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brunohvs

brunohvs

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brunohvs
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  • not seeing auras during power usage is dumb, firstly because behaviour saying what a character should or not use is outrageous, secondly because nurse mains would still ######### on surv heads. Just reduce her turn rate after blink so she cant spin and hit or look into complete opposite direction before blinking again, that by itself would give blind spots for nurse and allow good survs to have a very clear counterplay

  • this would completely remove any downside or limitation on exhaustion perks, so much so that it would need to almost kill you instantly since the begining and turn you into a target… basically it would only be fair if it was an effect of no mither

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095673#Comment_4095673

    Ngl if this perk makes the game unplayable then like….I could name like 10 other perks that do that and deserve the nerf waaaay more than this perk. Im also not saying this perk isnt justified to be nerf. My point is nerfs to recent things are starting to feel like knee jerk reactions than actually letting this settle for a few week, hence feeling like flavor of the month balance changes instead of actually looking at things that have been in the game for months to years that are still way too strong.

    somethings dont need time to see they are wrong, indeed there are many ######### in this game that i can barely believe they passed to live the way they were

  • @MrBuffalo said:

    With the devs nerfing cross-examination which has been out for less than a week.

    Other perks which cause way more balancing issues are left untouched.

    Is it because this perk is the new flavor of the month to complain about?

    because it doesnt "break" the game, it turns it unplayable, since any surv with two brain cells can abuse it to leave a loop and the killer would not know if you left or if you are still looping, unless he can see you.

    @MoZo said:

    it’s getting nerfed quicker than other perks because content creators and their echo chamber audience complained in mass during the ptb to the point where if the devs didn’t nerf it, they’d throw a tantrum.

    tbh i think people overreacted about this perk. i’ve been using it since release and the only times ive lost the killer mid chase with it is on indoor maps (which obviously, all stealth perks are good on indoor maps) and in a high wall loop where i have a lot of distance on the killer to the point where i could’ve lost them even without the perk by just walking or crouching, or if the killer player is just not that experienced and is over reliant on scratch marks. in the vast majority of my games, the killer is close enough to the point where i can’t lose them with Cross-Examination.

    once the nerf hits either this week or next week, this will be a dead perk and no one will use it (no one uses it currently but the nerf will make it go extinct). very sad to see a perk not even have the chance to be proven wrong before already having a nerf so heavy that it nukes it from orbit.

    so, just cause you dont have the skill to use it well enough, its not a problem? bad killers cant get a single hook, can we buff pain res to 100% regress since this guys cant take any value from the perk? no, we cant… not everyone in this game is bad

  • behaviour doesnt understand their players, they made super xmen survivors, gave killers a poison and called it a day as if killers would be lining up for the event

  • nope, im a killer… behaviour didnt give me any fun to have in the event only ######### to accept… ######### who as we know will probably become perks in the future, so i kill, as fast and as efficiently as i can and i hope i make survivors feel half as bad as im feeling

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093674#Comment_4093674

    Not going to mention any of the insanely stupidly op stuff me and my swf have been doing. But you have more than enough time in most chases to stop for a cake. (this is not a joke) I don't know why people aren't going for cakes at all in my solo queue matches.

    Also if you're good at looping you can run fixated and very easily ignore the stamina bar.

    i am not good as surv and have being shitting on killer heads in this event

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093744#Comment_4093744

    I don't see a way to make this game not feel like "bullying" the other side when you are winning though. Getting stunned or blocked by pallet after pallet sucks but its one of the only things survivors can do. Same goes for being tunneled against a killer that is better than you, there isn't much the survivor can truly do but I understand it being the obvious path to victory.

    Matchmaking has been promised an update but we haven't heard anything for around a year. When MMR first came around it was much stricter but Content Creators complained that it made their queue times long and their average match was sweatier (because they actually got teams that could challenge them on a regular basis instead of stomping players obviously worse than them). It was dramatically loosened to the practically non-existent system we have now.

    If matchmaking isn't going to change then the closest I can come up with would be a comeback mechanic so that both sides always feel like they stand a chance even when the game has not been going their way. Many players are against that as they feel it "casualizes" the game. Camp, tunnel, slug can't be left in the game if you plan to give other buffs to killer in an attempt to reduce those playstyles (and many players are against the removal of these strategies). Those strategies would just become abusable alongside the buffs.

    I also want to note that I have been accused of being in a swf while solo and with solo teammates (they said so but obviously I can't actually confirm if they were or not). The squads on escape streaks beating you are just more likely to stick in your mind. Also If those teams are truly the only ones challenging you then it would logically follow that whichever killer you are playing is more balanced around facing a swf than solo, otherwise more solo teams should be at least challenging you if not winning against you.

    I will once again implore you to play more survivor if you truly don't play the role much (your statement made it sound like you don't play the role at all, if you already are then cool).

    very rarelly a solo can outmatch me, it happens, but its hard to see them, they are like a rare pokemon or some like that, normally comms are a problem because of my build, i made it to use a more "nonstop chase" instead of gen slowdown, them people with comms can move around without really losing gen progress. But the game can be a less of a bully simulator, they just need to dont balance it around bullying

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093736#Comment_4093736

    The change was from current progress to overall progress. And it is still 20%. Because 15% bonus on the initial kick is 20%.

    5 + 15 = 20.

    what is that math? the 5% was applied on the later 20% too, so it was 25

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093700#Comment_4093700

    Out of curiosity, what changes would you be okay with that would potentially drop your kill rate to 50%?

    well a bunch of them, to begin with, we would need a mmr rework, because this one sucks ass hard, but one that is a rule on the dbd board game and i would love to bring to the game is, survivor dont have individual 3 hook states, they have 12 team hookstates and hooking some one the first time breaks 2 hook states, this makes tunneling basically impossible, what would surelly drop win rate, but allows to play spreading hooks since spreading it makes we win hooking each person twice. This change would allow more interesting killer buffs and more powerfull unhook effects since the killer really dont wants to tunnel.

    Other good change would be the unhooked teleporting away and invisible for sometime or until touching a gen/hook/surv, also make this mf untouchable and have no collision with the killer so the killer can ignore him totally with no choice of bodyblocking for his friends

  • @FerrousFacade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093708#Comment_4093708

    If you truly don't play survivor then you should go play some, its one of the best ways to get better at killer (and vice versa) and one of the best ways to get out of the us vs them mindset.

    Matchmaking does a poor job for everyone, those teams that "destroyed" you may not actually be that amazing, they might just be better than you specifically (no shade), it is likely many of these teams were not even a swf just solos that were decent at the game or managed to be coordinated.

    The game also has a high tendency towards snowball victories, you either destroy or get destroyed (as you noticed) and the hard fought middle ground matches are much rarer. This can make your opponents seem bad even when they are not, its just small differences in skill mattering a lot in this game. A tiny bit better pathing on the survivors part or a tiny bit worse on the killers can easily be the difference between making a pallet or not and then the chase extends or gets ended each time those tiny moments matter.

    I feel for the weaker killers but the people playing them are actively choosing to play them while survivors need to be prepared to face a four slowdown nurse or blight. If ghostface was truly viable at the very top level with his current power set then nurse and blight would be free wins. Step one of fixing all this is decreasing the discrepancy between killer power levels not changing survivor.

    dude i agree with you in most stuff, the guys that win against me are always either on my level or much better, and they are almost always in SWFs of at least 3, i know cause i talk to them after the game and most of them are streaming survivor streaks live. Thats my problem, its balanced around bullying who is worse than you instead of playing against who is a good match

  • which change you are referring to my dude? it had a change, from actual progress, to max progress and they reduced the ammount… and thats not a buff

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093669#Comment_4093669

    PGTW got buffed recently. One of the most popular Killer Perks even before the Buff.

    Myers also got stronger after his Rework.

    myers indeed got better but poppy buff, you mean the buff that got reversed on the next patch?

  • exactly, you play both sides, you dont see the main survs, the guys who really know their ######### dude, as i said i kill 70% of my lobbies, the problem is that i eithe destroy them with no resistance or get destroyed with no resistance because there is no balance on high level

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093698#Comment_4093698

    I play both sides. I've been playing since…whoever was before PH.

    Nothing in recent memory, not since the original Ruin or MFT approaches Vigil+SB.

    Nothing.

    not only that, but killer meta perks doesnt change on what, years? every time the killer meta changes, they get nerfed in a week and its back to pain res

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093677#Comment_4093677

    it still works btw, it was put back in, and secret project I see used with gen lock builds too. Phantom Fear with lethal pursuer also.

    and no survivors get useless perks too… like all of rick grimes, most of the stranger things ones too are just okay too.

    You're just mad coz you're probably getting beat and looking for excuses.

    You need to play both sides lmao

    dude, what part of i get 70% killrate and would happily change for 50% you dont get it? wraith is ONE killer, even if this still worked like it did, what does not work the same way anymore, it would still be a low pickrate for the perk, sure survivors get trash perks too, but much less trash perks. Indeed you just quoted a trash perk as if it was good, who the hell uses ######### phantom fear dude? that shet is less used than anything, go look at pickrates

  • no it is not, it can be EASILY overplayed with either a good team to bodyblock for you or a plate in your hand while knowing how to position yourself

  • the guy obviously doent play killer my dude, he is just a survivor main that takes his happyness on the game by bullying killers and think that a survivor perk giving him invulnerability for breathing harder is fun cause he will get to teabag more

  • my dude, i dont wanna win all matches, reread my post… i already almost all my matches, i d happily change that to 50% if all my matches where fun, but they are always one sided blastoffs, either i destroy the survs, or the survs destroy me, no in between, no hard game, no challenge, no balance

  • @cammoking123 said:

    Killers get one really strong ability. Survivors get a bunch of mediocre abilities. And that's where all the complaining comes from. People who swear survivors are gonna stop at a cake mid-chase for three seconds of endurance.

    yeah, but they are, and throwing the green mist is not interesting, it doesnt even has half the power of the suposedly weak stuff survs get my dude

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093669#Comment_4093669

    Turn back the clock for starters, it became a wraith META perk, but I shouldn't need to explain to someone who can't do a little research on their own without a bigger content creator telling them how to play the game.

    became a wraith meta and got wrecked on a patch in a week so it would not work on that build anymore, also, thats one perk still being used, i asked to look at the last 20 for killers and surv… and if you research youll see almost all perks for surv are used normally while almost all of killer perks have little to no use

  • @Rokku_Rorru said:

    https://us.v-cdn.net/6030815/uploads/RDWCP9JC4B1T/image.png

    they only serve one table…

    Except they don't

    If anything BHVR need to do something about how delusional the "Killer main" community is becoming.

    then please, tell me, what was the last reasonable buff killers got, them i want you to look at the last 20 perks added in both sides and tell me the % of use of them in each side

    Also… no ######### sherlock, the killer queues are bigger right after the biggest killer launch of the game, oh my god whod guess… right before that i had 20s killer queues

  • @UndeddJester said:

    Hi BHVR,

    I've noticed there is this general tone lately of "calm down, don't get mad" in your communication with the community. Now there have been some pretty sizable disasters that have led to backlash, but there is one consistent problem you've always had, even in regards to your more recent renaissance of making big changes and having a much more open door for the community... This will hopefully be constructive criticism to help address the barrage of anger and push back regarding announcements you tend to get both for changes in the PTB and for live releases.

    I've listened to numerous content creators, had discussions with many players of lots of different skill levels and experience over the 2 and half years I've played this game, and listening to and gone over the posts and streams many times with keen interest. One thing repeatedly sticks out in occasions where patch notes have gone well, and when patch notes have gone bad... It is simply a case of does the community feel heard and their opinion respected?

    As 2 polar examples:

    • Hillbilly in 4.1.0 getting his overheat mechanic for example is a case where the community doesn't feel heard... the issues there were his instasaw add-ons, but instead of addressing that, he got a new mechanic that didn't address the problem, and brought a load of new ones. This made no sense and the community didn't feel heard or respected at all...
    • Hillbilly in 7.5.0 getting his overdrive mechanic, undid this and with his instasaw add-ons already changed, these changes went very well, as they addressed the very talking points the community had about Billy... in fact I don't think I remember a more glowing period of where the community felt more heard than this PTB.

    Now the important distinction here is, just giving the community what they ask for is not the point... the point is, even if you don't give the community what they are asking for, they still need to feel heard...

    I've heard I few times in streams the phrase "we hear you" or "its on our radar", but the problem is a lot of the time, we get a very high level, vague description of your thought process... and that thought process often is riddled with logical holes, and missing huge amounts of talking points with big repercussions elsewhere in the game.... More often than not, the devil in the details, and we as a community need to know that you've considered them...

    Now I am known for being verbose on these forums... I'm sure there are several people who think "oh God here's UndeddJester with another reader's digest post", and I wouldn't blame them tbh, but... I have always held the belief that you need to take as much time as needed to say what you need to say, even if you have to be a bit pedantic and boring sometimes... However in a lot of your updates and discussions... explanations of your thought process rarely have more than a single sentence or a short paragraph.

    What am I referring to? Well for example, in this PTB going by, we have a lot of talk about tunneling and slugging and camping and how they're not fun, and survivors are quitting in droves... However these things are complex, there are so many layers to these things that have effects through the entire game... this is why the "evil killer" thing didn't go down well... it's fine point the griefers out, but you need to acknowledge the mid ground, where even reasonable killers sometimes do these things... it is actually mahority of the time not a result of innocent Survivor persecuted by mean Killer, but often hand forced by going down under pallets, and other such aspects. The Game and everyone screaming "pallets" for example, kinda showed your hand you hadn't considered this...

    And thisnis the issue... the biggest problem is when we have concerns and issues with things, we never hear the talking points we would raise and expect come back at us. Now no one expects you to reply to every possible talking point and every person... but we never get an idea of the big picture, what factors you've considered, and where your overall conclusion came from... and when you miss something like that, we never get a follow up to that effect…

    I have no idea how you go realistically about gathering your feedback, but however you do it, when we don't hear the talking points we expect to hear, it makes us question if you've listened to us at all.

    As some examples:

    • The slugging changes: anyone with any experience will look at the slug changes and immediately an alarm goes off in your brain to say "what about Oni and Twins?". We hear nothing of these killers at any point. What about sabo squads, or teams repeatedly going down under pallets? These things are big enough to factor into your decisions, and yet we hear none of it... we don't know if you thought about it at all, and often the concluding changes seem to suggest no...
    • The tunneling changes: you talk about not weaponising the anti tunnel changes, so you add no clip, but then have to revert cause survivors can clip in the killer and force hits, so remove it... but we never talk about this talking point again? Are you looking for another solution? Are you gonna compensate somehow?
    • Skull Merchant or any rework on any killer: we get asked for feedback on their changes, but we never get any idea what your objective is, we never know what points you've considered in your rework. We get given a preview, we react to it, and then either none of what we said is mentioned or seems to feature into the rework whatsoever… a breakdown of the parts you want to retain of the killer and their identity, and the reasons changes don't fit into this idea would be great to hear... if we raise issues with something and things change, hearing that reasoning come back and what youre trying to achieve, or at teh very least a "it wpuld be nice, but we have this problem" response would go a lot way to making people feel heard and respected... heck we may even come up with a solution for you!
    • Last minute changes on the PTB or rapid changes before anything settles: far too many times we give feedback on the PTB or issues in the game, and everyone thinks we've put in meaningful feedback... only for a whole heap of big sweeping changes that are completely untested get thrown in last second/suddenly to live. Some examples include Sadako, Krasue, the Fog Vials back to back double nerf, Dracula and Chucky constantly flip flopping buffs and nerfs. These things don't make sense, with many things feeling like they come way out of left field.
    • No explanation why things aren't done: Even if you have to give the answer "we can't think of a good solution", that is a fine response, but you have to explain it… such as the Self Unhook to die issue, that was a hard issue to solve, and understandable why it took a long time to come up with the solution...However you never gave us the talking points we expected to hear, such as "we want self unhooks to be in the game, but we can't keep allowing people to continue subvering the DC penalty", "the DC penalty is necessary because the game doesnt function without 5 players, if you agree to play, you should honour that agreement", "we're reluctant to remove self unhooks, because it removes player agency", etc.

    The overall point is, we as a community don't really know where a lot of your decisions come from, and what factors you've considered in making them. This allows people to form their own conclusions, that usually results in saying you don't know what you are talking about, or are "whatever" sided, or don't care about the community and just do whatever you want, etc.

    While you don't owe us an explanation for every little detail, if we could understand/see the factors that went into your decisions, got mentions regarding our concerns (maybe even state you know something is an issue for <splot> killer or perk or survivor gripe, and ask for suggestions about that very issue), it'd make us feel much more heard...

    Even if the changes don't go our way, it's a much easier pill to swallow, if we at least get to plead our case and feel it will actually be taken in.

    Unfortunately opinions are like buttholes, everyone has got one, and some people are biased and only oit for themselves... so I dont know how you achieve that with the mountains of feedback you receive, but if you can manage this, help us understand the factors you're considering, I do believe believe on the whole tempers would not flair anywhere near as often or intensely.

    We aren't your enemies, on the whole all of us here want to help, even if we do end up bickering like children sometimes.... but it's because we care, and want the game to do well.

    Saying "we hear you" is not enough, we need to actually see it.

    P.S. the Legion 2v8 situation is a great example of understanding your thought process would be appreciated... do you ever intend to bring them back? Are you looking for suggestions? Are they gone for good?

    Cheers, and best regards

    UndeddJester

    id like to add a message for the devs who get offended by the players being angry with it being on PTB… "oh but its just testing"… yeah, but if you are testing, it means it looks interesting for you… what is problematic by itself in some instances and talking about a game, when any player can hear a change and think "that will be some bullshit" and yet you are testing it, basically it means that you are wanting some bullshittery to happen or you dont even have that ammount of game knowledge, what i doubt

  • @GenmLV10 said:

    Right now, there are just too many locations where Freddy can place his Dream Pallets. Every few seconds of running, there’s another spot available for him to set one up. I even got hit by a Dream Pallet explosion and then immediately got hit by another one right after—why is that happening!?

    The entire map feels like a dangerous minefield with no safe areas at all, because Freddy can place his Dream Pallets literally anywhere.

    Please explain why there are so many possible locations for his Dream Pallets!

    pallet density patch

  • legion excels on heavy crowded areas, what means he is really good at this mode, he is going to be a aproblem whatever is done, because his power is a ######### in normal gameplay, but crazily powerfull on 2v8…. the killer just needs a rework

  • @Paribean said:

    The devs keep bringing up that tunneling, camping and slugging are unhealthy parts of the game, but never why they accure. A big component as to why these situations happen is because the killer role just doesn´t have enough tools to combat things like fast gen speeds, rapid healing speeds or just purely unbalanced maps.

    When are tool boxes going to be addressed ?

    I think the biggest reason for tunneling is gens speeds and that the average killer mathematically can not keep up with a commodious tool box and addons like Socket swivels, Wire spool and Brand new part. If you´ve ever played on EU servers then you probably know the dread of seeing a tool box or two in your lobby as killer and going against multiple brand new parts leaving you with no option but to tunnel. Not to mention that even if a survivor doesn´t have a tool box they are going to spawn next to a generator and can instantly start working on it (that is if you don´t have corrupt intervention or mobility), which puts the killer at a severe disadvantage.

    When are healing speeds going to be addressed ?

    In the recent developer stream they have mentioned that they are going to look at addons like syringes and styptics, but that still doesn´t change the fact that a lot of healing perks this year got massively buffed making strategies like hit&run way less impactful. While antiheal perks like sloppy butcher and franklins got heavely nerfed. Which leads killers to do the next best thing, which is tunneling and camping.

    Are there any options even left ?

    If the antitunnel, camp and slugging changes go through I don´t think the killer has any option but to, well play like a bot. Just instakick the freshly added 20 pallets to every map and go after the first survivor you see. Which at that point why not impelement killer bots into normal matches because to be frank, I doubt anyone is going to play a role with no agency and no choices to choose from. An opinion which is already being echoed by content creators taking breaks from playing killer.

    well its very easy to tell you why… tunnel is a pressure tech strategy, made to apply pressure in the game, enough pressure wins the game, killers dont really have many pressure options to get… to stop tunnel they would need to give killers options that are as powerfull as tunneling but without the boring part, which would mean, buffing killers enormously…. Can you imagine behaviour launching a patch where they enormously buff killers and dont touch survivors? i cant Can you imagine survivors not crying their eyes out over a killer buff? i cant… thats why

    Imagine if killer had mini missions from the entity to get pressure, like hooking someone in the basement gives base pain ressonance to all gens on that hook and slow the gen repair speed, as long as the killer is not camping and the person is still hooked in the basement… imagine an accursed hook with red aura that hooking there transfer your terror radius to the hook and makes all survivors outside that terror radius exposed, imagine bloodlust insta breaking pallets thrown on you… if killers had options… fun powerfull options of getting pressure without tunnel, tunnel would not be an issue…

    but behaviour puts a cake beside an starving person and tells then to please not eat it… then gets angry they ve eaten it

  • survivors never care for the killer fun, on the contrary, they have more fun the more miserable they make the killers

  • @Royval said:

    same with survivor perks. Perks seem like they’ve been left behind in favor of killer powers.

    surelly not, every new survivor release, we see a new build and most times a new meta perk arises… that doent happen on killers

  • @Lewis1992 said:

    Having more pallets makes playing Survivor actually bearable, especially for casual players!

    Sure, survivors may be strong at High MMR, but way down here at low/mid MMR it's a constant struggle, especially in solo queue. Killers win EVERY match!!

    Streamers (who only play killer) are influencing the masses into believing the increase in pallets is a bad thing. Nah. Keep the pallets!

    oh man, shutup, what game you playing? im low tier, i suck at looping, and recently all i need to loop the whole ass game is sprint burst and windows of oportunity… be honest once in your life

  • @Evai05 said:

    Map is actually playable for survivors now, please don't revert cause of a few baseless complaints

    oh man, i can smell ragebait from afar

  • the most interesting stuff, is that this "lets try and then make a pool" things that behaviour releases, are always buffs on survivors, reduce pallet spawns to 10% the normal ammount, leave it like that one month and then make a pool… let me try something really quick

  • gut feeling? i dont really know how the data is appearing for you guys, but ive been receiving a tour to every pallet in the maps, every damn game, and there are so many pallets, that this is not the most dumb strategy ever in the game, literally i had a three man scape due to the guy just going around the map with windows of oportunity, zero loop, zero fun, zero skill… i remember when a survivor who would do that would literally lose the game due to that horrible use of resources. Now im here, with nemesis, using a pallet breaking build (endurance+spirit fury+twack) and i am still feeling the pallets without requiring any skill from survs

  • yeah, everyone is important, so just let people talk, not a vote pool, and no, killers dont have a 60%+ winrate unless they are sweating their ass off, what makes survivors cry and is not really fun for anyone

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017549#Comment_4017549

    Because a lot of us survivors also play killers and can know when stuff is busted for the other side lol. I hope most people are 50/50 or close to it.

    you hope people are good? serious?

  • there are 4 times more survivor players then killer players… WHY THE HELL MAKE A ######### VOTE POOL

  • i agree, but its a very understandable reaction from people, dbd should have attacked abusive behaviours from both sides to reduce this situation, but they did not, then killers are going to believe nothing will happen with who BM and abuse them, while they cant payback with the same coin now… Obviouslly people will riot against this

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994351#Comment_3994351

    I have to agree with you.

    The only one worth anything is Overture of Doom, and oops, it's gone since it's a Hex.

    and even overture is very weak, because as soon as they get hit with the terror radius, they now what it is and just give up that gen, leaving you with one less perk

  • @BbQz said:

    12% haste 30 seconds

    20% kick regression

    15% repair speed for tunnel penalty

    too little, i believe it would work if it was like this:

    40% repair speed for tunnel penalty( remember that one less person basically means that there are always only two guys doing gens and any slug/hook makes it goes down to one, what normally would be 2, basically cutting speed in half for the team, 40% will be enough to not be interesting in almost anyway)

    10% haste for as long as they are hooked, using a mobility ability disabilities this haste for 10 seconds(this would make you faster for as long as the guy is hooked, so if survivors try to exploit the hook time, you get 70s of haste, if you are too opressive with haste, they will have to make quick saves and if you got mobility, you dont get that much abusive use)

    kick damage is completely ass, tier S can use well, low tiers cant even kick on a right way. Id do it like this, when you are in chase and stacking seconds for your bloodlust, when you damage a survivor, you lose those seconds, this is already normal, i would convert this seconds into an explosion on the most advanced gen, 0,5% for second charged, this way tier S killers dont really use this since they have fast chases (average of 30 seconds, generating 2 explosions of 7,5% damage, basically two kicks during the chase) while a trapper, that got looped for almost 50 seconds, will basically get double damage, since he takes double the time to chase, since this would only work againt survivors not marked as last hooked, this would make it extremelly interesting to dont go after them.

  • i believe it could be a great change, but behaviour needs to learn how to make things for weaker killers

  • @For_The_People said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993547#Comment_3993547

    Absolutely - I don’t doubt that there are these scenarios and so my suggestion is to look stopping or removing any abusable strategy.


    for example, I don’t know any survivor friends who at least begrudgingly, didn’t think something like old breakout + wiggle off with sparse/non regenerating hooks or old ftp+buckle up, flash saves even when killer faces the wall etc was broken and can have no qualms about such changes - and any further ones should also be looked at on both sides going forwards.

    I have some ideas which I’ve mentioned in the past too - if there are survivors who are quite obviously outclassing a killer (let’s say 2 gens pop without a down for example), there could be an contrast in gen time for remaining gens, or a new feature such as all survivors required to get ‘parts’ (these could be in the guise of sparkly spots in random places across the map) in order to even start on a remaining gen.

    The point is, I don’t want to feel horrible when subject to gameplay which takes me out of the game in a manner which is targeted and very difficult to counter; similarly I would not want my killer friends to also be subject to things which makes them feel helpless too.

    I’ve died a million times in this game - trust me, dying and ‘losing’ is an expectation and I don’t mind it. I don’t want the power to outclass killers. I’ve want the balance which stops be being able to have agency in a game.

    Much better ideas than mine have been posted in the forum, so the how and the why has been articulated in a way that I can’t begin to. I just want the game to be enjoyable and ‘fair’ as possible for an asymmetric game. As a starter; the base kit ability to affect the experience of a player should be looked at. The fallout following it, should then be looked at.

    i agree with you, thats exactly what im saying, we will need to break some legs for survivors in these abuse situations quickly, if we dont do it, killers will be at their mercy without weapons of their own

    @Shroompy said:

    Hello brunohvs,

    At the time of writing this I have just completed all 5 gens within roughly 5 minutes against the one and only Leatherface from hit movie 'Texas Chainsaw Massacre" and there was not a ######### thing he could do about it.

    Kind regards,

    -Shroompy

    hahahaha i understand, but that much of a beatdown i begin to think the poor canibal had some guilty in this case, godamn

  • @For_The_People said:

    I have to say I agree strongly with many points made by @MDRSan above.

    I have spoken in the past about how stealth from the survivor side has become almost totally eradicated.

    With smaller maps, less resources and/or less useful placement of loops, more dead zones, larger roster of high mobility killers and powers, countless aura perks for killers and less aura hiding perks for survivors, nerf/reduction in potency with both perks and items - I’m not saying that some of these are not justified, but the results speak for themself: their had been a shift to the killer dominance.

    Now this killer dominance in and of itself isn’t an issue - of course it’s the power role. But rather than encourage killers (not all but many), it has helped facilitate a base kit abusable strategy - the out and out tunnel, slug and camp of a survivor from the game. - Hold on! I’m NOT saying that these are not viable based on context and timing (end game for example or if the situation calls for a short period of slugging, camping etc) I’m talking about the base ability to do this from the off. And sure, you can say it’s a strategy to level the playing field - but that just invites a counter argument for others to ‘Gen-rush’ and or bring ‘busted’ items and perks.

    I believe if the base kit ability to tunnel, slug and camp incessantly should be considered an abusable mechanic of the killer role. So I am for the changes and then, if it looks like this is skewing the spectrum toward survivors too much, tweaks and (scaling) changes to nerf things like items, gen time etc should be looked at properly to even the field. One thing is clear, there has to be a paradigm shift. And one side cannot say ‘such and such is abusable’ whisky currently having an abusable base kit strategy that can be deployed. Everything is subjective so some might argue over what ‘abusable’ means but at the moment, the survivor side doesn’t feel great at all and no doubt killers also feel the same. The first step must be to remove the base kit ability to remove agency and lead to non-play.

    I am a survivor main and for sure I have some biases and the above may seem to generalise and trivialise some situations - I know things are nuanced. But like I said, this should absolutely be tested and then following it, look at any other tweak to balance.

    i agree with you, im not saying we should not stop the abuse, but survivors who know what they are doing, are the strong ######### in the game, not the killers… i know that because i main killer and some friends main survivor, when i play as survivor, i suck and their killers seem so strong, but when i play as killer outside of the frindly game, its a damn war with swfs, against my friends who are not bad, i have to play basically like these changes are trying to force, so we can have fun, but against stronger survivors, things go sour… they want to abuse mechanics as much as some killers or more… so thats what i am saying, if we stablished this behaviour as problematic to the "shoot in the face" extent, lets act like this on both sides

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993523#Comment_3993523

    My argument doesn't ignore that at all. The killer was always able to be looped or lose chase - that's not a new thing. I'm not comparing one player to another so skill level is irrelevant - I'm comparing the state of the game 2-3 years ago to the state of the game now.

    I don't see how you could possibly argue that smaller maps, brighter visibility, more aura reads, and knowing where all the survivors spawn in doesn't affect how quick any given player can burn through the survivor team compared to that same player not having those things.

    look, i dont now where you ve been all this time, but what ive seen is every new surv bringing a new overpower perk that does everything and a coffee, while new killers had perks that give 5% fuckit after making a triple twist acrobatic mid game, i saw survivor metas lasting months, and killer metas getting destroyed in a week. Then you tell me, smaller maps, clearer maps, yeah, they can see me better too, we begin chase soon, but how many damn pallets there are, and small maps? sure i dont have to walk through 10 minutes to find someone, but a good surv easilly loops for at least one gen… unless, sure, his team does not do generators, and guess what, thats a survivor flaw, not something that the killer did

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993518#Comment_3993518

    While I see your point, I feel it's worth pointing out that we also didn't see this intent or energy for the killer side for a long time either.

    This could be, potentially, the start of bigger swings to eliminate remaining gameplay problems.

    oh i agree, im just bringing the idea, to generate a conversation about, to see how people feel, because i liked the idea, if the game really focus that, im up for that and i am main killer, the changes can work well on my style of gameplay, maybe it will need more changes to help the s tier less and help the f tier more, but i believe it can be good.

    But then comes my point, if this becomes good, we have to look at survivor with bloodshot eyes and whoop their asses to put then in the same game idea… and personally talking, my own opinion right now, survivors can die and go next, killers cant, so they should have begun these with survivors, because now the killer playing by this rules, could be forced in a very troublesome game until more changes come

  • @MDRSan said:

    They've been shrinking maps, eliminating areas of shadow and darkness, handing out aura reads like it's candy, and changing spawn logic so the killer can head straight for the survivors on loading in even without lethal pursuer. The more they shove survivors straight at the killer and reduce the ability to use stealth the faster gens have to go in order to not all but guarantee killer wins.

    It's one big cycle - the faster killers can find and down survivors the faster gens need to be able to be completed. The faster gens need to be able to be completed the faster killers need to be able to find and down survivors. The more they focus on chases at the expense of stealth the more they're putting a hard cap on how slow anything can go in a match without completely favoring one side or the other.

    the speed a killer downs a surv, depends on who is better, your argument ignores the fact that the killer can be looped or even lose chase

  • i agree 100%, i go further, it should start to fly around you, and if dont do anything usufull, they dont make you just scream, they hurt you, then after sometime they down you and if noone save or if you dont move, they devour you, this way the killer can focus who is making something fun, running loops, and not going to god knows where to get who does not wanna play

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993514#Comment_3993514

    I think it's premature to say killers are going to be severely harmed until we've had a chance to test it all.

    Very good chance, based on what's written in the dev update, killers will be absolutely fine. Remember, these changes come with killer buffs, which isn't always the case for survivors.

    im not saying they are, i believe this can be a good change, im just saying that im not seeing same intent to the other side, it can make the game better to do this, so lets have the same spirit with everyone

  • @Pulsar said:

    Survivors do get crows if they refuse to progress the game, iirc.

    omg, killers cant damage or block generators for the entire match, survivors get MAYBE their placement told, after various seconds if they do not pretend they are doing something, but the killer? wow, god forbid no surv goes save the first hooked, because the killer is gonna get wrecked… very similar treatment… if we are shooting the killer in the face, lets get the 12 gauge for the survs too

    @jesterkind said:

    While I agree, it is worth mentioning things have been done to partially address these issues already.

    Crows were made stricter (though how strict they currently are is a bit up for debate) and specific immersing perks were nerfed to require more interaction with the game, and for genrushing, survivors spawning all grouped up is a pretty significant blow.

    I still think toolboxes need adjusting, but that doesn't mean nothing's been done, y'know?

    oh yeah, very fair, we shoot the killers in the face, and give a slight slap on the surv wrist, but they complained and the slap was even made lighter, so… i still repeat, lets make it make sense, if its so problematic that the killer need this much abuse to be stopped from doing it, then survs need to get as much if they do the same…

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/455240/are-killers-the-only-one-that-generate-uninteractive-gameplay

    We were supposed to have better AFK crows, but survivors complained, and now the AFK crows are so useless that I've literally never seen a survivor with 3 crows since the nerfs.

    even if they hadnt partially nerfed the crows, the crows didnt made the survivor permanently exposed, or gave the killer a permanent haste because youve done something, they slapped the surv on the wrist and shoot the killer on the face, for allegeddly the same thing

    @Coffee2Go said:

    Tbh crows is a joke of a system now, i do agree the change before was so strict even for me since i couldnt rotate properly without getting a crow, i always got 1 crow even if i did gen or chest or totem.

    I do want them to revert it back to being half strict of that or 90% how it was

    i liked that, youd always get one crow, and one crow does nothing then tell you "hey hey hey, we see you", if you were going somewhere do something other than hide yours ass, youd lose the crow… and if we look at this changes, if we are supposed to FORCE only chases all the time, its perfectly right, why are you hiding? get up and run make the chase, wait its a bad play? dont care, make the chase, thats what is being done to the killer

  • that would be completely against the idea of the change, its made to buy time, so stealing time would kill the idea, also deep wound deactivate endurance, so it would make the unhooked fragile, what obviously they dont want

  • @Lyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989562#Comment_3989562

    Could you please clarify if condemned or reverse bear trap kills will also trigger this?

    if you do it before the 6 hooks, yeah, it specifies there "sacrifice OR KILL"

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