Aven_Fallen
Aven_Fallen
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@Veinslay said:
The HUD clearly boosted survival rates
Source?
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@Blueberry said:
Still a very good perk, just not busted like before. I still imagine we'll seen one CoH in most SWF groups.
That was a good one.
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Nope. Boons are a failed concept.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379702#Comment_3379702
How many people complained about these?
Imagine if they made Dead Hard basekit but then nerfed Red Herring, Urban Evasion and For the People and everyone went 'well, they made things better for your side too!'.
Tunnelling, something that did actually get loads of complaints, got buffed, by the way, just as an aside. As did 3-genning, which was the root concern for COB and OC.
Camping as well. Now it takes longer to heal, meaning it will be more difficult to save someone when one or more Survivors are injured.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379287#Comment_3379287
The camping issue can easily be resolved by getting rid of freaking hook grabs, and increasing the hook phase duration to 70 seconds or so. Something many people have wanted for a while. If a killer can slow down the game more by spreading damage, they shouldn't have camping to rely on as much anymore. I am positive the devs will have to realise that camping will be a problem, if left unchanged, before the update goes live. No way they can ignore that issue.
Mangled might need to be nerfed in general, 20% on top of 24 second healing will probably be a bit much. I am sure 15% or even just 10% would do the trick, and still keep Sloppy Butcher and addons that apply mangled useful.
Yeah, I would agree. This would fix the camping, especially getting rid of Hook Grabs. I think it would even be fine to get rid of healthy Hook Grabs, the Killer will still get a trade, but at least not a second Hook while the other Survivor is still on the Hook.
And well, Hook Timer should have been increased with Gen Timer anyway.
When it comes to Sloppy Butcher, I feel a slight nerf for Mangled should also be fine. Sloppy Butcher is already one of the most easy to use Slowdown-Perks, but leaving Mangled untouchd while nerfing Healing is hopefully an oversight.
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I also highly dislike the Changes to Base Healing.
First of all, it is an indirect Buff to camping (once again) especially because one of the best Slowdown-Perks (Deadlock) is not changed. When a Killer is camping, to have a chance to save the Survivor, you probably need at least two healthy Survivors. My SWF-Mate and myself can manage this - however, if we are both injured, we will take 48 seconds to heal each other at base. This is too long to try to save someone. Sure, we can start using Medkits or Botany Knowledge, but it is more likely that Sloppy Butcher is used more oftern.
Furthermore, those changes encourage Survivors to just stick to Gens. Again, when two Survivors are injured, maybe even with Sloppy Butcher - why should they heal each other? Both can do a Gen together, possibly with Resilience and Prove Thyself and are probably better off.
Then, when it comes to Hemorrhage - I liked the changes back then. However, I think that now Hemorrhage should not apply to Self-Healing anymore. With Medkits being nerfed AND healing being nerfed as well, it probably should not be the case that Hemorrhage exists like that. One small interruption and the Medkit is probably useless for Self-Healing.
Furthermore, the Devs should look at Mangled and Hemorrhage now. Maybe Sloppy Butcher should not inflict both of them anymore. It will most likely be used more, so inflicting Mangled should be enough. In general, with this Nerf to healing I feel that Perks and Add Ons should not exist which both do Hemorrhage AND Mangled, but rather one of those.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379025#Comment_3379025
Resi adrenaline is back
Rocking this for a few months now, glad to be a trendsetter I guess.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379022#Comment_3379022
Exactly my point. Its fine that its a Scourge, but if you are forced to mix hooks, which is fine, then you should be able to reach a SH, so I would say: 6 Hooks go into Scourge-Hooks. Otherwise its not worth to mix hooks at all and you should swap to other perks.
Also: Pig received a buff, right? 10% more speed while crouched instead of 6%. They just call it a "nerf" like our Meme, right?
You are right, it is obviously a Buff. Will edit it. (I really fell for reading "nerf" and my mind mixed up those numbers)
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@[Deleted User] said:
90% of this update is a massive W. Overall a great update.
And then there's a random inexplicable Hillbilly nerf. I just don't understand why the devs hate this killer so much and try to make him as unfun as humanly possible. I play Billy often. I can't remember the last time I accidentally overheated. I bump into objects that aren't on my screen every single day though.
I honestly dont get it either. They buffed him at Loops, but I think this is where Overheat makes the most sense. So that a player gets punished for using the Saw too often. But on the other hand they increased the Overheat while sprinting.
And this is probably the only time where I overheat - when I sprint from one Exit Gate to the other when one Survivor is left and the Hatch is closed. So this will not even change or become worse.
Let alone that Engravings did not really need a Nerf. They are his most fun Add Ons to use, this is why they are popular. So nerfing them just sucks out a bit of fun.
And I would also agree that the biggest problem of Billy is not overheating. It is all the small Objects where you can get stuck on. E.g. the Loops on Dead Dawg sometimes have little water taps or something like this. You will not see it as Killer unless you look down. Yet you can bounce into them while trying to curve.
And IMO they can remove Overheat or not, until they dont fix stuff like this (getting stuck on small Objects), they wont really make Billy more popular.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379000#Comment_3379000
Just for fun I did the maths
https://us.v-cdn.net/6030815/uploads/FBHP4878KF20/image.png
Nothing like taking almost a minute and a half to heal up vs Sloppy Butcher!
(That's literally more time than it takes to do a gen with a brown toolbox... absolute insanity)
Ah, nice to see. Cant wait to see teammates heal for almost the duration of a full Gen.
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@Marik1987 said:
I dont get the Pain Resonance-Nerf. If u have 4 tokens for everybodys 1st hook, then it should be more hooks around the map become a Scourge Hook. Otherwise, you mixe your hooks but dont get a Scourge? That seems not finished.
I think the Pain Resonance-Nerf is fine. But it should not be a Scourge Hook-Perk anymore when you only get 4 uses of it anyway.
@Topic:
I really dont get who at BHVR loves Blight so much. Sure, there are some Buffs in this Update for some Killers, which is fine. I dont really get the Engravings-Nerf and I welcome the Pinky Finger-Nerf.
However - how can any Add On be nerfed as long as Blight can keep his strong Add Ons? At the very least, Alchemist Ring, Compound 33 and Adrenaline Vial should be nerfed. Blighted Crow and Blighted Rat as well.
Like, I am totally for Pinky Finger getting nerfed, it is a disgusting Add Ons which requires 0 skill and the only reason why people dont complain more about it is because it belongs to Clown who you see once in a blue moon. But how can this get nerfed AGAIN and Blight keeps his stuff?
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I am fine with CoH being dead. I dont care about it as Killer, but I just hate it as Survivor. All this time wasted to bless a Totem which could have been spent on a Gen instead...
I dont think the Healing-Nerf is cool. 24 seconds of Healing is a long time.
But hey, cant wait to see people using Self-Care. And they will use Self-Care. With 24 seconds healing at base. While mangled. Against a Legion.
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And?
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@gnehehe said:
This killer is a complete failure, no tweak will fix her but a complete rework from scratch
This is what I have been saying as well.
They should killswitch her and rework her completely. And then bring her in a new state with a Refund-option for those who dont like the reworked Skull Merchant.
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Not really IMO.
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Sadly not.
Negative review is out.
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I would agree to an extend. We all know those situations where you get camped and your team is crouching next to the Hook, because if the Killer camped for 1 1/2 minutes they surely will leave for the last 30 seconds.
However, there are some things which just cannot be ignored:
- Camping hurts Solos more than SWFs --> It cannot be denied. Even if every Solo-Player would just hammer out Gens once they realize the Killer is camping, they would still waste time to run for the Unhook, just to realize that it does not make any sense to attempt to rescue. Yes, Kindred exists, but not everyone is running it AND it might not even be that effective in this case. The Hook Scream-Bubble is really good at blocking Auras, so a Killer who can become undetectable will probably be able to camp despite Kindred.
- There is not really a reason to play for the camped Survivor --> The best thing a camped Survivor can do is to just hang around for 2 minutes. Not attempting to get themselves off as well, because this will reduce the time the other Survivors can do Gens. However, especially when playing Solo, I cannot really blame someone who does not want to wait for the full 2 minutes and would just go into the next game. Again something which hurts Solo more - when you are in an SWF you at least have some motivation to stay around.
- Gens might not be able to get done in an optimal way + the Devs have some tool in the game which 100% benefit camping --> Mainly increasing Gens to 90 seconds and Deadlock exists. With 80 seconds it was already hard enough to complete all Gens before the Hook Timer runs out. With 90 seconds it just became harder. Furthermore, Deadlock requires 0 effort from the Killer and can prolong the game which just helps with camping.
- Last but not Least, NOED exists --> It is just impossible to do all Gens in 2 minutes AND search for Dull Totems. So it is very likely that a Killer who camps will just get at least a 2K. (This somewhat doubles with point 3, but I feel that NOED should be a extra bulletpoint)
And well, if I remember correctly some streamer did an experiment and camped just the whole time and never really lost a game while doing so. And they probably did not go against purely bad players the whole time.
However, I cannot deny that a camping Killer can be somewhat countered by hammering out Gens and that many Survivors dont do that and try to go for a rescue. But it is not like camping is some gigachad-move and I really think it is still a bit too effective.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/368753/thats-it
People are going to make fun of you but you're not wrong. DBD has unfair maps that make 2/31 killers viable when the survivors you play against have more than a potato between their ears.
I will remind everyone that people who play these games professionally for their job (even the ones with 7-9k hours) resort to camping/slugging/tunneling because high level survivor play is too efficient. It gets even worse vs 3-4 man SWF teams which have no limits.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377417#Comment_3377417
-"You can win with every Killer against the majority of Survivors."
And that's why 90% of the dbd tournaments have Only Nurse and Blight and the survivors have massive perk/item restrictions. How much you wanna bet if I put together a SWF team that you can't win? Since all killers are viable you will play Doctor.
Game will be played best 2/3 on random maps (no picking). Addons will be limited (no iri, 1 max purple/green per player) and you can't run addons more than once for the 3 game set.
IF you got to play Nurse and Blight sure you might be ok... but you dont get to do that so you will get stomped.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377422#Comment_3377422
-"the statement that "Nurse and Blight are the only two Killers that are barely viable" is laughably stupid."
-"What's my key to success? Unpredictability, I dont run meta."
You can run no perks/addons vs garbage mid tier survivors and 4k every time for like 50 games. If you do not need to run meta perks then you are playing low skill players.
DBD-Tournaments have nothing to do with Public Games. Bringing them up is not really an argument.
@Elessar93 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377417#Comment_3377417
So let me understand. He is bad because he wants to play with not meta killers at high MMR. Logic? If I use a bad killer vs a team doing 3 gens while I down a survivor once how is skill involved in this? Some killers don't even have an anti loop power. So NO. Not every killer is viable at high MMR.
First of all, high MMR is a Joke. We already know what range you get when you are at "high MMR", it is pretty much random to ensure that queue times dont go overboard.
Second, no, I am saying that he is probably not good because he is losing a lot. But since MMR (and because it is hidden) people really try to think that they are on some giga-MMR where they only get the best Survivors and THIS is the reason why they lose. But it really isnt.
The worst part of this community is that people really almost never have the thought that they might not have played that well during that game. No, it is always something the other side did.
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You can win with every Killer against the majority of Survivors. Yes, against some Survivors (a really, really small amount) only a few Killers are viable.
If you think you go against those Survivors all the time, I have a big news for you - you are not ultra-high MMR, you are just not good at the game.
For a bad player even bad Survivors can feel strong.
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@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376857#Comment_3376857
They could exclude certain killers from getting buffs maybe
Dont think that this will really work.
E.g. they increased the Gen Time by 10 seconds. While you still dont see any more Trappers or Clowns, you see that Nurse and Blights have it even easier than before.
If they would size down some Maps this would also benefit all Killers, but again, some already strong Killers might just become even stronger.
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I dont think that everyone of those comes out of a bad game. Some people are just dicks and like to play like that. Getting some power-rush.
And honestly, it is worse when Killers do it compared to Survivors. Survivors at least dont hinder the Killer to make BPs, even if a Killer gets Head-On all the time and is stunned and blinded the majority of the game, they still get BPs. As Survivor slugged on the ground you get nothing. Let alone that the "bullying" most Killers complain about is teabagging, which has 0 impact on gameplay.
Here are two examples:
This Plague-Player tunneld the Survivor 3 and 4 out. Then they slugged Survivor 2 and found me last. Survivor 2 stayed for another 2 minutes on the ground until bleedout and myself... Well, I had the Plague puking on me for around 4 minutes. But yeah, poor guy, probably had a really bad game before and the logic choice is that a person completely unrelated to it will suffer. /s
Another example, Nurse:
She was standing on top of the Saloon. The other two Survivors took the 1 minute penalty over 4 minute bleedout... Overall the Nurse had 1 Hook and at some point, 3 were slugged and she just went for me and slugged me as well. No intention of hooking anyone. In Endgame Chat "EZ" and that we were some Nonames and she would only play Nurse for 10 hours. After saying that the Noname just called another person a Noname she revealed that she is actually a Comp-Player (dont know, dont care).
But again - probably just some poor soul who had a bad game before.
Nah, really. I mean, there will be instances of players who just want to let off some steam. But I think the majority are just dicks when they play like that.
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I would prefer if they buff specific Killers over general Killer Buffs. The problem is that general Killer Buffs benefit the strong Killers as well, which might make them too strong.
Something which really helps Trapper might be way too good on Blight. And something which is weak enough to not make Blight oppressive might do nothing for Trapper.
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I think your feedback is completely wrong here. The BHVR-Version of DBD is different from the Netease-Version, so nobody here can actually provide you with anything when it comes to the Netease-Version.
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Man, you guys are really trying to turn everything into an us vs. them, eh?
The visual Terror Radius is only for hearing impared players and does not grant any more information to anyone else. You will not need it when your hearing is fine and you will not get any benefit when you enable it in the settings either.
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Honestly, if the game is an early 3v1 (DCs, tunneled out) - both things are valid IMO. Staying in the game to gain more BPs and just getting out of it to go to the next game are both fine IMO.
I can get behind both. Personally, I also dont really feel like staying in a game which ended up in an early 3v1 when the Killer tunneled. The game is lost at this point (unless the Killer is way worse than the Survivors) and the only thing happening at this point is feeding the Killer more BPs.
But I can also understand people who try to safety-pip or gain as much BPs as possible.
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Killers just like to cherrypick their lobbies. They want the easiest lobby, at best 4 Solos with under 500 hours each.
I mean, there is a Killer Main-Streamer with 13k hours and this person is also lobbydodging quite a lot. With 13k hours, even as Nurse with a strong Build.
It is not only new Killer players who dodge. But since Killers think that playing in an SWF turns 4 Potatoes into a tournament squad, they dodge SWFs...
Even tho, the main benefit of SWF is not communication, it is to filter out bad Survivors. THis goes for the really good SWFs, but should not be a thing for casual SWFs, since those also consist of bad players. And those casual SWFs are probably 99% of SWFs you will encounter.
And when it comes to a good SWF.. Those would probably beat the Killer when they are all Solo.
In general, all names and profiles should be hidden in the Lobby. Gameplay-wise there is 0 reason to show them. And I highly dislike Killers cherrypicking their Lobby until they find one which is easy enough for them. But since Dedicated Servers the Survivors dont get kicked out of the Lobby anymore, so I dont care that much anymore. It is just sad that players go through so many Lobbies for the most stupid reasons you can imagine, but whatever, if they like...
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375591#Comment_3375591
If it will increase their queue time, it's their personal responsibility. But I don't see any problem to block someone you don't like to play with. It's not a job where you have to, it's a computer game, on which we spend our free time deliberately.
Yeah... No.
The thing is, DBD is the biggest community of whiners you have ever seen. If the Blocking-Feature would actually do something, people will block everyone they dont like.
You will have Survivors who block Killers they lost against. You will have Killers who block Survivors who escaped. You will have Killers who block Survivors who teabagged or played in an SWF (if it is a constant SWF it is even enough to block one of them). You will have Survivors who block Killers who are Nurse/Blight/whatever-Mains.
The DBD-Community is not mature enough for such a feature.
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@solidhex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374826#Comment_3374826
Yes, it's incredible how obsessed both sides are with CoH. There isn't a single game of me playing solo or killer, were at least one surv isn't constantly booning totems, even if no one is injured. They spend an incredible amount of time to run all over the map, boon a totem and then heal at a ridiculously slow speed, only to get a M1 hit again after a 10 second chase. Those survivors are a blessing for every killer, but the killer mains think this perk is the sole reason they lose games. Coordinated teams who refresh in some corner or survs with Adrenaline who do gens injured are far more dangerous than this.
Yeah, exactly. Against coordinated groups, Circle of Healing can become an issue. However, those are really rare and those would do well without CoH as well.
The only thing I want to see removed is the multi-floor range of Boons. The entire concept is build around the fact that it is a certain radius and the Killer will snuff it out quickly. But multi-floor maps remove that. A Totem put in the middle of one of the Hallways on Midwich is not snuffed out quickly, the Killer has to spend quite some time to change Floors and get there.
That being said, if this would be changed, the weaker Boons become even more pointless.
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I agree, I was also a bit disappointed. I usually run the Tome- and Rift-Charms on my characters, but it was a bit of a letdown seeing that the Level 4-Charm of the most recent Tome is not animated.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374844#Comment_3374844
Entire reason we don't see a lot of variety in higher ranks is because most of the killer kits suck.
OP's idea would be more fun than the pallet tour extravaganza carrying on right now.
I mean, even if every Killer in existence thinks that they are high MMR - this is not the case.
In general, you can win with every Killer in the game against the majority of Survivors you encounter.
@Topic:
How would you achieve that? I mean, there would be the need of a game mechanic that prevents tunneling entirely. Because even today you see Blights with 4 Slowdowns and Alchemist Ring/Blighted Crow tunneling at 5 Gens even if they would not have the need to do that with that Loadout.
Also, even IF a Killer is oppressive in chase, this does not mean that they win all the time. So what should a Killer do when they HAVE to tunnel to have a chance to win, but a game mechanic is preventing that? Sure, if we say that they are "oppressive" in chase, it will probably be a rare occurence, but still, it will happen.
Overall, I think it would be pretty boring. Sure, it is not fun to get tunneled out, especially not when facing a strong Killer who would not even need to do that. But every chase being oppressive? So that you basically almost always lose in a chase as Survivor? While the game is a 4v1, the 1v1 should not be forgotten. And making the 1v1 miserable for one side would not really be helpful for the game overall.
In fact, I would say it would result in even more focus on the Objective - when you cannot really go into a chase anymore without losing pretty quickly, you will have to be more efficient on Gens to make it out of the match.
Your idea would make the chase boring for one side and would put more pressure on the already boring part (holding M1 on a Gen) to increase the chance of surviving.
And personally, it would make the chase boring as Killer too, at least for me. I dont have much joy in playing Nurse, because there is not really a challenge involved. I have more fun playing an M1-Killer. Sure, I dont win as much, but it feels satisfying to outplay a Survivor on a strong Loop. And if every chase power would be so oppressive that it happens pretty quickly that you down a Survivor, it would make the case more boring for me.
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I would say that Boons are a failed concept. Outside of Circle of Healing the other Perks are not really useful because they are either too weak (Dark Theory, no chance to buff this Perk unless they give it a second effect) or too specific (Exponential).
I am also more annoyed by Circle of Healing as Survivor than anything. Because Circle of Healing can be strong IF the Survivors are decent. But in SoloQ (or Dou, what I play) you can get awesome teammates and then teammates who dont know if they are playing DBD or Minecraft back to back. And if the latter are using Circle of Healing, you will probably lose the game because they waste so much time setting up their Boon again and again instead of doing the actual Objective.
Recently had a Dwight who instead of doing the last Gen searched for a Boon and healed. This took him around 2 minutes in which I was constantly in chase with an Onryo (we were the only Survivors left, so she probably took her time as well) while having Adrenaline.
But in general, Survivors are really inefficient with CoH and it shows. Sure, Killers love to ######### about CoH (because there has to be a reason they lose games), but it is not that good anymore. It is strong on multifloor-Maps and this should be changed. But another direct nerf to CoH will probably kill the Perk entirely.
And since there was a mention of Circle of Healing in some German Dev-Update a few months ago, I would totally expect it to get another nerf and at least at this point Boons are clearly a failed concept. (And as I said, I think they are already)
When it comes to Scourge Hooks I would not say they are a failed concept. I just think that they dont have many ideas what to do with them without it being repetitive. But all Scourge Hook-Perks we currently have (at least the ones added, I would exclude Monstrous Shrine from that) are at least decent. You can run Gift of Pain, Floods of Rage or Pain Resonance and you will have a good Perk in your Loadout.
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I mean, it is rumored that the next MIdchapter-Patch will contain a few Perk-Changes. It is not unlikely that this will also affect Call of Brine and/or Overcharge, so it might be possible that the popularity of Nowhere to Hide will go down again. It could also be possible that they remove the 2 extra seconds of Lethal Pursuer which they added with the latest Perk-Changes (something which was not even needed IMO).
But I would say that if they go after Call of Brine and/or Overcharge, it should be more than fine. But I can also imagine them nerfing Lethal Pursuer to the pre-6.1.0-state. Nowhere to Hide overall is a good and healthy Perk IMO.
And aside from that - well, you say it... a very specific Killers. Thats the Dev for you, giving Nurse just another slap on the wrist and what a surprise - she is still broken. Yay.
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Nah. I play a Multiplayer game to play against human players. If I want to play a singleplayer game there are better games than DBD.
The only two times I played against Bots was on the respective PTBs of Knight and Skull Merchant.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371420#Comment_3371420
It's an understandable concern, however that's somewhat more of a rare scenario due to the fact it usually take's a while to build up 3 token's. Usually when runnning PWYF you want to try and preserve token's for later chase's but it's also not worth forcing the token's as breaking chase isn't consistent outside of 2 killer's and it becomes more of a double edged sword with the time sink. In a scenario with those add-on's it would be faster and easier just to not use PWYF. However i don't think token's should be lost only on health states as it would, as you described, create a chase with no chance if the killer miss's or take's a swing and get's stunned. Since part of the balance idea of PWYF is you can't end the chase with a down and have 3 token's at the same time, there's only 3 scenario's where that can happen and there incredibly luck determined.
The thing is, the Killer does not need to swing or anything. They will get the hit, because you cannot loop a Killer who has so much Movement Speed. And this is without Bloodlust.
While it would certainly take a while, it would make the 1v1 miserable. And while the game is a 4v1, the 1v1 should not be ignored.
But this is the overall problem with PWYF - it cannot be a strong Perk as long as it grants Movement Speed. Because Movement Speed is the most important thing in this game and you cannot afford to mess around with it.
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@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371310#Comment_3371310
This could be fixed so that PWYF removes stacks per health state loss. Would let most killers + killers like Trickster and Huntress use the perk nicely without really losing anything.
Although, Bubba might be a problem in that case... but then you could just make it so that insta-downs or certain insta-downs (like through a direct Killer power like Billy/Bubba and not through Exposed via perks or Myers/Ghosty) remove two stacks instead of one.
I dont know. A Trickster with Play with your Food and Iridescent Photocard does not really sound good. You will have up to 3 Stacks of PWYF (so up to 125% Movement Speed) and will not lose any stacks while chasing the Survivor who is exposed, since they did not lose a Health State.
Removing two stacks does not help there, because you cannot outrun a Killer with 3 Stacks of PWYF, so you will go down against this Trickster (or a Clown with Pinky Finger for example, even tho Trickster would be worse since he can just follow you while you are exposed) pretty easily. Same for Myers and Ghostface.
Sure, removing two Stacks would even that out, but having no chance at all during the chase does not sound right.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371348#Comment_3371348
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371248#Comment_3371248
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371253#Comment_3371253
All valid points IF killers could see what survivors are playing in a SWF.
But since killers have to take a wild guess, they can´t prepare for it.
Devs removed the killers ability to body block the hook years ago. Same should happen for survivors. Especially since there are still offerings that increase the distance of hooks and the RNG can make some hooks unreachable on certain maps. Survivors complain that killers slug, but what are they supposed to do, when they can´t reach the hook and survivors body block with DH?
First of all, you dont need to be in an SWF to be smart with Bodyblocking. Solo-Players can have a brain as well. And both Solo-Players and SWF can be bad at Bodyblocking and give the Killer way too much pressure by doing so. Furthermore, regardless of playing against SWFs or Solos, if someone really has a big problem with Survivors bodyblocking, they can just always bring Starstruck or Mad Grit.
Second, removing the ability for the Killer to bodyblock a Hook is totally different. A Killer blocking a Hook means that there was no way at all to unhook a hooked Survivor. A Survivor bodyblocking the Hook can still lead to the Killer hooking the Survivor they are carrying. And might even be helpful if the bodyblocking Survivor goes down.
@Topic:
Bodyblocking a Hook or the Killer in general is teamwork. It is good that teamwork is supported and allowed. Furthermore, it can even be beneficial for the Killer if the Survivors mess up. I have seen Survivors going down while trying to bodyblock which completely shifted the game.
And if you really dont want to see Survivors bodyblocking you, you can always run Mad Grit or Starstruck. First will very likely give you a down when they try to bodyblock and the latter will prevent them from trying in the first place.
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@ARTRA said:
To me, is the only killer perk i really dont like.
Call it proud, i dont mind stronger or weaker perks that i have to made them work.
But NOED its the "i could not get more, get this free hook at least". The pity kill if you like.
Also, hexes are just outdated, a relic of the past.
This is also my issue with NOED - it is just there. No effort at all. You also dont need to play into NOED with some form of strategy. You can have 1 Hook after 5 Gens are done or 8 Hooks, NOED has the same strength despite one Killer doing clearly better than the other.
And this is also why I still despise NOED. It got better for SoloQ and was nerfed overall - but the main issue I have with NOED did not get solved.
And IMO there is nothing wrong with NOED being a strong Endgame-Perk when you have to earn it. I have written it many times, but OhTofu once had an idea that NOED should not be a Hex-Perk anymore (to remove the dumb "counterplay" of doing Totems, which benefits the Killer even more...) and should grant 0,5% Movement Speed-Bonus per Hook. And after a certain number of Hooks, the Instadown as well.
This would also remove the negative image of NOED. I mean, if they decide that you get 0,5% Movement Speed per Hook and after 7 or 8 Hooks you get an Instadown as well once all Gens are done it does not feel that bad to be downed with NOED. Because you dont get downed by a Killer who barely did anything during the game, you got downed by a Killer who was playing well, but did not manage to be good enough. And this Killer gets rewarded for playing well.
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Still a dumb designed Perk. The only reason why we dont see more NOED-complaints anymore is because almost no Killer is using it anymore. First of all, because they think it is bad (it is still at least one Instadown and if the Totem is next to the hooked Survivor, it will also stay active all the time). And second because Killers are better off with running 4 Slowdowns so that Endgame is not even reached.
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For some time it is:
Adrenaline --> Just because I really like the Perk, even tho most of the time I am either dead before Endgame or just get it while sitting on a Gen, it just feels great to get it mid-chase, even if it is happening rarely.
Off the Record --> The best available Anti-Tunnel-Perk. Not that it is really good to achieve anything against tunneling, but it is the best option. Also the effect of being silent is neat...
Resilience --> Currently my 4th Perk (the other 3 are fixed) which I am trying out for some weeks. I just like the extra vault speed and sometimes it prevented me from getting hit. Also turns a 90 second Gen into a 82 second Gen, which helps a bit.
Borrowed Time --> Still using it, again, mostly because of tunneling. Because Killers can indeed count to 10 and they dont expect BT so the person rescued has a better chance to escape. Also helps with Endgame Saves.
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Yeah, also my main complaint about it. Red Forest is my favorite Realm and it looks great, but all that added clutter is just too much. I can get that old Red Forest was a bit empty on the ground, but they added so much, it is not even funny anymore.
Also, they have fun little green bushes which look almost the same, one of them you can pass through, the other not...
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One more and you have 100 started discussions with your non-stopping rants about the game.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368683#Comment_3368683
Doctor's change kept him core to who he was along with all his abilities he was just made more streamline
There was a lot of freddy mains who quit playing him after his re work and theres still to this day people who actively complain about his rework so I really don't see your point there either
Live service game = can't enjoy anything you paid for apparently now
Saying that you paid money for something does not mean that it cannot be changed.
Do you think I spent money on Ash because I wanted to get annoyed whenever I play him and he starts blabbering in the lobby?
Do you think I spent money on Laurie because I wanted DS to become a mild inconvenience instead of a strong Perk?
Things can change in this game. And this is why I said they should rework Skull Merchant and put a Refund-option on it.
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The thing is, I am very sure that the Devs thought that they buffed Calm Spirit. Because before 6.1. it only blocked screams and removed the effect on crows.
However, they also made cleansing/blessing totems and opening chests silent, which is a Buff. And they probably thought that this Buff needed some Downside, so they reduced the Speed of those actions. Which made Calm Spirit even less used, because its scenarios are already niche, but giving a debuff on top of it was too much.
It could also be possible that they did this to have a difference between the 3 Perk Tiers.
IMO they should change it that it only reduces the Speed while in the Terror Radius of the Killer. Because with this, you would still get the benefit of being completely silent when cleansing/blessing or opening chests, but you would only get the Debuff when the benefit actually matters (since it does not matter if I cleanse Totems silent if the Killer is full map away).
Calm Spirit would still be bad, but it would at least be a bit better.
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@Aceislife said:
They should have reverted his power nerfs a long time ago.
This would not change anything. I mean, if we talk about Power Nerfs, I would only mention the Overheat here. And this barely does anything, you have to mess up a lot to even notice Overheat.
When it comes to Add Ons, Hillbilly never needed Chargetime Add Ons or Cooldown Add Ons in the first place. Yes, some Add Ons can clearly be buffed, but he also has some which are fine as they are.
And even if you would remove Overheat and buff some Add Ons, he will not be more popular. One of the reasons why he is not played that much anymore is his FOV. You basically need Shadowborn to feel like "old Billy" and not everyone wants to do that.
But the bigger thing is his huge Chainsaw-Hitbox and the reworked Maps. While the Chainsaw-Hitbox makes hitting Survivors easier (I am wondering if they added this to remove Ghost-Saws..), it certainly does not help with curving. Furthermore, the reworked Maps are basically Hillbilly-cryptonite. You have so much stuff at basic Loops which makes curving worse, sometimes a box is there, sometimes a little twig comes out of the Wall.
And that the reworked Maps are filled with clutter (just look at Red Forest) does not help Hillbilly either, because you cannot sprint from one end of the Map to the other that easily anymore.
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@Mooks said:
Are we just gonna forget that the devs and the community said that the gap between swf and solo will be reduced AND the weaker killers will be given some buffs to compensate?
please, start to provide sources for such statements (from the devs) when you accuse them of not sticking to them.
there has been stuff promised by the devs that never became reality, but in this case, nope. They didn’t promise this.
^ this.
There was never a talk from the Devs about Killers getting buffed. They did not promise anything like that.
They will most likely do it if the Killrates get too low. But it can also be possible that the Killrates are still high despite the Solo-Buffs - and this is my assumption.
That weaker Killers will be buffed came from the community, not the Devs.
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@Snowflake_Syndrome said:
With your changes I'd prefer current Freddy and w/o alarm clock immunity for 30 seconds.
Alarm Clock Immunity is important. Because otherwise you wont see Survivors use the Alarm Clocks at all. I mean, some Survivors stay asleep regardless of the immunity, but even more would do so if there is no immunity. Because you have to traverse the whole map to wake up and you are instantly asleep once you get hit. They should provide some Slowdown, but fail to do so without any reason to get to them.
@Topic:
I think old Freddy would have been able to work with a few changes. The Gen-Teleport would have worked with him as well and would have already been a huge improvement. Regarding failed Skill Checks - not sure if those should be excluded (aka Paint Brush basekit). Because back in the day they were a lot more relevant since everyone was running Self-Care and it was easier for Survivors to wake up mid-chase, which was one of the biggest problems. Nowadays you need a Medkit for that and you need to be willing to waste some charges for this. Not sure if this would result in players waking up mid-chase.
And all other failed Skill Checks at least alerted Freddy.
Furthermore, as long as they buff his early and midgame and nerf his Endgame (talking about OG Freddy here), I am totally fine with old Freddy coming back. The main problem with Freddy on the Survivor side was that most just used Endgame Builds where it is way harder to wake up.
But in general, old Freddy as a base + improvements on this base would be preferred. New Freddy is just super dull to play and cannot really be buffed, because he is way too easy to play to be such a strong Killer like shortly after his rework.
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Yeah, IMO both Boons and Drones should not be able to patrol multiple Floors. One of the concepts of Boons is that the Killer can snuff it out without much time investment, however, this is not the case when they can work on multiple floors.
And Drones being able to cover multiple Floors is just increasing their already strong use in 3-Gens.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369420#Comment_3369420
I can only imagine the outrage that would happen if they nerf killer gen regresing perks and don't change DH.
Some Gen Regression Perks would be nice. Maybe Killer players would actually get better at the game.
@Justa335i said:
I hope they leave the meta perks, and buff some of the useless perks that no one runs.
Like: Corrective Action, Premonition, Calm Spirit, No Mither, etc.
Be careful what you wish for. Last time they changed Calm Spirit they thought it was a buff. And since then I have seen the Perk used even less (and it was super-niche to begin with).
@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369533#Comment_3369533
This is what they did with Eruption and Thana and everyone hated it.
You can’t just buff the bottom without nerfing the top, otherwise the new top will have to be stronger than the current to compete.
There is a difference between buffing Perks a lot and making them unhealthy. Your examples are Perks which got buffed into unhealthy, because being unable to do anything for 25 seconds was just dumb. And Thana was a problem on certain Killers (which it still is, yet less people are running Thana on Legion or Plague, probably because there are enough attractive Slowdown-Perks around).
However, I would say that Buffs like Off the Record and Lethal Pursuer were really well done. I mean, you can argue that Off the Record also benefits from DS nerfed into being basically useless, but I can totally see OTR being used with 5 second DS as well. And I would not consider OTR problematic.
And Lethal Pursuer was already decent, but the additional effect made the Perk a lot more attractive to use since you did not have the feeling that you are playing with 3 Perks after a few seconds.
So it is possible to buff weaker Perks. The Devs just need to be more smart with it and test it - because I highly doubt they tested Eruption enough.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368672#Comment_3368672
We don't often agree but you said it perfectly. They can't buff her without buffing her ability to hold 3-gens.
That killer should have never made it past brainstorming. She needs a complete rework.
This is what I have said in another thread. They should basically pull her back for now and rework her. And then bring her back with a refund-option for the players who dont like her anymore. And this is the first time I ever said that they should pull back a Killer and do an immediate rework, because usually I am part of the "give it some time"-side.
I cannot really imagine that they tested her properly. And Buffs or Nerfs will not be possible IMO. This would either make her even more oppressive or just way too weak.
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For Killer, nobody really currently. When I started playing Killer I really enjoyed Bubba, at some point this switched to Spirit, followed by Billy, which I played a ton. Sometimes 8 hours a day just playing Billy.
Then, before Doctor was buffed, I had lots of fun playing Doctor because it was quite challenging to get good with switching modes for him so that I can use the ability in chase and still dont lose distance because of that. Took a bit of fun out of it when they buffed him that he does not need to switch stances, but whatever.
Then there was a time where I played Demo for a long time. And the most recent obsession was probably Nemesis when he got released, I really played him a ton, almost as much as Billy back in the day.
Currently, I play basically every Killer, but less. Simply because I usually play Killer when the queue times are high and for some reason since incentives, I dont really play that much Killer anymore, simply because I can visually see that the queue times will be longer and I wont get as many BPs compared to playing Survivor (not that I play Survivor during the day, because I would play Solo and I dont do that anymore).
But if I have to pick a Killer, I would say I really enjoy Billy, but BHVR makes it harder with their Map Reworks. So much stuff on the ground, little twigs in loops which hinder curving and other things really make him a bit frustrating to play.
For Survivor, I am a Nea-Main since the beginning. I just like her cosmetics and her general style.

