BlueHorkew
BlueHorkew
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383072#Comment_3383072
Then give back Ruin and Pop. Some sort of costless regression or massive reward is needed. Can’t just partially forgo the survivor nerf without compensation for killers.
Dude, i want them to give PoP back.
But what do you want me to do? Make a list of everything i want?
I barely feel like one simple change gets heard by the devs. I am with you and want them to buff PoP and even ruin in some way. But i am not going to be asking for everything in one post.
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@Emeal said:
Even with altruism right now undoes minutes of chase in 16 seconds, how is that fair to Killers?
Hit and Run strategies are effectively dead unless you are on a high speed Killer and nothing you suggested will do anything about it.
But hit and run was meta before
CoH killed hit and run because gave everyone free self healing.
Two survivors healing each other is a lot of pressure for the killer and that was meta before CoH
With CoH having it's self heal removed i expect Hit and run to be viable and not overwhelming.
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@TigerSnake said:
Only if Pain Resonance’s nerf is reverted, and Overcharge and Call of Brine go to 150 max instead.
Pain res, i wish.
Brine and Overcharge without a full on rework can die on the hill.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383036#Comment_3383036
Yes, that's why I asked if you meant your change as the only healing change. If so, Circle of Healing would still be a problem, and if not it still leaves the other options.
So, buffing camping I get (even if I'm on the fence about agreeing), because it makes resetting require better timing, but how does it buff tunnelling? If someone's being tunnelled they don't have the ability to heal, because they're being chased straight away.
The only thing i am asking is for base healing to be 16s. So med kits get that de buff to self healing to keep them at 24s.
Everything else, i don't care. The devs decide.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383019#Comment_3383019
Well, Botany or Circle of Healing would already bring that number back down to 16 seconds (if I understand the maths right, which I may not), which means anything in addition to that - like speed addons, or using both together, or one of the lesser-used healing speed perks - will bring heals right back down to faster than someone else healing you. That's not hard, it's not difficult to achieve or unreliable or even all that limited, so while the problem gets slightly better with this change, it's by no means fixed.
Altruistic healing is not going to die, even without changes. There are tons of tools for healing your teammates faster, you'll be able to perform altruistic heals perfectly well.
However, I do think that nerfing the altruism numbers on medkits is a bit of a mistake, I think that actually buffing those numbers might encourage more altruistic plays with medkits- which combined with all the other tools for altruistic heals, should get the desired effect more frequently.
CoH does't boost self healing speed in the update.
And just like Heal boost exist, heal de buffs also exist for killer.
You can't have healing take half a gen.
This just buffs camping and tunneling.
48s, this is what you need to heal and save someone that is camping. How is that ok?
Should you really just say, bring perks to fix a game issue? That the devs are creating
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@jesterkind said:
Is that as the only healing changes made at all? Because that wouldn't stop the possibility of very accessible and reliable self-heals that are faster + more efficient than someone else healing you, medkits are only one big element of a larger problem rather than the problem in and of themselves.
Which, in turn, wouldn't achieve the goal of making injuries more impactful and making healing a timesink you choose to invest in rather than a quick formality.
What do you mean, i just want altruism to not die.
Whatever they decide to do besides the basic is with them.
The healing changes as they are will break the game, there are way too many interactions and problems that arrive from their change.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382910#Comment_3382910
No I disagree. Higfh level survivors do not heal sometimes, but sometimes they do. It is not the best play to constantly stay injured, and the only reason Plague and Legion are not stronger with survivors staying injured is because they have no power against injured survivors, at least most of the time.
I think if they reduce the healing time to 20 seconds, the change will be great. Less slowdown because of very strong slowdown perks, more slowdown because of good killer play by injuring survivors a lot. I also wouldn't mind if medkits only took 20 seconds to heal, considering the other nerfs they received.
Camping will 100% also need to be looked into however, there is no way this patch can go live without camping nerfs, even with 20 second healing times. I guess you are right that the devs need a bit more foresight with some changes, like camping and mangled becoming too strong.
When it comes to tunneling though, I don't think that will cause too much problems. If a killer wants to camp, they can already prevent the unhooked survivor from getting healed. If anything, longer healing times will encourage killers to not tunnel.
Last but not least, I hope they revert the nerf to CoH, because that nerf hurts solos more than swf.
Also, this is just going to be in ptb. I am sure they are going to make changes if people are unhappy. I just don't expect them to revert the healing nerfs, because then they would also have to tone down the nerfs to the regression perks. But I wouldn't be surprised if they have 20 second healing times already ready as a backup plan.
Here, a solution. Healing is the same 16s.
Med kits have 16 charges- Self healing speed reduced by 33%
Done, altruism is still 16 seconds, but now med kits are 24s if you use them to self heal.
I swear, it's not that hard.
How did the devs think that going for this drastic change wouldn't create consequences that they can't control
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@Krazzik said:
Just find it a bit odd that they're nerfing a perk that forced the killer to actually chase survivors and get downs in order to get value.
People complained quite rightly about gen-kicking perks having no requirements and encouraging just guarding gens but a perk that's the complete opposite was also heavily nerfed. Just seems weird.
They nerfed it because it was popular.
I hate this so much.
I have been saying to encourage chases, that perks like Jolt, Pain Res and PoP are healthy for the game.
I said, pls buff pop.
But bhvr just needs to nerf because pick rate.
I wish they focused more on design philosophy and promoting fun gameplay loop.
Perks that are fun and make the game fun and promote healthy gameplay should just be left alone.
Pls, just have a vision for your game and perks instead of looking at numbers.
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If you ignore all the interactions and consequences it brings for the game.
Yes, a lot of people will complain about anything, but you have to filter the feedback and implement changes that would make the game better and more fun.
What do those changes do:
- DH- Survivors will use perks to get away from chases, reducing the chase time for the survivor and killer. While DH was a perk to extend chases and extend their interactions and mind games. So the game becomes less interesting
- Healing- Well now altruism is even worse then med kits, so med-kits are even stronger and necessary. Or survivors will just not heal all game and rush gens as fast as possible, making games end ridiculously fast. But now tunneling and camping is even better, because protecting that survivor will be harder, heal him back up will be harder, reseting to go for an unhook will be harder because you have less time (hook timers are still 60s), if a killer is camping you need 2 healthy survivors, 48 seconds to heal, 60 seconds with sloppy, oh well guess that survivor just dies, sorry.
Bhvr has good intentions, but this changes are a fail. And the past months a lot of their updates and content has been a fail.
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@ad19970 said:
The devs actually do know what they are doin in my opinion. The idea of this upcoming patch is to allow killers to slow down the game more by spreading damage, being rewarded for playing well, and less simply with perks.
The 24 second heal is why the top slowdown perks are getting nerfed so much.
But personally I hope BHVR will settle for 20 second healing times, and then buff PR's regression to 20% instead of 15%. I do like the nerfs to Call of Brine and Overcharge though.
If that is the idea, it's going to hit them in the face for how bad it is.
This just incentives tunneling/camping and gen rushing. Thats all those changes do. They don't nerf medkits, because they will be more necessary then ever because altruism is so slow.
High level survivors already play injured a lot of times, and they are removing interactions with killers.
So great Low and Mid survivors get destroyed, High level SWFs now gen rush even faster. Kill rates will increase tremendously so time to nerf killers. While at high level survivors gen rush the gens before the killer can do anything. A simple nerf to med-kits would have been enough.
Great survivors work on gens, killers, survivors take longer to reset and heal, you can tunnel and camp one survivor even easier now, because bodyblocks and protection hits are going to hurt a lot.
They remove regression from chases, which is the regression even survivors are ok with being strong.
I am tired of nerfing because of pick rates when it wasn't an issue.
I am so tired of rushed changes that don't have the foresight of the consequences. Bhvr has a big community and fog whispers to help them. How are we getting so many bad updates in a row since Wesker came out. I am tired of seeing a patch and realizing a big problem in a few minutes.
I know the devs are smart and care for the game, but this constantly is getting exhausting
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Dude, they are a company delivering a service. If people don't like the service, they have the right to complain and not buy it.
Bhvr is not some small indie company and they can deliver better products like they have done. But if they continue to release two flop chapters in a row, make updates with sub par changes and continuously ignoring community feed back. When you make content that feels detached from your playerbase consistently for the last 4 months, they need to get called out
Money in the end is the only way to force them to do better
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@Xernoton said:
There are a lot of good things in this update but also a lot of bad things. The regression perks are basically useless now. Healing was nerfed too hard imo. I think removing the lightburn thing from Wraith would be ok but other than that I think it was fine before.
The worst part is the Hillbilly changes. How much can you actually hate a killer? Billy has gone through enough already. He doesn't need any nerfs. None! What he needs is QoL improvements but that isn't a priority as it seems.
The billy changes are just cruel. Buffing nurse, leaving blight add-ons alone, but nerf billy while trying to pass it as a buff.
That was so cruel bhvr.
There are killers that get unfair nerfs that i just laugh, because i hate them.
But billy, probably one of the most loved killer in Dbd getting constantly kicked so hard, while other hated top tier killer get buffs or are left alone. I have no words for how evil bhvr is to Billy.
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@philward1953 said:
I'm seeing a lot of disagreement with BHVRs desicions when it comes to medkits right now, and while I want to see them in-action before I agree or disagree with the changes, there is something I think is kind of nice:
The fact that BHVR has seemingly promoted altruism by having Medkits buff the speed in which you heal others (COH's change does this too).
I feel like this may be a nice upside to the changes. Will survivors me more altuistic now? No idea. But the sentiment is there and MAYBE it is something that should be applauded or at least looked foreword to in this aspect.
Dude, they nerfed the altruistic speeds compared to live. (The altruism speed buff of med kits are nerfed compared to the live versions buffs, and people never used med kits for altruism. So no, they are doing everything backwards. Self healing with med kit is even stronger now, because they nerfed everything about healing)
So no, altruism is dead with those healing numbers.
Before altruism was 32s and self 16s. Now with altruism 48s and self 24s.
48s is more than half a gen, there is no time for that. If you want heals, either bring a med kit for efficiency or some auto healing build. Or be the healer of the team.
Aka, solos and low/mid level survivors get destroyed.
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@TicTac said:
You are too pessimistic. Just wait a bit, it wasnt the first meta shake up and it will not be the last.
Healing times need fine-tuning, but its a good first step.
"Fun" interaction with flashlights where really unfun for the killer if many survivor had one and really unfun for the survivor if nobody had a flashlight and one counterplay for the killer was just gone bc of what? Bad luck? Not looking in the future for the next killer? A balancing nightmare.
Nurse is busted anyway. She need a real rework, this small buff doesnt matter.
Billy is bad and hopefully they learn to not balance with excel sheets. But atleast they try to change killer. Better as doing nothing even when they miss some shots and kill some, which are already on the ground.
The perk nerfs change the meta. We will see what will happen.
But in the end its all the ptb, lets just wait for the outrage for the live release. Now is the time for playtesting and valid feedback. Some stupid things came to the lifegame, but some got changed (like background player).
I know that i was ranting.
But seeing this mistakes happening repeatedly made me feel like that.
Also, i was really excited for this update because of how they have been hyping it up. But this changes are just nerfs or removing fun things, barely any buffs, even less useful buffs. I can't see this update and imagine what fun things i will be able to do.
I don't see anything.
I see this update and think. Ok no healing other teammates, no bodyblocking, no trying to interact with the killer and agro them with flashlights to disturb their power.
Just do gens and is every survivor for itself. I am sorry but, when altruism was 32s and self was 16s, the numbers were ok enough for altruism. With altruism being 48s and self 24s, altruism kills. Medkits were really strong, so why are they buffed compared to altruism again.
Again, i admit that they have good intentions, but i am tired of seeing patches of good intentions that don't solve a problem, but either make it worse or create other problems. Especially when a ton a feedback is given to the devs.
So, yeah. right now i feel really pessimistic about this changes and i wanted to rant about them. I am not doing dumb treats of leaving the game or some other stuff that people are doing to grab attention.
But i am really, really disappointed
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Yeah, i am also really disappointed.
Oni and deathslinger have so much potential for amazing stories. And the fact that my main Jeff's chances of a tome just skyrocket to almost zero. Really makes me sad.
This new chapters already have the biggest amount of lore right when they release. Putting a new story so quickly without giving them time for people to warm up to them, feels forced and pointless. Like it's too much of the same next to each other.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381292#Comment_3381292
It is not the purpose of Patch notes to make you feel good or bad, its about improving and changing the course of the Game.
If you want to feel good go on Youtube and type in 'cute kittens'
I am more of dog person xD
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Still feels kinda bad that the only good change for the add-ons was pig movement add-on
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@Carnagetheory said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381151#Comment_3381151
I have a feeling, especially with SWFs, survivors are going to play like they're against a Plague or Legion. Most will opt out of healing at all and just gen rush, especially since all of the generator regression perks got absolutely gutted. Lots of games are just going to be even more gen-rushy than before.
Some SWFs will probably also designate one of their teammates as a healer. Like, with We'll Make It, Botany Knowledge, maybe COH. So it really, really hurts Solo queue. Which uh, I thought we were in the process of trying to make the game a bit better for them in the first place.
Bhvr had good intentions, but their changes were so rushed and one sided that they miss the mark of the issue and don't see the consequences.
I am so tired of this, feels like the third update in a row where bhvr just does something that with 15 min of reflection you would see the big problems this would create while solving absolutely nothing.
It's so frustrating.
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This update won't kill medkits.
This will kill altruism. Med kits will be more necessary then ever. And since survivors can't reset. It's everyone by itself, try to gen rush gens and hope you are lucky.
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Honestly, i predict that healing will be pointless overall. Unless you have medkits or auto heals, altruism healing is gonna be way too much.
Kinda funny that bhvr wanted to nerf med kits and just made them more necessary or just made survivors gen rush and play injured
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Prediction for the future with the PTB update, curious to see what changes before live or if i am correct or not with some picks
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Funny people thinking that med kits got nerfed.
Med kits will be more necessary with this changes. If you don't want to bring a toolbox.
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@Crazewtboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379883#Comment_3379883
Definitely think there should have been a little more thought. I doubt all these changes make it through to the live version
Yeah, they feel rushed. Like most of them just feel like hot fixes or reaction fixes. For an update they were hyping up so much, i was really disappointed.
Idk if much will change, bhvr is very picky on what changes go from PTB to live, so expect most stuff to go live, maybe with a few adjustments on 2 or 3 things.
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Unless CoH is still good enough, just to make altruism actually worth it.
Boons are dead.
But on bright side Inner healing is pretty good now
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Good intentions but bad execution.
Healing changes will kill altruism healing, basically forcing healing perks, med kits or just playing injured and gen rushing
Perks felt like boring nerfs instead of actual reworks and almost no buffs for bad perks.
The killer changes are mostly nothing or kicking billy while he is down
Removing lightburn feels like removing complexity from the game and again, buffing nurse while nerfing billy is just bhvr being evil.
Tomes feels really sad. I was excited for tomes for my favorite characters to come one day. And now i feel like they might never happen after all.
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Yep, nerfed Billy and buffed nurse.
Bhvr's evil knows no bounds
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Like, it's kinda sad that Billy's changes weren't good when he got his rework. Especially when he was one of the most beloved killers by both killers and survivors.
But now, after all this talk from Billy mains. You decide to nerf him even further and try to pass this as a buff.
Just leave Billy alone. He was mistreated by his family enough. Just don't touch him bhvr. Stop the bullying, it's not funny.
All the other changes, idk. It's a lot, let's see how things go.
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Hey, i actually got an idea to make him more unique and removing the grab similar to wesker.
I already edited the idea in my post.
See if you like it xD
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@WeaverReaver42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376661#Comment_3376661
Holy crap yes. I love this. I also like the way you balanced territorial mark and the idea for master of the hunt. As I've shown by my idea I'm not an expert in balancing, so I can't say for sure if the points are exactly perfect, however on the whole this is a vast improvement over what I thought of. I initially had a problem with the grab attack as I felt it's too similar to wesker's power. However I changed my mind thinking about it further. Overall, I have no negative thoughts about this change.
Yeah, i also thought it was similar to wesker. But i liked the idea of a savage just throwing survivors around so much that i wanted it xD.
Glad you liked it, it was fun trying to change your concept while trying to keep the original points.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3378275#Comment_3378275
"But since the traps buff her chase. She is just stronger at 3 genning."
This is objectivily false, every claw trap removes one of her drones that makes her 3 gen possible. The speed boost while significant in chase is practically nothing when it comes to map traversel.
If every survivor hacks her drones her 3 gen capability is barely better then a trapless trapper, she has to commit to chases to benifit from the chase boost.
If 2 people have claw traps and SM sticks to the one gen she doesn't have droned then the other survivors have free reign to disable them
I'm not going to argue that she's a well designed killer cause she's not really. But it's pretty clear your problems with her is a skill issue, not a design one
Look, idk how you play and you dont know how i play.
I expressed my opinion and reasons for what i think. You are free to disagree and refute my opinion with yours. The changes are still very recent and things could change as people adapt.
I just ask for you to not bring up skill issue as a point, she is new, survivors and killers are adapting to her. And i dont want to say that people that are performing worst at 3 gens with her as skill issue, especially when i dont know, i havent seen you play.
So you know my opinion, i know yours, its fine. We will see how people adapt. Maybe i will end up agreeing with you or you with me
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@Sonzaishinai said:
Are you forgetting she loses the drone as long as the survivor has a claw trap?
If you faced a SM who had all 4 drones up and 127% speed you faced a hacker.
2 survivors interacting with her power already means she isn't keeping tabs on 3 gens.
That doesn't happen and doesn't really matter.
She only needs 1 or 2 active drones to 3 gen.
She herself can monitor 1 or 2 gens depending on the map and all drones have 10 second delay before being able to be removed by the correct survivors, so trapped survivors need ro go away.
Besides she basically has no cooldowns, since you can just recall and place drones with no cooldown. The only cooldown you have is if you activate a drone from long distance, which you dont do because 3 gens and the traps.
But since the traps buff her chase. She is just stronger at 3 genning. Because that is the only way her power works. Doing any other strategy with her power, basically means you have no power.
What an amazing killer design.
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Honestly, when i started killer felt way easier then survivor.
Like for the first like 5 games, i played Wraith with no perks or add-ons and won all of them. I thought wraith was really OP and killer was the easiest thing ever xD
And this was when survivor was way stronger and killers way weaker.
I guess its a low mmr thing.
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I called this being a potential issue with the changes 5 min after they announced them.
But honestly most people thought they were nerfs to her 3 gens.
There is no fixing her. She needs a rework and this unlimited regression perks need to be dealt with.
Buff POP pls.
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@Sava18 said:
What's the reasoning behind shadowborne being so high? I can't really see any competitive advantage to that perk even though I use it every game.
It's a subjective perk. For some people it helps, for others its useless. So i just put it in B tier as a middle point.
It's hard to judge how a FOV buff is useful
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@RaSavage42 said:
There's a lot of perks in the B and C tiers... That says a lot
But the way you put them together is decent I guess
I would put Whispers into A tier... but I use it a lot so yea
Undying should go into C tier... Cause it needs another Hex to go with it
Blood Echo belongs in C tier... How often does it work and do you use other perks to make it work???
Oppression should go into B tier... What other perk can cause multiple Gens to regress or give Survivors an unexpected skillcheck... but it does need Surveillance to be better So I give you that
For me B tier is still good on some builds, they are good but are either a bit niche or carry risks. For example Blood Echo is good on Killers like Plague and Legion or Undying needing another strong Hex to be valuable
C and lower are perks that are not good, imo.
D is basically useless or hurtful
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@TheArbiter said:
I really don't see how noed is in "s" tier. Only Time I would consider it to be there is if the killer hooks someone right in front of the totem as then its a guaranteed sacrifice.
One of the most popular perks in competitive play, guaranteed value of one down at least, maybe the entire game.
For me, it's a really safe, easy value perk on most killers and the comeback potential is just way too good to be ignored.
There is nothing in this game better against Gen rush like: Corrupt, Deadlock, No Way out, NOED. Guaranteed slowdown and comeback potential.
I basically see that, you have perks that are "win more", like you already were at an advantage, and they just give you more. NOED is the exact opposite, it's a comeback perk when you are doing bad, that is very rare and very valuable in my opinion.
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@Yippiekiyah said:
Decent list but looks like you have just watched one of otz's videos and copied his list.
I did see the video you are talking about when it came out. But that video is also outdated in some things.
Still, i think it's natural for a person's opinion to be influenced by others, but this was still my list, i still went back and forward on a few perks.
If my opinion was influenced by Otz, probably. I watch a lot of his videos and streams, he has way more experience in the game then i have. But if i copied it, no
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@sizzlingmario4 said:
Decent list, though I'd probably move NOED down to A tier and STBFL up to S. Septic Touch should also be in D tier, that perk is legit one of the worst in the game.
I'd also say Empathic Connection and Pharmacy should be in B tier, those perks are very underrated. Even though the new Pharmacy doesn't work while healthy anymore it's still very good and being able to use it more than once makes up for it.
I prefer Inner healing over pharmacy. While ranking, if two perks have very similar utility or function i tended to de value perks that i think get overshadowed. But i must admit, that i just don't value chest perks, like you can see for most of my rankings, so maybe that was the reason for the C.
Emphatic connection, i just don't like that the team mates see my aura, while i only get a sub par healing speed boost. I like being altruistic, but i don't like that the perk gives the tools to my team instead of me. So i just prefer Empathy. Maybe it's just a mental thing
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/368585/personal-perk-tier-list-before-the-patch
Looking at you killer tiers I definitely disagree with quite a few.
At the top end NOED and BBQ are both B tier at best. Corrupt is only S tier on some killers and should probably be A on most. Overcharge and COB are essentially the same perk both should be S tier. Whispers should be B. Shadowborn and Iron maiden should be C. And both Unrelenting and dying light should be moved up a tier.
But i have Whisper in B tier. Also, iron maiden is in B because of Huntress and Trickster.
About NOED i simply cannot agree, in tournaments its one of the most popular perks and the comeback potential is really big, it's basically a guaranteed down that changes the entire match when in play. Yes, it's easier to find, but it still needs to be respected. Combined with no way out becomes a nasty combo. You can argue A, but for me it's an easy S tier for Killer, really reliable and easy to use and get value.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376676#Comment_3376676
you have to wait until you get the opportunity to play with it yourselves.
Any way to make it appear some place less distracting visually?
I like the feature, but don't like the idea of having a bright heart on my survivor chest during the match.
I would have preferred something like a small icon next to the Perks.
Could we maybe change the way it looks in the options?
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Ok. Here goes some ideas of a rework. Say the elements you like and what you don't like. In the end, it's your vision and you that needs to be satisfied with the character.
The Savage: (4.6m/s TR- 32m)
Primal Thirst: For each second in chase you gain 1 point of primal thirst. You can have a maximum of 90 points. You gain 10 points when injuring a survivor and for the next 30 seconds, the thirst point gain is doubled and can stack (By chase time and injuries). Putting a survivor in the dying state gives 5 points and doubles the time before you start loosing points while not in chase for 30 seconds. After 15 seconds of not in chase you start loosing thirst points 1 per second.
Savage ways: By pressing the primary power button you enter a couching run, you can vault pallets and windows (1.5s) after which you gain a 50% Haste for 6 seconds and you see all vault points inside your TR highlighted in White , by holding the secondary ability button you enter a defensive stance, slowing yourself down, but any pallets drown into you are broken and you can't be stunned. You can press the attack button to do a short slash attack that inflicts Deep Wound but can't down injured survivors, savage slash. You gain a 10% haste when injuring a healthy survivor into deep wound, until that survivor looses the deep wound. You can hold the attack button to charge the savage pounce, 1 second at reduced movement speed. This attack injures and can down survivors but doesn't apply deep wound. If the pounce hits a survivor with deep wound, the savage will bite the survivor tasting his blood and flesh. This will give the savage 45 points of thirst and for the next 60 seconds scratch marks will be easier to follow and blood becomes bright red, while he is in the savage ways mode. You do not gain Primal thirst while in the Savage Ways mode.
Entering Savage Ways (20 points, don't consume but you need this minimum to activate)
Costs of the power:
Loose 1 point per second while in savage ways
Loose 2 point per second while in haste post vaulting
Loose 0.5 points per second while in defense stance
Loose 15 points if defense stance breaks a pallet
Vaulting: 15 points
Deep wound attacks: 5 points
Charge grab: 15 points
Getting stunned while in savage ways mode: Get put out of Savage ways mode and loose 20 points.
Perks:
Master of the Hunt: After injuring a survivor from healthy to injured you see the aura of all other survivors inside your Terror radius for 5 seconds. This perk activates for the next 20/25/30 seconds, the next survivor you injure from healthy to injure with a basic attack gets inflicted with Deep Wound.
Hunter's Disposition- After vaulting you see the aura of survivors inside your terror radius for 6/7/8 seconds. This has a cooldown of 30 seconds.
Hex: Territorial Mark - After a survivor gets unhooked for the first time, that survivor becomes cursed, in the farthest way dull totem possible becomes a Hex totem. The survivor that is cursed cannot interact with that totem. Survivors running in a 12/14/16m range of that Hex have their auras revealed. If the survivor that was cursed dies, the totem becomes Dull.
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@BlightedDolphin said:
I would swap NOED and STBFL and bump Trail of Torment, Whispers, and Hoarder down to C tier.
I think NOED works better on more Killers than STBFL, and being a counter to Adrenaline. It guarantee at least a down and after that can even do more. The comeback potential is just too great, even if now it is easier to find.
Hoarder is amazing on certain killers like pinhead and the stats are good enough for me to rate it B, on most killers yeah, probably C, but in some builds or killers is really strong and A or S, so i went with B.
Whispers is ok, i gave it some credit because it's a general perk.
Trail, i could see dropping to C
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376389#Comment_3376389
I can see that but when judging perks it should be judged in a vacuum for the most part (unless it’s like premonition when it’s literally a worse spine chill)
Just because SB and Lithe are good doesn’t make smash hit bad
I understand, but i also think that if a perk has similar functions and gets outperformed then it drops in viability.
If i am to be objective, Smash hit is probably a B tier perk.
But because it's competing with other perks that you can't even use together very well, it drops for me to C.
But i can definitely understand if you want to judge him by itself and putting him in B tier at least.
Again, this is all my opinion
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@AddingAUsername said:
I think you are underrating DS. It wastes a lot of time even if you get downed a second later. Especially if you got downed next to a good loop you waste even more time. Also everyone said bloodrush was going to be meta but I haven't gotten much value at all I think it has too many requirements to be worth it.
I went back and forward if DS was A or B tier. I decided to go with B because of how many killer don't get affected by DS nearly as much as others and since i was sure about putting Off the record being in A tier, i decided to put it in B. It helps making an hierarchy.
Blood rush was definitely a gamble on my part, again between A or B in instinct and by what i played with it. I ultimately decided on A, but since it's a recent perk, it's definitely the ones i can see changing my opinion as time goes on.
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@Phasmamain said:
Smash hit is definitely weaker than other exhaustion but still B tier at least. It guarantees an chase escape or a huge amount of the killer’s time wasted catching up
I just think it's harder to pull off depending on the killer you are facing and that the reward can be gained by other exhaustion perks.
If i was judging it just by itself, it would be higher. But for me, in the context of other exhaustion perks, i think it would go to C tier because of better alternatives, making it obsolete imo.
Basically, i wanted to put him at lower tier because of the other exhaustion perks.
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I mean, you already have a super fast teleport with almost no cool-down for ambushes in that mode and reduced visibility for the survivors.
So i really don't see the point.
As for scary. The only recent time i got scared against a Dredge was when i got hit by an invisible one. I just find it annoying, the low visibility, especially on some maps.
But i just don't think it's possible for me to find anything scary in this game anymore, it's just the nature of multiplayer games that you play repeatedly.
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@WeaverReaver42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375159#Comment_3375159
You make excellent points on this. Although a basic m1 killer was the idea I was going for, albeit stronger due to the ability to essentially have more control over a bloodlust-lite effect with a sort of myers 'danger state' where you're more powerful for a limited time. Essentially the killer would be forced to balance their use of their weaker base version of their power, with building up a good amount of primal thirst for the unleash to last a significant amount of time. I wanted a killer that is incentivized to chase on the killer end and to hide for survivors, making it a more cat and mouse game between survivors and killer. The thing to keep in mind is that it takes 5 seconds for even 1 stack of their power, which isn't enough to do much of anything, and the killer would be incentivized not to break pallets since that would drop chase. However, the longer the survivor runs the killer- the more stacks they will build up. This would hopefully change it from survivors pre-dropping into avoiding line of sight to begin with, since as long as the killer is in chase they are getting more of their power. dropping a pallet wouldn't do that unless the killer decides to prevent a stun and use up some of their charges, especially since the killer would be incentivized to just keep chasing rather than worry about the pallet immediately (assuming the pallet isn't totally preventing the killer from continuing in that general direction). As for the lack of counterplay, many people say myers is a weak killer because he is too much of an m1 killer and has too much counterplay (not talking about the tombstone because everyone can agree that's too much). I'm not saying you're wrong mind you, just wondering what you would say is good counterplay for a character like this? I figured forcing the killer to use up their power in various ways to prevent them from storing up a large amount of primal thirst was enough, but if you have alternatives, I'm happy to take suggestions!
The idea of the hex perk also didn't take into account nurse or to a lesser extent blight, so I can see how that would be a problem. The idea I had for the perk would be essentially an easily seen target for survivors to go after and remove. The area of effect where survivors would see the totem might be a bit small for that, and it's possible that while the totem is active, hex totems take less time to remove to balance it out somewhat. I was hoping that the killer would place the totems down (one at a time to prevent the killer just placing them everywhere and making it hard for survivors to get rid of them all). survivors would have to prioritize getting rid of them, and hide by crouching or just walking to avoid getting their aura read while someone takes care of the obvious totem.
I mean, in your post you say "Press the power button to enhance actions". I took this as for the killer having full control to when he uses his primal thirst.
But i would also find it annoying if i was forced to waste my power without my choice. So i wouldn't want that.
About suggestions... Hmm. So, the idea is to be a M1 killer with a bloodlust like power.
I can think of some, just give me a bit of time.
Just wondering, would you be opposed to any type of ability, do you want him to be a pure M1 killer?
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I mean, i would say a lot of things should have caps in this game, probably every buff and de-buff to be honest.
But, that isn't a thing yet.
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@GannTM said:
You are sleeping hard on Wiretap. It’s very underrated, I would go as far to say it’s an under the radar S tier perk in solo queue mainly. You can get value out of that perk about every game.
I think it's good. In solo, i would even say it's better. It helps a ton. I was debating if it was A or B tier. But i decided to go with B.
Again, none of the tiers are ordered. This technically means that all on B tier are at the same level, even if some are way better than others.
I also think that every perk until B is valuable.
I love wiretap, used it a ton when it came out and it's really fun.
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375134#Comment_3375134
Hence forcing more Condemned interaction. That in turn will force interaction with the tapes.
Yes, but they will have to change some things to make survivors removing the tapes to be less risky for them.
Right now, if a survivor removes the tape, he is asking for Sadako to come for you. Smart Sadakos will see what tape you removed and can predict what Tv you have to deliver.
I am all for condemned to be a bigger deal and an active slowdown for survivors, but survivors interacting with tapes shouldn't also help Sadako by being a death sentence

