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BlueMoonBRUHMOMENT

BlueMoonBRUHMOMENT

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BlueMoonBRUHMOMENT
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  • @Crowman said:

    It's more just has to do with how BVHR has every character have 3 teachable perks. I think what would help a lot if the Shrine of Secrets was expanded to have more perks available to purchase considering the game has over 200 perks on both sides.

    Also I don't really like the ideal of perks working different depending on character chosen especially for survivors. Killers already sort of filter out perks based on how well they synergize with their power, but for survivor it would just create meta survivors based on which characters get the chosen bonuses to their perks.

    The one thing that could be interesting with which characters get boosted.
    This could show Behaviour which perks survivors will actually use more if they were boosted more. Of course you will always have Windows, DH, DS, Finesse, Resi, and which ever else.

    But speaking from someone who almost always has a different build every time to try new things out. I wouldn't mind objectively bad perks getting a boost every now and then

  • Who do I want? Slenderman, who do I think it'll be? Probably Art

  • Knight needs a base-kit buff,
    Dredge needs better lockers

    Freddy needs everything better lol

  • @Pulsar said:

    You need to lower the base-line.

    If you manage to make a perk as good as Pop + PR; it's gotta be ludicrously OP.

    Lower the baseline so S-Tier killers can still dominate and lower tier Killers get shafted?

    @100PercentBPMain said:

    If you feel like you have to use those perks that sounds like a lack of creativity and imagination on your part

    I can only not use those perks on Blight and Billy. If I play any non movement killer 100% atleast 2 survivors will escape.

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716280#Comment_3716280

    One CC. And it doesnt matter cause its just a CC. None of the devs called it a shake up, that would matter.

    Out of pure curiousity, what is this if not a meta shake-up?
    It's definitely not a balance change because they would've buffed other perks to make every perk more in line.

  • @Chaosrider said:

    Nobody said anything about a meta shake-up. The meta perks are just a bit less annoying to play against.

    https://twitter.com/HensDBD/status/1788576780908937377

    CC's seem to think otherwise

  • It's also really weird how BHVR is shying away from killer power targeted perks (Adren and Freddy), but then back peddling and making stun perks interact with Plague's power.

    Also, a "5 year bug" is a feature at this point unironically.

  • @Rudjohns said:

    She doesnt need a nerf, she needs a completely change of power

    Instead of pressing m2 to release a drone and scan the area, how about m2 to throw a mechanical piece of something on the survivor, and now they become the "drone"? Any other teammates around the survivor suffers from effects of the previous drones (hinder, exhaustion, oblivious, etc) until the survivor removes the part attached to them

    Just some random ideas to make SM a killer with a little degree of mastering

    I understand what you mean, but do you know how annoying this is for new players? Hell, even some experienced players who can't always read the patch notes.

    I still have no clue what Sadako's power does, why is a bar not filled in, why is a bar filled in. Just nerf or tweak the power, reworks are exhausting to deal with.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410317/the-amount-of-bad-ptbs-are-worrying

    That's actually a good thing, they want to test crazy changes before they go live to see where stuff lands.

    I was about to say something like this.

    Of course it isn't the best if the PTB's are bad, but atleast they are willing to test new stuff

  • Dramaturgy also has a chance to give the item you got add-ons.

    So potentially you have got extra charges, and faster medkit speed.

  • I don't play a lot of Pig, but I would recommend deadlock, pain res.

    Maybe a slowdown like sloppy or plaything

    Or commit to gens with Pop and Overcharge.

  • PTB's only come out for "major" updates. IE new killer, new survivor, new map.

    BHVR usually gives info when an upcoming PTB is released, once they have new major content to show.

    Currently (I think) there is no PTB release date yet.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687491#Comment_3687491

    They just need to make DS deactive if taking a protection hit. I'm all for anti tunneling, but only in ways that are literally anti tunneling and not in ways to weaponize it against the killer.

    Yea I completely agree with that.

  • @nicetunnel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687396#Comment_3687396

    better get on nurse bud that's the only viable killer when this goes live at high mmr lmaoooo

    *I can't tell if your being serious or not with a name like that lol.

    But should most if not all killers be good at high mmr? It gets really stale playing the same killer to win.

  • @Science_Guy said:

    It also never needed the last nerf, so we're even now.

    "so we're even now" is such a bad way of looking at the game.

    People used a defensive perk offensively, it was nerfed for a good reason.

  • It rewards you for getting different hooks. It discourages you from tunneling.

    And it rewards you for hooking, instead of just slugging.

    Its extremely healthy for the game.

  • @100PercentBPMain said:

    After reading this thread, I think I'm just gonna start running into basement with no Sable perks.

    I call it the basement tech, the next evolution of the Laurie tech /s

    I have actually had a survivor do this to me lol, was confused when I saw their perks.

  • @MrDardon said:

    All good, I'll keep on using Unbreakable or Plot Twist.

    Good! This is exactly what I mean. I am countering your perk/play style via slugging, you counter mine by doing another unexpected move.

  • Disregarding the fact that "genrushing" and "tunneling" are survivors and killers respectively, literally just doing their objectives faster. Therefore you shouldn't really try and end it/stop it.

    Survivors get borrowed time for 15 seconds, but if they get hit and it counts as a protection hit they get downed and BT does nothing.

    For Gen-rushing, base-kit 12 second deadlock, and global gen blocking at the start of the game for 15 seconds.

    Also I don't disagree with changing objectives, it just seems weird to do in a game where the objectives are already solidified in the community. Maybe in a new game/gamemode, but not in the "base" game.

  • @JudithMorel said:

    blight is STILL OP even after these "nerfs".

    Did you read the post? I didn't say he was OP or if he wasn't, the only thing I called OP was his original iri tag, but rightfully so since its an iri.

    Also I'm genuinely curious how hes still OP if his addons got gutted.

    It honestly seems your just complaining to complain, and nothing will ever satisfy you.

  • Bluntly speaking, if Killers were to get a perk that rewards them for being bad, and that reward being permanent and insane. Not like fire up, but something haste orientated like MFT

    What I do worry about is with a hopeful FOV slider in the future, what Shadow Born and Monitor and Abuse will reworked to.

  • @caligraph said:

    Why? Every boon is either mediocre or downright bad now.

    I agree, BUT: it feels unfair to use boons without you, or your team doing something. On Eyrie, Hawkings, RPD, you could have extremely strong totem spawns. And as a killer you have a bit of a safeguard with there being requirements for survivors to access their boons.

  • @endzej_ said:

    I've noticed lately with every new Killer chapter that arrives survivors get a little frustrated from seeing the killer almost every match for like a week or two. If it's a fun killer to play as, then for a longer period of time. This usually results in the survivors dc-ing or dying on 1st hook or simply throwing the game because they want to go next and face another killer.

    So, I'd propose based on the killer pick rates if we could make a system that encourages killer variety.

    For instance, every killer that has a low pick rate or is not as popular as others could have an additional Bp bonus just for playing that killer. I feel like the BP incentives for both roles have fixed queue times by quite a lot since it's signaling to us which side needs more players and on top of that rewards us with more BP.

    I feel like the Killer Pick incentive could help promote killer variety, minimize frustration, and reward players with BloodPoints.

    I can't for the life of me understand why people are mad that people are picking a new killer, yeah it gets stale, but it only happens for a week or 2 once every 3 months of so.

    Also to your point I do think it would work, but barely. Me personally I love playing Plauge, DeathSlinger, Onryo, Trickster, Demo, Freddy. But a lot of people just like playing 1 killer, either to learn that killer, or easier 4K's.

  • Yeah since this update "only" brought 1 killer and no survivor. People are more eager to play the new killer, and not so eager to play the same survivors.

  • When you said "But thats not all. I have to loop her around the flamethrower. Looping her around it will buy me distance, but not enough to promise value."

    In my opinion that's the point of the Flame Turrets, to buy you time, and not a guarantee crawler to walker mode Xeno.

    For change 1 I kinda agree but it's an unnecessary change, For 2 it's unfair to instantly remove a killers power, you could just put a flame turret out in the open, get the killers attention and literally create an area where if Xeno goes, they are punished. For 3, it takes sooooo long to not get into crawler mode, but get in and out of the tunnels. You would've lost chase, if you decided to go into tunnels to get crawler mode.

    Also you act as if EVERY SINGLE XENO can effectively use the tail whip, it's a mechanic never before seen on killer, kinda like Deathslinger but not really. It's extremely hard to use

    I do agree with the tail whip, but I believe Xeno's tail actually does go back for like a second then attack. But it really isn't enough.

  • @ractus_the_rat said:

    Why haven't they done this? Add a BP incentive, and maybe there will be less meta.

    How did you find a forum post that is 4 years old?

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589598#Comment_3589598

    I'm just being realistic here. It would be better for everyone to learn the maps organically, sure. But with like 50 variants, how are the majority of casual players going to learn the maps? Most players will never put in enough time to learn the maps properly, so having a universal perk like WoO would help them out greatly.

    For me personally, I don't like using WoO because it's a crutch imo. I don't use WoO to "not learn maps", I don't use it so I learn to think on my feet on how I can connect loops and pallets.

    In some matches I literally find a gen, run around for 15 seconds looking at the tiles, and when I'm on the gen I think of escape plans.

  • The main 2 differences I would say of Sadako and Dredge is usability of teleport, and secondary ability.

    A lot of maps have "interesting" locker locations and makes Dredge's teleport situational,. With Sadako, your tv's are always near gens. But the main disadvantage is they can be turned off via survivors.

    The second is Sadako's condemned, and Dredge's Nightfall + Remnant. You rarely get kills with condemened unless you have a build for it, but it does keep survivors off gens and towards TV's, using Dredges Remnant on a loop is almost a guaranteed hit. Nightfall is also kinda good.

    To put it concise, I would only use Sadako with chase and gen perks, I would use Dredge with chase perks, and I would use MY BOY FREDDY with gen perks.

    But to answer your question Sadako (in my opinion) is objectively better because she has more favourable teleports (that can be turned off) and something to get the survivors off gens (condemened).

  • Or maybe because the last universal perk to be released (shattered hope) was preceived negatively.

    Rightfully so though because it's a dogshit perk

  • @Avo said:

    No need for more universal perks, why? Because The universal perks available are nice, and unlocking them all on new characters is a waste of bloodpoints. Secondly, currently Meg's perk layout is god tier. All you had to do is, Level-up Meg then Bill. So you can use, Resilience, Unbreakable, Adrenaline and Sprintburst, maybe Hope instead sprintburst. So at the moment, you can play with these perks nicely

    I actually like unlocking universal perks in my bloodweb, especially on survivor since I don't have a main. It gives me a joy idk why.

    Also all the perks you mentioned are chase perks, which yeah new survivors will have to learn how to loop. I would recommend Deja Vu, and Prove Thyself aswell.

    To answer your question. It is more profitable to have players buy survivors for there perks, instead of "having some perks be free".

  • That's a good idea, but that almost sounds like it's not a battle royale. More like Hide and Seek with Generators.

  • @Chiky said:

    We should have survivors in SWF marked as so in the lobby for both killer and soloQ survivors to know

    Yeah I agree, BUT, there would need to be a system that makes is so Killers can only dodge a certain number of matches.

    Because I do think that (myself included) if I saw a P100 4-man, Y'know, I may dodge it for a 2-man, or all Solo-Q

  • If there was an "easy" way the devs would 100% do it. Cheat developers have gotten really good at there craft.

    I know that it doesn't really provide any comfort, but with BHVR I think the devs are pretty good, and are actively working on better anti cheat.

  • Yeah I agree with the general idea of Survivors being given more tasks. So it creates more moments for chase

    BUT an implementation of survivors having to do more things. How are the devs supposed to communicate it to the survivor players. Maybe a tutorial or a HUD icon idk

  • What perks do you run? I think that the build you have can definitely change your reception on the game.

    Also Killer gen regression perks are nerfed to hell high, something killers need to do. Pop, Pain Res, Ruin, Overcharge, COB.

    While MFT took longer than it should be to be nerfed, and rewarded survivors for playing badly (getting injured).

  • I think it's possible to have a "re-vamp" of Freddy, new voicelines, new cosmetics etc...

    But it presumably costs a fair bit of money to aquire the IP, so unless theres a lot of people wanting it. Theres probably no chance

  • I usually only target survivors if I have no hooks and gens are popping a lot.

    I pick out a weak survivor and get them out of the game so they can't do gens.

    Can't speak for everyone tho

  • Now reading that, I do walk back what I said about shattered hope.

    But with Forced Penance, the skill check wiggle is faster than the A/D wiggle. So if I run Floods of rage, and I am god forbid against a SWF that realizes I keep going to these hooks. They could just keep taking protection hits. If Forced Penance was base kit, it would only harm SWF's, or the one-off altruistic solo-q.

    I also do think that SWF's should be nerfed, but thats a different discussion.

  • I actually really like this idea for a killer, that being a sound based one.

    But with starstruck and infectious fright or any other terror radius based perk; the 44 meter terror radius is going to be awful.

    It is quite literally the only thing I disagree with, love everything else.

  • Luck, Fog, Hatch, Basement offerings

    Maps

    Keys

    Almost every single base kit killer's teachable perks. Not so much for survivor suprisingly.

  • @mikewelk said:

    Most killer mains would cry and solo queue wouldn't inflate kill rates as much as it used to.

    Crying is the wrong word. Calling something out to be blatantly unfair is crying?

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490292#Comment_3490292

    They surely would cry. I remember how they claimed to only go against top tier SWFs with the HUD. And the HUD barely changed anything for SoloQ. Except my Blood Pressure because I now can see that nobody is doing anything while I am being chased.

    @Topic:

    The thing is, SoloQ can have all information they want. Even if the Devs would be mad enough to include Voice Comms AND the system would actually work (aka no problems with language, toxicity, etc.), this would not totally bridge the gap between SoloQ and SWF. (which would obviously not work, but lets pretend there would be an ideal scenario)

    Because the main strength in SWF is to remove the RNG from your teammates. The Claudette who is self-caring in a Corner against a Legion running Sloppy Butcher? You wont play with that in a 4 man-SWF. The Meghead who drops every Pallet on the Map instantly? You wont have to deal with that either.

    You will know that your teammates are decent and that they wont waste time and do Gens when not being chased or are good at being chased. And information will not provide this.

    E.g. I once reached second Stage on the Hook despite the Survivors having ALL information available - two were on a Gen together, one was being chased (shown by an indicator and them getting injured). Yet, none of those two on a Gen moved to get me.

    You also see Survivors with Kindred who run full map for an Unhook despite seeing that someone else is already going.

    Information will not really fix anything. The HUD proves it, it gives quite a lot of information and yet did not improve SoloQ-experience at all.

    Once again crying isn't the right word. Also I play Solo-Q, the HUD is genuinely insane and so good for S-Q.

    If it's just me and another survivor, I know if there on a gen and can attract the killer and start a chase.

    If a survivor just got off of hook and got on a totem I know that a hex is probably there.

    You make it seem like you play with bots only, and while DBD has it's faults with ranks and such. The game is ultimately pinning you up with survs that are around your skill level, play the game a bit more and maybe you'll realize S-Q isn't awful

  • Bump, the amount of work you put into this is actually insane. You have an amazing amount of creativity.

  • @nars said:

    bloodlust doesnt need any changes. It exists as a patch to bad loop and map design for m1 killers to actually have a chance.

    besides if their getting bloodlust 2-3 consistently they are overcommitting way too much and are gonna lose that game.

    Exactly this

    @Clockwork_Enigma said:

    And this is how I'd do it:

    • Buff: Bloodlust now grants a 10%/15%/20% bonus to pallet breaking and vaulting speeds.
    • Buff: Bloodlust decays at a slower rate of 15 seconds.
    • Nerf: Bloodlust's movement speed bonus is reduced to 3%/5%/7%.
    • Nerf: Bloodlust now consumes a single tier whenever you miss a basic attack.
    • Nerf: Bloodlust now consumes all tiers whenever you are stunned by a pallet.

    What this serves to do is make it so that Bloodlust is more impactful in some ways, while in its main aspect--the movement speed--it is now no longer so powerful that it can completely change the tide of a chase.

    The additional consumption of tiers whenever missing a basic attack or being stunned by a pallet punishes Killers who make a bad play and rewards Survivors for making the correct decision against the Killer.

    Bloodlust should be something that the Killer can use as a helpful tool, but not abuse as something that grants them an ability that can make chase too easy for them.

    I kind of agree with the break pallet speed, but something really low like 5% flat.

    I disagree with the rest.

  • @ShyPirate said:

    I don't know about too strong, but Pinhead is definitely the most annoying killer for me.

    I'd rather face a good Blight or Nurse than the Cenobite.

    I actually like dodging the game's chain(s) and his chain. It adds a level of complexity that hasn't been used before.

  • "Forcing" players to only use 4 slots is perfectly fine already.

    Plus I believe that the balance would be wayyyyyy out of wack. For example:

    Flip-flop, Tenacity, Unbreakable, Power-Struggle PLUS an exhaustion perk or boil over? that'd be insane.

    And 4 is really the sweet spot, IMHO if survivors got 5 each, there should be 6 slots for killer but maybe that's a hot take.

  • There shouldn't be a "In defence of bloodlust".

    This conversation was sparked because of the introduction of MFT....

    MFT and Bloodlust are not comparable. Bloodlust is for when you have trouble downing a survivor, MFT is for when you want to extend chase.

    Quite literally the polar opposites.

    ALSO: bloodlust is lost when you hit a survivor or break pallet. So if bloodlust happens, a survivor can just loop a really strong pallet and break bloodlust.

  • @Zokenay said:

    My only problem with him is how dumb the hitbox of Shred is, way too big.

    I think the hitbox is fine, it's lag what is getting you hit.

  • @Rulebreaker said:

    We're just sick of seeing the same thing on literally every demo for the past year. STBFL and 3 gen regression and every demo behaving the EXACT same way. If we saw at least alittle variation all would well but as it stands, long as the obsession can loop/dodge demo lunges, its effectively a win each and every time.

    STBFL is awful on Demo, if you miss your shred on the obsession it's INCREDIBLY unforgiving and gives into a playstyle not suited for demo: Prioritizing using shred for hits when it (IMHO) should be used for breaking pallets and walls, and sometimes using it for hits.

  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383866/buffing-m1-killers-without-destroying-the-balance

    I would say this is a nerf to M1 killers.

    Yes you have more time in early.

    But in late when are less gens and probably closer, survs can finish those faster.

    That means that m1 killers that have little to no movement skills have to walk further in early game to see all gens (bad) and had no time in late (bad).

    While top killers dont really care.

    My point is more time in the early game, setting up traps and such. If you are a no trap m1 killer, then yes I concede this could be a nerf, but with theoretically more time for chasing you could kill off a survivor easier.

    Undoubtedly the survivors will do gens faster, but the point is you kill survivors, to get them "stuck" on a 105 second gen, or a standard 90 second gen.

  • 100% agree with the "hex doesn't spawn in until it actually does something"

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