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Boons123

Boons123

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Boons123
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  • @fulltonon said:

    If this effect ruins just those three perks, doesn't making those three perks to not affected by haemorrhage makes more sense?

    Sometimes you want to recharge your Med-kit (Built to Last) but it still contains some charge

    So you will have to waste the charges freight and then enter the Locker and then waste the entire Med-kit again

    If the suggestion here applies, this scenario will not occur

  • @uganda_calm said:

    this is what status effects are supposed to do bro, counter perks.

    I dont know what else to tell you man.

    Let's say the blindness effect will always be on you as the killer and the only way to get rid of it is to hit the survivors

    You'll be glad that all the perks that reveal the survivor's aura and with it the add-ons will be useless as the killer.

    And to your logic, this is a very healthy counter-play

  • All you mentioned is MFT and EMP and from that you considered this whole chapter to be bad

    This is called (hasty judgment).

    I guess you didn't even give him time

  • I can hardly get any value from my Soul Guard and you want to weaken it further?

  • I had a test that I did not prepare for, so I answered all the answers at random (all questions are choices)

    However all my answers were correct

    very lucky

  • @Dream_Whisper said:

    Personally, I think the haste shouldn't stack with others, or at least have another downside like duration for 60 seconds after being injured by any means. Not passively all the time.

    As for the Endurance, they can simply remove it ans transfer to useless perksnthat can use some love and value like Buckle Up.

    That way, it's haste is strong and situational, but it will not synergies with Hope and Dark Theory.

    As for the Endurance, they can simply remove it ans transfer to useless perksnthat can use some love and value like Buckle Up

    B422986E-3D2E-4536-8E8E-5B39C17BE8E9.jpeg


  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457880#Comment_3457880

    That just delays the issue. If they never add a Haste perk that can be used consistently again, sure, but if they make it so no Haste perks can stack, that means every current one can be safely buffed and they have room to make more if inspiration strikes.

    Either would be an acceptable change right now, but I personally think making the mechanics-wide change is better in the long run.

    But you see, players enjoy stacking Haste on top of each other

    So you don't want to change this or it will make your game less fun

    As long as no one complained about Haste until after this perk appeared, so the problem is with this perk and not all Haste perks

    and all Haste perk have restrictions or timings that do not make the player too strong and unbeatable (This is why you don't see this perks often in your matches)

    So all of them are either weak or balanced except for MFT

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457787#Comment_3457787

    Nobody had any issues with Haste stacking despite it being incredibly strong primarily because there weren't any consistent Haste boosts in the game to use as a base. Blood Pact, Dark Theory, all the unhook perks- they're on a timer or they have a strict radius requirement. There's a hard limit on how much value you can get, and hitting that hard limit is difficult to boot.

    Now, though, all the situational and short boosts get to stack on top of Made For This, a perk that isn't overpowered on its own but quickly becomes so when it has other perks making the survivor even faster. So, Haste stacking became a problem just now not because Haste stacking itself magically became a problem, but because until now it wasn't consistently doable.

    So the perk itself does not stack with any other Haste perk

    This solved the problem without spoiling the rest of the perks for the sake of this perk

  • I don't care, my main thing is the perks are fun and in almost every chapter we get them

    Everyone complains that there aren't many good perks

    But I personally don't care if this perk is good or not, the most important thing is that it's fun (like teamwork perks I'm really enjoy it)

    Obsessing over winning just isn't good (And this is what I see in this community)

    So say that 80% of perks are bad is an exaggeration

  • – That's not enough? This perk have second strong effect.

    Are you sure you play the survivor enough?

    -First you need to be injured

    -Then look for another injured survivor as well

    -Then you have to heal him (16 seconds)

    -Then gain Endurance for 10 seconds

    -Then the killer should appear and hit you within ten seconds without you doing any of the Conspicuous Actions

    You're not trying to fix the perk, you're trying to kill it

    Also, it is normal to see it a lot because everyone wants to experience the new chapter

  • Remove the Endurance gained on finished healing. And move it to Buckle Up. There's no reason for the perk to grant Endurance given how much the 3% Haste already does. Buckle Up, on the other hand, is a perk that doesn't do enough. And being able to tank a hit while injured after you pick someone up would play to the perk's strengths and give it a much needed buff.

    4CF871AD-5CCA-4862-B29F-722E4BD10217.jpeg

    Useless suggestion

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456382#Comment_3456382

    Clown was better for a lot of us the way he was compared to the way he is now. Don't matter how good something is if we don't like using it to begin with. That's how I feel about antidote bottles, sure they can be interesting, but I don't use them and I addons I used all the time and were comfortable with have turned into antidote addons. It killed my entire drive to play clown because I was fine with how he was.

    Well, but that doesn't mean it's useless bad. I use it to move around and sometimes in loops

    However, I know this feeling

    You feel heavy as you switch between bottles

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456128#Comment_3456128

    "Fear of missing out" One of the cores of modern advertising.

    Ahhh

    thank you

  • @BarnesFlam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456100#Comment_3456100

    Yes, this is probably similar to the Stranger Things deal.

    Still brings FOMO, which is a major downside on the community.

    What "FOMO" mean?

  • They are working on it but did not say when it will come

    What is certain is that it will be this year

  • That's why I like original content, not licensed ones

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455195#Comment_3455195

    It is hard to enjoy any positive changes with such a game state.

    The chapter is bad cause it is, once again, not properly balanced. The new killer is powerless, no one plays it and well there have not been major changes to the curretn state of the game.

    Being forced to wait for months for the devs to balance every fail they do is boring and unacceptable, especially considering the money they have made with the game.

    Stellaris devs, for exemple, are way better and faster to balance their games and well Stellaris is a game way more complexe than DbD.

    Some are saying the game is in a better state than before. If you compare it to 2017 yes it is better but compared to the previous patch (before the gen regression nerf/healing nerf), it is worse.

    Tunneling/camping and gen rush were way less of a problem before cause players had perks to play for fun and winning.

    Now everything has been nerfed to the ground so ppl are just playing not to have fun but to win no matter what.

    What do you say about the improvements to the killer in the next update?

  • As for the current two teamwork perks, I did not mention them here because I wanted to change the Teamwork system itself, so I might create another post about these two perks.

  • Only negative things were mentioned

    And then you consider this chapter (failed)?! Because you just didn't like it?

    Well, I considered the Resident Evil chapters a flop because I didn't like them or The whole game is a failure because I did not like it

    (Failure) is a strong word

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454452#Comment_3454452

    What mind game is required of Singularity? You either get the pod or you don't.

    People want a killer with a power they can effectively use which right now Singularity can't do and he still has similar issues to Twins where switching out of cams is weird and slow along with if you check a cam while near a hook you basically take a stun's worth of slowdown despite the fact if you're actually using the pods you're not intending to camp 99% of the time as that is the worst power for it. It's not about being unbeatable or oppressive, it's about being worth the time investment to learn and currently for the average player he offers too little benefit and requires too much investment.

    Old Spirit had mindgames, but they were mindgames that often came down to a 50/50. Why people say she didn't have mindgames is beyond me when a 50/50 is a mindgame.

    The average player isn't fiending for a 4k at 5gen stomp. Most people playing Singularity just want to actually experience his power and have fun using it, but the current situation of emps is still pretty bad. Survivors have far too much ease of access to them and they're still far too good at just totally shutting out his power which means you literally can't learn how to use the killer effectively. No other killer is so thoroughly shut out of their power currently to the point where you can't functionally learn how to use it. That's what happens you make a complex power with an overly simple hard counter.

    old spirit once you hit it game over you can't do anything against it

    All you can do is camp the pallet and pray it turns up the other way. It's just luck, not mind games

    As for the rest of your points, I agree with you

  • A single perk isn't supposed to make the killer much stronger

    When you read the comments here you think Pinhead is unplayable

    In general, Franklin is a perk of licensed character

    So it seems like the game is telling you, "If you want your character to be stronger than before, then pay us $5."

    That like p2w games

    Angry player: "But all perks make your character stronger."

    It is true, but a specific perk that changes the way the character plays or makes the character much stronger than before is unacceptable (like the nurse with Starstruck before nerf the nurse )

    So this was a very healthy change

  • They want an killer that is oppressive, unbeatable, easy to learn, and requires no mind games (like old the spirit)

    no 4kill on 5 gens = Bad killer

    This mentality is some of the community

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379099/the-nemesis-add-ons-wow

    It's not the first time they've done this. Otz made a video on it.

    Can you write the name of the video? I would like to watch

  • The problem is in the maps! What's the solution?

    remove Offerings!

    And somehow the maps became balanced


    Even if you remove it, the game will still send you to those maps

    You don't solve the problem, you make the game boring

  • Throughout the game, even if the vaccines run out?

  • @GannTM said:

    It’s such a shame because Hux has so much potential to be fun but is just not quite there yet. They need to make EMPs way more limited or just make their use weaker overall because it is too frustrating to play him at the moment.

    Let the survivor move much slower while using them only

    Problem solved

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452975#Comment_3452975

    "I want them to remove camping entirely because it's a very boring gameplay"

    AKA "It's boring because it causes me to lose."

    I'd like them to reduce pallets by 30-40% and make loops deteriorate over time. That's boring to me.

    From here, I know that you want easy matches and do not need skill

    Hungry for winning has become a lot more fun to play

    Watch this video

    73E19A90-0B05-4D82-AFEB-2AA15146F7CB.jpeg

    https://youtu.be/acHiwnCW7eI

  • Say you had a bad match and then you write this

    It's a matter of skills

    I want them to remove camping entirely because it's a very boring gameplay

    Update 6.1 Killers have been improved

    And in April, the Med-kit was made less effective if you use it on yourself (you can only heal yourself twice with Add-ons). And slow be 33% and nerf boon: circle of healing

    and buff some killer perks

    and combing more on future

    So do not say that the developers did not improve the killers

    So this is your logic

    Buff survivor = the game is dying

    Buff killer = The game is getting better


    The game is not dead nor is it even close to that

  • Then the killer op

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452144#Comment_3452144

    Still, 16 unique perks will be a lot less oppressive then the 6 strongest perks in multiple instances. Just look at how comp DBD plays out, its only possible to work at all, because they mostly restrict survivors and how they can combo. When I play with my friends in a 3 or 4 man SWF we already often have more or less unique builds, because we all mostly fool around. I wholeheartedly believe that you can still have a lot of fun and a lot of effective builds with limiting duplicate perks and items in a SWF, but it will be the hardcore SWFs whos powerlevel will be reigned in the most by such a move. Yeah, they will adapt, as they always do, but this would be a step that opens up a lot more design opportunities.

    On the same vein, you are right: maps are attrocious and the biggest contributor to the whole problem and every new map or rework for the last 2 years has baffled me, but I guess it is what it is and we gotta live with it. FR, though, I never cringed so hard in recent DBD memory as when I saw the developers update about the new chapter and some map designer talked about the alien planet landing zone map and when he said something along the lines "its totally alien and SO full of clutter. Its glorious." Oof.

    Hence the argument who takes this perk?

    Your solutions don't make sense

    You want to punish the players because they only play together (what a crime)

    It's a matter of skill if your skill is low against your opponent who is high skill then don't complains say SWF OP

    Not all SWF users use Discord or any other connection. Personally, I play with them without the need for connections

    It will make the game boring and die faster

    It's an MMR problem

  • @ClownGuy5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452389#Comment_3452389

    It wouldnt make him oppressive because the pods have a range and cover is a factor too, he can only place them on vertical objects so its easy to spot from far, and EMP's dont require any work you just activate and boom you shut killers power off with no side effects.

    I feel like EMP's should only work on pods on walls and their needs to be a seperate action to remove a pod thats on you

    Do you know that he can teleport to you without using pods?

  • Making it limited or weak would make the killer very oppressive

    The problem was that it was scattered around the map in abundance, wherever you go, you will get it

    Also, the killer infection spreads easily among the survivors, and the killer can keep shooting at you and teleport to you without restrictions

    So you need to counter play

    It's good for a survivor to waste his time getting one, use it once, and then destroy it

    It's a balanced killer. Don't ruin it

  • That's why we need anti-camping

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451897#Comment_3451897

    Well, you can't convince me that you and your friends don't make call outs like "it's killer x", "they have perk y", "the killer is on my butt", "leading them to landmark z", "killer is camping/left the hook and is coming to you guys" and before the interface change "my gen is X% done" and "I am y% recovered".

    Even the most casual noob teams my calls like that on instinct.

    Of course making use of such information is a whole different story but on average it will increase the teams performance.

    Do you think I use telecom to talk?

    Do you think all SWF all have Discord any other connection?

    It is enough for me that they are fun and know what they are doing

    I like how confident you are when I use telecom to communicate

  • You assume that all SWFs are:

    -planners

    -They all have great skills

    -coordinators

    -They all bring the most powerful perks and items

    -They share information between them accurately

    -They have a very high quality

    -have external connections (such as Discord)

    - toxic

    Then you expect the developer to respond to you

    This is the result of the generalization


    I play with my friends just for fun and experience different perks in a game

  • @Emeal said:

    Are you arguing you should still be able to run away even tho he speared you?

    pyramid head was able to down you and your savior after unhook directly

    So in your logic this is a completely healthy thing and should be preserved and not changed

  • Emphatic conection: is just a worse version of empathy.?!

    Dude, I don't want to run to the survivors to heal them

    Let them come to you and also heal them 10% faster

    empathy is the bad version of this

  • So you're counting on weak survivors to win?

    "WoO" doesn't speed up any action, doesn't give distance, or anything other than it shows aura of windows and a pallet

    Take this video to stop blaming perk and start blaming your bad performance

    A6F6A460-2D2B-4FDB-95BA-E04645EB3FED.jpeg


  • You may not know the map layout

  • Thats why he has 40 Meters Terror Radius

  • I would like to increase the range of the "Teamwork perks" from 14 meters to 18 meters and also the range is visible so as not to lose the effects by mistake

    Of course with your buff👍🏻

  • I don't know why some people took it seriously and even got angry because of it

    let him add emotes

    All of the above reasons are illogicalp

    Stop acting like a kids

  • Well, they said they'd return a simple killer for new players

  • @Mandy said:

    I think as Vigil is specifically covering status effects it wouldn't make sense to add in aura reading - which isn't a status effect. Distortion seems to do a good enough job on hiding aura's.

    It may be a good idea to increase the duration of the positive effects of the survivors

    Maybe 8% to 10%

  • As someone said:

    once nerf dead hard

    The killers main will complain of every Exhaustion perk

    SMASH HIT OOOOOPPPPPP NNNNNEEEEEEDDDDDD RRREEEMMOOOVVVEEEDDDD !!!!!!!

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445892#Comment_3445892

    I wouldn't make it that drone is unhackable for everyone, just for the survivor who has claw trap.

    It's supposed to be trade off -> get rid of drone (area control), but merchant gets information + speed boost.

    But that wouldn't work if one survivor could hack all drones.

    Claw trap is kinda big deal for merchant. It can help her even when she is not close to you (info + speed bost) and if you get to chase with claw trap, she can kinda ignore pallets and force you to vault it, so it gets destroyed. You also can't mind game while having claw trap.

    As far as I understand, you see this killer as perfectly fine

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