Avatar

Boons123

Boons123

About

Username
Boons123
Joined
Visits
3,554
Last Active

Comments

  • @bazarama said:

    Sure let's increase the percentage of free escapes

    What does this have to do with it? It doesn't increase the generator repair speed, and a single hit by any means will cancel out the effect of this perk.

    I can't believe that some killer players have started complaining about every little thing and making a big deal out of it when it's so simple and good for the game.

  • @[Deleted User] said:

    Not everything need be lore and realism accurate.

    All characters have perks that are tied to the character personality, or what the character do in movie or game if it's a licensed character.

    It's confusing with Leon and Ada as they don't seem to be related to them.

  • @Rudjohns said:

    Since when Nicolas Cage can summon an item in his hand just by sprinting for a little bit?

    It's a game, it's not that deep

    You didn't understand, I don't mean that the effects in this game are similar to Resident Evil

    What I mean is how perk relates to the character itself? Not the effect of perk.

  • @Marc_123 said:

    To be fair - Leons and Adas perks aren´t that bad overall.

    You can explain this. Leon - rookie - fixed on the misson - repair, Flashbang - y not - police thing, tough because Leon.

    Ada - Spy. Sneaky, clever tracking - observation, heals when others suffer.

    There are worse perk stories imo.

    Edit - focusing on the target slipping away - imo that means he focuses on the mission, and when the gens regress he sees it - the mission is to repair. Bite the bullet is just because since RE2 and RE4 he is tough as f.

    And with Ada healing i think she is silently profitting in the back - like in the games.

    And with Ada healing i think she is silently profitting in the back - like in the games

    Can you give me an example or situation?

  • @danielmaster87 said:

    Hexes can be permanently destroyed, and survivors can spawn on them from the start. Killer-sided boons would be it spawning on a random totem at the start, which the killer can spawn near and snuff it instantly, making it a useless perk. We haven't even gone into effects or numbers, but that doesn't sound very fair, right? Well, that's basically what hex perks are. And until that changes, I don't think people should be screaming, "Hex perks OP! You literally can't do anything against them!" because you literally can.

    Well... what does this have to do with my post? My post is about how developers sometimes break the rules in types killer perks and because of breaking them it has become very popular, for some reason when it comes to types survivor perks they are very strict about the rules and numbers even if it comes at the cost of killing the perk.

    You can write your opinion if you understand what I mean.

  • @ObsidianButterfly said:

    Merchant has been nerfed so heavily that trying to hold a 3-gen is basically the only thing she can do anymore. And she does it so badly compared to about 99% of the rest of the roster. Unless the survivors are actually brain dead, she is a free win for them at this point.

    Merchant has been nerfed so heavily that trying to hold a 3-gen is basically the only thing she can do anymore.

    IMG_7954.jpeg
  • @AssortedSorting said:

    Is the [changing] portion your suggestion?

    So: now I only get 1 &1/2 self-heals from Pharmacy?

    After spending time opening all three chests on the map, hoping no one navigates to them and having opened them already, and spending time opening chests, then spending time healing myself?

    No, that's not my suggestion. That's what I imagine the developers are doing with Pharmacy.

  • @Peanits said:

    I can give some context for both of these.

    For Inner Focus, some folks discovered that by running Perks like Plot Twist, a coordinated group could repeatedly lose a health state and heal each other while a Survivor is being chased, granting them essentially permanent aura reading on the Killer. While creative, it's not the gameplay we wanted to encourage, so we made a very targeted change to the Perk to prevent that. The overwhelming majority of health state losses will be a the hands of the Killer, so this should have little to no impact of normal usage.

    For We're Gonna Live Forever, many people realized that by running this with Made for This, both the dying Survivor and the rescuer could be protected with Endurance. This alone isn't a problem, but when you add in the increased healing speed from We're Gonna Live Forever, it made it possible for Survivors to pick each other up very aggressively in just a few seconds - in some cases when working together, faster than the Killer could down them.

    Thanks, from the title I wanted to know the reason.

  • @drsoontm said:

    It's an idea …

    Slugged survivors can already move themselves though.

    It should also be slower than the normal walk speed otherwise it may be too much of an advantage. Maybe something in between.

    And the death timer should continue because else what prevents someone from dragging a survivor "forever"? (For any reason, and I can already imagine a few.)

    I see no reason not to keep the blood stains. They don't stay for long anyway.

    What I find interesting about this idea is being able to quickly move being a nearby rock to avoid a Huntress snipe. Using this for stealth seems a bit too much. (Not that I believe it'll ever be implemented as the animation only could be expensive.)

    The "Unknown" thing appears everywhere in the forum. I've posted a question about it but no moderator came to give an answer. It's probably best to ignore it.

    And the death timer should continue because else what prevents someone from dragging a survivor "forever"? (For any reason, and I can already imagine a few.)

    I see no reason not to keep the blood stains. They don't stay for long anyway.

    The reason for temporarily pausing the dying survivor's death is to give the survivor time to move the dying survivor to a better place to heal, I mean so that the dying survivor doesn't die in your hands.

    I think you think that survivors can heal a dying survivor while dragging or carrying the dying survivor, I don't want that, what I wrote here is intended to move the dying survivor meaning you will have to lower the dying survivor to start healing.

    The reason for hiding the blood stains is to encourage the survivors to cooperate and make it difficult for the killer to track the survivors as there are already 3 survivors in one place.

  • @smurf said:

    Something like this could be fun! There might be people who don't like it because they feel they can't control where their survivor goes if they're the one downed, but this or something like it could be a fun mechanic :)

    Also, I'm seeing a lot of these posts labeled "Unknown" where the content was removed. Is this a troll running around getting their posts removed, or is this some sort of promotion for The Unknown helping to bring stuff to the Entity's realm?

    Thank you.


    I noticed that too, I don't know why this account is doing this.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820776#Comment_3820776

    I miss the "creative" design we had before, I know it's hard to do it, but man, where are our Pig-like killers?

    This is what happens when we have licenses and not originals.

    The first one is restricted while the other one they can be creative with.

  • No nerf needed, let the killer use his skill instead of relying on survivors mistakes.

  • I highly doubt that anyone who chose the last option has encountered this perk twice in the past 2 months.

  • @MrMori said:

    Here before "I want to see her deleted HUHUHUH"

    I hope they lean into stealth and tracking, using her radar for info, etc. Give her info and tools to capitalize on the info using stealth and ambush tactics. Currently, there's a few stealth killers, there's a few info killers, but there aren't many killers with both stealth and good info in their basekit.

    Remove the "area trap killer scanline/zone" thing entirely. Ideally, don't have her even "place" a drone flying in the air, people will get PTSD from seeing her drone placement animation.

    Speaking of PTSD, change her base outfit to something new. Change her animations and walk cycle, this one's important, otherwise people will immediately get traumatic flashbacks and DC on instinct. Change her terror radius and her chase music. Change all her addons. Keep nothing the same.

    And for gods sake change her lore too. Doesn't matter that she has a lot of anime skins, make it cool.

    Give her a cool new short trailer with the new design that doesn't feature drones, but focuses on her stealth or something.

    I hope people don't even recognize her as Skull Merchant anymore other than "stealth and tracking". Everything needs to be different. Give her a clean image, trick people into playing matches against her while they also have fun, and things will change.

    But the power has to be well designed and she has to be fun to play as and against. Otherwise it's all over.

    That a new killer my friend.

  • I would say that playing against Dracula is not about gaining distance between him and you, but rather it becomes a race to see who gets to the loop first😂.

    Even Wraith didn't do this.

  • For the first time, I don't find anyone objecting to this.😀

  • @Eleghost said:

    I mean she's going to be extremely useless after these changes, you probably won't see anyone playing skull merchant. She's a zoning killer with chase pressure. It's not super different than trapper or hag trapping a loop or something to counter it.

    No matter how strong she is, most people who play this killer play it in a very boring way, as the chase is supposed to be the most fun part of the game.

    Just throw the drone and this survivor can't do anything. What a great design.

  • @Rick1998 said:

    what if we removed map offerings instead ?

    What does your comment have to do with my topic? Your topic is completely different.

  • @Skaphegor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810450#Comment_3810450

    You suggested a lot of buffs for losing which is kinda a reward.
    My proposal fits way better into the gameplay and is really smooth to implement.
    There is no need to extend a match any longer that is already over. Just go next.

    The game is not considered over because you killed half the team and the match still going on.

    Your suggestion is just a free kill for the killer who is at his strongest when there are 2 survivors left, so you are literally encouraging give up and leaving the match which may motivate players to leave the match early at the first sign of defeat, this completely contradicts the main goal of the survivors which is (survive and escape the trial) and it is also a very lazy solution.

    So instead of solving the problem and keeping the game fun, NO! We make the problem worse and make the player give up in most of the matches.

    This is not a game anymore this is a simulator give up.

  • @Skaphegor said:

    This is a terrible idea. Survivors shouldn't get rewarded for losing.

    They just need to add an "give up" option which sacrifices the survivor on the ground like EGC does. Survivors can force hatch and end the game.

    Both sides are rewarded for their losses in various ways, and my suggestion is to give chance, not rewards.

  • @Royval said:

    this is just terrible. Try playing killer for once.

    What does this have to do with my post? The killer is at his strongest in such a situation and my suggestion is to give a chance to the last 2 survivors and not a free win.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810038#Comment_3810038

    It's temporary, once and if the killer down you again and leaves you in dying state to search again for looking the other survivor and this time nothing helps you.

    That's more of a skill issue than something that should be addressed with game mechanics. If you got downed once, that means you made a mistake in the chase. Getting a second chance with Unbreakable and failing the loop again is on you, not something the other side should have to pay for. Im sorry but It just means there's room for improvement, and I mean that in a constructive way.

    The game does not consider the killer a winner just because the killer killed 2 survivors , the game still goes on but the difference is that the killer has a higher chance of winning (So both sides are supposed to have a chance to win, not just one side)

    So on the one hand you can't accuse me of stealing the killer's victory while the killer has not yet won.

    The killer clearly have the advantage with 2 survivors and 3-5 gens left (and not by a small margin).

    How big do you think the chances are for the survivors to win in that scenario?

    - I think its safe to say that the game is lost for the survivors, i have yet to see a match where the survivors win in this situation.

    But my suggestion is to fix one of the boring strategies, which is the killer's greed for 4K, at the expense of making the match boring, the survivor does nothing but crawl. my suggestion is to give the last 2 survivors a chance, not a reward. If the killer is doing this out of greed, let him face the consequences of his greed.

    You killed the third survivor, now the fourth survivor will try to find Hatch, if you can kill the fourth survivor before this survivor reaches the hatch or opens the gates, congratulations you have killed all the survivors.

    They had a chance but they failed without the killer using that strategy.

    So the question is they got a chance not to give up and not to resort to waiting for the other to die, do you consider it a chance or a reward?

    The thing is that the 4th survivor is already at the hatch at this point (yes surprisingly a lot of survivors know where it spawns).

    • There are missions that require the killer to get a 4k in one game, or even get the Devout iri emblem, you cant get that with out 4 hook kills and 9 hooks in one game.

    I think this suggestion will make that hard to get.

    That's more of a skill issue than something that should be addressed with game mechanics. If you got downed once, that means you made a mistake in the chase. Getting a second chance with Unbreakable and failing the loop again is on you, not something the other side should have to pay for. Im sorry but It just means there's room for improvement, and I mean that in a constructive way.

    This is easy to say, and it would be true if your team didn't throw most pallets across the map, create dead zones, and take into account the killer you're facing.

    I can hold out for a long time against killers in chases, but it's terrible when the killer leaves you in a dying state, you can't do anything, and the killer will do it over and over again until the killer finds the other survivor.

  • Yours perk very unique.

    If you look at the design of most current perks you will find that speed or aura rarely have anything else or a negative effect on survivors.

  • @Dreamnomad said:

    I think survivors should be able to heal themselves from the dying state regardless of the number of survivors in the match. But I think there should be a delay on it when they get to that last one percent of healing. So once they reach 99% healed, the survivor can crawl and heal but it will take 30-45 seconds (determined through play testing, what is balanced). This will discourage slugging which is something that should be done but still make it so the optimal play for survivors time efficiency is to heal each other.

    I also agree that generator repair speed should be increased when there are only 2 survivors. I think 100% might be a bit much though. Maybe 50% when 2 survivors and 100% when 1 survivor. This gives the last survivor or two more of a fighting chance to finish the gens and escape.

    Finally someone understood my post, most of the people commenting here think I'm suggesting giving a free win to the fourth or last survivor , my post suggests giving a chance to the last 2 survivors and not giving a free win.

    I think 100% is good because you are alone in fixing the generators while the killer is chasing the other survivor while the rest of the team is dead

    Speeds up the process by 100%, actually cuts the time in half, so a single generator takes 90 seconds to finish. If you increase the repair speed by 100%, you can finish repairing a generator in 45 seconds (half the time).

    I think it makes sense considering you're the only one fixing the generators while half your team is dead.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809928#Comment_3809928

    Its as valid a solution as yours, and probably more fair as at that point killer clearly have the advantage. 2 survivors and 3-5 gens left? How big do you think the chances are for the survivors to win in that scenario?

    This is the topic of my post if the killer wants 4K the killer will need hook the survivor , no more leaving a survivor in dying state to search for the last survivor while the other is helpless to do anything.

    That dosnt answer the question, i asked "How are they temporary (refering to Unbreakable and Adrenaline) ? you get slugged and the killer leaves you, then you use Unbreakable and you are back on your feet, do you want unlimited second chances??"

    • The killer goes away to chase the other survivor and leave you slugged, you use Unbreakable, and now you are back in the game.

    I don't know how you consider it a win button while the last 2 survivors still have to fix the generators and hold out against the killer to give more time for the other to complete the generator they still need each other to heal and unhook the other (So the game is still on)

    Because at this point, with your solution. you are robbing the killer for their victory, because you want a second chance, and you dont want to use Unbreakable.

    • i will ask you once again, do you think survivors should be rewarded for loosing?

    That dosnt answer the question, i asked "How are they temporary (refering to Unbreakable and Adrenaline) ? you get slugged and the killer leaves you, then you use Unbreakable and you are back on your feet, do you want unlimited second chances??"

    It's temporary, once and if the killer down you again and leaves you in dying state to search again for looking the other survivor and this time nothing helps you.

    Adrenaline, it depends on luck and you may be unlucky and the killer may decide not to close the hatch in case you get another chance or the killer may find you crawling desperately trying to find the hatch (So adrenaline is not a very good solution in such cases)

    Because at this point, with your solution. you are robbing the killer for their victory, because you want a second chance, and you dont want to use Unbreakable.

    The game does not consider the killer a winner just because the killer killed 2 survivors , the game still goes on but the difference is that the killer has a higher chance of winning (So both sides are supposed to have a chance to win, not just one side)

    So on the one hand you can't accuse me of stealing the killer's victory while the killer has not yet won.

    i will ask you once again, do you think survivors should be rewarded for loosing?

    I can say no and be done with it, but my suggestion is to fix one of the boring strategies, which is the killer's greed for 4K, at the expense of making the match boring, the survivor does nothing but crawl. my suggestion is to give the last 2 survivors a chance, not a reward. If the killer is doing this out of greed, let him face the consequences of his greed.

    You killed the third survivor, now the fourth survivor will try to find Hatch, if you can kill the fourth survivor before this survivor reaches the hatch or opens the gates, congratulations you have killed all the survivors.

    They had a chance but they failed without the killer using that strategy.

    So the question is they got a chance not to give up and not to resort to waiting for the other to die, do you consider it a chance or a reward?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809789#Comment_3809789

    How are they temporary ? you get slugged and the killer leaves you, then you use Unbreakable and you are back on your feet, do you want unlimited second chances??

    If you use it in front of the killer, then its bad play on your part.

    Sounds more like what you really want is a free "i win button"

    Adrenaline requires an exit gate to be powered to work.

    Exactly, so when the last gen is done or the hatch is kicked you get back on your feet if slugged

    @[Deleted User] said:

    ok, let me come with a counter solution to your Original idea.

    If there are 3 or more generators left and 2 survivors are already dead, the next survivor to be slugged will die after 35 seconds. (This gives enough time for them to recover with Unbreakable, which adds 15 more seconds, allowing the killer to create some distance). Additionally, if no survivor are in a chase or working on objectives for at least 15 seconds within every 60-seconds, they will die instantly. This prevents the last two survivors from hiding forever.

    How are they temporary ? you get slugged and the killer leaves you, then you use Unbreakable and you are back on your feet, do you want unlimited second chances??

    This is the topic of my post if the killer wants 4K the killer will need hook the survivor , no more leaving a survivor in dying state to search for the last survivor while the other is helpless to do anything.

    Sounds more like what you really want is a free "i win button"

    I don't know how you consider it a win button while the last 2 survivors still have to fix the generators and hold out against the killer to give more time for the other to complete the generator they still need each other to heal and unhook the other (So the game is still on)

    If you use it in front of the killer, then its bad play on your part.

    If there are 3 or more generators left and 2 survivors are already dead, the next survivor to be slugged will die after 35 seconds. (This gives enough time for them to recover with Unbreakable

    Honestly, I can't even comment on this😂.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809567#Comment_3809567

    Sounds like this is what you need. It exists for exactly the reason you describe, but its up to you to save it for the endgame.

    https://us.v-cdn.net/6030815/uploads/J9J1UCGKFDDL/image.png

    This is another perk that can help you with that situation.

    https://us.v-cdn.net/6030815/uploads/LHAU0HNDZNYL/image.png

    Because you didn't want me to ignore your comment so here we go.

    These perks are temporary solutions like deja vu, and previously the borrowed time perk was necessary in every match to give your team a chance to escape from the killer instead hit and down right after they saved them form the hook.

    Once it became basic, the use of borrowed time perk decreased.

    Even with this perk it still has its problems, unbreakable only used once time match and you don't know if the other survivor is using this perk too , if you enter the dying state again this perk will not help you, Adrenaline requires an exit gate to be powered to work.

    So even with these perks the problem is not solved.

  • @A_T_E said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428489/solution-for-two-survivors-left-case

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809451#Comment_3809451

    Nah, bro. The Victims had a "chance to escape" when they entered the game. If they play so poorly, that there's still 4 gens left, when there's 2 Victims remaining, they don't deserve to be given second chances, just because… What… It sucks to lose?

    Then what about the Killer? So if Victims manage to repair 3-4 gens, so there's 1 gen left, should the Killer then be able to down Victims in 1 hit? Teleport hook? It's only fair, it sucks to lose, you know?

    Your suggestions sound like the petulant whining a child makes, wanting the rules of the game changed to favor them, because they are a sore loser. Just accept you can't win every game, and if the Killer wants to slug for 4K, it's their risk to do so. It's not risk free.

    You talk as if my team is very coordinated and skilled and plays at their best, no I play soloQ and you know how miserable it is.

    So it's great that the killer leaves you in a dying state for 4 minutes, you can't do anything, you can't play, you just crawl very slowly and that's it.

    Nah, bro. The Victims had a "chance to escape" when they entered the game. If they play so poorly, that there's still 4 gens left, when there's 2 Victims remaining, they don't deserve to be given second chances, just because… What… It sucks to lose?

    Just hook the survivor don't leave survivor in dying state and that way you get kills, if you leave them in dying state intentionally for a long time then you are telling me it's a free escape while you literally had a chance to hook survivor , so my suggestion is literally dedicated to such a playthrough that you are advocating.

    According to your logic we should remove Noed and Deadlock because it rewards the killer for his failure "The killer had a chance but the killer failed"

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809451#Comment_3809451

    this does not prevent the killer from killing them

    When it's easier to escape, I would say that is preventing killer from killing them, no?

    If survivors gets to "give up" when slugged in that scenerio, it prevents leaving the survivor in dying state for a very long time too without annoying killers.

    The killer can literally hook the survivor and thus win because 3 kills is a win, again my suggestion is to give the last 2 survivors a chance to escape again this won't suddenly make them super skilled against the killer, it speeds up the repair of the generators and they can pick themselves up infinitely if the killer doesn't hook the survivor.

    Your suggestion doesn't help if the survivor decides not to give up so what would you do in that case? this is a game that is supposed to be enjoyed.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809451#Comment_3809451

    They had their chance, they lost. - Do you think that should be rewarded with another chance?

    Also "a very long time" ? - its 4 minutes max.

    Both sides have things to reward their loss so I don't see the problem here.

    Four minutes of doing nothing but listening to Bill cough while the other survivor waits for you to die

    If 4 minutes isn't a long time for you, then I don't know what game you're playing.

  • @PetTheDoggo said:

    Instead of letting them infinitely recover and make game even longer, what about just letting them suicide when they are slugged in such situation (two survivors alive) for X seconds? (I would count that as sacrifice to not screw with achievement / challenges)

    That fix the situation without making it even longer than now.
    I don't really see a reason to give option to even more survivors free escapes. Hatch is enough.

    The goal is to give the survivors a chance to escape, this does not prevent the killer from killing them, however it prevents leaving the survivor in a dying state for a very long time.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428489/solution-for-two-survivors-left-case

    I dont think this needs a fix, most survivors stand at the exit gate and camp for 2 minues anyway, game after game. So i cant really see an issue with 4 minutes instead of 2.

    So there is no problem hiding survivors throughout the match until the server is close, according to your logic.

  • @TheRivulet said:

    It's purpose is literally for slugging

    @TheRivulet said:

    If you change it, the perk will be F Tier

    @vorzan said:

    its literally weak m1 perk….

    Weak or not this perk is abused to make matches miserable for survivors.

    Take the worst gameplay in the history of the game like Forever Freddy, AFK Pig, Chess merchant, they are all average or weak and yet when misused they make the matches very miserable for the survivors.

    I don't know why objecting to perk makes your match miserable.

  • The reason is simply that the killers in this mode, tunnel the survivor so hard , because the killer knows that the survivors will most likely not get an anti-tunnel perks.

    So the survivors will not allow the killer to tunnel the survivors without pressuring the killer and punishing him for his actions.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799607#Comment_3799607

    I haven't lost hope, to be clear, I'm well aware these changes will be reviewed from PTB to live.

    What I'm saying is, the thing you think will be fixed by these changes won't be. If they go live, the thing you don't like seeing will continue to happen any time you run into a Skull Merchant because very little about it is being addressed. I agree with you wholeheartedly that Merchant's biggest problem is a lack of clear information given to survivors, especially ones who are new to her power- but BHVR don't, evidently, that's my point.

    I agree with you, what I meant is that the killer is less frustrating to play against for my team (I play soloQ) .

    Even with these nerfs you have a bigger challenge to catch survivors and I like a tough challenge.

  • This perk does not give you movement speed, repair speed, healing, or anything, it does not hide your aura from the killer, it does not increase the duration of the killer's stun, it does not give you a second chance, it does not make you better against the killer, it does not make you recover from the dying state, it does not put the hatch directly under you, it does not give you a third way to escape the match.

    All it does is revealed the aura of windows, pallets and breakable walls near you.

    It can be easily countered by blindness state effect.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799700#Comment_3799700

    The nurse using a blink at all would no longer be using a basic attack. This is why people avoid those perks on nurse, since it requires you getting hits without blinking.

    I know, and that's the point, once activate machine learning I can sneak into one of the generators and hit the survivors and gain speed.

    Nobody expects a nurse to do that.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799204#Comment_3799204

    Telling Anyone "go read it again" is highly disrespectful.I read through your entire post. Just because I had something to add, doesn't mean I didn't read it. As for your nurse perks... they're rather odd. Rapid brutality for example requires a basic hit. How many of those are you typically getting? Your talking about survivors outplaying Myers chase perks while they APPARENTLY aren't able to outplay a walking nurse. The basic attack requirement is why most ppl don't bother with exposed perks on nurse anymore.

    As for your nurse perks... they're rather odd. Rapid brutality for example requires a basic hit. How many of those are you typically getting?

    It synergizes with machine learning, where who would think a nurse is fast and unpredictable?

    Your talking about survivors outplaying Myers chase perks while they APPARENTLY aren't able to outplay a walking nurse.

    You're comparing two completely different killers, Myers has a counter-play that can't be removed by any means even if he sees your aura he can't throw his knife through everything to hit the survivor, he'll need to go after you and chase you.

    The nurse on the other hand, your only counter play against her is to cut off line of sight between her and you to force her to guess however once she sees your aura it's a guaranteed hit.

    The basic attack requirement is why most ppl don't bother with exposed perks on nurse anymore

    This is much better than destroying many perks because she is stronger with it.

  • I imagine one of the counter play tools is that Rockstar Foxy supports the survivors and when you summon him he says "Yarr, What can I do for ya?

    This is one of the best lines for your only ally for me.

  • @jesterkind said:

    I mean, they only "fixed" that by making it so you don't have to care about what her power does because the answer is "extremely little", so I wouldn't be too glad.

    If they'd actually addressed that issue and made it more obvious what was going on, it would've been a good set of changes. As it stands, the only reason you'd stop seeing your team lose so easily against her is because you're not gonna see her at all. If by some miracle you do run into one, your team still isn't going to know what her power does and they're still probably going to lose because of it.

    I saw from Mandy on Twitter that the developers are planning a major overhaul of it.

    Don't lose hope either, they may fix or buff her after PTB.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799061#Comment_3799061

    Show some respect or no one will want to do ANY talking to you. Your post brought up new aura perks like they were going to be the source of a problem while pointing out how often you see aura perks on nurse. Nurse's pool of usable perks though are already SO kneecapped that it's obvious why you're seeing the same perks alot. Step away from your proposed solution for 5 seconds.

    I'll ask again since you didn't answer. What perks should a nurse use? This is an ACTUAL question, not rhetorical at all. Offer some actual not broad and vague suggestions. You keep using the term "free hit"when a perk helps nurse get a hit, but would you use that term if a Myers for example uses a perk like superior anatomy or a similar chase perk to get a hit? Close range aura reading perks like I'm all ears are MEANT to be used mid chase to get a hit.

    Show some respect or no one will want to do ANY talking to you.

    So when I present my argument and write reasons and give examples I am being disrespectful? Do you literally read carefully before jumping to comment?

    What perks should a nurse use? This is an ACTUAL question, not rhetorical at all. Offer some actual not broad and vague suggestions


    You didn't specify if you wanted me to mention her build it assuming she can't see you while using her power , she uses Hex or Slow Down perks etc. So what she should use is the player's choice or the player may not use perks because she is the strongest killer in the whole game.

    She uses whatever she wants, the difference is that she doesn't get a free hits.
    If you ask me what perks I use when playing Nurse (Hex Plaything- Machine Learning- Dominance- Rapid Brutality)

    You keep using the term "free hit"when a perk helps nurse get a hit, but would you use that term if a Myers for example uses a perk like superior anatomy or a similar chase perk to get a hit? Close range aura reading perks like I'm all ears are MEANT to be used mid chase to get a hit.

    Even when Myers uses this build, after seeing him use it you won't let him get the same result the next time meaning there is a counter-play , he also has a bad start.

    Your other point is some perks are supposed to help you in the chase, fine, but not a guaranteed hit.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798999#Comment_3798999

    What SHOULD a nurse pick then? Currently the reason you see aura reading on Nurse is due to a SEVERELY limited pool of options. Perks like surge that require a basic attack are largely useless because hee blink attack isn't considered a basic attack anymore. Perks like superior anatomy or similar chase perks are ALSO useless.

    It shouldn't be a surprise that the killer that gains 0 benefits from chase perks is going to be using the perks that DO work. The introduction of NEW aura perks aren't going to introduce some new issue. Someone might slot on Predator (a perk that can used mid chase with a cooldown) instead of a perk already on their build like I'm all ears (a perk that can used mid chase that has a cooldown).

    So...once again... what perks DO you want a nurse to use? I'm honestly curious on this question.

    You're talking like I'm asking to put the nurse in blindness state effect for the entire match.

    The effect is (((only))) when some killers use their power to prevent free hits, So these killers can still use aura perks but not while using their powers.

    Please read the entire post

  • @Sandt1985 said:

    Aurvivors get mad when killers run Aura perks and Gen regression. WHat are killers allowed to run without enraging survivors at this point??

    It seems that you did not read the post completely. Your comment is talking about something and my post is talking about something else entirely.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798971#Comment_3798971

    You really shouldn't bring nurse into the equation when talking about anything though. Nurse isn't playing dead by daylight, she's playing the nurse game.

    I use her because she is considered one of the strongest killers in the game and I almost never saw the nurse not use Lethal with any aura perks.

    This is what I mean by free hits because the counter play against her is to cut off the line of sight between her and you to force her to guess.

    Same thing with the pyramid head where he hits you from behind the wall and you can't see him.

    The issue is not that you only have 4 slots, the issue is the free hits and they are unhealthy for the game.

    There is no problem with the huntress seeing your aura because she cannot hit you from behind a wall or penetrate the wall to hit you, as she needs a direct line of sight between you and her to hit you, meaning she sees you and you see her.

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426923/the-problem-with-aura-killers-perks-may-happen-in-the-future

    Non of those killer deserve such nerfs. Nurse already have limited perk she can use. And pyramid head strong and fun killer also include aura perks works great on him. Having permanent invisibility is also not good for the game and thats a main reason why distortion needs to be nerfed.

    I didn't mean that you can't see the survivors' aura after using your power for the first time and for the rest of the match, what I meant is that whenever the nurse uses her power whether she charges or teleports she can't see the survivors' aura.

    After using her power she can see any aura normally until she uses her power again and so on.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426923/the-problem-with-aura-killers-perks-may-happen-in-the-future

    Every aura perk run is one less gen slowdown perk.

    The reality is, the way the game is played, its all about value. The question is simple. What is more valuable doing big damage to a gen? Or that aura perk.

    The real question with a perk is pretty simple, compare it to something like pain resonance. Pain resonance buys the killer 18 seconds of time, 4 times for a total of 72 seconds. So, compare that to an aura perk. Does that aura perk buy you 72 seconds of time over the course of the game? The reality is, most of the time, most perks won't stack up against it.

    She has the power to cross the map and the power to chase survivors at the same time, and with free hits thanks to the new aura perks.

    So ending the chase very quickly is a very effective way to slow down the match.

    Plus she can combine these perks together and you have a free hits match.

  • I really wish it was a full chapter, imagine if it was just skins and Feng and Vittorio got FNAF related skins

  • @Coordi said:

    Eyes of Belmont does not apply to Object of Obsession since Object of Obsession doesn't reveal the Killer's aura for a duration, it only reveals their aura as long as they can see yours. The duration of Object of Obsession is for your own aura reveal.

    What about Object of Obsession revealing the killer aura for 3 seconds every 30 seconds, Eyes of Belmont doesn't extend the killer aura either?

  • @100PercentBPMain said:

    Iirc Eyes doesn't work because Ooo doesn't actually have a timer. How Ooo works is that the killers aura is revealed whenever your aura is revealed; all being the Obsession does is revealed your aura to the killer for 3 seconds. Eyes can't combo with that wording

    Wait, OoO the way it works is that it reveals my aura to the killer for 3s and then the killer's aura is revealed to me for 3s because the killer sees my aura?

    So, for this reason OoO doesn't work with Eyes of Belmont in any way ever?!

1 2 3 4 5 6 … 16