BlueHorkew
BlueHorkew
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/410317/the-amount-of-bad-ptbs-are-worrying
That's actually a good thing, they want to test crazy changes before they go live to see where stuff lands.
I just feel like some of this stuff is so obvious that they shouldn't even come to a testing server. They should have been identified as bad and never seen the light of day.
If something is so problematic that players could predict it before even testing it what is the point
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Yeah, this map is awfull for survivor.
Unsafe loops and full of dead zones. Not even the typical strong structures like shacks or main buildings. This map is rough
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Her power is broken.
Blight obeys the game, but his add-on make him broken.
Nurse's power breaks all mechanics of the game and until her core kit is touched she will always be a problem.
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@Peanits said:
Others have mentioned it, but turrets are crucial to playing against The Xenomorph. They are not meant to be something you can overlook or choose not to use. The tail attack is a little stronger and can be used more frequently than some other powers because it's possible to disable it with a turret. If you approach a Xenomorph chase the same was as some other Killers and solely rely on pallets and windows, you're probably going to die pretty quickly.
About pallets and windows being tools for Survivors, while that is true, they have never been foolproof. Some of the earliest Killers (e.g. Huntress, Nurse, etc.) have powers that can hit over them. Even the very first Killer, The Trapper, could trap a pallet or window to turn that helpful tool into a death trap. Yes, they can help you, but only if you use them at the right time. They are not meant to provide absolute immunity just because you reached them. If you know the Killer has a power that can attack through them, you'll need to keep that in mind. In a situation like this, prethrowing the pallet might be the best option because it'll give you a chance to gain some distance or break line of sight before the Killer gets close enough.
Can i atleast give the feedback that using the turrets is not as fun to counter a killer compared to normal looping skills.
I am not even getting to the argument if the turrets are enough, considering alien that Alien has add-ons that make the turrets really weak.
But this type of design is just not as fun to face. I would rather alien be nerfed in chase so he is more fair and make the turrets even weaker.
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@jesterkind said:
I feel like you're trying to make a broad claim out of a single piece of evidence, here. Xeno is the only killer that got "random buffs" after that PTB, I don't know what you're referring to with the other two examples.
On that point, though, I think most of the buffs were fine. The only one I really have an issue with is the post-miss speed reduction, I don't think that should've been buffed.
My issue is that the devs buff things too quickly from ptb but don't make adjustments when they get live for months
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534474#Comment_3534474
There can be a penalty for missing without feeling like you're DSing yourself every time to want to try an interesting shot. There's such a thing as something being too punishing which it very much was on the PTB and everyone agreed on that.
Not when he is the only killer without a speed penalty to wind up the shot.
Imagine if Huntress or nemesis could have their m2 at 4.6 and gaining BL. So of course the miss needed to be punishing
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@Xendritch said:
Almost everyone said the tail felt horrible when you missed with it. But I think most of us were expecting a .5 to .75 second buff on the cool down the increased movement speed instead was...a choice.
Some people were worried about the turrets but realized they were fine with add-ons. I'm guessing they nerfed the turrets and the add-ons accordingly to prevent a situation where everyone was only running the same two add-ons.
I have no idea why tunnel movement was buffed however everyone seemed fine with that.
Yeah, things feel bad if you screw up, but the killer was new and clearly had potential.
So buffing him so much in such a short window of time is just becoming comical.
I wouldn't even be mad about that aproach if we got frequent updates to tune things up and down, but no it's buff or nothing for how many months or years before they consider ir necessary.
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You are invisible and run at almost 2* the speed of survivors, how are getting stunned.
Also, they already had an add-on that removed the "hiss" sound. All spirits abused the speed add-ons and discordance to gen grab people.
Use the add-on that makes your "hiss" sound omnidirectional and map wide if you want to confuse survivors and try to be stealthy.
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@Zaydin said:
Title. That way Killers can at least consent to the torture that is playing against a SWF coordinating on voice comms.
Why should you exactly?
Survivors don't get to know your game name or even your connection quality, so what exactly is your argument besides, "I want to know when i need to try harder"
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You don't see broken very often because it is very rarely given to killers.
Killer Powers: Plague and Twins
Add-ons: Bubba, you have an insta down and bubba is add-on reliant for chase.
Legion, noob trap, you want to stay injured to counter legion
Singularity, new killer, add-on dependent and is the weakest of only 30s
Twins, survivors don't remove Victor by themselves very often
Killer perks: Forced penance, good in comp but unreliable in public matches. Still sees play on killers that want to keep survivors injured like Twins.
So no, you don't see broken too often because it is a really powerfull and rare effect not because it is weak.
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@johnl475 said:
This is just my opinion however I think Broken as it currently stands is not that useful as a status effect and it's also not common to see. As the perk stands now- Broken. When being affected by the Broken status effect, survivors are wounded to the point that they are unable to heal, regardless of if they have the perk Self-Care, a med kit, or another survivor nearby to help. The Broken status effects duration depends on the add-on, perk, or killer that is being used. Cursed.
Recommended Change: Broken will prevent the Afflicted survivor from Healing from any means even while knocked out, until the broken status ends. The Broken status effects duration depends on the add-on, perk, or killer that is being used. Cursed. 2nd effect: Slows Survivors Progression Speed by 8%
Or if the 2nd effect is too strong it disables a survivor's held item until broken wears off.
Thoughts? Maybe a better suggested change?
Broken is not a very common status effect because it could be very OP if easly abused by Top tier killers.
That is why the best easy to affect broken tools are killer specific.
Broken doesn't need any buffs. And honestly your version is quite absurd with 3 really strong effects, one of them being a slugging buff.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525132#Comment_3525132
The pig one kinda works if you chase a survivor who hasnt gotten their trap off yet since it has no limit. As long as they have the trap. But yeah then you have other ones that are weird like artists.
https://us.v-cdn.net/6030815/uploads/0JSKJUDE8SSS/screenshot-20230825-124232-chrome.jpg
Since if your that close you should be hitting anyway.
Pig is only good with videotape. You really shouldn't focus too hard on trapped survivors, so the exhaustion doesn't make much sense.
If it was from the ambush attack, and you could actually use the ambush attack to well, ambush people, it would make sense.
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I think the Huntress exhaustion add-on and fearmonger are the only well balanced killler exhaustion tools.
Easy to apply, is enough of challenge for survivors without killing perks, but rewards the killer if they skilled to finish the chase early enough.
Everything else is kinda lackluster
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How would you make it not too similar to Knight?
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He is not bad.
But playing him is like getting a job and one that doesn't even pay that nice
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Is there any perk that insta downs a survivor without warning like that besides the Exposed Hexes?
Also Starstruck
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524405#Comment_3524405
Claiming noed is "1 -2 free kills" is factually wrong, survivors dont magically teleport to the hook as soon as noed activates, it still requires a chase and hit, and its a Hex, you can remove it from play.
However, things that ARE free value are Hope, Adren, Resi, MFT,Windows , deja vu etc etc and they have *no counter*..
If you claim noed is "good" then by logic alone, all the survivor perks i've listed have to be considered beyond busted.
Skill issue on your part then?
If you don't believe that NOED is a good perk don't use it.
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@totallynotamegmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524369#Comment_3524369
there is a reason so there are so many restrictions put onto survivors in comp dbd, yet they STILL win a lot of the games.
Each Killer also have restrictions on add-ons, maps and perks.
It's a different game from regular Dbd.
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524336#Comment_3524336
How is noed a "Good perk", if the killer plays well noed will be a dead slot, on the other hand if you do happen to reach end game, its effects at most are usable for 30 seconds.
Only way it would be a "good perk" is if it was basekit, that way survivors would have to choose between wasting time doing totems or risk dealing with a potential 1 hit down in the end game.
The only reason Noed is used at "comp level" is because when DBD is played optimally by both sides, the game heavily favours survivors and you're almost guarantee to make it to end game.
This current survivor meta is so god awful that kill averages are now at 50ish% according to nightlight stats.
If you never make it to end game Adrenaline is a dead perk. That doesn't make the perk bad.
NOED brings easy value that demands an answer from the survivors and can by itself give you kills you wouldn't get otherwise.
I don't care if the perk can also be countered, the perk can give you 1 or 2 free kills.
Also if you managed to end the game before end game, why are complaining? You got the win with 3 perks, good for you. But the perk is an insurance if things go bad.
Turns out that gen regression perks are countered by survivors gen rushing, you ain't regressing a completed gen
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Still don't know where the idea that NOED is bad came.
NOED + NWO is a banned combo in comp. NOED was always one of the most picked perks in comp and in general.
NOED is a good perk, who knew...
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@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523977#Comment_3523977
I disagree. It’s the least she could receive in compensation considering what they did to her addons especially the amulet my god is it awful now sigh…
Better keep dreaming.
Just use the buffed cooldown add-ons if you want that reduced cooldown.
They were buffed for a reason in the same patch that nerfed her other add-ons.
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What you are asking is not a simple qol change, it is a massive buff to one of the best killers in game.
She doesn't need buffs, much less of that caliber.
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@Chocolate_Cosmos said:
Do you think it is good idea to buy her just for perks? Can someone give me review on her perks?
I would wait for a shrine, unless you are a big fan of Ripley as a character.
- Chemical trap is the best one, but is just a funny perk for some meme builds
- Lightfooted is an ok stealth perk, but has too many restrictions for a buff you have very little control over and very little input if it did anything to help you
-Lucky star is a terrible perk, never use it unless you need the info, but you have free perks that do similar effects. The locker stealth effect doesn't even work as the blood pools and scratch marks before you enter a locker don't disapear and the effect will be over when they do. Just don't bother unless you want the adept.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522778#Comment_3522778
They already told it by saying the rework for her is already in the works. Of course they're are not going to say they messed up, but it's a way to say by making that statement since nothing that works properly and as intended needs a change less than a year from release.
Most people don't even care about losing, they just don't want to play a 40 minutes game of Dead by Daylight every other game sometimes. Because if it happens once, they will DC, but it can happen all over again and the penalty will go so high.
I liked that the famous video blew up to address the issue, but of course people used to be quirky and annoying on purse (I literally have screenshots of chats after the game stating that they did it to spit survivors and revenge for getting BMed by survivors before and that sort of comments.) It's really concerning the situation this is getting to, and I expect them to do something about it before it hurts the popularity of the game now that it really needs it the most and they are getting good content lately.
I am not opposed to disabling her until the rework comes. I don't see any good on having her roam around free making most matches horrible
I just don't think bhvr wants to do it. It would be really embarrassing for them.
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I mean, i have only seen a few companies in general disabling content because of how toxic or disliked it is, but i have also never seen something that extends games to 4* or 5* regular match length on the level of SM, so she is a big failure.
Still, some people paid for her, so i doubt bhvr would be happy to disable paid content or to even admit how much of a failure SM is.
Since disabling SM would be basically admiting what a huge mistake she was.
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Might get alien, but not on release.
Positive for the chapter overall, but not really super excited.
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@Pavel_Ch said:
she needs to rework the red addon. she should not constantly see the auras of all the survivors. this is wh. too much
I think it should warn the survivors that the add-on is in play, and let survivors choose how to deal with it.
If they want to cleanse or if they are ok with Plague seeing them when they puke.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521926#Comment_3521926
I would just mean every Survivor veteran would have access to a F ton of really good addons. For a long while, but it would make the game better for others who has to go through the grind too.
@Seraphor said:
Offerings yes. They're mostly just BP or Map offerings anyway. It really sucks when a new character cones out during an event, and with the BP cap forces you to invest all of your BP. But then you may not play that character once levelled up, a d you now have hundreds of anniversary deserts collecting dust.
Items no. Killers obviously can't do this. People would have hundreds if not thousands of the stronges items available, more than they could ever use, right away on a brand new P0 survivor.
I understand, just don't like seeing good stuff colecting dust in characters i have no intentions to play.
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@Emeal said:
Killers and Survivors should definitely share Offerings, a Minimum Improvement to the Offering System. Survivors sharing item/addons would be unbridled luxury that would only affect them and their abundance of items.
I mean killer don't share add-ons besides the event add-ons that i forgot when making this post.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521487#Comment_3521487
...None of that is required from her core design, though. That's just how she's balanced on live servers right now. You don't need to start from scratch and Freddy her to fix those, that's my whole point.
Just thinking that most people want her to get Freddied is cute.
I would bet most people would love her to get the Delete treatment.
Atleast Freddy has pop cultural icon status and ton of power possibilities from his movies.
Atleast killers like Nurse and spirit are unique and fully realize their fantasy.
SM is supposed to be hunter, but her power is anything but that. Singularity does the macro managing fantasy way better. Bhvr couldn't even decide if they wanted her to be a mechanic or a sex fatale with her costume and couldn't even try to combine both elements to be coeherent
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For people saying that kinship is fine.
The only buff kinship needs is to take it out and put reassurance or Deliverance instead in your builds.
The perk doesn't even has the decency to show that it's active to everyone.
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@JoaoVanBlizzard said:
Honestly speaking, the devs overdid the perk nerf, I even understand that killers like Myers and ghostface depend on looking at the surv to use their powers, still, you forgot that the fact of having a perk that notifies that an assassin is steath works more against less experienced players, since the more experienced ones don't even use this perk to run away from them, so I think that activating the spine chill by Proximity as it was before the heart came into the game should be maintained against undetected and oblivious, That's why I always say that (with all due respect) the devs seem to have something against solo players, as swf's warn each other where the stealth killer is
I would like to make a suggestion for future tweaks to this perk:
- The Perk could alert when the Killer was looking in the Survivor's direction if he had the Aura revealed or under the effect of Killer Instinct
I wish there was a perk that shows the surv when under the effect of killer instinct, it would be useful for beginner players to know when it is being revealed by this feature, of course I don't want something that hides the KI, but this shows the surv when it has on that effect would be interesting
I would remove the line if sight requirement and make it so you need to be inside the TR.
It doesn't counter stealth killer but actually works, instead of giving you info that you already know.
Also bring back the vault speed, that would be a nice bonus. How does a perk with a cat as an icon not make sense to improve the vault speed, never understood the argument for it's removal.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521449#Comment_3521449
I feel that you may be conflating live balance with core design here, because some of that is only true if you're looking at the way she's been implemented and isn't required at all for her core identity.
For instance, take this idea that she doesn't have to make any interesting choices. That's not even true of her live version right now... unless she's 3-genning. If she's playing for chase, she has the exact same interesting choices as Trapper, because that's how you play her for chase. That's the case right now, and that only increases if changes are made that don't involve a full redesign.
I'm also not sure what you mean by passive tracking in this context. She has less passive tracking than current Doctor, her tracking requires interaction before it functions.
Mostly though, you're referring to her "core strategy", but the thing about her actual power design is that she doesn't have one. She has a bunch of stuff she can do a little bit that she should, in theory, be able to specialise into with addons and perks. More active gameplay would mean lessening her lethality and buffing everything else, that's it; reward the player for engaging with the way her kit is actually designed instead of abusing the most straightforward and interactionless option.
She has multiple zones that constantly give her info, the cooldowns aren't even that long for how long the drones stay unhackable and active.
Yes, all the issues are from the popular strategy, but if her design directly promotes that strategy, then she is badly designed.
It doesn't matter that if she doesn't play the game in that strategy, most of my points don't apply, you are just making the game more difficult for yourself.
So no, if making 3-gen the only choice you have to make is which gens you want to protect and then the game just plays itself
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I disagree and think her core design is problematic.
She has passive tracking with some stealth capability and lethality on the side.
The most problematic part is the passive tracking, just got look at the Doctor rework that also got that part of his kit completly removed.
Add the fact that she doesn't have to make interesting choices or any give and take for her core strategy as she got all her cooldowns removed past the ptb. And we created this 3 gen monster.
So no, i don't think the devs can fix her while keeping her current design intact, she needs to be more active and have chances to make plays and mistakes.
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I don't like the idea of buffing blindness.
The status is very toxic for solo queue while not affecting SWF that much.
Even if it was buffed in way to affect both, ut would still hurt solos more if it was any popular.
Being stuck on hook or slugged because solos don't know where you are is not fun no matter what you do.
It might be weak, but it should probably stay weak and niche.
Magled and heamorrage is becoming kinda overkill when combined and as easy to apply. Not sure if it's op or not, but it's becoming annoying how frequent it is nowadays.
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They are useless:
- way too restrictive
- heavy cooldowns
- go against the basics of survivor gameplay
Useless in solo and really bad in SWF, they aren't even good for beginers.
They are the definition of adept perks in this game.
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You have a different rating for each killer you play.
Besides you are also free to change add-ons offerings and perks. Basically you can change the entire loadout of the killer you choose.
Survivors are just skins, doesn't really matter which one you face.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517679#Comment_3517679
I know, believe me. But no killer should be C, D, or F. A range of A’s and B’s should fill the selection.
I don't think some killers should get changes, even if they aren't the best.
Legion isn't amazing but he is popular and has a decent kill rate, but if he got buffed it would create problems for lower skill levels, so i think he is in a decent spot.
Sadako got changes and now she is terrorizing solos.
Some killer designs just shouldn't be that great for the health of the game
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I don't think bhvr has the ressourses or means to rework/buff more than half the cast.
So the best is just to choose what killers really need a rework and hope for some quality of life changes to some killers.
Also not every killer can be A tier, its just reality.
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He is more liked more then the two most disliked chapters of Dbd in a while.
We aren't really raising the bar too high.
People just don't play him because he is too hard.
Imagine if you had too try so hard to win while not even being that impressive when you do.
Billy is hard, but he is impressive when mastered, SM is a better 3-gen killer and Wesker, Nurse or Blight are better chase Killers, so why bother. There is nothing Singularity offers that other killers aren't better at.
Thats what you get for being average at everything.
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I don't see any of this changes stopping her from just 3-genning and forcing survivors to give her buffs while not having to earn any of it.
Making her more complex but keeping the exact same design flaws doesn't fix anything.
You are just putting chantilly on top a burned cake, the cake is still burned, you just got to start things from the begining.
You either remove the passive tracking and make it active, kinda like what the rework for Doctor did. Or remove her lethality and make her a pure info killer and you just have to deal with the rest. Having both on such a widespread area will always lead to 3-gen strats being the most optimal strategy.
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That would be a bandaid fix.
You can't stop people for choosing to not play. There are a ton of different ways for people to give up and stop playing.
The devs need to fix the issues that cause people to give up nowadays.
You can't fix everything, people will still give up, but you can atleast make it more rare. And not the go to action when something happens.
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If you make it so it doesn't stack with STBL.
We already had the machine gun build when STBL and unrelenting used to stack those cooldown reductions.
It was busted.
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@Blueberry said:
Facts.
With how you can guarantee there will always be an Exhaustion perk on every survivor you’d “think” the exhaustion perks killers have would be meta. But they’re not and almost never ran.
Why aren’t killer exhaustion perks ran when it’s the best meta to run them?
Because nearly all of them are completely terrible and way undertuned.
Why are Exhaustion perks tuned so high to always be meta yet anti exhaustion perks are so undertuned that they’re never seen?
They need heavy buffs across the board to the plethora of them.
My guess is that the devs don't want perks that counter exhaustion to be easly acessable.
Since exhaustion are almost like an ability for a survivor, i guess easy negation of those perks aren't going to be a thing.
Still, i do agree that they could buff some of the anti exhaustion perks for killer.
Having fearmonger as the only viable one after all this time is kinda sad.
A Hex that causes permanent exhaustion until broken would be cool.
Maybe an exhaustion after hooking a survivor all survivors within a certain range become exhausted, sort of like blood echo but with a range restriction instead of injures.
Idk, people can be creative with it.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514793#Comment_3514793
I actually agree with most of these statements you made. Those perks are definitely top tier and do not need buffs (although I did think CI ending early was a bad change). I agree about MFT and Buckle Up as well.
I think the only thing I disagree with you on is that all the top tier or viable killers perks are free and don’t require anything. I would actually say the majority of the killer meta perks/top tier/viable perks, 90% of them have multiple requirements or downsides. Very few are actually just free “very good” value for absolutely nothing.
I would also argue that those few that are actually very good and “free” per say are actually required to be that way given the way the game is currently balanced. For example I’m mainly referring to CI and DL. Both are the only answer to a swf that just pre drops all the pallets and you lose before they run out. These perks slow the gens down even if they do this, whereas requirement perks like Jolt or PR would do nothing to slow them down here. This is why you see most high mmr killers run CI and DL since most the swf they face will be doing this pre dropping and it’s the only counter play they have.
I am fine with even with perks like CI and DL.
Again, i never meant to say that they need nerfs.
CI is good but it is only active until the first down. And deadlocks duration and limited activation makes it ok, especially since you can do other stuff like heal or re group.
They are really good on every killer and i think it's fine. The game needs strong perks.
My complaints to killers is on specific killers or add-ons. I can't think of any killer perk that i think needs nerfs right now. Which is something i can't say about survivor's, MFT and Buckle up are not ok.
I just hope when they change the perks they can still be viable, because bhvr has way too much of a habit of killing perks when they nerf them.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514372#Comment_3514372
Firs you said meta, not good perks. Many of those are not meta perks which is what the conversation was about.
The conversation is about good meta perks that give free value.
sloppy isn’t free, it’s requiring hits which requires you to have outplayed people and to get the hemorrhage value you have to be interrupting people.
NWTH isn’t free, it’s costing you kicking gens which is a very high cost. You don’t want to be kicking gens.
NWO is only giving you real value if you hooked each survivor once. Meaning it required you to outplay people to get hooks in the first place and then to play in a more fair way.
Tinkerer sure, not that great of a perk though. We’re talking meta perks. The perk has to be very good and meta value and be free.
Discordance is actually low key decent, but not a meta perk.
NOeD and Lethal I’ll give you although I think Lethal really isn’t that great and way over rated. NOED is bad design and I want it changed.
Those perks you mentioned are good but not top tier aren’t worth mentioning as they don’t fit high value plus no requirement which is what the conversation is about.
If a role is not balance well and someone points it out that doesn’t make it all the sudden that they’re painting someone as a victim, they’re literally just pointing out a problem.
I can call whatever top tier, i will find anyone say it isn't.
I already got called out in the foruns for saying that perks like corrupt, deadlock or pain res for being top tier, apparently these perks are not used enough and need buffs.
So if people are going to complain about it, i will just say a perk is strong or viable and be done with it.
I don't even care if a perk is top tier or not, i only care if the perk is usable, viable or OP.
MFT is OP, buckle up is dumb. There is no single killer perk that i would call OP right now, aka there isn't a single killer perk that would call for nerfs.
So if a perk is top tier or strong is the same for me, as long as it doesn't cross either line to become OP or meme build is the same.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514038#Comment_3514038
"all of the best killer perks are good, because they give you free value for doing absolutely nothing"
I'd like you elaborate on this statement and back it up please. I'll give you CI and DL, what else?
Sure, Deadlock and corrupt are obvious picks, free slowdown, info and map control.
There is a ton a free value perks that are good but not really top tier, or just decent, so i won't be talking about them(banboozle, brutal strength, fire up, overcharge if you still making SM 3 gn builds).
But more examples:
-NWO, yes you can make the perk stronger but the perk has free value in itself
-NOED, i don't care if people think it's bad, pros use it all the time, it can singlehandly give you kills you had no business getting
Discordance, free info
Sloppy butcher, apply 2 status effects for free on all basic attacks
Nowhere to hide, free info on all kicks to gens
Lethal pursuer, free info and powered up auras
Tinkered, free info and stealth
There are more examples, but maybe a bit too niche. Also i don't think this is a problem, i am not saying any of this perks are problematic.
I agree that MFT are 2 perks in one for no reason and that the endurance should be removed and Haste shouldn't stack at all.
I just don't want to hear arguments that are not true with the rest of the game and hearing people trying to make their role some kinda of victim. Thats what annoyed me about all of this conversation.
You are free to disagree with some of my points, but hope you understood where i am getting at.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513969#Comment_3513969
Do you notice any disparity between survivor and killer “comeback perks?” All of those killer perks you listed are awful/borderline unusable. That’s not true of the survivor perks.
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513969#Comment_3513969
Ah yes, Resi giving you 9% gen repair speed because you took a hit 5 minutes ago, you're in so much "trouble" when the killer is on the other side of the map while you crank out gens. did that happen to be the last gen in the match? alright heres adrenaline, giving you a free healthstate + Sprintburst effect, again because you're in so much "trouble" from that scary killer on 2 continents away.
Lets go over the perks you mentioned.
NOED - hex perk, can be clensed, hex location is revealed to survivors,survivors can pre-emptively cleanse all totems if noed is that concerning, only activates after all the gens are done, if the gens dont all pop, you wasted a perk slot.
Enduring - Really bruh... less stun duration is a "comeback perk"?
Bitter murmur - ah yes, my favorite comeback perk, lets you see auras of survivors near a completed gen (then again, if the gen is completed you know they are there, so worthless effect) you get to see the survivors aura's for 10 seconds after the last gen pops.... so good... /s
Coup - 2 longer reach swings whenever a gen is completed... wooo such a comeback!
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Compare this with MFT and resi ... "Hey you got inevitably hit? heres 3% speed bonus and 9% action speed on everything
yeah, doesn't seem "equal" does it...
I was talking about design of the perks, i never said if the perks are good or bad.
Also, don't come with the talk like all killer perks are bad. Killers have way more variety of builds and fun stuff to try out, thanks to different powers and sinergies. Thats what i do when playing killer.
I am so tired of seeing complaints about every single perk. Both sides have broken stuff.
MFT is 2 perks in one slot for some reason, yes the perk is kinda overtuned. There is no need for arguments that don't even make sense "Oh my god we are rewarding mistakes, what a crime", dude the game is full of mechanics that reward mistakes.
The game isn't fair, so enough of this self victimizing atitude.
Case and point, all of the best killer perks are good, because they give you free value for doing absolutely nothing, just like survivor's best perks. You got value because you decided to pick the perk.
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They are comback perks, or perks that help you when in trouble. Both sides have perks like that.
NOED, Enduring, bitter murmur, coupe de grace... They all only activate by you not doing anything or by making mistakes.
It's not something new or unfair.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513730#Comment_3513730
i think they are challenge type add-on's. i do not think killer should be balanced around them. Killer should not rely on them to be relevant.
In my opinion, this add-ons are kinda lazy and unfun for both sides and makes both killers less intersting to play.
that is mostly because drawback of add-on prevents you from using it in other ways.
instead of making cool shots with huntress, you just want to make safe shots with survivors being animation locked.
have you considered not taking windows in front of a winded-up hatchet or using pallets stun as mindgames?
With clown, you just want to throw the bottle while already smelling the survivor, instead of using both bottles for anti loop.
this used not be a problem until its latest negative change. you can still use pink bottles but yellow bottles are too expensive now. prior to the change, you had two chances to use yellow-pink into instant down but now capacity is too severe to use yellows. I suppose you can still do it but you only get a single chance.
I already told you that i am not saying if the add-ons are strong or not.
Iri hatchet is not Huntress's stronghest add-on or even broken.
I just don't like the design of the add-ons and think they are toxic by nature.
It's fine if you like them, but i like add-ons that give different tools or expand your playstyle.
This add-ons are boom or bust by nature, because it is the only way for them to be remotely fair.