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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • I agree with OP that proof would be nice sometimes. Sometimes I see really ridiculous takes here and then I would be glad to have some gameplay to see if it is true or (more likely) if the person can improve their gameplay. This includes ALL instances of cheaters being seen for example.

    But I would also like to see gameplay of players who say they "Lose every game". Just to see how they are playing to see if there is room for improvement or they are really not doing any mistakes, as they claim.

    However @Thesevenspirits "Level", referring to Prestive Level (I assume) has nothing to do with that. And IMO a person having a higher Prestige would not be right, e.g. most Survivor-players have at least one P100-character by now while P100s are more rare on Killer. So if I show a Screenshot of my P100-Nea, that P25 Trapper has to accept that I say he is OP?

    Let alone that you can have Prestige Levels without having to play a certain character even once. You can even not play the specific role once, e.g. someone can only play Survivor and still have high prestige Killers.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865907#Comment_3865907

    Nurse has usually had the lowest kill rate because new players read "Here is the strongest killer in the game, and she's free!" aaaannnnnnddddd then find out you need to put in hours and hours of practice with her & take loss after loss to get good, plus not being very controller friendly either. Since most aren't willing to do the work they drop her after losing too much.

    To add to this:

    She is also the one Killer where you cannot transfer any knowledge from other Killers to her. If someone starts playing Wraith for example and starts doing well with him, switching to Trapper will have immediate results and despite being a new Killer for this person, they can use their knowledge from Wraith to perform better with Trapper.

    This does not work for Nurse.

    And obviously that Nurse is a free Killer, which tanks her Killrate a bit.

  • @Brimp said:

    My guess would be a visual change to make the bar in the center of the screen so you don't how to look on your left (even though it takes half a second) to see your remaining time. Hopefully nothing done to the screen getting darker as your deep wound goes down because that's on the survivor for letting it get that low.

    Sadly this is not how it works currently. It used to work that way when the timer went down outside of chase. But nowadays your screen gets darker the longer you are in Deep Wound, even if you are being chased the whole time and the Timer does not go down at all.

    And I really hope they change this, because it is the complete opposite you are saying - the Survivor has no control over how long they are in Deep Wound as long as they are chased.

  • How can you ignore the Buffs Pig received? During the Patch where the Aura of Boxes was removed, Pig also received some Buffs. And in the right places IMO, her Chase and Stealth deserve way more love than her boring part of the Kit (the Traps).

    And even before Pig got quite a huge Buff with the change to Box Logic so that you have a guaranteed number of searches instead of a random number. Now Pigs Traps are really consistent instead of relying on Luck.

  • @Langweilig said:

    I want pick up speed added to it.

    Fire Up already increases pick up speed.

  • @danielmaster87 said:

    As annoying as it is to say this: the question isn't specific enough. I think at high or even mid MMR you have to tunnel, just because of how fast they do the gens vs your time to kill. And MMR being hidden means everyone thinks they're on top. That's why it's hard to answer.

    I think I hover at pretty high MMR. For me, tunneling or hook juggling only 2 people is necessary, except in the small window of time I get put with consistently mid survivors. I've even started using coins to count hooks, because I don't want to forget, since the game hides individual hooks from you on purpose, and then I lose the match from accidentally playing nice. If you play Nurse or Blight, you probably don't need to tunnel. But against the very top survivors, all killers will need to tunnel.

    I highly doubt that someone who struggles as much as you when playing Killer is at high MMR. For high MMR you have to win many games, but reading your posts you are losing the majority of your games. And well, for a bad Killer player even mediocre Survivors look good…

    @topic:

    No, I dont think that it is necessary. And I would also not really see it as a general thing to do. And also not tie it to any Killers. IMO you can win without tunneling with every Killer. And this the majority of the times, which means that you wont 4K every game, but you can have consistent good games without having to tunnel.

    However, I think depending on the situation, it might be needed. When you have to have someone dead, you might need to tunnel. But this is not needed at 5 Gens or early in the game in general. And then it depends on the Killer, e.g. you will more likely reach the point in the game where you need to kill a Survivor when playing Freddy compared to Blight.

  • @Grigerbest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865608#Comment_3865608

    Speculation time!

    What if they reverse this perk?

    I mean, you've got 20-25% actions speed buff at 5 gens, and with each gen you will have minus 4-5%? (That would be awful tbf…)

    Tbf - I don't want them to remove anything from the animation speed buff list… But if they add % to it… I can see that happening…

    This would be pretty bad. Because it would be a Perk which is good on Killers who can defend Gens well and those would be stronger. While Killers who are not as good at defending Gens and lose a few Gens at the start would have less use of the Perk.

    @Topic:
    I hope they add another effect on top of the current one. A simple number Buff would be boring.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865395#Comment_3865395

    to be fair, BHVR has officially confirmed cross progression for Switch back in.. was it 2019? So at least to some degree they can be blamed for that statement. Me (and i guess plenty of other) bought the game on Switch just because of that false promise.

    Ignoring those circumstances is pretty wrong. BHVR cannot travel back in time, at this point, their statement was true. That Nintendo decides to not go with it is not BHVRs fault.

    And with thinking like yours you basically kill communication. Because why communicate things when the response is "But you said…"?

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865377#Comment_3865377

    Fully made this thread with the expectation that I'd be laughed at to be honest. Normally when I say this people get mad about it lol but like it's true. I don't even see how it's something to argue over at this point when 1/2 of entire maps can spawn with nothing these days.

    Thats the thing - we have reached a point where even the most biased Killer Mains would not even argue anymore, since they know that some maps have become way too weak.

    Even tho, I would say that Haddonfield is the prime example and currently the most killer-sided Map. Every window is unsafe, huge deadzones, map is as big as a shoebox, but has a highway in the middle of the map which can spawn up to 3 Gens.

  • BHVR is not to blame here. You can blame Nintendo for that. BHVR have provided Crossprogression for every platform, except for things paid on Switch. It is quite clear that Nintendo is the culprit here.

  • @TwinsMain2004 said:

    nothing wrong with a killer being a good slugger

    It is unhealthy. Simple as that. And not even fun for the Killer, because otherwise one of the strongest Killers in the game would not have one of the lowest pickrates.

    @Topic:

    I dont think that the Devs are done with Twins. If I remember correctly, work back then was that they will still work on them, but they at least gave them QoL-Changes. Because they clearly attempted to fix the slugging-issue with Twins.

    However, I hope if they do another try to rework them, that they work VERY closely with their consultants. Because they clearly did not do that before OR they did not listen to anything the consultants said. If it takes players 1 game to see that their idea of the reworked Twins is horrible and overpowered, I have to assume that the Devs did no testing at all.

  • Yeah, the Coldwind-Maps got destroyed in various degrees. Some even before they added the new Tiles, e.g. Rancid Abattoir was really week before already. Cowshed was fine after the first Nerf, the Map was one of the most survivor-sided Maps in the game and after the general changes to the layouts, it was fair.

    But adding those really unsafe Tiles on top of it was just too much. Those are Tiles where you NEED a stun in order to get value out of the Pallet, if the Killer is respecting it, you will get hit, no matter what. And IMO it was a big mistake to replace good and strong Tiles (or even completely fair tiles like T/L-Walls) with those new Tiles at a 1 to 1 basis.

    If they want to add more unsafe Tiles and less safe ones - sure. But those should not weight the same amount like Jungle Gyms for example. IMO to each of the new Tiles they added, they should add another somewhat unsafe Pallet nearby which can be used.

  • @shalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865272#Comment_3865272

    If you're only playing to win you'll be giving up 60% of the time as a Survivor.

    Nah, I dont play to win, it is totally acceptable to lose in DBD. Or in any videogame.

    But IMO if a game is impossible to win due to an early DC, I think other players should also be able to DC without penalty and with all the BPs they gained until this point. Because if there is a DC at 5 Gens, the game is lost for the Survivors, Bot or not. And honestly, I also dont think it is fun as Killer at this point, because the challenge is gone.

    To give you an example - would you also say "If you are only playing to win…" or "some of us want to play the game even if…" when the Survivors, who were WAY better than the Killer, would stop repairing Gens after they have done 4 Gens and then just go on chases with the Killer? I mean, the Killer should not have a problem with prolonging a game they most likely lost, according to your logic. But a pretty bad feeling, eh?

    And the same feeling is what you get as Survivor when the game is lost early on.

  • @FMG15 said:

    The point of the game is to play it why would I just skip every game that isn't going in my favor? Maybe take Cote's advice and play a game of CIV if just playing out the game is too bothersome for you.

    @shalo said:

    Not everyone gives up as soon as they believe that they can't escape, some of us want to play the game even if we don't escape.

    The thing is, once the game is an early 3v1, the Survivors basically become BP-Pinatas. It is not really possible to win and at this point you just prolong a unwinnable game.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865117#Comment_3865117

    There's five gens, so the time saved is 4.3 x 5 = 21.5 seconds.

    I'll just add that this is an optimal, best possible case scenario that requires one person to be chased with this perk constantly for the entirety of all the gens on the map. With 3 survivors, that's at least 3-4 minutes of constant chase.

    Last time we got stats from BHVR, the average total chase time for one survivor per match was about 67 seconds. So QG is only getting you about 2/3s of one gens time, in a best case scenario that's about 9 seconds of time saved if all 3 survivors are on gens, outside of the QG range, and the survivor is in chase for the entire time. 9 whole seconds.

    One kick from the killer, even without any regression time afterward is enough to completely undo this perk on a gen.

    To add to this - this while not losing a single health state, because otherwise Quick Gambit goes on a lengthy Cooldown.

  • @exDbd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864574#Comment_3864574

    let’s put it like this then, ping should be less than 100 for all players. Not 1k cap I think it’s set at. How’s that? And no the game isn’t fun for survivors when you get hit from 10 miles away or the killer randomly swinging to get those hits knowing their ping is bad.

    Sadly this does not work. Because there are not enough Dedicated Servers to provide every player with such a connection. In some regions (e.g. Russia) they are not even supported. So having a Ping-Cap of less than 100 would just mean that some players cannot play the game at all anymore.

    But I would agree that something needs to be done, because you can basically say the game is lost when you verse a Killer with high Ping, since you get either hit by hits which should not connect or chases are much shorter than they could be, simply because you have to predrop and can do less Loops.

  • @alpha5 said:

    For the same reason nobody uses Reassurance or For The People. When I bring these while solo I need 10 games to even have a chance to get value out of either.

    THIS is also true. Whenever I see Reassurance being used it is just a Survivor who uses it on me right before the Unhook. The amount of times I saw it actually be useful in my Survivor games is a handful at best.

    It is an Anti-Camping Perk which is bad at Anti-Camp so not many people bring it.

  • Unrelenting is really underwhelming. I would recommend using Brutal Strength instead of Unrelenting, Clown forces Pallet Drops, so Brutal Strength can help to get rid of them a bit faster. It also helps when you kick Gens with Pop Goes the Weasel.

    Other than that, Sloppy Butcher is always solid, even tho Clown can also use a Mangled Add On instead. Save the best for last is also an option, but I personally would prefer Brutal Strength, since STBFL requires you to play around the Obsession, which can be annoying.

    The rest of the Perks is fine, but I would personally also recommend to not use Bamboozle, especially if you are a new player. It makes you not learn Tiles and instead just vault the Window every time, which is good for strong Structures like Jungle Gyms or the Killer Shack, but not needed for weak Tiles. (But it is a good Perk and you will have value from it)

  • As already said, Content Creators do Content. So I would take their opinions with a grain of salt, especially if they talk about new stuff they might not have tested that much OR just tested with really busted Builds against/with REALLY good players. And the situation portrayed will most likely not be the same situation you encounter in your average public games.

    When it comes to the Forums, they tend to overreact all the time. Even tho I also thought that Shoulder the Burden would have some potential to join the Meta, others were completely overrating the Perk. So far I have yet to see it have any impact in my games, both Killer and Survivor. I often feel that when I play Survivor that Shoulder the Burden helps the Killer more.

    Sure, there are opinions that the Perk is really strong in the hands of a very strong SWF, but I feel we are talking about a level of strength which Players usually dont encounter in public games and ignore the fact that those teams will win already without Shoulder the Burden.

  • It is not unlikely that playercount will drop. And I think this will mainly impact SWFs a bit more (if 4 people regularly play together and 2 or 3 want to play GTA6, you will not see the remaining ones in DBD being Solo/2 man SWF).

    But usually this is only for a short time. Same happened when Elden Ring released and probably other games as well. But this is nothing which only affects DBD and it is also nothing which will really have a long-lasting impact on DBD.

  • I mean, do you play the game on the highest settings and also have max FPS? If that is the case, why shouldthe GPU usage be at 100%?

  • Dumb question, but did you snap out of it? Madness 3 prevents Survivors from doing actions until they snapped out of it.

    I have not played against Doctor a lot these days and I also did not play him that much either, but I did not notice any Bug like that.

  • @OneGoodBoyDemo said:

    I don't think it's fair to say that they don't have any new ideas for perks because not much time has passed since they introduced new perk mechanics such as Boons, teamwork and invocations.

    I really think they are afraid to introduce new mechanics into the game so that the CoH situation doesn't happen again, which if we're honest really broke the game. This is why perks that introduce new mechanics are usually weak.

    You have a point about the status effects. I had totally forgotten that the deafness status exists in the game and I agree that it was poorly explored. It would be cool if there were more perks or even a power that affects hearing.

    The thing is, new mechanics such as Boons, Teamwork or Invocations are not really worth anything if all of the Perks suck. Like, I am not looking forward to them giving a new Invocation-Perk to new Survivors, because the two we have so far are terrible and there is not much hope that it will get better.

    The only Perk out of those which was worth running was CoH and there you can argue that it might have been an incentive to buy the Survivor-only paragraph. And since then it got overnerfed (IMO the version right before the most recent Nerf was fine balance-wise and already bad to use).

    So I would rather say they should not introduce new mechanics if those are not worth running at all. In fact, I am at the point where they should just not release Perks, because they are mostly clutter nobody will use anyway. So why even put the time into creating unplayable garbage?

    Regarding the deafness-Status effect - I think it is the most unpleasant thing (audio-wise) which is in the game. So I am happy they did not use it much so far and if they do, I think they need to make it bearable.

    @Topic:

    Aside from what you have written, Incapacitated should NEVER be part of Perks again. We had this with Eruption and it was a disaster, so hopefully it never happens again. It makes total sense to tie this to some Killer powers, but the Survivor not being able to do ANYTHING should never be part of a Perk.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863473#Comment_3863473

    Always the killer's fault, I see. Never has anything to do with the state of the game, nothing's ever out of the killer's hands, and survivors are never expected to be punished for their own mistakes, 3-gens for example.

    Sorry, but it is really easy to focus only on the 5 easy to reach Gens as Killer. If you decide to defend the Gen in the Portal Room, you are playing the Map wrong.

    And yes, playing the map wrong is the fault of the Killer.

  • @wakesafe said:

    These posts are why I brought exactly 0 cakes or streamers this event as Survivor, despite having hundreds. I have no desire to give Killers bonus BP or fix their broken Mistletoe offering so they can slug me and waste my time

    Same here. I have thousands of Cakes and BPS on my characters, but I just dont want to use them. I only use them during the Anniversary, but it just feels bad to use them and then just get slugged to death and end up with 3k points or so. (In general, I think that a BPS or Cake should count double for the person using it, more incentive to actually use them)

    @Topic:

    Yeah, something like this should and most likely will happen. I dont care if it is some form of pickup or faster bleedout, but getting slugged for up to 4 minutes without anything to do against it is just not fun. And not needed as well, especially if the Killer is prolonging a game tehy already won.

  • @GentlemanFridge said:

    Still would like to see Hellshire Penitentiary someday, as well as an expansion to Lèry’s.

    The new addition to Ormond tells me it’s possible?

    I would also like to see another Map for Lerys. Ideally a very open map. In general, I hope that they add maps to all Realms which only feature one map, because this would also weaken Map Offerings and give more variety. You have seen this with Garden of Joy - after they added Greenville, not many Map Offerings are used for this realm anymore.

    So actual second maps for Lerys, The Game, Eyrie and Haddonfield would be great, ideally very different from the already existing Maps.

    @Topic:

    I want a Map with a huge Lake which is part of the gameplay. I think we are really missing a Map with a huge body of water.

  • Thank you for doing your work to get the Devs to implement Anti-Slugging measurements! :)

  • Then you should have had a much smaller portion of the map to cover. And if you lost 4 Gens in that small portion of the map, then you messed up way before they got to the last 3 Gens.

  • @CrypticGirl said:

    Higher DC penalties would only lead to more people throwing on hook and not leaving bots for the remaining Survivors. But I know Killers wouldn't care about that.

    That said, I wouldn't oppose ending the match if there were only bots left. I personally wish they hadn't added bots in the first place. I feel like they cause more problems than they solve.

    I personally wish they hadn't added bots in the first place. I feel like they cause more problems than they solve.

    100% agreed here. I wish they would have never done it. Especially because Bots only help the Killer in a situation where they already got an advantage. A Bot is hardly useful. I have observed a Bot yesterday, that Bot was basically only wandering between 3 points, not progressing the game.

    But what is a Bot instead? A stack of Grim Embrace/Pain Res. A few uses of PGTW and Surge. And sometimes a good Bodyblock to help the Killer. That is a Survivor Bot and I dont see any difference between a DCed player and a Bot, except that the Bot helps the Killer.

    And the worst thing is that they will be implementing Killer Bots at some point. And I really dont want to play against a Bot as Survivor. I play the game to play against actual players, not against a poorly coded AI.

    @Topic:

    DC-Penalties are lenient because crashes happen. And I think this is totally fine that the DC-Penalty starts slow.

    In fact, I would prefer if other players can DC if one person DCed already. I have 0 joy in playing out a game with an early DC on either side, since as Killer all challenge is gone at this point and as Survivor, the game is lost. And sometimes another Survivor will give up after one DC (because they know it is pointless to continue) and even if the remaining 2 want to play, there is not really any incentive to do so as Killer, since you can only farm at this point.

    So I would rather have the option to DC myself if a player DCs. Sure, they would need to add something that it can only happen until a certain point, could be time-wise or maybe progression-wise, who knows. But other than that, there would not be much restrictions (since some people will mention SWF - does not matter, everyone will have to wait for the player who DCed in an SWF, so it is not like SWF could trick the system).

  • @BurnedTerrormisu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862229#Comment_3862229

    leaving hard to patrol gens to the end creates map pressure for the killer. ignoring them, like you do, as killer is the best you can do against uncoordinated teams.

    To be fair, "map pressure" is usually used to describe the pressure the Killer has on the game (or the map). So having map pressure is a good thing.

  • @Spare_Them_Mori_Me said:

    The one by the portal room, with the gen up top and a nice vault into the lower? Which connects to a window and gives enough time to run up and do it again?

    I usually let that gen just.. go. Survivors can't stay in that room if they want to win. I feel that chase sequence you are referencing is a check on killer sense. But regardless, I'd recommend not chasing there. Its literally a doomed cause.

    Basically this. As Killer, it is best to ignore this Gen and the one on the very top and then you have such a small portion of the map to cover.

  • @jmwjmw27 said:

    I think they should cap rift tiers at whatever the last significant reward is, then once you reach it give you X bloodpoints every time you get enough rift fragments/exp/whatever that equals one rift tier. If this is infinite the grinders can keep getting bloodpoints without being capped at 200 and we don't have to worry about FOMO like Aven_Fallen mentioned.

    Infinite Rift Tiers was actually an idea I had for quite some time. And they implemented it at some point, just only with 200 Tiers. I would not mind if they increase this to 500 Tiers or so, not that anyone would actually reach it. But back then it felt kinda bad to get Login Rewards or Double Rift Fragments and not having anything from it.

    But I am already happy that they increased the Rift to 200 with really minor Rewards.

  • More Tiers - yes.

    A big reward at the end - No. The additional Rift Tiers are for people who complete the Main Part of the Rift (until Tier 85) very quickly so that they see a number going up and get a bit for their playtime and Fragments. A big reward at Tier 200 would just mean that players would feel like they have to grind to Tier 200 to not miss out.

  • @buggybug said:

    I tried it only one time and my friend told me he barely felt any difference reparing when I ran the killer for awhile. May as well run deja vu instead lol.

    Thats the thing, for the Repair Speed Bonus neither Deja-Vu nor Quick Gambit are good. Deja-Vu is mainly used for finding Generators quickly and trying to avoid 3-Gens, but the Repair Speed Bonus is nearly non-existent. And Quick Gambit only has that going for it, which makes it way worse than Deja-Vu.

    @Topic:

    Quick Gambit was only be called good or OP when they announced the changes. And obviously it was not true. Personally, I would lower the Cooldown to 20 seconds or so.

    I dont think that adding Vault Speed would be really good, because when you are healthy, you already have Finesse, when you are injured, you have Resilience. And if the Cooldown would be kept, you would only get value out of it with Resilience after 60 seconds…
    I would also not increase the numbers of repair speed, since it is hard to balance.

    So I guess lowering the Cooldown is the way to go. 20 seconds would be reasonable I guess.

  • @Xernoton said:

    I don't think it was a failure. It was one of the biggest, if not the biggest update we'd ever had and there were a lot of good changes in that patch.

    It is almost unanimously agreed that base kit BT was a great addition. No one perk should ever be necessary to ensure the game is actually playable. It didn't end tunneling but it definitely allowed for more perk variety, which is a win in my book.

    Whether you loved or hated DH, you can't deny that a perk with that high of a pick rate does cause issues. It's not fun to play against the same killer over and over again and DH made chases feel like they were always the same for killers. You did the first half of the chase, then waited for DH and then hopefully ended the chase. This immense overexposure really was what made so many people despise it.

    The old gen regression meta was also getting quite stale. It's easy to say now that we want it back and that it did have some great aspects (like Ruin being worthless when you camped instead of pushing survivors off of gens) but just like DH, it was too common for too long.

    The regression meta we got after that was terrible but the intention to shake up the meta was still good. I also disagree that all three of those perks were gutted. Eruption is still fine. Not super amazingly meta but definitely a very helpful perk. Overcharge is worse than it was before but let's be honest nobody used it then, so it's not really a loss in that sense. The only perk that was really lost is Call of Brine. It was fine before (it was no issue at all when it released and even then it had a pretty respectable pick rate) but now it's pretty much a dead perk. The regression aspect could be scratched entirely and I honestly wouldn't consider that much of a nerf, since it barely does anything to begin with and the info aspect isn't good either. It's ok for a secondary effect but not worth a perk slot.

    This next part might be a bit controversial but bear with me. The DS nerf was good. It wasn't good because the game was healthy in that state but it was good because it highlighted how much of an issue tunneling really is. It had always been a thing but it was never more rampant than in 6.1.0 and that was probably what caused the devs to design more anti tunnel perks and buff some options that were weak before. I'm glad it got buffed again but I doubt many of us really saw the extend of the issue that is tunneling before that.

    The base changes in power dynamics are fine in my opinion. But we've had this discussion a million times, so I don't feel like going into it again.

    Overall, I think 6.1.0 had some incredibly bad short-term consequences but it was a good patch in the long run. The regression meta is much less annoying than it ever was and the game revolves more around chases than just stalling (on both sides). I think we strayed a bit too far from that balance between those two because now games feel rushed but sometimes you have to break something before you can fix it.

    This next part might be a bit controversial but bear with me. The DS nerf was good. It wasn't good because the game was healthy in that state but it was good because it highlighted how much of an issue tunneling really is. It had always been a thing but it was never more rampant than in 6.1.0 and that was probably what caused the devs to design more anti tunnel perks and buff some options that were weak before. I'm glad it got buffed again but I doubt many of us really saw the extend of the issue that is tunneling before that.

    This would be true if they would have actually done something to help with tunneling. So far, they did not do anything meaningful. Almost every Anti-Tunnel measurement resolves around Endurance and can be removed within one second after the Unhook.

    And the oh so problematic Perk Shoulder the Burden does also next to nothing.

  • @Pirscher said:

    I can't stand the bright, happy yellow sunlight on Coldwind either... It totally lost its horror vibe from the original

    I mean, this is a complete different topic, but I think that not many people really like Daytime-Coldwind. Maps got brighter and brighter over time and IMO Daytime-Maps really feel out of place in DBD.

    Coldwind was looking so good before the switch to Daytime.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861291#Comment_3861291

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861294#Comment_3861294

    So then he's only 32m in tier 3? I don't recall the old description saying it was slightly reduced in tier 2. I thought it was only slightly reduced in tier 2 if he was stalking. Either way, I've been playing against him for years and never had him that close with no TR unless he was in Tier 1.

    https://us.v-cdn.net/6030815/uploads/VAF23EPRBC8H/193fb3c0a2a71-screenshoturl-resized.jpg

    https://us.v-cdn.net/6030815/uploads/LUQ4AMGLZA88/193fb3c30b7100-screenshoturl-resized.jpg

    Thats the issue with descriptions, they are not entirely accurate if things can change during the match or if a Killer has special abilities which influence the stats provided.

    Myers had and still has 6m Terror Radius in Tier 1 (although you dont hear it, since he is Undetectable in Tier 1), 16m in Tier 2 and 32m in Tier 3. And you should notice him when he is in Tier 2, unless he had M&A and/or Dead Rabbit (I went against a Myers yesterday who used both and he basically popped up right beside me with his 4m Terror Radius… But without those, he is stealthier than other Killers, but not that stealthy that he can surprise you that much).

  • @danielmaster87 said:

    If they're THAT lacking in resources, then raise it by a hair. I personally haven't had any easy killer matches on them. It's all about survivor caliber.

    You know, you having no easy Killer Matches does not mean that Killer is hard. If Killer is hard FOR YOU, this might be a FOR YOU-problem.

    But you can objectively say that Coldwind is really bad ressource-wise and Rancid Abattoir is a prime example for that. They made a bunch of super-unsafe Tiles and replaced Jungle Gyms, Longwalls and even T/L-Walls (which were fair to begin with) with those. Obviously the map gets worse with that.

    (And especially Rancid Abattoir was quite empty before that)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861045#Comment_3861045

    the cognitive bias where tinkerer, a non-gen defence perk that grants information+some stealth needs nerfs while ruin does not need nerf yet was one of they key slowdown perks in which your post ALSO complains about 3-4 slowdowns.

    tinkerer absolute did not need nerfs. if the goal is to move killer away from gen defence, virtually every non-gen defence perk needs to be buffed and killer need more base-kit gen defence buffs. 5% regression doesn't on gen-kicks doesn't cut it.

    Tinkerer did need a Nerf. Sorry, it removed any gamesense needed if you get a notification whenever a Gen is at high progress, just to go there and let it reset with Ruin.

    Tinkerer was the problem with Ruin/Undying/Tinkerer. And not Ruin itself. If you think otherwise, you are simply wrong.

  • @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861045#Comment_3861045

    Eh, some of this is right, most of this is well off the mark.

    • IW is just a problem perk and needs a rework. It's the reason I just cannot play Spirit anymore.
    • Ruin was absolutely needed. It got overnerfed, sure - but this thing was a nightmare if it spawned in a weird spot.
    • DS was a dumb nerf, partially reverted. 5 seconds back then…are the exact same as now. What? Time doesn't work like that.
    • Self care was absolutely overnerfed.

    It took the game into a few weird spaces but I think we're now in a decent spot - mostly. Slugging is getting a look, I really hope the devs finally fix the tricks to avoid AFK crows and do something about hiders.

    On the other hand, the way they handled Skull Merchant may be one of the pettiest, most meanspirited things the devs have ever done and I'm still pretty annoyed about it, especially with Mandy basically gloating about it on a stream.

    No, 5 seconds nowadays are not the same as back then. Back then Killers were weaker, maps were more survivor-sided. 5 seconds were more valuable a few years ago.

  • Yeah, "disaster" is a fitting term. In general, the Shake Up was not really a Shake Up. I dont consider it a Shake Up if the Meta on Killer Side goes from 3-4 Slowdowns to 3-4 Slowdowns, just different ones.

    Then there were unneeded Nerfs on both sides, some of them at least partially reverted. Iron Will-Nerf was not needed at all, especially not the double nerf. They reverted one part, to make the Perk useable again, because anything below 100% Noise Reduction might as well be 0 when you have to hope to play against a Killer who uses Headphones.

    Ruin was also not needed. Yes, Ruin/Undying/Tinkerer was oppressive, even with nerfed Undying. But the main culprit was Tinkerer and this got nerfed. Nothing more needed to be done.

    DS was another pointless Nerf. The only thing people asked for was deactivating in Endgame (which I can understand, but personally disagree with), but nobody asked for it to be butchered to 3 seconds. And even now it is still weak, and it would be still weak with 5 seconds, since 5 seconds back then are not 5 seconds nowadays.

    Self Care was another nonsense Nerf. The Perk was not efficient before and was even worse afterwards. For some reason people still play it, but the Nerf was not needed. I get that it had a high useage (which should never be the main reason for a Nerf), but as far as I know this was only on the Asia Servers. And the main reason why people run Self Care is because they dont want to or simply cannot rely on their teammates. And making it harder for those players is just wrong.

    And those were just Meta-Perks. Some niche perks were also just butchered, Calm Spirit, Pharmacy and Botany Knowledge for example. And probably many more, because for some reason the Devs thought that getting a Medkit at the start of the Trial would be too good or being silent while doing Side Objectives would warrant a downside.

    Meanwhile we got probably the worst Slowdown-Meta ever with the Eruption-Meta, where you basically had to try to lose as Killer and which was far worse than the Regression-Meta before.

    So yeah, overall it was a big failure. I think the idea of big Perk changes is great, but they should just focus on making weak Perks stronger to create more variety and if they want to nerf popular Perks, those should be MINOR Nerfs. E.g. I think the most recent Nerfs to Slowdown-Perks was quite nice, they are still really strong and are still used, but they are weaker. This is a good way to balance things. Not to destroy the Perks.

  • @BurnedTerrormisu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860635#Comment_3860635

    Ingamehours, screenshots of p100s, number of comments, the friendslist or just the language of reviews.

    None of that can be an actual indicator.

    • Ingame hours - sure,, those MIGHT be a sign, but having many hours does not mean that the person is actually helpful. I played with a Survivor who had 21k hours and they did not do a single Gen, which lost us the game. And even if someone only has a low amount of hours, they could simply have been on Console before and are now on Steam due to Cross Progression.
    • Screenshots of P100s - all this shows is that the person put a lot of BPs into that one character. Not more. Some of the best players might not even have a single P100, since they play every Survivor.
    • Number of Comments - meh. Bad comments can be deleted very easily. And even the bad comments are often enough purely out of rage and not because that person was actually bad at the game.
    • Friendlist - what does it matter that this random person has other random persons on their friend list? IMO the friend list is only used to dodge SWFs, but has no real gameplay-relevant reason
    • Language of reviews - again - what does it matter? Unless you want to dodge certain nationalities.
  • As others have said, this would really promote tunneling. It is easy to keep 3 people healthy and have a 15% Debuff to repairing while only chasing one Survivor. It would really raise the question why even using this Perk and going for different Survivors. Or even, why not just tunneling (which is already the most efficient strategy) AND running your version of Thanatophobia, to make tunneling even better.

    Also, I think that healing other Survivors is expected from Survivors and part of the regular gameplay - you should play the game that way. And punishing players for playing the game correctly is wrong.

  • @GentlemanFridge said:

    In this particular scenario, I'm afraid it's not a bannable offense, as the game can and will end within a given timeframe. That, of course, does not mean it isn't a scummy thing to do.

    As for solutions, I've already mentioned this in other threads, but survivors losing collission when they have AFK crows seems like it would solve so many instances of actually problematic bodyblocking…

    While I would say it is bannable (working with the Killer), I am baffled that the solution of Survivors losing collision when they get AFK Crows was not implemented yet. It is the perfect solution for this and will not really impact regular gameplay at all.

  • Of Level 2?

    Go to a Snow Pile, hit whatever Button lets you charge an Instant Snowman and you got it. Maybe you need to collect Snowballs first, but afterwards you should have the option to create an Instant Snowman.

  • @jajay119 said:

    my biggest pet peeve this year has certainly been the massive uptick in unsafe loops.

    I’d rather there have been a general reduction of pallets but have more effective ones.

    I am of the opposite opinion - mainly unsafe Pallets, but lots of them (and no Bloodlust, since this makes fair unsafe Pallets unfair).

    The problem is if you have effective pallets, but not many of those, one bad Survivor who throws them fast can basically kill the entire team. But if you have loads of unsafe Pallets, a good player can get more out of them and a bad player will not kill their team by throwing them early.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859551#Comment_3859551

    I said it right or?

    Didn’t they put in the survey what each meant as you were able to choose?

    Yeah, you said it right. They asked in the Survey what the Understanding was. And as I said, two times - one time they asked what a Rework, what an Update and what a Tweak was and then they did the opposite and gave definitions and asked if the definition/description belonged to a Rework, to an Update or to a Tweak.

  • @Langweilig said:

    I’m a bit confused right now. Update means something bigger, reworks change the power fundamentally and tweaks are just number changes or?

    This was in the survey, yes. They even asked it twice, probably as a test so if someone answered anything different, their answers afterwards would probably not be considered, since the person answering it did not understand what a Rework, what an Update and what a Tweak is.

  • I have not seen a Killer who was AFK the whole match in months. And this might not even have been intentional, sometimes people really forget that they queued up, especially if queue times are long. I have seen Killers who went AFK when the match did not go their way, but this is whatever I guess. But not that a Killer was AFK from the start.

    I also rarely see farming Killers, but even if a Killer wants to farm, you can just do Gens and escape. At least this is how I am doing it, I dont care about farming and I usually do not farm, so I will just do Gens and dont engage with the farming and so far it went well all the time.

  • @[Deleted User] said:

    The streaks are possible. I'm pretty sure Knightlight was recently able to do a 4k no perk streak with the entire roster starting with Trapper. V1rtual got 60 4ks in a row at 2+ gens on Wraith.

    Thing is that those people are actually as good as they think they are.

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