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BlueHorkew

BlueHorkew

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BlueHorkew
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  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363506#Comment_3363506

    None of what you say there makes this less of a horror game.

    1. Weird to have horror characters in a non horror game.
    2. Weird to have horror lore in a non horror game.
    3. Just because chasing was not intended, don't mean its not horror/ slasher.
    4. Marketing isn't just flavor text of the month, its what the developers are crafting here.

    The Point is that the gameplay with lifted from Slasher/horror movie experience and so its kind of important to keep that in mind.

    That point being, being killed should not be fun.

    Yeah, being killed is not fun. But because the game most of the time is about the chase and trying to escape is fun.

    The game has horror elements, thats it. Elements which even the devs are ok with ignore from time to time.

    If i want a horror experience i have many choices, if i want to have a chasing game of cat and mouse against some randoms or with my friends, i have Dbd. I saw dbd as a horror game for like 2 days, its more likely for me to get jump scared from a survivor than from a killer.

    The game isn't a horror game in its gameplay, that is not what the game has become.

    And if devs wanted to remove all the elements that make current Dbd and focus on an horror experience, they could.

    But they would also probably kill the game because in the end they created something more unique. Basically a cat and mouse game with horror setting and elements. Just because has horror elements doesn't change the fact that is cat and mouse game in the end, so gameplay should focus on making that experience more enjoyable.

    Or i have no idea what i am talking and they actually think people are scared playing this game

  • @solarjin1 said:

    You piss a lot of people off but also did some good.

    ●D tier killers was actually somewhat useable because of you.

    ● The Knight went from a high c tier to a low s tier whenever 3 gens was left while using you.

    ●sadako condemned build went from being a gimmick to a real threat because of the gen stalling u provided. Rest yourself...u done enough!!

    https://us.v-cdn.net/6030815/uploads/DUJ7N22CEMBV/20230306-211254.jpg

    Never actually used Eruption, even tho i have it.

    Playing against it just made me sick, so i refused to use it against anyone. Super happy about this change. More hyped for that than the new killer

  • @stvnhthr said:

    Wow, that is some terrible game design. Seriously, who at Behavior comes up with this stuff? Broke keys, do nothing. Luck offerings do not increase luck. You can't make this stuff up. So much wasted potential.

    Luck used to affect your chances of getting out of traps from Trapper.

    But that was removed when the Clown came out. It didn't make sense to have this really niche mechanic affect him and only him. Even more considering we was even weaker back then

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363490#Comment_3363490

    its definitely a horror game, it says so by the Devs themselves.

    https://us.v-cdn.net/6030815/uploads/MA229ZXDFQRO/image.png

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363470#Comment_3363470

    Wow throwing two bottles the OUTPLAYING is INCREDIBLE. I have never seen such skill. No throwing two bottles isnt that.

    Ok, its a terrible horror game then. Its not really scary or thrilling or suspenseful or mysterious or anything remotely close to horror. Besides having horror characters and elements.

    The story and world are horror, but the story of the game are just paragraphs of backstory and audiologs from missions, that are better read on the wiki than in game.

    The devs also famously didn't expect the game to be played the way it is today. The whole looping mechanic was an accident and the game was supposed to be more focused around stealth and avoiding the killer.

    So, yeah the devs can say whatever they want in marketing. But the game doesn't play like that and has evolve into basically the horror version of tag.

  • @stvnhthr said:

    I played a green luck bag for significant more luck. Faced a trapper, stepped in three traps. Each trap takes a maximum of 6 tries. All three traps took all 6 tries to free myself. Would that not be a strong argument against luck offerings having any effect whatsoever? Or have they removed the option of getting out of a trap before 6 tries?

    Luck offerings only affect your chance of unhooking. Thats it.

    They are kinda useless, unless you make a hardcore build around it with a SWF

  • @Xernoton said:

    It's pretty clear that a large part of this community is not happy with the Skull Merchant and the Knight. There are different reasons why many people dislike these 2 killers. For one, neither of them is particularly strong and both have a strength in defending 3 gens. That is something that, I personally think, makes a killer boring and extremely tedious to play against.

    Looking back to the killer that came before the Knight, Wesker, we've seen a lot of positive feedback. He had some problems (bugs and hitboxes) but otherwise many players were happy with him. That might have something to do with Wesker being a licensed character but I think more than that his power is interesting and fun for both sides. He has a strong anti-loop power that can be used in creative ways, a secondary power that feels like an actual threat and animations and sound clues that provide just enough information to counter him. Overall Wesker is a good example of a killer that feels strong and fun to play without being 'unfair'. In my opinion this is very fundamental for a 'good killer'.

    So what do you think are the qualities that make a good killer, not just in strength but also in terms of how fun they are to play and play against? Which of these qualities do the killers you don't like lack? If you do like the Skull Merchant, what is it that makes her a good killer in your opinion?

    • Fun and interesting power and design (kinda subjective, i know)
    • Power that allows for skill expression, both survivor and killer players
    • Incentive for active plays and progressing the game and not stalling or to strong defensive tactics

    I think this are my main points:

    • cool concept, skill expression and active gameplay
  • @Nos37 said:

    Hag camping hooks with her power? - It's fine. It's balanced. Leave it. The Hag has nothing else in her kit. Don't prevent her from trapping hooks!

    Killers using their powers to camp gens? - No! Boring. Remove it from the game. zzZzzZ...

    People hate going against hag. And she isn't popular with killers either, she is boring for many killer players

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362083#Comment_3362083

    Survivors should hate being Killed, its sorta the idea about the Slasher Movies.

    This game isn't a slasher movie or a horror game. Its a multiplayer asymmetrical game, which means you can't remove the completely the agency of the other side. Ideally both sides should have things that can improve, being mechanic, decision making, strategy, mind games.

    Remove all that you have knight, which is "Dump guard, can the survivor get to another loop, survivor wins. the survivor can't get to other loop, killer wins". Simple as that, there is no mind games, counter play, anything. Its basically decided by the map and the knight player. It's boring

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362538#Comment_3362538

    Hi! I promise I wasn't ignoring you, I was just out of the house most of yesterday and wanted to do these on my computer, because it's easier to screenshot and I cannot imagine having done this on my notes app.

    https://us.v-cdn.net/6030815/uploads/SVDD5WJJ75S1/image.png

    (If people find issue with my workings out, I will gladly explain my thought process- it's entirely possible I did these calculations incorrectly, because maths isn't my strongest point).

    Wow, that is way more effort than i was intending. This is amazing, great work xD

    But, just looking, it seems you made a mistake calculating the distance for the first 6 stacks:

    I think you need to multiply (x-1.8) by the distance of 3.425 (which is the distance a survivor gets while the killer is moving at 0.575m/s in 1 second)

    This means:

    1 stack: 12.37m

    2 stacks: 11.92m

    3 stacks: 11.44m

    4 stacks: 11m

    5 stacks: 10.52m

    6 stacks: 10.07m

    I believe for 7 and 8 stacks the values are correct

  • @stonedcandle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362083#Comment_3362083

    So he has a counter but you want him to have more than one?

    Sounds like you don't want a fair fight but an easy one.

    How is holding W considered counter play?

    It's basically just admitting you can't do anything and have to not deal with it. What is the counter play to facecamp bubba, don't get facecamped, whats the counter play to basement trapper, don't get caught near basement. Even artist that people just say to hold W as counter play you can at least bait the birds or burn them.

    Knight as none, i wouldn't mind him getting stronger, i just want as survivor to do something. Buff him in other aspects to nerf holding W as survivor, make him actually a tactical killer instead of dump guard on loop to zone and defend 3 gen killer, literally brainless.

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362870#Comment_3362870

    It isn't though.

    Say the killer has Ruin. You break a lit totem. Oops, Killer also had Undying so Ruin is still up. However, Ruin regression rate has fallen to 0.45 charges per second because it lost a token. This gives Survivors another avenue to lessen the impact of Ruin if they can't find the lit totem.

    Also I kept it snuffing itself once somebody is dead.

    More also, would Ruin being meta be a bad thing? Think about the gameplay that Ruin encourages. It encourages the Killer to harass and interact with as many survivors as possible so Ruin kicks in on as many generators as possible. What it doesn't do is encourage tunneling, camping, or 3 genning.

    There's going to be a meta regression perk, and there's a lot of them that are less healthy for the game than Ruin.

    Meh, encourages the killer to keep a chase and can be destroyed by survivors, thats the only part that is better than the 3 gen kick meta.

    I don't like it because its a passive constant buff. I like regression to be earned, jolt, Pain Res and POP. I would much prefer for POP to be buffed back to "meta", strong but not oppressive like before. Maybe a 15% regression for POP but removing the timer. But most important, remove this all mechanic of percentage of current progression, it feels bad to have an inconsistent reward like that.

    IDK, i kinda like that ruin isn't that great of a hex, i feel like i have seen more variety for hexes choices when people decide to bring them. In the past Ruin was such a guaranteed value when using hexes that made you feel dumb for not using it.

    But this is just my opinion i guess, i do think Ruin should be buffed in some way in the end.

  • @FFirebrandd said:

    Weird thought... Hex: Ruin

    A Hex that affects the Generator Repair progress of all Survivors.

    For each Totem remaining in the environment, Hex: Ruin gains 1 Token.

    Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 50/75/100% + 10/15/20% per token of the normal Regression speed.

    Once any Survivor is killed by any means, Hex: Ruin deactivates and reverts its Hex Totem into a Dull Totem.

    That is just old Ruin, those changes barely affect the perk. It would go back to being a top tier perk over night and become the best Hex again

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362794#Comment_3362794

    I was thinking something like a zero collision effect that would last until they do a conspicuous action or you hook another survivor. So this would mean they could literally stand there after being unhooked even and couldn't be touched. There would be some indicator so the killer would visually know as well. This would literally prevent them from being tunneled until he went after someone else or they decided they were ready to try and progress the game. The zero collision also prevents them from using the "invulnerability" aggressively.

    As I mentioned before this would come with other changes to killer as I know literally untouchable sounds extreme to some people but that's more based on the context of how it currently is which would be changing as well.

    That sounds a bit overkill. As survivor i want to defend myself not be invincible. That just sounds not fun for the survivor, but yeah i guess it does force the killer to go for someone else, but feels a bit "heavy handed", if you know what i mean

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362645#Comment_3362645

    What kind of comment is this? So passive aggressive.

    I literally said we would make tunneling near impossible...how about just asking what ideas I had?

    I am sorry, i wasn't trying to be passive agressive. I just don't understand what you mean by making tunneling impossible

  • Oh ok, sorry.

    By your post seemed like you were worried about comboing those 3 perks

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361430#Comment_3361430

    What? both sides lose 1 perk.. it's pretty simple, unless you rely on dead hard that much.. I'm a survivor main and still don't use it.

    I mean, if you bring the perk and no survivor brought DH, then you the killer is technically one perk down.

  • @Edilibs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362600#Comment_3362600

    You can't have a 150% regression hex perk "and" have perks like COB/Eruption because that's extremely broken! 115% is fair!

    You can't apply COB or Eruption with Ruin active tho

  • @Chilli_man2400 said:

    ANOTHER DEAD HARD THREAD!!!

    Im going to continue it now! Here’s a new argument I have with the perk. We shouldn’t have a perk that makes the killer thinking twice about hitting there prey. Imagine if in call of duty there was a perk to make you invincible from grenades and bullets and you couldn’t shoot the guy if you found them?

    That’s bad game design. If I find a survivor that’s injured I deserve that down. It breaks the immersion cause you have to sniff at there ass just make sure they don’t have it where I would have just downed them. You shouldn’t have to completely change your gameplay just to counter 1 perk.

    I hope this attention brings this issue to light.

    You really think DH is the only perk that should make change your gameplay? Like wow, that explains a lot.

    Also, comparing Dbd to COD? The games are nothing a like.

    Bringing feedback and promoting discussion were supposed to be purpose of the forums. But people are now just scrapping the bottom of the barrel just to spam this forums with DH posts. If at least were good posts, but most of them are just raged with nothing of value, ideas or facts to see.

  • @Monlyth said:

    ...Here's two tournament-winning Oni performances where the Oni swung into it. Four times total. Twice with his power, and twice with M1. Yes, in a setting where only one player is allowed to have it. Yes, even after seeing which Survivor has it.

    https://www.youtube.com/watch?v=6YoJQyoh5ac

    https://www.youtube.com/watch?v=72F-slds7oY

    This guy got first place in the DbD community cup. Twice.

    So, are you really going to lecture me about how this was clearly a skill issue?

    So you can get hit multiple DHs and still get a 4K, thats your point?

    Do killers not even have to bait, should they just hit the survivor?

  • @Blueberry said:

    Essentially you make tunneling near impossible to do while simultaneously shrinking maps, weakening loops and lessening pallets. This prevents the tunnel but also makes pressuring the map and downing another survivor not take nearly as long which in turn slows gens down. They also need to make injures matter, currently self healing through medkits and CoH makes injures near worthless. Injures without crazy self healing slows the gens down as well as it forces teammates off them.

    What exactly are you doing to prevent a tunnel. Just buffed killers, thats all. What, are you gonna make the killer DC if he tunnels?

  • @Edilibs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362567#Comment_3362567

    Who said anything about the old 200% unless your just mentioning it as a point of reference! 200% is obviously busted!

    115% is fair!

    It was a point of reference.

    Also because some players have rose tinted glasses and seem to think the perk didn't deserved to get touched for a reason.

    I wasn't referring to you

  • @Edilibs said:

    Its terrible right now and one of the worst gen defense perks you can have in the current meta!

    If not 150% then 125% is fair! Undying/Ruin is very bad atm.

    Bringing the old 200% is dangerous, because of how the perk has constant value.

    My takes, do one of these:

    • Buff to value in between, like 150%
    • Or, make the perk have an activation condition. Something like having a survivor injured or hooked or a time limit, something of the sort. That way the perk could go back to 200%.
  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362545#Comment_3362545

    However, SB doesn't have the sunk cost associated with it. Is it annoying if someone uses it well for those purposes? Sure.

    But, but, it's exposed straight up. Someone's used SB, and you know that. Whatever they've done is done, and it's now your choice whether to commit to that chase or go after somebody else. DH shows up at the end of the chase only, and then what? It's a perk that offers a terrible choice--abandon the chase after two hits, and let the person heal up (not having got a down in that time) or keep chasing them and sink even more time.

    Playing around SB actually gives you options first. Playing around DH is 90% trying not to get hit with it and only 10% 'can I down someone else faster than get this third hit'.

    But DH can have its value negated while SB can't. DH is just more demoralizing than SB.

    In terms of strength DH and SB are on par. Imo

  • @Hannacia said:

    She's a ghost..she shouldnt be easy to tell where she's coming from. Yet another post from someone who lost to a random spirit.

    I don't even see her as often as i see weskers, nurses and blights. I even see Bubbas more often than spirits.

    Maybe just maybe we could leave her like that.

    Legion are group of edgy teenagers. If realism is supposed to influence game design. Then survivors like Bill or David should send those teens back to the lobby

  • @GoodBoyKaru said:

    Sprint Burst gives you 3 seconds of moving at 6m/s. A killer that isn't the Nurse moves at either 4.4m/s or 4.6m/s, meaning that a survivor will gain 1.6m or 1.4m of distance every second, meaning they gain 4.8m or 4.2m of distance over the course of the 3 seconds respectively.

    Dead Hard gives the survivor a speed boost of 6m/s over 1.8s (successful attack), however during the attack cooldown killers slow down to 0.575m/s over 2.7 seconds.

    Therefore, during the initial 1.8s of 6m/s, a survivor gains 5.425m of distance each second, meaning they gain 9.765m of distance. For the remaining 0.9s they gain 3.425m of distance, leading to 3.0825m of distance, for a grand total of 12.8475m.

    In simply numbers, then, Dead Hard is the clear winner.

    The difference comes from Sprint Burst being able to be used much easier (you press and hold a button, as opposed to timing the perk), and being able to be activated wherever. The killer doesn't have to be right behind you, so you can use it to excentuate an already large lead, allowing you to reach a safe structure from a deadzone just like DH can except without the hassle of being injured or timing.

    Those are very interesting numbers.

    How do the values change with STBL stacks?

  • @TicTac said:

    I think its hard. Yh you could give buffs to the killer for hooking which deactivates if one survivor dies. So this gameplay should have the same strength than tunneling. If it would be stronger than survivor could force the killer to tunnel and that wouldnt be great either.

    But theres one difficult problem: how strong do you need to make the buffs/debuffs so they equal a 3vs1?

    You could solve it easier if you make it really hard to tunnel like with ds/otr etc. But then you have the problem again that survivors want to be tunneled.

    Maybe the buffs/debuffs shouldnt deactivate if one survivor is dead? Otherwise survivor would let one die bc its the better choice. But if they dont deactivate tunneling killers can use them too. Like No Way out. You could let them only activate if all survivors are hooked, but then every team would make it really hard to find/down the last not hooked survivor. But maybe thats good.

    Weaken 3vs1. But should you really give survivor a buff in that scenario. Would it make gens before friends worse? Maybe small buffs.

    On the perk side i dont know which perk you mean. There are certainly some, but i cant remember. But more perks like devour would be great.

    3gens are a different problem, even if its helps the killer to finish the game after tunneling one out. But if the killer tunnels, camps etc you can normally break the 3gen before the person is dead.

    Yeah, it is a very complex and hard thing to solve.

    About the perks, for survivor perks like:

    • Blood rush, doesn't work for hard tunneling and makes regular gameplay harder for normal play
    • Off the record, doesn't work against hard tunneling and makes regular gameplay harder for normal play
    • Renewal, doesn't work against hard tunneling and makes regular gameplay harder for normal play
    • Deliverance, the perk is way stronger if the killer spreads his pressure on hooks instead of hard tunneling someone out of the game
    • Dead hard, doesn't work against hard tunneling and makes regular gameplay harder for normal play

    All of this perks either can't protect a survivor from a hard tunnel (i consider hard tunneling hitting you of a hook while in the BT timer) but they are effective against a killer spreading his pressure or "playing nice"

    For Killers:

    • No Way out, the perk gives insane reward that really doesn't promote spreading hooks because of the way the numbers are
    • Remember me, promotes tunneling the obsession (this one is kinda weak, imagine if it was strong how much of a problem would be)

    Honestly they have been doing a good job removing those perks from killers, we used to have others. But the lack of perks promoting spreading of pressure like Grim Embrace or Devour could be adressed. Or also the fact that they are really weak, like Grim embrace

  • @AliceRainheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362482#Comment_3362482

    I want to clarify my point: i didnt defend the bloodlust as a mechanic, i dont even know was it added as band-aid or added as intented, from my pov its exists and nothing else. If BHVR will change it or delete, im ok with it. But its not exact my point. I didnt call it good or bad, neither other implemented mechanics, my thread is about perks. If beast of prey works with it, there is a way to make another perks, thats it. As i said they can change the bloodlust or/and beast of prey, there is nothing i can do about it. But i still interested in other bloodlust-type perks as type, variety is not bad in my personal opinion.

    I understand, i just think that is a dangerous mechanic to be touching. Especially if even the devs seem very inconsistent on their stance with bloodlust. Sometimes they speak about removing it completely, but then they buffed it in 6.1.

    I would prefer for beast of prey to loose its bloodlust relation and rework the perk entirely. But that imo

  • @patadanaboca007 said:

    I think it's a cool idea of a perk and it's definitely something a bit different than usual, which is a good thing, however, I think it, maybe, would be a bit better if instead of a 48m radius of your teammates seeing your aura when chased, it was 96m radius, just like tier II empathy, but, because of the radius increase, the perk then had a cooldown from 40 - 80 seconds.

    I'm not sure tho, maybe your idea is better

    The idea is for the perk to help coordinate other survivors that the chase can be going in their direction. So i wanted make the range just a bit bigger than most TR of killers, but not map wide.

    Basically the idea is for the perk to encourage team play on the survivors part, being this taking protection hits, setting for saves or just staying out of the way of the chase. The other effect was so the user could get personal value from the perk, instead of just giving information to your team. But i wanted to make sure you don't see the aura of your teammates, because i didn't want it to compete with bond.

    Don't know if i explained my reasons well?

  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361562#Comment_3361562

    No but like i said get your two out of jail for free cards and stop begging for a 3rd one.

    Thats like saying because killers have Deadlock and Corrupt they can't complain about gen rushing, you have two free cards.

    If something like tunneling and gen rushing is an issue you need to look at it. Bhvr has launched a ton of gen regression and delay perks to combat gen rush. And yet survivors have very few perks that counter tunneling, even fewer for hardcore tunneling (because off the record doesn't work against that)

  • @AliceRainheart said:

    This is not another DH topic like bhvr forgot to nerf it, no. This thread is about perks like territorial imperative, premonition and some others, which literally forgotten. These perks is just a wasting slot and complete garbage (not even compared to others), some of them used only to adept achieves and tome challenges. Even monstrous shrine and lightweight received an unexpected random buff. I just want to say, even if we have "problematic" or "op" perks on both sides, does it good reason to have so bad perks in current state of the game? I mean its a 7 year of production. I can understand more complicated problems (overall map design for example), but i still want to see some QoL changes for these perks.

    Second theme of my thread is a whole type of the perks. Beast of prey as is. IIRC there is only one bloodlust-type perk in game atm. And the question is why? Bloodlust outdated as a core mechanic, depends on your opinion, but it still exists, so why we cant have some more bloodlust perks?

    About bloodlust, i think because people see it as a bandaid mechanic that is there as a comeback tool or a way to balance RNG and loops. It is tho a very unfun mechanic because there is very few options for the survivor to play around it, forcing a pallet break ( that depends on the loop that you are, if it can be bloodlusted or not), taking a hit with DH (we know how popular DH is, let's not open a discussion), or loose chase (the chase mechanics are kinda wonky).

    I guess in the end not promoting bloodlust is probably for the best, being there as a push for killers to maintain chases and a catch up is ok. But it's better to not touch it to much because in the end. Haste is a very dangerous power if given to liberally for both sides

  • @pizzavessel15 said:

    my hot take is that survivor speed is too fast. its not faster than killer though ofc but killers only being 15% faster? in my opinion this is what makes hold w so strong. killers are basically barley faster than survivors. (110% killers are worse)

    The games loops are designed around 100% vs 115% speeds. Changing that would be catastrophic, you would need to change so much in order to account for a change like that. Basically you will need to make another game

  • @ravasguitar said:

    It would be amazing a werewolf as a killer..

    Still waiting for it and the vampire that they teased in the tomes

  • @dbd_ideas_guy said:

    Collector:

    ·       When you have completed a total of 50% progress on generators, cleansed 1 totem and performed 1 hook rescue, this perk activates.

    ·       Unlocking a chest while this perk is active guarantees 1 of 3 items that have an equal chance to spawn:

    o  An ultra rare flashlight that is called collector’s flashlight (has the same effects as a utility flashlight)

    o  An ultra rare toolbox that is called collector’s toolbox (has the same effects as an engineer’s toolbox)

    o  An ultra rare med kit that is called collector’s med kit (has the same effects as a ranger’s med kit)

    ·       Once you finish opening the chest, the item is generated and you pick it up, this perk deactivates.

    ·       Only the person who activated this perk may pick up the item generated by it.

    ·       The point of this perk is not to be powerful, but to give a sense of accomplishment, something to show off to friends, and rare items to collect for personal enjoyment.

    Thoughts?

    Why can't other survivors use your item if you want to share? Why can't you get multiple good items by reactivating the perk again. Wouldn't the perk that gives better items from chest be better because you don't have all this requirements and restrictions?

    I don't know, just feels like it has so many restrictions when the condition to activate it is already much more effort than other perks that give way better rewards.

    I am not saying the reward should be better, but maybe you added to many conditions and restrictions for an already very safe perk.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362439#Comment_3362439

    -"And the fact that everyone is ready to call a 10% regression + 12 sec aura reveal a worthless perk, just shows how much you all just rely on game delay instead of actually making plays."

    I expect you to laugh in my face if I said deja vu was a good perk and you should use it. There is no way I can get any value out of the rework of the eruption perk (which originally was going to be 10% regression of current progress).

    The current version of the perk gives forces a survivor to stop working on a generator and keeps them from doing anything for 25 seconds. The rework should have just made the generator regress for 30 seconds and nobody can work on the affected generators.

    You just pressure a different generator (said in the same tone I imagine everyone saying : you just bait the DH).

    I almost never use eruption. But the majority of people I play against use DH.

    -"Pop and jolt encourage chases and progressing the game."

    Pop is beyond dead and almost nobody is using it because most of the time you're getting 5 seconds of regression or less (when you factor in how long it takes to kick the generator). This perk used to give you 20 seconds every time you used it. Would anyone still use Sprint Burst if instead of getting 150% speed for 3 seconds you only get a speed burst for 0.75 seconds? I think not.

    For Jolt to be a valuable perk it needs to apply any kick perk you have (that does not require a cooldown) to the effective generator. Actually let's talk about regression speeds. Killer regression without a kick perk should be equal to a single survivor if four people are alive. The fact that it is not is a reflection of poor design and shows just how out of touch the developers are with their game. Whenever anyone dies just cut the regression by half. That means with 3 people alive it would be double the current speed and with 4 people alive it would be four times faster than the current speed.

    Jolt does literally nothing if :

    1. the map is large
    2. The survivors run early because they are in a SWF or they are paying attention to the hud and the terror radius. Shift W is a huge contributing factor as to why why there are only 2 viable killers in the game.

    If CoH got a nerf on the level that Eruption was getting then killers would be destroying any boon with no perk just by kicking it. Likewise if hex perks were buffed to boon levels then they could be rekindled indefinitely and instantly (just like a pentimento interaction) unless every dull totem on the map had already been broken.

    Boons would be balanced if you had people desperately cleansing totems all the time for fear of the killer always using Blood Favour. And that's exactly what would happen if that change went live. Overnight every killer would be using Blood Favour because it would be reactivated over and over again until every boon on the map had been destroyed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362435#Comment_3362435

    -"Baiting DH out requires literally one second. A killer wise to DH won't get burned by it."

    If you're at a pallet and you have DH then I can't counter any play you make. That's broken.

    You can also watch killers like Otz wait 3-5 seconds against very good players and they still have not used the DH. You're spouting some false rhetoric that is only viable when survivors do not play the game well.

    Ok, no you are just insane if you actually think some of your suggestions are ok.

    You are just short sighted and can't see how disastrous the consequences are for half of your requests.

    The game is in a really healthy state for survivors and killers right now. It's not perfect, there are still a lot of things that could be improved for both sides.

    But somehow you seem think that killer is dying or something. Bhvr has continuously been helping killers since the game came out and they will continue to do so

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362439#Comment_3362439

    -"And the fact that everyone is ready to call a 10% regression + 12 sec aura reveal a worthless perk, just shows how much you all just rely on game delay instead of actually making plays."

    I expect you to laugh in my face if I said deja vu was a good perk and you should use it. There is no way I can get any value out of the rework of the eruption perk (which originally was going to be 10% regression of current progress).

    The current version of the perk gives forces a survivor to stop working on a generator and keeps them from doing anything for 25 seconds. The rework should have just made the generator regress for 30 seconds and nobody can work on the affected generators.

    You just pressure a different generator (said in the same tone I imagine everyone saying : you just bait the DH).

    I almost never use eruption. But the majority of people I play against use DH.

    -"Pop and jolt encourage chases and progressing the game."

    Pop is beyond dead and almost nobody is using it because most of the time you're getting 5 seconds of regression or less (when you factor in how long it takes to kick the generator). This perk used to give you 20 seconds every time you used it. Would anyone still use Sprint Burst if instead of getting 150% speed for 3 seconds you only get a speed burst for 0.75 seconds? I think not.

    For Jolt to be a valuable perk it needs to apply any kick perk you have (that does not require a cooldown) to the effective generator. Actually let's talk about regression speeds. Killer regression without a kick perk should be equal to a single survivor if four people are alive. The fact that it is not is a reflection of poor design and shows just how out of touch the developers are with their game. Whenever anyone dies just cut the regression by half. That means with 3 people alive it would be double the current speed and with 4 people alive it would be four times faster than the current speed.

    Jolt does literally nothing if :

    1. the map is large
    2. The survivors run early because they are in a SWF or they are paying attention to the hud and the terror radius. Shift W is a huge contributing factor as to why why there are only 2 viable killers in the game.

    If CoH got a nerf on the level that Eruption was getting then killers would be destroying any boon with no perk just by kicking it. Likewise if hex perks were buffed to boon levels then they could be rekindled indefinitely and instantly (just like a pentimento interaction) unless every dull totem on the map had already been broken.

    Boons would be balanced if you had people desperately cleansing totems all the time for fear of the killer always using Blood Favour. And that's exactly what would happen if that change went live. Overnight every killer would be using Blood Favour because it would be reactivated over and over again until every boon on the map had been destroyed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362435#Comment_3362435

    -"Baiting DH out requires literally one second. A killer wise to DH won't get burned by it."

    If you're at a pallet and you have DH then I can't counter any play you make. That's broken.

    You can also watch killers like Otz wait 3-5 seconds against very good players and they still have not used the DH. You're spouting some false rhetoric that is only viable when survivors do not play the game well.

    But Deja vu is a nice perk, not S tier or crazy strong but its nice.

    Pop was nerfed to hard, but now you are complaining about some of the best killer perks like jolt being bad.

    You literally are considering every perk that isn't oppressive or game changing as bad. No wonder you all think killer sucks, you don't even seem to value your stuff.

    Also hexes being buffed to boon levels, what boons do you see besides CoH. Boons are basically a killer perk besides CoH, survivors hate bringing them. And i am not even saying that CoH is ok. But saying boons are OP compared to Hexes?

    Survivors have 16 perk slots while killers have 4, i see way more hexes than boons. How are boons better than Hexes, besides CoH.

    CoH is OP, boons are a weak and a waste of time for survivors

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362224#Comment_3362224

    Pop got ruined by the perk rework. Eruption will be completely worthless after the change.

    It should have been changed to : Kicking the gen applies your kick perks again when a survivor goes down. When the gen erupts it cannot be interacted with for 30 seconds. The survivor can either wait out the timer or go do a different generator.

    Eruption is a healthy perk for the game that encourages chases. Pop did the same thing.

    Meanwhile the most overpowered survivor chase perk got a buff that made it stronger for the best players (but worse for the average joe).

    Also as it has already been stated - I said pick one.

    Funny you saying eruption encouraged chases. Because killers with eruption were all more likely to drop chases all the time to protect their 3 gens.

    Pop encouraged chases and progressing the game.

    Eruption was an overpowered stalling tool.

    Pop and jolt encourage chases and progressing the game.

    And the fact that everyone is ready to call a 10% regression + 12 sec aura reveal a worthless perk, just shows how much you all just rely on game delay instead of actually making plays. Safety nets are nice like that

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362196#Comment_3362196

    DH provides more than every other exhaustion perk. That's why the best players use it.

    Dead hard will always be a broken perk if it allows for three health states. It needs to have some negative to cut down its usefulness to make you "lose" the time you gained in a chase. This could be any one of the following :

    1. You become broken for the rest of the match after using DH once.
    2. All healing actions on you take 100% longer for the rest of the game b/c you have DH.
    3. DH can be used once per game
    4. DH gives an endurance effect but offers no movement speed
    5. You become unable to vault or drop a pallet for 10 seconds after using DH.

    I could just say to you : do a different generator if you are worried about eruption.

    DH is the one perk that completely changed how every killer must play around every time they go to attack a survivor.

    And yet eruption got to keep its regression and got the incapacitated reworked into an aura perk

    While you want to put 5 restrictions on a single perk?

    You could simply put the survivor unable to do actions for 2 seconds after a DH if the survivor fails to take a hit and it would solve the, this perk is uncouterable at pallets issue.

    But, that is not enough, because killing a perk is better.

    And then people complain that bhvr kills perks when doing balance changes, this is the type of feedback they get.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362196#Comment_3362196

    Let me provide my feedback in the same thread.

    A perk that is used in every match (almost) up to 4 times... for 6 years is a red flag. Alright?

    We are surely dealing and baiting it out... but it's *everytime*

    Survivors have 3 universally good exhaustion perks. How would you expect variety.

    All matches are against DH, SB and lithe. They together have a near 70% pick rate. DH is just the more popular and frustrating for the Killer because of how is activated. I can definitely see how it's not fun for the killer.

    But, i might be tired of hearing hyperboles of the perk being a free 3rd heath state or being uncounterable at pallets while spamming the forums with no real good solutions besides delete the perk or do this, easy solution.

    Because if something was that easy of a solution i think it would have been made already.

  • @MasonOliver123 said:

    Everyone else is having their say, so will I.

    As we all know by now, dead hard is a very broken survivor perk, I do play both sides I choose to run SB rather than DH.

    The main issue with DH is the potential to extend a chase, even when the survivor makes a mistake, significantly.

    I've had a very good amount of games where a survivor, out of position, uses dead hard and extends a chase by an extra minute.

    You might ask - why not bait it out? Why not leave chase?

    Well, baiting it out "waiting for it" is pointless, the survivor can use this time to get to a pallet in which they guarantee safety and leaving chase simply is a massive waste of time and leaving them would simply allow them to heal up and do it all again.

    Another main issue I have with it that some seem to forget is this game is 4 v 1, if all 4 survivors, of equal skill, use dead hard and know how to loop you can extend a chase by a minute at least, if all 4 survivors do that, that's an extra 4 minutes wasted by then most gens will be done.

    One perk should not have this sole power, especially when 4 people can use it against you, I'd certainly like to see it changed, to anything. the 3rd health state on a perk is ridiculous, even if it was changed to a one time usage (Like DS) it'd be much better.

    Deal with it and bait it. You use SB, good, you use the superior exhaustion perk.

    Does killer fun even matter for a survivor perk. New killers don't care about the survivor's fun or counter play, so why should that be a priority also.

    And maybe if a chase gets extended by "at least 1 minute" for a DH, than maybe that is your skill issue and not the perk

    But i guess spamming the forums with constant DH forums will eventually work.

    Man, i will feel kinda sorry for M1 killers if DH gets the bhvr delete button, i don't think you know how much you benefit from survivors not having SB against you especially.

  • @Chocolate_Cosmos said:

    Now after watching some parts of the video where he talks about these nerfs he would give to Knight I have to say all these changes are totaly insane and would put this killer into F tier. He wouldn't have any chase power outside of very long loops or something, team could counter him way easier, Guards would have lower range to find survivors (on shorter paths) when you allready need Map of The Realm add-on to beggin with. Hell no!

    Honestly fine. Just stop asking for buffs for him also.

    He is unfun to face and barely has counter play. Being barely viable as he is right now is perfect for him. Don't just give stats to something as uninteractive as him, because you are just pushing your luck until something breaks.

    Its honestly kinda lucky bhvr has been avoiding touching parts of his kit that would make him absurd with how his power works

  • @Chocolate_Cosmos said:

    He allready has counterplay, Its called hold W to the next tile.

    Ok, be hated by everyone is fine, i guess

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362059#Comment_3362059

    Y'all can do a gen in literal 17 seconds, I wouldn't be so sure.

    Ok, the last gen regression perk you got was Call of brine with Sadako btw.

    Really doubt incapacitated will return ever, outside of killer powers tho

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362042#Comment_3362042

    Make it so when you DH successfully you are permanently exhaust for the remainder of the trial.

    Would hooks or blood rush get rid of the exhaustion?

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362052#Comment_3362052

    They nerfed DH, now its back... with a little condition that changes absolutely nothing as every survivor seen still land their DH easy.

    They nerfed Eruption and then I was right, they DID NOT revert it. We need incapacitated, that was the point of the perk.

    they nerfed Pop the weasel into the ground, they nerfed Hex: ruin into the ground, and so forth.

    Also, don't expect incapacitated to return or be added to any perk so soon, if i were you.

    Bhvr already seems really scared to launch new regression perks as it is. After this camping 3 gen/ incapacitated meta, i doubt they will want a repeat of that xD

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362052#Comment_3362052

    They nerfed DH, now its back... with a little condition that changes absolutely nothing as every survivor seen still land their DH easy.

    They nerfed Eruption and then I was right, they DID NOT revert it. We need incapacitated, that was the point of the perk.

    they nerfed Pop the weasel into the ground, they nerfed Hex: ruin into the ground, and so forth.

    Ok, they didn't revert any survivor perk. Thank you

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362046#Comment_3362046

    Constructive comments are comments that involve the perk getting nerfed into the ground. It's so tiring when eruption gets nerfed into the ground, and Nurse gets triple nerfed, but people want dead hard to get a tiny nudge in power.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362044#Comment_3362044

    You mean just like how some people were just complaining about eruption over and over and over and over and over, but that was ok for some whatever reason? And just like how people complained about eruption so much that it got massively nerfed?

    I mean, i am judging you right now, not what happened ago.

    Also, most of those eruption nerf suggestions were way nicer than what bhvr eventually did. I know, because i also suggested changes and was shocked by how overkill they were, that i made also a post to revert the regression nerf at least, that it was overkill.

    Eruption will probably be good on mobility killers that want to also kick gens. Definitely not an universally good perk like before, but this new version could be good on some killers. Probably a B tier perk tho now, if i had to predict

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362017#Comment_3362017

    Did they?

    Maybe I missed that, but generally, they nerf every meta perk we had in the past year.

    That would be like, the first time I ever see that.

    The regression only. The incapacitated will be gone, that didn't change.

    But what got reverted that you talked about. Because, unless i am missing something, they didn't reverted any changes from the 6.1 patch yet.

    Just the thana nerf and the new eruption change

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362032#Comment_3362032

    1) Dead Hard no longer works on M2 powers.

    2) Dead Hard deactivates for the rest of the game if it is successfully used.

    3) Dead Hard no longer gives a speed burst if the survivor is hit during the endurance window.

    There you go. Triple nerf Dead Hard with all three of those things, so we can finally bury the perk.

    Yep, you definitely don't sound angry and obsessed xD

  • Don't let it get to you.

    On this forum, any DH idea that is not delete DH just gets you hated and attacked for a bunch os toxicity for no reason.

    The DH PTSD is strong here

  • @Coffeecrashing said:

    We don't need dead hard to become more like old dead hard. We need it nerfed into the ground like the eruption nerf. Or we need to triple nerfed like what they did with Nurse. We should stop thinking of useful reworks, and instead think of ways the perk can get nerfed into the ground.

    Yes, pls nerf it like nurse so it still the most broken thing in the game after it was released. Nurse being 7 years ago.

    Pls be my guest.

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