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Ayodam

Ayodam

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Ayodam
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  • The Coldwind farm maps are worse. Much worse.

  • @Xernoton said:

    Sure, they could do more with him. But let's be honest, a rocket launcher or flamethrower? How would you implement something like that? Imagine, if he were to use a rocket launcher on a Feng Min and all that happens is that she loses a health state. Same with a flamethrower. In order for that not to look ridiculous, you'd need to have that as an insta kill mechanic and judging by Tombstone Piece, I don't think many players will like that.

    Punching holes into walls, while fun in theory, would have a similar issue. Who decides which walls you can break through? Make it any wall, and no window on the map can delay him anymore. Make it only breakable walls and this becomes useless because you won't break most of them anyway.

    It would be nice to see something more for Nemi, but unless someone actually has an idea how to do it without it either overpowered or useless, I can't say I blame them for not going there.

    Get rid of the whip, place more zombies on the map. If a survivor is hit by the Nemesis or a zombie they are infected, but can continuously create vaccines with a time investment. Each pallet stun increases its infection rate because just like in RE the more it’s damaged, the further it mutates. At tier 3 (after three stuns) it transforms into Nemesis T-2 and plays functionally like Xenomorph (minus the tunnels). It cannot transform back into T-type/origin form. It has permanent haste in this form (5%) but has a pallet stun duration twice as long. Any attacks in this form makes a survivor sick.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610784#Comment_3610784

    1. What does duplicate perks have to do with anything? Penalising SWF is not the answer.

    This is not limited to Resilience. Knowing the loadout of your team is vital information and this is not a new idea. There is nothing controversial here, you're either being contrarian or ignorant.

    2. Sure, Kindred would be nerfed in the same way BT was "nerfed" when it was made basekit. That is not an argument against this idea.

    3. This falls entirely within the realm 'execution'. There's no reason it has to be a nuisance.

    Nobody should be forced to join a SWF to make the game bearable for them.

    One needn’t join a SWF to make the game bearable. One simply needs to lower one’s expectations as a solo queue survivor. Perhaps if one focuses less on escaping the trial and more on, say, creating a fun environment for the other survivors and the killer player… one may find satisfaction there.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610760#Comment_3610760

    Zero.

    You can show perks after the game begins to prevent lobby dodging.

    "Survival Instinct" would have no downsides.

    And emotes can be ignored, certainly no more prone to abuse than teabags.

    So you…

    1.) Create a system where survivors see each other’s perks after a match starts but that doesn’t prevent survivors from running duplicate perks. At best it stops a survivor from attempting to heal another survivor who has, say, resilience. Even though that survivor with resilience can currently interrupt or prevent that heal.

    2-3.) Invariably nerf another survivor perk; Kindred.

    3.) Create a nuisance feature that can be spammed to harass or irritate other players.

    These are some issues I see just from like a casual glance. One can literally mitigate their gripes with solo queue by joining a SWF. BHVR is pushing survivors in that direction for good reason.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610683#Comment_3610683

    Thats funny. Cause the devs clearly define a distance for the anti face camp mechanic to work. Not losing line of sight, could mean the killer is standing at the other end of the map and look at the hook: Long distance face camping.

    Years ago, we had an official statement on the exact distances the devs considered face camping, proxy camping, hard camping, soft camping, etc.

    https://us.v-cdn.net/6030815/uploads/TYG71656RX49/facecamp.png

    But this isn’t years ago (and the staff has changed over the years btw, as have some of their definitions and stances). It’s today. And what you’ve quoted doesn’t really invalidate what I’ve said; it’s literally standing near a hooked survivor making little if any movement. You obviously cannot ‘smell’ a survivor as this is a video game. Their statement is face camping is basically you’re just standing near a hooked survivor.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610672#Comment_3610672

    Using perks is never an option for what should be basic QoL features. This means Solo survivors should resign themselves to 3 perks in order to slightly close the gap. That's not a solution.

    Actual plausible features:

    • Being able to see each others perk loadouts. This allows survivors to coordinate with each others perks instead of playing against them. E.g. not insisting on healing someone with Resilience, not rushing to rescue someone with Deliverance, etc. DBD mobile has had this for years and it works.
    • Survivor location info. Some sort of ping system that emulates the part of Kindred that is useful for solos but superfluous to SWF. Not full out auras, but something more like Killer Instinct to indicate where other survivors are. Conditional, maybe on hook actions just like Kindred, maybe in other situations too. This still allows Kindred to retain value as a perk as auras are more accurate and it has info on the killer too. Maybe toggleable like the visual heartbeat.
    • More emotes, potentially with short preset messages. We have point and beckon, but we could also have preset communications like "the killer is coming!" Or "it's safe here" or "heal/repair/cleanse".

    What drawbacks do you see with your suggestions?

  • @MrT1412 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610661#Comment_3610661

    Grabs in general favor survivor ping. I probably get the grab score event without getting a grab every other match.

    Yes that’s what Peanits and the devs have said. Grabs favor survivor ping (allegedly) while hits favor killer ping.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610572#Comment_3610572

    If 5 meters is face camping. Then where does face camping stop and proxy camping start? Also, where does proxy camping stop and camping start?

    I’m only saying this once, so I hope you get it.

    Camping is not based on distance it’s based on activity. If you just stand near the hooked survivor unmoving (or moving very little, as in you move around but never out of sight) you are face camping. If you leave the area (but don’t go far—even if you’re out of sight) yet return a short time (like seconds) later then leave and return then leave and return continuously you are proximity camping.

    Either way the goal is to ensure that survivor A.) isn’t unhooked or B.) can be re-downed immediately or shortly after being unhooked & then rehooked.

    Face camping: never leaving line of sight to ‘guard’ the kill.

    Proximity camping: MAY leave line of sight but continuously returns to hook within a short time of leaving to ‘guard’ the kill.

    Ability / Spell Camping: Hag, Singularity, Dredge, and killers who can use objects or their abilities to teleport back to a hook can do this. It’s a rare form of camping because these aren’t common killers.

    Complex camping: a blend of both proxy and face camping (a Bubba at the top basement stairs for instance. He isn’t in LOS of that hooked survivor but he also isn’t leaving the area & is stationary while guarding his kill).

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610661#Comment_3610661

    The idea of hook grab removal being due to survivor on survivor harassment makes no sense though since they can still do that part.

    You’re right. It would still require the killer to interrupt the sequence. And the survivor can’t unhook either with another survivor there—even if the killer is nearby. That was their reason though so idk. Maybe they didn’t think it through.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609507#Comment_3609507

    There is no fast wonder to make soloq more in line with swf.

    But that's no excuse to give up.

    Their response of "we find the issue with swf is more that friends cooperate than a lack of info" is correct, but it doesn't mean you don't do anything about it.

    The devs do not have control over player attitudes and behaviours, they DO have control over the info that's available. Help bridge the gap in the ways you have the ability to do so!

    How much more info do solo queue players need? You have the HUD, you can use Kindred (a free perk) for anything the HUD doesn’t cover. There’s not much more gap between solo and SWF beyond player priorities and that isn’t something the devs can force to align. If you want survivors whose goals are aligned with yours, you’ll need to SWF. That’s the way it is.

  • Isn’t it bugged or something right now?

  • @Nazzzak said:

    I'm pretty sure it was actually because of the hooked survivor being subjected to the 'hook dance' between the killer and rescuer. That was the impression I got. That annoying back and forth on their screen.

    This is it. It wasn’t about denying killers another body or whatever conspiracy these players have cooked up. It was to prevent the embarrassing issue of a hooked survivor being forced to go through a partial unhook animation (which was also used for trolling & harassment). According to the devs grabs (supposedly) favor survivor ping anyway so it’s not like killers should have been able to grab survivors attempting saves easily or often.

  • Oh I saw that. My point stands firm hon.

  • Sorry this has been your experience. Might I recommend you join an SWF? Endgame saves can be really tough without coordination. You really need 2-3 survivors to pull them off without creating a trade.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610542#Comment_3610542

    Well then feel free to make a thread about unfair killer add-ons, and I'll comment on it as well

    You brought a strange agenda to this topic, which isn’t about medkits. So maybe, since you’re keen on discussing topic irrelevant things, you can comment about unfair killer add-ons here too? IJS. 🤷🏽‍♀️

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610560#Comment_3610560

    *proxy camping.

    Not face camping. Ask a Bubba if you need further explanation

    5 m from hook isn’t proxy camping; it’s face camping. And face camping itself is just sticking to one area without moving. Proxy camping is wandering back to the hook then leaving again then coming back.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610102#Comment_3610102

    1) Developers are allowed to change their minds over time.

    2) The majority won't agree, as the majority won't even comment on this. Instead, we'll get Billy's fanclub rushing in to tell us the nerfs were unnecessary. Most people don't rush in to comment about Billy, because they're happy that Billy is garbage when most people play him.

    3) Billy's curving was a problem with the maps back then. It was nerfed for a reason. It was nerfed for the same reason that Blight's large angle flicks were nerfed, and the same reason why Chucky's large angle flicks were nerfed. It just created way too many situations where the M2 power was a free hit.

    IMG_8456.gif


  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609781#Comment_3609781

    Please, read the full post before you comment.

    No one here is asking for him to return exactly as he was. Old Freddy was my favorite killer and he always will be, but my love for him doesn't make me blind to his issues. That is why everyone who wants him back, and many people do, also demands QoL improvements.

    That thing you mentioned would no longer by a thing, thanks to the Incapacitated status effect being added during the Dream Transition. He also gets mobility.

    If he were to come back EXACTLY as he was, I would main him again, sure. But I understand this is not what the majority wants nor needs, so that is why the improvements are there.

    Does that answer your question?

    I read your post which is how my critique is so pointed. I pulled everything from what you said. But what I didn’t say was that you want him to become Old Freddy. I’m pointing out your suggested changes would make him overpowered—like Old Freddy. And of course you’d play that. Who wouldn’t play an overpowered killer? Lol. I would too. But it isn’t balanced or fair. You can’t give him 3 built in perks and a half-ass “well go find someone to help u” counter that’s really just passive slowdown for the killer. The rework is thematic but Freddy was changed precisely for a lot of the things your rework does for him. It’s just a conversation, it isn’t like BHVR would implement such extreme things in any killer. He would become too oppressive.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609475#Comment_3609475

    No, Freddy cannot interact with a survivor who is awake. You target them with your power to initiate the Dream Transition, after which you can attack.

    Like this:

    https://www.youtube.com/watch?v=TQd087TtKMo

    Except that I've added the Incapacitated status effect, so you cannot interact with generators or hooks during that time.

    It’s thematic but it seems OP. Just like old Freddy. In your video he’s targeting survivors from at least 20 meters away. And if he’s forcing survivors to sleep he is interacting with that survivor. There doesn’t appear to be a counter to this (besides trying to find a survivor who is awake to wake you up—built in slowdown). He’s intermittently visible more like Onryo than Wraith but it doesn’t matter because he casts this spell at a range. Looks like it can be done over loops and pallets. And he still gets..

    • pre-nerf eruption
    • three stacks of Thanatophobia (that can presumably stack with other slowdown perks)
    • Permanent lethal on all survivors (outside of his terror radius)

    He can presumably target multiple survivors with this power? And the counter is to randomly find sleeping survivors to wake you up or basically go down to the killer (get hooked, notify him of your location by failing a skill check). You don’t mention any cool down for this power and in your clip it does not look like there is one.

    it needs a better counter than hope for the best & you need to scale your figures back (40% thana, incapacitated, etc).

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608496#Comment_3608496

    Maybe when you’re thinking about how BHVR is gonna rework the twins, you should consider those examples. (:

    There is Hillbilly though.

    This memory doesn't go away just because some time has passed.

    We were talking about recent reworks. Hillbilly wasn’t recently reworked.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609071#Comment_3609071

    He isn't really fun as of now, but he used to be. That doesn't mean he didn't need QoL improvements, he certainly did, but Freddy used to be way more fun and unique than he currently is.

    Please, let me share with ya my idea for a Freddy change. I'd love to have your feedback:

    Power: Dream Demon

    Pull survivors into the Dream World

    -Survivors who are awake do not see The Nightmare.

    -Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.

    -During the Dream Transition Survivors can see The Nightmare intermittently and they suffer from the Incapacitated status effect.

    -When the Dream Transition Lapse, the Survivor is pulled into the Dream World.

    Once in the Dream World:

    -Survivor’s auras are revealed to The Nightmare when they are outside of his terror radius.

    -Survivors suffer an action speed penalty of 40%.

    -To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.

    -Failed Skill Checks can also wake up.

    -Hooked Survivors wake up.

    Special Ability: Dream Projection

    -Teleport to a Generator in view. Releasing the button early will cancel the action.

    -Survivors cannot interact with the targeted Generator.

    “You have nothing to worry about. This won’t hurt one… little… bit.” -Freddy Krueger

    So Freddy is invisible like Wraith but can still attack survivors, and every 7 seconds a survivor falls asleep (if they’re awake) while Freddy gets…

    1.) To see the aura of all survivors outside of his terror radius (permanent Lethal Pursuer).

    2.) Built-in pre-nerf Eruption.

    3.) Three stacks of Thanatophobia (40% action debuff) —that can stack with other slowdown perks.

    And the counter is built-in slowdown for survivors to seek each other out to wake up from this extremely powerful invisible Freddy (who can still attack/‘target’ them when they’re awake). Or get hooked. Or fail skill checks notifying invisible Freddy where they are.

    It’s an ambitious rework. I’ll give it that.

  • My opinion is that no killer over 100 hours falls for it. Like most survivor perks it has the potential to be fun but you might get like… maybe one use out of it per match—if you’re lucky.

  • It is not good to stand by people while you have PT, and it isn’t really an efficient perk for multiple players on a gen because you are better off (most efficient) completing gens separately.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608477#Comment_3608477

    Given some of the recent reworks, I think there's a good reason why many are more skeptical about the changes being good for the killer.

    Several killers have received tweaks but only Skull Merchant and Onryo have been more thoroughly reworked; as in their powers have been modified drastically. And both of them are stronger than they were before. I’d say those are great changes for the killer. Maybe when you’re thinking about how BHVR is gonna rework the twins, you should consider those examples. (:

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606830#Comment_3606830

    I'm not defining a win, BHVR is. They said each individual survivor has their own win condition. They either escape, or they don't. There is no draw scenario. As for killer, BHVR has never declared a killers win condition, but the majority of the playerbsse agrees that 3+ kills is considered a killer win. 0-2 the killer did not win. Bear in mind, draws require both sides to neither win or lose, and that is impossible in a game where its 1 player vs 4 individuals with their own win condition. That means there is no such thing as a draw in dbd. However, for the purposes of MMR modifications in a match, BHVR DOES treat a 2k as MMR neutral, with 0-1 being negative and 3+ being positive.

    And yes, as I already said, killers and survivors are at an uneven balance. Killers have a subpar kill rate by a few percent, and that's not even including extra kills from survivors giving up on first hook. The killers are balanced around them not winning the majority of their matches (getting 0-2k). If they balanced around 62.5%, then killers would roughly win half their matches (IF we were disregarding the fact on how common survivors just give up on first hook and inflating killer kill counts).

    IIRC, at least one dev (Peanits?) stated the killer is essentially playing a (1v1v1v1) v 1. Each kill counts as a win for that individual game the killer is playing and a loss for that particular survivor.

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604047#Comment_3604047

    and the only ones who will be failing to hold this with gen perks are trapper tier btw. Potential Energy is not stopping this artist or a nurse

    Trapper could hold that 3-gen too. Heard of basement trapper? Same concept.

  • 4-man squads make up like 2-4% of all survivors, and of those I would think less than half—maybe even a third or lower—are anywhere near the skills of the players featured in the video you’ve shared. DBD should not be structured around competitive teams or players. It’s a recipe for disaster.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601086#Comment_3601086

    I can only repeat one of my most stated spiels here: yes, I am a killer main, but I also play a fair share of survivors, probably around 30-35% and I have finished every singel achievment and tome challenge in the game, so I have seen nearly everything the game can throw at you from both sides.

    So while I am biased for the killer side, I always try to balance my opinions somewhat out and also see it from the survivors perspective. And as stated a bit higher, I recently came to the realisation that all this different people with their vastly contrary opinions are probably all at least partially right: MMR brackets exists and what happens in my games might not nessecarily happen in yours.

    This leads me to think that the game needs a somewhat more granular approach instead of "one size fit all"-blanket solutions. Low MMR favors killers, high MMR favors survivors, and yet all play with the same set of rules. Thats why this game can never be balanced.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601114#Comment_3601114

    Awwww, thank you :) This must be one of the most uplifting and nice things someone on this forums ever said to me. I want BHVR to hire me as a balance team member. They need to try a couple of more bold things that are still reasonable and I am their man ;D

    High MMR doesn’t favor survivor. That’s a myth BHVR debunks every time they share stats. By their metrics high MMR killers perform best or at least equivalently to other brackets. I believe mid MMR is slightly survivor-sided.

    Back on topic, I’ll keep my eyes peeled for these balanced takes of yours. You’re insistent about them, and I’d like to form a fair opinion of you.

  • @Xernoton said:

    She has little counterplay in loop. You always lose when she uses her power. But she isn't incredibly strong in the 4v1, so playing fast and efficient can work.

    She is still a poorly designed killer. Staying still in chase mostly results in a free hit. Getting detected 3 times injures you, keeps you broken and hinders you while you are still detected and gives her a speed boost. So your best bet is to pre drop a pallet and try to leave the loop, when she uses her power. That however will often still result in a stack of lock on and incredibly bad resource efficiency on your part, which means if you can't win the game fast enough, then you won't win at all.

    I said before her second rework, that there was no need to remove her, when you could try and fix her instead. Now I realise I gave the devs too much credit on her. They don't even know what to do with this killer. All 3 versions were and are terrible.

    So the counter to this killer is basically don’t get caught & finish five gens before she catches someone because as soon as it’s a 3v1 against her it’s game over? I guess the saving grace is that she isn’t very common.

  • @MrPenguin said:

    My guess is because they want some incentive to play killer since in general the game is usually lacking a lot more in the killer department than the survivor one for a few reasons. In terms of amount of people playing the role.

    Usually.

    That said, personally I wouldn't be against an increase.

    We technically have BP incentives now to encourage people to play a specific role and at least in my zone it’s usually 100% survivor until late evening. But it turns back to survivor after midnight. And remains there until late evening again.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599696#Comment_3599696

    Well, thank you. But for real, do I come off as such a bad and unforgiven person? I always thought myself, even while killersided, relatively levelheaded. I think all the times of how to improve the experience for both sides and it took me quite some while to realize, that most people are trapped (or secluded) in their own MMR bracket and corner, thus my gaming experience will be vastly different from others. Whatever. Happy gaming.

    I don’t know you to say you’re bad. And I can’t really answer what other people think of you. In my experience as in based on what I’ve seen, you are very killer-sided. For better or worse. 🤷🏽‍♀️

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598212#Comment_3598212

    I cant recall the last time i saw the scenario shes is describing, but thank you for the information tho, it is appreciated :)

    So strange. It’s a common tactic for the Skull Merchant, it’s common for the Knight, it’s very common on maps that spawn 3gens (RPD, Haddonfield, Eyrie, the Swamp, and a few others). Not rare at all. 🤷🏽‍♀️

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599500#Comment_3599500

    Killers are not killing for manipulate stats.

    Survivors are killing themself for manipulate stats.

    What days we are living in 🤣

    The end days. Lol.

    @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599500#Comment_3599500

    Not everything has a sinister plot behind it, sometimes people, like me, just don't enjoy stomping down and mercilessly slaughtering players who got no chance at all.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599497#Comment_3599497

    The most fun I have with Chucky is playing him with Trails of Torment. Its so fun to catch survivors offguard because you got no terror radius and then literally jump on them from out of nowhere and give them a heart attack. In the same vein, the Friends til the end/Nemesis combo works so well, but in that case the Obessession knows that something might be up, while Trails of Torment Chucky can approach with his small stature and get many unexpected hits.

    That is probably the fairest statement I have ever seen come from you. Well done.

  • Is this like killers throwing games to ‘counter’ survivors giving up on hook so the devs believe things are balanced?

  • @tjt85 said:

    The only thing I think I like about this perk is the way Americans (and some British people who should know better) keep mispronouncing it.

    It's pronounced "no Myther" by the way.

    As in "eye" or "my".

    If you can loop, I think it might be good for goading a Killer into chasing you for 5 gens. But that's about it.

    It is a regional way of saying “no matter”, as in it doesn’t matter, correct?

  • @Hensen2100 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598316#Comment_3598316

    Yeah and it's busted enough you can full well know survivors have it and there will be nothing you can do. I have only run into a SWF using 3+ background players and flip flop + power struggle once; and I put on lightborn since they had 4x flashlights in the lobby, but even that that was enough to realize how broken this perk is on coordinated survivors.

    The survivor goes down on a pallet and you either pick them up within ~10 seconds or they get out for free. But then someone is threatening the save from a light year away so even by the time you would walk over and hit them to chase them off the power struggle is already active and your down is nullified.

    And still this doesn't go into how you can flashbang the killer even if they are looking at a wall. There is basically nothing you can do against that since the background player can be so far away and still get the save

    The only thing holding this perk back is that it really needs a SWF to be truly broken but even solo's can abuse it a decent amount

    Run Hubris. Problem solved.

  • If you know a player is loitering for a save you should hit or chase them off. One should only be surprised by the perk once because after that one knows it’s in play. The counterplay is the same as if you were dealing with any player attempting a flashlight save.

    How many perks must you run as survivor to counter things the killer can do? I’m just curious. Because you’ve stated you don’t want to use the perk that exists to counter blinding. Just curious if this cuts the other way.

  • @Krazzik said:

    It's the same reason that Terminus doesn't work against Adren half the time, even though that's literally the entire point of Terminus. The game keeps screwing up the order of things happening when a survivor with Adren is unhooked.

    It SHOULD be:

    Last Gen pops while the surv is on hook.

    Survivor uses Deli

    Survivor gets Broken

    Adren activates and gives speed boost but can't heal due to broken.

    Seems the Adren heal is activating before the Broken from Deli is, which seems to be an obvious bug for me. Same as when it activates before the Broken from Terminus is applied.

    Anyone saying it's intended has GOT to be trolling, because it's completely bypassing the downside of Deli, a downside which is required due to how strong Deli is, ESPECIALLY in endgame.

    Deliverance is so strong that it’s hardly seen in play. Is it even in the top 20 most picked survivor perks? I know for sure it isn’t in the top 10 (META).

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597704#Comment_3597704

    Sounds like a Bug which is in the game for some time but never got reported.

    If anything, it’s an oversight. It’s silly that Deliverance even makes a survivor broken but I think it’s right that Adrenaline circumvents it. Adrenaline is intended to heal survivors off the hook. It works with Slippery Meat escapes and standard 4% unhooks as well.

  • @xerox8521 said:

    Wdym is it beneficial? You literally get full health when you are not supposed to so yes it is very beneficial for survivors.

    Deliverance and Adrenaline have always worked this way. Deliverance counts as an unhook. Adrenaline heals off hook. Like ???

  • Beyond what both perks individually contribute is this in any way beneficial to survivors?

  • @Thusly_Boned said:

    This is not a new narrative.

    Every time a new killer comes out that is even remotely strong, especially if they're even a little "atypical" a decent sized section of the surv base does this. They just want to keep using the same tactics and have hissy fits about how nerfs are needed, or stage dumb in game protests, or DC en masse.

    We just saw this with Xeno.

    Then they either actually quit the game, or they put on their adult pants and learn how to play against them.

    People gave up against Xenomorph because its tail attack had 0 cooldown (acknowledged glitch) & the turrets weren’t working well. Very different.

  • You can just run Sloppy Butcher or one of umpteen add-ons to prevent 99% healing. Tbh I haven’t seen any survivor even attempt that since the medkit nerf. Same with gens. Survivors just aren’t really doing it anymore because it’s futile.

  • Artist is one of the strongest killers in the game.

  • @WorthlessBeing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596332#Comment_3596332

    As long as gens fly like they do, regression perk are needed to even stand a chance.

    3-genning is an issue that can be avoided most of the time by being smart about your gen positioning - or use Déjà Vu.

    Unless the Killer preps for it at the beginning of the match but that's another issue.

    The difference between 4v1 and 3v1 is too good not to optimally remove a player asap because of how it affects the dynamic of the game. Hence, Tunneling isn't going anywhere anytime soon ( not that I like to partake in it but that's how it seems to work for me when observing the game).

    Gens aren’t faster; survivors just don’t waste time healing or booning. They do the only thing of value they have left to do in a match: repair gens. So they seem faster because survivors aren’t wasting time on frivolous activities, but aren’t actually faster.

  • @NomiNomad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595001#Comment_3595001

    Not really, no. The trade-off is that it's not really precise as aura reading, or it doesn't last much. The killer with it the longest is Legion, I think, since it goes as long as his power does.

    Killer instinct is fairly precise but otherwise correct there is no way for survivors to avoid it.

  • Her crows don’t have a range limit. They can hit you from across any map. Most artists will send them toward areas they know gens are to potentially catch survivors.

  • Background Player seems fine. It received a change because no one ran it. No one ran it because it sucked. The devs were trying to make another exhaustion perk viable so that survivors had something other than SB or Lithe—the only exhaustion perks that are consistently decent—to run. Believe it or not but survivor perks shouldn’t actually have a laundry list of activation requirements or drawbacks to partially function every 12 matches.

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