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1ettuce

1ettuce

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1ettuce
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  • Looping around the hook build (probably for the best that nobody uses this lmao): kindred, open handed, reassurance, kinship

    Vaulter walter build (bunch of perks that can synergize really well with each other): any means, lithe, resilience, cut loose

    Guaranteed deli: Deliverance + lucky break

    OTRx2 build (don't run this lol): OTR, dh, distortion, iron will

    Totem hunter build (I doubt this is original): counterforce, overzealous, inner healing, clairvoyance

    Looping with friends build (I got this to work once lmao): blood pact, wiretap, repressed alliance, prove thyself

    Random scratch mark hiding: distortion + object + maybe residual manifest if u want

    Gen block build (it's actually good as hell): DMS, corrupt, deadlock, thrilling tremors

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414687#Comment_3414687

    Based on your responses your apparently one of them kind of bubba players, stop being ignorant and making excuses, you can for sure get a save on a camp survivor with coordinated actions on EVERY killer except bubba.

    I would argue there's a few more besides bubba. Trickster for example is definitely less certain than Bubba but realistically he can get away with it unless the planets align. Same with huntress (esp w cooldown addons or iri head), pinky finger clown, original pain pinhead, hillbilly, oni, stbfl, etc. The ones that rely on fast attack speeds as opposed to insta downs are obviously somewhat up in the air, but in general it's basically impossible to save against most of them IMO

  • @Cynwale said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414683#Comment_3414683

    Just run Deliverance and Dead Hard, go for the save and ez gg.

    Yeah let me just equip those perks mid match. I'm guessing you were fine with locker flashlight saves since you could just run lightborn or nah?

  • @Cynwale said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414616#Comment_3414616

    Bullcrap, you can defo save the hooked guy with some coordinated actions.

    And then whoever gets the unhook immediately gets downed by the chainsaw and goes back on the hook, it's impossible to get everyone out without some specific loadout options

  • @marigold11 said:

    The killers shouldn’t be able to permanently close the hatch, because once they do, they would only go back and forth between the gates and it’s nearly impossible for a single survivor to open it while being chased. Either they can’t close it or they can only temporarily close it.

    It's not supposed to be possible at that point, the killer deserves the 4k

    in Hatch Comment by 1ettuce
  • @TonyXSplash said:

    Dead Hard was terrible because:

    1- It gives survivor a 1 second Sprint Burst

    2- it stuns the killer( Successful hit cool-down)

    3- Can be used for mind gaming around pallets.

    4- Can be used for body blocking

    5- Can be used with Stiptic Agent and Syringe to give a survivor FIVE HEALTH STATES!!

    Only 3 is a problem. 1 and 2 are literally just...what the perk does, but only if you time it right. 4 is avoidable and also just not an issue. 5 is more of an issue with the medkit addons themselves and even then it still has to be timed, the number of health states is irrelevant once it takes a certain amount of setup

  • It's not, he can guarantee a kill just by hooking someone once

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414486#Comment_3414486

    I don't understand. So that subReddit thinks sb/lithe is more annoying to vs than sb/lithe, but also they think dh is more of a problem? Whatever the circumstance, dh is highly overrated in skill and very very boring to play around. DH skill ceiling is -5 compared to looping tiles vs the many different killers in the game.

    Keep in mind I mained several killers for many hours before blight.

    Sorry what? You got me confused at the second sentence, they think dh is more annoying, not that sb/lithe is more annoying than...sb/lithe?

  • @TheycallmeLix said:

    Just asking, cuz I saw A LOT of people complain on Reddit that it’s more annoying then Dead Hard where you get the same distance as using DH and it’s ‘braindead holding W with speed’. You miss the old DH or are you more used to see Lithe and Sprint Burst every game?

    I still use Dead Hard and it still gives me a lot of value! Does anyone else also still use Dead Hard?

    I'm not gonna lie I absolutely hate it. They're both free distance that is typically very hard to work with if you're not a high mobility killer. Those same screwballs on reddit think that merely holding the opinion that sb/lithe is more annoying to vs than dh is pure copiun, like, lol. Sb and lithe have always been infinitely more free with their distance than dh, yet according to the sub they're completely fine and "dh denying a killer their deserved down" is a problem. Sorry for the side tangent but damn the sub is annoying as HELL

  • @GreyBigfoot said:

    Ever since the most recent patch, Deadlock has seen a huge spike in usage. I'm seeing it in around 70% of my games when I play survivor. And for when I play Killer, I've replaced basically all instances of Pain Resonance with Deadlock. Since it's free delay without any prerequisites, there's no penalty to pick it if you can't think of anything else.

    So my prediction is: since BHVR is known to look at the % pick rate for many of their balance decisions, I think Deadlock is going to see a nerf by the time the Anniversary happens in mid-June.

    It's not op but it does so much for no effort, I'd prefer perks which reward good play were better than those that don't

  • @Brimp said:

    Yeah I still believe exhaustion perks should have some sort of requirement to work that isn't just press a button. Exhaustion as a whole just isn't a very balanced mechanic when so many maps you can just hold W to win.

    THATS WHAT IM SAYING

    Sb and llithe having the tiniest prerequisities for such a strong effect fr makes no sense to me

  • Def wesker for me but knights TR i think is actually sick

  • @killeriseasy said:

    With the new update. Solo que is miserable for us casual players. Easily been more 4ks than anything else today. At most 2 people escaped 1 time. BHVR why not make a teams version and a solo que version?

    I really just wanna see a ping system atp, its so stupid that solos basically can't do anything about stealth killers that hit and run

  • @toxicshadow4678 said:

    Am I like the only person who wants the knight to be removed from the game I mean he is a killer that is now the most op in the game. I hate going up against him and lose about 95% of the time when he is played. I mean so many times I get a ghost on me that keeps me busy running from it allowing the killer to maneuver around for a free hit or to follow up with a 2nd hit putting you into the dying in 2 secs and pallets are useless when he can just summon a ghost to break it or the ghost just going through it while the killer goes around and if you can manage to escape the ghost he hits you almost immediately after and his hit range is a joke so many time it seems like he is to far to hit but scores a hit anyways or I hit him with a pallet for it to not matter because he still hits and also he is a fast killer as well you would think he would be slower with all the armor and a giant sword .

    Then on top of it all his ghost can break pallets break gens which allows him to get into chase faster and the cool down for ghost summons is a joke . He needs a serious nerf or to be taken out of the game because he just ruins it and every single one of my friends agree. The only way to win against the knight is to dc or just not play when he is the killer .

    Shift + W

  • @CamperSluggerVillain said:

    sprint burst requires more than 2 braincells and has counter play so i'm fine with it =)

    pls explain how either of these are true

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413181#Comment_3413181

    dms i cant get much value out of since it is such a small gen block time...totally agree with you

    jolt might only be 8 percent but it is good on small maps and saves time in kicking a gen and avoiding blast mines

    Oh yeah I don't doubt the value from how much it regresses, just that smaller maps are generally already in the killer's favor so you might not need jolt as much. But again idk cuz jolt still feels great to use

  • @Cynwale said:

    Hopefully they won't change anything and you'll learn to overcome your weakness.

    So Bubba's facecamping ability is fine..?

  • @Emeal said:

    Knight isnt only a ranged Killer, sometimes you need to plop a guard down fast too.

    I doubt the knight is really overperforming to demand such a nerf to make him basically useless for new players.

    No thanks to anti choice chase powers

  • Something tells me this is satire lol but I'll just say yeah hopefully they do something but also hopefully they don't do what you suggested lol

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414212#Comment_3414212

    Being forced to die, because killer guards area of map and destroyed 3 pallets is also no fun.

    Most exhaustion perks are designed to allow survivor to get to some better spot when used. You asking to remove this would need some compensation in form of repairing pallets and I sure as hell do not wish to even think how one could balance it for both sides.

    Exhaustion perks are requirement at this point. You can't possibly win games as a 4-man team without them against certain killers in higher skill bracket

    With the first point I just don't know what you're talking about. With the rest, no exhaustion perks are not at all a necessity except against the strongest killers/loadouts which themselves are a necessity when against exhaustion, meanwhile exhaustion is complete bs against basic killers and we've just gotten to a ridiculous point of power creep

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414198#Comment_3414198

    Bubba, Myers, Ghostface, Plague to an extent, not to mention all the exposed perks

    It's distance yeah, but countered by exhaustion and only lasts a couple of seconds

    You can drop chase if you really want to

    Being forced to drop chase all because of a perk with basically 0 prerequisites is not ok

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413202#Comment_3413202

    You're seriously complaining about overcome? Lmao it's literally a waste of perk slot against an instadown killer

    What's next, calm spirit?

    It's free distance that just promotes holding W, but yeah instadown killers are definitely soo common as to make that an issue

  • @Nos37 said:

    Oh, that's right, because they favor survivors, so it's fine...

    If the maps were this heavily killer sided they would've been killswitched a long time ago.

    Because they're not bugged lol, but ofc we gotta start this bhvr loves survivors nonsense somehow

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413604#Comment_3413604

    The only one that is free is sprint burst but that has to be timed right or else the killer can just leave chase for someone else

    Fast vaulting a window doesn't cost money nor does getting hit with overcome

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413413#Comment_3413413

    So aura perks are bad design then?

    As for your question the counter play is either a killer power or breaking off of chase if they have too much distance. If not then just catch up since it can only happen once per chase

    All the killers that counter exhaustion are Nurse, Wesker, Blight, Wraith to an extent, Spirit, huntress, slinger, Oni and billy

    Aura perks are not bad designed, it could just be said they have no counterplay, but who cares, they're not the free distance that sb and lithe are. Also yeah let me just equip that killer mid match, sure. Also just because it can happen once per chase barely means anything when it's as impactful as it is. Even just a basic sprint burst away from a killer gains 4.2m on them, that's 7 more seconds it takes to catch up to them, 7 seconds in which the survivor travels 28m, and 7 seconds in which the other survivors can get a total of ~23% gen progress done

  • Smash hit is actually intelligent because it isn't free like the rest of them and can be played around

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413502#Comment_3413502

    SB exist since the release of DBD with Meg being 1 of the 4 original.

    The perks is problematic to you actually...not to the game.

    It's still a non point to be like "oh you'll just complain about everything"

  • @Pulsar said:

    My vote is yes.

    The perk only affects a specific subset of players (those on Console) and it affects them to the point where it is still impossible to hook people if they have it on certain maps.

    It's pretty much the only perk that I am genuinely upset at seeing in my matches.

    Thoughts?

    Idk probably. It's not really op or anything but it's just really annoying. A perk being annoying isn't really a good enough reason on it's own for it to be changed, but that's like pretty much it's only purpose, which is dumb. Maybe it could stun the killer for longer when you escape their grasp to fit the theme, then you run it w ds ig lol

  • @Aceislife said:

    When DH gets nerfed, you start to whine about SB. When SB gets nerfed, you start to whine about Lithe. When Lithe gets nerfed, you start to whine about Overcome. This won't lead anywhere. Without exhaustion perks the game would just be less fun.

    Me when someone complains about problematic perks 🤯

  • @AVoiceOfReason said:

    With all these anti-loop killers now, I think exhaustion perks are the only reason why people are surviving as long as they are. You cannot say exhaustion perks are boring, then play Skull Merchant, Knight or The Artist, and say, they're fun to play against or with.

    I'd much rather anti choice killers not exist and exhaustion be nerfed rather than things being how they are now

  • @jinx3d said:

    they should stay. otherwise a single survivor could get an unhook for basically free with 0 risk

    I'm guessing you mean besides going down themselves and giving the killer a free hook stage..?

  • @Ghoste said:

    Lol as expected after the Dead Hard nerf, we've now moved on to complaining about exhaustion in general.

    Me personally I'm very sad to see DH get replaced by the sillyness that is sb and lithe

  • @Phasmamain said:

    Exhaustion perks are fine at the moment. They allow survivors more options in chase and have counters you can use on killer such as fearmonger or exhaustion add-ons

    I love when bad perk design is band aided by other perks and addons, also there isnt any actual counterplay to them besides just holding W to catch up but that isn't even a counter, you're still gonna take much longer to catch up which is the whole point of the perks

  • @Ἥφαιστος said:

    Dying Light, Insidious, Predator, Hangman's Trick, Claustrophobia, Distressing, Overwhelming Presence, Territorial Imperative, Bloodhound, Beast of Prey, Septic Touch, Unrelenting, Deathbound, Deerstalker, Stridor, Hysteria, Furtive Chase.

    No Mither, This Is Not Happening, Tinkerer, Corrective Action, Low Profile, Diversion, Buckle Up, Calm Spirit, Up The Ante, Ace In A Hole, Premonition, Left Behind, Teamwork: Collective Stealth, Red Herring, Object of Obsession.

    Why haven't they buffed these perks?

    I mean they did just buff overzealous and gearhead, it's not much but for bhvr's standards i'd say that's not too bad

  • @ppage said:

    it is so hard to wiggle out as a survivor without added perks. the wiggle used to be so good, but now that they nerfed it... its terrible.

    you could be directly under a broken hook, get picked up, taken to another hook and hooked before your wiggle progression reaches half way.

    the only way to wiggle out is using flipflop, and it sucks.

    thats the whole point lol

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413194#Comment_3413194

    You're not wrong. But again, how would we change that without completely breaking this killer? Passive overheat near hooks is not a good idea. Anything like this would either be useless or abusable.

    https://docs.google.com/document/d/1yA3gNagzUVrOhFy3Qvu5z-a_OQtRpZav4MXFuJxKr7M/edit?usp=drivesdk something similar to the territorial zone idea proposed in this doc would be good, I agree w the basics of it slowly growing and then shrinking when u start a chase outside of it so it doesn't get abusable

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413148#Comment_3413148

    So Sprint Burst requires timing, Lithe requires a placement, and Overcome requires a health state. None of those perks give “free distance.”

    Sprint Burst only requires running, lithe requires fast vaulting a window which doesn't take any effort whatsoever, overcome requires getting hit, you start with a health state remember? That is as close as you could get to free, and infinitely more free than dh

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413045#Comment_3413045

    How would we achieve that though? If op escapes and someone else feels like this, we'd still have the same issue. That's why I said that 4 escapes is the only acceptable outcome. Otherwise someone else might be unhappy.

    Seriously, this is a team game for survivors. In other games games you'd be fine dying, if your team wins. This should not be treated different.

    4 man out should be the only acceptable outcome against a bad killer except it isn't rn, a bubba makes a mistake of committing to someone the whole game they deserve 0 kills but they get 1, it's stupid. Not to mention on the flip side u have "1+ kills is the only acceptable outcome, every killer should have a chainsaw"

  • @Skill_issue said:

    lightborn? shadowborn? deadlock? for me its lightborn personally since it is so situational to flashlights

    what are the communities thoughts?

    This is tough but maybe jolt, dms and bbq? Jolt because it's most helpful on maps which are already good for killer, and can be dodged by going in a locker, don't get me wrong tho it's still good when used right. Idk if I'm just using dms wrong but on most killers it just feels like kinda a waste without discordance, like you get someone off a gen and it blocks but they were already going off the gen so like who cares. BBQ I only say because of the still high pickrate, yet the amount of times it naturally gets countered by survivors on the other side of a gen is quite upsetting

  • @IWasLeft2Die said:

    Overall I think most changes have helped the game go in a more positive direction but there are some changes that haven't really been that great. What are some old things you would like to have return?

    Some examples of this could be (not saying any of these should come back):

    Old freddy

    Old hatches

    Old hillbilly

    Huntress's Old iri heads

    Hawkins map

    Old ruin

    Etc

    Old iron will

    old spine chill

    old ds

    old self care

    dh before latest change cuz screw sb

    old ruin

    old pop

    being able to spam m2 with flashlights

    pain res not making u scream for two weeks

    45s dms

  • @LooeDbD said:

    these perks just promote the hold w/ gain as much distance as possible playstyle which is just boring and uninteractive. I think these perks are just outdated in design and removing them would give the incentive to get good at looping and not win chases simply by holding forward. the meta right now is probably the most boring one yet. or maybe this game fell off for me idk

    Sb lithe and overcome as they are now will always be stupid perks imo. Considering they're free distance more than endurance dh ever was I don't understand why they're hardly complained about

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410567#Comment_3410567

    Sure it is. Even if you ignore that waiting every chase on every Killer isn't fun, it completely shuts down lunges as an option. And lunges are a pretty core gameplay element.

    Waiting it out isn't fun? Get over it, try doing a gen for 90s straight, not to mention that fun is subjective and that the time you have to wait isn't significantly long in the slightest

  • @adsads123123123123 said:

    The status icons show what is happening to each survivor should be hidden if the survivor is blind since they aren't really blind if they have all of the information of what their survivors are doing.

    Why would they make a change that specifically hurts solos and nobody else...cmon now

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410220#Comment_3410220

    Waiting is not a counter.

    They will use it at a window or pallet when its a problem for killer.

    the edge case of you finding them in the open and just wait it out is not a solution, its a luxury killer don't have against half decent survivors, its not a concept that is hard to understand.

    Even then it isn't always gonna be guaranteed. I agree that the times when it is guaranteed are a problem but what you said was a problem (having to treat every survivor like they have it unless you can rule it out) is not

  • @DaddyMyers_Mori said:

    I would hate it, because people would start playing it again, but you can use it max twice perk game, right?

    Why not simply remove exhaustion requirement. It could still give exhaustion as Adrenalin, but you could still use it even while already exhausted.

    Then you could actually call it anti-tunnel perk.

    I mean if you want it to be an anti tunnel perk sure, but I prefer for it to still be an exhaustion perk

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409349#Comment_3409349

    What you call "passive deterrence" actually is "crap if they have DH rn and they deny me that 1st down I lose"

    So no, it's not fine.

    Uh what? What's your point? That's only IF they indeed deny you that down which isn't guaranteed. So, yes, that waiting out part is fine

  • @Rickprado said:

    Hi! Hope you guys are doing fine!

    I've been playing the Knight for quite some time, and i think some issues should be adressed.

    • The first ones, of course, the AI bugs: sometimes when the surv drop pallet/jump a window, the guard does not pass through the pallet, but go the other way around the loop, giving the surv so much time. And the times when the guard get stuck in some places. Anyway, fix the AI Bugs plzz.

    Well, the second type of changes is: Knight is quite addon dependant. The addon "Map of The Realm" really changes how knight can use his power, as if you're playing without it, you need to pinpoint the location of the survivor while drawing the route or you just waste your power.

    If entering a hunt would garantee a hit, i wouldn't mind, but having to get the hunt, zone the surv and then MAYBE get a hit makes me think that the guards patrol FoV should be larger (and also would make sense a guard be very watchful of his surroudings).

    For those change above, i think most of the players of knight agree with that.

    But i also think that Knight would benefit for more changes, like:

    • Having a 3% to 5% speed buff while a guard is in a hunt. This would help the Knight be more opressive while in a chase, and would help in situation where a survivor "steal" the guard from a friend being chased.
    • I think the addons Call to Arms (the speed boost in patrol path mode) and Dried Horsemeat could be part of his basekit also. I know they are not "must have" addons, but they are so good for the knight that any other addons feels worthless, as buffing a certain guard is not worth near to increasing guards chase time or increasing the patrol path mode speed.
    • Guards should have a small speed boost as long as the hunt is going. So, for every 2s, a guard in a hunt could get 0.05m/s faster (maybe a smaller boost for the Carnifex). This would help counter the "Hold W" strat against the guards, as getting the banner or jumping through windows is enough to make guards lose the hunt.

    Thats it! I would like to hear your ideas around the Knight. I know is a killer quite hated by the comunnity, but i love playing as and against it!

    IMO as someone who's played a fair bit of knight the only flat buff he needs is for the vison of the guards to expand faster. Rn it starts at 2m and gets to 8m over the course of a second which is just a joke in practice. Feels like survivors can outrun a guard placed very very close to them pretty easily when you're not using MOTR. He should also have a minimum path length because that zoning playstyle is complete garbage

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373516/tl-dr-for-previous-dh-post

    I like how the perk is right now.

    Today, I've had a player use it against me exactly once at a critical moment that turned what would have been a 3K into a 2K and it felt fair.

    The issues were the pick rate and its impact on early game... you had to treat every survivors like they had it...

    Which was unacceptable.

    What is refreshing now is that you see a mix of exhaustion perks instead of the previous "4 DH auto-include" composition.

    I'd leave it be.

    What's wrong with that? Passive deterrence is fine

  • @I_CAME said:

    You can check Otz's twitter if you are skeptical and want to verify. Do you think Blight should be nerfed? Thoughts? Is there a justifiable reason for why any killer should be this powerful? 1000 wins in a row just seems a bit ridiculous and difficult to defend. Even the great Magnus Carlsen never won more than 125 chess matches in a row.

    and yes I am going to keep crying about this busted killer until he is finally nerfed.

    Blight's addons need nerfs, tunneling needs nerfs, and bligh's basekit maaaybe needs nerfs. Consider that even at basekit both his map mobility and chase game is insane. Whether or not he should be brought down or other killers should be brought up to that standard is idk

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