1ettuce
1ettuce
About
- Username
- 1ettuce
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426062#Comment_3426062
Sure. So impactful, that I don't need the perk and still win most of my games? Well. What can I say here... Maybe I create pressure and don't have 3 other people each on their own gen so it's not 21s of gen-time for me...
21s total time bought regardless, even if it's spent on heals and whatnot
-
@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/375226/exhaustion-perk-suggestions
I like that your ideas of reworking brings more variety in playstyle. For now half of exhaustion perks activates movement speed boost when particular condition is met (If you vaulted, if you sprinted, if you stunned with pallet, if you landed from height).
I have few questions though. I am not sure that Sprint burst "3sec walk" condition will change much. Most of survivors walk in front of the Killer letting him to come as close as possible anyways. And then they sprint. It gives the most value out of the perk. Also players will soon calculate what percentage they need instead of 99 to make it work as 99, don't they? Maybe I didn't understand to concept because I rarely use Sprint Burst by myself.
Lithe. Do you suggest removing movement speed bonus after vaulting? But instead giving survivor the ability to fast vault from any angle? Because reading your rework I have a feeling that it is the ability to vault with "Ability Button" instead of space and get exhausted as a bonus :D
Overcome. Good overall idea about "Missed hits" detection. I agree that it can bring some new interesting mechanics. But having exhaustion perk with this condition looks very risky. Not sure people would play this because you have to get really bad killer (speaking about quick/lunge attacks) or to be very lucky by spinning.
Dead Hard. Never seemed to be a problem for me when I played killer.
Imo using sb for that is not very strong, since the distance you make with sb is offset by the time you were walking maybe unless you baited the killer into attacking. Sb is strongest imo when you literally just hold W and make the killer take much longer to catch up than normal without any fancy stuff.
Yes, lithe would have the speed boost removed. Fast vautling a window from any angle is still valuable especially when being able to choose when it happens so it doesn't end up getting wasted.
Dh believe it or not I think is one of the most overrated perks but against like huntress or demo who's attacks you can just react to it's totally unfair. The intended use of the perk was to predict when the killer would attack instead of just reacting
-
@sulaiman said:
10% more running speed for survivors.
what
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426015#Comment_3426015
Fearmonger will virtually always provide SOME value.
1, some exhaustion perk is almost always in game (for this purposes, even Iron will counts)
2, it also blocks auras - so perks like saboteur or fogwise or dark sense or ....
But that's not the point. Point is, that you don't need it. But if you can't stand exhaustion perks, then you have perk to negate it (same as lightborn for flashlights and franklin's for medkits). But if you are good, you will not mind at most extra 6m (that can be even played around sometimes).
Any killer that doesn't have some insane mobility will ABSOLUTELY mind, already been over how impactful that 6m is, a minimum of 7 extra seconds in chase and a maximum of who even knows, that's just bonkers
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425805#Comment_3425805
Nah. You misunderstood. Fearmonger is not required. You can play around exhaustion perks fine enough, that it's not a big deal. They are required on survivor side to get away from deadzone. But it's not required on killer side to turn them off, because there are other perk options that provide higher value then just turning off those perks (because you can "turn them off" by forcing the usage).
So taking what you wrote - killer already has stronger perks then exhaustion (I agree there, I wrote so myself) - but survivor exhaustion perk even if they are stronger just need to be adjusted, because they are OP? Going by this argument alone - everything that has higher usage rate then fearmonger is then also clearly OP on killer side and needs nerf (hint - they do not. Exhaustion perks are in fact fine and don't need adjustments).
I didn't say killer has stronger perks than exhaustion bc you can't compare surv and killer perks like that imo. I said killer has stronger perks than fearmonger which shouldn't mean anything really, shattered hope and stridor were also very meh despite countering coh and iron will. Bringing a perk specifically to counter surv perks that might not even be there in a way that isn't flawless just generally isn't worth it when you have 1/4th as many perk slots
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425745#Comment_3425745
Why should it be impossible without BT? We had a time without base BT, and situations where you would be unhooked without the unhooker having BT. 4 man outs would still happen, just because body blocks exist. I would assume body blocking is way more important than any BT timer for getting 4 man out. With lesser ppl alive, BT timer is more important, sure. But with less body blocking, it's also easier to wait out the timer as a killer.
Yeah we had a time without base bt and it was really stupid, you shouldn't be forced to run it. Also no 4 man outs would not still happen without BT
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425797#Comment_3425797
But it's not required. I am never using fearmonger when playing killer, because it's value is just not enough. Because exhaustion perks are not valuable enough to play around. There are far move valuable perks on killer side then to just remove all survivor exhaustion perks.
You're going between saying these perks are necessary and that they're not that good lol. + Fearmonger required *to counter the perks*, to be clear. ++ Obviously there are more valuable killer perks but that simply doesn't prove anything... exhaustion perks are still insanely powerful, doesn't mean a perk like fearmonger which isn't guaranteed to do anything and won't come at all close to fully countering the perks (walking for 5s mid chase can happen), is at all preferable to a strong slowdown.
-
@Gandor said:
Use perk if it's such a huge problem for you. Leave the thing be for the rest of us. Sprint perks are very much required in current state of game, because creating localized deadzone is so damn easy. To counter it and make chases possible, there is a need to be able to move out of the deadzone = requirement of sprint perks. No amount of new threads from you about this topic will change this.
Same argument can be used with otr and tunneling or corrupt and endgame, and yet those shouldn't be necessary to counter them. Having to use a perk to counter something like sb lithe overcome is ridiculous. And quite honestly, I just severely doubt that. Most maps are really safe and not to mention windows can't be broken like pallets, they're not necessary at all
-
And I will take all of them >:3
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425761#Comment_3425761
Ok. I can say the same. Lithe has counter - just deny vaults and you are golden (you said "just win chase" it's the same thing). Sprint - just get him when he's exhausted and he needs to be exhausted to reasonably move thru the map. Overcome - just use expose stuff or one-hit killers. Deadhard - I don't even bother as it has so many counterplays... But the simplest one - just tunnel and hit him during basekit BT.
Also sprinting perks have "insane" value of making extra 6m distance (+50% speed above normal for 3s on average). Like WOW. Whole 6m. Such an insane effect. That definitely needs a huge counterplay - like add 1 hook state immediately after usage of any sprint perk to the survivor (not even counting that you have perks to turn it off if those 6m is such a huge problem for you)....
DH got such a huge nerf already, that it's not even used now much. And I presume those numbers will even go down a little more. It's totally bonkers someone is still not satisfied even if you don't see the perk in most lobbies now (with it's currently stable 7% usage according to nightlight).
Also. STBFL is no longer problem. It's earned perk and has healthy counterplay. The only possible nerf to it would be giving info to soloQ the perk is in play (say after 4th stack is accumulated). After that the perk is perfectly fair.
I said what I said about jolt and sloppy to make the point that they have actually earned prerequisites, unlike lithe which is literally just fast vaulting a window, or sb which is literally just running. You could say what you want but reality is fast vaulting a window is not hard to make happen in the damn slightest. And don't even get me started on the point w overcome lmao, 2 hits is the norm. Dh was nerfed in the wrong way bc it didn't address the actual problems with it, just made it worse for what it already wasn't insane for and still unfair for what made it unfair.
6m is in fact insane value. Not only is it pure distance, which already is incredibly valuable with how viable holding W is, but it also takes 7 seconds to catch up. That's 21 seconds that accumulatively goes towards gens, and 28 meters further to basically guarantee safety, both with zero prerequisite.
Stbfls counterplay is not healthy, but this thread isn't even about it, so idc to get into it
-
@Gandor said:
Just stop with this nonsense already. Not everything should have immediate counterplay. I am not asking to nerf deadlock, because there's nothing I can do to unblock my gens but wait it out. I am not complaining about jolt kicking multiple gens on smaller map AND providing 8% regression on all of them without any reasonable counterplay but "win your chase or find a locker". I am not asking to nerf sloppy, because there's no way around it and it will always make my heals take longer and so on and so forth.
Killers have some good tools, survivors have some good tools. Stop trying to nerf everything to the ground that is not helpful to your main role only.
Good for u 👍btw the counterplay to jolt and sloppy is not getting hit/downed, and even beyond that for jolt it's going into a locker lol. + You could apply this logic to the most busted perk in the game. Everything is fine bc everyone has good tools! Like stop that makes zero sense. ++ Not everything should have immediate counterplay but everything with an insanely powerful effect should have counterplay or a prerequisite, especially when there's other things that do have them and are weaker overall...like dh. +++ I don't have a main role :) I also wanted stbfl nerfed but ig disagreeing with a dbd take isn't possible unless u sprinkle in some x main accusation!!
-
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425692#Comment_3425692
But you know, there was a time before basekit BT where the survivors still escaped. They woul have to use NORMAL BT then.
So I'm thinking, how about disabling base BT in endgame, but not BT perk? So if you really want that extra bit of protection in end game, you have to bring good'ol BT perk in your loadout.
No, 4 outs shouldn't be impossible without BT
-
At what point is a "free escape" really just an escape? Getting all the gens done isn't free, nor is coordinating a hook rescue w/o trading....
-
@MerleDixon said:
If DS deactivates, then why in the world does bt stay active? It's literally a free escape for survivors.
You already got ds and otr deactivating, if that's not enough for u to get a free 1k then u are beyond not deserving it
@MerleDixon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425668#Comment_3425668
Endgame is supposed to be killer sided, and should be. Survivors don't deserve a free escape
Absolutely not, you lost all the gens, take the L
-
@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425116#Comment_3425116
Ah yes. Me being fine with the tactics is lazy, but you demanding change is not because...Survivors come first, I guess?
Maybe you can stop demanding tunneling be punished based on your anger over not winning? No? Rather pretend demanding the game cater to you is right and proper?
You do you, I guess.
It has nothing to do with winning as I've already said spreading hooks should be more viable. Lazy strats just shouldn't be more viable than those which aren't lazy.
-
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425210#Comment_3425210
If you fail then you down but if the killer hits you then your speed increases and you will not down ( Where is the logic? )
Also, the killer knows that I use (Dead hard) so there is no need to hit me and just wait until I use it and then carry me directly.
If I failed to use it against long-range killers, I would also down
I can't wait to see one of my team down after successfully dodging The Blight only because he used Dead Hard, but the killer couldn't hit him.
Also for the last 2 points, if u think the killer's gonna hit u and they don't, that's ur fault and u should've not dhd then. If predicting something like that is too hard for u then simply don't use the perk
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425052#Comment_3425052
Oh it is, not with you but with another person like you
It happened with DH and this post proves it
This post only proving that it happened w dh is fine by me, there's much more than 1 problem in this game
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/375226/exhaustion-perk-suggestions
Can't wait till the patch where survivors start with a hook state already used
🤓
-
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425210#Comment_3425210
If you fail then you down but if the killer hits you then your speed increases and you will not down ( Where is the logic? )
Also, the killer knows that I use (Dead hard) so there is no need to hit me and just wait until I use it and then carry me directly.
If I failed to use it against long-range killers, I would also down
I can't wait to see one of my team down after successfully dodging The Blight only because he used Dead Hard, but the killer couldn't hit him.
Wym where is the logic? You fail so you lose or you succeed so you win, pretty obvious logic right there no?? Also you can take advantage of the killer waiting, cuz if they just wait forever they'll just be kidding themselves. And yeah, because long range killers should have counterplay to it, instead of you just being able to guarantee they either miss or hit ur dh. That's the whole point, because those situations should have counterplay for the killers
-
Why would you lie
-
@Remedicist said:
I like the Sprint Burst change. Having to run for 3 seconds now gives it a requirement that fits with the theme of the perk.
However, I cannot agree with the other exhaustion perks changes as I believe they are already working fine in a balanced way.
It's 3 seconds of walking actually. Also I don't think the others are balanced besides dh really. The moment sb gets nerfed lithe and overcome will take its spot and basically have the same problem of huge distance with very little effort or prerequisite or anything needed. You can have free distance and you can have lots of distance, but they absolutely shouldn't be together
-
@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425262#Comment_3425262
and your complaining lithe as if there is a pallet or window everywhere. Funny thing is fast vault a high window and only get a 1 second or 0 or lithe. Ill say it again fear monger.
I'll say it again fearmonger shouldn't be necessary to deal with them for the same reason otr shouldn't be necessary to counter tunneling, we've been over this already...
-
@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425224#Comment_3425224
No way out aint healthy, I did my task and wish to leave to move on to another game and is being delayed and it also gives extra kills that by right a killer should not even got sometimes. Heck ill admit that I been in games I use it and noed and technically I should have got only 0 or 1k but end up with a 3 to 4k..so yeah.
Noed turning a 0-1k into a 3-4k is honestly just a skill issue on survs part and...you're literally just complaining about no way out doing something, lol. Get the gate open then you can say you did your task and funnily enough then you also can move onto another game
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425221#Comment_3425221
I mean the idea isn't bad at all (without talking about it replacing Lithe) but I just have a hard time picturing it working as intended tbh.
Ah I see idk I'm no programmer :P :P :P
-
@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425218#Comment_3425218
Keep telling yourself that buddy
😭? Aight guess I will sorry that I think dh being uncounterable is stupid
-
@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425211#Comment_3425211
but noed and no way out is fine? lol am not even gonna bother. lithe is fine and if you dont wanna run fear monger similar to how people complain about aura reading perks and are told run distortion or off record for tunneling, same concept.
Noed is really easy to counter now and no way out is literally one of the healthiest perks in the game. Also no idea who's complaining about aura reading...but also already made it clear I don't think countering tunneling should be tied to otr sooo yeah nothing contradictory there not gonna sugarcoat it
-
@jesterkind said:
I'll mention for the record the obligatory statement that I don't think there's anything really wrong with most of these perks.
But, to tackle your ideas... Overcome is the only one that could possibly warrant changing, with Sprint Burst as a sort of nebulous 'maybe' if it does turn out to be too problematic. Your pitch for Lithe could certainly make a decent perk on its own, so in that vein I have no problem with it, but I see no reason to make it how Lithe functions. Your version of Dead Hard carries too much risk, where the current version has just enough.
Overcome... I do think your pitch would be better for the game than the current version, Overcome is definitely the only problematic design out of the Exhaustion perks, but I worry that it'd be too difficult to work coding-wise. It'd be pretty easy to end up with kind of a buggy mess that only properly functions at missed hits near windows, but there is the option of just having it function on basic attacks instead. Less useful, but more stable. I dunno, maybe they could make it work. The only change I'd be fully on board with here, if so.
Sprint Burst, I think your change is completely overkill. Having to walk for three whole seconds would make the perk basically useless, the situations you outlined really aren't common enough to properly warrant taking an entire perk. However, I would say that having to run for two seconds or so would be a more fair restriction; you can't use it to rocket away from a generator at the last second, or bait the killer into missing a swing, but you can still use it if you have advance warning on the killer's approach at a generator, and in regular chases with no real change in effectiveness. Even then, I think it's premature to say that's necessary, Sprint Burst has been perfectly fine for the majority of its existence at this point.
Def agree on overcome cuz, yeah. Sprint Burst is hard to say tbh, but there are def situations where walking was a decent idea anyways and sb would've been very good in them. But I don't like the running idea, as that is a prerequisit as meaningless as lithe's current one
-
@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425209#Comment_3425209
Considering hit validation is already wonky when it comes to vaults, I can't imagine this perk working properly enough to be useful (aka preventing a hit bc the perk doesn't give you distance anymore), or working in a consistent manner. And honestly even if it did I still don't think it'd be worth an exhaustion perk (unless they all get nerfed to the ground as you're suggesting of course)
This version of lithe would still overall give u distance, since it would take less time to get to the other side of the window without having to get further away to get momentum first. And since you get to choose when u wanna use it, I still think you could get good use out of it honestly
-
@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425205#Comment_3425205
This is what I call salty killer mains idea to make the game easier on himself.
Orrr just making dh actually counterable in situations where it's not =)
-
@lifeisstrange said:
Leave lithe alone please. The other ones I dont use so meh to them as they all is bad. You also have fear monger
No thanks, lithe is a stupid perk, as are sprint burst and overcome which are absolutely not bad perks. Also shouldn't have to use fearmonger to deal w these stupidly powerful effects unless we wanna keep countering tunneled tied to otr which we def should not want
-
@Boons123 said:
I see that (Dead hard) with this proposal will be as doomed as the last time they reworked (Mettle of Man)
This is what I call "perks that does more harm to you and your team than good."
Nah, it's still the same perk really, just not uncounterable anymore
-
@Annso_x said:
I'm not sure I understand the Lithe rework you're suggesting. I understand it as "press a button near a vault while running to fast vault", which would be a bad perk, even if I agreed Lithe needed a rework in the first place (which i don't)
The only scenarios I can think of where you slow / medium vault instead of getting a fast vault are either because you messed up (and messing up will still happen), because you were taken by surprise and weren't running (which is still a condition for the perk, so it wouldn't change anything) and on very occasional situations where the layout doesn't let you get a fast vault, but it wouldn't guarantee not taking a hit, and even if it did why would anyone use a perk that exhausts you for 40s just to fast vault when 95% of the time you can already fast vault without issue?
I feel like I'm misunderstanding what you're trying to say because this would not a good perk, even less a good exhaustion perk. It literally just sounds like "press E instead of space and the exact same thing will happen but you will be exhausted for 40s" to me.
The point is that you wouldn't need to get the extra momentum to do it, so you wouldn't have to run shack wide for example to hit the running vault
-
@WitchWalpurga said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425072#Comment_3425072
ah that is the reason you made a topic that "lithe and sb are more annoying than dh" just 12 days ago?
😂
And? Just because I find them annoying doesn't mean that's my ONLY reason for wanting them to change. get better
-
Imo I don't think either should be "punished" specifically per se but should just be broadly less viable. Tunneling should simply not be worth it in general, whether that means the killer gets a debuff or the survivors get a buff or whatever, and sticking to gens should also be risky, whether it be like more urgency to unhook or something basekit to do with totems or some brand new objective.
-
@NoHookDC said:
Heaven forbit Killers try to win ASAP. That's a tactic reserved for Survivors.
The Killer securing wins is not 'a design flaw', no matter how loudly Survivors scream this fallacy because they lost. So people need to stop demanding punishments just because they want to lose less.
Heaven forbid killers have to put effort into winning. You really need to stop demanding tunneling stay viable just because you don't wanna put actual effort into winning even if spreading hooks became viable
-
@pigslittlepet said:
Just no. I'm a killer and eve I think this is a bad idea. Dead hard has been problematic for some time and I'm not going to say anything about it. But the other exhaustion perks haven't been a problem. They're strong but not overpowered. They don't need touched. Not every perk that annoys you needs nerfed.
Well imo, they are a problem, more of a problem than dh was too and for reasons beyond simply "they annoy me" so :o
-
@Gandor said:
And here we go again. "DH is problematic, all the other exhaustions are fine. Why would anyone want to nerf sprint burst and lithe? Just nerf DH. Other exhaustion perks are OK. It's only DH that's OP uncounterable". Moving goal post at it's best.
Stop it already!
Did you put your own opinion in quotes orr? Anyways, I keep hearing this but the goalpost isn't gonna keep moving forever, at least not for me. Perks like no way out, lethal pursuer, jolt, noed, for the people, we'll make it, bond, kindred, resilience, and prolly even some others are all fine imo. I'll almost certainly never complain about those even if they end up being the best perks in the game, at least not for being too strong
-
an exhaustion perk that gives a speed boost to someone u take a prot hit for and a perk that increases unhooking speed by like 100%
-
@LeFreezy said:
they're fine as is
😱
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423335#Comment_3423335
this is not punishment. It's prevention.
That's fine. It's good effect for survivors, not negative effect for killer.
kinda just sounds like semantics
-
@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419982#Comment_3419982
OH yes, but i'm already seeing complaints about those.. and deadlock
And I'm already seeing complaints about sb and lithe (from me :3)
-
Community, meta, and lack of solo/swf parity
-
@darksouls3600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423743#Comment_3423743
That's the point.
Sometimes using a "toxic" mechanic like tunnel or camping is a way to do something and if the killer are punished by doing this SWF will be a pain in the a..
Camping and tunnel in the beginning of the match is a sad thing, but have a game that survivor just genrush out of the game (with perks and tools, otherwise is just a bad gameplay made by the killer), is not that fun, waiting 5mins to find a match and have that match ending in 2min is sad, like being camped or tunnel.
Swf is not a pain in the a if playing nice is buffed to compensate
-
@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/375111/gen-rushing-is-a-huge-problem
You have to have at least one gen regression perk to have a chance, most of the good streamers I see run multiple, consistently. Corrupt and Deadlock are solid choices, Jolt on M1 Killers. Meanwhile Survivors have 4 free perk slots and can do just fine with any build.
Lol sure, good luck without any anti tunnel
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422797#Comment_3422797
how would you buff them in a way that doesnt make them weak though? simple number change wont help, especially regarding exponential and shadow step
Shadow step could give more stealth like suppressing footstep noises and blood pools, exponential could have you instantly be healthy after recovering from the dying state (cuz exponential growth wowza idk), and dark theory could give more haste and maybe wallhacks too
-
Bros onto nothing 🗣️
-
@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423803#Comment_3423803
That argument is disingenuous.
If the Killer could end the entire match in 2 minutes; there would be a problem.
Whining about being removed in a game where one side's goal is to, gasp and surprise, REMOVE YOU! Is entitled.
The only difference here is ending the match for one player vs ending the match entirely. Hardly makes a difference especially when the game isn't far from over after 1 survivor dies soo, yeah, still is bad logic and pretty hypocritical
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423804#Comment_3423804
Attempting a flashlight save isn't bullying.
Shame on you for even insinuating it's even remotely comparable
We are so in sync
-
@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423774#Comment_3423774
It only matters if they do it in retaliation for camping/tunneling?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423777#Comment_3423777
Bullying rarely is deep for the bullies, that’s the problem.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423783#Comment_3423783
You got me.
Just flashlight saving or sabo playing simply isn't bullying
-
@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423796#Comment_3423796
Old BNPs have nothing to do with Survivors whinging about camping, tunneling, and whatever else they deem 'toxic' (IE: Whatever makes them lose).
**THE DEVS** felt BNP was overperforming and nerfed it. Not Killers.
But Survivors stomp around, invent BS rules like 'Being removed from this game where the Killer removes us is BAD!' and expect the devs to change it all to make them happy.
Killers aren't owed a minimum playtime and you shouldn't have a problem with gens being completed in a game where one sides goal is to complete gens 😳 also I seriously seriously doubt killers didn't have a problem w insta gen pop bnps, they at least would now no doubt whatsoever. Also you know the devs ask for feedback right? For a reason? How exactly do you view the addition of basekit bt?