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BlueHorkew

BlueHorkew

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  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268429#Comment_3268429

    I believe a indicator in the lobby would lead to people with bad connection to don't find a game cause let's be real who would stay in that lobby if you see a big red marker from the killer.

    The problem is bad connection is not always the fault of the user. People from the middle east or south Afrika for example have no own server to connect to so they always have a bad ping. If you could shop for a lobby where the killer has good connection then these people would never find a game until bhvr decides to give them there own server wich could be never

    Other games like fighting games have this feature. And since Dbd is also very affected by latency, i just thought it would be nice.

    Its frustrating loosing to bad connections.

  • @Starrseed said:

    Isn't that already a thing? I think it only shows if the connection is bad so if everything is fine it won't show up

    Thats in game, i would like one in the lobby and a wifi too. Because wifi is more natural to have fluctuations in quality

  • @BendIt said:

    I think one of the worst decisions made by BHVR was what they did with Hillbilly.

    Not only were either side calling for nerfs to him but he was probably one of the most balanced killers in the game.

    I'd call it a nerf but the poor boy had his hacky scakey removed.

    If new survivors were the reason the simply apply code below to fix:

    If NewSurvivor = Yes Then NoPlayHillBilly

    Once this is applied survivors who have joined since the 'nerf' will actually get to see a scary killer

    Behavior should really buff hillbilly, but they even removed him from the starting screen so he really got shafted.

    I would enjoy a total rework to most of his add-ons, give him some cooldown add-ons (hit,miss), combine the 2 iris and make a new iri for lethality. Throw the overheated add-ons in the garbage, idk what is the purpose or idea behind those

    And maybe increase his move speed while charging the chainsaw.

    Hillbilly is solid, he just needs add-ons and some small QoL changes

  • @just_one_player said:

    I know this topic has already been discussed in other posts, but I want to address this discussion again so that it becomes increasingly clear to devs that this perk is unbalanced and that no mechanic should have a counterplay exclusively available for SWF. If they nerfed Wraith, Stridor, Balanced Landing, Blast Mine and so many other things for a lot less complaints, I'm hoping they can send this perk back to hell.

    My suggestions are:

    1 – Incapacitated status occurs 5 sec after a survivor is hooked

    2 – Effects (explosion and incapacitated status) occur 1 sec after a survivor is downed

    3 – In the moment the survivor falls, a hard skill check is triggered and if the repairing survivors miss, they will be incapacitated

    The skill check idea sounds cool, but it would lead to random results for the killer, so maybe not

    Having the effect prop on hooks instead of downs would be fine, it would be kinda like pain res, in my opinion you dont even need the delay. Just be prepared for the hooking animation.

    Another is to just remove incapacitated entirety. Its a terrible status condition, imagine if survivors had a perk that makes killers unable to use their power for 25 seconds everytime a gen is done. Its terrible and should go away from perks and add-ons. Be reserved only for powers like it was originally added.

  • @Xord said:

    Balanced landing is already strong, its only problem is that some maps do not have heights and therefore make the perk entirely useless. The perk is fine by itself, it's map design that should include heights.

    Smash Hit has a similiar design problem, it just won't work against certain killers.

    In addition, I'd give back the 1s to dead hard and make it a non exhaustion perk, with a separate cooldown. Playing around DH as killer makes it 100% unlikely to ever get a DH hit.

    That would be insane, having sprint burst/lithe and DH in the same build, that would be really broken.

    While i see the point you make that balanced landing and smash hit aren't bad, the problem is that they are exhaustion perks, they are to situational while the others are generally applicable. Thats why i would prefer if they weren't exhaustion and would be used more often. Because a perk that counters fall stagger or gives you a benefict from stunning a killer sound nice, but making them exhaustion is a no go for me and probably a lot of players, since lithe, SB and DH are the most used for being generally in most situations

  • But they don't, that version never leaved the ptb.

    Well technically MoM does stack because its not endurance. But honestly if you think you lost to a MoM, you probably were gonna loose even harder if that person didn't bring MoM, that perk really only exist for youtubers and content creators.

  • I think he is fine as long as they fix the bugs and weird interactions

    Like the one where survivor gets in a car or the weird interaction where he makes survivors teleport to the other side of a pallet and get hit or the camera getting crazy after you get hit by a dash.

    As for balance, i would enjoy a manual way to cancel the power after the first dash, but making that animation more obvious for survivors so they know whats happening

  • Honestly, i feel you. When starting its very confusing, i think for new players especially killer just feels way easier than survivor, it really feels helpless and frustrating, like nothing is within your power its either the killer or the map.

    Windows is a really good perk, especially for people new to the game, but honestly even tho i know most maps, i still always run it, its just so useful, and thankfully you can get Kate if you grind it and get it for free.

    But overall, the best tip is just getting experience, the maps are randomized, but there are always constants and a method to the madness.

    Try to use perks like sprint burst or lithe to escape those unsafe gens, Meg is free and Feng is free in some versions of the game.

    Good luck

  • I think most people already said it, but all other boons are bad besides CoH and pentimento is a thing.

    So yeah, if you don't want boons to be blessed again on the same totem, you would have to fix a bunch of other issues.

    Honestly i wouldn't mind boons being destroyed, maybe that will stop dumb teammates from booning every single totem they see and just loosing because of that

  • Honestly no idea, they are really rare in general.

    But i find funny that the first killer that came to mind was wraith, because i just find most wraith to bring the most tryhard add-ons most of the time.

    Not hating on wraith, just something i tell to myself xD

  • @jmwjmw27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249814#Comment_3249814

    Oh, I misunderstood what you meant. I see. Yeah, if the killer blocks that spot, there's really not a whole lot you can do on your own. Perhaps they could dig out the wall to the side, then it's possible to get through, at the expense of making that pallet not a god pallet anymore?

    https://us.v-cdn.net/6030815/uploads/4SZBD5QJEJV1/image.png

    forgive the crude paint drawing lol. Ideally the opening in the wall would be large enough for the survivor to pass by.

    Yep, thats really it. Thanks

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249470#Comment_3249470

    Blight has 10 seconds for all his 5 tokens... You probably won't use all tokens all the time...

    https://forum.deadbydaylight.com/en/discussion/comment/3249554#Comment_3249554

    If Nurse misses an attack after the blink it adds an additional second to her fatigue... I think you can already gain quite a lot of distance during that time, especially when prolonged by the blink attack penalty... I do think her penalty for missing a blink is quite hard already when we compare it to other killers and how much distance they will still gain on you without their ability... Nurse however looses distance when she cannot blink... The survivor can buy time all the time... that's the whole point of her counterplay... Like said before If you miss a blink by like 6-7m and the survivor just runs in a straight line away from you.. You move barely above 4.2m/s on average... How long do you want it to take to catch up? Other killers are not punished as much for missing their power... They can still catch up even without it and even get a hit if they mindgame properly... Nurse cannot and therefore I think it is rather fair what her basekit provides...

    I mean duh, of course you can only try to get distance, since loops dont work against her, you need distance and line of sigh blockers so she has to mind game, thats the entire point.

    The problem is not base nurse, but what you can do with add-ons that remove all your weakness, recharge and range. Adding an power that ignores loops and allows her to always be on top of survivors and combined with exposed and location perks, lets not forget when they nerfed a perk because of nurse only.

    If her power was to have less up time, she would need a full rework, which we dont even know if the devs want to that

    Somethings should be done, maybe the add-ons, maybe the blink atks, maybe a full rework. Or maybe the devs think she is fine or needs buffs

  • @jmwjmw27 said:

    I don't think the Midwich basement entrance is any smaller than the usual ones. Your friend should have been able to slip through with persistence, though it'd require the killer messing up a bodyblock as they'd have to predict your movements. It still requires a ridiculous amount of effort and time to squeeze through a killer blocking basement though, so I wouldn't be opposed to widening basement entrances.

    Its not the stairs entrance to the basement, its the choke with the god pallet. My friend would have go around the entire map to go down the stairs. Dont know if i explained it better.

    Edited later, here is a picture of what i am talking

    Captura de ecrã 2022-10-31, às 20.37.00.png

    The killer just bodyblocked that choke. And the other only way around basically forces you to run the entire map so you to stairs behind

  • @HoodedWildKard said:

    Tbh basement or no, killers will often do this or something similar when they have had a bad game and it's down to 1 or two gens.

    Face/proxycamping for a free kill at the end. And it's very hard to save the camped survivor without simply trading who's on hook. In all honesty I do too if the game has been rough and I'm looking at a no kill game. 4 man escapes always suck for killer, especially if you only managed a hook or two. Sometimes you just have to leave someone behind or trade yourself for them.

    I am not complaining about the camp, i am complaining about a map that lets killers bodyblock the entrance and making unhooks impossible. Because i am sure thats not intended gameplay.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249454#Comment_3249454

    The strongest power in the game is widely considered to be Oni's Demon Form... But I would also agree that nurse is one of the strongest.

    I started playing Nurse at the beginning of the year for a few months quite consistantly almost always playing without addons and I can tell you it is so rough... I'm still not a good Nurse and would rather consider myself on the lower half of the scale... Missing a blink completely makes you basically abandon the chase as you will take forever to catch up again also when survivors are rather far away from you they can quite easily loose you by walking and taking cover... You just don't have the time to look for them for long... Recharge and Fatigue Addons make it a whole lot easier and missing the blink not that punishing...

    I generally think you should earn the distance and downtime from nurse... When you juke her and she misses her blink by a lot you basically won... she will take like 30-40 seconds to catch up again especially when you manage to loose line of sight after that... And by catching up I mean being in range to possibly hit the blink again... Basekit Nurse is completely fine in my opinion... The range addons are problematic however since getting distance after loosing line of sight is the main counterplay and those addons make that basically impossible... But then again I don't play with range addons, since I don't want them to mess with my muscle memory...

    When we consider a nerf for nurse I would either tune down some of her addons and maybe make it so exposed perks don't work on her... On a sidenote here... (an egoistic one to be honest) I would be fine with the Blinks are special attacks thing... But I really don't want to change my build from Sloppy and Jolt... I don't think those perks are on the top but they allow me to just chase and not kick gens... Which is the fun part about the game... And those two not working anymore would basically force me to run other stuff... Plaything Pentimento or sth. else... Don't know yet... But since exposed is the main issue on Nurse I don't think we should get rid of the possibility of those rahter less oppressive perks on nurse...

    Sure, Demon form Oni is strong, but nurse has her power all time, but yes.

    I also agree that her blink attack should be special atks, but a lot of people hate nurse, even if she is not using those nasty exposed builds.

    Maybe the problems are in her add-ons and not in the base kit. Her recharge and range add-ons are crazy.

    So maybe she would need an add-on pass and just change the sp. Atk.

    I admit, i dont like playing nurse, i am not an expert, thats why i asked if the recharge timer could be a thing to be looked at.

    Again, i didn't knew how much she moved while using her power, i only knew the range of her blinks.

  • @Archol123 said:

    What I don't understand about what you just said is... You want to give survivors more time... But without them gaining more distance... is that correct? So what would more time even do for them? Going back to my example from before... You have 4.5 seconds until she can beginn to charge her blink again... max charging blink takes another 1.5 seconds... so we are at 6 seconds now... If you didn't find a line of sight blocker within the 24 m of distance ... What would you say is an adaquate time for survivors? 7 ? 8 ? 9? Just roughly... To be honest I think 5-6 seconds is a lot of time in this game...

    Well, others killers give you way more time to not have to deal with their powers while also not going through walls. Blight is 10 seconds and wesker is 12 seconds, while nurse is 6. Also the recharge add-ons turn that number into 4. So yeah, i think the power has too much up-time. I dont mind the distance you get from her missing. I mind the fact that she can use her power all the time tho.

    Again i know she needs to use it for movement because she is 3.85. But things could tweaked while keeping her identity.

  • @Archol123 said:

    The issue is during her fatigue + recharge alone you will get away at least 15m as survivors from the destination of her blink, when we imagine her blinking right on top of you but not hitting... Changing her movementspeed while holding the blink or during fatigue does not seem adaquate... During fatigue you're not supposed to know exactly where the survivors go... So you generally don't move that much anyway and just try to hear where the are running to... And I really don't like the idea of changing her ms while holding the blink... It is decreased by less than 1m/s compared to her base ms... Buffing that might lead people to just hold the blink more often while looking out for someone instead of only charging it when you have an idea of where people are... I just thought about buffing her ms while blink is recharging... But that should not get higher than 4.0 m/s... makes no sense on the lore side things and and negates her downside... Only applying that buff after double blink also makes no sense as the 2nd blink is not used to gain distance but only to get the hit :/

    I mean you already have 4.5 seconds to get away from her at least... Even more if she double blinked... I think that is enough downtime... I really do think her base stats are in a good spot. It is already punishing to miss a blink as it takes her ages to catch up.

    I think her power has to much up time.

    I don't play nurse, so i am not the most qualified whatsoever. But i think that the amount of snowball she can do because of her power, that is the strongest in the game, while basically not having cooldown.

    But again nurse is a really hard killer to discuss.

    I was thinking of speed him up her charging blink and fatigue movement speed, not the base speed

    But thanks for the comment and information, i really didn't think about those issues.

  • @Archol123 said:

    2 seconds of holding the blink while going 2.89m/s ; 1.5 seconds of travelling 13.33 m/s ; 1.5 seconds of chain blink window 1.54m/s 2 seconds of fatigue 0.96m/s and then 3 seconds of normal movementspeed so 3.85m/s (to recharge her blink)

    so the whole process takes like 10 seconds and you travel a total of 41,56m Which would be less than 4.2m/s... Congrats Nurse is now slower than Myers in t1... I hope that answers your question...

    Nurse already is not that much faster than the survivor... By giving her an additional 3 seconds instead of just 1 second extra looses her a lot of distance...

    So, using your values i believe that right now, she travels basically at 4,2325 m/s now live.

    So if you make the recharge happen after the fatigue, but make her faster while charging blink or in the chain window or in fatigue, so she keeps the same distance but give survivors more time without her being able to teleport.

    It would also help against the snowball potencial of nurse as she wouldn't be able to chain hits through an entire team so quickly.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249336#Comment_3249336

    I remember this discussion on here a while back, but killers thought it would be too unfair for them to patrol two entrances.

    And how is what happened fair? Its bad design for the map. Like open the wall, so now you can go around the choke. Or move the basement to other place. So you cant bodyblock the entrance

  • @Archol123 said:

    2 seconds of holding the blink while going 2.89m/s ; 1.5 seconds of travelling 13.33 m/s ; 1.5 seconds of chain blink window 1.54m/s 2 seconds of fatigue 0.96m/s and then 3 seconds of normal movementspeed so 3.85m/s (to recharge her blink)

    so the whole process takes like 10 seconds and you travel a total of 41,56m Which would be less than 4.2m/s... Congrats Nurse is now slower than Myers in t1... I hope that answers your question...

    Nurse already is not that much faster than the survivor... By giving her an additional 3 seconds instead of just 1 second extra looses her a lot of distance...

    For example, when they changed deathslinger to make his power more loopable but reduced his cooldowns and sped him up to compensate.

    Maybe something in that direction could be done with nurse, if she ever gets a rework/changes

  • @Archol123 said:

    2 seconds of holding the blink while going 2.89m/s ; 1.5 seconds of travelling 13.33 m/s ; 1.5 seconds of chain blink window 1.54m/s 2 seconds of fatigue 0.96m/s and then 3 seconds of normal movementspeed so 3.85m/s (to recharge her blink)

    so the whole process takes like 10 seconds and you travel a total of 41,56m Which would be less than 4.2m/s... Congrats Nurse is now slower than Myers in t1... I hope that answers your question...

    Nurse already is not that much faster than the survivor... By giving her an additional 3 seconds instead of just 1 second extra looses her a lot of distance...

    Maybe if we buff some of the speeds so she looses less distance. Just give survivors some down time where she can't use her power. Maybe reducing the fatigue time or increasing her move speed while in fatigue.

    I know that she cant like have wesker recharge time, but maybe a middle ground where she keeps the pressure while giving the power more down time.

  • @jajay119 said:

    It's really easy for killer to body block the basement. The only way past If they want to do it is allow them to hit you so they lose collision and you can get past. Useless when going in for a save though as you're guaranteed to be downed. Fortunately, it doesn't happen very often.

    Tbh I think the basement is a bit of a relic that could probably go now. It used to be the hooks there were the only hooks that weren't able yo be permanently destroy able with a tool kit. Now all hooks respawn, unless sacrificed upon, and there tends to be one, sometimes two, hook(s) outside the shack if that's where the basement is I think it's just a waste of everyone's time.

    Unfortunately, she knew to not hit anyone to guarantee that kill.

    Never had that happen in other map. Couldn' t they had another opening to basement?

  • @Regulus47 said:

    Exactly. No reason why it should be as fast as it is with how game breaking blinks are. They should make it like weskers charges, like 6-8 seconds per charge. Would actually give some penalty to missing her blinks.

    i know that recharge can't be too long, she is slower than survivors, but maybe fatigue should actually be a cooldown and not recharge almost all blinks after she is out of it.

    Thats why i am asking if the recharge should start after the fatigue ends

  • They probably forgot to update the perk, since when they buffed the perk that status effect really rare or not time based.

    They can update the perk, but only that doesn't change the fact that eruption needs to get changes to be more fair.

  • Why remove it? It has really easy counter play, i never got it by that and how exactly would you do that?

    If you want the biggest counter to CJ tech, dont know why would you need it, but bring either enduring or lightborn

  • @Chocolate_Cosmos said:

    Brutal - OK

    Eruption - You have to buff the regression by quite a lot OR just reduce the duration of the effect. Don't remove it. Would be trash perk otherwise.

    Ruin - OK if it is no longer Hex (since it will turn itself off anyway). As a Hex, no. Trash.

    Oppression - Totaly agree.

    Pop - Keep the time limit and it would be again strong perk. No time limit = too good imo.

    Call of Brine - is fine allready. Don't change it.

    Overhelming Pr. - No. Sounds 1) very complicated, 2) It would be trash perk after 90 seconds passed. I don't like this idea.

    Eruption, i think it would be fine, i think that giving it more regression would be to strong, to keep the incapacitated status effect, the only way i think it would be fair is if the perk activates from hooks rather than downs. The perk needs to have counter play that doesn't rely on coms.

    POP, i am fine with POP being strong, i think its a fair perk like pain res, but than maybe increase the time limit for 60 secs, i dont want the perk to only be good with speedy killers

    Ruin- yes it would be an hex, the charge limit is just to not let the perk get out of hand, i think that before the nerf you wouldn't get 90 charges of value from Ruin most games, it would be an entire gen of value, almost 7 pain res, again you dont usually get that many, but if you think it should have more charges, or a way to get charges back, sure. As long as it doesn't get out of hand against bad survivors.

    Call of brine- hmm i think its to much value for a perk that is always active with no cooldown, the idea was to limit the application to 1 gen while keeping it strong, but i admit that i am not to sure

    Overwhelming- What exactly is complicated? Do you prefer the current terror radius requirement? The idea is for the perk to counter toolboxes, since franklin's doesnt really help that much with that endeavor. What dont you like about the second effect, the hook requirement, the duration, would you prefer to keep the no item effect from the start of the match instead?

    Thanks for your comment xD

  • @hiken said:

    First of all, I love the perk as killer but its just unfair, i always use it with call of brine because its the meta and carry games even when u play terribly, but its extremely oppressive for solo q players

    Old ruin had a counter, you could get better at hitting skillchecks and if you sucked at it you could tap gens (good old days)... but even then it had a big risk related to it, a totem hex perk so it could be yeeted out of the game...

    Meanwhile Eruption not only is a normal perk non totem related wich implies extreme high reward 0 risk since there is little to none requirement to make it work just kick the gen and of course 0 downside, survivors can not remove it or call it wich makes it UNCOUNTERABLE FOR SOLO Q, the consecuence is getting in the "useless status effect" as i like to call it, because literally you get useless for 30 seconds, nothing you can do to help or progress the game in any shape or form, the perk is that strong that can carry bad games and turn them into victorys even when missplayed massively.

    the perk needs a change in the same way Ruin was changed and pain resonance even when i didnt even had much problems with this combo since the counter was CLEAR and SIMPLE no counter is found with eruption unless you have a cristal ball OR play with microphones wich of course solo q dont have.

    I completely agree it rewards bad plays and keep the game hostage (3 gen strats for example), those strats are fine, but the counterplay is way to unreasonable in solo q and even in comms i still argue that the incapacitated for that long is way too much power. I really would like if they just removed the cooldown and the incapacitated status effect from the perk. I think that would be a great start for a better designed perk.

  • @CheesyBabyBoi said:

    (aesthetically)

    the fact that its called 'reassurance' and has a picture of cartoon rebecca with a thumbs up is the dumbest looking thing ive ever seen, especially for a horror game, its just really lame

    something like an image of a hook in the background, and a hand holding a pocketwatch in the fore would at least make sense for what it actually is supposed to be, and a name like borrowed time makes way more sense for this than for the actual borrowed time(where for that something like 'ward' or 'protecting' something would make sense), but like it feels like it might as well be named 'good vibes' its dumb and they should change it

    I just call it the thumbs up perk, sometimes the drive-by thumbs up

  • @Aztreonam78 said:

    When comparing to Eruption that applies 10% regression and renders affected Survivors Incapacitated for 25 seconds, Jolt's 8% regression looks quite pathetic. Would this change make the perk better overall?

    Jolt is the one of the most used perks right now. Its good leave it alone. Its one of the most fair regression perks in the game.

  • Same, i love all the information it provides and the fact that you can use it every game because the requirements are so forgiving.

    The wesker DLC really gave us the best set of perks in a while, especially for survivors.

  • I just think that like unhookable situations shouldn't be a thing, the killer shouldn't make it impossible to unhook a survivor.

    The cooldowns was mainly because of huntress hatchets, with some cooldowns she can make unhooks impossible. With same idea the expose, i wasn't really thinking of devour or anything, i was thinking of iri head, finger on clown or infinite tier 3. Yes you can say that the killer is gonna "loose" the game, but uncounterable situations are not fun for any side.

    Grabs just should not be a thing, glad that everyone agrees.

    With the chainsaw bros, i see alot of people just saying to disable the chainsaw, that could work sure, i was just thinking of ways to not incentivize camping that doesn't disable powers, but sure i guess a no power zone like artist and dredge should work.

    The point that you should just reward the killer for hooks and not nerf camping, well i think that if you let people do it, people will do it. Survivors know that playing agressive with the killer will most likely result in a loss, but people still do it.

    Well thanks for the the answers, it was fun seeing the thoughts around here.

  • Wait, what did you buff on Grim embrace, didn't you just nerf the duration?

  • @JustAnotherNewbie said:

    I play on a controller on PC though, and flashlights are so hard to use. God knows how many flashlights I've lost trying to learn it but it requires a lot of preparation, you need to start positioning your camera before you decide to blind, as well as position yourself to help you out. I haven't tried the new flashlights yet but on the old ones I'd make sure I hid killer with my body (on my camera like after pallet) and probably my head was in the middle of the screen hiding theirs(?) and after I'd just press the flashlight button. It's too hard to flashlight and guide it, so I tried to adapt by getting the correct position of the hand before hand, pun not intended).

    I play female survivors so it might be a bit different on male survivors.

    I never got it consistently and it doesn't help that flashlights are limited (and most of the times they are imo less reliable than other items to win). Don't even ask about flashlight saves.

    I'd like to train on custom but you need a decent environment that can simulate a real game. Think I'll wait once they fix the current bug after their rework.

    Thanks, i also wish i could train in custom things like flashlights and loops. Thanks for the tips.

  • @fussy said:

    Firstly I saw on the Wiki was that the survivor no longer had the 5% hindered, only 8% left while fully infection. I went to check with friends - and really, there is no slowdown anymore.

    I'm ok with that, because I guess it wasn't too fair. But I'm not okay with having 12! sprays on the map.

    I play a lot on both sides, but even more I watch the game content while I'm working. For all the time since Wesker release, I have seen only 2 matches in which all 12 sprays would be used. So this amount looks like is nothing but a joke to me.

    If his passive part of the ability now does nothing and is not able to create any pressure on the survivors, it seems to me it would be fair to reduce the number of sprays to 8. And maybe add 10-20 charges to maximum infection level, so that it will not too oppressive and force survivors to spend sprays more carefully

    Wesker never had the hindered effect on partial infection. First it never shows the status effect on survivor side until fully infected, that is already the giveaway that it never worked like that. Second, when Wesker was on PTB, people asked if you get hindered when partially infected and someone at bhvr (dev, community manager, not sure who) confirmed that the hindered only applies on full infection.

    So no, Wesker was not nerfed, the hindered is working as intended

  • Really dont like going against them, in some maps like midwitch and other very dark maps nightfall is so obnoxious, going against a wall or random obstacle because you cant see isn't scary, fun or atmospheric, and because you cant do anything to stop that from happening its even worse. His chase power is really uninteresting to go against, its mostly just knowing if he is teleporting to lockers to cut you out or if he is using the remnant, which becomes a 50/50 favoring the killer where the best option for the survivor is to just hold w.

    Don't know how he is to play as, didn't bought him because he looked boring, and now i just get annoyed going against him

  • Yes pease, can they also remove just all interaction next to windows. Things like totens, lockers and chests, its so frustrating getting pulled to one of those interactions on accident because they were placed to close to loops and just gets you killed for no fault of your own

  • After the RE chapter 2, survivor just feels so much better. Better incentives, BT, the new perks. Its a blast, solo queue is still kinda of a ######### show, but i think its the matchmaking system that is ######### and puts you with new players for some reason, but with some friends its definitely the most fun Dbd is since ever probably. Its a breath of fresh air all the perks you can use and how much it feels that i improved because the update forced it. Also the new DH is so satisfying to pull of, the adrenaline you get from getting the timing it just feels so nice, worth even if i only get it about 40% of the time xD, ######### the ps4 delay

  • So many reasons:

    Strong killer, easy to learn but high skill ceiling, very versatile and adaptable for many situations, popular character from a popular series, the high serotonin you get when you grab people, the animation is just satisfying. Fun and interactive for both killer and survivor because for all his upsides he can still be countered with skill expression and mind games.

    Wesker is the best killer behavior has launched in so long, you he is good when he is still this popular and for the most part thats the only complaint survivor have about him, he is too popular.

  • I mean, is it a killer sided map, yes. But its enjoyable and consistent for the most part. I mean midwitch is the most killer sided ma and i hate it even as killer, its so boring and dull. For the same reason the game is very survivor sided but even as survivor is a boring map, its basically can you use all the god pallets or can the killer deal with it the map.

    Dead dawg just has a nice balance, strong looping areas, stealth plays, easy gens for survivor, check. Small map, easy to patrol, get 3 gen situations, mind game loops for killers, check. Strong aesthetic and theme, yes. Easy one of the best maps that they have added.

  • Will no mither change with the update, it was already bad with infinite picking yourself off the ground, with this update the perk seems even more redundant, could the perk get a complete rework and do anything else?

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178113#Comment_3178113

    It could be 20% as well if 15% is not enough I think pr should be 20% maybe too. It would buff the perk agains't swf they can easily play around it.

    That is almost as good as old Pop and can activate on multiple gens, 15% seems more reasonable

  • @lifestylee said:

    I think the perks fine

    https://forum.deadbydaylight.com/en/discussion/comment/3178075#Comment_3178075

    thats a direct nerf to the perk aswell, 25 potential seconds of incapatation is much more useful then 5% extra regression.

    Yes, because there is no counterplay from the survivor side, what can you do to not get incapacitated without coms? Its not like go work on another gen, but eruption can proc on multiple gens.

  • @Killing_Time said:

    Stop tryna get perks nerfed and just get better

    I dont want to nerf gen regression, i just dont want something that without communication there little hope for you to counter and leave the survivor not being able to play the game. Again the regression, the information, the fact that can proc on every single gen in the map, sure have it all, just dont make survivors unable to play the game for 25 secs because they did what they should be doing (gens) and dont have coms

  • Here is a suggestion just remove the cooldown and the status effect, killers get consistent regression and information that doesnt depend on random hook spawns if they take the time to kick gens and survivors can continue to play the game. I just think would be less infuriating but still good for killers.

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