it goes away until they get injured again, not until they get healed but then coordinate to not be healed until they get a gen done.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4003460#Comment_4003460

    So… plague gets her incredibly strong power and survivors spend time off gens to cleanse. Yeah that seems like a good use for her.

    A 2% penalty on only repairing, sabo, cleansing speeds on a survivor that can get a 9% speed bonus on every action in the game via resilience and another 10%-30% via prove thyself for repairs and then trying to keep all 4 of them injured to keep that at 20% is in no way practical or fun even on Plague. Not to mention you progressively see it get worse as survivors maybe start getting sacrificed. They won't spend time off gens that much with all the bonuses they now have, they will repair them and get out before its achieved or any value is returned.

  • @Foggyguy said:

    One big issue. You are forgetting unlike survivors, killers are all incredibly unique. Thanataphobia? That perk you mentioned as being obsolete? It's actually incredibly meta on legion and plague, heck I've even seen some ghouls use it because of how brain dead easy it is to injure multiple people. Likewise for survivor perks there are some that need to be as strong as they are if not stronger because stuff like blight, ghoul, and nurse exist.

    I'm am aware of those combinations with those killers and Thantophobia. It doesn't help them that much either.

    20% penalty from Thantophobia which everyone can just find fountains for plague and boom, everyone is healed to normal, bye bye bonus. Legion has it better in that regard, some maps just ruin legion though. Ghoul is well, Ghoul until the devs nerf that guy which I imagine will be not that far along now.

    The perk is obsolete until they can find a way to keep it relevant longer in a match and doesn't get turned off easily by skilled survivors or just rendered useless by games that are over way to quickly.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/443689/regression-event-limits-criticism

    Ok then, let's add gen-tapping back as it was removed in the same update.

    Its not a give or take here. Adding gen tapping that was proven to be detrimental to the game because I suggested more kicks to be allowed before the block kicks in is not even close to a fair adjustment.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412253/buff-or-add-new-perks-that-help-with-gen-regression

    Nah dude, we really don't need more Gen regression... If you delay the game by that much that the 8 regression events are reached then you cannot really blame the perks anymore...

    Not delaying the game. It is more the perks need to provide more
    value as they don't give enough time back when used before a gen is
    allowed to be repaired fully when blocked by the entity.

    Its fine though, I don't expect everyone to accept the idea because they haven't experienced the things I have.

  • Not delaying the game. It is more the perks need to provide more value as they don't give enough time back when used before a gen is allowed to be repaired fully when blocked by the entity.

    Its fine though, I don't expect everyone to accept the idea because they haven't experienced the things I have.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412253/buff-or-add-new-perks-that-help-with-gen-regression

    https://us.v-cdn.net/6030815/uploads/GICXILMN412K/image.png

    Builds with gen regression have ~70% killrate.

    It shouldn't be buffed, those perks should be nerfed, as BHVR balances game around 60% killrate.

    Did you pull this nightlight which only relies on submitted games for data?

  • @B_Deity said:

    Sorry to say, this is one of the worst changes you can add. The killers that have the highest lethality and have secondary attacks are the ones least hurt by Endurance, not the most. There are obvious examples of Nurse and Blight who are given unparalleled tunneling abilities untop of their existing kit, but also killers who alredy have camping/tunneling problems (i.e. Leatherface and Pyramid Head). You can instantly hit survivors when they're given endurance, invalidating off the hook Endurance and almost every single Endurance perk just from the matchup.

    I find your examples don't truly make sense. Myers would be fully hurt by these changes due to not having secondary attacks. The point of Endurance is to counter an insta-down, and only when injured. Those killers appeal is that they ignore health state, going after injured people isn't helpful.

    That's the problem though. Endurance is becoming more common and its making killers take longer chases and canceling powers. It is taking away from the point of having a power when endurance can just invalidate it too.

    Not to mention there isn't a cool down for these perks that grant it. It just requires the survivor heal someone or be healed a health state to get it again. Unhooking is fine the way it is, a reduced timer would be better.

    It's not balanced in its current state where it keeps being granted over and over from healing. It's being taken advantage of.

  • @Snowball777 said:

    I have no idea how you came to this conclusion but no, making M1 Killers even worse is not a good idea.

    Period, end of story, discussion is over.

    This gave me a good laugh considering it's a forum.

  • The problem is endurance is giving a shield to survivors in scenarios where it shouldn't.

    These powers that are on a clock when activated shouldn't be punished by mechanics that are intended for other flaws in the game. Otherwise why build up this power with a long cooldown just to have it get denied by them healing or unhooking someone?

    It's being abused and the devs need to find another solution. Endurance lasts way too long in the game right now on most perks and the unhook. It is ruining the flow of the game by punishing a lot of killers powers with either a unhook, a button press or picking up the person that was careless.

    Deathslinger can't even get someone down now because endurance blocks the hit and its not easy aiming the shot to begin with but their 10 second wall of protection should be allowed? That's not fun and it's going to make the game less fun in the long term.

  • @Seraphor said:

    I know the kicking action supposedly takes 2 seconds, but unlike actions like hooking or breaking pallets that automatically carry themselves out, kicking a generator requires you to hold down the button for at least 2 seconds if not longer in order to complete the action. This effectively means it takes more like 2.5-3 seconds to kick a gen.

    The gen kicking animation need to be reduced to 2 seconds by default and carry itself out automatically. It can still be 3 seconds if using kick related perks like ToT, Dragons Grip, PGTW, etc.

    Survivors need to commit to a generator for 2 seconds in order to halt the regression. If they disconnect at 1.9 seconds, it continues to regress.

    That alone would be a huge improvement. There would be less of a penalty for kicking a gen (up to an extra second to continue chase) and survivors would have to think twice before 'tapping' a gen, as those 2 seconds could easily get them killed.

    The reason kicking a gen isn't carried out automatically is so you don't get stuck doing it when you chase a survivor. Imagine if you were chasing and they looped you around a gen and you accidentally hit your action button and oops now you are kicking the gen and the survivor knows this and runs away while you automatically and uncontrollably kick the gen due to a unintended button press. It would be infuriating.

  • Hooks on default timers stay broken for 30 seconds. Not over a minute. You must be thinking of old sabotage timers.

    The contradiction here is event hooks are invincible but event generators can be denied by perks or just the killer. Its not fair because the killer has an advantage they've never had before and it renders a game mechanic void.

  • @AVoiceOfReason said:

    Corrupt Intervention is a slow-down perk to give the killer a chance to set up. The gens are picked depending on where the killer is, far away on 3 gens. It doesn't choose special gens just because. It would have to be part of the 3 gens farthest from the killer. Tremors at max is 16 seconds. To wiggle off, takes 15 seconds. By the time the person gets hooked, the gen is uncovered again but you can choose to stay on the gen to finish it manually then it won't be blocked. With Hooks, they stay gone for over a minute EACH. You can sabo them in 2 seconds. 4 survivors, 1 hook. Can't stop the sabo if they ran past you. That's why.

    They do not stay gone for over a minute even with a toolbox. At most it is 45 seconds with an add-on. Default respawn timer is 30 seconds.

    The contradiction here is that there are now hooks that are invincible where as a generator can be denied either by perks or the killer. It's not a good way to go about it.

  • @ProfessorDunwich said:

    It's big brain time.

    AWW YEAH THAT'S DOCTOR PROFESSOR BIG BRAIN TIME TO YOU PAL.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/680270#Comment_680270

    Everything you just said, literally every killer can do, whilst having a power that can at least do something.

    Clown cannot end a chase quickly. Wraith for example can cut a chase down in half by getting the first surprised hit on a target just base kit, with no add-ons. Wraith isn't considered good, and Clown can't do that unless he's using an ultra rare add-on which can be countered by just staying injured for the rest of the match, which people already do for Legion and Plague and in this meta, people don't care to heal in the first place, opting to just push out generators and getting a free heal with Adrenaline.

    Well the other thing you are missing is being exposed. Clown can expose people using any perk that grants it and end a chase quick. Exposed is the biggest means to an end killers get, only thing that extends a chase is that 2nd hit requirement and expose gets rid of that.

    You gas them and hit while exposed, you delay the game by taking down one of them, now thats potentially 2 survivors not doing gens if they rescue.

    Another thing that helps and is underrated is lullaby. That perk affects every skill check in the game, not just generators. Expose gets you easy hooks, which means fast tokens. The killer power is not what makes or breaks a killer.

    You can also use third seal, blind all of them, ruin their coordination. Clown works really well with hexes, take your pic. Some killers have weaker powers but take advantage strongly of perks. Clown is one of those killers.

  • I don't think clown needs a buff. There are perks now after Ghostface that fix his weaknesses as a killer. Thrilling tremors gives more map control which he sorely lacks. You can use spirit fury, bamboozle and blood warden also and pretty much just set up barriers and take them down.

    Clown has strength in that he can end a chase very quickly with his power. Use those perks, chase people down and get them on hooks, or hell even drop them so you can activate tremors and then repeat using the other 3 perks to shut survivors down.

  • The devs are probably just gonna add a new perk from a new killer that does this very thing given enough time.

  • The one mechanic legion bypasses is obstacles like vaults and pallets. They can still be blinded, stunned, looped and even mislead from scratch marks. Everything else takes awhile to acquire on them from perks and other killers.

    The best way to describe legion is they are a "Noob killer" Killer. They bypass that one mechanic that most new players wouldn't expect a killer to do but once you learn how to play against them, they can be avoided and you can survive.

  • She is not in a good spot right now and so very few people play her. She isn't unplayable but she isn't fun to play as either and she's totally reliant on her own perks more so than other killers.

    There are other killers better to play as right now and so until they fix her and make her fun to play as this trend will continue. Her perks are great, her power is not.

  • The slows I feel need to be removed because in comparison to The Clown. he can slow you down as a killer, has no penalty to holding his bottle and you can take a good portion of the movement penalty away from reloading bottles with the cork add-on. She needs to be able to walk around and charge it without a penalty to movement because the vomit doesn't do anything by itself until its maxed on the survivor. Leatherface functions better than her too and gets a better result of it when his power is on.

    I understand when she has corrupt purge available this may appear to be broken to some but it's on a short timer and requires sickness to be spread first. How is this killer going to be able to spread sickness if she is constantly being penalized for using her base power? I've also activated this power by accident on a few occasions and it resulted in me losing a chase because the survivor got ahead and hid. Most of the game is honestly spent with vile purge, not corrupt purge. I'd agree with the movement slows if corrupt purge was available more frequently, however, we spend most of our time chasing people and puking on stuff and have very little time to grab from shrines.