Avatar

Aven_Fallen

Aven_Fallen

About

Username
Aven_Fallen
Joined
Visits
18,449
Last Active

Comments

  • Are you in an alternative reality? The Skull Merchant is the one giving up. Huh.

  • The last time I brought a BPS (alongside one other Survivor, so two BPS in total), the Killer tunneled everyone and then humped me on the ground. And said in Postgame Chat "Thank you for the Streamers" (which was most likely genuine, it did not look like they were mocking us or anything).

    And since Killers play like they are in some e-sports tournament during events, people simply dont bring Party Streamers anymore. As 4 man-SWF maybe, but thats about it. It is just frustrating if you bring an Offering and the Killer gets the most of it while you yourself end up on minimal Bloodpoints because you as Survivor got tunneled out.

    At least this is my reasoning for not bringing them anymore.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688868#Comment_3688868

    Why not try to solve the problems which make people DC or suicide on Hook?

    It's very easy to make survivors DC… just saying

    It's not something you can fix. Unless you want to give them free win every game…

    @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688868#Comment_3688868

    Fix survivors being immature and uninformed? How?

    Most of the reasons for DCs boil down to "the match isn't going my way" and/or "I don't like/understand this killer".

    Like people dislike SM just because of her general existence and a lot of them don't even know she got changed or how she works. There are those that still complain that her drones camp gens for her and they will get scanned on the gen. They got a first impression that "SM bad" then there's an echo chamber of "SM bad" that just keeps it going regardless of what they do.

    There's a not insignificant number that say part of the reason is because "her lore is bad and I don't like her design". It's wild.

    "Fixing it" would be essentially "replace this entire killer, concept, power, design, and lore".

    Past that the only way to "fix" general DCs is to make survivor punishment proof and always in a superior position to the killer. 1v1 and otherwise.

    "Unfun" in this community basically means one or more of the following:

    • "I'm losing"
    • "The other side is not playing the exact way I want them to"
    • "I don't understand this killer and I refuse to learn how they work"
    • "This killer needs more than just looping to counter"
      • "I refuse to learn how to counter this killer correctly"
    • "They're not playing someone from the survivor approved killer list".

    Just make the killer a bot at that point and rebrand the game to PvE. It's not realistic to "fix it" and keep killer playable for non-masochists.

    It's not just "some" people, it's "many if not most". At least if we're talking about players who actively engage in DC behavior frequently.

    Both answers dont answer the question why you would not aim to remove things which make people DC. One with less words, one with more words (but I give bonus points for including the Lore of a Character, this will totally make people DC /s).

    The fact: You cannot remove DCs or Hook Suicides completely. Thats it. Even if that Dwight DCs because he was the first getting downed, this does not mean that it is pointless to make Skull Merchant enjoyable against it (which does not mean to make her weak, I know that my Killer Mains on this Forum will say that fun = weak, but this is just not true).

    You will always have people who DC for the most stupid reasons. Whether it is being downed first, being on the disliked Map, a Gen done too fast, not liking the Killer, missing your first Feral Frenzy Hit as Legion… Quite a bunch of reasons, all of them quite dumb.

    However, this should not be the excuse to not change things which are unfun to go against.

    Many people DC/suicide against Skull Merchant, change her.

    "But people also DC against Wraith."… Yeah, whatever. No point in saying that.

    To repeat it: You cannot fix 100% of DCs or Hook Suicides. But you can fix some of them.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688616#Comment_3688616

    If the 70% kill rate is because survivors DC, how is that the killer? 3v1, 2v1 will always be in the killer's favor. If survivors actually try that number should go down.

    Of course it is the Killer. If Survivors suicide that much it is a good indicator that something is wrong with the Killer. You dotn get those high numbers of DCs and Suicides against any other Killer.

    And it is obviously not strength, since you wont even get those numbers against Nurse.

    @Wiggles_Diggles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688737#Comment_3688737

    Thats why they need to make DC penalties for more harsh. I hate to say rework her because honestly she isnt that strong. The only thing I find a little annoying is that she gets both haste and gives the hindered status effect but overall I dont think she needs to be nerfed because of her being strong.

    Why not try to solve the problems which make people DC or suicide on Hook? Nobody ever was able to answer this, lol.

    And yes, I know that some people will DC or suicide when they found first or for whatever reason. But reducing the unfun things which make the majority DC would be the right step.

  • The only change WoO would need is to be available in the Basegame without purchasing Kate. Other than that the Perk is fine. (And I am not even using it)

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688616#Comment_3688616

    To be fair theres also this case even on killers that arent that bad. I loaded in as billy on coldwind. 2 people dc'd apon hearing my saw even. Just also a case of sometimes the punishment being to lax. I think games like overwatch have 5 to 10 minutes as starting points even.

    Yeah, whatever. That you see a DC on rare occasions on other Killers does not change the fact that Skull Merchant was a failed concept from the beginning and continues to be a failed concept.

  • And how do you know it is always the same account they are using?

    Obviously a Hacker would not say whether they have been banned or not.

  • I mean, she has 70% Killrate because of this. She needs changes, she is just not ok. And I am also very sure that some people just queue up at her for those games, because the majority of Skull Merchants I see are anon. Way more than I see usually.

    And well, she was almost playing PvE with that…Nice.

  • How do you know they are not banned?

    They ban in waves. And well, it is easy for a Cheater to get back into the game, they just need a new account (which they got either free from Epic or costs as much as a few bucks) and then they can go again.

  • In no particular order and I cannot really remember the Survivors since I mostly play Nea, but I can remember the Killer Mains I had over the years:

    Survivors:

    Nea

    Jill/Claire

    Claudette

    And thats about it to be honest…

    Killers:

    Billy

    Bubba

    Pig

    Huntress

    Wraith

    Nurse

    Nemesis

    Doctor

    Demo

    Wesker

    Those are the 10 Killers I played the most, I would say.

  • Something like this should exist, yes. Will probably take a few years.

    ScottJund proposed a mechanic which lets you crawl at double speed, but bleed you out 4 times as fast. So you would be able to bleed yourself out in a minute, which would be alright and way better than the 4 minutes.

    https://www.youtube.com/watch?v=vp5XmjwS5aA

    Obviously someone will come up with "BUT SURVIVORS CAN TEABAG AT THE EXIT GATE!!!1111"… Which a) takes only half the time and b) can be countered by the Killer for forcing them out. Meanwhile the Survivor has 0 control over anything when the Killer decides to bleed someone out for whatever stupid reason.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687606#Comment_3687606

    yeah its a placebo effect your still only getting 3 seconds distance awhile alot of people think your getting 5 seconds of distance

    I mean, yeah, you will only get around 3,7 seconds of distance. But before it was only 1,7 seconds, so there is still a plus of 2 seconds.

    Unless they make the new stabbing animation longer than before, lol.

  • We can do that. If its time limit gets removed. If by your logic you are not getting tunneled when getting healed, then we can also apply the logic that you are not suddenly not tunneled anymore after 60 seconds.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686762#Comment_3686762

    This comment to those who make comments like this one. I love how much it shows you haven't even bothered to read his post about DS and his reasonings why he is not a fan of buffing DS. For example one of the reasons he is not a fan of the idea of buffing DS is the fact its a paid perk and another anit tunnel perk that is locked behind paid DLC and it forces players(esp newer players) to spend money just so they can't be a tunnel. He rather dev work on making either a free anti-tunnel perk or a base kit change that discourages tunneling. He has so many of other reasoning and I encourage you all to actually read the other thread of posts before you make comments like this one.

    Here is the whole tweet:

    https://x.com/OtzdarvaYT/status/1773013697260056680?s=20

    I have read it before, thank you. I am subscribed to his youtube and follow him on Twitter, so I dont need the forums as an additional way of knowing whatever Otz is thinking. Does not change my opinion.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686862#Comment_3686862

    Well it is still a free health state once you get out of hook. Against killer who chews through health states like Bubba ou Trickster, it helps as long as you can get yourself to a strong position. But against M1 killer with no STBFL it really hurts as it forces then to take the endurance hit, which kinda defeats the purpose of tunneling in the first place.

    Killers tunnel because getting a survivor killed reduces the teams overall efficient and survivors who are getting tunneled generally are more vulnerable since they are always injured. If you need to always go through 2 health states to down a survivor you want to get out of the game quickly, it massively kills your efficiency with the tunnel, which the other survivors can take advantage to work on gens.

    Particularly, when I feel like I need to tunnel, I never go for the survivor with OTR, as it is just too much of a hassle.

    Thats the thing, the "free" health state is the same you get by Basekit Endurance. So a tunneling Killer will just hit you and it is gone and OTR did exactly nothing.

    You will never encounter it that you have 10 seconds of OTR left and then get to use it. This was never a thing and will not be a thing.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686849#Comment_3686849

    Snowball potential with injures, LMAO then legion must be a snowball monster. No, new twins have no snowball potential if the team they face has an average iq above 20. However its not like anyone played that monstruosity of a killer so idk just olay singularity he is better in every aspect and can actually snowball by slugging.

    Dont worry, I will accept your apology when you realize that Twins are still strong. So dont be shy.

  • @GlamourousLeviathan said:

    DS was never weak to begin with, it was just massively outclassed by Off the Record which did everything DS did but better. I don't expect to see more of DS because Off the Record is still the better anti tunnel perk.

    The problem with OTR is that it resolves around Endurance. So if the Killer wants to tunnel, they hit the Survivor off hook and all Endurance-effects are gone. The Stealth is also not helpful, because the Killer does not need grunts of Pain or Aura Read when they are right behind the Survivor.

    OTR is really overrated.

  • Yeah, this is too much of a Nerf.

    Waking up --> 100% that it needed to go.

    Not saving on Hook anymore --> It is understandable, but IMO a really hefty Nerf for a Perk which only works once and only when all Gens are done.

    3 second Speedboost --> Way too much of a Nerf.


    A Perk which is a one-time use in Endgame should be strong. And while Adrenaline is still better than most Survivor Perks (because most of them suck), I think it is too weak for a Perk which might not even come into play. I think I will drop it from my Loadout.

  • My thoughts:

    Twins-Update looks nice. It also does not look like they are weaker than before, but less clunky and should be more enjoyable to go against. Victor also still has snowballing potential, just with injures instead of Downs.

    I think, overall more healthy and from my perspective also more enjoyable to play.


    Haddonfield:

    Will need to play on the map. But so far the changes look solid, but it all depends on how strong or weak the Windows and Tiles are now. Their track record will most likely mean the Map will be a giant deadzone, but I hope I am wrong.


    Perk Udates:

    DS:

    Meh. Most boring change they could have done. And it will not help much. Maybe Killers will respect DS now, but honestly, they will most likely push through it. It is way too beneficial to just tunnel, even if you eat a 5 second stun instead of a 3 second stun. I think they should have added something more, stealth for some seconds (no grunts of pain, no blood, no scratchmarks) OR a big haste effect OR disable the Killers power for a certain amount of time.

    But this version of DS is better, but will not do anything against tunneling. It is just a bad bandaid. (Let alone that AGAIN you will have to equip a Perk to not end the game without achieving anything on 3k BPs...)


    Adrenaline:

    Too hefty of a Nerf. Removing to wake up against Freddy is fine and 100% justified. Not holding Adrenaline when hooked would be a fair nerf as well, even if I am not a big fan of it. But lowering the Speedboost is rather...eh. Considering that it is a one-time use which is only granted at the end of the game and might not even have an impact when triggered (e.g. when you are outside of a chase while healthy), it should not be nerfed that hard.


    Ultimate Weapon:

    IMO too much of a Nerf. I think they should keep the screeming, keep the Cooldown at 30 seconds, but remove the lingering effect. So a Killer can open a locker, gets information right away and the Perk is on a Cooldown of 30 seconds.


    Emblems:

    THANK YOU BHVR FOR THAT ONE!!! Removing Depipping is one of the best changes ever. Removes at least a bit of frustration when it comes to bad games, depipping is just a thing of the past.


    Archives:

    I dont hate the 20 Tier Headstart, I will not use it anyway. But I wish they would have added infinite Rift Tiers for those who completed the Rift. Just 10k BPs per Tier in the Free Track and 100 shards or so in the Premium Track which will open once the Rift and Deep Rift are done. I always complete the Rift before or during the Release of the third tome, so for weeks I dont get anything for completing challenges or Login-Rewards. Would just be nice to give something to the very active players.

  • While this is nice, it will not help. Killers know by now that tunneling one Survivor out is the best way to do it. They will just eat the 5 second Stun and thats it.

    The only hope that comes with this change is that the less experienced Killers will respect DS. If the Killer is somewhat decent and wants to tunnel, they push through DS.

  • Yes it is. A certain content creator (once again) trying to talk things strong which are not strong does not change that.

  • @Espshiva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686751#Comment_3686751

    Its not most of the time its every time,the game is very killer sided right now

    While I would agree that the game is leaning towards the Killer side, this still does not mean that you should be allowed to wiggle free on a frequent basis.

  • My feedback:

    The obvious stuff out first - the event should run properly. This is an easy one, it is not really cool that the offering did not work at all during the event. Obvious, but want to mention it.

    Now to the other points:

    • The event should have always started at a huge Bonus BP-Multiplier. They changed it a few days into the event, but I think at this point the ball was already dropped. There will be people who did not bother with the event after the bad start and you dont really get those back into playing the event IMO.
    • Covering everything in red is a really poor design choice. I think the visuals were alright (I dont think they were great), but you cannot have red stuff everywhere and then auras and Scratchmarks in red two. My first game of the event was Nurse on the new Map and I really had trouble tracking the Survivors because things in the distance looked like Scratchmarks or similar things.
    • I just HATE when events give abilities to Survivors or Killers. We had this last year where Killers could Instadown and Survivors could block windows. But this year... Survivors got a Budget Version of Iron Will (which was pretty useless) and Killers got a super-lunge (which was not OP, but stronger than the Survivor version). Really, dont do stuff like this. Just dont let the Event affect the gameplay in such a big way.
    • Bloodzones were too small. IMO the Bloodzones were just too small. Whenever I placed a Droplet, it stopped around 1 meter in front of a Gen. And with BPs gained for actions in the Bloodzone, it is really frustrating that the part which is done the most as Survivor is not covered in most Bloodzones. The same applies to Hooks obviously, but since there are more Hooks than Gens, it was more likely to have a Hook in a Bloodzone, but the problem is the same here, it was just less frequent that the objective was outside of a Bloodzone.

    The last two points also mean that it was actually pointless for Survivors to create Bloodzones or be in them. Because most of the time you wont gain BPs and gameplay-wise you only put yourself at a disadvantage because you allow the Killer to have a longer lunge.

    Overall, I would say it is one of the weaker events. The huge amount of BPs is nice, but this also gets somewhat ruined by the community.

  • Wiggling is not about escaping the Killers grasp, it is about making sure that the Killer has to pick a Hook nearby instead of any Hook they like.

    If you dont wiggle the Killer can put you in the Basement every time or (which is far more likely) to a Scourge Hook to get Pain Resonance. They can also carry you to an area where Gens need to be completed, which reduces the area a Killer has to cover.

    So wiggling is still important, you just cannot expect to wiggle free most of the time.

  • @ReverseVelocity said:

    I mean double pallets were an issue because they were both safe. Both of the pallets on Greenville's Double Pallet tiles are incredibly unsafe by themselves. I think it's pretty balanced.

    They should take an Axe to Garden's kitchen window though.

    Exactly.

    And this shows that many people simply dont understand what they are talking about. They see Double Pallets and think they are the same Double Pallets from back in the day. Which is simply not true.

    There are two bad Pallets next to each other. They dont really do much, they are totally fine and way weaker than many Single Pallet Tiles.

  • I would also say that if it is featured on the Roadmap, it will be a bigger Nerf to the Perk. The interaction with Freddy will be removed, but they will probably nerf it more. And given their track record, you will most likely not find Adrenaline in many Loadouts afterwards.

  • I dont think that another Survivor is really needed, because this would be the same situation as of now.

    I would guess that your idea is pretty on point - Victor will down a Survivor and be on that Survivor. This means, it is impossible to slug multiple people with Victor. And while he pins down a Survivor, the Survivor will not be able to recover or crawl, which allows Charlotte to move over.

    So they make it that Charlotte can actually reach the Survivor to hook them and meanwhile they prevent that VIctor can snowball.

    At least this is my interpretation, which is almost the same as yours, just I dont think that another Survivor can help there, because then it would be even easier for Survivors to run in pairs to counter them. (Which is already the thing, just that you need to crush Victor in order to avoid snowballing)

  • Self-Care and Iron Will were both Perks which were just nerfed to "change the Meta". Both Perks did not deserve to be nerfed, at the very least not that hard.

    IMO Iron Will should just remove Grunts of Pain completely and make perma-exhausted. Then the Perk would be useful, but cannot be paired with Exhaustion-Perks. Which would be more than fair and probably not even that good of a Perk, but way better than it is now.

    And Self-Care should gets the numbers reverted. It was not good before, it is even worse now.

    Strength in Shadows is worse than Self-Care IMO, mainly becasue you have to traverse the Map (while being injured) to get use out of it, while Self-Care would allow you to heal whereever you like.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685902#Comment_3685902

    Exactly why I stopped bringing BPS

    I still bring cakes every killer game though as I have so many on some killers and I can make the match fun and let everyone go at the end and still cash out on some big BP's

    Yeah, as Killer I also bring Cakes and BPS. Because I usually end up with a bunch of BPs, even if I dont win the game. But as Survivor you get just tunneled out early, have minimal BP und the Killer can basically farm at this point, because they won anyway when it is an early 3v1.

    IMO it would help if Party Streamers and Event Cakes just give 200% Bonus-BPs to the person using it while everyone else still gets the 100% Bonus-BPs. Getting triple BPs might motivate more people to use them.

  • A-Tier, without any doubt. The teleport alone makes Unknown B-Tier at least.

  • The last time I brought a BPS in this event the Killer tunneled everyone, humped me on the ground and said "Thx for BPS" in Endgame-Chat (and I think they were not even mocking me, they meant this seriously).

  • Because it is a Resident Evil-Chapter. Thats it. That is the only reason why he has Zombies.

    If there would be an original Killer with the same Power, this Killer would not have Zombies.

  • Not really my experience. I have had 0 people who gave up against me when I was playing Unknown and I also did not see Survivors when I played Survivor who gave up (at least not on first Hook).

    But I think he will get some Tweaks and slight Nerfs.

  • @JustWhimsical said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683937#Comment_3683937

    I used to play a lot of old Billy before his new rework, the addition of the overheat mechanic was extremely unfun and actually deterred me from playing him further. It felt like it stripped away the joy of being a skilled Billy player, and fun addons like using drift king or landing curves. Instead of feeling rewarded for mastering these techniques, you were constantly penalized for trying to enjoy yourself.

    As a result, Billy became more enjoyable for survivors to face off against because he became easier to defeat. Only the most dedicated Billy mains continued to play him, and even they grew weary of dealing with the overheat mechanic. It's frustrating when people sugarcoat these issues or act as if they possess some kind of inside knowledge like you acting like it wasn't that bad. When in reality it really was that bad, overheat was awful.

    Also, I really don't think it needs to be said, but balance wise killers are highly subjective. What one person considers balanced and fun might be seen as frustrating or unbalanced by someone else. Take the Trapper, for example, who many consider to be well-balanced and straightforward to counter. Yet, when players use top-tier addons or employ strategies shack trapper, opinions quickly shift. It's unreasonable to expect a universally agreed-upon definition of balance because there will always be dissenting voices. Or basically just say the most balanced killer is the worst performing that's how it usually goes anyway. Those are typically the "fun" killers, but only really fun when playing against not playing as.

    Also even with the changes to reduce overheat it was still obnoxious to have it felt like you were actively being punished for using your power. So you saying overheat was basically nonexistent is just detracting honestly. I doubt you even played billy simply because you just lack an understanding of why it was a problem to begin with. There was a reason even the OG billy mains quit him or kept begging for the removal of overheat.

    I played Billy A LOT. And what made me play him less was not Overheat, but the rework of his animations, because he felt awful afterwards. Extremely clunky. So I already played him less when Overheat happened, but I still played him a fair bit during Overheat, but my main concern was always his FoV and the enormous size of his Chainsaw, which let to bumping into Objects you might not even see. That you did not notice it makes me question if YOU even played Billy.

    Then, that Survivors prefer easy Killers is just a lie which Killer Mains like to tell. I will not really pay attention to it, but you should learn that "fun to play against" and "weak" are not the same things.

    And yes, over the time Overheat became non-existent. Which makes me really think YOU did not play Billy, because you actively had to try to overheat. Or you played Drift Billy, but this is a Meme-Build anyway.

  • If you like to be a point pinata, sure.

  • Agreed. Perks like this should be an incentive to go for different Survivors, yet they are very bad at it since the Killer can still get this incentive when they tunneled someone out.

    I had the same opinion when BBQ was around (no more Stacks after a Survivor died), but unlike BBQ, for NWO and Pain Res it would be totally fine to deactivate those Perks after a Hook Suicide. Because even if some Survivor decides to suicide on first Hook, this is usually very beneficial for the Killer. They basically won the game (which is also the reason why they play Perks like Pain Res and NWO), so it is fine if those Perks deactivate.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684712#Comment_3684712

    Peak pallet design, easily one of my favorites to play in the game. Car loops are also up there for me like the ones outside of Badham Main, feel fair for both sides.

    Thats the thing, IDEALLY the maps should have LOADS of pallets, but mostly unsafe. But this can only work if Bloodlust is removed, because Bloodlust makes fair Pallet Loops (which are mindgameable by both players) unfair, since the Killer can just run it and gets a hit once BL1 kicks in. But most Killer players dont really understand this and want Bloodlust in the game, even if such a design would favor fair gameplay where both sides could win at a Pallet, if they play better than the other side.

    It would also remove some issues - Pallets would not need to be broken immediatly, because the Killer might outplay the Survivor on them. And it would also mean that an area is not a huge deadzone when a Baby-Meg throws down Pallets, because a) said Baby-Meg will go down faster and will not get the opportunity to waste every pallet on the map and b) there would be so many that Survivors who actually can play those pallets will still get to use them.

    So it would be great if Pallets would not be either pallets without much gameplay which need to be broken immediatly when dropped or are just not a free hit for the Killer because they follow the Survivor around a Loop for 15 seconds.

    The cars outside of the school on Badham are a good example for those kind of Loops.

  • Yesterday a Nurse with a sweaty Build (Nowhere to Hide, Lethal Pursuer, PGTW, Pain Res + strong Add Ons) complained about the Survivors using Adrenaline and WoO. With the game being over before 5 Gens were done and WoO not really useful against Nurse quite a complaint...

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684823#Comment_3684823

    And fun fact: some add-ons had a note on their descriptions that read: "Affected by the Tinkerer perk".

    It was mostly restricted to the older killers, but it is interesting how certain aspects of the game were built around this perk. Wish they hadn't reworked it, to be honest.

    I think the Rework was completely correct. Because it makes balancing harder when you always had to have Tinkerer in mind if you balance something. So either you risk of some Add Ons becoming too good with it or you just make them too weak without Tinkerer, which would punish people who would not run it.

  • Because original Tinkerer worked differently. It enhanced Add Ons which affect Chargetime. The name made a lot more sense back then. It got changed long ago, because a) it only affected some Killers, because a Killer which did not have Add Ons which worked with Tinkerer would be unaffected and b) it was a pain to balance, since the Devs had to balance Add Ons with Tinkerer in mind.

    You can read about it here:

    Tinkerer is a Unique Perk belonging to The Hillbilly .Prestige The Hillbilly to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Tinkerer for all other Characters. QoL: Tinkerer now only affects modifiers positively. Nerf: decreased the bonus applied to modifiers to 6/8/10 %. Buff: Tinkerer's bonus is now additive. Rework: Tinkerer now gives the Killer a noise notification if a Generator is repaired to 85 % and also reduces their Terror Radius to 0 metres for 8/10/12 seconds.


  • @Dwight_Fairfield said:

    I see two car pallet loops. That's more than you usually get in the street.

    Hopefully they balanced the house loops too.

    This would be the ideal outcome. But sadly I am not so optimistic here.

    The thing is, they did to Haddonfield what was always a flaw on some maps and existed as a flaw for YEARS - they made the Map a deadzone with only a few very strong Loops where the Survivors will b-line to. This was already a thing years ago with the original Grim Pantry (Map full of Deadzones with the pantry window the most safe thing ever) and they did the exact same thing with Haddonfield.

    So I really fail to have the optimism that they figured it out how to make the houses suck less for Killer and how to make the rest suck less for Survivor.

  • @Xernoton said:

    If the picture is anything to go by, the map will still be awful. I mean, that loop in the front is not exactly fun to play around, is it? You see the killer over the car, so there is no mind gaming it and when the pallet is dropped the cars are so long that you can't be mind gamed either. Just like the other car loops. Great.

    The other loop in the back is not much better. But there are no trees to make the loop bigger, so it might a little better than the ones on Autohaven Wreckers.

    Hot tip - break the Pallet. But dont tell it anyone, it is my secret how to deal with a decent Loop.

  • Given their latest track record they will probably remove all the Buildings and call it a day.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684482#Comment_3684482

    The perk is in a functional state. It works entirely as designed. If your teammates suck at using it, then that's unfortunate, but that isn't grounds for deactivation. No Mither doesn't get kill-switched, and the selling point of that perk is being injured forever.

    "If your teammates suck at using it, then that's unfortunate, but that isn't grounds for deactivation."

    I mean, you cannot really use the Perk and not suck at using it, lol. The skill issue here is to try to use the Perk. But whoever tries it, will not make it work.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684476#Comment_3684476

    It practically does make the game unplayable when someone on your team uses it though. Try using it yourself and see if you can escape.

    This is what the Perk is supposed to do. It is not bugged.

    It is a Killer-Perk. Nothing more. But it does not deserve to be killswitched, because it is not broken in the sense that it does not work as intended or causes game-breaking bugs.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684292#Comment_3684292

    Give me one example of other Killer's Add-On that nerfs his 2 important stats for only 1 unconstitent buff.

    Why should I? This was not what my post was about, lol.

    I explained to you that different teams work on different Killers and thats why differences like this exist. And now I should do a research for you?

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684292#Comment_3684292

    You're also forgetting that it's more than likely a completely different team now than it was when at the beginning I've slowly watched all the originals leave and go to other projects, I know before McLean left he was the mastermind behind blights power

    Yeah, this is another aspect. But this even shows more that different teams are working on different things - the Bubba-Rework was only a few months before the release of Blight, so it is very likely that both were worked on at the same time. And the team was just a different one than the one which was working on Blight, which results in Bubbas Add On (which is weaker and the Killer overall is weaker) being different from Blights.

  • @BlightedDolphin said:

    Given that this patch was mostly just number changes, it’s possible they moved it back because they had something bigger than that planned for him.

    Number changes won’t really fix his issues so maybe they needed more time on him? Just a guess though.

    They did not move anything back. The Roadmap says "March - April". We are currently in the end of march and there will be a Midchapter in April.

    So I guess we will receive some bigger changes to Singularity and those are usually done in the Midchapter.

  • Add On-Design is not consistent in DBD. You have weaker Killers who have restrictions on their Add Ons while stronger Killers dont. You also sometimes have harsher restrictions on Add Ons which are just weaker than others who dont have Downsides.

    I think the main reason is because not everyone works on every Add On/Killer. They have teams which design specific Killers and their Add Ons and those teams dont really have to communicate with each other.

    We have seen this with Singularity - in one Q&A they said that they had a different plan for him, but it turned out they would have just created a second Skull Merchant, meaning that they were about to do the same Killer twice in a row, because there was no communication between the teams.

    So I guess people who have desigend Bubbas Add Ons are not involved with Blight or vice-versa. And this creates those inconsitencies where some really strong things are allowed to be around for far too long (see Alchemist Ring) while others have restrictions which are just not needed or are just nerfed over time.

1 … 64 65 66 67 68 … 341