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Akumakaji

Akumakaji

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  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441855#Comment_3441855

    Auto haven maps tend to have very lil pallets and those yokoham w.e those maps are pronounced anyways overall the main point is survivors just cant have nice things, we lost our med kits, our good perks , our flash lights and now pallets are being complained about.

    Thats because DBD is a rather complex game and you can't just change one parameter in isolation, as its connected to a lot of other stuff. Stalling gens, and thus the game, into oblivion was a problem, so BHVR probably overnerfed gen regression to the point, were its nearly dead and only PainRes and maybe Jolt are keeping it on life support. Before. pallets were a nusiance, but part of the game and you could methodically get rid of them. In todays meta, where survivors slam gens like never before, while the killer have little to no defense against that, every singel pallets worth skyrocketed and its now extremely oppressive.

    Don't make this an "us vs them" strawman argument again, both sides are losing and gaining something all the time, while BHVR tweaks their system. Of course, the problem with balancing something too much is, that eventually it will become bland, because there is nothing adding spice or zest to the mix.

  • @jeffkillsyou96 said:

    Lmao no unless we gonna nerf killer lunges/ hit detection

    Lunge was disabled for the last 6 years, due to DH. If you want to take it away as a payment for less pallets, I couldn't care less, because I played basically without lunge since forever.

  • @lifeisstrange said:

    Now we complaining about pallets lol, and the only map that has plenty of them is the game, every other map only have about 6 of them at best and its actually the opposite on many maps there so many unsafe pallets is crazy, rpd being one of them/auto haven. Jesus killers what do you want survivors to have?

    While I respect your oppinion, I would love to see this map that as 6 pallets at best, so that I can burn map offerings for that one.

    Just for reference: The Game and Shattered Square have 25 pallets, Midwich, the statistically most killer sided map, has 24. Thats at least 4 times the numbers you are throwing around ^^ A map thats rather bad for killers, Fractured Cowshed, has much less, but still 13-16 pallet spawns.

  • Trapper

    • starts with one extra trap
    • all traps on the map spawn in favorable spots, ie before pallets, in tall gras, below windows and are already primed
    • disarming a trap calls for a skill check to avoid getting hurt. This injures healthy survivors and traps injured ones, but won't put them in the dying state
    • the traps are automatically somewhat camoflaged according to the map, ie sandy brown on the Eiry, so that they dont stick out that prominent
    • Trapper can look and highlight at a distant trap and summon it into his possession with the secondary power button, so that he hasn't to travel to the far corners of the map. This ability has a 1min cool down.
    • No more then 3 traps can be placed around the shack and/or basement. Basement Trapper is one of the only viable playstyles at the moment, but we should try to move away from that.
  • @CorvusCorax86 said:

    For me Red Forest is the crazy level with the many pallets.

    Red Forest is also one of the biggest maps. Any extra pallet that you have to work through here is hurting the killer doubly, because of how big and vast the whole map is.

  • Pure malice. In every group of four there is at least one who's greatest joy in life seems to be to rub it in that the killer lost and give a little twerking session with a lightshow about it. They don't mind wasting 2mins of their and the killers life time, doing so, as even the remote chance to get a whiff of the killer is enough to fire up their engines and keep them there, finger over the twerking button.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441788#Comment_3441788

    Omg I faced a Blight who did this. He didn’t chase or do anything all match. He even like refused to face or acknowledge us when we went near him. Then when all gens were finished he just opened the gate and faced the wall. It was super weird. Was it you?

    Killers sometimes do this when they can't get a leg on the ground. When they lose three gens and only have one hook to show, and only 2 pallets on garden of joy are down, they might decide to call it a game and do as you said. Killers can't suicide, so they have to sit through the entire game, if they don't want to eat a DC penalty, as there is no dying on the hook for them. Some meanspirited survivors who get wind of this mind stall the last gen purposefully, either to spite, or to try to get the killer to move via countless vaults or scavenging for item boxes.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441752#Comment_3441752

    I memorize just about every single pallet location in the game. random rng pallet spawns is unfun for survivor. if you make pallets rng, then your forcing me to use window of opportunity to remove rng pallet spawns. its not survivor fault that the pallet loops are not balanced for killer to hits. for my personal skill-level as survivor, The killer has to break about half the map in term of pallets before they down me but then again, very experienced killer are unlikely to commit to me because chasing strong link over weak link is not smart play In my opinion.

    I honestly can't decide if you are trolling or serious, and this kinda scares me.

    Non the less, i think that pellet RNG would be healthy for the game, the early game shouldn't just be a mechanical run from all known pallet drops to the next, seasoned with some unreasonable greeding in between until the killer can get finally a hit.

  • As all things should be

  • @DragonMasterDarren said:

    You know, I'd never thought someone would complain about Myer's Mirror addons outside of also complaining about how stupid Map Offerings are, but here we are

    The Mirror addons are fine as is, you lose out on the Instadowns and, in the case of Scratched Mirror, your ability to lunge, they're not a issue

    I couldn't believe it myself, but then encountered just one such individual in the wilds, yesterday. Here are some screencaps.

    The fun thing is that they also played a map offering and wanted to send me to the game, so there is that hypocracy :D (well, they were no big SWF, afaik, but still). The game went like this: I chased a Meg, she got away, I found a Jake and got the jump on him, hung him to try in the basement, intercepted that David, that gave me the lip after the game, and when I was on my way to the other side of the map, they both killed themselves on the basement hook.

    The David player then went on a pretty fun tirade about how bad players copying some youtubers strong builds are ruining the game I guess, and that I should think for myself and play my own style. I mean, nothing in my build came into play besides the scratched mirror, and I was just going for some good spooks. But especially the talk in the end was entertaining.

    mikey_talk_02.jpg


  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440321#Comment_3440321

    Most killers here would say a 20 second gen is a unwinnable situation

    Yet like you said.

    2k on Leon, 6k on Claud, 8k on Yui

    The 20 second gen didn't matter in the slightest. You can snowball out of control at any time

    I don't really know how to feel about this, though. This seems to me like a 1 in 6 in 6 in 6 in 6 chance, ie like rolling 4 sixes in a row with a common dice. It can happen, but is not a scenario that you would consider the general rule. In my experience, a group thats THIS efficient with its first gen, won't unravel like this if you slug them all, or facecamp, or tunnel, they would soldier through and slam gen after gen. Its so unfathomable that someone would kill themselves on first hook after such a start and such a setup.

  • @Johnny_XMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440074#Comment_3440074

    Exactly this.

    Whats funny is that as hard as they try to fit this word into everything, it doesn’t even make sense. Because in essence if survivors were really “tunneling” gens that would mean that they’d be able to complete their objective by pressuring the same gen. In other words popping the same gen and getting 5 gens worth of objective progress… but who cares about that right? We’re just trying to make a word make sense right? 🤭

    Whats funny is how some people are hellbend on claiming, that there is no survivor equivalent of tunneling and that survivors literally only have one objective, ie completing gens, and that getting that objective done at any means if fair game and could never be criticised.

    But imagine a match where the killer chases and downs a survivor, a gen pops, they chase and down another survivor and hit another, and a second gen pops and the gaming area get closer and while the killer accumulates more hooks, more gens pop one after another, until the final gen just pops when the second survivor gets sacrificed.

    And now imagine a match where everyone brings a commodius toolbox with BNP and form two groups with a ProofThyself each and maybe hyperfocus and stakeout thrown into the mix. Before the killer gets their bearing, 2 gens pop, and during their first chase another one, with the forth by the time they hook their first survivor.

    In both instances the survivors just did their objective, but the tone of the game and its context is very different. But you can't possible defend this second playstyle as "survivors just doing their one objective. Git gud!". Stuff like that is extremely unhealthy for the game, but the games meta has bread this kinda hyperefficiency into the playerbase, and its not going away by tweaking a couple of numbers or letting survivors unhook themselves singelhandedly. The game is barely held together by patches and bandaid-fixes and needs a thorough and deep cleansing and reset.

  • @Wilx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417620#Comment_3417620

    Both killer and survivor are in a ######### situation right now, I really can't understand why the Devs don't see this and sort it out!!

    How it goes for me...

    Killer - gens fly by because survivors aren't wasting time healing. They're actually far more productive after the update.

    Survivor - almost every match is a camp/tunnel/3 gen.

    Here is a possible solution:

    • Slim down the perks. Shove some perks into the general pool, kill others or fold them into other perk and give each survivor or killer a single, strong, characterful and signature to that character, so that unlocking said perk feels meaningful and like that character taught it to the others. (Circle of Healing for Mikaela, Proof Thyself for Dwight, etc.).
    • Give the game a hard reset. Think hard about gen speeds and hook timers, how they interact and SEVERELY limit any gen speed ups and slow downs. Think also about a penalty to splitting up gens. The gens should be the hard timer of the game, ie not be flying, but also not be stalled into oblivion. Repairing a gen together maybe couldn't give you a speed boost, but let you cover for each others mistake, ie a great skill checks from one survivor lets you gloss over the next missed one on the same gen from the other. So all gens would take the same amount to complete. Splitting up on gens is one of the most oppressive thing for a killer and often pressures them into tunneling, because 3 gens pop back to back in a heartsinking manner.
    • Make gen repair perks and gen regression perks a new class of perks that just don't stack. Or MAYBE give a more supportive perk the special ability to stack with one other perk, but thats it. With gens taking from 90s to something around 20s, thats such a big spread thats just unhealthy to the game. Times for actions like repairing gens, healing etc shouldn't swing 80% in any direction. Maybe give it a hard cap of 20% up or down.
    • Revisit hex perks and realize my age long suggestion: all perks are at the start of the match sustained by The Entity for a certain amount of time (90s sounds good). After this time they are moved onto random dull totems on the map and light them up. Thus survivors can go bone hunting, booning or cleansing or ignore totems, it doesnt matter, but after the grace period the killers hex perks light any remaining ones up. If a crafty bone hunter cleansed already three totems by this time and the killer had 3 hex totems, tough luck, then the last one wont be transfered and go inactive. Thus hexes suddenly become relevant and usable again while "doing bones" also becomes a counter playstyle again.
    • Give killers a mini BBQ by showing them the aura of one random survivor upon hooking another one and give them a speed boost to move in that survivirs general direction. Take the speed boost away if they go back in the direction of the hook, start a chase or get within 16m of the target survivor.
    • Also give the killers the old BBQ bonus blood points for hooking each survivor once. Only increase the counter as long as all survivors are alive, ie in order to gain +100% BP the killer must hook the 4th survivor while everyone else is alive.
    • Maybe give some sort of debuff or mini grim embrace to the survivors one the killer hooks everyone once and twice, while veryone is alive, ie reward the killer for not tunnelung but spreading hooks out, while giving them a smol leg up in the process. Going for 9 hooks vs comp teams would still be impossible, but at least killers would get an incentive in casual/normal games.
    • give every survivor a basekit reassurance that can be used once per trial. Make the real reassurance perk be usable from further away and start with 3 tokens that can be burned through. Allow the survivor on the hook to shake off reassurance buffs if desired.

    There is probably other stuff, but thats it for now.

    TL,DR: hard cap gen repair and regression; slim down perks and let each character only contripute one new perk instead of three but let that one be good and meaningful; make gens the hard timer of the game, neither flying by nor being stalled to death; revisit hexes; give killers incentives to go for 9 hooks, while discouraging camping and tunneling; give a base reassurance to survivors to help discourage camping.

  • @scenekiller said:

    I've been saying this - people think things are getting more balanced but the reality is, the more watered down everything has gotten, the more extreme the games have gone. One side almost always dominates, and you always know fairly early on in the match who it'll be.

    Say what you will about the "OP" perks/mechanics/add-ons/etc in the past, but matches felt like they had a lot more stakes to them, or that they could change at any time, because either side could use them to swing the match in their favor.

    I came here, expecting "gid gud" and "lol. skill issues", but the very first comment is a measured response and solid answer. Awesome! Maybe there is hope for this community?

    But you are right, I have said this for a very long time: every basekit waters the game down and allows everyone to pick the strongest options without having to "equip unfun perks", actually solidifying the meta. IMHO, if something in the game bothers you so much that you want the counter perk to be basekit, WHY wouldn't you not just equip that perk?

    But instead of that we get endless crys and wailings from both sides, nerfes and basekits aplenty, and still most players get the nagging feeling that the game is at its lowest point since forever, even though mathematically it should be at its most balanced.

  • @MeanieDeeny said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428127#Comment_3428127

    If it wasn't intended to make killers upset, survivors wouldn't do it.

    The ongoing argument of "killers shouldn't get upset over a simple crouch/tbag" is tiresome. If it shouldn't affect killer, there is no reason for survivor to do it.

    Oh that's right..it is done to make killers angry and then survivors come here and pretend they can't possibly understand why it's upsetting..but continue to do it, because they know......exactly what message they are conveying, whilst doing it.

    "I only waited at the exit gate for the whole 2mins, because I wanted to give you some more BP and a free hit. Pinky promise."

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422713#Comment_3422713

    I do actually have rules, think many Killers do. I want the game to be enjoyable. SWFs have no such qualms.

    One of my main rules always has been "you touch my hooks, you die", because few things are as tilting in the game as getting a tough down after a long chase and then have it all being taken away by a sabo.

  • @solarjin1 said:

    I don't think behavior wanna reveal swf players in any type of way or form.

    Sadly this! There have been so many instances were I got trashtalked by a team and they claimed to have all been randos, while playing very efficient. I mean, this can happen, but most often SWFs are involved. I really don't see the problem in showing the killer afterwards, no more second guessing. And most of the time I don't recognise any names in a lobby, or if, just vaguely. The dodging couldn't increase significantly, I mean, what kinda databases should a killer, who wants to dodge em all, build up? Thats just rediculous.

    But alas, no clearing it up after the game. And thats gonna stay.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374282/something-that-still-irritates-me

    *killers dealing with horrible map spawns / god setups / badly designed maps / gen efficiency swf/ not basekit early game mechanic after 6 years*

    https://media.tenor.com/qK4uJn-NnTUAAAAC/first-time-james-franco.gif

    just bring reassurance jeeez...is not that hard people.

    But that might eat into the "fun" perks, which is always a problem. Some prefer to have stuff as basekit, so that you can still get what you want while playing your favorite build.

    Thats why I strongly object doing any more basekit perks. If a perk were worthy of becomeing basekit it surely is worthy of a slot in your loadout. Otherwise you probably didn't care too much.

    And the other thing is this: no build can, nor should, cover all your bases. Some eventualities will hit you with your pants down and thats ok, that the zest of the game. Other situations will see you with the perfect tool at your disposal and then you can shine. It would still me nice if we didn't have a lot of general tools that are always useful and stronger then the specialised stuff.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421398#Comment_3421398

    Most of the ancient myths, especially in the Arabian Peninsula, are not believed in by society, and no one mind if companies want to take any of these ideas.But the problems begin if the Arabs are abused and depicted in a bad way through the character or the abuse of the society's culture and religion.

    I see that they borrowed the character the Spirit from Japanese mythology and then the developers composed her story and made her perks

    They just borrowed the legend and then did the rest themselves and then added it into the game as an original chapter.

    This is what I want the developers to do from the Arab legends and then do their creativity

    If they are worried about whether this fits with the Arab culture or not, they can ask the Arab community

    What killer would you propose? A Djinn might be a bit too touchy, but a Ghoul could work, the original arab ones are pretty terrifying. Or maybe a Thugge or Hashashin? But these would be memed to death and would have to work had to differentiate themselves from the Legion.

    Maybe some OG character like "The Desert Raider", who could be literally anything, mechanical, or "The Vizir", who is the first real black mage.

  • In one of my most memorable and fun games (at least for me), I was playing as the Pig on the Grim Pantry and this David, who was my obsession, kept bumping into me. The starts sorta aligned, and when I bumped into him I was at 8 stacks for STBFL and downed him with an ambush attack. This gave me permanent 8 stacks and I went to town with it. It was really cool, seeing the Pig power up like that, but obviously the fun was short lived, as they never stood a chance, with 8 stacks there was basically nothing they could do that would generate enough room.

  • Because this perks gave survivors a 100%, no questions ask, no risks involved "escape this trial without a hitch" card at the end, unless the killer managed to hook them on the farthest hook possible and that lead to many, many uncool situations. Ever downed a survivor who just got unhooked, chased everyone else through the door and then watched that survivor to agonizingly slow crawl towards the exit gates and there is nothing you can do? They woudln't need 1min to reach the gates, so picking them up would just allow them to DS to safety.

    Or ever downed two survivors during an endgame situation after a dual trade and you had to let them slugged for 1min, because they both could have DS and you needed to wait it out before hooking them? But the zoom off to safety while bodyblocking for your friends was the most common offender, with the perk not being anti-tunneling, but just a middlefinger to the killer with a big "yeah nice try loooooser. Here is some more t-bags for your effort."

    OTR basically did the same, but don't be grim, basekit BT now ensues that you can more often then not safely escort your unhookers to the exit gates and t-bag with little opposition or counterplay, so everythings well in the fog.

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420543#Comment_3420543

    I’ve only gotten 9/20 of that Huntress achievement, how did you complete that one 😭

    With befriending some survivors on the RPD map and throwing hatchets at them from the upper railing towards the front door with them halfheartedly dodging.

  • image.png

    I passed it a short while ago, too. I am missing one achievment, and thats an easy one: repairing the gen in the new Shelter Woods map, but I don't believe in burning map offerings, as I hate them as the killer and so I haven't gotten more then two shots at this achievment so far.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416913#Comment_3416913

    I didn't prove it's an undefined thing. I specifically said if you're hovering around the hook area to force a trade, that's proxying. You physically cannot deny that when the term proxy means around/close to. I don't understand all this backlash when proxy camping isn't even that big a deal in the grand scheme of things. And judging by your tone, I don't think you created this thread for a good hearted discussion. I think you did it simply to create division and your words prove that.

    Before you try to repeat yourself, I specifically said hovering around the hook just to force a trade not leaving the area and happening to see the notification because people got too greedy and decided to farm the unhooked survivor

    I actually never really understood the thing about proxy camping, though. As you said, its not that a big thing in the grand scheme of things. Usually when the killer is proxy camping ,you can still sometimes get a unhook done, but the killer has the chance to get into a chase afterwards, even if he couldn't interrupt the unhooking.

    I usually proxy camp, when the survivors all play stealthy and leave the hook the second they get a whiff of my terror radius, I mean, in this situations patrolling the gens is just doesn't doing anything, so proxy camping is like the logical choice to do. And its nowhere nearly as obnoxious as propper face camping.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416810#Comment_3416810

    I'm not gonna sugarcoat it these are hardly prerequisites

    The thing with all this perks, though is, that you usually can't use them ON COMMAND on the very spot you need them, something that separated DH from every other exhaustion perk. No matter how much out of position you were or how much you walked yourself into a sticky situation, DH gave you a shot ON THE SPOT, right then and there. And the better players got on using the perk, the more obnoxious and oppressive it got.

    A vault for Lithe might not be hard to find, but you can't just Lithe every time you need it, AND you usually can't save it for later in the chase, as slow vaulting will usually get you hit. SB is the only perk that can sometimes, somewhat be used on command, ie by 99% it, but thats hardly a regular occurence and such a high skill thing to do, that I am still alwas impressed when it happens. Thats why the front loaded nature if this perks feels much less obnoxious and enervating then DH did.

    As I said, some peeps might ask for nerfs, but this is just a vocal minority, just count the number of daily threads you get.

    @AverageKateMain said:

    @Akumakaji I love you and respect you bro but I'm sorry. It's already starting just like I said

    Dang, my dear. That was fast and rought. But I still have hope that we can all weather the storm >_<

  • @maximo99ac said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416443#Comment_3416443

    my dude the thing last 12 seconds, use your brain count up to twelve and down them but you make this sound like something that happens every game but ever since base bt was added i can count the times this happened to me with the fingers of one hand

    in the other hand killers that know how to count up to twelve and then tunnels one guy out of the game with five gens left happens 1/5 games

    For real? Well, lucky you. I don't doubt that this is your experience, but I get this behaviour nearly every single game. Its definitely not something thats rare or just happens in low MMR, but is one of the most common occurences in regular DBD gameplay.


  • @jamally093 said:

    I have seen countless matches where the killer suddenly becomes nice because a survivor put down their item that they probably have twenty more of on that character? I don't get it I really don't if a survivor drops an item while I'm playing killer I just down and hook them they lose the item either way so what's the point of giving them hatch? If I want to give someone hatch it's under certain requirements mainly if they've been sandbagged by their teammates other then that no. So I don't get it why are you suddenly nice to a survivor who placed their item on the ground when they probably can easily get one back maybe even two from the bloodweb.

    Because the Empathy for the other side in the killer population is WAY more higher, like in order of magnitutes, then the other way around. Usually when the killer is winning the last survivor will over their item as a last ditch effort to wave the white flag, show that they give up and ask for mercy and they still have a decend chance that the killer will accept this.

    On the other hand, when the survivors are totally dominating and the killer got no chance of completing their own objective, the survivors will rarely shrug it off, quietly do their objective and just leave. At the very least there will be constant vaults in order to provoke the killer to move or flashlight clickety clicks and very often at least one survivor who stays in the game till the very last second, for no reason at all. The number of mercy kills I got are in no proportion to the amount of hatches I have given or BM I recieved when I gave up.

    But eh, this turned more into a rant then anything else ^_- Its my honest opinion that way more killer mains also play survivor at least at a 70/30 rate, then survivor mains playing killers, and it shows in the way most of the player base threats the other side and can empathise with them. Unless I played some really toxic players, I nearly alway accept a surrender and item given and let them escape either through the hatch or open the exit gates in peace, unless I try for the adept achievment of a new killer or got some "destroyer of hope - hook survivors during the EGC" challenges. And I would wish for general survivor population to at least just leave, instead of wasting hours of everyones life at the exit gates. Maybe BHVR should give the killer an option to lay low their weapon?

  • Wow, that was so fun to watch! Thanks for bringing this to my attention :)

  • Here is the solution to your problem: cope harder.

  • @Seraphor said:

    Ray Guns might be a little too camp for a serious killer concept. 😂

    I actually came up with a concept for such a killer a couple years ago

    https://forums.bhvr.com/dead-by-daylight/discussion/234861/killer-concept-the-grey

    It's essentially based around the 'abduction' theme, with the power having the closest similarity to Doctor and Pyramid Head I suppose, based on a theme of misdirection and inciting madness, capitalising on slowing down survivors or hindering their actions, and 'teleporting' them to other areas of the map.

    Will there be anal probes? Oh Cartman!

  • @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415575#Comment_3415575

    I assume they cannot confirm if they were banned due to data privacy.

    Question: What about blocking? When blocking do you block the conversation with the blocked individual or you also never get in the same match with that person?

    Yeah, thats always the case with this kinda things and I don't care enough to look someones screenname up a month later or something, lol.

    Ehm, blocking only disables the person from friending you etc. but you can still get thrown into a match with each other at random. Otherwise you could just block all the decent playes and only stomp babies.

  • @MikaelaWantsYourBoon said:

    This perk used for anti-heal and it was fine. But now, CoH and medkits nerfed into ground. So this perk is not fine anymore. Here my reasons why i don't think this perk is busted now:

    • This perk is the biggest reason why Solidarity, Reactive Healing and Resurgence are bad perks. Just chase survivor for 5 - 6 seconds and they will lose all value they had from these perks. Terrible design.
    • This perk makes self heal even worse. Self-Care + Botany combo or medkit, whatever you have. This perk makes self-heal so worse than before. Healing yourself is takes ages to finish.
    • It is creating free pressure for killers. They don't need to even chase you. Hit survivor and leave. If they heal, it's fine. They are not on gen, they will waste good time and you can hit them again. If they don't heal and try to do gens? This is also fine because this means you will get downs faster. Sloppy is creates lose/lose scenarios for survivors.
    • If survivors stop self-heal and try to altruistic healing, this is also free pressure for killer. 2 survivors are not on gen and healing slowly.
    • And now this perk is on every killer's build. You will see this perk even more than old Ruin. Or they will bring add-ons which have same effects (Some killers have this type addons).
    • And also Thana is rising to meta again. If you stay injured, Thana will slow your gens. If you don't stay injured, you are not on gens and this is also good slowdown for killers. Thana is works so good with anti-heal builds now since self heal gutted.

    So like i said, this perk was fine before. But now , after all of healing nerfs this perk can not stay in the game like this. We nerfed CoB because it was in every game before nerf. Now it is Sloppy. I hope there is plans to make this perk more fun and fair for both sides.

    I am with you that its terrible design that Sloppy destroys all value from the likes of Solidarity, Reactive Healing and Resurgence, but how about we slightly buff this perks with a very simple change, instead of completely nerfing one of the last good general killer perks?

    "Buff: perks that give a set ammount of instant healing progress, like Solidarity, Reactive Healing and Resurgence, have this healing protected, ie its uneffected by Haemorraghing effects and bleeding damage".

    This would give this perks a lot of value in todays meta, while not destroying Sloppys value; at least Sloppy being meta let someone to equip one of these perks instead of something else, thats value in itself.

    But you can't just take and take and take stuff away, till one role is just a husk. Both sides need to accept that the other side might actually have perks that are useful in specific or even general situations. Its ok for a survivor to vault a window and Lithe away, thats powerful, yes, but thats this perks purpose and why its got exhaustion slapped on and can't be spammed. And Sloppy Butcher makes healing even less effective and getting interrupted during a heal really painful, ouch, but THATS its purpose.

    Don't ask for nerfs for any and all perks that are slightly more inconvinient then their peers, deal with it! Otherwise this game will become more and more shallow, with less and less room for fun or interesting or surprising situations. And its already bad enough at this, so lets try to get this game back on its feet again, instead of kicking it even more when its down.

  • @KMainEZ said:

    Ive told people to apologise to their families for being utter disappointments. Still haven't had a ban so i guess you can get away with that 🧐

    @CorvusCorax86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415359#Comment_3415359

    I find this a rather sophisticated remark as opposed to the others I received or read. 😌

    For real, this is at least on some level sophisticated and not just an insult on the lowest level and can actually be laughed off and taken as a batch of pride.

    But I have gotten enough people who wished me and my family the death by burning in our house or that my mom specifically gets cancer and the likes of that. One even wrote a lengthy tract on how my parents must be siblings for producing the likes of me, and believe me, their choice of words was much less sophisticated.

    I reported all this people through the lengthy reporting feature, but I have no idea if any of these at least got a slap on the wrist. In the end I am not so petty that I want to see them punished, personally, BUT this kinda behaviour is clearly crossing the line and shouldn't go totally unchecked and scott free. This peeps might be normal, nice ones in real live, but if you get this unhinged in the spur of the moment, you should at least got to shown the mirror and have a stern talk down.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374023/why-havent-farm-maps-been-killswitched-yet

    I don’t agree with a kill switch, but they need a drastic rework. Something that is worth pointing out is that we have never got a map like Hawkins again. Survivors didn’t like that the pallets are mindgameable.

    Every joke aside, but every new map since The Artists release has been really painful for the killer. And most map reworks just added more foilage to hide and lose track of scratch marks, but little to make the maps any smaller or less palett dense or stop this disgusting double gyms from spawning, like in the suffocation pit.

    Players have been suggesting since time immemoral that we should have smaller, maps, so that non.mobile M1 killers don't just lose by default, but that has never been discussed in earnest.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415088#Comment_3415088

    Yeah the problem is I've been here for a loooong time. It's not going to happen as immediate as I thought but give it time like new old DH. It took months and here we are. I can garauntee its going to be the same cycle with every perk that even mildly seems strong. Look at Pain Res

    You know what, I can't wholeheartedly disagree with you, as I know that this forums can be a cesspool. I think that no nerf should go without a buff at some other place; this is how you keep the meta fresh. By just killing everything that seems to be a problem, you are taking away all the fun and surprise. Of course, a new meta will turn stale and boring, too, but thats why BHVR should nerf and buff everything in turn.

    I would love nothing more then BHVR nerfing the 5 most used perks and buffing the 5 least used perks every month, or maybe 2 month, and then let the player base experiment around till they got the new meta. Aww well ...

    And I am still a bit sad about Pain Res, it was probably my favorite perk. By now I coped and adapted and realise that it isn't too bad and still is a good perk, but it just isn't the same anymore.

  • @EmpireCity830 said:

    I'm in the same boat. Gens are too easy to do and too quick as a result. I play 50/50 survivor/killer or close to it. I think most games as survivor 5 gens pop before the killer has secured more than 1 kill. For killer, I feel like if I don't have a very quick first 3 chases than the game is lost. The first 2 gens always go by instantly and the game is won or lost depending on if you can slow survivors enough for gens 3, 4 and 5 to take some time to do.

    MMR has completely killed this game. The player base now has a mindset similar to that of a comp team. Are players as skilled as those from a comp team no. But I can see how similar the games are in terms of style. Gens go by very fast, killers are forced to tunnel 1 person, and it comes down to if the killer can win the game late.

    If I bought this game today and played it for a week I would quit after a week. This game is not beginner friendly. I miss old DBD. I started near the end of the Pre-MMR era so I don't remember much about how those games went but they were so much better than the sweat infested games we have now. I want to play with meme builds and try goofy strategies to get kills. But you can't do that anymore. Now it's end chases in 20 sec or less and play as sweaty as possible or you will get destroyed.

    Very sad to see what this game has become when it was so fun to start out.

    For real. I started out back when the Stranger Things chapter was announced to disappear and bought into the game, planning to become a Demo main. Back then I would often play "like I played with Devour Hope" as I explained it, ie get away from a hook asap and I would sometimes chase an unhooked survivor for fun, just to nod at them when cornered and break off.

    And gens would go by much more one after another then like 3 after the first chase, if you made the slightest mistake, like it was "chase and down one survivor, then another, first gen pops", then the same till the second one popped etc. And this lead to a kill at 2 gens and then things got a bit more spicy. But the MMR system bread competition into everyones mind and nearly everyone was forced to sweat at some point, which lead to way more players to learn how to play efficient.

    Now we can't put the genie back into the bottle, survivors know that slamming gens and splitting up wins gens, and killers know that tunneling one out early is often their only chance of slowing the game down enough, so this tactics wont go away, unless you hardcode them out of the game.

    Imagine a player of today playing a match in DBD from 4 years back, people would think that they cheat.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415089#Comment_3415089

    Nope therre's actually a lot wrong with having an opinion because according to the subreddit I'm just a dh d rider on copium and yeah yep very true things totally

    Well, you already said that you are no former DH-user on copium and there is always someone bound to swim against the current and have different experiences then most others. And its not like I don't sometimes roll my eyes at a Lithe or SB, but for it its nowhere near the same level as DH was before.

    But yeah, just express yourself :) We got Bloodpoint shaped cookies and a campfire over there.

  • @Shroompy said:

    Generic toxicity like that wont get you banned in basically any game.

    Now throw in a slur or death threats into the mix, and thats a different story

    I have more then a few of those gotten thrown at me. As with all this rather private stuff, we don't get a follow up email from BHVR, and I couldn't care enough to actually write someones screen name down and check later, BUT I take the time to actually report real despicable people, because I hope that at least someone gets a slap on the wrist and reflects on their behaviour. Letting everything slide is never a healthy thing for a society; some might think that reporting others for "virtual words in a videa game" is petty, but how should this bullies learn otherwise, but by taking away their toys?

  • You do you. Not many people will mirror this one, but eh, nothing wrong with having an opinion, right?

    But just in case, my pitchfork and torches are ready!

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414827#Comment_3414827

    Am I talking about the people here or am I referring to the chronically online Reddit stans? Practice basic literacy skills and actually ask me what I meant instead of being a keyboard warrior

    You will always have someone bitching about something, heck, just look around long enough and someone might get angry at Red Hering, but you won't be seeing like 10 threads on the front page about "Ugh, SB and Lithe is so broken. Please nerf!" like you did with DH, because DH was an actual problem, while SB and Lithe are just some good perks that give the survivor an edge, but once their front loaded power is spend the chase can commence in its normal, natural way. And people are overblowing 99% SB way out of proportions; it happens so rarely that you might not realise it actually occured.

    So, don't let yourself be fooled that SOMEONE might complain about Lithe/SB, no one is going to touch this too perks any time, soon.

  • Yeah, the Lithe and SB meta is exactly what I hoped for: unbelievable freedom to chose which chases to pick and, unless I am playing against some super cracked 99% or "manage to walk 30s during a chase" SB, its such a nice feeling to get your reward at the end of a tough chase, and not get it taken away 7 frames before the down. I couldn't be happier.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414374#Comment_3414374

    If you don't win the vast majority of your games, then you are very likely not high MMR.

    As someone said, you are approaching the game the wrong way: rather than trying to find the best build to win without sweating, just try to sweat less and not go for 4k but for hooks. There is ZERO reason trying to win in this game especially as killer, most survivors you'll face will just hate you for it. The only reason to try to win is if you want to go for streak to prove a point or because you're a big streamer. Otherwise winning is basically just matchmaking dependent. Either you get a solo queue team and you win by default, or you get a sweaty SWF and it's 50/50 depending on killer and map.

    Unfortunately going for 12 hooks will probably lead to you losing a lot, and honestly you'll still probably get insulted by 90% of survivors anyway. But playing this way I get usually more BPs and occasionally a "thank you" message from survivors.

    Regarding the 90% insutling statement, some survivors (and its mostly survivors that fall prey to this) will always find a way to try diminish your performance or achivment in the match. Yesterday I went against a Twitch SWF that send me to "The Game" and this usually means that they got a plan and builds for it, and I was right, one guy had a dedicated "run the killer" build and tried to get instantly in my hair, together with Kindred and Open Handed, and everyone else was running Sabotage, DH, Breakout and either Adrenalin or Unbreakable. Pretty disgusting stuff.

    So right from the start I knew that the gloves were off and when they sabotaged two times in a row in a way that I couldnt get any hooks, I started slugging and caging, as I was running Pyramid Head, and also did the famous one-two combo of running towards the cage and downing the survivor the moment they got uncaged. This way I could generate enough pressure to tunnel one out and slug the rest. The last two then hid in the corner of the map with no hooks and insisted on bleeding out and after the game I was getting the full broadside of trash killer getting boosted by perks and playing like in the old times before BT with that uncaging down and that I was extra toxic for slugging instead of hooking. Oh and of course, they talked about "haven destroyed me" because I broke off several chases, when I knew that they were pointless, which probably helped me win the game. But these kind of players are always so full of themselves, you probably need to win 100% of your chases to satisfy this guys, and even then you might be "sweating, while we just play for run".

    Of course this is just one game, but it happens practically every game since the last update, where I get a leg up and not roll over and die: every little bit I do gets disected and used against me. And in not a small number of games the survivors plan actually bears fruit and I get reduced to a plaything. Killer has really become a chore again and it feels a lot like going back to pre-6.1 I can manage somewhat, but its bought with sweat, tears and getting insulted every half step of the way.

  • Myers is like the Alien, ie I admire his purity. There is a cathartic purity and simplicity to his kit and the constant danger of getting one shot without much defense while also having a greatly reduced terror radius can really up the anxiety, but against really good god tier looper he has little means of gaining a real foothold. He is a relict of the past and as a lot of old timers, they still can show some of their time honed expertise everynow and then, but 9/10 they will be left in the dust by modern techniques that just trumps what they can bring to the table.

  • I would love the option.

    On a sidenote: back in the days I would have a stop watch on my second screen that I would start at the beginning of the trial and quickly checked and referenced when I went for a tunnel, but suspected DS to be at play. Ah, good times.

  • @birdnippies said:

    Um, the entire forums are "question the community". People literally ask questions and want community feed back here all the time. Don't act like you created some series. You just decided to ask a question and thought you might ask more in the future. It's a lot like my series I started/invented/founded called "Sometimes I ask my pharmacist about medications"

    Sheeeesh, dude, chill ^^ Its not to be taken THAT serious, but I like a more focused series of posts like this in contrast to the chaotic jumble of your regular forum activities. Its not re-inventing the wheel, but its a series, and people love series, especially when they are later collected and linked in a single post so that you can binge-read them all in one go.

    Also, I am hoping for an Alien chapter, but on the other hand, I am concerned how they would pull it off. The Alien would be an awesome character and could bring some really scarry chace music to the table, but besides that I am a bit concerned if they would make it really cool, or another wasted potential. For example, I love Pinhead lore-wise, but his kit and power feels very underwhelming and you could have done so much more with him.

  • @DyingWish92 said:

    What they need to do is make it so the survivor objective can't be completely so ridiculously fast and then remove tunneling from the game completely. Make it impossible to tunnel, put a mechanic in the game that prevents it. But something MUST be done about the speed of the gens, its so ridiculous and always has been tbh.

    They need to do both: prohibit survivors from just flying through gens AND incentivice the killer not to kill of a survivor early. Right now a survivor who is on death hook, or even three survivors on death hook, can just slam gens as easy as they could at the start of the game. Right now killing off a survivor is the killers only means of meaningfully slowing the game down, as the healing nerf didn't really go off in a meaningful way; well, at least most of the time survivors have to seek each other out and medkits ain't was rediculous as they were before, but it doesn't feel like too much changed.

    Right now the killer is shooting themselves in the foot by not finishing off a survivor on death hook and for going after a fresh new survivor. I think a system that spreads some global debuffs as long as no survivor died could be cool. Imagine some random debuff from a small pool of different debuffs that stack for each hook, but all go away the moment you kill a survivor. In the same vain, bring back the old BBQ blood point bonus of 25% per unique survivor hook, but with the added condition that you can only increase your stacks of the bonus, as long as no survivor died. This way the killer would be double rewarded for skillfull play and ideally playing up to at least 6 hooks.

    On a tangent, most peeps here seem to agree that DS is really bad now. If you go down next to a window, yeah ok, you can make it work, but otherwise its basically just some inconvenience. So increase the stun timer to 4s and shut down the killers power for 8s after getting stabbed, but keep the shutting down during EGC. With all this changes together, the game could be really fun.

    One last complaint: 3-genning was always one of the best killer tactics since basically forever, but only during the last patch most killers seemed to have woken up to the fact; in the same vein splitting up on gens always was the best tactic for survivors, but it has only been widely employed since 6.1. Well, now the survivors have woken up to that and you hear the constant complaint about "after my first rather ok chase, 3 gens pop" and then the gloves come off instantly and the killers lash out with malice, even though they might have started the trial with a playful mind. So I think we should also think about a system to deincentivice splitting up on gens, as this tactic is way too good and hard to counter and promotes tunneling because the killer is instantly backed against the wall, when 3 gens pop after the first chase. Maybe splitting up should get a similar debuff like ganging up on a gen, but without a perk like Proof to counter the debuff. I dont know, I am just throwing ideas around.

    But todays playerbase has become way more skillful then the base games game mechanics allow for and now we got all sort of patches and tape trying to hold everything together without changing anything meaningful, and I think its time to take the plunge and try for a change.

  • After tossing and turning and crying in my sleep for what they did to my precious SH:PR I made a thread here, cying some more, and the good people explained to me, how it actually isn't half bad. The perk is still very good, but now required a little bit of game sense and tactical accument of when to hook survivors on scourge hooks. If I could change one thing, though, it would be the double restriction of 4 tokens and each individual survivor. I think that just limiting PR to 4 tokens would have been good enough, BUT the difference isnt that big, so whatever.

    CoB though got really wrecked. The info part of it was mostly just a welcomed add-on, 99% of the killers had it equipped for the regression, and now the regression is barely noticable. Thats a real shame.

  • @Iron_Cutlass said:

    I honestly dont know how someone can look at the state of SoloQ and instantly jump to "SWF is the issue here".

    SoloQ has always been in a rough spot, but BHVR pushing the game to be more competitive while also not providing SoloQ the resources to deal with competitive-based situations has left it in an even worse position than ever; even after the HUD changes.

    One of the things that has hurt SoloQ the most is the inconsistent teammates, it's always been an issue (kinda). When BHVR changes SBMM to be less strict, it made the game significantly worse for SoloQ because you cannot rely on your teammates to do anything right.

    But here is the thing, BHVR is in a catch-22, if the make SBMM more strict than people will complain that Killer is too stressful, but if you dont change SBMM, the game becomes miserable for SoloQ. Damned if you do, damned if you dont. SBMM/MMR has overall hurt the game in almost every way possible, and has made the flaws with the game insanely noticeable.

    I could go on and on with hundreds of other possible factors that made the game the way it is but frankly I dont think people want to sit here and read a 10-page essay of anecdotal commentary involving the state of the game, regardless, I hope my point is clear, the issue is not SWF, it's BHVR's inability to make effective changes.

    I will constantly upvote and downvote this comment, so that I can just upvote it more. This is the crux of most of DBDs matchmaking issues.

  • Duuuuude, stop tripping! Exhaustion perks are a strong class of perks for survivors, just as aura reading perks are for killers. There is nothing WRONG in the other side having tools that are actually helpful, the problem starts when one of your tools is outclassing every other on in its class by a big margin, that it isnt a choice anymore, but becomes more or less a no-brainer.

    "Nuking stuff from orbit" should not be the answer. I am not sure if DH is now well balanced, but I am happy for the change and that it sees less play; I hope that this isnt just another false lull like after 6.1 when DH nearly completely disappeared for 2 weeks, then everyone noticed that its still as strong as ever and adapted. If DH still provides a benefit to a dedicated user, but isnt just the "best in class", thats great! We should strife for every perk to be somewhat fun and cool to use, but nuking everything from orbit into smithereens should only be done sparingly and with the most outrageous outliers. Sadly, BHVR has a history of overdoing things more often then not. As a killer main, I am feeling the destruction of nearly out whole gen-regression line, but on the other hand, I have had a couple of very fun games since the update by focusing on chases and aura reading.

    So, exhaustion perks will always be strong, but thats no problem. And all the doom sayers claiming that the SB meta will be even more obnoxious then the DH meta and that we would curse this change, this people are just coping hard and never understood the problem with DH in the first place.

    BUT it would be nice, if nerfs in the future would be done with a bit of a more delicate hand. Nerfs should go hand in hand with buffs to other, neglected areas. Take away stuff with one hand, but hand us new toys to explore with the other. Idealy no choice should be utterly garbage and just replacing one meta with another isnt doing anything for the long-term health of the game, thats a short booster shot at best. Maybe BHVR should scarp most perks and give each survivor and killer just one signature perk that you can unlock and level with them and move a couple of the others into the open pool. By now we got hundreds of perks and thats just too much to handle and balance. Some 30 general perks and one strong signature perk per character should offer enough design space in each direction.

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