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Akumakaji

Akumakaji

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  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022779#Comment_3022779

    Just a change of habit.

    Like, when you are used to using a certain perk. Then throw it out, because you didn´t get any use out of it for the last 20 matches. Only to need it the very next match.

    You know how often the people I SWF say "oof ... I normally ALWAY play with unbreakable. Why did I drop it this round? Halp!"

    But there are so many perks that you will always run into a situation were one or the other would have saved the day.

  • @Norhc said:

    Or they could just bring it back to 100%. Iron Will was for many people -including myself- a huge QoL improvement. A lot of people find the constant grunting of their character to be unbearably annoying, we just don't wanna hear it.

    Offer: make the character 100% silent for the survivors player, but still let them be tracked by the killer. The 100% noise reduction caused a lot of griefe and frustation, but I also now that a lot of players get annoyed by the constant moaning and whining of their chosen survivor.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022725#Comment_3022725

    People will get used to not using it.

    On the plus side, it makes room from other, stronger perks.

    Indeed. Tbf, I have used "Darkness Revealed" on some of my favorite killers and frankly forgotten about it :P I hooked, looked around, got disappointed that no BBQ auras were showing and roamed around, until by the 3rd hook or so I remembered that I got Darkness Revealed equipped ^^" The BBQ playstyle is just ingrained in my mind, I guess, but I am already managing getting usage out of DarkRev.

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016590#Comment_3016590

    Maybe the killer who needs to camp is caught by the mmr… if he would play „fair“ maybe he will loose a few games, but than he goes against survivor on the same skill level. With 2-3 kills with camping and noed his mmr goes up and he will even more feels he need to camp.

    And if the killerbase is this nice not to camp cause they have it easier like you say, whats happen if they camp further? ez 4k always

    Just answer yourself this: how often did you get gifted a hatch by the killer, because they were totally dominating and just felt altriustic? And how often have you given a mercy kill to a killer that was either new or clearly struggling? Is it close to a 50/50 ratio? Even 30/70? Playing killer is already very stressful, the clock is constantly ticking and if you then deny them their every single hook with flashlight saves, bodyblocking and saboing, thats the equivalent of tunneling.

    Yeah, its a 4v1, and both side should try to win. But there is winning, and there is crushing the other sides confidence and then dancing a t-bag dance on their corpse while doing a flashlight show. So the altruistic streak in the survivor community is way, way more under developed then in the killer community.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014820#Comment_3014820

    BBQ is trash now. Well, both WGLF and BBQ are. The aura reading on itself is to weak in comparison with Bitter Murmur or Darkness Revealed.

    But it always made for a very satisfying gameplay loop: chase, down, hook, look around, start a new chase.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022534#Comment_3022534

    Calling a 5 second 7% speed boost after being unhooked basekit SB is.. a stretch, at least.

    I know you two resolved the issue ^^ But if you wanna try it out and sorty proxy the new effect, why not run BT+Guardian for a couple of games? Guardian does mostly that: +7% speed boost after unhooking. Its nice to have, but definitely inverior to BT, so its hardly ever played. Can sometimes throw killers off, though.

  • @xfireturtlex said:

    We NEED a licker! It could be demogorgon mixed with gunslinger for twice the tasty action.

    Also, if they make an outfit for the twins where victor is the little guy from RE4 (been too long, dont remember his name) and charlotte gets one of the druid cloaks i would totally buy their dlc just to have that 😁

    Licker or Hunter! Both could actually work in a similar way or be legendary skins of each other.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022223#Comment_3022223

    I can see that. Since the devs are altering what is okay/not okay in EGC, why not have healthy hook grabs disabled before the gens are powered, and enabled after.

    Right now it is too easy to get a hook grab, and gives too much benefit by just standing next to a hook at 4/5 gens.

    What the other commenters above don't seem to realize is that it is less about whether or not you get grabbed or not. The fact that the killer is standing there, baiting the hook grab, means that the solo queue survivors must all come to make a save, even though it is a skilless play on the killer's part. Too much reward for absolutely no effort.

    What's funny is that camping first hook and going for the hook grab is the main strategy for killers over on the Korean server at high MMR. Yet the people above think it is rare. Are the servers that different? I don't think so.

    Fair assessment. By all means, if BHVR can solve the issue in a satisfying manner, please go ahead. I can see why some people would think that it is a cheap tactic, especially if some killer would use it as their main tactic from the very beginning.

    Its funny how BHVR adresses that camping and tunneling is a big problem, that they want to solve, yet in their big update not one sliver is done in order to fight camping ^^ Thats my only real critic of the balance update, but sadly a rather glaring one.

    I would wish for some basekit ability that empoweres killers in some way, if they roam far away from hooks, something like Devour Hope, mechanic wise, but obviously not throwing out exposed and mori, but maybe regress or block all gens for a short while, each time the killer is at least 24m away when an unhooking happens. Something that will incentivice the killer to play this playstyle, without potentially shooting oneself in the foot.

  • @CrimsonMothKing said:

    I like the perk. I just want to throw in my 2 cents.

    Lethal Pursuer:

    At the start of the Trial, all survivors are revealed for 9 seconds.

    After losing a survivor in a chase, Lethal Pursuer activates. Lethal Pursuer charges over 75/60/45 seconds while outside of chase. Once charged, Lethal Pursuer reveals the auras of all survivors for 2/3/4 seconds.

    Charge pauses whilst in chase and resets when downing a survivor. Charge pauses whilst carrying a survivor and for a further 10 seconds upon hooking a survivor or the survivor breaking free by any means.

    Interesting idea. So its not a perk anymore thats only useful to get a good start, but it also kicks in when you are doing bad and just can't find any survivor, while staying deactivated when you are doing well. Sounds actually pretty cool and interesting.

    But I would disable it during the endgame, after the last gen is powered, as it activating during that time would be way too oppressive.

  • @FootMan2893 said:

    The whole reason why the killer fails is that frenzy wasn't fast enough to cover map distance when people preemptively ran. This leads to him having 0 map pressure, especially if the survivors are smart and just don't bother healing without the stupid boon totem. The movement speed buff is a drop in the bucket. I can't even tell if I'm actually faster after a hit and that's WITH the yellow addon.

    So in the end not a single thing has changed. Legion still can't chain stab effectively unless you get a highly killer sided map, gets turned into a terrible M1 killer with no map pressure, and in the end you have to run full meta slow down builds which behavior apparently considers bad and wonders why such things are needed in the first place.

    I shouldn't have to strive to be Otzdarva just to win effectively with survivors on my same skill level, and that's ignoring the fact that none of it is fun because of how weak everything feels. A killer who is meant to be able to out run survivors is too slow to catch anyone. Ain't that fun.

    I don't know ... I got quite a couple of matches were I felt bad for hooking someone for the 3rd time, because it was so easy and fun to just dash between the 4 of them and downing the last one with a second stap. Once you are down to three survivors it becomes much harder, as you have to cycle back to one of the earlier ones .. but at the point you might already have the upper hand, so it might even out.

    If you need some help, may I suggest the yellow add-on "Never Sleep Pills" and the yellow sketch book? The pills take away your speedboost while frenzying, but give you a massive +10s duration, while the sketch book gives you +0,3m/s for each consecutive stap, so you will soon speed about the map and stabbing everyone, downing the last one. So muc fun :>

  • I dont know ... often hook grabs are the only thing that gives me the chance of a kill in the egc. Classical situation: one on hook, one on the gate, two circling the hook and trying to swoop in for the rescue. If you hit the rescuer, they will complete the unhooking, and BT and the second survivor will gurantee a save escort with prectically now chance to break through. The grab can at least even the situation and make any further attempts extremely risky.

    I mean, how often do you see survivors who say "yeah, that killer is probably super frustrated because we flashlightsaved nearly every pickup. Let him keep that 1k". No, they will always, always, always try to go for the risky save, because of 4e and bragging/clicking/t-bagging rights. Not saying that anyone should roll over and die, but the utter humiliation and total empowerment of the oppositon is far too often the declared target.

    An unhooking grab is a very stressful situation for the killer, but at the very least its preferable to utter dispear.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022128#Comment_3022128

    If they're already tunneling a survivor I wouldn't be surprised if they stay on the healthy survivor. I've had more killers go after me having JUST been healed by others after an unhook instead of the other teammates who are injured after to trying to take a hit and distract the killer. I've seen plenty of killers go after a teammate that was just unhooked and quickly healed instead of the teammate that tried to take a hit and distract them. Tunneling killers do not care - they just want to get those players out and I come across those killers way more than I do the ones that try to not tunnel.

    There's also Renewal where you will automatically heal 20 seconds after an unhook - this can happen while a killer is tunneling the survivor in a chase.

    Camping was just buffed, bloodlust was buffed, killers hit cooldown has been shortened and the distance survivors go when hit has been lessened. DS has been nerfed again to now not even work in end game and have a shorter stun so it's useless. OTR is one perk that may be useful to prevent tunneling but if the survivor tries to keep it active that means they are being completely useless for their team - they are doing nothing to progress the game or help teammates which helps the killer.

    Its actually a good tactic, even when you don`'t want to actually tunnel the survivor: when they are on deathhook and you descend on them, altruistic survivors will swoop in and shield them, giving you potentially multiple free hits, especially against the otherwise elusive god-loopers.

  • @CluelessWanderer said:

    DS has basically been made completely useless. It should be further nerfed? After the changes, trust me, no one will use it.

    Don't trust this one here, he is utterly clueless.

  • @APoipleTurtle said:

    You shouldn't lose anything.

    When the prestige changes arrive, your Meg should keep every perk (and item, and add-on) that she has, but she'll also gain perks from any other characters you happen to have prestiged.

    And she should gain a couple of prestige levels akin to the BP spend, as you now mandatory move back to lvl 1 when you reach lvl 50. But nothing is lost, only extra prestige levels gained.

  • @GannTM said:

    Looks like they won in game and in the trash talk, because they got you salty enough to make a thread about it.

    Dayum GannMan! I feel this guys feelings ... but your words dig deep, because they ring true >__<

  • @legacycolt said:

    Don’t tunnel survivors and you’ll be fine

    If it were just that easy, my young padawan, if it were just that easy ...

  • @Canas said:

    I've been playing many matches since the event started and so far I only was able to find 8 of those. Now I see there's a mission which requires to find three of those things just to proceed on the tome and yet I can't find a single friggin letter/invite.

    How much luck do you even need to find those? There really need to be some changes, they should have a distinct aura which should be visible from greater distances.

    Don't worry, once you got all 12 masks unlocked, you will practically stumble about invitations at every turn and corner and about 3 per chase. Source: I got all 12.

  • @Fantasy said:

    How will this help you not to camp? You don't need hook states to walk away from a hook lmao. It's not a needed change, if there's 3 of the same character using the same cosmetics that's on them.

    Well, you most likely don't need hook states to know that the person who just got unhooked was the last one on hook. If you wanna tunnel, you will do it no matter the GUI. But if you actually WANT to play according to the survivors playbook and evenly distribute, then it would be very helpful.

    You know how sometimes survivors let someone slip into hook state 2, because they want to finish their gens? If you didn't notice you might off the poor sod just like that, without even meaning it.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021648#Comment_3021648

    those who tries to use exact same skins are certainly not the one who complains about tunneling anyway tbh.

    Then you play other survivors then me :D

    (which you most likely do, with that many)

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021586#Comment_3021586

    Wait actually? Sadako can't tell how close a survivor is to condemned? I mean, I guess I expected that, because they can get "tunneled" out of the match, but like...if you get it built up that much you deserve it

    To clearify: you will know once a survivor is fully condemned, but up until that you will only see of they are clean, or if they got any condemnation, and if they are carying a video tape. But otherwise 1.0-6.9 condemnation looks all the same.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021600#Comment_3021600

    This. Speaking for myself, the perks are what I am really after, and these changes make getting them on all your characters MILES easier. In the old system, you'd have to level each new character to level 40 to just to make them available to others, then every other character for god knows how long, which being at the mercy of chance on the BW, often took AGES, and countless level 50 repeats.

    Now you level each new character to P1, and you at least have the base level perks on all of you other survs/killers. No searching, just done. That's massive.

    I have almost all of my characters maxed or nearly maxed, so I am not going to benefit as much from these changes as a new player, but for these new players, their experience getting to that point is going to be sooooo much less painful.

    Charms and cosmetics are ancillary, add ons are nice but not necessary (mostly), but the perks are what is key to getting on equal footing with other players.

    Yeah! I remember how painful my first main, ie Pyramid Head, was. On P0-P2 I had cool builds and mostly comparable, that made playing him fun. But once I hit P3 I wouldn't find ANY of my favorite perks, till I hit lvl 50+10. It was such a slog.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021578#Comment_3021578

    It was close to perfect. Changing it much is bound to be worse one way or another. The stun was about right. There is a kind of mantra everybody should know: "If it works, don't fix it".

    https://forum.deadbydaylight.com/en/discussion/comment/3021585#Comment_3021585

    There are the other factors of course, but still ...

    https://forum.deadbydaylight.com/en/discussion/comment/3021590#Comment_3021590

    I know very well that with my usual killers I can kill most survivors if I put my mind to it. DS is only a minor inconvenience.

    The stun reduction will make less experienced players be able to power through DS more easily.

    And don't even start with Nurses or Blights who know what they are doing :V

  • @Nyphia said:

    Hello folks,

    I see the coming changes to the prestige system as a grind tripling. Currently you need 3 levels per char to unlock everything, in the future it will be 9 levels. At the same time wglf and bbq are gone, the most important bloodpoint perks and the reason for this is unacceptable to me and hard to understand. I like to play on completion and that will be unattainable.

    Even if I find the implementation of the perk sharing very successful, it feels overall bad for me.

    How do you see it?

    Yeah ... but the crunchy stuff, ie the perks, will only need P3, the rest is just vanity stuff. But the more important stuff is, that you don't lose any items on prestiging. Its just going ever forward and forward, and thats really, really good.

  • Yeah, even as a killer main I think that this nerf was uncalled for. When I want to tunnel an obnoxious survivor out of the game, I happily eat a 5s stun and then go ham. 3s? Thats even easier. And if I wanted to tunnel every game as a general MO? Oof.

  • I second that. Whenever I got for 8 hooks, my goldfish brain is the true killer and offs way more many survivors then intended. Overall I find the lack of info for killers disturbing: why do the survivors know how condemned they are, but not Sadako? Or Plague and her mastery of deseases and ailments?

  • @jesterkind said:

    Except that it'll heavily disincentivise tapping the generator to stop the regression, since doing that means the killer can kick it again for another 2% progress chunked off.

    The problem with the base regression speed isn't really that it's too slow, though that might end up being true as well, it's that it never sticks around for that long since it only takes a second of survivor time to stop it completely. This won't be a substitute for a regression perk, but this combined with the longer generator times in general mean that kicking a generator achieves something.

    I never actually understood why survivors could just tap a gen with a fraction of a second, while killers needed to kick it 2s long; this never made any sense to me at all. How about giving them one round of a skill check to start it up again? Doesn't even have to be hard one, just a blank, empty skill zone like with Audodidact, but at least it takes a second to do and can't be cheekly done during a frigging chase.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020862#Comment_3020862

    The thing is, the game losses some options. I run iron will, because i dont like looping. instead of running in circles, i used line-of-sight-breakers to juke the killer. Often it was only possible after you either stun the killer (not possible if all pallets already got used up by your teammates) or you got hit. But now, there is no point in it, because he can still hear you. So ending a chase using stealth is no longer an option, and i basicly have to run in circles to extend the chase time, then run to the next loop. It just streamlines the game into a form where you basicly got the same match every match. We will see how this works out. (or not, the day stealth is no option anymore other than hidding when you hear a heartbeat i might very well quit).

    there are several nerfs/reworks i dont agree with, but most, i dont care. Self Care, Iron will and Ruin and Tinkerer are the ones i dont agree with.

    I got the feeling that people are overexaggerating the matter. Yeah, some players are really good and have sharp ears. I have not. And IW totally guts any chance I have to find a survivor that escaped my clutches. I lost so many sure downs to embarressing loss of sights and then PUFF, it is as if the survivor never ever existed.

  • Ah okay, I should have read up what the others were saying ^^ Yeah, figures, and I would be weird to walk out of a game with nearly 500k ^_- so this fine. But double BP gets you hyped in a certain way, not gonna lie ;D

  • Hmm .... just now I had the perfect match: 5 flan, 4 stacks of BBQ, Bloodhunt, just 100pts missing from a perfect 4x8k score, and I got 270kBP, which is about 65k more of what I got during the last week.

  • @Crowman said:

    The reason why survivors aren't grabbing tapes out of tvs is because sadako's tp cooldown per a tv is longer than the cd for pulling out a tape. Meaning unless you need to remove condemnation on yourself or you want to finish a gen that is almost done without worrying about sadako teleporting to you, there's no real incentive to take a tape. If she teleports you gain a stack of condemnation (which you would have gotten for taking the tape) and the tv is offline for longer.

    You're trying to solve a "problem" by forcing survivors to have to interact with the object instead of giving survivors more reason to do so naturally.

    What Sadako really needs is her base power cd per a tv to be lowered and her addons that reduce her projection cd to be adjusted with the new cd. If Sadako can teleport more frequently and build condemnation on survivors, that will naturally cause survivors to interact with tvs more. You already see this when Sadako is using the Iri Videotape addon which refreshes the last 4 tvs she projected to when she gets a manifest hit.

    Yeah, thats how I am trying to "solve" this problem, but I see no problem with this approach in itself. Like the one above you said: no one would interact with Pinheads Lament Configuration, if there was no looming doom without doing it.

    Sadakos kit should be all about the TVs, the tape and the curse, yet all this feels more or less relegated to the second ranks. I want to make interacting with her stuff mandatory, but thats just what it would mean to face her. In theory, a very confident survivor could just take one for the team and walk around fully condemned all the time, because they think that they loop so well.

    But that aside, I also think that the cooldowns of her TV teleports are too long and limiting. This all wouldn't bite so deep if he hadn't just gotten The Dredge, who does all this teleporting around the map more frequently and elegantly. I know, some would say "apples and oranges", don't compare the two, but this part of their respective kit just is too similar to not compare the two. And The Dredge shows how much fun a teleportation power can be; I imagine that we would have found that much of an audience, if his teleport had 1min cooldown.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020749#Comment_3020749

    That's their own fault. You have to mind your surroundings all the time as survivor. Doesn't even have to be against a stealth killer. A lot of killers run Tinkerer too.

    So, people who don't need it can run something else, and everyone can arrive at a build that represents their own abilities and preferences. Thats one of the things that this updates tries to do: break up the meta, so that new builds can blossom. Sure, eventually other stuff will surface as the new meta, because thats inevitable, but until then I hope that we will have a fun time of experimentation, and that more people will be open to new builds and try out perks that never would have found a place in their load out, because "the meta already locked in 3".

  • @aryola03 said:

    I'm also a survivor main and this change is nice.Because old Iron Will don't have counterplay.If you're playing Spirit you're trying to find someone you can't see or hear. That's disgusting

    But now it has a counterplay and no free escape. Thanks BHVR

    Iron Will has finally counterplay, and thats why people hate it and say "it got ruined" or "its completely useless now" or even "100% or zero value".

    Thats what happens with crutches: people get used to them so much that they can't see the forest for the trees anymore and become blind to how impactful that thing is and how much it hinders a fun game.

    NGL, I lost a few quite cool chases, just because I couldn't hear the survivor after I hit them. And then I would tunnel or camp the one THAT I found. Making the game less frustrationg for the killer will improve it for everyone in the long run. And yeah, I am not saying that the survivors shouldn't be allowed clever plays or that they should just roll over and let them be killed, but with 100% sound reduction, a lot of those clever plays weren't actually that clever, they were just mechanical superior.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020749#Comment_3020749

    Yea they need to go to a eye doctor. I don't use spine chill and know exactly when its a stalking killer pan your mouse or joystick around and look not that hard. Probably the same people who dont look back when they are running.

    Then congratulations! You obviously don't need this perk and freed a perk slot. Might I suggest "Hex: Edgy AF"? I think it would work wonderful with the rest of your build :)

    Happy Gaming

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020715#Comment_3020715

    If you need spine chill to tell you a killer is directly looking at you in line of sight it might be time to go to the eye doctor.

    Tell that to all the people who got stalked by Myers T1 without knowing, then.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/330397/spine-chill-nerf-was-pretty-much-a-needed-optimization

    Its literally completely reworked why would you use a perk that lets you know that the killer is looking at you if he has to have line of sight you can see him coming and looking already the perk is completely useless now.

    Completely useless, as in "not a single instance exists, were anything could be gained from this perk"!11

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020640#Comment_3020640

    You know you can just farm BP on other killers and then just level the killer up right? Like... I don't HAVE to play Artist. I can just play legion, get high up in BP, and then upgrade artist along the way. (which is what i've been doing because artist is boring)

    I know, and my post wasn't exactly serious. In the past this was always stated as the reason why we had BP limits and I thought it was humorous to jump on the band wagon and directly talk about the new P9, like it was common knowledge.

    But that aside, yeah: you can definitely use other characters to farm BP, I mostly did all my grind with killers, even for most of my survivors, because they got the higher mean BP gain, but its also true that a new character is more interesting, if you got stuff to unlock. Once you got it all some people might pull out their old, trustworthy builds,

  • @brokedownpalace said:

    How is it optimized? How is knowing that a killer can see you directly useful when that means you will also be able to see them if you just look?

    The whole point of Spine Chill was to let you know when the killer was heading in your direction but because of walls and other LoS breakers you could not see them.

    It now counters stealth killers in a meaningful way. You won't get gutted anymore as a killer for patroling, unless you moonwalk everywhere, but if you as a survivor absolutely hate stealth killers, you can still run this perk and know when Myers or Ghostface are stalking you. That perk on stealthkillers was an utter joke and this is a good way to shake up the meta.

  • @Remedicist said:

    Is there a specific reason that we players cannot hold more than 1,000,000 BP? In the attempts to reduce grind in the future update, I am surprised this topic was not addressed. Being able to hold as much BP as we want for upcoming releases or whatever reasons we have would help out a lot in reducing future grind.

    Its there that people actually play a new killer or survivor and dont just run them from zero to P9 within an hour of release, just to unlock their perks, their bloody cosmetics and their perk charms adn then never touch them again.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3020297#Comment_3020297

    The aura reading is strong, but I don't think the game's balanced should rely on suboptimal play, which is essentially what limited information hopes to achieve.

    We could even throw out the killer aura reading or cap it where it's at. I just think a complete lack of information for saves doesn't add anything fun to the game in 2022, but it definitely adds a frustration element.

    Frustration as a feature is something the devs really need to move away from.

    Frustration will always be part of a 4v1, though. Lack of information is what essentially gives this game any semblance of horror and scaryness and why SWF bust it wide open and some people love the new killer and others hate nightfall and locker jump scares with a passion.

    You will never please everyone, but giving each solo player all the juicy info perk for free? What will be left of the game, then?

  • @[Deleted User] said:

    I was also hoping they would throw solo queue players a bone here. Don't get me wrong, the base kit BT is great, but having to play blind on hook saves unless someone happens to have Kindred is just bad design. Especially when you consider SWF gets Kindred for free. Skilled players can play around it. It doesn't mean they should have to though. The whole concept of Kindred as a perk is bad. If two players have Kindred, the entire team is down a perk slot when one of those players is on the hook because of redundancy.

    The other aspect of the changes are the buffs to already strong killer players who didn't need the buffs to begin with. There are 1800-1900 MMR Myers players out there and whatnot. And now they're getting 90 second gens and other buffs. I get that the buffs were aimed at the average killer, but high MMR is going to be a circus after these changes.

    While I understand were you are coming from, I guess you havn't played kindred in earnest in a long time. Yes, SWF on coms always have an edge over soloQ's, but many of those look down on Bond and Kindred as somewhat beneath them, "trainingwheel perks" or "babies first survivor perk".

    BUT there is a real big difference between hearing "I am at the shack, the killer is behind me" or "I am on top of the main building, please heal", and SEEING this kind of stuff. Especially Kindred comboed with Open Handed is so frigging stronk. You can monitor the killer over half the map and then some and win each and every mind game, because there is no mind-game.

  • You can literally go through a couple of games and only make 1 or 2 progress. Its SUCH a slog.

  • If its core problem isn't remedeed? Yes, we will keep complaining about it :)

  • @ShinobuSK said:

    Isnt that just 10 grabs?

    You forgot a zero: 100 grabs. Its a real piece of work.

  • @GoodBoyKaru said:

    Ah well since Otz said it it must be true-

    But genuinely, Dead Hard for Distance™ is gone. That was my major gripe with the perk, being completely unable to have any agency whatsoever with the survivor deciding to greed a loop and then drop the pallet, or chain a tile they shouldn't be able to without it. And now it's been completely removed. And I'm fine with it, at least in theory, I'll have to see how it plays out on live servers.

    My sentiment exactly. As as much as I hated DH in the past, its good that the devs didn't "nuke this perk from orbit", but retained a niche for it, as all exhaustion perks have. Its niche is still pretty much all-purpose, but I love me Lith, as it has less strings attached and just works basically every chase. And isn't that what we truly want? More viable perks and more diverse builds?

  • @Mozic said:

    * Killer gets a score event

    * Killer can activate on-hit perks like STBFL

    * Survivor gets deep wounds

    * Survivor cannot rely on being able to use DH to extend loops after revealing they have the perk, because DBD Twitter confirmed the animation will still be there and the killer can just track who has revealed DH and bait it out like we already are used to doing

    Seems like a better exchange overall than the current DH to me

    And isn't this how BHVR should handle such a thing? As much as I chuckle at the notion of "nuke this perk from orbit", giving it a niche and usage, while taking away some of the painful plays of the past is awesome, isn't it? Some people will just wanna run DH, because they always have, and they will adjust. Others, that liked the comfort of "press E to gain distance" will claim that "they ruined DH lmao" and gravitate to something else. Everyone wins because the stale meta changes and new gameplays and tactics surfice.


  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019246#Comment_3019246

    DS in the current state was needed because you know what also is unfun? tunneling and camping.

    5 seconds BT basekit will do almost nothing against a killer who wants to camp and tunnel, specially now that DS was also double nerfed.

    Yes, nerfing spine chill, iron will and even self care is a big nerf to solo q. Everyone with an IQ higher than a single digit can understand why.

    I guess you don't know how a single digit IQ person would perform, but I can never take this kind of claims seriously, no matter how well the rest might be constructed.

    I think DS deactivating in the endgame is cool, but the nerf to 3s? I am a bit baffled by this myself, and I am a killer main.

  • But neiter Pebble, Fixated nor Urban Evasion were used in 30% something of all builds. They should regularly nerf and tune the perks that are most use and underused, just to keep the meta moving, like other games do it.

    And I guess a lot of people don`t understand what "completely useless" means. A 75% sound reduction is already quite a lot and will ensure that the killer will most likely not hear you; BUT he has the chance, especially if you try risky plays like hiding behind them or something. "Completely useless" would mean that there were zero chance for any millage out of that perk, and I don't see it.

  • @Marigoria said:

    They said they didnt want to extend gen times because it was boring to just hold m1 even longer.

    We even had test days without bloodlust to see if removing it would be too much and then they buff it.... not only buff it, but buff hit recovery, buff breaking pallets........ why?

    Because playing killer feels like a chore and a mean uphill battle and they madly needed some breathing room! Not saying that you couldn't win, but it was way too easy for survivors to fool the killer all game with nearly no chance to get even.

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