Avatar

Blueberry

Blueberry

About

Username
Blueberry
Joined
Visits
0
Last Active
—

Comments

  • Seems about accurate to me. Most maps are way too large and with too many overly safe tiles (forced pallet break). Coal Tower is the ideal map size imo, mind you size, not design.

  • The issue is map design, not map offerings. If maps were better balanced offerings wouldn’t be an issue. Map offerings should be weighted more for killer though since it’s a 4v1 and they can throw many more.

  • Too large, too many pallets, and an open layout where you can see the killer for miles away which encourages hold w game play. Very bad map.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323080#Comment_3323080

    Exactly... Couple of problems I do see with Boon, mostly steam from COH alone and not others boons.

    Problems with CoH:

    *You don't need to be anywhere near the killer in order to get value, in fact it is much more effective if it not easily found outside of the Killer's patrol route.

    *it's is a perk that can be strong on solo player when it comes to self healing but more insane strong if you're teammates can used it, and doesn't force any to get off gens to go heal others.

    I am down with reworking/nerfing CoH; into a team oriented fast healing boon perk, while removing the ability to Self-Care entirely. As CoH will only be just as effective when you have alive teammates that need to get off gens and demand assistance for heals, and it gets weaker as teammates die.

    Also I am against nerfing Boons, in which Killer's can destory boon with a snuff; as survivors simply cannot defend theirs Boons while killer can defend their hex, if they wanted too.. it not like survivors are going to bodyblocking the boon location and let the killer get a free down just so they snuff it. But, if you want nerf boons in a good way, without nerfing any boon perks indirectly. I would propose making Cleaning a hex totem with blessings be impossible and instead simple Disabled the Hex perk until the Killer snuff it and brings it back. This would forced survivors to make decisions on whatever or not is it worth blessings the hex and the killer could take back their hex perk if found; or simply just cleasn the hex perk for good and lose a potionial good boon totem location.

    I am defending most boon perk, as most of them are pretty balanced and requires bit risk in order to get value. CoH however has no risk to little risk, don't need to be as close to the killer to used it effective.

    I actually disagree about the part of how killers can defend their hexes but survivors can’t defend their boon. This is because the survivors WANT the killer to snuff the boons as it’s a net loss on time for them to do so. Plus even if we did implement the changes I was talking about they’d still have multiple other totems to use. Also while the killer “can” protect their hex they generally aren’t because that’s throwing the game anyway since survivors are getting free reign on gens. So while your point at face value “seems” valid, in reality it doesn’t play out that way.

  • I would love this feature for being able to rewatch and learn from my mistakes. Also a bonus for when people call you a camper/tunneled and then they can actually watch it back from your perspective to better understand.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323612#Comment_3323612

    Main purpose is to stop aura reading. It is and was never to prevent people from finding hooks

    Honestly blindness was never really a "weak" status effect. It's niche, there is a difference.

    It's honestly better then it ever has been with fogwise and windows becoming more popular.

    The reason people call it weak is cause it's effects aren't apparent and because for some reason a lot of sources of it are very low in duration. And also ofcourse Swf bypassing a lot of it

    It can use an overall increase of duration but overal the status itself isn't as weak as people believe

    Main purpose to stop aura reading yes, which includes hooks. The point is to make them waste more time running around looking for the hook or slugs as well as aura perks. It’s sole purpose is not just knocking out survivors aura perks. You’d have to have all the survivors running a lot of aura perks to make it worth running and even these days with some in the meta it’s still not typically that many being ran.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323038#Comment_3323038

    I'd be fine with anti camping and tunneling perks if they actually worked well

    As it stands, a camping killer can just hit the unhooked to immediately get rid of OTR and DS does absolutely nothing anymore (2 seconds? Really?)

    It’s actually 3 seconds not 2, but yeah I’d buff it back to 5 seconds myself. OTR is actually extremely good though. If someone is getting tunneled off the hook with OTR and they’re a good player that tunnel is costing them nearly an entire extra gen. OTR is a good perk in general is the point though, those other perks you mentioned for countering survivors holding the game hostage are bad perks in general. By this I mean it’s not a negative for you as survivor to run those, but it is a negative as a killer to run those.

    Both are issues that need fixes at base though and shouldn’t require perks.

  • The timer is fine as it is. All DS needed was deactivating in end game. They should move the stun back to 5 seconds, 3 seconds even against an m1 killer is a lot of the time useless. 90% of the time I get hit with a DS they go instantly back down before reaching anything and that’s on m1 killers.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323613#Comment_3323613

    Interesting. Probably just a different MMR band.

    I see a lot of Blight, Nurse, Huntress, Ghostface and Wesker. I see some Slingers, Billies, Spirits, Nemmies and Pyramid Heads. I see a handful of Plagues, Myers, Pigs, Doctors and Wraiths. I never see Hags, Twins, Demos, Knights or Artists.

    Yeah I see a lot of blights, wesker, huntress and nemmies I’d say

  • I’m glad our experience is different then, he’s probably my least favorite killer to face in the game lol. Playing nearly all day long I haven’t seen one in like a week.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323574#Comment_3323574

    I'm all for buffing blindness but the hook location ping needs to stay.

    Losing a hook state or dying just because your team happens to not be able to find you should not be a thing. It would just divide swf and solo again.

    Survivors should always have a reasonable way to be able to unhook a survivor. It shouldn't be safe always and have risks but not being able to unhook a survivor cause you had no way of knowing where they are is just a horrible experience

    I get your point, but if that’s the case then your saying we should essentially do away with blindness entirely or rework it into something different as what you’re wanting to prevent is basically it’s main purpose.

  • I love map offerings and don’t want them removed. This is an issue with map design, not offerings.

  • On Deathslinger I always feel cheated on shots as it visually appears to have hit their body but doesn’t register as a hit. The max range of his harpoon is also very annoying. Lastly he’s got a lot of bad addons. The only thing DS has going for him is that he’s rarely played so you get the hipster feel. Both have a very high skill cap for some crazy trick shots that survivors don’t expect. Huntress will overall feel more rewarding and has decent addons though. You can really get screwed by map selection however.

  • All you needed to give it was number 1, the others are unnecessary. Also, remove the hook location ping. Why were years later and that still exists is is beyond me. Having a location ping at the hook location defeats the entire point of them being blinded since they know where the person is hooked anyway. I find that another issue is that most effects that apply Blindness are for way too short of a duration to be relevant. 60 seconds is like the bare minimum to have value unless it’s applied by an effect that is very recurring.

  • Honestly Technician just needs the negative aspect removed and now it also just makes gens completely silent (not just reduced distance) and this applies if another survivor is on the gen with you as well. Lots of times the killer does a drive by to hear if it’s being worked on and how far it is without actually even physically looking at it, especially if they don’t have any progress on it. This would allow for some very stealthy ninja gens that the killer didn’t even realize we’re being worked on. This would be way better than most people think it would be as I don’t think people realize how often killers just walk by and listen.

    Corrective Action could give you tokens for hitting great skill checks and those tokens transform good skill checks to greats for any teammates working on a gen. Not sure how balanced this would be but I like the concept. It would essentially up their gen speed if you were good at hitting greats but they weren’t. Good for solo queue.

  • Remove the negative component they added for starters.

    Then maybe make it also silent all interactions with killer objects. IE pig boxes, plague pools, trapper traps with no noise notification, ect.

  • Perks have been updated. Will make further changes if anyone sees any glaring issues.

    Keep in mind that these other perks have to be tuned high enough to be considered comparable in value to any of the slow down or regression perks we have. Perks that give their value when the killer plays in a more "fair/fun" (not camping/tunneling) way I tried to tune quite strong as we want some of the best perks for killers to be ones that encourage them to play in a more "fair" way. They need incentive not to camp by having perks that make it the smartest choice not to, or at least as close to that as we can get. We want more killers to not feel forced to camp if they don't want to.

  • Honestly compared to other slow down I don't understand why it even has the skill check requirement to begin with, just make it block each gen for the 20 seconds when it reaches 90%. That wouldn't be that crazy.

  • Did he get changes? Yes

    Do they change basically anything? No

    He's still very bad.

  • The only problem with Eruption is the Incapacitated. Change it to blocking the gen on a down. Now it effects solo and swf equally. Technically still a nerf, but nothing too major and now the "unfun" component is removed. Easy.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/358877/perk-reworks-killer-edition

    Opinions:

    • Nurse's is fine for the most part, but a small number up wouldn't be the end;
    • Awakened- i assume that will be done eventually
    • Beast of Prey- Meh
    • BBQ- Yes pls, bring back BBQ tokens
    • Blood Echo - Make the duration match the cooldown, being able to constantly apply it with no cooldown would be absurd
    • Blood Warden - That is very complicated to understand, and the survivors have very few ways to counterplay it. The perk is fine, if a perk ever comes out that promotes opening the gates instead of 99 them, the perk would increase in popularity
    • Bloodhound: What do you mean? Seeing blood through walls, with certain killers that attack through walls thats basically infinite wall hacks in loops. Nurse, PH, Artist, Spirit. Many killers would be broken with an ability like that
    • Brutal Strength: I see tons of high level killers using it, its a good perk. Also doubling the numbers?
    • Claustrophobia: Could work
    • Coulrophobia: This perk is not used because its niche, with that effect on some builds i some maps the effect is just permanent. Also new players would hate healing slow and not being able to do skill checks.
    • Coup de grace: Sure
    • Dark devotion: Yeah the duration should be higher, its an obsession perk
    • Deathbound: Yeah, dumb restriction
    • Deerstalker: Slugging? Better not touch, could be dangerous
    • Dissolution: That won't do much besides maybe Plague. Good survivors wouldn't break their own pallets for you when they know you are in a 3 sec cooldown
    • Dragon's grip: With a cooldown that short you would have the perk up all the time, way too strong for 3 gen situations. The current meta
    • Dying Light: Sure, i guess
    • Fearmonger: 15 seconds is way too much for a passive perk
    • Enduring: Again, the perk is good, no changes needed
    • Forced Penance: Its more of a tournament or against SWF perk. It does it job well
    • Furtive chase: If you do that, then the perk can't stack with monitor.
    • Gearhead: Hmmm, you made the perk less interesting
    • Grim Embrace: Hahaha, imagine that with Deadlock, survivors would always have their gens blocked. Thats so broken in so many ways.
    • Fire Up: You are doubling the numbers
    • crowd Control: That is way too strong
    • Face the Darkness: Combo of Hexes + Thrill, Congrats, hexes are now uncleansable with all the screaming interrupting actions
    • Huntress Lullaby: 20% loss of progress per skill check? Yikes, people will just DC against doctor, and no build up required
    • Retribution: Actually really like this one, but with the aure revealed and consistency i am not sure you would need to buff the oblivious effect
    • Third Seal: Hmmm, Slugging. Too strong against Solo, SWF wouldn't care about any of those effects.
    • Thrill: Again cool, but i already said a big problem before
    • Hoarder: Are you a pinhead player? So everyone that picks the box is now oblivious and injured? No, just no
    • Hubris: Why should the survivor be punished for playing good? Also congrats, survivors will pre drop every pallet and Shift W, with perks like those, thats what is going to happen. And again, 40 sec for the killer ######### up
    • Hysteria: Ok, those cooldowns are in place for a reason, to stop them from being permanent. Every other change like that is the response
    • I am all ears: Broken with many Killers, needs a cooldown. Its already used by many PH and nurses, like that it would be busted.
    • Iron Maiden: The perk is only used for reloading fast.
    • Lethal: The devs put that restrition and talked about it. And the perk is good, why are you buffing it?
    • Lightborn: Meh
    • Madgrit: Thats Starstruck
    • Overwhelming: Needs a requirement to activate, or nerf the perk. You can't just make it map wide without more changes
    • Remember Me: Hmm, not sure
    • Gift of Pain: So instead of the giving a penalty for healing you are incentive survivors to heal? Don't understand
    • Septic Touch: Meh, i would prefer removig the TR requirement, let stealth killers use it, instead of buffing the numbers
    • Shattered Hope: I Like it, but if you can create pentimento tokens with this, big no
    • Spies: That is just permanent aura reading, map wide. Yikes that is so busted. Nurse players rejoice
    • Surveillance: Thats cool and all but COB does that and regresses, so maybe bhvr should decide which one should do what
    • Terminus: Decide, its permanent or not? Also whats the point of that buff? Securing a kill? I don't see much more reason for a survivor to wait 30 sec with the exit gates open
    • Territorial: Cool, i like it
    • Thanato: F...ing no
    • Ruin: It would need an added downside to not be like old ruin (I suggest a cap in the regression the perk can make)
    • Thrilling: The perk is good, its a location perk. And a really good one
    • Trail: Maybe
    • Unnnerving: What i said about the doctor, blah, blah, blah
    • Unrelenting: Why?

    Most of these you found as too much of a buff, I'd be curious how you would buff them then instead to make them competitive?

    They are competing against gen regression perks. For most of these if you toned down the buff they still aren't competitive with the meta and we're still just going to see nothing but regression perks.

    We're so afraid to give good buffs to other perks that we are never going to leave the slow down meta.

  • @HugTheHag said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323150#Comment_3323150

    I was admittedly being snarky, and you're right to call me out on that.

    I'm not saying a permanent 7% haste effect. I'm not delusional, haha.

    I'm saying rework the perk as well, maybe with a smaller effect, but have it be permanent until injured again (like Better Than New, but with a better effect since the Obsession is rarer than just any survivor) or last a duration of time once you left the range (like Leader effects, for example). As it is now it's very useless as well. (even less used according to Nightlight, which I know, is not representative of all players, but gives an idea)

    I do feel like removing the range from Deathbound would remove counterplay (heal next to killer) and be a bit broken because any healing being done, without a cooldown, would give a full minute of Plaything to the killer on top of revealing the survivors' location.

    If the perk was to be buffed through removing the range to the healed survivor, I think it'd be fair to give it a cooldown so that chain heals couldn't activate the perk multiple times in a short span of time.

    Oh well just buffing Blood Pact I'm totally down for. If it was until injured again the percentage would need to be very small as I could see that being abused pretty hard. Or like you said a timer. Only downside I see here is that then it gets very hard to find subtle cheaters as those cheaters will throw this perk on to always cast doubt, like oh I guess it was just that perk but man they seemed fast. Either way I agree we could definitely buff Blood Pact in some way.

    For Deathbound without the range requirement there is counter play though, it's the stipulation of staying near the survivor you healed to prevent it from activating. They seems like decent enough counter play. The perk also does nothing on self heals which is very prevalent currently with CoH.

  • He's weak but also not fun to play as/against. Bad design.

  • Not healthy for the game. Needs a complete rework to something entirely different.

  • It's just a meme build that only works on indoor maps and against bad survivors. It's fine.

  • @HugTheHag said:

    Unless it's mirror perk on the survivor side, Blood Pact, also gets adapted.

    So you're saying a permanent 7% Haste effect with no range limit on Blood Pact would be equivalent to removing the range requirement on Deathbound?

  • @YOURFRIEND said:

    Many of these are good ideas and many of them are the worst kind of power creep. Removing the cooldown entirely from I'm all ears, for example. It could be halved, but getting rid of it altogether is a bit much. Same with ruin, lullaby and third seal. Unpopular opinion, but I very much prefer the gen kick perks to old ruin. At least it requires input from the killer.

    Also I posted that same BBQ idea shortly after the patch gutting it dropped and it's bumming me out to see people reacting positively to it here. 😔

    Well for I'm All Ears for example, even at 20 seconds would most people consider that over another slow down perk? I'd say no, bar a few very specific killers.

    How would those 3 hex perks be overtuned with those changes? We want hex perks to be in the meta as it gives survivors extra objectives in the game. Even with those changes, bar Ruin, I still don't even think they'd be ran even with those buffs, much less overtuned.

    "Unpopular opinion, but I very much prefer the gen kick perks to old ruin. At least it requires input from the killer."

    What do you mean? Ruin requires significant input from the killer. It quite literally does absolutely nothing unless you are skilled at pressuring multiple survivors off gens. That's the like epitome of good design and requiring skill.

  • I think CoH should be just fast group heals, not fast self heals as well. I can literally self heal with CoH faster than it takes most killers to get a hit in the first place. That's bad design. It single handedly kills the hit and run play style, which is generally ran on the weaker killers to begin with. CoH encourages more tunneling.

    On the topic of breaking totems on snuff I agree as well. They should be a limited resource. They have multiple totems but eventually they'll run out if you keep snuffing them. That said, if we did this we would need to give buffs to the other boons as well.

  • I just want these matches to stop being included in kill stats.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323014#Comment_3323014

    I'm talking about hiding at the edge of the map. That's exactly what perks like whispers and spies are for. Locker hopping is why I recommended iron maiden. I think you could really benefit from reading what these perks do.

    Never said it wasn't 'reportable', 'unsportsmanlike', 'bm', or ######### behavior. It's all those things. Neither you nor I can change those survivors behavior. Period. But you can play differently to try to counteract it if it's impacting your game 'regularly'. That's the only thing you have any control over.

    If you have an 'extreme problem' with people hopping in lockers and blindly refuse to consider perks that might be useful in that situation, then I wish you the best of luck.

    Edit: autocorrect.

    "I'm talking about hiding at the edge of the map. That's exactly what perks like whispers and spies are for. Locker hopping is why I recommended iron maiden. I think you could really benefit from reading what these perks do."

    I've got almost 9k hours in the game mate, I know what they do. You're still missing the point.

    People shouldn't be forced to run perks to fix bad game design. That's what we're here trying to fix.

    By your rational we shouldn't ever try to adress camping or tunneling because those survivors can just run anti-tunnel/camp perks if it's so much of an issue for them. I don't agree with this and most the community wouldn't either. The game needs to work towards finding a solution for those problems at base, not requiring perks to fix them.

    "Never said it wasn't 'reportable', 'unsportsmanlike', 'bm', or ######### behavior. It's all those things. Neither you nor I can change those survivors behavior. Period. But you can play differently to try to counteract it if it's impacting your game 'regularly'. That's the only thing you have any control over."

    But it's not the only thing you have control over. You admit it's even reportable. We have control over trying to make changes to the game and get devs to see issues that need fixing.

    "If you have an 'extreme problem' with people hopping in lockers and blindly refuse to consider perks that might be useful in that situation, then I wish you the best of luck."

    Still missing the point. The point is not that there isn't a solution to what I'm talking about. The point is that we should be pushing to fix these issues in the base game.

  • The better player should win, but yeah it is overly punishing early on as killer as that's when you have the least map pressure.

    Honestly I think almost everyone in the community thinks Corrupt should've been base kit at this point.

  • @Alcuin said:

    1. As far as maps being the reason Killers tunnel and camp, that was said prior about gens speed. 6.1 happened and camping and tunneling is as bad as ever. Killers will still tunnel because half of them want lame win streaks and tunneling is the easy road to take.
    2. Get rid of maps and really see how the only skillful role in this game at that point is Survivor. And the game is not going to be beginner friendly at all; you're not going to get new players. I know people who started but don't stay around because it's too hard and too sweaty. Take maps away from Survivors, you're only going to get SWF.
    3. Maps are something that should favor Survivors as long as full regression builds are still part of the game and tunneling and camping is so easy to do. Survivors need something for balance besides Discord.

    "As far as maps being the reason Killers tunnel and camp, that was said prior about gens speed. 6.1 happened and camping and tunneling is as bad as ever. Killers will still tunnel because half of them want lame win streaks and tunneling is the easy road to take."

    That's actually not a counter argument because gens are flying just as fast after that update. I feel like you think that update was way more significant for slowing gens down than it actually was. It barely did anything.

    "Maps are something that should favor Survivors as long as full regression builds are still part of the game and tunneling and camping is so easy to do. Survivors need something for balance besides Discord."

    Full regression builds/camping/tunneling are a thing because of bad map design. If we fix maps we can fix slow down perks, camping, and tunneling. These things you don't like ( i don't either btw), are a symptom of a problem (map design), not the sickness itself.

  • Add map size to those issues as well, huge issue. Like 70-80% of the maps could use between a 15-30% shrink in size depending which ones. M1 killers just have no way to properly pressure many of these larger maps.

    Every map should be around Coal Tower size, that's a balanced map size.

    It's hard to feel like map design is improving when we just got Borgo...a map that epitomizes everything wrong with map design currently. Huge map, lots of overly safe tiles, chain them together, throw in too many pallets, and finally make it an extremely open layout where you can see the killer a mile away which further encourages lots of hold w game play.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322999#Comment_3322999

    Not sure what to tell you.

    Locating survivors is a key part of the killer role, which is why there are over a dozen different killer perks designed to find people. This includes things like iron maiden, whispers, and spies from the shadows, which are always active and don't even rely on auras or trigger conditions like hooks.

    You're saying you have room in your build and are completely destroying lobbies most of the time. In that case, I'm sure you can continue to annihilate teams with these perks and not break a sweat.

    "Locating survivors is a key part of the killer role, which is why there are over a dozen different killer perks designed to find people. This includes things like iron maiden, whispers, and spies from the shadows, which are always active and don't even rely on auras or trigger conditions like hooks."

    Of which is built around the assumption that they will be attempting the games objectives and progressing it further. Yes, it is extremely easy to find survivors in this context. This is also not what I'm talking about. I'm talking about ignoring objectives on outskirts of the maps and rotating lockers. There is no killer experience or intuition for that.

    "You're saying you have room in your build and are completely destroying lobbies most of the time. In that case, I'm sure you can continue to annihilate teams with these perks and not break a sweat."

    You're missing the entire point. So because survivors have the ability to take a game hostage (bad design), I should have to waste a perk slot to prevent griefing?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318905#Comment_3318905

    This is the post that I most wanted to reply too during the year. but I was unable to reply to it due to some external factors.

    Your idea for killer perk is solid but there one problem. Survivors find killers and their perks unfun. Every single perk that they make in the game, survivors likely critic how the perk feels to go against and if a perk is effective, its label as unfun perk. As a result, most perks that get released for killer are "Unfun".

    Nurses Calling - This is revert to old nurse calling. I assume this perk was labeled as unfun because it prevent you from healing and allows killer to interrupt heals. I could also see survivors saying that it is oppressive on stealth killers - Unfun perk

    Bloodhound - This perk punishes you for being injured. One of strongest thing that survivor can do in this game is rush generator while injured while using safe pallet as meat-shield safe-guards towards generator progression. Your buff to this perk punishes survivor for healing and grants killer pseudo wall-hacks for survivor being injured. - Unfun

    Thanatophobia: This is slowdown perk that punishes survivors when the survivor do not split up and punishes survivors when their team is not effective at looping the killer. -Unfun perk, Just look at how much people hate eruption and eruption does same thing. it punishes survivor for failing chase so they hit by regression+incapacitated for their team sucking at the chase. This is same thing but in the form of action speed debuffs. unfun unfun unfun.

    Brutal strength: This is chase perk that zones the survivor in "corner" pallets. Normally when killer kick pallets, they have long animation to do so. This is to ensure that survivor can make it to another pallet after the killer innates a kick action. This perk allows you to kick pallets faster which allow killer to "anti-loop" the survivor by hitting them before they get to next pallet. -Unfun

    Fire Up: This is a perk that is suppose to be based around idea of destroying pallets in late game. The problem is that the way survivors play the game is that they throw all safe pallets at the START of the game. This large reason to why a lot of killer suffer 3 generator loss in first chase. Too strong pallets that force killer to kick them and waste time(No anti-loop). With your rework, this will make a strong perk option to destroy early pallets in chase and create deadzones early on the trial. Creating deadzones early as survivor and having strong chase early on? UNFUN!

    Fearmonger & Blood Echo: These two perk are designed to disable exhaustion perks. Dead hard in particular is one of strongest if not best perk in the entire game. Disabling dead hard means that survivor will be unable to extend chases. UNFUN FOR SURVIVOR!

    Trail of Torment: This perk allows you to remove killer terror radius after kicking a gen. Another very powerful thing that survivor can do in the game to waste killer time is pre-run forward and hold-W by listening to heartbeat. This perk allows you to come closer to the survivor and often get opening hits in your generator patrols. UNFUN!

    Deathbound: this is same thing as trail of torment. a common time to heal as survivor is when your working on generator and a survivor shows up wanting to get some healing. Its stealth perk to get opening hits after people heal when working on a generator. Getting hit just after getting healed? Unfun!

    Furtive Chase: This is an obsession perk that is suppose reward the killer for spreading hooks by targeting the obsession. The killer getting rewarded for hooking by becoming a stealth killer over the course of a match, Hit & Run gameplay? unfun!

    Hysteria: Its stealth perk that is suppose to used for detaching chases and hit & run gameplay on non-stealth killer powers. Once again, Mirroring Trail of torment with pre-hold W problem, Its unfun for survivor.

    Dragon's Grip: A lot of killer lack mobility in their kit to catch up the survivor after hitting them due to large sprint burst that survivor gets after hitting a survivor. Some killer just really wish they had better lethality in their kit. Med-kit & COH destroy these type of killers if the survivor is good at looping and uses their health-states properly to extend chases. You know what solve this issue? exposed perks! You know what's unfun for surivvor? Not being able to crutch on health-states. Exposed? Definitely unfun!

    Hubris: Same thing as dragon grip. Its suppose to be for killer that can "play" pallets, too bad a lot of strong pallets in the game really safe and waste a ton of time from the killer if used by a good looper. Exposed perk, Obviously unfun.

    Hangmans Trick: I mean this perk used to be 12 meter in PTB and people call this perk OP. I think its same OG BBQ when people complained that BBQ removed stealth from the game. I am honestly surprised nowhere to hide is as strong as it is considering Hangman trick getting nuked to the ground.

    I am not going continue talking about all your perks changes but I think large reason why a lot of perk suck is because survivor label them as unfun so all perks are under-tuned to accommodate the survivor's fun factor. With so many unfun killer perks(According to survivor mains), the result is stale killer meta because only thing that killer can run that actually does anything is meta gen-regression and gen-slow perks.

    Using different perk loadout for killer makes killer a lot more enjoyable to play however the killer fun in dbd is not prioritized. I think its probably last thing that matters. The dev only change killer stuff is in really really bad spot. Survivor is generally more priortized to due to the 4vs1 nature of the game. Its just how it is. This isn't to say that there aren't bad survivor perks but i think you can generally play survivor with a lot more variety then killer. At least in my experience, I see a lot more variety in survivor perk loadouts while I almost see zero variety on killer due to how atrocious bad most of killer perks are.

    If you ever wonder why a lot of killer perk suck. its because they are unfun! Like Eruption(According to survivor mains).

    I basically agree with everything you've said.

    Anything that puts the killers skill as the determining factor is deemed unfun, so everything is left in a weakened state to where it doesn't have much impact. This is turn leaves everyone just defaulting to gen slow down as the most valuable.

    Unfortunately this vocal majority of survivors that think this is what creates the stale meta that they complain about in the first place. They create their own problems in other words. We could reference this to camping/tunneling as well btw with wanting survivors in such a powerful position they force the exact game play from killers that they complain about. It's a self fulfilling prophecy basically.

    There's way more variety in survivor perks since while there are many bad ones, there's actually quite a variety of decent ones. Also, the main component being that they don't generally need perks to win. Killers are significantly more reliant on perks than survivors are which gives survivors a lot more wiggle room for "fun" perks.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322382#Comment_3322382

    I have 1200 hours in this game and have never once experienced this scenario. I'm don't see how this can be 'extremely common' to face, outside of hyperbole.

    The only way I can possibly imagine people are seeing this more often than extremely *rarely* comes down to how good you are at hunting survivors as a killer.

    In my mind, it's literally a skill issue, and if it's really so common that you see it 'all the time' then whispers should be a permanent part of every loadout for you. Because this also means that you're stomping games 'extremely commonly' and probably don't need all 4 of your current perks to get to the '2 survivors left at 2+ gens' stage of the game. Let's be honest, it's probably 4 slowdowns and no information perks, isn't it?

    It is extremely common, like multiple times a day. You also seem to jump to a whole lot of conclusions. Lastly no, it is not 4 slow down perks. Wasting people’s time by hiding around the map no where near gens and rotating lockers around the map is a killer skill issue? What? If you don’t see this happening you might be playing killler at low mmr where people don’t care about sweating it out for the hatch or know how to properly hide when they have no intent of touching objectives and want to stall out the game.

  • @Ithiria said:

    "Awakened Awareness: Return the few seconds of aura reading extension after carrying a survivor.

    This was originally removed because of Nurse. However, we shouldn't be building/nerfing an entire game around 1 single killer, that isn't good design. Nurse needs changes separately."

    It wasn't just the nurse, Pyramid Head was able to exploit this extremely well too.

    Same with spirit.

    Elaborate why you think it's an issue on PH and Spirit?

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322641#Comment_3322641

    Because I end up wasting a bunch of BP on the first 30 or so levels until I get to the blood webs that typically have the stuff I want.

    Hmm so less of the better quality stuff. Overally though with the cheaper prices that came with it you level up and get items much faster. It doesn't really bother me, but I understand why it bothers you.

  • @thrawn3054 said:

    I'm still waiting for prestige to be made no longer mandatory.

    Why don't you like it if it no longer makes you lose any items/offerings/perks ect?

  • The last 2 survivors just hiding and refusing to touch anything is extremely common. I think if no objective has been worked on after a set amount of time said survivor should get crows.

  • Honestly the problem is that most killers perks are just bad. There’s very little actually good perks for them to choose from. Killers feel pigeon holed into just a few perks. You’re also forced into at least a couple slow down perks as well which limits your open choices as well.

  • @Aven_Fallen said:

    You are not asking for a Fix, you are asking for a Buff. Buffs or Nerfs are no "Fixes".

    While her Dash and Stealth need some love, her Traps really should not be too oppressive. They are there to waste time. Not to give consistent kills.

    1. Agreed.
    2. Depends on the Numbers, but in general, agreed.
    3. Agreed.
    4. Agreed.
    5. Agreed.
    6. Nope. The Devs changed this for a reason. They changed it, because they wanted Traps to be used during the game and not during Endgame.
    7. Nope. Really bad idea. You want people to do Boxes instead of Gens. (Scorpionz, who is a very good Pig-Player explained it in at least one video, cannot find it tho)
    8. Agreed. But also Nerfs, Tampered Timer should not exist. Also Exhaustion should not be a thing on Traps. Or basically anything which promoves tunneling the trapped Survivor.
    9. Nah. As said above, Traps should not be too oppressive. Not being able to see the Boxes the whole time would just be overkill. Especially because she has a Blindness Add On.

    If we’re gonna play semantics it is indeed a fix. A fix can be both a fix and a buff simultaneously, these are not mutually exclusive.

    On the subject of increased box lethality I agree, will update changes.

    We can remove Tampered Timer, it’s not even her best head pop addon.

    Rule Set #2 does not discourage them from doing boxes as you’re saying, it simply makes them waste more time.

  • As mentioned she also has a ton of really bad addons. Any addon that is “crushing Victor while idle” is worthless. They need to all be changed to just “crushing Victor”. Basically all the status effects are also worthless because of how short their duration is. Things like the blindness, broken ect need to be at least 60 seconds to have any value at all, 20 seconds is useless. Oh and tiny sword should be basekit, it’s nearly always an auto locked addon. Victor can snuff boons please?

  • @WesCravenFan said:

    I just want that long "stun" removed after you use your power correctly removed. It is absolute trash you get punished for playing correctly, it is hugely punishing, and it makes the Twins no fun to play as.

    This. Getting punished by having to eat an old DS every single time you play well is such bad design and makes playing them not fun for most people.

  • Killer: base kit corrupt intervention, remove noed.

    Survivor: base kit off the record (no collision for duration), remove dead hard

  • I don’t feel like franklins is even good enough of a perk to need a counter. Why would someone waste a perk slot to counter an unbalanced match from people stacking like medkits when they could just dodge that lobby for a more fair one? If I’m on survivor and the killer is running franklins I honestly feel like they’re wasting a perk slot. Not encouraging lobby dodging but people also deserve fair matches and things like 4 medkits or 4 toolboxes is not a fair match. Just my personal thoughts.

  • @CoolerBleend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321668#Comment_3321668

    High mmr is in actuality just average dbd games because in dbd its extremely easy to gain mmr and extremely hard to lose it . You aren't going against top of the line 10K hour pc players every match.

    That isn’t what I said I was going against. However with enough hours you can tell what caliber of players you go against. Even most comp players aren’t anywhere remotely close to 10k hours either btw. Most my games players are 2-5k hours.

  • Sounds like you aren’t understanding how dh is actually used in matches at high mmr.

  • @stvnhthr said:

    Eruption is a passive perk, it requires no skill and works 100% of the time as intended.

    DH is a precision skill based perk with around a 20-30% probability working as intended.

    If in your mind these are equal in some way other than they take up a perk slot you are out of touch.

    You’re being very hyperbolic with how often dh works, it is significantly more than that. Also, saying Eruption takes no skill is factually untrue. The killer has to actually down survivors to get any value from it, bad killers get no value from Eruption. Lastly every perk doesn’t have to require skill anyway. Prove Thyself is a very strong perk with no skill attached, should we be adding a skill requirement to that too?

1 … 68 69 70 71 72 … 255