Avatar

BlueHorkew

BlueHorkew

About

Username
BlueHorkew
Joined
Visits
1,920
Last Active

Comments

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367746#Comment_3367746

    They really need to bring that back because as it is drones are way too easy to hack when they are the SMs only real way of applying map pressure. If survivors at least had to wait for the trap battery to die and take it off to hack another drone she might not have to be forced to three gen as her main strategy.

    You know, that would only buff her 3 gen strategy and nothing else. They probably did that change to nerf the strat and didn't work, at all.

    That and because of the battery buff, she would be so oppressive basically protecting gens with her drones while survivors have to wait 45 seconds to take down those drones, while the gen is regressing with COB/Overcharge at 300%

    Imagine SM without that nerf and pre nerf Eruption.

  • Oni is good and viable against good survivors. He might struggle getting the first hit, but his comeback and snowball potential is probably the best in the game.

    He is good

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362709#Comment_3362709

    This can easily be circumvented by not allowing specific pallets to be dropped.

    And how do you make it clear or how should someone judge which pallets, in every map, with every RNG are fine to be destroyed by the killer without any survivor counter play.

    It's a toxic perk. Dropping pallets is a survivor mechanic, killers can have perk that interact with them, but your perk is just way to strong and unhealthy

  • @Chocolate_Cosmos said:

    I think I saw somewhere that it is good for Pinhead but other than that I have no clue. It feels bit too RNG perk. Thoughts?

    The only idea that came to mind with the perk is trying to do a full Hex defense build with thrill and other Hexes, combine it with a killer that can harass people from totems and you can make really obnoxious situations and very hard to deal if not on SWF.

    On its own, i kinda ignore it when playing survivor. Probably the least threatening Hex in the game for me, imo.

  • @Xendritch said:

    No those changes were needed for her to actually feel good to play it was so clunky before being where you wanted to place a drone but needed to wait for it to get off cooldown. SM was always strong at 3 gens even on ptb and decoupling the cooldown from placing drones didn't make that that much stronger it mostly just made the setting up in the beginning of the game feel better and it improved her chase placing her drones from loop to loop. But in terms of midgame and 3 gening no it didn't really do anything because it takes 10 seconds to get the drone back anyway if they disarm it so you have to wait to replace the drone even now.

    But do you think that maybe indirectly buffed the 3 gen playstyle more than actual chases?

    I remember seeing a post from about the nerf she got about trapped survivors being able to disarm her drones. I already felt like that change was necessary, and now i absolutely know that the change was necessary, she would be even more of a 3 gen queen if they didn't remove that interaction

  • @Chocolate_Cosmos said:

    No, it was more nerfed than buffed (the 3-gen) since PTB. Don't forget that Survivors with Lock On trap on themselfs couldn't destroy any other drones which is good slowdown for her on top of her drones alone.

    If that version came live, she would have been disgusting with the battery buffs

  • This feels like a really boring sidequest for 1 potential play. Almost a minute to actually get an ability, because the other effects until 4 tokens are really weak and not worth it.

    Honestly this feels more like an event item and quest rather than a perk. Cool idea for an event item, terrible as a perk. Thats my opinion

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367454#Comment_3367454

    Honestly it would have been better for the game as a whole if they had simply not released this killer

    Doesn't really matter now. She is here and she has her fans, but her gameplay will be very problematic for a while

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367432#Comment_3367432

    In my opinion its necessary. This camping-gen-playstyle, which is fine, you have to do it with this PURE M1-Killer, is annoying af (on both sides).

    I cannot see the light at the end of the tunnel if they dont change her heavily.

    She just released, bhvr can't be giving heavy resources for her. If she gets a full rework, and thats a big if, it will take probably more than year (remind you of twins right now or Freddy that took 2 years).

    So waiting for that to happen is very unlikely, so focusing on simple tweaks and ideas is probably best.

    I agree that probably removing the ability to place would be really annoying, but what about the second suggestion? Active zone drones stop gens from regressing, when the drone becomes inactive or is removed the gen goes back to regressing

  • @Marik1987 said:

    If u give SM restriction where to put drones, they could overlap on various floors for example, so that she cannot use her drones anywhere.

    No, I assume the ONLY way is to remove the Exposed-Effect and give her another power to synergize with the drones... so you control a drone when active and you can shoot or anything.

    Currently, she is REALLY REALLY bad and I feel like its better to instantly rework her.

    Chances of a total rework to her power are really low?

  • I hope the next mid chapter will try and address some of this issues, they already hyped the next mid chapter for big changes.

    So i hope this issues get addressed.

    Having the Knight, skull Merchant and the COB/Eruption/Overcharge meta all so close almost seems like the created perfect storm.

  • @MikeStev said:

    Is 60 seconds or 80 seconds too strong?

    I am convinced that they could have 0 cooldown and still would be really niche.

    I have no idea how this perks came to the game the same update any means lost its cooldown. Seems like they were made by entirely different teams

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366221#Comment_3366221

    I mean, I just had the bug and you can still kiiiind of see him. You see his arms when he swings but not his body, its' weird AF (and actually kind of funny to be honest) but you can't be banned for it because if it were that much of a problem, they'd kill switch Dredge. Thing is, I was with a SWF including a streamer and I had the bug and so did another in our party, but the streamer did not. We were all together at the exit gate so after I escaped I tabbed out to her stream and saw Dredge just fine. So not sure what causes the bug when it happens.

    That said, I was told by the other in the party that couldn't see him that it IS on the known issues list so hopefully they can fix it Tuesday, and if not, maybe finally Killswitch Dredge (not that I want that, he's fun to play against)

    How do you see if it is on the known issues? Or if the devs are aware of this issue.

    It was really funny, me and my friends went to custom game trying to recreate the bug, we laughed a lot.

    From what we found, you can see the weapon swing effect, red stain if not in nightfall and the appendages on certain animations.

    I only happens in nightfall, it seems to be random and sometimes he can be invisible for one survivor but not others, but that was rare, we only managed to get that once

    The killer has no way to know this is happening, for them everything looks normal. Teleporting by any means, locker or to the remnant removes the invisibility, but you can get it multiple times during a match, its random. Some times we managed to get the bug on first teleport, sometimes the entire nighfall went and nothing happened. Most of the time i would say it took between 2-3 teleports i nightfall to activate, but again it was random

    You are also immune to aura reading from the survivor while invisible.

    Also the spectator screen also became broken, the match was in permanent nightfall for the spectators.

    I don't know what happened with Dredge, but he is completely glitched right now

  • @xEmoGirlxAlexisx said:

    As a Dredge Main i didnt know this was a Thing since i didnt Play Survivor and when im Play Survivor Dredge is very rare

    But yeah this clearyneeds to be fixed u dont want to See my beloved Turkey bugged like that

    Also all of my Dredge Games since the Update has Feel normal

    The killer can't know if this is happening. Only the survivors know

  • Ok i figured it out in a custom.

    While in nightfall, dredge if he teleports to a locker has a chance of becoming completely invisible.

    You can still see the red stain when nightfall ends and he can become visible again after he teleports again.

    The killer doesn't know when this happens, its only on the survivor side.

    image.png image.png


  • https://www.youtube.com/watch?v=k8Cnb8hJ50U

    Found a video showcasing it. Please, this needs to be fixed. You don't have red stain while in nightfall

  • This happened to me today.

    During nightfall i was chased by an invisible dredge, then my survivor looked like it was floating in the air getting carried to the hook.

  • @LittleBigSunset said:

    Well I just got reported by a 3 man SWF saying I was abusing an exploit just by playing Dredge so I guess there is. I managed to claw the game back with one gen left and they said I was suddenly turning invisible and abusing an 'extremely well known' exploit. Take from that what you will, it's the first I've heard of it but wouldn't be surprised if BHVR have just randomly broken another killer again.

    I never heard of that. It was really weird for me. Nightfall came, i was hearing dredge but couldn't see him, then i get hit from nowhere, i run not knowing what happened, then get hit again by nothing and see my character floating towards a hook. I was so confused.

    And again i swear nightfall wasn't as dark before, i was having a hard time seeing if i was next to a window or not. It was so weird

  • @brokedownpalace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365978#Comment_3365978

    Not really sure why you think sitting on a gen is fun? I sit on a gen because I have to progress the game, it's not fun holding a button and occasionally hitting another button lol

    I don't think doing gen itself is fun. But i feel that because survivors have always their objectives and priorities always changing with match (do gen, take chase, mind game, heal, saving, taking protection hits, hexes...), i find it that with survivor you can have almost a narrative for each trial (calm moments doing gens, fun moments, tense moments, heartbeatting moments).

    Idk, i guess all those moments combined make for me playing survivor more fun, i never know how things will go.

    Idk, this imo. Hope that cleared things for you

  • @brokedownpalace said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365972#Comment_3365972

    Thank you for the detailed response! It looked really neat on the PTB (I'm on console) so can't wait to play it. And yes, Temple looked beautiful. They did a great job.

    Really looking forward to the reworked swamp maps. I hope they are able to give them personality, they are such boring looking maps currently

    Pls, i don't like the swamp maps at all, for survivor or killer. Really hope they can make them more enjoyable.

    I think they will do it, from the last year, there was no reworked map that i preferred the old one to the new.

  • @moondos said:

    Got about 700+ hours on killer and recently thought I should probably give survivor a go, here's what I have discovered.

    • It is SO much less stressful to play.
    • Interactions with other survivors has made me laugh heaps.
    • Doing your job as a survivor is easy and almost relaxing.
    • Looping killers is not difficult. Wasting 40-60 seconds of the killer's time is a little too easy.

    Overall I think I've had more enjoyment playing survivor. Probably because I'm not having to tryhard and control 4 other players, just the one.

    Nothing really beats the rush of beating a 4v1 but survivor is actually pretty fun.

    Any other Killer mains find this to be true for them?

    Survivor is really fun, sit on a gen, listen to music. Seeing the dumb stuff other survivors do. If you are with friends its even better as you try to coordinate your play or just try dumb stuff.

    It has frustration, but overall i find it way easier to do play survivor for longer periods of time rather than killer

  • @brokedownpalace said:

    Have yet to play on it unfortunately. Idk if they didn't increase the chances of it getting picked or it's because of the new system where maps don't repeat for any player.

    I do love this system but I think maybe it could be disabled or reduced for new/overhauled maps. I've played about 40 games and got Temple of Purgation once, no Mother's Dwelling or Shelter Woods :(

    First impressions are good. But i only played it from the survivor side, still haven't gotten it from killer.

    I like the new main building, makes the map have some substance and a bit more safety for survivor, the new main helps alleviate the dead zone problem the map had.

    I think the map looks pretty promising.

    Mother's Dwelling and Temple look really beautiful and immersive, the lighting and vegetation. Thumbs up for the art team

  • @Emeal said:

    So Dead Hard is a really good perk, its fun to use and extremely obnoxious for the Killer too. What better Perk to start a flame war over. I mean Dead Hard was already nerfed once, but Survivors recovered and learnt to use it again. Who cares about introductions, AAAA I hate this perk so much, someone else could write this intro better.

    But here is what I find odd about DH is all its benefits;

    1. Negate a Killer Power or Killer Attack
    2. Slow the Killer down with Attack cool down.
    3. Give the Survivor a Speed bonus (6.6m/s) for 1.8 seconds.

    On a Successful Dead Hard to killer is left behind wiping his weapon, an attack was negated and Survivor gets speed bonus as well. That like a lot, like not even Sprint Burst negates a hit, and sure you can miss a hit vs a Sprint Burst Survivors but its not as bad as an on hit weapon cooldown. Plus this gets worse for other slower Killers. Dead Hard is like a smorgasbord, compared to an All bran Diet. Yikes. No wonder its prefered.

    So my Suggestion really is to change the focus of Dead Hard from its mid-way point between as a hit negation perk and haste perk to make it just a Hit Negation Perk. Basically tone it down to have some more risk and not so great benefits that it overshadows other viable exhaustion perks. This must be the standard, right?

    Now bHVR loves to make the game simple (bless them) they consider new gamers and that is great, but it was a mistake to make only one new status effect: Endurance. It actually complicates balance even more, since Endurance is automatic Dead Hard. It works great for being unhooked Styptic Agent and perks like Off The Record, We Gonna Live Forever and Soul Guard. Because you are either protecting from Tunneling or making a Heroic Rescue on another Survivor which requires two Survivors. That stuff is cool with me. But on Dead Hard its getting out of hand, Dead Hard isnt negated by Conspicuous Actions or require the help of anyone else.

    Now lets say Endurance had a little brother, Lets call it ""BRACED"" (Get it? cause your are braced for a hit.) Braced does exactly the same as Endurance does, but it does not give a speed boost for a hit you take. This would solve any issues I have with Dead Hard as it would force a Dead Hard user to become more dependent on the pallet situation while also being fun to use for Survivors, at least what I think is what Survivors value the most of the three DH benefits. To sum up leave Endurance for anti-tunneling plus heroic saves and let Dead Hard have braced.

    Added bonus a New Status Effect Braced could also be used to balance other Perks, Items etc. with Endurance that are also too good. A smaller tinier type of Endurance just makes sense to have as an option and I think Dead Hard calls for it now.

    Thanks for coming to my TED talk on Dead Hard, I cant wait to hear your feedback on these changes and I hope to hear from Survivors who are open to this- If you have questions about something that didnt make sense, please ask, ill be happy to make it easier to understand if I can.

    Hope you have a great day.

    TL:DR: Change Dead Hard to not give speedboosts from negated Killer hits, centralizing DH's Strength as a Hit Negation Exhaustion Perk and not as both hit negation and Haste Exhaustion Perk. This will make DH less able to protect the pallet economy and give Survivors a chance to just make it to the pallet, forcing pallet breaking and thus less resources saved by the Survivors and put it on par with normal (non-DH) gameplay. Cool Beans.

    Reducing the distance survivors gain from successful DHs is really not a bad suggestion for a nerf. I don't know how the numbers work with your suggestion, but i will give you what i know and discussed in other thread.

    SB- while its hard to measure the distance gain from the killer because of the variables gives close to a 5m distance for survivors (can be more or less, there are many variables at play)

    DH- On normal M1 gives the survivor close to 12m distance, on a killer with STBL the survivor gets 9m. I think because DH presents more risks than SB, DH should still even after the nerf give more distance than SB. How much would people think is fair and if the survivor will need a haste effect or not needs to be seen when you find the number people think is ok.

    If they don't want to change that i would suggest something like a 0.5 second window where the survivor can't do actions like vaulting or drop pallets after they DH, giving killers a bigger buffer to hit a survivor if they fail a DH

  • @Emeal said:

    Did we finally break you @BlueHorkew? We are just as passionate as you are.

    I mean, i still don't hate DH. But i don't use it nowadays and hook grabs are basically the same BS.

    I would also find it really funny if someone came here to defend hook grabs. But i guess everyone agreeing on something is kinda nice for change

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365238#Comment_3365238

    As far as regions go, it's never off the table to expand into more areas. The bigger question is if those regions could support it. Without enough players using that server as their "home" (best connection), wait times and match quality would suffer.

    Latency is a much more difficult topic. It will always be there, we cannot get rid of it because it takes time for data to physically travel around the world to everyone else in your match. Servers help a lot with this as they're typically able to receive data and send it back out to other players much faster than a typical PC or console, and we also do some magic to visually reduce the discrepancy both sides see (e.g. projecting players in their predicted position based on how they're moving).

    But ultimately, there's no way to remove it entirely. Given the nature of the game where one person is running away from another, the Killer is always going to see themselves closer to the Survivor than the Survivor will on their screen. Given that, the server will step in and reject hits if someone is way too far away, but it needs to be a little generous, otherwise completely ordinary looking hits could be wrongfully rejected.

    Long story short: It's possible there will be more improvements made to visually reduce the differences both people see, but realistically it will never be completely gone. Technology's got a long way to go before that's possible.

    Are this issues more common with crossplay?

    Sometimes i ask myself if the problems i see are because of the console, the killer's connection or EU servers.

  • @Sonzaishinai said:

    I don't think there is anybody who wouldn't take that trade

    I have seen all kinds of takes around here, including people defending hook grabs. So, i wouldn't be surprised

  • @Sava18 said:

    I counter dh more way more often than I get hit by it. People don't have the patience to not press e when a blight brushes past them in a rush. The only time I get hit by it is when the survivor manages to make me flick for it. But it's become boring and tedious to play against again. I feel exactly how I did before 6.1.0 again, bored of going against the exact same perk on repeat. Also the whole sniffing the survivors neck thing shouldn't exist.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364793#Comment_3364793

    That's a reasonable statement if something hasn't been meta for 90% of the games lifespan. Meta shakeups at the cost of gutting the most popular perks will increase this games lifespan and player base retention. Although in any other game is just called a patch.

    Don't see killers complain about sniffing survivors asses when they want a grab a healthy survivor while they are face camping, that mind is even more obnoxious and thats just a base kit feature of every killer.

    So if DH goes because you don't want to sniff survivor's butts, then that stupid mind game also has to go

  • @Emeal said:

    This List is such poor advice and it might work in writing, but not in reality and it wont make Killers like this perk or have fun.

    1. What if I have a poor memory? Its easy for Survivor Mains to remember the Killers 4 perks I cant remember what perks the Survivors use, In fact it all blurs together. You basically have to pretend every survivor have Dead Hard, which is bad. bHVR could give Killers some QoL changes that remembers Survivors perks when you encounter them. But I dont see any support for that.
    2. I had a Survivor last night, had to waste 10 seconds on her and she still got Dead Hard. It does not work, the second she sees me attack she presses the button and the Server just validates her. Yes, the Server validates non-lunges. so your point there is a untrue. There is nothing that can be done, they always get an escape. Plus where is my Server validated Killer grabs?
    3. Your third point just repeats the second. Same problem, Server Validates them anyway.
    4. Ah yes, the Dead zones which bHVR have almost removed from the game and the pallet amount is still out of this world. The only time a Survivor runs into a dead zone is when another survivor has rarely screwed over their team-mates by dropping all their pallets. It dont matter most of the time, "one hit sorry Server Validated the DH."
    5. STBFL what if I don't want to use that perk, another meta perk. Give me some better perk options for dealing with DH yesterday.
    6. Not all Killers have animations that can fake out a DH, and most have Powers that stop them right down. Losing distance. Not great.

    In the end DH is a press a button, get server to validate, you get distance AND you take a hit and the Killer gets nothing is slowed, plus t-bags and death threats in post game chat. I think its absolutely horrific that bHVR would give such a Powerful Perk to Survivors who then get to use that min 8 or more times in a match with 4 Survivors. There is no other perk for Survivors that wastes the Killers time that much.

    The best solution would be to cut the benefits and keep what Survivors like about the Perk, like I discussed here:

    https://forums.bhvr.com/dead-by-daylight/discussion/366849/why-i-think-bhvr-should-cut-dh-in-two-again

    I mean server validating can work in the survivor can also work in your favor, it happens a lot ping, lag or delay can create a lot of issues.

    What do you want a survivor to do if the killer is laggy and they get hits while vaulting, dropping pallets or grabs that from your perspective were unfair?

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364803#Comment_3364803

    I'm not a douchebag for telling you that lying about past changes to perks isn't an argument. Please state the truth then, bHVR is committed to dealing with the meta so that every match isn't the same. Which is good cause those perks are really annoying seeing every single match.

    I didn't say it was your fault either. Stop. Please.

    Ahh, i am sorry for calling you a douchebag. But saying that i am telling sweet lie really triggered me for some reason, i am sorry.

    I don't think perks should be nerfed for being overused or popular, i would never ask for perks like Pain Res, Jolt, BBQ or lethal to be nerfed even tho they are on the top 5 most used perks for killers.

    Either way, i shouldn't have reacted like that. I hope we can put this water under the bridge.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364784#Comment_3364784

    The issue I would see with changing those perks like that would be the variance. Since you are doing massive damage to a gen it would swing the game largely in either direction on whether the killer was able to apply the regression to a gen or not. If you get a fresh down but then the survivors were able to get their high gens done then it basically did nothing.

    I mean, i just said numbers i thought were ok. I have no idea to know. I just wanted to know, since people want more reward for spreading pressure and less reward for tunneling if the concept for this perks would be something to consider or not

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364682#Comment_3364682

    If you have to counter those perks every game, it indicates they need to be balanced down.

    That is not true. You basically saying you need to nerf everything that is popular. Perks can be meta and not be touched

  • @Trollinmon said:

    I think OTR needs looked into and would rather they change pop to 15% total(roughly 16 seconds of damage compared to old 20).

    Thing with pop is you usually want to pair it with a info perk. The problems that pop had was with the perk synergy. Tinkerer with old pop was 60 seconds and players would sit on it until their tinkerer would proc and then use it to not only be told where to go but reset the tinkerer. PR had the issue where you were told where to go and the perk also did damage to buy you time to get there. With those perks no longer being an issue I think pop being changed would encourage players to go for more chases. Much rather a perk like pop than call of brine being the top tier perk.

    COB is the opposite of pop. Instead of being encouraged to leave the area, kick and gen, and get into your next chase you are instead encouraged to camp. If you hook a player near a high gen then pop can be just kick the gen and find a new player to get another pop. With Cob you are encourage to actually afk at hook since you are doing a massive amount of damage to the gen. Also CoB has an issue with 3 gens unlike pop.

    I mean, i am also ok with just putting POP at 15%. It was more of a thought experiment, to see if people liked the idea of killer perks being more rewarding for spreading pressure but diminishing return if you want to turbo tunnel someone.

    Again, if bhvr and people prefer the easy solution of 15% total for POP, i am all for it. Thumbs up for me, bring back consistency for POP pls

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364602#Comment_3364602

    -"Regression is supposed to extend the killer's time, not prevent gens from happening."

    And the base value is so low it makes kicking generators be a waste of time without kick perks. We have plenty of videos where you see a 4 man SWF team finish the gens in under 3 minutes. And while this is extreme 4 minutes is still very possible. That's messed up. The killer objective is closer to 8 minutes unless the survivors make some massive mistake. And that is the problem with DBD because the time to finish generators is massively shorter than the time to finish the survivors.

    You can't really defend the generators without perks and therefore must run 2-4 perks to defend generators if the survivors are efficient.

    - "But I can play weak tier killer just fine in mid MMR with meme perks"

    Yes that's just it.... you can play whatever at mid tiers and it works because people are not efficient.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364593#Comment_3364593

    -"Killer doesn't need to match the regression of survivors"

    Killers need a meaningful way to slow down generators as part of their base kit besides : remove one player from the game. But that doesn't exist so killers just remove the first player to get hooked. What you've decided is that tunneling is fine because killers should not get meaningful generator defense perks.

    Survivors got free base kit BT. Why didn't killers get free corrupt or deadlock? The answer is because survivor's wouldn't like it. The reality is that most people don't care if the killer objective gets tunneled. They only care if a survivor is marked for removal.

    Objectives that cannot be defended lead to unfun feelings. This is especially the case when you are a survivor and your life becomes the killer's objective with their third hook. Most people forget that it isn't fun when you play killer and you have no chance to defend the generators. An organized team will "pre-run" whenever you focus on them and everyone else just sits on the generator with no real pressure directed towards them.

    Survivors have at least 7 perks that can speed up generators. There are no meaningful perks to speed up a survivor's death. Imagine if killers had numerous perks to make you die faster. Imagine for example that the time to kill on a hook was reduced by 50-80% of what it is now. Would that be fun? The answer is no. Should that be a consideration for the game? No. What's the point in mentioning it? Maybe we shouldn't have any perks that speed up generators unless the killer can stack massive slowdown that cancels out multiple running "speed up" builds. Then the problem would be that the game would be unbearable if gens took forever and you had no "speed up" perks to cancel the slowdown.

    You may or not be aware but most of the maps we have are nowhere near close to being fair. Most of them are too large, have too many safe loops or have way too many "time wasting" map features.

    Now if you play Blight or Nurse all the maps are "fine". But that leaves nearly the entire killer roster with a problem. Do we just say only Blight and Nurse can play 50% of the maps? That works and is a simple fix. But most people won't like that - if you use a farm offering and you're not playing Blight or Nurse the only viable option is abattoir. A red forest offering is just outright refunded and the game picks some other map that is ~9000m².

    A more simple solution is to just say give every killer 120% speed if they lack a movement power (including teleports) or projectile attack. Trapper, Pig, and Doctor would be a lot more viable with +5% base speed. Yes they would ruin a lot of the "safe" loops and that's exactly the point.

    Dude, if you don't want to listen to valid reasons and complaints of why things don't work how you want there is nothing i can do.

    Killer regression cannot ever compete with survivor progression, the devs aren't dumb. And just because you think something you think is a good idea, you probably don't know what consequences they can cause. I don't know and seeing different perspectives helps me see how things that i think are good ideas can be really bad. So maybe listen a bit.

    Also, besides all the problems i said buffing base regression brings. If they do it, they will nerf regression perks to compensate. Killers will not stop bringing 4 slowdowns if you buff base regression

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362816#Comment_3362816

    I can see what you mean. What were you thinking? It seemed like you were referencing in your original post about increasing the incentives for not tunneling?

    It's hard, but i will try and spit ball some ideas.

    I would like a mini base kit POP for the unique hooks (first hook of a survivor), reward killer with better regression for unique hook. (I think this could be made base kit or just as a rework and buff to POP, for example 30% for first hook, 15% for second and 5% for death, also no more current progress BS)

    Haste effect after an hook to increase map pressure and promote the killer to leave the hook.

    Some base kit corrupt (something small like 10 or 15 seconds of all gens on the map being blocked), basically not giving survivors a big head start on gens before the killer can do anything, but not strong enough to be a 5th slowdown perk by itself

    I would like for more perks that counter Hard tunneling from the survivors (instead of Soft tunneling or killers that play nice) and more perks that reward unique hooks from killers

    Self Heals need to be nerfed, COH should get the self heal remove and just increase healing speeds (75%, i don't know if it needs a buff), Med kits should be locked to a maximum of 32 charges and maximum self heal speed of 25% (just to counter mangled) or nerf self heals more, but buffing med kits capacity to heal others (efficiency buff to heal others, heal speed buffs, whatever you can think)

    A base kit punishment for tunneling, maybe if the killer has killed a survivor (DCs don't count), but he has a hook count lower than a certain value all the remaining survivors get an action speed buff to healing and repair

  • @Kagari_Leha said:

    Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.

    So I just don't get it, why is it a new perk archetype ?

    I would wait to see if they release more perks like this before judging.

    But if they are, this is the most underwhelming archetype release ever. Two perks that people will use to get adepts and then garbage

  • @yeeeitsdustin said:

    Just for reference, this is an idea that I heard from Otzdarva on the I'm All Ears podcast. I wanted to post about it here so more people can hear about it, and it can hopefully gain some traction. Here's the suggested change:

    Decisive Strike will do exactly what is does currently. However, when the killer is stunned by a survivor using Decisive Strike, the killer will lose the ability to use their power for 10 seconds.

    This will hopefully make it so Decisive Strike will affect killers the same across the board. What I mean by this is that the Decisive Strike change will stop the issue of Nurse from being able to blink on top of you 1 second later or Blight being able to pinball his way over to down you, while a basic M1 killer such as Trapper has nothing to help him catch up to you after being stunned by Decisive Strike. Instead, a killer such as Nurse or Blight will be forced to hold forward and chase you normally just like a basic M1 killer for 10 seconds after being stunned by Decisive Strike.

    Let me know if you would change anything about the Decisive Strike change I suggested!

    Honestly, i feel like some of killers that are the biggest offenders could get that added as a base kit change for their power.

    There is no reason pallet stunning a nurse to not give the survivor any reward, you are honestly probably better leaving her be by how much she doesn't care

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366831/new-survivor-perk-idea

    honestly a useless perk, you can take "Empathy" and get the same thing. It's probably better to make it so that if the killer is chasing you, then the survivors see each other and if you are 48 meters away, then their fatigue is removed 2 times

    This is one perk slot, empathy would require multiple people running it. The idea is not for the perk to be super strong, just a nice information for an entire team. It would help team play and coordination and the secondary effect of seeing the killer aura for you is also very strong tracking with no range requirement like inner focus.

    While i don't think it would be crazy strong, i disagree that would be worthless. I think it brings a lot of utility.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364455#Comment_3364455

    -"No, we don't need to buff reg any more."

    Why would you say that?

    The killer has 1/4th of the natural regression of one survivor and there are four survivors. This is a 1:16 ratio.

    Regression is supposed to extend the killer's time, not prevent gens from happening.

    You can argue if the values are balanced or not, but base regression being 1/4 of a survivor progression is that way for a reason.

    Regression exist to buy time. The killer objective is to kill the survivor not to prevent gens.

    This past 3 gen meta already kinda shows what happens if base regression is too strong, killers loose interest in chases and start defending gens and areas.

    I am not saying what we have is perfect, but there is a reason base regression needs to be weak. In the end, for the best health of the game, buffing regression needs to be in a way that incentives active gameplay and chases

  • @Chocolate_Cosmos said:

    After so many years since Hag came out, we finaly have another set up / control Killer. Since 90% of people on all social media talking negative about her, I will go different direction.

    First, I thought she is weak and boring to play since I watched so many content creators talking bad about her and the little I played in the PTB didn't helped either. I wasn't even sure if I want to buy her with shards but in the end I did yesterday.

    I have to say I think I wouldn't enjoy such playstyle, patroling and controling / camping area (gens). But with this killer I do. I don't like much Hag and they both have similar playstyle, but Skull Merchant is regular Killer and not slow and short (doesn't rely on the drones to chase someone, unlike Hag where you NEED the set up traps before hand). I think she is quite unique Killer, you observe and protect / hunt down your area. She is quite fun.

    I think she is ok, not my thing. And since i don't like Hag or trapper, i shouldn't be surprised. And honestly, compared to those two, she really is not that bad to fight, even if i know defending 3 gens is going to be her playstyle and will get annoying at some point.

    I am glad some people seem to be enjoying her, seen also a lot of people enjoy her more now after the PTB.

    I am not a fan and i don't think she is going to be very popular either. But the ghost hunt that she is getting is kinda annoying at this point. I also don't enjoy her, no need to be this dramatic and hunt people that enjoy her or ridicule them. Hating Skull Merchant doesn't make you cool or special.

  • @Leachy_Jr said:

    We don't have full confirmation on it but this man absolutely screams certain traits and attributes.

    His outfit/cosmetic descriptions, lore, and even lobby animations show so many traits on how he acts around people, how he engages with people, how he acts on his own, and his personal interests that I'm almost 100% convinced he is.

    I'd be very happy if he is, because he'd be the first confirmed autistic character (Claudette is heavily hinted to having it, but not 100% confirmed I don't think), and he wouldn't be the stereotypical "likes math and is anxious kind" that lots of games resort to for autism rep.

    Either way, after I get knight p100 this man is defos next.

    Just saw this thread and went to read his lore for the first time. I would say maybe, he definitely shows some traits in his lore but it's too early to tell.

    Definitely wouldn't mind as autistic myself. Honestly, pleasantly surprised how much i enjoyed his lore. Great job bhvr.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363617#Comment_3363617

    Playing against DH is really exhausting. For some reason people really do think DH is fair, fun and balanced despite all evidence to the contrary.

    You are aware that DH is so ingrained in the meta that you have to treat everyone like they have it?

    I wasn't referring to sniffing my butt for DH xD

  • @supersonic853 said:

    Here is a perk made to give you a reason to go after the unhooker and reward you for not camping. The scream also gives you valuable info. Now it just...exposes them but you don't get the notification or hear the scream because you have to be 32 meters away for the perk to work in the first place. Such a joke change.

    I mean they already confirmed some of screams changes aren't intended.

    Also, you have the giant explosion you hear when someone unhooks, so you still know where they are and when they did it. Don't really know how the screams are now, if you can't maybe identify the survivor or anything, but besides that, i don't see the problem.

    And it's probably a bug that will be fixed, since screams are kinda weird right now.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363889#Comment_3363889

    Yeah because every single game of DBD is gonna be like that

    Dude, calm down. Why are you being so aggressive over nothing?

    He had some bad games, in conditions where he was in heavy disadvantaged. No need to act like that

  • @Rudjohns said:

    Source: just trust me bro

    He has a link to the match that you can watch. Its in the thread, o follow up from him.

  • @Unam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363586#Comment_3363586

    You dont get my point.

    No matter how bad I played this game (and I played super bad) It shouldnt be even remotely possible to finish five objectives that are balanced around 90 sec completion time each, to be finished in under 3 minutes with even one or two ppl not being on the objective the whole time (which means effectively less than 40 sec. per gen, which is almost 2/3 less than they should be!)

    Even the wesker game which is later in the stream. I played super bad aswell. Still 5 Gens in 5 Minutes without any gen progression perks or items. You cannot balance a game around 90 sec. Gens and make tham fly at almost half the time and then expect killers to just play around that fact.

    I don't think i am good enough to know if they were hacking or not.

    I was just wondering how would survivors get the time to do gens that fast, so i was pointing out that they weren't under pressure which helped them.

    They could be hacking or not, and the map is bad for you. I just think that are points in the match that you could have done better.

  • @ReverseVelocity said:

    I've seen a lot of talk about Dead Hard here recently, and I thought I'd chip in with some feedback of my own.

    I'd much rather face Dead Hard than Sprint Burst (or even Lithe in some circumstances). Dead Hard requires making a read a lot of the time, and as killer you can prevent it from activating successfully. With Sprint Burst, they end up halfway across the map, and there isn't all that much you can do about it on most killers. Having to spend 15-20 seconds catching up before the chase even starts feels super tedious.

    Probably one of the most annoying things to deal with in this game is someone sitting on a generator with Sprint Burst ready, and they know they're completely safe. The second you get close enough, they just zoom off into the distance, and you have to go through the chore of catching up if you want to chase them.

    Dead Hard just generally feels more interactive than some of the Haste-based exhaustion perks. While being able to tank an extra hit is undeniably very strong, the fact that it's read-based means you have a chance to deal with it as a killer a lot of the time.

    This constant DH talk is really exhausting. Yeah for some reason people really do think DH is uncounterable and undervalue SB, i don't know why.

    And i guess they also say, its not fun to sniff a survivors ass. But that is a lie, they do it all the time even without DH

  • @Nos37 said:

    Keep the regression of 10% total progress. Keep the incapacitated. Make it only affect 1 gen at a time. Let it be countered by long chases.

    Kicking a generator activates Eruption for 40/50/60 seconds. Putting a survivor into the dying state causes that gen to explode and lose 10% of its total progress. Survivors repairing the generator are incapacitated for the remainder of Eruption.

    If the killer is ending chases in 20 seconds they are getting the same value as old Eruption, but only on one gen. Shorter chases, more value. Longer chases, less value. If the killer cannot get a down in 60 seconds, only the 10% regression applies.

    Just keep incapacitated to Killer powers.

    Status effects that prevent gameplay should be reserved to killer powers, not perks or add-ons.

    Like its so obvious incapacitated wasn't a good idea. You can't even do pinhead box while incapacitated for god sake.

    Incapacitated with power is ok. On perks or add-ons no.

  • I mean, you took also almost 3 minutes to down your first survivor and hook them.

    No amount of gen regression would have saved you there besides Corrupt or deadlock. Not even old eruption.

    Basically the survivors were never in any pressure so the gens went flying.

    I am not saying you are bad but now seeing the clip it really doesn't surprise me the gens went flying like that. Doesn't help that Garden of joy is also a terrible map for Killer.

  • @Folabi said:

    Please consider badges with pronouns. Before I load into a match I would like to be able to have the option of choosing between badges with all pronouns (23) because mine change daily based on my mood. So pls make sure we can wear a badge with our preferred pronouns so that we don't suffer unnecessary verbal violence and bigotry in game. The last thing you want to hear is someone mis-gendering you as you bleed out for 4 minutes by a slugging nurse, thanks.

    This feels like i am asking for trouble.

    But how do you know the pronouns of someone while playing Dbd? I have no idea if the Dwight on my team prefers to called (she or he or etc...), i generally just call out the Dwight and thats about it, maybe i use the pronoun of the survivor.

    I don't know, i don't think people are even thinking about what gender they think you are while playing Dbd.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363487#Comment_3363487

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363491#Comment_3363491

    I get a lot of pushback everytime I suggest that she not be able to trap hooks.

    I think camping hooks is worse than camping gens, but one makes the game end faster while one draws it out for everyone. 🤷‍♂️

    I mean, in this forum you get a lot of pushback from anything a person suggests.

    It doesn't matter how much sense or fair you think something is, someone will complain.

    I mean people complain that base BT shouldn't exist in end game because they think they deserved that kill, people think its unfair that nurse gets to be in fatigue after every teleport, people think SB should be activated by pressing a button whenever you want.

    There are lot of dumb ideas and people that will just complain

1 … 6 7 8 9 10 … 16