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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • Nothing is stopping that last survivor from just conceding up rather than stalemating the game and wasting everyone's time further. At best, you have a slim chance at hatch, while the other survivors sit there and rot. You're just as responsible. Let's all just go next.

    That is a bad take IMO. Why should a Survivor concede when their Job is to survive? And why do people suddenly support Survivors to go next in this case?

    Would you say that a Killer who lost 4 Gens without getting a single Hook should just give up at this point? Or when all Gens are done? We hear so often from Killers that the Endgame is part of the game and also that Survivors have too many chances in Endgame, yet a Survivor should concede?

    The fact is that a Killer slugging for the 4K is simply prolonging a game they won anyway. Especially if it was a stomp, nobody can argue it was not a win when there is a 3K with 2, 3, 4 or even 5 Gens remaining, even if the last Survivor might get the pity escape (which only meant that they were lucky, since the Killer has even all advantages to find the Hatch first due to higher mobility and no need to hide).

  • I mean, it was clear that something will be done about it, Killers are just overdoing it and there is way too much slugging outside of getting a bit of pressure or avoiding something like DS (as if this is needed nowadays anyway). So good that they are starting to look into it. Even tho I dont understand what difference the Perks make. Sure it is a bit dumb if a Killer has a build which gets a lot of value from hooking but still decides to slug a lot, but thats about it.

    Overall, I think the Survey was fine. But having to click every Character I own manually instead of just having a Button to select all let a bit of my soul escape my body.

  • @jmwjmw27 said:

    I watched that game and I question every time someone says tru3 only lost because he got sniped by a comp full SWF. Watch the pig game he plays in that same vod afterward which had spitzzx in it (anon nancy). He accuses them of being another sniping SWF when spittzx was solo and the chat was accusing the survivors of cheating as tru3 tried a stand still mindgame multiple times that wasn't working and kept losing 50s.

    As for "is it possible if you're being sniped", yes but no. If you're playing a high tier killer with full meta you can, if you're playing solo or need 3man out in a SWF good luck lol. The one thing I do believe that tru3 says is that he gets sniped a lot, I've seen knightlight's streaks and he is constantly being sniped by survivors who try to help him in copycat streak.

    This has always been the case, those accusations that the others must be some high Tier SWF. Before Dedicated Servers existed, I played against tru3, with tru3 and against/with the same players he was facing and for some reason he either is wrong most of the time or when I face those players they are solo, while they were always 4 man SWFs in his games (including when I was there as Solo-Survivor, I must have been part of a toxic 4man SWF while not knowing…).

    In general, his Chat only knows it as "toxic SWF", you will rarely see them calling something "SWF", it is always "toxic SWF". I remember one time when I still used to watch his streams where he was doing some challenge and a Survivor said that tru3 played well and if he would not have doing that challenge, they would have died. Chat and tru3 immediatly assumed that it was a stream sniping toxic SWF, even if he was using the same name for some time AND doing said challenge for some time, so people would know it was him and would know that he was doing a challenge anyway…

    That he gets sniped is nothing new, many players who are doing Challenges are being sniped at some point. The thing is that you have to do your challenges also against people who snipe or who play as a coordinated team - only doing challenges against 4 Solos who dont know if they are playing DBD or Minecraft is hardly a challenge.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856248#Comment_3856248

    Why did this come up every time being slugged until bleed out comes up?

    Teabagging at the exit gate has several things base kit the killer can do. At worst, it's only 2 minutes, not 4. You can, base kit, force them out and possibly even mind game an extra kill or two. You can just ignore them and earn BP for two minutes around the map.

    None of that is available to slugs. You can't earn BP, you can't ignore the killer if they're following your slug around throwing hatchet at you, or humping you. You can't turn the game around, and you have no measures available to speed up or shortcut the full 4 minutes of bleed out.

    Not to mention that the teabagging scenario you describe requires all the survivors on the team to be coordinated in being toxic (a very small percentage of the player base). It only takes the one killer deciding to be a jerk to pull this off, which is far easier and also more common.

    This kind of response is simply "bUt SoMeOnE ThInK oF tHe PoOr KiLlEr".

    This comes up all the time. But you can even compare those - Killers have an option to end the teabagging at the Exit Gate faster. Survivors dont have an option to speed up the Bleedout.

    But in general, those two should not be compared, for the reasons already mentioned.

    @Topic:

    There will be either something which helps Survivors to pick themselves up when slugged for too long or a faster Bleedout. Something like this is bound to happen, because some people are just overdoing it currently. Nobody wants to spend 4 minutes on the ground without any possibility to do anything, this is just not good gamedesign. And it is also not the intended way to play the game, if someone is bleeding someone out, they are playing the game wrong, indicated by the fact that a Bleedout gives almost no points.

    But we all know that if something happens, it is because of those survivor-sided Devs and not those Killers, who think it is their job to make the Survivor Side as miserable as possible.

  • Yeah, they should do something about slugging for the 4K. In the end it is someone prolonging the game and wasting tome of someone else (the Survivor on the ground) for a game they already won. And especially if not all Gens are done, and even more so if it was already a stomp, there is 0 reason to not feel like it was a win, even if someone gets a pity escape via Hatch.

    In general, I think a Hatch escape should work like a sacrifice for the Killer. The Survivor should still count as escaped and should still get the points and any rewards for that, but the Killer should have a 4K when it comes to anything where it is important (Challenges, Adepts, and so on) and obviously get the BPs as if they would have hooked the last Survivor as well.

    And then something needs to be done to directly address slugging, especially for the 4K. Because there is nothing which would lead to slugging for the 4K at this point, except for doing it out of spite. Because usually when the topic arises, Killers say "Oh, but Adepts" or "Oh, but challenges", which would be solved with the first point I made. And we all know that it is mostly done for the Ego, because finishing a game with a 3K + Hatch Escape with 4 Gens remaining is apparently not enough of a Win…

  • MMR is active during events, just that you dont gain or lose any MMR. But your MMR is used for general Matchmaking.

    That being said, DBD-MMR is really bad at Matchmaking.

  • Would also say, it is due to the Bone Chill-Event. My Ping yesterday was really not good while playing, it was fine before the event started.

    Maybe the moving Snowmen are too much for the Server, who knows.

  • @AlexXHunter44 said:

    Are we really complaining about, at absolute best, a mid B tier killer? Not even saying I think k she's there but absolute best case.

    Are we really bringing up the strength of a Killer again, when it is just another Lose/Lose-situation and everyone should know by now that those are bad?

  • If you usually play Survivor and have fast queue times, then switching to Killer during the same time of day will result in longer queue times. Most of the time there are times during the day where Survivor is quick or even instant and then there are times where Killer is quick or instant.

    E.g. for me over the whole day Survivor is instant, but Killer takes longer and during the evening, Killer becomes fast to instant and Survivor takes a bit longer. Even tho for me neither side becomes unbearable long.

    So if you want to play a different role, you can try during a different time of the day (if that is possible).

  • @SidneysBane1996 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854733#Comment_3854733

    Then what is your version of fixing the issue? i'm not trying to argue, I'm genuinely curious - how would you fix this?

    Because here's the thing: punishments don't work either, the just drive people away and leave only the sweats who will slug through any punishments anyway. See every Killer who still just proxy camps hooks despite 70 second sacrifice time AND an anti facecamp.

    You need both. One doesn't work. You need a carrot AND a stick. Players are certainly pushing it, but how do we fix it without punishing people who aren't even intending to, ruining the game flow, or otherwise creating any issues?

    A benefit for not doing it is a start at least. I run a hook spreading build, I would use perks like these.

    The thing is, I dont really see that an incentive is needed. Because the best Perks for Killer are Slowdown-Perks and those mostly require hooking someone. So there is already an incentive to hook people, the issue here is that slugging is just too powerful currently, ESPECIALLY on strong Killers with good mobility.

    Even if we had incentives like BBQ in the past, it was a pretty bad incentive, since you could get the double Bloodpoints, even if you went for a full slug or a tunnel. So even IF something like that would be implemented, it would need to have restrictions (and I dont think that it is possible to have restrictions for slugging. For tunneling you can simply go for - 1 Survivor dead, no more Stacks or hooking the same Survivor twice in a row, no more Stacks… For slugging it would be more difficult)

    And furthermore, players who go for full Slugs right from the start or are bleeding out people on the ground are not those who actually care about incentives. They lose quite a bunch of BPs anyway since bleeding out grants next to nothing, so it is quite clear that they are mainly doing that to be annoying.

    I think if I would try to find a solution, it would be the possibility to pick yourself up if two others are in the dying state. One person would not be enough, because this would remove the possibility to use slugging for pressure or to avoid something like DS (as if someone would need to do that anyway, lol). It could also be that if you are on the ground for a minute that you can then stop your Bleedout-Timer and do a full recovery over 30 seconds or so. This would allow people to pick themselves up 3 or 4 times in a game, while still taking around 1 1/2 minutes each time, which makes it not really viable to keep Survivors on the ground as the Survivor-Team.

    Or, you can go the other route and let Survivors crawl faster on the ground at the cost of a increased Bleedout-Timer, which would make it possible to leave the match faster.

  • @Glaive said:

    Apparently it’s because he can close the distance so quickly due to his dashes, yet Blight and Billy do the same and faster, they should also have 40m in my opinion.

    This is most likely the reason and I agree, those Killers should also have 40m Terror Radius. I thought they would give Billy the 40m Terror Radius, since especially in Overdrive, there is a VERY short time to react from first hearing the Terror Radius and then Billy being on you.

    At least it would make sense to be more consistent here, if the reason is that Survivors should get a warning.

    (I dont mind the 40m Radius on Wesker anyway, I always forget that he has such a huge Terror Radius when playing him)

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854733#Comment_3854733

    At this point it is inevitable that there will be something about slugging in the future. Slugging goes rampant, especially slugging for no reason.

    Actually yeah, I agree my friend.

    Some players are really pushing it to the limit with the unnecessary slugging these days. If the devs decide to address it in the future, we will know why it happened.

    Exactly, some players are pushing it. And it basically playing the game wrong. The game is designed around Survivors having 3 Hook Stages, not them dying on their first hook after being slugged. And even less that they are slugged until bleedout (which is also the reason why bleeding out almost gives no points at all). In general, Hooks are one of the central aspects of the game.
    (Mind you, I dont mean 3-hooking everyone here… Just using Hooks during the game)

    And I can imagine them adding a mechanic to pick yourself up when slugged for too long. As long as it is tied to conditions, it should be fine anyway and not disrupt regular gameplay.

  • Because they decided to add new, super-unsafe Tiles to the game. And they changed the Jungle Gyms, Longwalls and T/L-Walls on Coldwind with those new Tiles. And the problem is that they did it 1:1. While in reality, they would have needed to add some filler pallets between those.

    Nowdays Coldwind is completely killer-sided. And it was not that bad for Killer either before, aside from Cowshed, which deserved the Nerf.

  • @SidneysBane1996 said:

    I agree! They can start by making hooking actually viable and desirable again. Maybe by giving, I dunno, some sort of BP bonus? Or some kind of really nice effect, I dunno… like a speed buff per hook or a generator reduction without a token system?

    Yeah that would be nice if we had perks that really incentivized strong effects per hookspread, wouldn't i- OH WAIT WE HAD THOSE. People hated it and got them nerfed, and one of them got the BP incentive removed.

    Thanks again, community and devs.

    This would not work. We know from the past that incentives alone dont work to change any behavior.

    @Topic:

    At this point it is inevitable that there will be something about slugging in the future. Slugging goes rampant, especially slugging for no reason. Nobody really has something against slugging when the Killer needs pressure, but there is so much slugging going on at 5 Gens or simply to be annoying.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854399#Comment_3854399

    You cant nerf her any further than they have though, as she would literally not be able to catch so as I said in the last part of my comment, I would like to see her reworked as she literally cant be nerfed any further and for the record I think making blink attacks special attacks etc was fine as she is incredibly strong

    I don't get the logic of 'she has been the strongest for as long as she existed so she should be nerfed', it is similar to how BHVR seems to want to make every perk meta and it's creating a whole new set of obnoxious metas as a consequence. Some perks should be garbage, not all killers need to be buffed and just because one is the top does not mean they have to be gutted either.

    The problem with Nurse is not that she is on top. The problem is that she is on top while not being the most difficult Killer to play. I think it is totally fine that some Killers are weaker than others, because some are also easier to play. E.g. Wraith is an example, even tho I think he is a bit too strong for how simple he is, he is clearly not a S- or A-Tier Killer, and this is totallly fine, since he is one of the most simple Killers to play.

    But Nurse is without any doubt the strongest Killer and yet, without any doubt, NOT the hardest Killer to play. Not even close.

  • @MaTtRoSiTy said:

    You obviously have not been playing DBD for that long if you think Nurse has not been nerfed many times over the years and hasn't been 'touched' at all.

    Go and play Nurse then come back and tell me it takes no skill… and as above, while she will destroy most survivor lobbies you don't get there for free. You will be bullied mercilessly for a long time before you get good with Nurse.

    The big problem with Nurse is that most of the DBD player base are casual low skill survivors who have no idea how to counter Nurse. As someone who mained her from 2019 until about 2022 I know how to counter her and most of the Nurse players I go against are mediocre to outright bad but my team mates often go down instantly to these terrible Nurses.

    I hate to be that guy but this does sound a bit like a 'skill issue' problem

    (Edit: that being said, I would like to see Nurse reworked as killers like her and Blight are probably too strong for the low skill majority and it makes matches boring playing them… IF you learn to git gud with them).

    If people talk about Nurse-Nerfs, they mean significant Nerfs. And this did not happen. Sorry, when for 8 years now, every Tier List starts with "Nurse is the best Killer"; then something is wrong. There is not even any thought if another S-Tier Killer could be better, there is just no other opinion possible except that Nurse is the best Killer in the game.

    Her skill is also really exaggerated. She takes time to learn, this is true. But after a few hours you will be good enough to win almost every game in public matches. And IMO other Killers take more skill to play, especially some which are not even S-Tier.

    I personally rarely play her, because winning with her feels effortlessly. I am not winning because I am better than the Survivors, I am winning because Nurse is a design failure which is allowed to exist to this day.

    OP is completely correct that every Killer-Nerf is kind of a joke if Nurse is allowed to stay like this. But granted, only a Rework would fix it, because she will either stay broken or become useless if her Numbers are nerfed enough.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853978#Comment_3853978

    Oh yeah for sure, but it still did happen. They do listen to feedback in PTB even if most of it doesn't lead to massive changes.

    Also, while we're on the subject (this isn't directed at you, Aven, you're cool). After they came up with and coded an entire new effect for CA between PTB and Live, but couldn't even do a simple numbers change for TotH, anyone that accuses the devs of favoring survivors owes me $10. I'm not accusing them of favoring killers, but I will not be gaslit

    Oh sure, I did not mean that they dont listen to PTB-Feedback. Just that it will not be changed from PTB to Live, since one point from OP was that PC-players get to test things which Console-players will not experience when it is on Live.´

    Most of the time the feedback they gained from the PTB-Feedback is implemented in a Hotfix.

    And true on the last part, they were really fast to change Corrective Action, so saying that the game is survivor-sided is a bit odd.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853898#Comment_3853898

    There was also the Final Mori system that got pushed back a year due to PTB feedback, and a Corrective Action buff got canceled due to it clearly being broken on the PTB.

    True, but I would say that the Corrective Action-thing was simply an Oversight.

  • The PTB rarely has impact when it comes to balancing. I think the only time in recent years where it had a significant impact was with the Twins-Buff which did not come live (or was changed, to be more precise, since they got buffed). But here it is baffling already that it made it to the PTB.

    But in general, the Devs only have a few days between the PTB-Start and the time they have to push the Update to Live, since it takes a while to bring it to the Live Servers. I think it was like 3 or 4 days at best. So you will not really get good feedback on the PTB, unless it is absolutely obvious.

    PTBs are not for real testing anyway. They are for hype and nothing more.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853414#Comment_3853414

    I actually think that's one of the times tunneling is fine. If you're a 4 man swf you already decided this is a comp match more or less.

    lol. Not even close. Being in a 4 man SWF means exactly nothing. 99% of SWFs Killer players encounter are just chill people who want to play with their friends.

    The big issue is that most Killers think that SWF = comp, and it cannot be more far away from true at all.

    @iloveandhatethisgame said:

    is this perk actually a problem? I never see any of my teammates bring it and I don’t own the character

    It really isnt. The times I encountered it were rare and even then the value was not really good. Granted, I dont usually tunnel, so it does not affect me that much as people playing with their "strategies". One time a person died because they decided to give up a Hook Stage despite the Killer not tunneling (the person unhooked with Shoulder the Burden was not even on Death Hook).

    And when I played against it, a Lara indeed escaped due to it because I hooked her 3 times. But it doees not matter since the Taurie died while only being hooked twice (since she gave up a Hookstate). So the result for me was the same, one of them escaped, the other one died.

    There are some streamers who are hyping the Perk up, being the next MfT. And granted, if going against very, very good Survivors, it might indeed be really strong, but it still applies what I have written before - most people dont encounter those teams (and people who think they do are just worse than they think they are…).

    And I even think the MfT-comparison is not really good, since using Shoulder the Burden efficiently is harder than just being injured by MfT, even if with both Perks a better player will get more value out of it.

  • Same here, had a Nurse a few days ago who did this. Was no TTV, but an Instagram-Account as a name, so I would assume that this person wanted to frame someone or something like that.

    First Cheater in a long time, so I dont mind it too much, but the DC-Penalty was not cool.

  • I think that it is an 18+ game should not matter at all. After all, you can still hurt adults with your words, especially when using racial or sexual slurs. And it is good that people are protected from it, that they are 18 or older should not change it or remove the protection.

    However, I agree that the Chatfilter is really not good. It censors so many words, it does not even make sense. You cannot really have a normal conversation in Endgame Chat without it being censored.

    IMO the Chatfilter should be optional. It should be active by default ,but there should be an option to disable it.

  • @squbax said:

    They just need to nerf thrill, your proposed change will make hexes more useless than they were before this horrible thrill change.

    ^ this.

    There was never a point where it was needed that Hexes keep their progress. This was a non-issue when Thrill of the Hunt got buffed. So the logical step is to revert the Buff of Thrill of the Hunt and not try to change other things.

    (And they will do something about TotH in the next Hotfix)

  • A personal opinion is that the Fiat Multipla is a good-looking car. Really wrong would it be to call it an airplane.

    And this is what you basically did. Your Tierlist is so wrong on so many levels, you cannot just say "personal opinion", this is just a giant bait.

  • @Yggleif said:

    No and hexes will go back to being irrelevant because survivors don't actually want other objectives no matter how much they claim otherwise.

    Can you tell me how 47 seconds of M1-pressing on top of 90 seconds of M1-pressing are actually another objective? People would be happy for another objective, however, it should

    a) not be more M1-pressing and

    b) not be ON TOP of the existing Generators.


    E.g. if they ever decide to bring a second objective, it should be clear that the Gen Time would need to be decreased. And regarding Hex-Perks… It should be clear that Hex-Perks are not only relevant when they are basically impossible to cleanse.

  • @Pulsar said:

    I feel like 47 seconds to cleanse a single totem is a bit much, no?

    For those of us that remember original Undying, this is like Undying guaranteeing that you need to cleanse 3.5 totems.

    I wouldn't mind a buff to ToTH, it's one of many bad perks, but this feels overdone.

    It is even worse than the time investment you had to do for Undying. With Undying, if I cleanse 3,5 Totems in that time, the Totems are at least gone and there is the possibility that I hit Undying earlier.

    With Thrill of the Hunt you will have to spend those seconds guaranteed to get rid of one Hex-Totem, which might not even be Thrill of the Hunt AND more importantly, you can get interrupted, which would make all the time being wasted.

  • Yes, very good News. And I think it is justified, they just slapped it onto the Live Servers without any testing at all, because I am very sure not even the consultants have tested this before, considering that one of them immediatly made a video pointing out how miserable Thrill of the Hunt became to go against.

    I am all for significant Buffs for unpopular Perks, but they should at least be on the PTB before.

  • Dont you think it is a bit more complex to fix Houndmaster compared to a simple number change for Thrill of the Hunt? Come on.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850331#Comment_3850331

    And strategies, don't forget the strategies.

    "Just run anti-runnel / anti-camping / anti-slug / anti-slowdown / anti-totem" and the list goes on.

    Though the problem is that, unlike perks such as Unbreakable or WGLF, Counterforce doesn't do a good job of countering the perk it is supposed to counter.

    Thankfully, Thrill won't remain like this. They plan to address it in the next hotfix.

    Yeah, exactly. Counterforce is doing a really bad job at countering Thrill of the Hunt. I have seen people suggest to buff Counterforce, but this would make it harder for players who just use regular Hex-Builds, e.g. someone who just uses Ruin/Undying, which is totally fine to use.

    Can you please link me to the post where they said they will address it? Have not seen it yet. EDIT: Found it :)

  • For some reason Killers like to suggest mediocre to bad Perks which should be run to counter their overpowered playthings. And Thrill of the Hunt is a recent example.

    Can we buff DS to 8 seconds? And let Enduring counter it again? So that we can tell Killers to just run Enduring, if they complain about DS? Wonder how that would turn out. (I know how it would turn out)

    But yeah, running Counterforce is not that helpful against that Build. It is A solution, but not even a good one. And if you dont play against someone using Thrill of the Hunt, you have an empty Perk Slot. Or, even worse, you play against someone who does use Hex-Totems, but not Thrill of the Hunt and this person is basically cooked because they have a even harder time with Hexes now.

  • @CursedPerson said:

    Lets list the Negatives for that chapter.

    • buggy killer
    • search function is garbage
    • using killers power is clunky
    • dog doesnt feel the best to use or go against
    • invocations are basically killer perks
    • shoulder the burden is a bandaid
    • buff thrill to be oppressive for no reason

    Positive:

    • character designs are cool

    Sounds like a classical Winter Chapter for DBD. The Winter Chapters have been rough historically. The only time new content was not bugged was with Chucky last year - when many Bugs of already existing content were present.

    IMO the Winter Chapter is always the sign that the Devs should go down to 3 Chapters each year. The content bloat is not really helpful if the quality falls off. And IMO Doomed Course is way below the other three Chapters released in 2024. Lets just compare All Things Wicked and Doomed Course and you see a MASSIVE difference in original content. And if we look for Year 9 of BHVR, the two licensed Chapters released are way above the original chapter when it comes to quality.

    I just think the signs are clear that we should not have 4 Chapters anymore (especially when you consider that we also get Paragraphs nowadays…).

  • Since 2v8 ended the Survivor queues are longer, but not really long from my experience. You just dont get instant queues in the evening as Survivor when there is no 2v8 going on. But for me it is also not minutes, I guess around 1 minute queue time for me in the evening (and instant during the day) and this is normal for me.

  • No. There is a German word for it - "verschlimmbessern" - which means that you try to make things better, but you make them worse instead.

    This would be one of those changes. Totems dont need to have their progress saved, because before this Patch it was never a problem that they did not save progress. And it would certainly be bad for players who dont run Thrill of the Hunt.

    The problem is the change they did to Thrill of the Hunt. This should be dealt with. Not adding other things to make the Perk semi-bearable.

  • Yeah, after going against the build multiple times, I will just stop playing until they do something about it. I am not wasting my time with this game, because the Devs decide to make a change they obviously did not understand.

    Sucks for the Winter Event when it is not fixed until then, but it is what it is.

  • I think it is fine. I dont think you should see the Shard-prices as a way to grind for certain things. I would rather considering Cosmetics for Shards as things which you can buy if you accumulate a lot of them, but it was never the goal that you grind for Skins. You are meant to pay for them, since they are income for BHVR. And if you can wait, you can also get them without paying money.

    But you are not meant to look at a skin, see that it costs that amount of Shards and calculate how much you have to play/grind to get it.

  • I mean, you CAN argue that it would be fair, since Killers also see what they are going against and can dodge. And I think it would really show the problems with some Killers if a Nurse-player barely gets a game.

    But it would just increase queue times way too much. There are potentially 12 Killers which can be excluded (realistically it would probably be 9 Killers, since most likely everyone would pick Nurse), so it can take some time to find a match.

    And what about people who actually like to go against a certain Killer, but are matched with someone who does not like it? E.g. I like to play against Billy a lot, but if I am in a Lobby with someone who has Billy excluded, it would mean that the match will not have any Billy, even if maybe 3 out of 4 Survivors would like to play against him.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849528#Comment_3849528

    but no one left behind take x2 buff, you just cant buff only survs perks

    I mean, you cannot really use this as an argument if the Perk was just buffed from trash to a little bit less trash.

    @Topic:

    Yeah, especially on Killers which can protect Totems rather well, Thrill of the Hunt can be really oppressive. 45 seconds for cleansing a Totem is a long time if the Killer can somewhat reliable interrupt the cleansing process. And if they can do that, a huge chunk of time was lost from the Survivor, especially if the Killer gets at least a lost Health State out of it.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847761#Comment_3847761

    But you're okay when someone else buffs you by taking away the hook stages from you without having any control?

    I mean… Yes? What even is this "argument"? Basekit Endurance after an Unhook exists because of the same reason - you have no control who unhooks you on the Hook, so relying on the person unhooking you having a Perk which protects you was bad design, which is why they added the Basekit-Endurance. And it should be clear that they wont add anything which gives an unhooked Survivor a disadvantage, since they have no control who unhooks them.

    @MrLollersnakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847761#Comment_3847761

    you would rather be encouraged to take hits for your teammate instead of doing gens. it could be basically ineffective in a SWF

    Ideally yes. BUT - I think this is thought too easy. Because in the end, there is no way a Survivor can actually make the Killer chase them. It is up to the Killer what they do and when one Survivor tries very hard to take hits, they are even slower on Gens (since their progression speed goes down to 0). But even if they try to progress the game, the Killer has no reason to chase them.

    In general, I dont understand the need to put a hefty downside on the Perk. Being exposed is fine, it is a long time and it is a temporary downside. Which makes more sense than a permanent Downside, because why should a Survivor-Perk gives the Survivor(s) a disadvantage? It should give an advantage, and this is the case. Letting it give Survivors a disadvantage would be wrong. This is like saying that Thana should be buffed, but should only affect 2 Survivors negatively and the other two have increased Repair Speed instead of decreased Repair Speed with the Killer knowing who has a penaltiy or an advantage. This would be a terrible idea, nobody would say "Well, just chase the Survivor who repairs faster then."

    In general, this Shoulder the Burden is the first actual Anti-Tunnel Perk which might be impactful. If it is impactful enough - we will see. But it is far better than other tunneling measures and people complaining about it shows that the Devs did something right. All other Anti-Tunnel measures are accepted by Killers simply because they are ineffective, DS is a Joke and everything else resolves around Endurance and can be removed within one second of an Unhook. So it is good that the Devs do another route than Endurance for Anti-Tunnel for once.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847634#Comment_3847634

    Or maybe put the repair speed penalty onto the guy who's unhooked? That'll encourage people to go after the unhooker.

    This is even worse. Why should I get a Debuff if someone else uses a Perk on me without me having any control over that?

  • @Brimp said:

    Counter force: Even through pentimento by the time you cleanse the 2nd one you already counteracted thrill there is no stack limit so eventually you get to the point of doing totems in literal seconds.

    And at this point the game is lost. Seriously, Survivors dont have that much time anymore to do Side Objectives. If you spend your time cleansing Totems the whole game, the game is basically lost. But yay, you can cleanse Totems in seconds afterwards, cool.

  • No, it really isnt. Houndmaster is not a bad Killer at all. Granted, she is not really exciting or strong, but people comparing her to Trapper are just exaggerating.

    I think she will end up like Twins in the future, just less extreme. Meaning, she is not as strong as Twins, but still decent, but she will also not be quite as unpopular as Twins, but will still have a very low pickrate.

  • Yes, this is most likely intentional. I guess they thought that doing multiple invocations at once would be too good,, because you get the Downside of being broken only once. However, while being broken is the biggest flaw of Invocation-Perks, they have so many other disadvantages… They take too long, their effects are lackluster and they make the Survivor an easy target. Especially if Survivors bring No Mither to have less disadvantage due to the Broken-Status.

    And yes, I already saw a person doing two Invocations in a row. Big question - was the game a win for the Survivors?… I guess most know the answer.

    I think if they want to keep the route that they you cannot do two Invocations at once, they should at least let Invocations be faster after the first one. E.g. first one is 60 seconds, second one is 45 seconds (and if they want to go that route, third one 30 seconds, fourth one 15 seconds).

  • @ad19970 said:

    I think it's too early to tell how strong she is balance wise, because of her high skill ceiling. But she definitely has bugs that make her weaker than she should be, those need to be fixed.

    I would agree that it is too early to tell how strong or weak she is. I think she is at least decent, she is not a bad Killer at all.

    However, what I can already tell is that she is not really fun to play for me. And while I faced a lot of Houndmasters today (way more than previous Killer-releases), I dont really think she will be that popular after a few days, because she is kinda boring to play.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846586#Comment_3846586

    Aven_Fallen is not quite accurate in describing this perk.

    Healing another survivor Activates Clean Break.

    As long as Clean Break is active, any survivor is healing you, press the button to become broken for 60 seconds and after the timer expires you are automatically healed.

    This perk has several uses including saving healing time, interrupting healing by the killer, or using it when the killer is chasing you , Or even when the killer is tunnel you.

    Its still super-bad.

  • @Pulsar said:

    They need to stop making perks.

    The bloat is insane and 90% of perks aren't viable.

    I agree. The most exiting part about a new Survivor are always the Perks for me and they never feel like they are even close to being useable. The only time I "use" the Perks is when a challenge forces me to do so. And even then I just equip it, but dont really use it, because most Survivor-Perks are more harmful than helpful.

    (Not that Killer-Perks are often that much better, but at least they seem to find some kind of use. And well, on the Killer Side an actual Killer releases, even tho I would say that the Houndmaster is by far the most boring Killer of 2024)

    @Marc_123 said:

    Can someone explain Clean Break? … i don´t get it. (may be the german translation again)

    I have to heal somebody - then it activates? … and then?

    You heal someone else. Then they start healing you and when doing that, you can activate the Perk, become broken for a minute and then you are fully healed.

  • I honestly think that this Perk is the new worst Perk in the game. Even worse than No Mither. With No Mither, I have the benefits without having to do anything, except for being broken (which is the same with the new Invocation-Perk, except that I need to spend 60 seconds in the Basement for this plus any time I travel to it).

    And the benefits of No Mither are better than what this Perk provides. No Pools of Blood is nice, reduced grunts of Pain is also very nice. And from my experience, even getting yourself up works from time to time, even with the Killer knowing that you can pick yourself up.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845936#Comment_3845936

    Not even doctor can make the healing perk work effectively, because it requires medkits or self healing perks. Even when someone has a medkit it will only work once.

    Medkits are quite popular. In general, as I said, it is not a strong Perk. But not a healthy one either. You will never see this Perk in a regular Build, but you will see it if someone wants to be annoying.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845902#Comment_3845902

    The killer perks are still decent. Im suprised the lunge one didnt get touched at all, considering that it often straight up outshines coup.

    The healing perk is gonna be the 4th infinity stone for doctor players. *shiver*

    The Lunge-Perk is veeery specific. Coup the Grace is just better overall IMO.

    But I agree with the Healing-Perk. I dont think it is very strong, but it is one of the Perks a Doctor-Player can run to make Survivors go next as fast as possible.

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