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Blueberry

Blueberry

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  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909250#Comment_3909250

    Only Nurse is.

    Blight is still fair game to cite in discussions especially after his addon pass. And even then, last time I checked there are several M1 killers with 300+ winstreaks on top of the fact that every A-High B killer is viable at all levels.

    Assuming after 200 consecutive wins one would be placed in 'high mmr,' which means that they're still winning the majority of their games.

    Pre dropping as a strategy is not only circumstantial but also entirely a result of pallets not being worth playing for the stun on. It's the only way to guarantee chase time from modern pallets and even then depending on what killer or perks taken it doesn't do much.

    If you want less pre-dropping then stunning the killer should be much more rewarding for the survivor.

    "Only Nurse is."

    No, Blight is absolutely an exception still. Blight is still miles ahead of most the killer roster. We can even see this in kill streaks.

    "And even then, last time I checked there are several M1 killers with 300+ winstreaks on top of the fact that every A-High B killer is viable at all levels. "

    No, there are not. You should look back on those streak numbers. There are not several m1's at 300+ or even close. B tier in DBD is not even remotely viable lol, B tier is trash tier that requires lots of mistakes from the survivors to win even if you play perfectly.

    "Assuming after 200 consecutive wins one would be placed in 'high mmr,' which means that they're still winning the majority of their games. "

    It would, which is why your numbers are wrong.

    "Pre dropping as a strategy is not only circumstantial but also entirely a result of pallets not being worth playing for the stun on. It's the only way to guarantee chase time from modern pallets and even then depending on what killer or perks taken it doesn't do much. "

    It has zero to do with the stun. What it has to do is with them being overly safe once dropped and too numerous compared to gen speeds.

    "If you want less pre-dropping then stunning the killer should be much more rewarding for the survivor. "

    I don't think you've looked at the current numbers of how much time in distance you gain from a stun at a loop or you wouldn't say this. You currently get a lot. Also, as said before it doesn't even matter anyway. If he break, you get mass distance, if he doesn't you're at a 60/40 loop in your favor if not better in most cases.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909255#Comment_3909255

    Their main problem is how easy it is to cleanse them, since most totem spawns are easy to find, imo. This kills most of the Hexes and makes it so only those that benefit on being broken.

    And some are just plain bad.

    But yeah, the choice to potentially? nuke Pentimento is a weird one.

    Agreed. It feels very weird to nerf what little perk diversity we have. For years it feels like all they want us to stack is 4 gen slow downs. Like I want to run some chase, aura, slug, anti heal, or alternative slow down perks but every time something's decent it gets gutted pushing us right back to gen regression/blocking.

    I know a lot of people have suggested just blocking hex totems from being cleansed for the first 30 seconds or whatever of a match, which is realistically what they'd do if anything, but this feels like a bad bandaid fix that would still leave them bad. They'd still know exactly where it's at to cleanse it right after. At the end of the day it needs to be harder/longer to find them. They realistically aren't going to go through every single map adjusting spawns, that's too much work. It was feasible years back with less maps when we were saying this originally but now the problems been ignored for too long. There's just too many maps at this point for that.

    I'd suggest things that make them more time consuming or harder to find and can be blanket applied. Make all totems appear as dulls to survivors. Usually you hear the crackling first, that would be gone since it would appear as a dull. It wouldn't be bright and easier to see. It also would make it more time consuming because then they'd break dulls which could potentially be nothing and waste their time. Perfect timing with Pento getting gutted anyway since this would've been a buff to it.

  • Hexes have been so bad for so long. A rework to them has been desperately needed.

  • Basically.

    Hexes are in the dumpster with very few actually being good, Pentimento being one, and they're killing that lol. Such confusing balances choices to me.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909135#Comment_3909135

    This is true against .01% of swfs and tournaments which have their own rules.

    This is not true for the overwhelming majority of games. I don't know why we're speaking so objectively about something that may occur once out of every ten games (being generous.)

    And even within your scenario good killers can still win or go even, as evidenced by the momo Blight winstreak that went on for hundreds of games and the resulting 'loss' that ended in a draw against a competitive team with no restrictions on a good survivor map.

    The problem has nothing to do with chase duration and everything to do with the fact that current resource design is so bad you might as well try to hide instead of getting chased which is boring.

    If they're going to make every pallet an 80/20 killer favored interaction they need to readjust hit validation at windows so they're a viable alternative.

    That is not .01% of games, it's high mmr. Way more than you make it seem.

    Can we stop using Blight or Nurse as examples when they are literally exceptions to like every rule?

    "The problem has nothing to do with chase duration and everything to do with the fact that current resource design is so bad you might as well try to hide instead of getting chased which is boring. "

    This is just completely false. Pallets are so overly numerous and overly safe you can just pre drop to 5 gens complete. That's why this is literally what happens in high mmr games. We only see hiding in low mmr matches.

    "If they're going to make every pallet an 80/20 killer favored interaction they need to readjust hit validation at windows so they're a viable alternative. "

    Where are we pulling 80/20 from? I said a 50/50. Saying 80/20 is strawmanning.

  • I don't feel like any of this stacking was an issue. This just feels like it's removing more fun and creative builds from the game.

  • That still seems bad.

    Keep the current effect but bump it to 10%.

  • The entire point of what made it good is the strong effect being at a 1 totem requirement as that was reasonable to maintain. If literally any of it being good requires more than 1 rekindled at a time it's now trash. You aren't sitting in a match with 2+ rekindled totems almost ever. This is even before we get into showing the rekindled totem auras which is also a massive nerf in itself and would probably kill the perk by itself without the aforementioned changes…We'll wait and see the numbers before too harsh a judgement but this reads dead perk all over it.

  • @lukeneves said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909124#Comment_3909124

    Wrong again…u guys want buffs for killers exclusively for swf…and that's 3% of your matches, the rest is solo Q who struggle IMMENSELY. Look at the killer streamers win streaks… come on guys be realistic. On top of all of that, you get Ghoul… how much more crutches do killers need to decimate even further survs?

    "Wrong again…u guys want buffs for killers exclusively for swf…and that's 3% of your matches,"

    If you seriously believe that's only 3% of matches I suggest you watch my streams. You are far from the truth.

    " the rest is solo Q who struggle IMMENSELY"

    They aren't. The game is balanced around solo queue. I do solo queue survivor mostly and I win the majority of my games.

    "On top of all of that, you get Ghoul… how much more crutches do killers need to decimate even further survs?"

    It's a killer that just came out, relax. An adjustment patch comes soon after release.

  • There's a reason just pre dropping every pallet works at high mmr. It's because they're too numerous with how fast gens go. However, I'd say the issue is less about their being too many pallets and more so about how overly safe most of them are. Like the majority of them are not playable 50/50 who's better. Most of them are forced breaks.

  • With current gen speeds you need chases and hits in <20 seconds to have a chance at winning and that's being generous.

    Here's the problem:

    Killers that can make chases that short are deemed too strong because for it to be a fun/fair chase in most survivors minds it needs to be longer than 20 seconds. However as we said before, >20 is losing the killer the game. The chases survivors want are not viable for the games current gen speeds.

    We're at an impasse.

    Imo the solution here is slowing the gens down so that we can have "weaker" killers that can take longer chases. This allows survivors their fair/fun chases without it totally throwing the game for the killer. The alternative to this is worse imo, which is fast gens but making "stronger" killers that make very fast chases to keep up with the gen speeds.

  • It's just coincidence. Friends is pretty weak anyway.

  • @lukeneves said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908539#Comment_3908539

    "I still don't understand how you think aura perks are so strong. I can't even remember the last time I saw a killer run even 2 at a time, most aren't running that many. Good survivors don't care if you find them, most even run up to clicky clicky at you for chase. Finding survivors isn't the hard part of dbd, time management and loops are."


    You're dead wrong, soooooo many killers complained about not finding survivors who hide well… why u think they nerfed distortion? lol…you're dreaming with that statement.
    BBQ, friends til the end, plus pink addon on Kaneki, lethal pursuer…shall i go on?

    Killers did not complain about survivors who hide well. The complaint was that Distortion was too strong because it single handedly essentially turned off all aura reading. Also survivors who once it was down to 2 left they would just ignore objectives and drag the game out. That is the only hiding that was complained about, not legit hiding during the actual match.

    BBQ is decent, Friends Till the End is just a bad perk idk why you'd be running this, and Kaneki is a brand new release and not really relevant to the general topic. Lethal/BBQ is the only valid thing here and are we trying to say Lethal/BBQ is too good? If anything I'd buff Lethal/BBQ. Lethal is very overrated. Once you become experienced at the game survivor spawns are predictable. Lethal is more a learning tool.

    Are you trying to tell me they're overtuned or something? These perks would be closer to needing buffs then nerfs.

    I don't hear anyone playing at high mmr who complains about aura perks. This is almost strictly a low mmr complaint in my experience and generally more a skill issue going on.

  • @brewingtea said:

    I think they should focus on fixing all the bugs

    The bug team is a different team than the design team.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441258/perk-human-greed

    I didn't know you made polls 😏

    Gotta vote No bro lol.

    Why no? lol

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908363#Comment_3908363

    This is the case here, actual hardcore tunnelling is very rare. I don't see it much in my Survivor games, and I know it when I do see it.

    What I instead see is people misunderstanding when they are being pressured for when they are being tunneled. I'm guilty of it too, it's frustrated me too. But when I'm simply doing something as normal as teleporting to TVs to check nearby gens or hooks I haven't gone to in a while to catch an unhooker as Sadako, or happen to accidentally find the same person again because they didn't hide or run away in time or lock my Dredge locker during my patrol, or they feed me stalk as Myers or Ghostface while healing under a hook, or they get caught off guard by a hatchet I lobbed at a lit up crow as Huntress and they happened to be hit before, or I'm Oni and they get hit with a Demon Strike I intended for someone else because they ran in after I hit them before… and then they yell at me in the endgame chat for tunnelling? Yeah that seems a little much.

    Simply playing the game and causing pressure seems to be enough to be considered tunnelling, or slugging, or camping. And much like the AFC feature, I predict the coming changes will not stop using light tunnels, slugs, or camps for tactical pressure but will only stop the most egregious cases, and yet people will still say not enough is being done and they still exist. What they actually mean is not "I'm being griefed in an unfun way", what they mean is "The other side is pressuring me and I don't like it…" Same as when high level high tier Killer Mains complain about genrushing (I'm sorry, if you Main anyone above a B tier and you're upset about generators going too fast, that's more on you - I make an exception for low Bs and C tiers because they genuinely can't pressure fast enough most of the time).

    Yeah basically. It's not tunneling if you're healing under hook, sitting on a gen injured instead of healing or I just happen to teleport and run into you. Like I'm not trying to go for you but if you end up in front of me I'm not gonna be like, "oh shoot my bad bro, let me not take this free down, off you go". Tunneling requires intent, like I'm intentionally ignoring others for you. More often then not its coincidence or the person getting punished for bad plays or risks they take.

  • I've definitely had a fair bit of hits avoided or my hits missed just because of the perk so it seems solid.

  • @Sow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907217#Comment_3907217

    No worries man, we may disagree on stuff but at the end of the day it's a difference of opinion and not the end of the world.

    You make fair points that PoE is not the best comparison to DBD. I do agree it's possible to balance the top percentile without hurting lower mmr players. Unfortunately I think that is tougher for Devs to do than we realise. Top end players will always find a new meta no matter what. I've seen those videos of SWF burning through a match in less than a couple minutes. So I get it.

    As for the bad survivors not taking accountability… I fully agree that this has a part to play but the mmr shifting stuff varies. I mean we can't be certain how often it occurs and it varies depending on time of day and how populated your region is. It's speculative really from both our ends but I'm aware it does happen I wont say how often it does though because I have zero clue. Although it just feels like I'll often see at least one baby survivor every odd match.

    I don't play competitively anymore. I'm also a returning player. I first played DBD a little before Legion released I believe he was my first purchase. I left shortly after that though(killer main mostly). When I returned recently mid 2024 maybe, I tried survivor side and had fun with it, so I stuck with it. I'm by far not top tier skill lol but I've played in high mmr which is why I felt comfortable saying that there is a clear difference in higher mmr. You genuinely feel the consistency of having competent players in your team.

    These days I play casually. I can still generally hold 30-60 second chases; sometimes more depending on the killer really. I'm by far not the most skilled but I've noticed wherever I am on the proverbial mmr latter. I notice a wide mix of players match to match. One moment everyone is doing gens and we escape do well. The next match, nobody wants to do gens and a teammate is going down in sub 20 seconds. I do my gens and do my best to take chase when I can but sometimes the Killer will ignore me after my first chase. I've had killers tell me I was good at looping but I mean maybe it's a skill issue on their end for not seeing I was only average at best lmao it's hard to gauge that stuff lmao.

    As for individual skill, I agree eventually you should get to higher mmr if you have the skill for it. Although that's not always the case. It's not so black and white really. When you have players that sometimes don't do gens at all or they kill themselves on hook. Survivors abandoning the game or straight up dying early in chase. Solo queue is the reason I play casually.

    For aura builds, I will admit that if the killer is not running aura then stealth is still a viable thing and I was being overdramatic with the word "eradicated" lol. I'm not the biggest fan of regression builds not cause I think they are overpowered but they just remind me of legion matches. It's sluggish and boring. For me, the aura stuff is become more of a crutch these days rather than a genuine little information perk. I'd probably be more accepting of aura perks if it was a one aura perk per build kind of limit situation. Just currently even distortion is pointless most of the time. Especially when we all spawn together now and that basically defeats the point of distortion hiding you when the killer knows you spawn together and he sees three auras instead of four… it's not hard to deduce the fourth has distortion lol. Although that basically just eliminates 1 token and the other usually gets used up shortly after.

    I'm not a fan the idea of running a perk because it counters said build. I've heard this from killers… oh just run distortion. So I do and the next match I get is a non-aura build and now I got a pointless perk that does nothing the whole match but that can happen with other perks. I also don't like the concept of being force to play a perk because it's "mandatory" to counter said build. I was told to run DS or OTR (no joke) if I don't like their build. So I did and then I got called out for using meta perks lol. I see time and time again killers use meta perks or specific perks that counter a certain build… as an excuse for justifying the build but then when you run those perks the hypocrisy that occurs is ridiculous. So much so that I've genuinely grown tired of the blatant abuse of aura reading and the lack of countereability on both sides. I genuinely believe that the game would be better off and more enjoyable if we removed aura. Not built in aura like scratch mirror Myers... I just mean the perks. Scratch mirror can be nerfed or buffed in accordance with how things are going.

    Don't get me wrong I love the perk diversity but it's getting out of hand. I truly believe (my opinion) that Killers such as the Ghoul would not have such negative backlash if it wasn't for the accompanying perks/builds. Having a kaneki dash across the map to your location but doesn't know where you are exactly is terrifying but in a fun way. Having the same killer dash across the map knowing your exact location is frustrating because it eliminates that thrill. The killer taking those few extra seconds to find you is that added tension that just makes chases so much more thrilling. Instead of just having the killer zoom to your location and preemptively attack you around a wall because they know your "exact" location when you were trying to be stealthy.

    I simply(my opinion) find aura perks to generally be unhealthy for the game on both sides. I've played plenty of them. Made my own builds and I know how powerful aura reading can be on Survivor side even. It's why I take such a firm stance on the idea that aura perks have gotten out of hand. They should either be limited to one per build or just remove them from the game entirely. Most will probably end up using regression builds but that just furthers my point on a class based system like 2v8. Easier to maintain/balance. Also the class system resulted in more teamwork in my opinion. From rebuilding pallets to engineers giving gen locations and healers… Scouts could be altered to not have aura but all in all like I said it's a subtle aura reading thing like the gen kicking in 2v8 I'm chill with that pretty much. I didn't hear a single complaint about 2v8 class system sucks. Heard how 2 killers can be overpowered or too many survivors or too little survivors but no complaints on the class system. I think BHVR should give it a go and create two modes… see how popular it would be and if the demand is there for it. They already have it set up basically. They just need to tweak a few numbers from 2 to 1 and 8 to 4 and vuala!

    "As for the bad survivors not taking accountability… I fully agree that this has a part to play but the mmr shifting stuff varies. I mean we can't be certain how often it occurs and it varies depending on time of day and how populated your region is. It's speculative really from both our ends but I'm aware it does happen I wont say how often it does though because I have zero clue. Although it just feels like I'll often see at least one baby survivor every odd match."

    Yeah I agree it is a lot of just speculation since we don't know how it fully functions (a terrible design decision imo). The time of day and region does affect it tremendously as well. Similarly to the night and day difference between a full swf and a solo queue match, the contrast between times of day is significant. I would have much easier matches mid day than at night for example, which is a sweat fest and 2+ syringes/BNP's literally every single match lol. Also, that "one baby survivor per match" is a big deal. The mmr tends to throw at least one into every match as a weaker link balancing the mmr of the higher players, however swf totally throws that out and removes the balancing mechanism.

    "These days I play casually. I can still generally hold 30-60 second chases; sometimes more depending on the killer really. I'm by far not the most skilled but I've noticed wherever I am on the proverbial mmr latter. I notice a wide mix of players match to match. One moment everyone is doing gens and we escape do well. The next match, nobody wants to do gens and a teammate is going down in sub 20 seconds. I do my gens and do my best to take chase when I can but sometimes the Killer will ignore me after my first chase. I've had killers tell me I was good at looping but I mean maybe it's a skill issue on their end for not seeing I was only average at best lmao it's hard to gauge that stuff lmao. "

    If you're generally holding 30-60 second chases then you're doing well. Generally speaking a killer needs a hit or a pallet in 20 seconds or less to hope for winning, even that's being generous imo. Which is also where I think there's a big disconnect with how long survivors want chases to last, and how long killers need chases to last for a chance at winning. In other words, how long survivors generally want a chase to last for it to be fun or even fair, is literally unviable for the killer to win with how fast gens are (we see this even in how you deemed "teammate going down in under 20 seconds" as an issue). Any time a killer is strong enough to get downs in that short window of time needed to be "strong" it's generally deemed unfun/unfair/not enough counter play. Either gens have to be slower to allow longer chases or weaker killers, or killers have to be fast enough at chases to keep up with them. I'd personally go the weaker killer route because then the survivors get to have their long/fun chases but the killer doesn't mind because it still gives him a chance at winning. They seem to not want this route(devs), so what we currently have is generally weak killers or ones that meet the mark as being deemed "too strong".

    "As for individual skill, I agree eventually you should get to higher mmr if you have the skill for it. Although that's not always the case. It's not so black and white really. When you have players that sometimes don't do gens at all or they kill themselves on hook. Survivors abandoning the game or straight up dying early in chase. Solo queue is the reason I play casually."

    That's why solo queue's biggest issue is your teammates, which is also why swf kinda breaks that. The game is balanced around having random teammates. We've needed to have self unhooking removed from the games for ages, it just allows people to ruin the game for others. Not talking with perks here, just the base kit tool. It also is terrible from a concept point anyway. Like oh the killer loses because a survivor got a random 4% rng? Like why? is that fair? What if when the survivors go to run out the gate there was a 4% chance they'd just fall over sacrificed? Would that be fair or fun? No, it would be terrible. That's how silly the 4% off hook looks.

    "For aura builds, I will admit that if the killer is not running aura then stealth is still a viable thing and I was being overdramatic with the word "eradicated" lol. I'm not the biggest fan of regression builds not cause I think they are overpowered but they just remind me of legion matches. It's sluggish and boring. For me, the aura stuff is become more of a crutch these days rather than a genuine little information perk. I'd probably be more accepting of aura perks if it was a one aura perk per build kind of limit situation. Just currently even distortion is pointless most of the time. Especially when we all spawn together now and that basically defeats the point of distortion hiding you when the killer knows you spawn together and he sees three auras instead of four… it's not hard to deduce the fourth has distortion lol. Although that basically just eliminates 1 token and the other usually gets used up shortly after."

    If aura was as strong as I feel you elude it to we'd see killers stacking it, but we don't. Heck I generally don't even run a single aura perk. To me it's a wasted slot as having good game sense provides enough information. 9/10 you'd be better off always just stacking more gen slow down. Rarely does aura perks out value gen slow down imo, bar a certain specific exceptions or killers. I feel like you're way over estimating how strong aura perks are. Bar a couple exception killers, killers are forced to run at least 2 slow down perks, the game is balanced around that. Talking good vs good players here, you can just meme at lower mmr's. I wish matches we're so slow that I could just stack aura perks but that's a meme, at higher mmr you would be getting slaughtered without slow down. Bar a couple killer exceptions, if killers are winning regularly with zero slow down the survivors are bad or the killers just at low mmr. Also, spawning together does not make distortion useless, at all. He knows y'alls generally area but he is going straight for the other teammates, not you. Just because you're in the same generally area doesn't matter.

    "I'm not a fan the idea of running a perk because it counters said build. I've heard this from killers… oh just run distortion. So I do and the next match I get is a non-aura build and now I got a pointless perk that does nothing the whole match but that can happen with other perks. I also don't like the concept of being force to play a perk because it's "mandatory" to counter said build. I was told to run DS or OTR (no joke) if I don't like their build. So I did and then I got called out for using meta perks lol. I see time and time again killers use meta perks or specific perks that counter a certain build… as an excuse for justifying the build but then when you run those perks the hypocrisy that occurs is ridiculous. So much so that I've genuinely grown tired of the blatant abuse of aura reading and the lack of countereability on both sides. I genuinely believe that the game would be better off and more enjoyable if we removed aura. Not built in aura like scratch mirror Myers... I just mean the perks. Scratch mirror can be nerfed or buffed in accordance with how things are going."

    I find it odd you're having so much issue with aura perks. I literally cannot remember the last time I thought to myself that an aura perk made me go down or last me the match as survivor and I play way, way more than the average player. Speaking of mandatory perks the killers are basically required to commit at least half their build to gen regression, not doing this loses the game. However, DS/OTR can most games give you their value even if you aren't running them, since most killers assume you have them and play around it. So you get free value by its shear existence. It's also never a waste to run them either. If they do tunnel, value, if they don't tunnel, you should be winning, win/win scenario. If the killer won without any tunneling or camping the survivor team played very bad. They game is balanced around assuming the killer will, he does not have time for a 12 hook game against equally skilled survivors. DS/OTR removes the killers win condition, so whether they activate or not doesn't actually matter. When killers complain about survivors running meta perks like DS/OTR very, very rarely is because he went to tunnel and got countered, that would be fair. They complain because killers get hit with all that "anti tunnel" even when they aren't tunneling because survivors use it aggressively for body blocking. That is why they're complaining. Like I don't tunnel as killer at all, and I get hit with DS/OTR ect all the freaking time. They force it into you. That's why these perks are badly designed. Also to note, as survivor in solo queue I don't run any of this stuff, like not even an exhaustion perk. The only meta thing I run often is Iron Will for mind games. So that stuff isn't necessary at all. More often then not they're carrying players to wins/escapes they shouldn't have got. Keep in mind all this stuff I'm saying is again assuming good vs good or high mmr. At low mmr you can meme and none of this stuff matters.

    "Don't get me wrong I love the perk diversity but it's getting out of hand. I truly believe (my opinion) that Killers such as the Ghoul would not have such negative backlash if it wasn't for the accompanying perks/builds. Having a kaneki dash across the map to your location but doesn't know where you are exactly is terrifying but in a fun way. Having the same killer dash across the map knowing your exact location is frustrating because it eliminates that thrill. The killer taking those few extra seconds to find you is that added tension that just makes chases so much more thrilling. Instead of just having the killer zoom to your location and preemptively attack you around a wall because they know your "exact" location when you were trying to be stealthy."

    You could put zero perks on ghoul and people would still be complaining about him, it has nothing to do with perks. They complain because he downs too fast for what people deem "fun". I really feel this aura perk hate is so random. Like aura perks aren't even that amazing, aren't run that heavily, and have nothing to do with things people are complaining about. A killer running a bunch of aura perks instead of gen defense is an easy win as survivor. I'd always rather them run aura perks, but they don't, because it isn't that good. I'll even put it this way, if you were forcing a nerf or buff on aura perks across the board I'd be closer to saying they need buffs than I would nerfs, that's how much weaker they are compared to just stacking more slow down, they generally aren't competitive at the moment.

    "I simply(my opinion) find aura perks to generally be unhealthy for the game on both sides. I've played plenty of them. Made my own builds and I know how powerful aura reading can be on Survivor side even. It's why I take such a firm stance on the idea that aura perks have gotten out of hand. They should either be limited to one per build or just remove them from the game entirely. Most will probably end up using regression builds but that just furthers my point on a class based system like 2v8. Easier to maintain/balance. Also the class system resulted in more teamwork in my opinion. From rebuilding pallets to engineers giving gen locations and healers… Scouts could be altered to not have aura but all in all like I said it's a subtle aura reading thing like the gen kicking in 2v8 I'm chill with that pretty much. I didn't hear a single complaint about 2v8 class system sucks. Heard how 2 killers can be overpowered or too many survivors or too little survivors but no complaints on the class system. I think BHVR should give it a go and create two modes… see how popular it would be and if the demand is there for it. They already have it set up basically. They just need to tweak a few numbers from 2 to 1 and 8 to 4 and vuala!"

    I still don't understand how you think aura perks are so strong. I can't even remember the last time I saw a killer run even 2 at a time, most aren't running that many. Good survivors don't care if you find them, most even run up to clicky clicky at you for chase. Finding survivors isn't the hard part of dbd, time management and loops are.

  • Actual tunneling I see very rarely. What I see very, very commonly is people “saying” the killer tunneled when they really didn’t. I find people tend to have a ridiculously broad definition of tunneling. Like if they go down twice in a row regardless of anything, they’re calling it tunneling. Like even when I play killer I intentionally don’t pay attention to hook states since I try not to tunnel and I still get called a tunneler quite often. People just throw the word around to take accountability off themselves in my experience. Similarly in line with the amount of swf groups that call “stream sniper” on basically any game they lose.

  • @smurf said:

    The best thing is that addon that makes all survivors start with a tape in their hand. With that addon, only three gens are even accessible at the start of the match...

    That addon straight up nerfs Sadako. You'd want her to run that.

  • Lots of killers and perks unplayable. Makes gens fly too fast. No special event things for the killer to do at all, just a normal match where you're nerfed. Why play that as killer other than for the quests? Blood point gains are also very low.

    After quests were done I just switched back to the normal game.

  • @terumisan said:

    i did a test with franklins to see if the survivor drops the can and they don't. they don't dropped when downed or hooked either idk why there is a kick can mechanic when survivors don't really drop cans

    You can just set the can down.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442139/psa-blood-generators-dont-count-as-generators

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907383#Comment_3907383

    The developers said in their livestream that no perk (e.g. PainRes, Pop but also Fire Up), addon, or killer power apllies/works (yet) on these event generators because they want to see what is the feedback on the new gameplay mechanic and depending on this feedback, they would change it.

    Here the statement with timestamp: https://www.youtube.com/live/9pR607LNhGo?si=6W_LC899Fw4cJFkp&t=2263

    Ah well then I resend my last post, thank you, I didn't see the livestream.

  • @not_Queef said:

    One thing that I sometimes find frustrating is how different survivor perks have similar combinations of effects but not always the same ones. For example:

    • Lucky Star - hides grunts of pain and pools of blood
    • Lucky Break - hides scratch marks and pools of blood
    • Distortion - hides aura and scratch marks
    • Low Profile - hides scratch marks, grunts of pain and pools of blood
    • Dance with Me - hides scratch marks

    There are many other examples.

    Would it not be simpler to add a status effect called Hidden or something like that which just hides all of the above?

    Obviously this would buff some perks so maybe their numbers could be tweaked to compensate.

    I'm also aware that some perks might be problematic, such as Iron Will. There could just be some exceptions.

    I just think these kinds of perks can be really confusing, especially to newer players.

    That's actually a very good point. For simplification consolidating some of those effects into status keywords would make more sense.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907221#Comment_3907221

    It would probably not be an issue for end pcs. In the past fog was used a lot in games to make them look better and so they don’t have to render as much distance.

    Yeah they could use dredges nightfall, paint it black and remove the smaller field of view decrease and it’s done.

    For status effect changes I would like to see:

    • Mangled and hemorrhage’s times is paused or runs down slower while in chase and hook. Those nerfs made these status effect so bad.
    • Hemorrhage leaving trails of blood behind.
    • Blindness removing killer object auras or only making them appear in a limited range. Very unlikely to happen tho.

    I agree on Mangle/Hemorr, the nerfs they did were completely unnecessary, especially after they walked back the heal speed nerfs on allies.

    That Blindness buff is actually something I've wanted for a long time. This would give it more of a stronger niche use on certain killers which would be a nice change as realistically the "best build" is nearly the same on every killer. Sad. As you said though this would never happen unfortunately, they would deem it too much for bad players.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907275#Comment_3907275

    Because they now have the ability to see their teammates still? Location being something swfs can generally tell to their on call teammates anyway, making blindness useless

    The third seal applies blindness the second you get hit, which on most maps wouldn't be a problem, but on some finding a totem is really hard without auras. Fearmonger applies blindness for doing a gen, the literal objective punishes you. only in solo queue of course

    Nerfing it is a change and a really needed one. The status effect is super outdated. Besides its not like thats going to hurt the status effect too much, newer players will still be dying since they don't know any spawn logics or location logic anyway, and high mmr will be left unaffected

    "Location being something swfs can generally tell to their on call teammates anyway, making blindness useless"

    While much weaker, it's not useless against swf, even on coms. This is an exaggeration.

    "The third seal applies blindness the second you get hit, which on most maps wouldn't be a problem, but on some finding a totem is really hard without auras. Fearmonger applies blindness for doing a gen, the literal objective punishes you. only in solo queue of course"

    Hexes are generally bad because of how bad totem spawns are. Fearmonger is also basically only while on the gen..you literally let go and now you see everything.

    "Nerfing it is a change and a really needed one. The status effect is super outdated. Besides its not like thats going to hurt the status effect too much, newer players will still be dying since they don't know any spawn logics or location logic anyway, and high mmr will be left unaffected "

    Hardly anyone uses Blindness already, and you want to nerf it. That makes no sense. High mmr is very affected and if low mmr people are going to die anyway then it's a skill issue, not a Blindness one.

  • @[Deleted User] said:

    @Blueberry how is the event? Am I missing anything? And Thank you Mr. @CountOfTheFog

    Thanks! Seems good so far on the survivor side. Nothing really new for killer though.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907191#Comment_3907191

    Essentially it would be unchanged for high mmr, but stronger for solo queue/low mmr. Players know how to determine gen spawns, their teammates positions anyway in high mmr, swfs being on calls and using clock gives them alot more resources with more useful perks to use over aura perks

    Blindness in itself just promotes slugging against solo queue survivors, its a pretty overtuned effect that does alot for no reason

    If blindness were to be changed, it should have a complete rework, something that makes you actually blinded or impaired. Only concept i can think of is making objectives invisible at a certain distance, WHICH in turn makes auras of gens, totems, etc unreadable

    ""Essentially it would be unchanged for high mmr, but stronger for solo queue/low mmr. Players know how to determine gen spawns, their teammates positions anyway in high mmr, swfs being on calls and using clock gives them alot more resources with more useful perks to use over aura perks"

    You think most swf are literally doing clock call outs? Let's be real, that is a very small fraction. It would not be unchanged for swf at all. Also you gave only a nerf, how would it be stronger for solo queue/low mmr?

    "Blindness in itself just promotes slugging against solo queue survivors, its a pretty overtuned effect that does alot for no reason"

    There's nothing inherently wrong with slugging at all. You're trading gen slow down for hopes that the time spent finding teammates will waste a similar amount of time. How is it a lot, "for no reason". You don't get Blindness for free. Just like literally every other status effect it requires you to run a perk, addon, and/or do something to activate it.

    "If blindness were to be changed, it should have a complete rework, something that makes you actually blinded or impaired. Only concept i can think of is making objectives invisible at a certain distance, WHICH in turn makes auras of gens, totems, etc unreadable"

    That's why I asked what other changes we could do to it and you said nothing, just nerf it. Also, a reduced sight distance as you're suggesting would cause the exact problem you currently say the perk has, it effects solo queue more than swf.

  • @ManOMaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907197#Comment_3907197

    The first part would be that you can't see where the teammate was hooked, but granted you'd have to be able to not see their aura for that so I suppose nevermind.

    And for the other one, idk like if Alert never triggers then you wouldn't know that the killer damaged anything (there's definitely a better example than Alert it's just the first that came to mind)

    Hmm I just don't see a scenario where a killer would care about that or as a survivor where that would matter to me much. Like technically it's less information, but nothing that realistically matters.

    Someone else mentioned a reduced field of view that might be something. Like think Dredges Darkness, so now they couldn't see further than 24meters or something, it was just black past that point.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907182#Comment_3907182

    Deafened makes you hear a tinitus and muffles all kinds of sounds. Silence would remove all sound, basically making you hear nothing at all.

    It could be both (part of a power and addons/perks). You would see everything in a 24meters radius but everything outside of that would be blocked by a white fog wall.

    https://us.v-cdn.net/6030815/uploads/B5BT98O1HX8P/image.jpeg

    Sounds great for Silence then. Just means it would retain the effect but be less annoying to players from the sound.

    I love the Fog idea. This would be really cool! I wonder if it would be an issue for lower end pc's or systems? I suppose to make it easier to implement and less hard on lower systems they could system use Dredges Darkness as the effect? Already created and less intense since it just blackens. I agree fog would be cool though lol

  • @Sow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906655#Comment_3906655

    I rewrote my whole thing here it was too bloody long.

    I agree, skill is a factor but if you win most of your solo queue matches you are playing at higher mmr. This means you have more competent teammates on average and we all know high mmr is Survivor sided.

    Your experience does not appropriately reflect the majority of players. That said, mmr also isn't always black and white. Meaning you can be low mmr and end up in a mid mmr match. This can happen in higher mid-mmr areas where you unintendedly end up in higher mmr games. Those skill issue players, often might of just been pulled higher up the ladder then they are ready for. It's not their fault it's just mmr compensating for a lack of players and faster queue times.

    Although, if you are high mmr then you are in the top percentile of good players who are competent. It just so happens that the players you end up with are most likely semi-competent as well.

    When you punish the top percentile of any game it has more than a "little" impact on the majority usually. I've seen this first hand in other games, such as PoE. In Path of Exile they nerfed loot and attempted to make the game slower to combat the top players/groups. It made the game masochistically borderline unbearable. The main excuse to defend this was, "oh you aren't masochistic enough for PoE…" As if it was a prideful thing to play an unrewarding gameplay loop. It's toxic.

    DBD is getting smaller maps, faster killers, anti-looping and stealth is practically eradicated. I personally would not have an issue with all these changes, if meta perks were not a thing on both sides. It's one thing to quote "skill" and another thing to have a ghoul or blight… zoom across the map because of a brain-dead aura build. I think people would have far less issues with killers and even anti-loop killers if perks like NOED or aura reading perks in general were not a thing. That goes for Survivors not having DS or OTR and aura reading as well. At some point when you say oh it's a skill issue you completely gaslight and ignore the core issue.

    The fact of the matter is, I've talked with others and the 2v8 class system was genuinely loved by many and it's not to say we all don't love perks and the ability to have that diversity. Although, when you look at the majority of complaints… they all revolve around "perks". Hence, I genuinely believe "The Ghoul" would not be as negatively looked at if we had a more balanced perks system. It'd be easier to balance and the devs would have an easier time focusing on a proper killer mechanic over worrying about how is this killer + these perks going to hopefully not break the game. Cause dash distance etc… can easily be tweaked. Balancing hundreds of perk combinations is practically impossible.

    "I agree, skill is a factor but if you win most of your solo queue matches you are playing at higher mmr. This means you have more competent teammates on average and we all know high mmr is Survivor sided."

    Right but the thing is I didn't magically get there. I played through that low mmr to get there. Meaning if you are actually playing well yourself then you will end up with better teammates as well eventually. IE good players are not getting held back by bad teammates. If they are constantly losing from bad teammates at lower mmr then they are probably bad themselves and don't want to take ownership of that. Being a good player at lower mmr will eventually get people out of low mmr. If they aren't then they themselves aren't as good as they think they are.

    "Your experience does not appropriately reflect the majority of players. That said, mmr also isn't always black and white. Meaning you can be low mmr and end up in a mid mmr match. This can happen in higher mid-mmr areas where you unintendedly end up in higher mmr games. Those skill issue players, often might of just been pulled higher up the ladder then they are ready for. It's not their fault it's just mmr compensating for a lack of players and faster queue times."

    This is true, mmr does throw you into less accurate matches occasionally however in general in does keep accuracy. Also, this mismatching you're talking about happens even now, so what you're describing wouldn't be an affect from what I'm referencing, it happens no matter what already, meaning I don't think it's necessarily a counter argument.

    "When you punish the top percentile of any game it has more than a "little" impact on the majority usually. I've seen this first hand in other games, such as PoE. In Path of Exile they nerfed loot and attempted to make the game slower to combat the top players/groups. It made the game masochistically borderline unbearable. The main excuse to defend this was, "oh you aren't masochistic enough for PoE…" As if it was a prideful thing to play an unrewarding gameplay loop. It's toxic."

    I agree this is a fair point, however I think there's some nuance. I think you can balance to not have a completely busted top 20% clown fiesta without hurting the lower people. I don't think it's just one or the other. Also, as mentioned before, per mmr I don't think it would affect lower mmr people as much as you think. This is where I think PoE isn't a good example because that's against bot mobs, not other players, not really comparable. No MMR basically. MMR existing is what makes my point more valid essentially.

    "DBD is getting smaller maps, faster killers, anti-looping and stealth is practically eradicated. I personally would not have an issue with all these changes, if meta perks were not a thing on both sides. It's one thing to quote "skill" and another thing to have a ghoul or blight… zoom across the map because of a brain-dead aura build. I think people would have far less issues with killers and even anti-loop killers if perks like NOED or aura reading perks in general were not a thing. That goes for Survivors not having DS or OTR and aura reading as well. At some point when you say oh it's a skill issue you completely gaslight and ignore the core issue."

    Anti-looping and stealth eradicated? I 100% disagree, people do them fine. Most maps have been way too large for a very long time. Large maps encourage hold w game play which is unhealthy and boring. We want to force interaction. Most aura perks have clear base kit counters without even running perks, just simply game knowledge. I would always rather a killer run aura than more gen regression. I agree with NOED, it's a very unhealthy, no skill perk. Are we going to balance the entire game around ghoul and blight? That seems silly. The vast majority of the killer roster does not fit the criteria you're talking about. I don't think this is gaslighting or ignoring core issues at all, it's generally lack of accountability of people playing bad and making excuses instead. What you think are core issues I do not think are core issues. The only people generally complaining about aura perks are newer players that don't understand the game well, not the majority of the player base. I'd rather nerf some of the outlier killers than punish the entire killer roster.

    "The fact of the matter is, I've talked with others and the 2v8 class system was genuinely loved by many and it's not to say we all don't love perks and the ability to have that diversity. Although, when you look at the majority of complaints… they all revolve around "perks". Hence, I genuinely believe "The Ghoul" would not be as negatively looked at if we had a more balanced perks system. It'd be easier to balance and the devs would have an easier time focusing on a proper killer mechanic over worrying about how is this killer + these perks going to hopefully not break the game. Cause dash distance etc… can easily be tweaked. Balancing hundreds of perk combinations is practically impossible. "

    I mean I do agree the game has a perk issue. The vast majority of perks are terrible and many of the ones that are good are plaster fixes for core game issues that should be resolved at base than relying on us to do it with the perks.

    Btw thank you for the cordial responses. Many people on the forums cannot disagree without becoming condescending or emotional.

  • @SoGo said:

    Deafened:

    • No longer makes a tinnitus like sounds.

    • Now completely blocks all in-game sounds.

    New status effect: Amnesia

    • Removes the entirety of the HUD of the player affected by it.

    The Deafened change sounds like a great idea. Less annoying, but still keeping its usefulness in tact. Would you like to see Deafened used more as a status in game?

    Amnesia - I thought about this idea as well, but I don't think they'd ever do it as it is literally a nerf to solo queue while not affecting swf. I think people would hate this.

  • @ManOMaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907180#Comment_3907180

    quick thoughts could be that with Blindness you could no longer see notifications (e.g. the circle that appears when a teammate is hooked) or that any aura reading perks are just straight up deactivated, so that you won't know that the trigger happened?

    Appreciate the ideas.

    Could you give me an example of even one scenario where them not seeing the sound bubble would be a bad thing for them if the teammate aura part of Blindness was removed? That just doesn't sound like a negative for them in any way I can think of.

    What's an example of their aura perks straight up deactivating rather than being hidden that would be a buff? I can't think of any way that's an improvement.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907180#Comment_3907180

    You wouldn't buff it, just help the solo queue experience by not allowing survivor auras to be hidden. A good SWF is completely unharmed from being blind, which makrs the feature useless

    So nerf blindness for killers at higher mmr because of bad players? Yeah sorry don't agree at all. Also while blindness is much worse against swf it still has a lot of impact in my large sample size of games.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441574/forever-entwined

    I've found it very useful for countering any form of save since your timing is always changing, plus its just really smooth feeling to use, even if its not the best perk

    I mean for blinds Lightborn is just infinitely better, so the only case at all I can think of is pick ups under pallets..which are so rare to begin with and generally more of a skill issue on the killers part anyway..which also kind of applies to blinds tbh as well. The "feels good" part I agree and is basically all it has going for it, just not really impactful at all.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907108#Comment_3907108

    Sorry i meant missed attack cooldown, like the perk Unrelenting.

    Oh. I mean that's something, but in like 99% of cases an irrelevant effect I feel. I suppose we could make it a perk that buffs things that aren't that impactful but there's many of them. Like add missed attacks and opening lockers to its current effects.

  • @Langweilig said:

     Silence

    • Everyone becomes deaf and doesn't hear anything. The visual heartbeat deactivates.

    Basically an upgraded version of oblivious, that is especially useful on killer with a lullaby, but it also creates a scary atmosphere.

    Fog

    • There is a wall of fog which blocks your view and auras outside of a 24 meter radius.

    I had this idea from silent hill and since the devs refuse to make the actual fog a bigger part of the game, this could be a way.

    Wouldn't Silence just be what Deafened already is +visual heartbeat removal?

    How would you implement Fog as a perk? Or do you mean part of some new killer?

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442095/new-improved-status-effects

    Blindness needs a nerf. If shouldn't hide teammate auras, that only hurts solo queue and it does nothing to swfs

    Weaker vs swf, yeah, but does nothing? Definitely not, still a strong effect even against them. How would you buff Blindness to compensate for that heavy of a nerf?

  • Honestly, kind of changing the perk entirely here, but given "forever entwined" what if instead of its current effect it only hard debuffed the last person hooked? Something like the last person hooked suffers X% slower gen repair, healing ect. It would only effect them so it would have to be a strong %, however it would now be a perk that encouraged not tunneling. So if you tunnel you get nothing from it, but it makes you want to leave the last hooked alone and chase others as they are doing much less on gens or healing their other teammates.

    This debuff would transfer based on the last person hooked and only ever effect 1 person at a time.

    Think similar to Wretched Fate, except the survivor doesn't need to do anything to remove it as it just passively moves around.

  • @[Deleted User] said:

    As a suggestion in the area of adding effects, would adding a basic attack miss cooldown reduction to thelsit of thing's it effects be worth it, not or wouldn't change anything?

    Yeah I thought about that as well. That would make it significantly better. I was concerned with STBFL already existing and stacking, but it did get nerfed pretty hard recently that now it might be fine anyway. We obviously couldn't use the perks current numbers also applied to hit cooldown, so maybe keep the current one for the other effects and a smaller number for hit cooldown.

  • There absolutely should be an mmr decay if you’ve been gone for a while. We also need “actual”separate killer mmr, not the pseudo separate killer mmr we currently have which realistically is irrelevant.

  • Honestly bring it back. What he chases one person off the totem while another survivor cleanses it or the rest are just pumping gens? Hardly op.

    Demo feels dated honestly. The effect of his portals should be massively larger than just directly on top of them, make it like 8 meters out. Especially given how easy they are to remove.

    STBFL getting gutted when it was one of his best perks also feels so bad.

  • @Sow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905798#Comment_3905798

    As of right now, The majority of Survivor games result in losses. BHVR said you'll win 4/10 matches on average but it's as if someone in BHVR hates looping. You'll see it's more like 2-3/10 games won nowadays and that 1-2 extra losses does make a massive difference long term. Nearly all the recent Killers that have been released are all anti-looping killers. Maps are being made to be smaller and some killers have even gotten their speed buffed. I've noticed over the years and realised as the maps get smaller and the killers made to be faster… I'm sitting there mid chase shaking my head in disbelief like how are you so fast! Although it's just reworks that happened and if you don't verse those killers often… When you eventually do it throws you off.

    Not to mention both killer and I having sub 40 ping in a match but the Killer can hit me through pallets when the pallet is already half way down. Being hit at the end of a vault. BHVR has done everything possible to make it easier for Killers. Killers in this era of DBD have been pampered. I use that word very deliberately. Killer mains have been pampered.

    Crying about DS, OTR etc… and SWF when the majority of these complaints are aimed at high mmr at the minority Survivor player count. Then 90% of the rest of Survivors suffer for it; especially in mid to lower mmr. Cause it's very much a fact that low to mid mmr is Killer sided but high mmr is Survivor sided. Every time BHVR punishes that top 10% the rest of us solo or not players get it 10x worse. Then yall go we need a buff AGAIN!

    I will agree that top ranking MMR is survivor sided and it's crazy how bad it can get in a SWF but that makes up a minority of the playerbase and balancing the game around that is not healthy for the majority of the player base. Tell me you need a buff when 80% of my games have surivvors being slugged before 4th gen is done. I consider losing a game with 2 gens left is a good game now because god forbid you even finish one gen. Killer's these days are the most delusional I've ever seen it. I understood when infinite loops were a thing but now the script is flipped.

    If the majority of the survivors in your games are slugged at 4 gens that’s a skill issue, not a balance one. Personally I win the majority of my survivor games..and that’s solo queue. If I went in with my swf It’s a slaughter. Bhvr kill stats are also nearly worthless as measuring balance through kills is extremely flawed for a multitude of reasons. As a final note balancing for the top 20% doesn’t hurt the lowers as much as you think it does given we have an mmr system. Essentially you’d lose a few more games, have your mmr adjusted, and then you’d be back winning/losing the exact same amount of games with the only thing changed being your invisible mmr. If we didn’t have an mmr system and it was just a party game I’d agree with you on that topic.

    WHY we win or lose is significantly more important than IF we win or lose. In other words I care a lot more about losing a smaller amount of games because of balance issues, than I doing losing a much larger amount of games due to me or my team playing bad. Meaning even if you lose more survivor games than killer, but it’s because you or your team played bad, then that higher number doesn’t really matter because it’s a skill issue. The losses that really matter are the ones that were because of balance issues.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442001/need-help-with-ghoul-counterplay

    There are a few key points to note

    • The killer is strongest when they are able to do the slide. They can only slide on the leap that isn't the last (so the 1st leap, and also the 2nd leap when they are enraged) the last leap does not slide.
    • Treat the killer like you would a blight most of the game, don't just go out into the open or you are gonna get hit. You need to stay in the loop until you force the killer to either break the pallet, or stun them with it.
    • When it comes to the pallet vault thing, don't just drop the pallet, you need to try and stun the killer, or bait them. When they go to right click and go for the leap, if you keep running instead of dropping the pallet, they are slowed significantly enough that you should be able to get around the loop before they can catch up, resetting the situation.
    • If you drop the pallet and they back up slightly, you are going to get hit by the power probably, you need to treat it like a huntress, or xeno, or nemesis etc and not just drop the pallet, you are going to hit by those killers too, just like this one will hit you if you do that.
    • Seriously, pay attention to the slide, you get to see the icon the killer sees where they are aiming, so you can judge where they are going to land and where the slide is going to go to, so start to position yourself out of LoS of them based on that. When holding the attack they move slower than a survivor does, so if you get out of LoS you should be able to avoid them.
    • Realize that the attack is HITSCAN and not a proper "hit". This is why sometimes it looks like you get hit through a wall, because the killer clicked the button while you were on their screen, and it happens on frame 0, then you stop moving and they dash forward and then the hit happens. In reality you actually already got "hit" as soon as the button was clicked, the animation just plays out later.
    • Don't heal against the killer, but also don't not heal, treat it kind of like a plague with the fountains. You want to sometimes heal, but you don't want to just heal every single time. Its hard to judge when that is the case, but generally, if the whole team is injured, its time to go for a heal. If you need to go for a save, its time to heal.

    Good advice right here ^ people are exaggerating the lack of counter play substantially

  • What if given the “entwined” word we gave it an addition effect of like, when you pick up a survivor all survivors outside your TR get debuffed with a status like Blindness? I picked outside to make it different since we already have some perks that debuff survivors in your TR on pick up, and they also generally aren’t good. I picked Blindness because looking at status effect perks Blindness is one we actually have very little options of.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441917/kaneki-could-use-a-few-nerfs-heres-how-i-would-go-about-it

    If the killer is weaker than nurse, then why nerf him when they never nerf nurse?

    This is actually a really interesting point lol. In general if a killer isn’t S tier I don’t see why they’d need nerfs unless it’s a fun factor.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906031#Comment_3906031

    Maybe, but they also don't get nearly as much of a reward as he does.

    This is like Alc Ring Blight levels of reward for Plague levels of skill.

    While I’d generally agree with your point, I’d also argue that most aren’t rewarded enough for what they do rather than Ghoul being too much.

    Like I said before though, I’d still give Ghoul some nerfs, I just think people are looking to hit them a little too hard.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906012#Comment_3906012

    He seems quite easy.

    I am relatively certain I could pick him up and win with him despite A) Not having ever played him and B) Not having played DBD in 9 months

    Not saying he’s ultra hard or anything but let’s be honest a lot of the killer roster are extremely simple. He would probably make it above half the group.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903866#Comment_3903866

    What do you think of it giving a hit cooldown recovery (like STBFL) but only on downs?

    That’s actually a really interesting idea. Up the numbers and make it effect that as well. Realistically still not good, but a nice improvement.

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