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BlueHorkew

BlueHorkew

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BlueHorkew
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  • @Yogerman1997 said:

    ....okay... 10% of the current gen is NOTHING

    BUT BUT BUT

    what about gaining tokens per kicked gen? each token increase the regression by another 10%????

    so if the killer works to kick more gens he gets more value from it

    and then reset after downing a surv.

    That can get problematic with 3 gen situations or just get out of control.

    Probably more safe to just make it a flat 10%. Also, that token system is probably way too much work at this point for a perk.

  • @Adjatha said:

    Because people love to think that when two things happen, they must therefore be equal, a quick list:

    Survivor perks that got nerfed recently:

    • Decisive Strike
    • Iron Will
    • Self-Care
    • Spine Chill

    Killer perks that got nerfed recently:

    • Hex: Ruin
    • Pop Goes the Weasel
    • Corrupt Intervention
    • Tinkerer
    • Hex: No One Escapes Death
    • Scourge Hook: Pain Resonance
    • Overcharge (it got buffed to get an effect, then nerfed so that it is worse than not bringing it unless you ALSO use Call of Brine)
    • Thanataphobia
    • Dead Man's Switch
    • Eruption

    Gosh, it's almost as if one side has greater volume and gets the other side nerfed way more often.

    They also nerfed COH, DH and calm spirit. Yes, DH and COH are still top tier survivor perks, but you also have current top tier killer perks on your list.

    Bhvr is not survivor sided and if people stopped making this ridiculous assumptions maybe they can not destroy eruption before live.

    I bet most survivors would be ok with the perk keeping the flat 10% of regression, yes survivors complained about eruption, that perk was simply obnoxious, but most people also want the best for both roles and are not trying to sabotage the others.

    Can we pls calm down and stop making weird posts like the predictions of the nerfs to PR, i seriously doubt PR is going to be complained and nerfed. Honestly current PR and jolt are probably the only good slowdown perks that i doubt most survivors would complain, especially after this meta.

  • So, you are worried that survivors will be trolling and wasting time?

    What is the issue? I really don't get it?

    Like the only killer this change can affect is nemesis because survivors can freely kill his zombies. Every other killer is shouldn't really care.

  • @Witchubtet said:

    Make it a Gen blocking Perk. Survivors know when their teammates are in chase by looking at their fancy new hud. They shouldn’t be spoon fed every crumb of information.

    Or they can just buff some other perks that can help out the current Gen Regress perks without stacking them. We have plenty of terrible perks that could be used. Oppression? Trail of Torment? Even Thrilling Tremors? If they just did a massive buff of a lot of different perks that could lead to better builds then This wouldn’t hurt so bad.

    Dude, they wanted to nerf the regression/slowdown part of the perk. Blocking a gen for how many seconds+regression is still way more reward on a single perk than any other perk and singlehanded made the 3 gen strategy busted.

    I hated eruption, i even refused to use the perk as killer just because i hated it so much.

    But even i say that the nerf is too far and they can at least keep the flat 10% regression. I think that is a way less risky change that people could ask and the devs could listen and change before going live.

    It took months for the devs to make this change to the perk, so complaining about it by asking to rework the perk is probably just not gonna happen, it could just be impossible to release in time for the update (that is even assuming that the gen block version that people ask wouldn't still be broken, which we don't know and can only think)

  • @Tarhos_Kovács said:

    The issue with the perk is not that it has a cooldown rather than it just doesn't have much value by default. How about making it that you can sort of "remake" broken pallets with new ones, but it has 60 seconds of cooldown and you only have 2 or 3 tokens per match and you can't gain any. Each pallet can only be remade once no matter who replaces it. Also you get exhausted for 60 seconds and you can't use it while being chased.

    Nah, that would be insane. Letting survivors create broken pallets just sounds busted.

    The perk is cool and removing the cooldown is a nice quality of life change, i wonder what is gonna be the secondary effect between each tier now.

    But letting survivors revive pallets shouldn't be a thing, survivors have to mind their resources and use them with intelligence, it's also how killers can get pressure by removing survivors resources. Changing that dynamic is way too much power. Honestly it could only be a one use thing and probably an earnable perk that you have to work to get similar to mettle of man, balancing a perk like that would be a nightmare and its probably better to just not be a thing.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341386#Comment_3341386

    I really can't agree with Empathy helping much. Without seeing where the killer is relative to them, or what resources they have, it's pretty much a crapshoot. Might go down within 10 seconds of getting injured, might be another minute. All you can do is tap anxiously and for sure let go if they start spinning. I run a healing build and swap between Empathy and Empathic Connection depending on how much I get sandbagged that day, and I scarcely noticed a difference between the two.

    Eruption 100% needed to change and I'll die on that hill; they just nuked it instead of cutting loose the distinctly unhealthy parts and compensating it elsewhere.

    It is frustrating that these forums constantly suggest sensible changes and somehow we get such badly conceived fixes when they come around. Still salty we didn't get Thana with decreasing returns on more survivors injured (like 6-10-13-15.) Or, y'know, Eruption with higher base regression or gen blockers.

    Yes, those are great ideas. I have seen them and posted some here. But most responses weren't really that constructive, most people just initiated fights and didn't agree on anything. Seeing all the posts of suggestions to Eruption that removed the incapacitated but upped the regression and removed the cooldown, make it activate on hooks so survivors can counter play it. Most responses being people angry saying that the perk was fine, it was bad against SWF and not that great.

    Honestly, this nerf is harsh, and i don't think the regression nerf is warranted, but damn if seeing the perk get destroyed like this after all the discussions isn't kinda of amusing.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341352#Comment_3341352

    It wasn't the regression part for me anyway,it was the freaking 25 secs of being USELESS 😂

    Feels good not having to worry about that anymore after the update xD

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341286#Comment_3341286

    If anyone told me pain reso + dms is unhealthy / bad / unfair i would literally tell them to git gud and use their eyes

    Eruption was absurdly strong and had to get the nerf hammer ( a bit softer though)

    Couldn't agree more, honestly they can keep the regression at 10%, they really don't need to nerf the regression part of the perk

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341286#Comment_3341286

    Mm.

    People forget that Dead Hard had usage rates exceeding 70% - and was left unchanged for years. And when it was changed, it was given the most gentle of love-tap nerfs, reworked into something still really powerful.

    But yeah, watch this space. The first 'PR+DMS is boring and unfair to solos, BHVR is so killer sided if this isn't nerfed by tomorrow' thread is already germinating.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341264#Comment_3341264

    BBQ was absolutely nerfed - the extra BPs were extremely healthy to the game as it encouraged killers to spread hooks.

    Barely anyone ran this for the info.

    Self care was a fine perk - it served a purpose. Now it's basically a killer perk.

    Yes, that combo is fine.

    Guess what?

    Pop was fine. So was Ruin. So was PTB Overcharge.

    What happened to those perks?

    LOL, PTB overcharge was fine xD. No it wasn't, the perk is already used now, 400% regression for free and no cooldown, sorry but that perk was gonna be insane and its good that it never got live in that state. Honestly they probably would have destroyed the perk if it ever made it like that with backlash it would have received.

    Ruin and POP were part of 6.1 update, yes they were overnerfed but i still would agree with their decision at the time to nerf them, it was their intention after all. I do hope that those perks get some tweaks to make them better, but they also didn't buff any of those perks from the 6.1 update, so i hope they will do at some point.

    Besides, Pain Res is a healthy slowdown. If a perk is strong but healthy i would prefer for it to stay.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341243#Comment_3341243

    No they will totally nerf PR. When it becomes the number one used perk alongside DMS the survivors will flood the forums once again and complain about it and the devs then will nerf it to the ground as they do with every strong overused killer perk. They did it with Thana, Overcharge, Ruin, Pop, and now eruption. If you think PR is safe you kidding yourself. No killer perk is safe if it's the most used killer perk,s unlike DH which was num one before its rework and still num on after its rework.

    Ruin and POP were changed in the 6.1 update, they nerfed multiple killer and survivor perks in that update and didn't buff any back until now, so that doesn't count.

    Overcharge was buffed, the PTB version was never live, and the perk is still good, just gets overshadowed by COB, but even then has an insane synergy with it.

    And thana was so bad that overtuned because of gen time increased, also if a perk is memed by both survivors and killers, its kinda of a giveway that it's gonna get touched.

    Besides, Pain Res doesn't offer the big problem of passive slowdown or stalling gameplay, it's a reward for the killer for progressing the game. Unless they want to make more shake ups to regular mechanics and perks like they did in 6.1, i think PR is fine.

    If a perk is strong but healthy, then let it be.

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341243#Comment_3341243

    This is the same team that nerfed Self-Care because its usage numbers were too high. Same with BBQ.

    It's definitely a possibility. They will nerf things for no other reason than to try and create diversity.

    BBQ wasn't nerfed, the extra BPs didn't really affect a match.

    Self-care, i guess it was stupid. But the perk was already bad in the first place, never seen a perk get complained by killers and survivors at same time.

    I think Pain Res is fine. And i don't see many survivors complain about pain res, unless DMS is involved. But even that combo is fine.

  • Honestly, they could keep the 10%, i am just happy the incapacitated is gone.

    Finally, really happy about that change.

  • Eruption is dead, good.

    Also i doubt they will nerf Pain Res, its one of the most fair regression perks i doubt they would touch it, it would be really unnecessary.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340957#Comment_3340957

    But the difference isn't between 4-man SWF and WoO, it's between solos with WoO and solos without WoO. And SWF who're not communicating every last dropped pallet in the map.

    Mostly, it just exposes the blatantly absurd map RNG that exists, and how even midway through the match, so many maps can still have enough resources that they can be endlessly chained together without issue. And since a lot of Killers have way less influence over where the chase is headed, if the Survivor can tell exactly where to go...

    Still, the perk is not a problem. And the last point is only true on some killers, some killers have zoning powers or can lead survivors into less favorable routes and loops with just regular pathing. (yes it depends on the map, not always)

    But killers also need to stop saying that they don't have agency in a chase, i have seen killers even use zanshin to improve that playstyle.

    In the end, the perk is good and well designed and shouldn't be nerfed, people just need to get better and bhvr needs to fix map imbalance, which they have been doing (with mixed results but largely for the better, i think).

  • @AssortedSorting said:

    The purpose is to make Exhaustion Perks more on-demand, while reducing their raw value usefulness as extra distance that disproportionally impacts non-mobile Killers given the nature of Loop chaining, and making them designed around augmenting how Survivors interact with Loops instead of just being more Health states for the same gameplay.

    Lithe:

    After performing a Vault, the next Window Vault you perform within 1s will be a Fast Vault and causes Exhaustion for 60/50/40s.

    Instead of a Speed Boost it acts more like a misdirection Perk, but which can't be used on high drop Vaults.

    Sprint Burst:

    Standing still for 2s activates this Perk. Pressing the Sprint Button while the Perk is Active applies a 150% Haste for 2s and causes Exhaustion for 60/50/40s.

    Useful if you're trying to hide a small distance away from a Loop in an otherwise dead-zone, or taking advantage of a Killer taking too long to mind-game.

    Dead Hard:

    While not Exhausted, you can still perform Vaults through Entity Blocked Windows and Pallets, and causes Exhaustion for 60/50/40s.

    Counter to Bamboozle and other Blockade Perks, and allows an addtional use of a Loop if blocked by The Entity.

    Smash Hit:

    Pressing the Active Ability Button while near a Pallet will cause you to slam the Pallet down, causing a swath of Scratch marks to appear for 8s, during which you see your own Scratch Marks. This causes Exhaustion for 60/50/40s.

    A Perk based on misdirection and visual grandure.

    Head On: Fine as is.

    Balanced Landing:

    No Longer an Exhaustion Perk, Does not apply a Sprint Boost.

    This Perk doesn't have that many trigger points, and aside from the Sprint Boost it's a Perk that opens up new Loop pathways. May need to be watched for Infinites.

    Overcome->Covert Ops:

    Pressing the Active Ability Button suppresses all Grunts of Pain, Footsteps, Scratch Marks, and your Aura for 5s and causes Exhaustion.

    More of a subterfuge and anti-information Exhaustion Perk that can be used to mind-game Killers in a tall tile, warranting Exhaustion given the number of effects it applies.

    Adrenaline:

    Still not sure about this one given it's a one-shot Perk at the end of the Trial.

    While i like the idea of making more exhaustion perks more on demand. Its kinda of the reason of why i and many survivors like DH, because you have full control of it. Honestly i don't like many of those perks ideas, most of them feel like niche or meme build like dance with me and deception, just too niche and slapping the exhaustion effect on top of it is like the nail in the coffin for most of them.

    The only ones i like is the DH idea (but just as other perk, not a rework to DH) and balanced landing because i really want that stagger reduction effect on something without needing to use an exhaustion perk, but its a scary perk since in the past it made infinites so the perk would need some restrictions. I don't like the sprint burst change, sounds really clunky to use.

  • @FMG15 said:

    You may have seen it on Reddit or Youtube. Certain players seem to hold the opinion that WoO is an extremely strong perk and somehow needs a nerf. But Does it really? IMO it's a subpar information perk. You get it's value in chase where this perk helps you find windows and pallets in close range and that can help to improve your pathing. So it gives you information in close range and helps you to be better in chase. But that's about it. The perk itself isn't really that incredible tbh. People seem to forget about the real iisue. The issue that makes this perk look very strong. It's the RNG especially on the newer maps like Borgo or Garden of Joy but also the Red Forest Realm or Eyrie of Crows and many more. The problem is that these maps can have some of the most ridiculous RNG you have ever seen and this perk literally tells the sruvivor exactly that. It can be enhancing since having the knowledge that you are in a safe spot due to a strong RNG is a confidence boost and can make the killer to waste a lot of time. But that's the point. Not the perk is the problem, it's the RNG. So what people should actually demand is not a WoO nerf but a more balanced and consistent RNG.

    Honestly is one of the most fair and well designed perks in the game. Yes gives a lot of information, but its all in the player's ability to use it, but if you are already familiar with the maps RNG and are in the SWF where they call out dropped pallets it becomes less usefull.

    I don't understand the hate some killers have for it. Would you prefer a 4 man SWF that knows the map RNG and now have 4 extra perk slots for Adren, prove, COH, OTR and other perks that actually have direct impact?

  • @TigerSnake said:

    I can live with Eruption getting nerfed, although what I don’t like is that it’s probably gonna be nuked into oblivion and be left completely worthless. But what I’m worried about is the other perks that might get hit too. Call of Brine’s got a big target on its back and could also get nuked to worthlessness, or even more perk’s could get nerfed like Pain Res, Overcharge, or Deadlock, with the former two already being fairly weak. BHVR wants to do these nerfs here and there to shake things up and force more creativity and different load outs, but I think doing things like this is just gonna leave even less room for creativity and make the game very stale or even borderline unplayable. Killer needs strong regression much more than survivor needs strong 2nd chances, so if they nuke Call of Brine and nerf more perks than just those two, we’re gonna be in huge trouble as there’ll literally be no good perks for killer to run.

    Honestly no. I feel like Bhvr has been making good decisions as of late.

    So i believe things will be ok. Honestly i even think it's exciting. Also, aren't people always asking for a meta shake up.

  • Then he is perfect, pls play a different Killer.

    Killers don't like him, survivors don't like him. He is perfect until he just gets a total rework.

    And honestly it should have been pretty obvious of what would happen.

    It's amazing when the survivor of the chapter is more popular than the killer

  • @JimmyCasket said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338921#Comment_3338921

    BNP's have always been strong, they are Ultra Rare for a Reason. they already were nerfed heavily, same with Styptic Agent and Anti-Hemorrhagic Syringe. The only nerf they could do now would be making it consume hte tool box like the med-kit add-ons do. otherwise, it'd be useless.

    I would love BNPs to lock a gen to 50% progress, basically making them a counter to regression in some way.

    I just feel that if we want the meta to change from regression vs gen rush, two things need to happen.

    Killer regression needs to be earned through progressing the game and survivor should get more perks that counter regression but don't actually make gens faster.

  • @JimmyCasket said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337493#Comment_3337493

    "Jailer is the watchdog for monitoring" and incapacitates you if he hits you. His ONLY strong point is how long he patrols. He sucks in a chase. So, make him have a secondary use. Protection and Delay. It would make dropping him mid chase still useless, unless it stops the survivor from using items like a flashlight or med-kit with a syringe or styptic.

    Ok, i am just saying that most players won't like that change.

    Killer players will just say that it's a useless buff, because it is, survivors won't get caught by the jailer. And doesn't fix any of his issues.

    And survivors will hate it because it's another mechanic where they need to stop playing the game for X amount of time.

    I don't see the gain in that change besides "lore" or "fantasy" maybe.

    That is all i am trying to say.

    Again, if that change were to be live tomorrow i wouldn't care, just think its a waste of resources that could be used to do other stuff.

  • @JimmyCasket said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337508#Comment_3337508

    BNP's only add 25% IF you hit the 2 skill checks, and they used to let you pop the gen in less time than Hyperfocus, so keep that in mind. they are much more balanced. I think if the entire tool box was consumed upon the BNP being used would make it more balanced however. I still think my Hyperfocus idea is balanced. Makes it less powerful and more usable by the average player.

    I personally don't agree.

    BNPs only requires 1 add-on and 1 toolbox, and alone that takes 22.5 seconds of a gen. Its massive, there is no perk or item that gives you so much value. In my opinion BNPs shouldn't be a thing, they should have other effect that isn't gen rush.

    Hyperfocus basically forces you to use 2 perks slots + good toolbox, and you need to charge one of the perks during the match. Even if the reward is good, which it is. The amount of resources a survivor needs to invest is way more bigger than a BNP. Thats why at high level you see good med kits and BNPs all games but it is kinda rare to see Hyperfocus.

    But again, this is my opinion, just wanted to explain a bit better.

  • @Dreamnomad said:

    Potential Energy - Your arcane abilities have adapted to The Entity's Realm after centuries of wandering, granting you unprecedented control over its many devices.

    After repairing Generators for a total of 12/10/8 uninterrupted seconds , press the Active Ability button to activate Potential Energy:

    • Continuing to repair the Generator will charge Potential Energy instead of progressing the Generator.
    • Converts 1.5 % of Repair progression into 1 Token, up to a maximum of 20 Tokens.
    • Missing Skill Checks results in losing some Tokens.

    While Potential Energy has at least 1 Token, press the Active Ability button while repairing a Generator to instantly progress it by 1 % per Token, consuming all remaining Tokens and deactivating Potential Energy.

    Potential Energy loses all Tokens and deactivates upon losing a Health State.

    This perk is a trap. The risk vs reward is simply not worth it. You lose 50% progress to the conversion rate as it is but then you have the extra added risk of losing all those tokens when getting hit. I feel like either the conversion rate needs to be made less punishing or when the killer hits you, you only lose a portion of the tokens (or none at all). But something needs to give here.

    ------------------------------------------------------------------------------------------------------------------------------------

    Fogwise - In your countless years in The Fog, you have seen it all, and when you are focused, you can remember most of it too.

    • Succeeding a Great Skill Check while repairing a Generator reveals the Killer's Aura to you for 4/5/6 seconds.

    This is Vittorio's best perk imo. The only thing I would change is to increase the probability of getting skill checks when running this perk.

    --------------------------------------------------------------------------------------------------------------------------------------

    Quick Gambit - When you have the Killer's attention, you know how to keep it; others can be confident they will not be interrupted any time soon.

    • Increases the Repair speed of any other Survivor by 6/7/8 %, while you are being chased within 24 meters of the Generator they are currently repairing.

    This honestly feels like a troll perk. In what world is it a good idea to run the killer near a generator being worked on? I would prefer this perk just get deleted so no survivor I'm paired up with gets the idea to "help" me finish a generator by running the killer near me when I'm working on it. If this perk has to exist then it should at the very least highlight generators being worked on within 24 meters of you when you are being chased by the killer. So at least you know where to run the killer. It should also have the clause that makes it so the buff persists for 4 seconds after leaving the 24 meter range. I would also increase the bonus repair speed. 8% isn't very much for the added risk. But seriously, just delete this perk. Vittorio can be the first survivor with 2 perks.

    Potential energy is such a cool perk, they really can fix the perk easily just by making the conversion rate 1to 1. The perk has already the risk of loosing all progress by getting hit, punishing efficiency was just unnecessary.

    Fogwise is perfect, honestly i thought it was gonna be OP, but its just pretty good, feels good to use, but has counterplay from the killers by either perks or powers. This one can stay.

    Quick gambit, this is the type of perk that really shows bhvr is so scared of releasing gen rush perks, i wonder why they even try. Fixes for the perk, they could lock the buff to just one gen that you choose on the map (similar to Red herring) and remove the range requirement or just buff the numbers on the range and speed boost. But again, if bhvr doesn't want to release good gen rush perks, then stop releasing perks like overzealous and quick gambit, they are boring and probably hurt you more than help and somehow those are also the perks that killers complain that will be OP before release, only for everyone to forget those perks exist 2 weeks after.

  • @JimmyCasket said:

    https://forums.bhvr.com/dead-by-daylight/discussion/344923/hyperfocus-needs-a-hyperchange

    I like the first point, but the second is already a mechanic. The last thing I think is a no go.

    My thoughts are this:

    Hyperfocus:

    You throw yourself entirely into your tasks and find ways to be more efficient than anyone else.

    After hitting a Great Skill Check while repairing or healing, Hyperfocus gains 1 Token, up to a maximum of 6 Tokens

    For each Token, the following stack-able effects are applied:

    • Increases the Skill Check Trigger odds by +5% per Token.
    • Increases the Skill Check Bonus progression by 10/20/30% (or even nerf it to 10/15/20%) of its base value per Token.
    • Hyperfocus does not trigger when using an item.
    • Hyperfocus does not trigger with the effects of other perks.

    Hyperfocus loses all Tokens when failing a Skill Check, or losing a health state.

    This would make the perk good for anyone who can hit a skill check, but not overpowered. It would lose the ability to proc with tool boxes, and wouldn't work with Stake Out or Fast Track. It would still work with This Isn't Happening, as all it does is make the skill checks a bit bigger. It would gain tokens and add progress to Potential Energy while activating the perk, but it doesn't help the gen bar, so yeah. Autodidact would gain the benefit of increased skill check odds, but no other benefits since you get no great skill checks.

    If I missed anything, lemme know.

    Edit: Added losing a health state to ways to lose tokens, and that it has Autodidact synergy now. The faster speed of skill checks makes it very difficult to get value imo, so a good skill check won't make you lose it any more, and you keep tokens when you leave an action.

    Idk if you noticed, but you just buffed the perk actually.

    Like killers complain about those combos, but hyperfocus is not worth it without the combos, its to hard keep the value up.

    I assume you want the perk to be usable without those combos, but ironically you just might make the perk better, since you can be walking around with perma max hyperfocus tokens while the killer is chasing another survivor. And not be carrying around the expansive toolbox and get another perk slot.

    The perk could get some changes to iron out his issues and abuses.

    But honestly, the problem of fast gens is just BNPs.

    BNPs are completely ridiculous, those things should not give progress to a gen.

  • @dspaceman20 said:

    I don't think I have seen this perk on like forever. With a lot of gen kicking perks you think dragons grip a perk that has a pretty decent effect would be use more

    Because that perk would be mean that you actually have to comit to a chase to actually have value.

    Also because Dragon's grip is just really bad.

  • @HagathaSimmons said:

    Ever since the last patch came out I've been having the literal worst games I have ever had as killer. There are SO many uncounterable things killers can't do anything about.

    Survivors downed at the exit gate SHOULD NOT be able to just crawl out before your animation is done, it's ridiculous and infuriating!

    Survivors should not be able to wiggle off just because you had to drop them. It's so stupid. That survivor is basically IMMUNE to being picked back up. NOW I gotta start the chase all over again.

    Having four survivors wait at the exit gate t-bagging until the very last second? Annoying. Could hit them to get them out but it's not like it matter, can't pick them up!

    Gens. are going to fast and I HATE having to run ALL GEN STOPPING PERKS, just to freaking win. I legit can't with this game right now, screw playing killer.

    I legit don't see the problem with anything that you said. The last one maybe, but thats the meta right now, (3 gen/gen kick meta vs Gen rush meta).

    Like are you really that mad that survivors wait at the exit gates? It's not a big deal.

    Idk if you are mad facecamp with bubba and repeatedly M1 them while they are on hook, should be the killer version of that i guess.

    Like it's not a big deal, people will be dumb or toxic or just want to have fun, don't let that get to your head because thats what they want

  • @JimmyCasket said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327995#Comment_3327995

    It's not a QoL improvement, it's a punishment for letting the worst guard get a hit on you. and 10 seconds is about the time it would take to get to a gen after the hit anyways. Just stops them from instantly healing or getting back on a gen. And it's very thematic with his role name. The reason Eruption is so controversial is because it's near impossible to counter, even with comms it's difficult to time, and the incapacitated lasts nearly half a minute. This small tweak to the weakest guard would go nearly unnoticed, since you VERY RARELY get hit by him anyways.

    If you want a punishment for getting hit, the assassin already does that with mending.

    Also is it 10 secs or 20-30, i am sorry, but with eruption going on being in other 20 to 30 seconds of incapacitated sounds like more miserable time and continuing the issue of, this killer doesn't let you do stuff and interact.

    Also, it would be pointless, if you get hit by the jailer you are in chase, there is no way i believe someone would get hit by him in any other way. So sure give him that buff, nobody will get hit by him so who cares, thats not the jailer's strength.

    Also, technically each guard already has different strengths:

    Executioner breaks stuff faster and has the biggest chase time

    Assassin is the fastest in chase and puts you in deep wound

    Jailer is the watchdog for monitoring the pathways

  • @Jholla31 said:

    Am I the only one noticing Distortion in a lot of survivor builds recently? It's gotten to the point that when Shadow Step or Off the Record is in play it catches me off guard because I think it's just Distortion again.

    I do think it's a pretty good perk now, considering you can recharge the tokens, but I feel like I only started seeing it a lot in the past week or so. Anyone else? Which content creator made a video that counters my full aura reading builds? 😭😂

    Simple, distortion is the best stealth perk in the game.

    Perks like Lethal pursuer, nowhere to hide and other popular aura reading perks and add-ons feel extremely common and distortion is the only counter to those perks.

    Legit perks like nowhere to hide would be completely busted if not for distortion being a thing, the range is insane, no cooldown and the only requirement is kicking a gen, when we are in the kick gen meta.

    Ever since the buff to distortion that allows you to regain tokens the perk became amazing, its a stealth perk and information perk that is extremely reliable and a needs a specific killer or build for it to be countered, or a killer just can't bring any aura reading and it's a wasted perk slot, but again so many popular perks right now are aura reading that it feels very consistent.

    We are not in the old days where the perk would counter BBQ and thats it, because nobody ran another aura perks. Killers have a lot of good options.

    Is the perk busted, idk. It depends on the killer and build that they are bringing.

    But i sure know that i love the perk and feels good to have it on as safety

  • @Steakdabait said:

    No, but that's because i firmly think that incap as a debuff should be only used for killer powers.

    Doesn't matter if that is not true tho. Its not limited to killer powers.

    But hey, i fullly agree with you, it should be limited to killer powers.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334953#Comment_3334953

    Na not here to troll or joke around, it does work just check out my comment ^, hopefully you understand it better.

    I saw now your comment, that is interesting, i don't know if its a bug or even if it's real. But i still would prefer some actual solution from the devs. Especially when there is already a system in place that could fix the issue.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363291/skill-checks-when-leaving-gens

    To stop the skill check when leaving gens, don't sprint off the gen, just go off it like normal.

    I don't even know if you are trolling or giving genuine advice. So i will just say that it doesn't work like that and move on

  • @Piruluk said:

    Missing a skill check when letting go of a generator will now lead to a loss of potential energy tokens.

    Why this perk even exist anymore?

    It was really bad before, but now just horrible

    The perk is good, but is risky. Maybe a bit to much.

    While i understand that change is really unfortunate because most of the times you can't control those random skill checks and loosing all your progress and time because the game decided it wanted to ######### you up is really #########.

    They really need to solve those skill checks when leaving the gen problem, it's really unfair

  • @MrDardon said:

    DH (or any Perk) should not be designed in a way where you as a player need to A: Wait it out and or B: Assume someone has it even though they might not have it.

    Those 2 things make a Perk way to strong and easily meta and is also a bad design in my opinion. Perks should always have some sort of telling if they are present or not, via icon or anything tbh. But some strong Perks don't have such thing while really weak ones do have them even though they don't need them.

    Then more than half the perks in this game are badly designed. Most perks do not give you any warning of them being in play until they are revealed, which DH falls in the same category, if the survivor is injured they can have DH, if you see the animation, now you know. This goes for survivor and killer.

    The job of the player is adapting to the information that you gather.

    I legit don't care at this point, the perk doesn't really annoy me as killer, and i can survive without it as survivor. I really am just sad that the perk is fun to use.

  • I don't really care at this point of what they do to DH, i will be fine. All survivors will be fine. And most survivors will actually be better thanks to not having all of those times DH doesn't work or gets baited.

    Eruption is confirmed to be nerfed, i am happy.

    If killers really think that nerfing DH is gonna nerf survivors, my prediction is that it's gonna have the opposite effect or no effect at all.

    This is not a thread of be careful for what you wish for. Killers want it gone, if bhvr listens, survivors will be just fine. It only sucks that the perk is fun to use (basically the big reason of why people use it).

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329304#Comment_3329304

    1.- You thought it was a bad idea, but posted it anyway. So don't get mad if someone confirms to you it is a very, veeery bad idea.

    2.- Who is excusing tunneling? Tunneling don't need an excuse, taking out ASAP a survivor from the game is the smart thing to do and with gens being done so fast right now even more.

    3.- You don't have the right to tell people not to play smart / to win (or how to play in general) so you can have an "enjoyable game". That's like making a rule in soccer that doesn't allow a team to steal the ball after they scored a goal so the other team "can have their fun too". Again, being "unfun" for you is not a valid argument for anything, as killers don't have the obligation to provide you with your fun or vice-versa.

    4.- Then create another effect for Legion, rebalance the total time, remove self mending or leave Deep Wound as is but rework Endurance in another way (like not giving speed boost on hit). The point was, Endurance shouldn't be literally a 3º health state with the only condition of not being able to stop running for 20 seconds, even less having a version allowing to have a 4º health state.

    And as I said, most of the time tunneling is only possible because survivors allows it. If you unhook someone in front of me, what do you expect me to do? Just waste the chance to get a second hook on him and chase someone else? With the basekit BT, if you don't hit the unhooked survivor soon after he touches ground it is not worth the tunneling, as he has haste, which will take longer to catch him up, you have to wait 10 seconds minimum to hit him or simply hit him and make the chase even longer. So, stop killing your fellow survivors and don't unhook in front of the killer, and if you must to, coordinate to body block.

    Ok, you know people give tones of ideas to make the game better for both sides. I play both roles and have done or got done to me all the plays people complain.

    Also, no i can't force anyone to play the "Correct way", its game, you are free to do what you want, but buffing killers in parts that help them split pressure and nerfing strategies like tunneling is a good direction to take the game. You can still do it.

    Also, no the killer is not obligated to provide fun to the survivors. But loosing and still feeling good about it is mark of good game design, and the fact that the most effective strategies involve tactics that are not fun could get solved.

    One thing killers and survivors need to understand is the notion of cause+effect, every change to one side affects the other and changes the way they play. Just look at the metas

    Survivors are too strong and killers have to camp and tunnel to have a chance at winning - Survivors bring second chance perks

    Gens are too slow and killers are stacking strong regression perks and locking 3 gens - Survivors bring more gen rush tools to make gens way faster

    This are cycles they feed on both roles problems. Killers need to be rewarded and incentivize to spread pressure and not have gens fly in their faces, and survivors need to not be condemned to a death sentence for being hooked once

    Mending is fine as it is, it was changed a while ago and it needs to stay that way. And the devs will not waste time to change the killers like legion and deathslinger whose powers cause the deep wound, that is way to many resources for something that is fine as it is.

    Also, i like to give wild changes and feedback. Even if i admit that it could be a bad idea, simply because i myself don't like Off the record, i still find it interesting to discuss it

    You don't like it, fine all good to me. The devs won't probably read any of these post anyway xD

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362414/nurse-suggestions-to-improve-counterplay

    Great ideas! How I wish they were already in the game. I somehow offered my concepts and ideas.

    1. make sure that the nurse does not see traces after the teleport

    2. after teleporting, she gets blinded like from a flashlight

    3. a nurse can teleport only one object (mesh)

    4.only the first teleport of the nurse can fly over all objects and the second teleport moves only over the landscape of the map

    5.after damaging a survivor, the nurse has an additional cooldown on teleports

    Thanks.

    Personally i think some of those changes are either to hard to implement/complex to implement or would be really annoying.

    While i like the number 4 suggestion i still think since the devs don't want to rework nurse until probably a DBD2, its best to just ask for simple changes that improve counterplay on the survivor side but don't make nurse annoying to play as.

  • @Batusalen said:

    So, what you want is literally a 4º health state for free on unhooking to punish killers for doing what they must do even more? Huh, this is new.

    With survivors doing gens as fast as they are doing it now no, absolutely not. "Nerfing" the perfectly fine and allowed efficient way of getting rid of one survivor as soon as possible (when survivors allow you to do it... seriously, stop unhooking at 5 meters of the killer) would only encourage killers to just stick to 3 gens in a corner of the map and try to get the upper hand at the end even more. Chases are already long enough against good loopers and Off the Record provide 80 seconds of tunneling protection.

    The funny thing is what they should do is nerf deep wound so it also goes down when you are running to make Endurance what it always should have been: A second chance aid and chase extender, not a pseudo 3º health state.

    1- i already said this was probably a bad idea and not the change i would want (even if very effective at solving the issue)

    2 - If you hitting the survivor within BT time and continuing chase, you are tunneling. No excuses of acidental tunneling or something.

    3 - While yes tunneling is a strategy and necessary for killers to make some pressure, improving the game for killers to split pressure and making focusing on one survivor more punishing would make the game more enjoyable for more people.

    4 - That version of deep wound was a thing, and it was nerfed because of killers like Legion or tunneling that would maintain chase to guarantee downs in which survivors couldn't do nothing

  • @Bwsted said:

    Not a bad idea at all. I have suggested the exact same solution in the past.

    The reason current anti tunneling is a placebo is that everything can just be disabled by simply hitting the survivor immediately. Congratulations, you will have to spend 15 seconds instead of 10 to catch up to the survivor, but there goes OTR, DH and whatever. In either case they'll get to a loop anyway, so that's a moot detail.

    That's tunneling done properly. Counting to 10 and then giving another speed boost is not.

    Yep, again, if bhvr really wants off the record to be an anti tunnel perk, then the perk can't be countered by hard tunneling.

    Again, i think just buffing back DS should reduce tunneling as it will make killers more scared to do so.

    But again, if they have the courage to do it, this is the way to nerf tunneling hard and very effective.

  • @sanees said:

    give the killers an incentive not to tunnel, and if you're not in a tea factory, no one will tunnel you

    You need to do both.

  • @Little_Kitten said:

    The nurse cannot blink on 40m.

    Her first blink has a range of 20m, her second, 12m.

    Even with the two old range addons, she could only snipe at 30m.

    Regarding knocking out the nurse: this would indeed be frustrating on players who start with the nurse, especially if, for example, a nurse gets knocked out because she made the mistake of arriving on a pallet, at that very moment, she has not yet started to recharge her power; the advantage for the survivors would be non-existent, while the negative side for the killer would be present 😕

    And as for knowing when the nurse arrives on the scene, it is still possible; even if sometimes it goes very fast, I agree with you.

    But at the same time, it's the principle of its gamedesign.

    When I play against a nurse, I tend to pay a lot more attention to the sound environment, and sometimes I drop the generator because I hear her music getting louder, when it's not. I prefer a false alarm, even if it means losing 1 or 2 seconds on my generator, than to be a bit too greedy. It's a choice, of course, everyone has to do as they want 😀

    As for auras, there is already Distortion and a boon of the same type, so let's not exaggerate 😊

    How is a survivor knowing that nurse can't use her power for 5 seconds instead of instantly teleporting not good for survivors.

    Even if only makes nurse waste 5 more seconds, in DBD that can be massive.

    Nurse doesnt have to deal with pallets like other killers. Wraith gets an increased stun when he gets stun during his power for some reason. So making certain killer power be more vulnerable to regular gameplay is something they already do.

    And nurse certainly has the power to have this type of restrictions would make sense so pallets actually slowdown nurse just like other killers instead of doing nothing

  • @Little_Kitten said:

    The nurse cannot blink on 40m.

    Her first blink has a range of 20m, her second, 12m.

    Even with the two old range addons, she could only snipe at 30m.

    Regarding knocking out the nurse: this would indeed be frustrating on players who start with the nurse, especially if, for example, a nurse gets knocked out because she made the mistake of arriving on a pallet, at that very moment, she has not yet started to recharge her power; the advantage for the survivors would be non-existent, while the negative side for the killer would be present 😕

    And as for knowing when the nurse arrives on the scene, it is still possible; even if sometimes it goes very fast, I agree with you.

    But at the same time, it's the principle of its gamedesign.

    When I play against a nurse, I tend to pay a lot more attention to the sound environment, and sometimes I drop the generator because I hear her music getting louder, when it's not. I prefer a false alarm, even if it means losing 1 or 2 seconds on my generator, than to be a bit too greedy. It's a choice, of course, everyone has to do as they want 😀

    As for auras, there is already Distortion and a boon of the same type, so let's not exaggerate 😊

    The new add-on. You can 40m

  • @Kaffry said:

    When the Mid Chapter PTB was released, you had survivors taking upwards of 5-6 hits before going down. I see where you’re coming from though, but making Off the Record not put you into deep wound would be revisiting that same issue from the PTB.

    However, I do like the idea of buffing DS again as it is next to useless against many killers.

    Not off record, just the regular BT. Still insane i know

  • If you want killer regression to be on par with survivor progression why would't a killer camp a 3 gen from the start?

    Also saying that is avoiding the problem. You know 3 gens are problematic want to buff killer in ways that make that strat even better and then tell survivors to not 3 gen themselves.

    Well, then come chase me and stop running back to the same 3 gens when the match has just started.

  • @TeabaggingGhostface said:

    That alert buff is more of a nerf imo

    I use it, and it gives me a bit of a warning

    Maybe increase the duration instead?

    Just wanted to give more info in chase after the 2s of breaking a pallet, maybe just increase the aura to 7 seconds to account for that time. Something like that?

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328003#Comment_3328003

    But buffing the base numbers will allow Killers to not run regression perks all the time

    It will ease the pressure from having a long chase (or 2-3 Gens popping)

    But how do you prevent camping 3 gens?

    Its not healthy for the game if the killer can stall the game without making progress.

    I would prefer for the gens to be blocked for 15s at the start of the match and making all survivors spawn together. That way survivors need to waist some time splitting up and can't get free pressure on gens.

    And giving the killer reward for hooking survivors.

    Reward the killer with more slowdown only if he gets downs. Increasing the base regression could incentivize killers to camp 3 gens. This meta is already a proof of what happens when base regression is too high with Overcharge+COB and the added delay of Eruption.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362414/nurse-suggestions-to-improve-counterplay

    1. The reason her attacks are buffered is that previously, she had issues with dedicated servers that prevented her from attacking dubbed "the M1 bug." Changing it would just bring it back.

    2. Cute idea but what difference does it make? She's 3.85m/s. You're not getting much distance in a measly 6 seconds for it to matter, but it will annoying tf out of the Nurse player.

    3. Err... you can hear her blinking from across the map.

    4. Nurse already can't use most perks in the game. Chase perks, m1 perks, stealth perks are largely redundant since she needs to blink everywhere (very loudly, I might add)---Remove aura reading and literally what does she have left to use except slowdown?

    1. I was talking about a forced delay, the attack could still be buffered. I just think giving a small time after a blink for a survivor could help a lot. As i don't play Nurse i am not too experienced with how she works. But i believe nurse players say that after her fixes that gave that buffer was when she became a lot more oppressive and easy to pick up. Again, was just a suggestion and an idea
    2. A lot, her not being able to use her power immediately after stunning her with a pallet which is hard to do or to tunnel a survivor immediately after a DS. Maybe let her recharge, but loosing all charges to make sure survivors get some reward from stunning a nurse. I am not asking for the double stun to be brought back, but something. Because right now a survivor gets basically nothing from stunning a nurse.
    3. I honestly don't know the range you can hear her using her power, its just that 40m snipes with no warning are kinda cheap, so my idea was either this
    4. Or this, killers like Spirit also have this restriction, while i even said that i don't want to make more perks bad on nurse, i was mentioning an option.

    Thanks for the feedback, again i am not trying to just complain and ask for big changes, but some small tweaks that hopefully make her more in line with other killers.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362414/nurse-suggestions-to-improve-counterplay

    Suggestions are always important especially after a killer got some changes. I am a Nurse main so I know exactly how to play her and I have a bunch of suggestions as well. That being said you actually got some fine suggestions:

    • Before they reworked her code last year it was not possible to hold M1 so she couldn't attack in the first frame. Before that you actually had to time it very well to achiveve a similar effect. A solution would be to make it like is used to be: You need to time it well otherwise you can't attack early after blinking.
    • The stun penalty is a fair idea but since they removed recharge anyways I don't see a reason not to let her recharge her bliks while being stunned. It's essentially hard punishing newer players.
    • The audio cue would make her undetectable addon worthless so I don't think that's a great idea.
    • The aura blocking while using her power is something I suggested for a while since there is no counterplay to that.

    Thanks, as i am not a nurse player feels good to hear that.

    Thanks for the feedback

  • @RaSavage42 said:

    The simpler math...

    Base Gen progression is 1.0-2.2

    Base Gen regression is .25- plus an additional 2.5% (which doesn't mean much)

    Ok, but also simple logic

    If you buff the base numbers too much we have the 3 gen camping problem

    Killers should get rewarded for hooks and ending chases quickly, giving killers rewards for progressing the game, like old POP.

    Just buffing the base values makes for this boring scenarios we are facing with the COB+Overcharge+Eruption, also notice that this perks increase the base value of regression with no requirements.

    The Killer shouldn't be able to match survivor progression, is simply bad for the game.

  • @Zokenay said:

    Yeah, they should not add that, i feel that the new buffs to Solo Q were good enough, adding Gen Progress on top of it would be too much, specially since this buffs even SWF.

    Even SWF dont get constant info on gen progress, it just feels that this would be giving too much information to the survivors for free.

    Honestly it would be really helpful for solo queue. For end game, adren plays, breaking 3 gen. That information is really important in SWF. Yes this one is constant, but you don't need the information also constantly, just in the right time.

    It could work, but it is a massive buff for solos that is for sure. But if the intention is for solo to have a power level similar to SWF they absolutely need to give that.

  • @Zaydin said:

    The game as it was originally designed and launched was balanced around the fact that survivors couldn't directly communicate with each other. Allowing survivors to group up and communicate over voice comms beforehand breaks the games balance with a sickening crack and swings games heavily in survivors favor.

    Nothing is more miserable for me as a Killer than going up against a full SWF constantly communicating over Discord, Xbox Party chat, etc since they can coordinate heals, unhooks, generators, etc. There is nothing I as a killer can do to counter that level of coordination.

    I know SWFs aren't going anywhere but bare minimum I would like to be told as a killer at least how many survivors in the lobby are part of a premade group so I can decide if I want to go through that kind of pain or not. EIther that or increased BP incentives for killers, like an extra 25k BP per premade player in the group; starts at 50k with 2, 75k with 3 and 100k extra BP for a full SWF.

    You are absolutely wrong. This game would have died so fast if you couldn't play with your friends.

    How can people think that a multiplayer game with teamplay elements would have survived without that feature.

  • @JimmyCasket said:

    I had an idea on how to buff The Jailer, as he is the absolute weakest Guard in chase, and is only good to lock down an area. For 90% of the time, this buff will be useless, so I see no reason to not add it.

    When the Jailer gets a hit, it applies the Incapacitated status effect for 20-30 seconds (Devs could decide how long).

    It makes sense, because the Incapacitated icon is a hand in Shackles, so if he hits you, The Jailer "cuffs" you, making you unable to help the team for a bit. All the Guards have a bonus. Carnifex breaks faster and has a long hunt, Assassin is faster at hunter and applies Deep Wounds, so why not let Jailer patrol longer and apply Incapacitated on hit?

    With the eruption controversy around. I doubt the devs will mess with incapacitated besides powers soon.

    Also you are just buffing the defend 3 gen strat of Knight. Thats already his strongest point.

    The killer is simply bad designed for not promoting interaction. The can't get better at him and survivors can't get better against him.

    You hold W or get hit, no amount of small quality of life improvements they give to him will fix that.

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