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  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2380693#Comment_2380693

    I am the only person I know that ever uses plunderer's, please be realistic.

    I have done the math on this before.

    The Plunderer's loot table has a 9.4% chance of finding a usable key on each search (14% of items are keys, and 67.6% of keys are usable).

    Since Appraisal searches benefit from Plunderer's, and there are three base chests, you get to roll for that 9.4% chance six times.

    (1-(1-0.094)^6 ) = 0.447

    A 44.7% chance that at least one of those is a usable key. Actually slightly higher than I remembered.

    Oh, and if you don't get a key, you're still getting medkits and toolboxes unless your luck is just #########.

  • @Emeal said:

    BHVR does not listen to the community, which is why they changed DS recently? Dude, listen to yourself.

    If your best example of BHVR listening is when they took four years to make a perk not gamebreaking, that's a ######### example.

  • Right now?

    With a 43% chance to just not be able to lose?

    YES.

    VERY.

  • The problem isn't people bringing keys.

    If a killer sees that, they will leave the lobby. Even if it's last second, they'll bring out the task manager.

    The problem is people finding them.

    If you're running Plunderer's and Appraisal, you've got a 43% chance of finding at least one usable key, which means you just win even if you give the killer the most unbeatable gen setup.

  • Because they're smarmy ######### and the Endgame Collapse is a largely ineffective mechanic.

  • @Pulsar said:

    I mean, it is pretty clearly exploiting a game mechanic for a unintended benefit.

    I don't think it's bannable, unfortunately.

    It literally is bannable, you eat a DC penalty every time you do it.

    Like, it's one of the only things that will actually get you banned.

    Hacking? Holding a game hostage? Tossing around racial slurs in post chat? Supposedly bannable, but because of how terrible the report system is it will probably go unpunished.

    If you DC to give hatch, though, instant temp ban. Doesn't get more direct than that.

  • I have played one game on this map.

    It lasted 25 minutes.

    The survivors were apparently sprinting around for 6 straight minutes looking for my totems and I didn't see a single person in that timeframe.

  • Don't see why not as long as it's implemented some way we haven't seen before.

    Locker teleportation, an ender pearl-ish mechanic, or Shadow Clone Jutsu could work.

  • It isn't a bug, but it's definitely a significant QOL thing.

    The one thing i'd say is that you shouldn't be able to leave a gen and still succeed an Overcharge skill check. Trying to "just tap it" against that perk shouldn't work.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/2367734#Comment_2367734

    I disagree, that ability needs to be buffed & his oblivious status effect should be nerfed.

    Their oblivious status already isn't that good.

    It takes all of eight seconds to remove it, three of which Charlotte spends waking up.

    It can catch people off guard, but this is pretty rare.

  • Yes. I'd rate them at the bottom of S tier.

    They're easily abused by a strong SWF and have a lot of perks that hard counter them, but Victor has a high skill ceiling and their macro play is unmatched.

  • It censored Hawkins for me the other day.

  • They close more total distance per bottle than purples, are more reliable, and can have their effects applied concurrently with purple gas.

    They're great if you know how to use them, but 90% of people just see "if I grief myself I speed survivors" and don't use them ever.

  • @Orion said:

    Once the crashes are fixed, none. Players DC, maps don't DC for them.

    35 minutes sounds like it was very tense, which is kinda the reason why you play survivor in the first place.

    There is nothing tense about a game on RPD.

    You can literally sprint around for ten straight minutes and the killer will probably not find you if you don't go to the center area at the same time he does.

  • SB is already overpowered as hell.

    This nerfs it considerably and is not a terrible idea.

  • Nope.

    He's one of the bottom three killers, with worst in the game being a tossup between him, Trapper, and Trickster.

    T1 Myers has no terror radius, but is not remotely a threat because grabs are jank and he can't lunge or chase. If he's a wallhack Myers, he is always in this completely pathetic state.

    T2 Myers with dead rabbit and monitor has such a small terror radius that it is essentially nothing. He's still an easily looped M1 killer, and if he's playing the "worse" version of wallhack Myers he can never progress beyond a weaker-than-normal T2.

    T3 Myers can oneshot you, and can pop out of nowhere if he 99's it out of T2, but he's almost just as easy to loop as T2. If he's a wallhack Myers he is 100% incapable of reaching this.

  • Bad survivors get outplayed and outplay themselves.

    Good survivors don't even give the chance to attempt an outplay, they turn DBD into a pure numbers game that always leaves them on top.

  • Or you could just run Iron Will and have the meaningful part of the bonus forever.

  • Despite the range being 10 meters, you need the survivor to be within 5 meters when you start charging in order for the survivor to not just run directly out of it.

    In order to apply the stun to a survivor before they get to a pallet/window, they must be between 8 and 18 meters away from the object when you start charging. If they're closer, they'll scream as they vault and demolish your hopes and dreams.

    Your best add-ons by far are Range and Discipline.

    • Moudly/Polished/High-Stim increase your effective range by 2/3/4 meters, a 40/60/80% increase over the baseline.
    • Discipline 1/2/Notes increases your effective range by 0.4/0.8/1.2 meters (an 8/16/24% increase over the baseline) and reduces the minimum distance from an object to prevent its use by 0.4/0.8/1.2 meters (5/10/15% closer than the baseline).
  • The blue line is just an impact marker. It doesn't do damage.

    The tentacle itself stays out at full length for about 0.3 seconds.

    It doesn't necessarily hit the closest survivor in the line in my experience, but rather the one closest to the center of the tentacle.

  • Some people, maybe.

    SWF players might do it to bully baby killers if they're #########.

    Solo survivors won't, since being matched with non red-rank survivors is one of the most painful

    Killers probably won't. Takes too long for too little of a reset.

  • He's literally dead.

    Second place is Clown because of his smoking/alcoholism.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357064#Comment_2357064

    Perks aren't designed to have counters, that's a stupid argument. Open Handed, Plunder's Instinct, Lithe, Balanced Landing, Tinkerer, etc, etc.

    Dead Hard is not a "reward for failure", that's another absurd argument. You can use it while injured is much different than needing to be hit to use it. No Mither and For the People want a word with you.

    Perks don't need to have counters, but they do need weaknesses or counterplay if they're sufficiently powerful.

    This goes double for survivor perks that potentially give them extra chances, since there are 4x the number of survivor perks in a match.

    Balanced Landing at least requires some very specific terrain to do its job (not a valid weakness on a lot of maps, though).

    Lithe and Dead Hard have no such drawbacks, while SB's "weakness" is so easy to work around that it just doesn't matter.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356846#Comment_2356846

    That is not what perk variety is. Perk variety is when there are enough viable options to see players use a large volume of different perks. I’d say survivors are closer to this, as they are generally much more willing to have a meme/fun perk on than killers.

    Perk variety is achieved by buffing, not nerfing.

    Not true.

    If a perk is so good that it outclasses every other option, nerfing it will increase perk diversity, because some people will stop using it and replace it with something else.

    Again... nerfing DS had this effect, freeing up two perk slots in every survivor's build that previously had to be used for DS Unbreakable, tremendously increasing perk diversity.

    Less Dead Hard, SB, Lithe.

    More Hope, Smash Hit, We'll Make It, Flashbang.

  • Imagine being bad enough at the game that you're complaining about the ######### Wraith.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356906#Comment_2356906

    So you're telling me that if you counter Dead Hard the survivors can still use Dead Hard?

    Gotcha. That must be a new bug.

    Yes, they can, because there is no hard counter to Dead Hard.

    • Mindbreaker and Huntress Venom are short enough that they can be walked off mid-chase.
    • Blood Echo requires (1) you to hook somebody and (2) for others to be injured. If the person you're trying to hook has Dead Hard, Blood Echo won't stop it. If other people keep themselves healed, Blood Echo does nothing to them.


  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/265803/a-pass-on-exhaustion-perks

    No!! You can't reduce the survivor toolkit to, just stand there so the killer can hit you. They have to have some means of escaping and something interesting to use....this is a game for all 5 players, your proposals would gut the viable options.

    image.png

    Yes, because without Dead Hard survivors are just so helpless.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356528#Comment_2356528

    Nerfing DS didn’t improve perk variety, people just used IW, SC, BT, etc more. Not that I think DS shouldn’t have been nerfed FYI

    "Nerfing DS didn't improve perk variety, people just replaced it with a bunch of other perks"

    ...that's what perk variety is.

    Nerfing DS took the survivor meta from "DS, Unbreakable, Exhaustion, and a Flex" to "Exhaustion and three flexes".

  • @bobateo said:

    The dodge conditions are way too penalizing and how would that even work? How close does the Killer have to be? How (likely) broken is that going to be with latency hits? Sounds like you're trying to cram DH's dodge into other perks and punish the surv if it doesn't work. Which dodging with DH is already a coin toss on it's own.

    We don't need to define that.

    BHVR literally already has code for that, which they use for achievements.

    If the killer attacks while near you, and he doesn't hit you, you dodged it.

  • @IlliterateGenocide said:

    So you want to nerf balanced landing? The worst exhaustion perk other than headon?

    Balanced Landing is not a bad perk in the slightest.

    It's somewhat situational, so it's usually worse than Dead Hard, SB, and Lithe, but considering how patently absurd the power levels of those perks are that doesn't say much.

    This would be like saying "Why would you want to nerf Instasaw Billy? He's worse than Nurse and Spirit."

    If you're on a flat map it's not great, but if you're on/near a hill (pretty common, since hooks/gens spawn there often) or a two story building (which is similarly common) it's super powerful.

    It...

    • Gives large amounts of distance for the survivor without needing to interact with the killer
    • Forces the killer to go far out of their way to burn it (going around to the climbable side of a hill) wasting a lot of time.
    • Makes tiles that are ordinarily death traps (Hills, spawns of Chapel without a window next to the gen) into complete safe zones.

    Compared to the absurdity that is Dead Hard it's not great.

    Compared to Unbreakable, DS, or Deliverance, it's out of line.

  • @WexlerWendigo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356412#Comment_2356412

    Your changes would be absolutely horrendous to the meta. Killers constantly complain about lack of variety in survivor perks. Well, if exhaustion perks are nerfed, say hello to everyone running BT Spine chill Iron Will and DS.

    Stop advocating for ruining fun perks because you aren’t playing efficiently, or using any perks that counter exhaustion perks.

    I’m sorry but I can’t take any post seriously asking for nerfs to balanced and lithe, but none for killer perks that are much stronger. Really unhealthy mindset


    Exhastion perks are not "fun". They are boring free wins.

    SB, Lithe, and BL allow you to hold W and buy time without having to interact with the killer at all.

    Dead Hard allows you to just say "no" when you die, making tile play (the only actual fun thing in this game) meaningless.

    Wow. So "fun".

    Also, you're simply a fool if you think nerfing Exhaustion perks would reduce perk diversity.

    if you knock the S+ tier perks to be on par with the S and A tier perks, that will always increase perk diversity.

    If these changes result in 75% of players who currently run Dead Hard every match because they're too bad to win without it swapping it out for another perk, they're not gonna all choose the same perk. We're going to see more Q&Q, Deception, Smash Hit, Saboteur, Head On, Lucky Break, Breakout, Deliverance, Adrenaline, and Unbreakable.

    You know, the actually fun perks. Oh, and it's not like any of these reworked exhaustion perks are bad; they're just actually balanced on the same level as other perks.

    You sound like the kind of person who would quit a D&D campaign if they weren't allowed to play as the protagonist of a power fantasy harem anime.

  • @WexlerWendigo said:

    Think I’d genuinely quit playing if these changes were made lol

    If you refuse to play a game where you aren't handed a free +3 health states per trial, good riddance.

  • @Johnny_XMan said:

    Have you ever found yourself in a situation where:

    • you didn’t know if there would be a pallet or not, but there was a window? just use lithe.
    • you are injured but instead of healing before repairing, you want to be greedy and finish the gen? Just use SB.
    • A teammate was just hooked on a hill, so you farm them with no BT? Just use Balanced Landing. You are sure to get away.
    • Your teammate was hooked inside basement but instead of saving them you wanted to finish the generator right next to shack? Just use lithe, it will correct your lack of altruism.

    Those are all pretty situational (Except SB). Problems, sure (Except the Lithe one, that just seems like a bad play followed by a wasted exhaustion perk), but not nearly as bad as Dead Hard.

    "I am about to get downed" is something that happens several times in every game, and this is the situation where Dead Hard is stupidly strong.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355994#Comment_2355994

    Where's your data showing Dead Hard is extending chase times more than other exhaustion perks?

    Did I say the others don't do that?

    No.

    They all do it, but Dead Hard does it in a terrible, terrible way.

    Head On, Smash Hit, and Adrenaline are balanced because you have to earn their effects (through a successful locker juke, a pallet outplay, or by winning outright with three perks).

    Sprint Burst is problematic because it counters stealth killers too hard and all but negates initial positioning as a relevant factor. That said, it's so easy to bait out that it's not necessarily the end of the world for a lot of killers (Pig is gonna have an aneurism, but Blight scoffs at it).

    Lithe and Balanced Landing give similar raw distance to SB, but don't provide benefits right from the start, so it's fine. Problematic, yes, but less so, and if the "hold W meta" is ever addressed these perks would indirectly be made 100% fine.

    Dead Hard cannot be forcibly burned (you need to commit to a chase through its natural lifetime to get that far), doesn't require good positioning (just face a pallet/window and you're good), and isn't something you really need to earn. You get into a situation where you should go down, and then you just don't.

    Aside from bugs, user error, and some dubious builds (anybody gonna run Mindbreaker to sometimes kinda counter a perk that some survivors might be running?) it has no weaknesses. Low risk, and the highest reward out of any perk in the game, effectively giving you a bonus health state. Now remember you can use this 3+ times a match and everyone can run it.

  • @th3 said:

    Isn’t that the point of equipping perks so they can help you.

    "Help you" can mean a lot of things.

    Smash Hit gives you a lot of extra value if you make an outplay.

    Bond lets you make informed decisions and avoid certain mistakes.

    Unbreakable lets you recover from a guaranteed loss if and only if the killer steps into its trap.

    Then there's Dead Hard.

    • ######### up distance judgements in a loop?
    • ######### up distance judgements transitioning between tiles?
    • Get straight up outplayed at a tile?
    • Run into a dead end tile with multiple bear traps?

    Oh well. Press E. Despite how the chase should have ended right there, it now gets to go on for an extra 30-40 seconds because you were able to make it to that long wall jungle gym, cow tree, or other tile.

    Yes, you can bait it out, but that only works if the survivor is straight up using the perk wrong. If they're relying on being able to dead hard in the open, they're being stupid. You use this perk to guarantee you make it to a pallet/window when you shouldn't, and when used in this way it is a third health state that the killer can't do anything about.

  • Yes.

    He's a middling killer that mildly annoys survivors, so some people are calling him broken.

    Just like Freddy was.

  • Blade decay is and will remain a terrible mechanic.

    It went from an eventual annoyance to a constant threat.

    Some of the changes are good, but until blades need manual removal he's problematic. His shack game is already bottom of the barrel, but now you just have to abandon the moment a survivor runs to it.

  • Until Ghostface is wearing a full on gimp suit under the robe, this game will not be balanced.

  • @Bran said:

    i just cant focus on this post when the mans types decisive strike only works if your tunneled.

    It only works well if you're tunneled.

    You can force it to work when you're not being tunneled, but that would mean you spent 60 seconds chasing the killer and jumping in lockers instead of healing or doing gens, and they can still slug you.

    It's still good, but it's no longer just a bullshit 60 second invuln with no downsides.

  • @Phasmamain said:

    This is why I use blood echo or mindbreaker on most my killers.

    You shouldn't be forced to dedicate 25% of your loadout to halfway countering perks they may or may not be running.

  • Fun fact: even when they're re-enabled, DC penalties don't apply if you leave during the loading screen.

    Oh no what a nice Strode Realty key it sure would be a shame if my game were to mysteriously crash.

  • @itsPina said:

    Isn't P50 max?

    No.

    If you're P350, you have a total of 63 perk levels (3 starting levels, 40 from your first 40 levels, and 20 from levels 41-50).

    It takes 285 perks levels to max a single survivor.

    It takes 252 perks levels to max a single killer, and since they're all different you'll have to do that 24 times.

  • @TheGorgon said:

    I think they’ve got to give us more escape cakes, envelopes, puddings, etc. every time we Prestige. It would not only greatly reduce the grind, but it would provide an incentive to prestiging.

    I mean, would it though?

    You can already burn a pudding in a large portion of your matches if you want (assuming you run BBQ to econ them up), so it's still a lot faster to just max your character on P0 than to burn 150 levels worth of BP.

    That isn't a bad idea, but it doesn't really solve any problems. The grind is still hellishly long, there's no real reason to prestige besides completion (or having some cosmetics for Freddy), and the Bloodwebs feel like hollow wastes of BP once there are no more perks to level.

  • Ah yes the good old licensed Kate Denson outfits.

  • Because it's a good build.

    Same reason most survivors run some variant Dead Hard DS Unbreakable BT every game, but minus the feeling you're being a dick by running something overpowered, and with the knowledge that on the off chance you run into an actually good team, that build (with luck) is just about the only thing that can give you a fighting chance.

  • Yes, they improve readability by allowing me to insert emphasis and tone into text.

  • @Yords said:

    A big issue I have with him is his tier 3. Wow, so much work for... 1 extra meter of my m2? There really is no point in trying to get it.

    I agree it's super anti-climactic, but it's a massive upgrade.

    There are a lot of tiles (including a lot of common tiles) that are not playable with a 5 meter range, but are playable with 6.

  • @SleepyWillo said:

    Very detailed and well explained! I do hate early game Nemesis but I think of him as similar to Oni in that you have to power up with hits first. I'm curious if 1st hit with tentacle contaminating AND dealing damage would be enough of a change for him. Survivors cant really loop you at tier 3 (or at least none of mine have been able to). Their only defense is to avoid contamination as long as possible...

    I do love your vaccine/contamination changes though!

    I do think that just the first section of power changes would be enough to put him in a good, balanced state.

    Thing is, because so much of his design (not to mention add-ons) is wrapped into contamination, vaccines, and mutation rates, there's no way the devs would scrap all that.

    The rest of the changes are there half because I think they're cool, and half because "contamination and mutation need to do something"

  • Nemesis was bad on PTB, it's just that matchmaking doesn't exist on PTB so he seemed better than he was.

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