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Blueberry

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  • I’d say 60% at least if not probably more. I tend to lower it by sacrificing myself for other teammates so I could get it higher if I was more selfish. This is solo queue. If I duo with one my buds were probably in the 90% easily. Even one guaranteed good teammate is huge.

  • Hope is fine, the problem is MFT

  • The cup doesn’t warrant the down side, just keep the first part.

    Seal seems copy pasta and unoriginal. Make it something like Tormented survivors are also Oblivious.

  • Some good points you’ve brought up.

    As you mentioned I think the first core issue is what the game considers “winning”. As long as it’s about kills it encourages tunneling/camping. We need to put mmr increases about hooks rather than kills and change the objective. Hooking matches the lore better as well.

    There also needs to be changes to make it more rewarding for the killer to spread hooks.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487633#Comment_3487633

    to me, most of perk changes are often changes for sake of changing it. they have already changed this perk at least two times and this is their third change. the perk is still crap. The only way I see killer running this is if the following changes are made:

    ->Removal of cooldown

    ->Removal of range restriction limit

    ->Removal of aura reading duration.

    The perk should reading something like this:

    "Unlocks the potencial in aura reading ability.

    Survivors within the basement have their aura revealed in 16/20/24 meter radius."

    Anything else than that and you are unlikely for anyone to ever run it in a serious build. this pretty much makes shack a more risky loop to run instead of super safe zone that wastes killer time for free. Likely means you will get rid of pallet quickly and nullify the window with ease. Some killer players specific run bamboozle just to do that.

    I agree. It would need all those buffs to even be considered. Honestly even with all that it still wouldn't be ran by anyone unless they were just planning for a basement camp game.

    It does just feel like changes for the sake of changes to me as well. Not an intent to actually makes things viable.

  • Yeah not sure in what world it needed a longer cooldown. They could literally remove the cooldown entirely and it’s still complete trash and ran by no one. It’s just bad design.

    Needs to be dumped for something else entirely.

    Most the new buffed perks are still very bad for that matter.

  • If anything I'd make the DC penalties harder, remove the RNG unhooks that let you remove yourself from the game and give significantly more bloodpoints to people on hook (portion of bloodpoints teammates are earning).

    Bots are a necessity but they are still not fun to play against or with, we don't want to increase that. DC'ing would skyrocket. People can't be allowed to just shop for their winning matches.

    I play significantly more than 99% of players and the amount of games that are genuinely toxic and worthy of someone DC'ing are extremely rarer than people like to pretend.

    I'm honestly even surprised this conversation has been coming up a lot lately. Like if we hypothetically removed DC's why would a killer for example just not instantly leave every single match he didn't get a good start on instantly? Why wouldn't they spam leave to drop their MMR?

    Just so many problems with removing or lessening the DC penalties. I don't see how people could be in favor of this as the cons just way, way outweigh the pros.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487304#Comment_3487304

    My point applies for like 95% of the killer roster. The maps are also so overwhelmingly safe you don't just have to play better than the survivor for being injured to matter, you have to play ridiculously better and he has to be making a lot of mistakes. This is why this all falls apart in higher mmr matches when it's good vs good players.

    it goes to that other forum post that walks about "why bvhr does not buff weaker killers?" according to kill-stats, all the killer do fine. it is also that matchmaking is relatively lax because when it was strict, survivors dislike going against same top-tier killers over and over and the majority of killer cast was not worth playing for most killer players because the killer players find them too weak/unrewarding to play. Some killer player also dislike hard matches so that is side-note.

    my conclusion is following:

    Survivors refuse to improve killers and accept harder games. Instead harder games as survivor is more survivor becoming entitled and d/cing/dying on hook because X game is not going their way.

    Alternatively, survivors also refuse to get nerfed in specific ways like maps so that more of the lackluster killer cast has an opportunity to win. The end result is stalemate. no killer buffs and no survivor negative changes to avoid any negative perceived unfun survivor gameplay loops.

    "it goes to that other forum post that walks about "why bvhr does not buff weaker killers?" according to kill-stats, all the killer do fine."

    Yeah this is one of the root problems. They rely on bad statistics. Kill rates are flawed for a multitude of reasons and shouldn't be used for balance unless they were going to add significant other criteria. The kill rates are not a good reflection of the games balance.

    "it is also that matchmaking is relatively lax because when it was strict, survivors dislike going against same top-tier killers over and over and the majority of killer cast was not worth playing for most killer players because the killer players find them too weak/unrewarding to play."

    The bad matchmaking is also necessary as it covers up the games balance problems. Basically if the matchmaking was perfect people would quit the game in droves because they would be forced to play so many unbalanced matches. A necessary evil currently.

    "Some killer player also dislike hard matches so that is side-note."

    This is kind of a pointless statement. ALL players can dislike hard matches. Generally speaking the issue is not hard matches though, that is a very, very small fraction. The majority just dislikes unfair matches.

    "Survivors refuse to improve killers and accept harder games. Instead harder games as survivor is more survivor becoming entitled and d/cing/dying on hook because X game is not going their way.

    Alternatively, survivors also refuse to get nerfed in specific ways like maps so that more of the lackluster killer cast has an opportunity to win. The end result is stalemate. no killer buffs and no survivor negative changes to avoid any negative perceived unfun survivor gameplay loops."

    This seems accurate, I mostly agree.

    The essential problem is that survivors want the "unfun" killer play styles removed but refuse to allow the game to make changes that would allow them to remove those play styles. IE we would need significant balance changes for killers. They want to keep those killers weak and the maps significantly in their favor as those loops are "fun" since being in the power role is obviously fun for anyone yet as said, this keeps the devs from being able to implement the other changes they want. Thus we stuck in a revolving circle.

    I'd rather them buff the weak killers significantly, shrink maps significantly, make loop design on maps much more balanced, and then remove tunneling/camping entirely. Then both sides would get what they want. The problem is that the games balance has been done in a way for so, so long to make bad players think they're better than they are and win games they shouldn't that there's a large portion of the population that doesn't understand the games balance issues to even want to do these changes.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487274#Comment_3487274

    Those setups save you more time than they took to set them up in the first place, so that isn't a real statement.

    no they don't. that is why they're not used. When they do. they will get used. see old COH.

    They're not worth it because staying injured doesn't matter.

    this is relative to the killer. I think if killer is strong such as Blight, then staying injured does matter. It also varies to how well killer player capitalizes on survivors saying injured. relative statement.

    The point is that the perk power ceiling for survivor is too high

    your entitled to that opinion but I would say that power-ceiling for killer perk is to low. this is especially true has killer only have 4 perks where as survivor have 16 perks. The killer 4 perks should be very consistent and have high impact. I do not believe that this statement holds true for 90% of killer perks. even highest used perks fall under medium reward but consistent.

    "no they don't. that is why they're not used. When they do. they will get used. see old COH."

    No, they're not getting used because there are other over tuned perks that simply overshadow them and as I said before, the healing doesn't matter.

    "this is relative to the killer. I think if killer is strong such as Blight, then staying injured does matter. It also varies to how well killer player capitalizes on survivors saying injured. relative statement."

    That's an easy statement to make when you pick one of the small fraction of killers that is an exception. My point applies for like 95% of the killer roster. The maps are also so overwhelmingly safe you don't just have to play better than the survivor for being injured to matter, you have to play ridiculously better and he has to be making a lot of mistakes. This is why this all falls apart in higher mmr matches when it's good vs good players.

    "your entitled to that opinion but I would say that power-ceiling for killer perk is to low. this is especially true has killer only have 4 perks where as survivor have 16 perks. The killer 4 perks should be very consistent and have high impact. I do not believe that this statement holds true for 90% of killer perks. even highest used perks fall under medium reward but consistent."

    I agree the killer perk ceiling is too low as well. This is why the problem with killer and survivor perks is not the same.

    Survivor perk problems are a few overtuned perks overshadowing the rest from being considered. A perk power ceiling that's too high.

    Killer perk problems are that most their perks are literally just bad and they simply default to the best options there are, even though these options generally aren't great. A perk power ceiling that's too low.

    Both sides do have tons of bad perks I would buff, simply speaking in generalities that the problems with both sides perks is a different one overall.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487226#Comment_3487226

    a perk that does not completely heal you is not worth the perk slot imo. I would say Nickolas's cages plot twist perk is an ok healing perk maybe. we'll make it is ok because it restores health-states at a quick enough pace that if a killer is further then 45 meter away from hook and does not have mobility to return to the hook, you get to restore 1 health-state from your teammate without killer being able to interrupt it. The other healing perks do not feel good to use and make little to no difference in gameplay for survivor. that is why they are not used. they're not worth it. as a result, staying injured is the norm. inner healing(inner strength), renewal(Second wind) and COH require setup. they're not worth using because setup is not worth it over running no perks.

    it's because they have a few that are over tuned making the rest look bad in comparison.

    survivors will use perks that win. they're not going to use perks that do not contribute much towards winning.

    "survivors will use perks that win. they're not going to use perks that do not contribute much towards winning."

    Obviously. That isn't my point. The point is that the perk power ceiling for survivor is too high, not that they shouldn't use the best perks.

    "they're not worth it"

    They're not worth it because they're too safe without healing so it isn't required and gens go fast enough that it doesn't matter. It is not because they don't heal enough.

    "they're not worth using because setup is not worth it over running no perks."

    Those setups save you more time than they took to set them up in the first place, so that isn't a real statement. They're not worth it because staying injured doesn't matter.

  • His power is too easy to dodge and you get relegated to getting most your hits with it only when they are locked in animation in a lose/lose scenario basically. That's boring and predictable game play.

    His ranged attack in locked animations should be nerfed in some way while simultaneously rewarding him more for hitting his ranged attacks by predicting survivor movement.

    They should've given him the Torment on ranged hit back as well.

    Think of it like playing Wesker except less skill expression and your only hits with his dash are at locked animation windows and pallets.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487190#Comment_3487190

    There are still multiple good healing perks available anyway.

    like what perks? the healing perks are not very good now which is why opt to stay injured is popular now. I don't want to say they're under-tuned, but they certainly not being used.

    it's healing not being necessary because maps are too safe and gens go too fast.

    People were healing before and the map have not changed. gens have remained mostly unchanged as well disregarding 6.1.0.

    "healing perks are not very good now which is why opt to stay injured is popular now"

    I disagree with this statement.

    "like what perks?"

    CoH (yes it's still extremely good, just not OP anymore), BK (yes it's still good), Desperate Measures, Inner Healing, Renewal, We'll Make It, and if healing was actually necessary in the game I would throw potentially a couple others.

    The reason that so many of these "seem" (emphasis on the seem, not actually) bad is because survivors are so used to over tuned perks so it makes these look bad in comparison. However if you were to look at them from an objective level of balance, ie not comparatively, they look significantly better.

    This is why so many survivor perks don't make it into the meta. It's not because all their perks are trash, it's because they have a few that are over tuned making the rest look bad in comparison. In order for a survivor perk to make it into the meta it has to be overtuned to compare with the others, it can't just be good. There are a lot of good but overshadowed perks.

    "People were healing before and the map have not changed. gens have remained mostly unchanged as well disregarding 6.1.0."

    They were healing before because it was way too easy and medkits were way over tuned.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487173#Comment_3487173

    the healing perks that were viable were weakened. The two perks that were consistently good healing perks were circle of healing and old self-care+botany knowledge. survivors did use healing perks when they were effective. now they're not effective so their choice is staying injured.

    They didn't use them when they were effective, they used them when they were over tuned. There are still multiple good healing perks available anyway. They are still effective, they just look not effective when compared to how fast gens can go if they ignore being injured.

    The problem isn't healing perks being bad, it's healing not being necessary because maps are too safe and gens go too fast.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486741#Comment_3486741

    i highly doubt that playing injured is voluntary choice in most cases. it is more often lack of coordination to heal/inability to heal for most players.

    "it is more often lack of coordination to heal/inability to heal for most players."

    This could be changed with perk choices from the survivors but they choose not to since the maps are so ridiculously safe that it's generally considered better to them to just rush gens and they don't need to worry about being injured. If maps were not as ridiculously safe as they are and staying injured was way riskier they would actually commit to healing perks. So I would say it's absolutely a choice.

  • "It was understandable when maps was so survivorside."

    This hasn't changed. They still are, and to a large degree at that. While most reworked maps are much prettier, they're still terribly unbalanced.

    That basically answers the whole thread.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486075#Comment_3486075

    you produce new found problem which is everyone playing injured aka exposed for entire match. there is not much point in health-states existing if you cannot obtain them easily. do you think it is healthy for survivor to be exposed for the entire match?

    No I think it’s healthy when the game is designed in a way that forces them to heal. The only reason they can ignore healing when it’s not easy is because of how overly safe the games current design is with loops.

  • @[Deleted User] said:

    Girl just say wraith and legion we know what you are talking about

    And self care needs to be DELETED not updated or nerfed of buffed just Removed

    Yeah I agree, I don’t think self care as a concept is healthy for the game. It needs to be a team game. Self caring needs to be extremely limited and extremely time inefficient. It’s supposed to be bad for the team but good for you.

  • Exhaustion perks have been massively overtuned since their inception and even after their nerfs. If you would never not run an exhaustion perk if your intention was winning that tells you they’re a problem. No set of perks should always be auto lock ins.

    You could hypothetically double the exhaustion timer and you would still see an exhaustion perk on every single survivor, that should tell you how overtuned they are. What perk gets it’s cooldown doubled and is still ran on every single player? That shows they were never close to the “balanced” line to begin with.

  • The only one I really find it degenerate on is SM, otherwise 3 genning is totally fine to me.

  • @lav3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482937#Comment_3482937

    Yeah, I'd take changing many perks so some could be a choice for players rather than making another 2nd chance meta.

    Grim Embrace would be really decent if it activates on 3rd token I think.

    Yeah 3rd token could work as well. I was thinking keep it at 4 but add like a mini block for each survivors first hook, like 15 seconds or something. Either way.

  • Glad to see the meta change some. In general I feel like many of the perk buffs were way too soft handed overall. Like 90% of the perks they buffed are still bad and not ran by almost anyone.

    I’d rather them take more chances with things. If it ends up too strong just tweak the numbers down later.

    I’d like them to focus more on buffs to perks that are fun and encourage fair game play instead of second chance related perks. Like take the fun “meme” perks and actually make them good too. Grim Embrace for killer should’ve been one of the first ones on their list for buffs since it makes the killer play fair.

  • @Nebula said:

    Tunneling to me is when the killer 3 hooks an individual without more than 1 hook on any other survivor. I know some others only consider it tunneling if you repeatedly only chase the same survivor and ignore everything else, but if you’re at 4 hooks and have somebody dead already, that’s definitely tunneling in my book.

    Not saying this is like egregious or anything or against the “rule book”, play how you want, but don’t be surprised when people get salty about it.

    Yeah I'd say if no one died till hook 5 then it wasn't tunneling since you got 2 other hooks on different people. Before 5 it's probably tunneling.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482604#Comment_3482604

    Yeah.

    It's like if you see the whole Survivor team around hook, obviously you're gonna stay there. Are you camping? Sure, you totally are, but you've got a reason.

    If a Survivor runs into you and just so happens to be hooked twice, it's still tunneling, but you'd be throwing to NOT hook them.

    By that definition like 90% of matches would be deemed tunneling.

    I feel like also 90% of people wouldn't consider that tunneling. Tunneling typically implies some variation depending on the person of focusing just one person and ignoring others, neither of which would be applicable in that scenario.

    It's your definition though so that's fair and that's what I was asking for.

  • I'll sometimes bring flashlights for the funsies but other than that unless it's for a challenge I basically never bring medkits or toolboxes. Why? Because the the game is already ridiculously unbalanced enough without them. If I actually needed them to win then either me or my team is playing very badly and we don't deserve to win anyway.

    The difference between throwing something like 4 medkits into the game and having none is like night and day. It isn't a 10% better chance of winning, it's like an advantage of telling you to do 2 extra gens. I'm obviously being a bit hyperbolic here, but it's to get the point across of how significant of a sway items have over a match.

    Also, while flashlights can add fun, medkits and toolboxes do not, they're literally just there to increase your chance of winning.

  • @PeacenGreasealt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482578#Comment_3482578

    Precisely! I’ve noticed this most from actual solo que players, both when I’m a fellow survivor or as killer. Just a couple days again, got accused of funneling out a Mikaela when she wasn’t even the first to die, but because she refused to heal until O was very much free to chase her, several chases after her initial hook, I got called out for it…

    The funny thing was the other survivors in the chat? They didn’t correct her even though they knew I split chases with at least 3 survivors before one died.. I take it with a rock of salt at this point, it’s just really frustrating that people still complain so heavily about it like it’s always a factor in their bad games, but when killers complain about going against ridiculous SWF teams row after row, it’s “Oh you almost never see good survivors like that anyway, you’re exaggerating”

    Yeah lol. It’s interesting how much their perspectives can get skewed when they don’t see what else was going on in the match but all they are seeing from their gen is that the same person when down twice and just assume.

    I do agree people vastly underestimate how often you go against really good swf at higher mmr. I think it’s usually the people that don’t play killer as much or think they’re high mmr that say this.

  • @Pulsar said:

    To me, it's focusing one Survivor out of the game.

    You can soft tunnel or hard tunnel.

    Soft tunneling is a more relaxed approach where you aren't necessarily looking to hook someone three times in a row. I do this a lot. I'll hook someone twice quickly and complete the tunnel if I feel I've lost pressure. It can also be focusing one or two people out, but hooking others in-between whilst continuing to pressure the Survivor you want out.

    Hard tunneling is just getting someone out ASAP. Unhooked, chased, downed and then out of the match. Nothing in-between.

    I see what you’re saying. So would you still call it soft tunneling if someone just happened to get hooked twice in a row if we hypothetically assume it was completely unintentional and that survivor just happened to run into the killer again?

  • @PeacenGreasealt said:

    To me, you cannot be tunneling by the textbook definition unless you are literally camping your first hook. If you start chase, even for a second, with another survivor, you aren’t tunneling because all of your focus wasn’t on one survivor.

    The issue the vast majority of people who “play both sides” or mostly survivor who actually complain about tunneling on the regular, aren’t really upset with tunneling, they’re upset with the pace of the game leading to someone being removed from the game before multiple gens are done. In their definition, you aren’t playing the game if you haven’t been in it long enough for the other survivors to benefit of you still being in game. With that loose a definition, if you happen to kill a survivor before the other side is ready for you too, you can and likely will be accused of tunneling.

    At the end of the day, if you got in the game and got chased by the killer relentlessly, and somehow can’t break away from them even once, it’s a skill issue of that survivor to not be able to lose the killer for even a single chase, and it’s the issue of other survivors for not recognizing when to force the killer away from a survivor he’s focusing on, because believe it or not, survivors have to enact macro skill in the game too, and part of that is being able to figure out how to block chokepoints and force killer off a survivor, when you should actually bother saving vs. continuing to work on gens, etc. and it IS still possible in solo que, but again that awareness should be there with enough time.

    That's a well thought out response and seems logical. I agree.

    So essentially if they're playing really bad it's almost always going to be tunneling lol.

  • I've been running it on survivor and honestly if you're a good looper it's just way too strong. That small percentage is more significant than it looks at face value.

  • I'd rather it not exist at all. At least let us turn it off for ourselves personally.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482410#Comment_3482410

    i think it has scream and aura so survivor cannot counter it with a single perk. they need to run both calm spirit and distortion but almost nobody runs calm spirit so the perk is essentially uncounterable in the sense that nobody is willing spend perk slots to counter it. they will not put it as killer instinct because that would in fact be impossible counter. little bit like fake counter-play.

    Well if they removed the scream they'd still have Distortion. That said, why does it even need counter play? They need to literally just have situational awareness and be looking around to see the killers splitting off and coming their way. This is a trend we have of feeling over compelled to put too much counter play on everything.

    Like when a killer is looping at a low wall loop. There's no mind game here, they can both see eachother. It's literally just a waste of time you have to eat. Killer has no counter play there, he just has to eat the time waste. At least in the hypothetical above scenario they can have situational awareness to deal with it.

    Point is I guess that it feels like the obsession with counter play in everything feels one sided.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482022#Comment_3482022

    it used to be like that in the PTB. PTB was that you hook survivor, the perk activates for 45/60/75 seconds which is very long time,

    every pallet that is broken makes all survivors scream in 32 meter radius and shows the aura of survivors. the only purpose of this perk is to play scream head-pop pig. the perk in ptb was active for entire game so they nerfed it.

    Yeah that's why I'd remove the scream. That removes the head pop shenanigans and the fact that it tells them you're seeing them.

    So just basically it would be a 32 meter aura read on each pallet break. That honestly seems totally fine to me since we also have to remember that unlike NWTH, Thwack is limited on its activations by the amount of pallets. Even it having the hook requirement seems like a stretch to me honestly, that's how bad it looks.

    They seem to always forget that these perks are competing for a perk slot against more gen slow down. So if they expect it to be decent enough to be considered running it needs to be at least remotely comparable in value to what I'd get from just throwing on another Jolt, PR or whatever. It's current form is just not even remotely comparable in value.

    And then i feel like everytime we say something like this we get strawmanned that we're impying it needs to be better and better and that every perk can't be S tier, which isn't what we're saying at all. Closer to, not better than is what we're saying. They tend to do this a lot when we compare killers to Nurse as well.

  • He’s not boring at all to face. He’s only boring if the survivors are playing bad in the first place. If you keep rehealing against a legion that’s misplaying and if you’re all injured he’s rarely using his power at all anymore aka barely anymore mending to do now. Every match against a legion I maybe mend 3 times max, that’s nothing, and being very generous with 3 even.

  • Yeah way too many hindrances and requirements for an effect that’s mediocre to begin with. Remove the requirement entirely and the scream, just activates on every pallet period. Still wouldn’t be overpowered, just decent.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480860#Comment_3480860

    they're scared to give for killer to get a relevant perk to use. hangman trick only need tiny improvement to be good. just increase radius from 6->8 meters. territorial need omega buffs like remove range restriction, remove cooldown and change to all survivors in 10/16/24 meter radius near basement have their aura revealed with no duration then I might consider using the perk.

    Yeah basically.

  • Like 90% of the perks they buff on killer just go from extremely bad, to still really bad. Aka still near useless even if they are still better. Most of the buffs are just way too soft handed.

  • @Moz said:

    Win streaks only impress me when I see someone go 20 games in a row consecutively on stream. There are ways to 'game' the MMR that I suspect some of these people take advantage of to get easier matches. Ever notice when watching these streaks on stream that a lot of the teams they go against appear to be solo queue's? There's a reason for that.

    Yeah I don't want to be throwing the tin foil hat on here but when you watch their matches it's very noticeable the difference in quality that some go against and others don't.

  • This is about what I'd expect with hard tunneling/camping. I'd be more interested in the numbers without that. Some sketchy opponent quality on many as well.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479600#Comment_3479600

    Bloodlust 1 is a bandaid for bad map rng, but without any true infinites in the game anymore there really isn't any need for BL2 and BL3 as they just reward you for playing badly.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479927#Comment_3479927

    A lot of the killers people say are weak is simply a case of them not being good at those specific killers. "Weak" killers aren't losing interest because of MFT. They were losing interest before MFT because killers like Wesker, who are infinitely more fun to play as and against, exist.

    And yeah, strong killers don't need bloodlust but is that any excuse when they benefit from it all the same?

    Oh yeah if you're just referencing BL2 or 3 then yeah I could see removing those. I suppose I was more referencing 1.

  • Perfect balance isn’t really achievable in an asymmetrical. That said, it could still be significantly better.

  • @jayz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479665#Comment_3479665

    I play both sides main survivor tho but I play killer when I get sick of surv and rarely struggle unless it’s a really good swf

    Which if you're rarely playing killer it means your MMR is probably not that high to where you'd not even see how broken many loops can be. Killer is quite easy at lower MMR where the survivors don't know what they're doing.

  • They can work, but their overall implementation was bad.

    It shouldn't have been a base time waste for the killer to go around breaking. It should start broken and the survivors have to waste time building them up.

    It's basically been a bad bandaid fix for bad map design and still hasn't really fixed the issue.

  • @jayz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479600#Comment_3479600

    It really isn’t tho the tiles aren’t unbalanced killers will say anything is unbalanced to get an easier game lol

    There are still many, many unbalanced tiles in the game. That’s just fact. It has nothing to do with wanting an easier game, that’s just a way of discrediting anything anyone says that you disagree with. Not really an argument.

  • Not really comparable. If the killers is needing bloodlust to get hits he’s already losing the game anyway since he doesn’t have that much time to waste on chases. Bloodlust is also still a bandaid fix for the multitude of extremely safe and unbalanced tiles still existing in the game, so currently still necessary.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478011#Comment_3478011

    i don't really see point of boat key and haddies. if a survivor is near you and you open locked locker, you are not going hit them. The teleport is slow without boat key but I do not see how you use boat key outside of nightfall in a chase. it just seems pointless. I only see his teleport outside nightfall as point A to point B tool.

    I think he could use few buffs. first one is making him dark in nightfall and not light up like a Christmas tree. I would also remove his lullaby in nightfall so he can properly stealth. The last thing I would change is make exiting lockers faster. I find it that even when you try to use his locker teleport to cut survivors off in nightfall, it still feels like exit lockers as him takes too long.

    You end up still hitting a lot of unlocked lockers to make it worth running them. You also burn through their locks quite fast with that much more aggressive teleport playstyle.

    You have to time your teleport cut off only when you break line of sight with the survivor as it shortens their reaction time a lot. It’s near useless to do if they can see you do it.

    I agree with most your proposed buffs as well though.

  • Yeah I think he needs Boat Key and Haddies to be base kit as they’re basically required addons. Sucks since Dredge actually has quite a few other interesting addons that you just never get the chance to use. Teleport and exit locker speed outside of nightfall is just basekit too slow to be viable mid chase which is the only thing that makes him fun.

    The whole forcing him to use the locked locker if two are connected thing is also just silly and should’ve been fixed ages ago.

    Realistically the time it takes survivors to lock lockers should be way longer as well but I’m not gonna get greedy here as the Boat Key and Haddies base kit kit are the real required ones we need.

  • I don’t really have any issues with the addon and it’s honestly one of the more gold standard of how good the rest the killers ultra rares should be as most are terrible.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475938#Comment_3475938

    Given how they removed the knock out deafness effect, I doubt they'd do this

    The effect is still present in the game on an addon however.

  • We’d all like tunneling and camping to not be a thing but the fact of the matter is that with how bad the games current balance is they’re required mechanics if you want to win against equally good survivors. The game needs to be appropriately balanced to make 12 hook games viable before we can address camping and tunneling. I get it, it’s annoying when I play survivor and it happens to me, but I also understand that it’s not their fault, they’re required to if they want a chance at beating us. That just how bad the balance is. They aren’t winning going for a 12 hook game unless we’re just playing really, really bad. This is what happens when you try to balance the game around 1v1 in a 1v4 game.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476436#Comment_3476436

    If you buff Deep Wound, you indirectly buff Legion while also indirectly nerfing Endurance. Deep Wound slows down healing. It takes 12 seconds to mend solo. Add that onto however long it takes you to heal (24 seconds with medkit, 45 seconds with self-care) and you're looking at 36 - 57 seconds spent not on a generator.

    Deep Wound is already a tedious part of the game that nobody really wants to deal with, but its existence is necessary. Adding deafened into the mix is just going to annoy survivors even more than having to mend repeatedly already does.

    Buffing Legion like that is good. He could use the buffs and it increases his skill cap for outplays. Nerfing Endurance is also good as it’s generally overtuned as is.

    Peoples dislike for Legion mending is generally irrational in my experience. It’s not that bad and you aren’t generally mending that often unless you’re making many mistakes.

  • Well the vast majority of maps are survivor sided and the couple that are killer sided are only killer sided comparatively, they’re more “balanced”. In other words if all the games maps were balanced like the “killer sided” ones, the game would be significantly better balanced over all. That’s why people mainly just talk about the survivor sided ones, because they are an issue, the killer ones generally are not.

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