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  • @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697061#Comment_3697061

    No the problem is killer refused to hook anyone until he slugged all 4. That's the issue. Guess all the killer mains or on the forums tonight.

    So it can't be you or your teams fault at all? Got it. But either way you and your team incentivized the slug and not hooks by not going for objectives and forcing chases away from the slugs.

    Also saw in a previous message you said "not playing the game as intended"
    Hope this helps (specifically the timestamp 1:38)

    https://www.youtube.com/watch?v=uRFGT9JZZZo
  • So at 18 seconds in the video what are you even waiting for? You spin in place losing you distance to the pallet which ultimately ends up getting you downed way earlier. Hell you should have been holding W from the moment he downed Zarina, especially after he decided to randomly saw presumably because he already saw your scratch marks from before. Your mistake there was either altruism or hesitation which lead to over altruistic actions of the other survivors.

  • Cause unlike death slinger she can down with her power if the person is on the other side of a loop that you wont get a lunge in time and trickster requires multiple hits for an injure state.

  • @adam1233467 said:

    blight without hug tech feels like a B tier killer, he is so bad right now holy

    Nah hes still strong just collision feels wonky right now.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693549#Comment_3693549

    Was fine, maybe. That was 3 years ago. He doesn't even work at BHVR anymore and it's quite likely that the developer's opinions have changed in that time.

    It was already rarely applicable with then tampering with collision after mclean left anyway so it would have been nice to see it brought back a little.

  • @ReverseVelocity post above. Didn't quote properly.

  • Just sounds like bad teammates tbh.

  • Still waiting for the survivor audio equalizer they talked about a long time ago. (aka making ace louder and other survivors quieter like bill).

  • Honestly hitting through walls and ceiling are so niche that its just not an issue.

  • They can only 3 gen for a finite amount of time. It's fine.

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691576#Comment_3691576

    Hand to god, whenever a survivor does a crouch behind a pallet, I just raise Nemy's arm as high as it can go and whip. I almost always get a hit even when they are crouching, though its always at the tail end of the animation

    Thats because if theres a survivor and is able to be hit the tentacle will ALWAYS prioritize the survivor. Thats why when some nemis tentacle they look to the side to break the pallet instead so they dont give you a sprint burst.

  • @Sandt1985 said:

    There's a counter. I've found that raising the tentacle as high as you can before swinging almost always beats the crouch tech. I have no idea why, and I'm sure someone who understand the tentacles hitbox could explain, but give it a shot. Since theyre crouching when that get hit, they'll lose some of the speed burst

    Thats not how the hitbox works. The hitbox is like a kit-kat if you ever had one of those. So it would be like 4 bars high and a survivor crouching behind a window covers the 2 lower bars. No matter what you do you will NOT be able to hit that person with the tentacle unless they suddenly gained height from an elevation like a hill where it brings their hitbox back into view.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690608#Comment_3690608

    Disabling the killer's power is way too much for a perk to do. I will never agree with that.

    What it boils down to is that if a killer wants to tunnel, there is nothing that can be done to stop them. Yea, it sucks and I say that as someone who regularly IS the survivor that gets tunneled out.

    Literally the best thing this perk can get in terms of buffs that wouldnt affect lower tiers as much would be a power lockout.

  • Would love to but sadly the MMR in this game isn't good so I can go several games with 0ks but still get super efficient survivors where the only option I have is to tunnel. Hell I could even turn this around and say… dont want tunnelers? Just macro gens better to trick a killer into committing to a chase while at 4 then pop 2 more at 99.

  • @goodfriday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688599#Comment_3688599

    Why do people always mention when survivor get any slight buff its increased blight/nurses and that is never true nurses are still so rare in availability to this day at least for me they are I may get 1 once a month or so but I never see this as a thing. Blight is 50 50 for me if anything I see more chuckies/unknown which I rather him over those 2.

    Tbh as a survivor main am a wierdo that actually do enjoy vs blight as opposed to something I despise like spirit with her 0 counter play(that audio que does nothing for me) so I do not consider it a counter. Even nurse you can still see her red stain when she is blinking.

    post above. Didnt quote properly.

  • Well when you get the current state of DBD and buff an already strong perk… it is gonna make more 4 hit builds so more people will switch to stronger killers.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688599#Comment_3688599

    It doesn't hurt any Killer that doesn't hurt themselves. Getting hit by a DS is a self-report of low skill in the majority of instances. A skilled Killer can 8 hook before a single kill (and still have gens that need to be done) if they play that way the entire time. A Killer crutching on Tunneling to win will have an artificially inflated MMR, and not deserve the rating they allegedly have.

    In other words, it doesn't hurt Killers, it hurts playstyles that shouldn't be encouraged. Players engaging in undesirable playstyles shouldn't be rewarded for that. I would prefer a better basekit solution be implemented, but 5s DS is a decent bronze medal.

    "A skilled killer will 8 hook before a single kill" thats called handicapping yourself if you want to win because any decent survivors WILL capitalize on that and be out in 5 when its not some S tier killer. And never have I EVER seen a game where playing efficiently is seen as "not skilled" in some way. Also it's undesirable for SURVIVORS which you know is an ENEMY team so of course its undesirable. The best way to help deter tunneling is NOT taking away incentives to not tunnel like BBQ stacks and not more base kit perks.

  • Yeah but it going back to 5 seconds does NOTHING but hurt the rest of the roster. Nurse, blight, spirit and sometimes wesker will still instantly catch back up to you while the rest of the weaker roster suffers because of it. The 3 seconds COULD be capitalized on but people refused to do the simple thing of… not dead zoning themselves. The better buff to it that wouldn't affect low tiers as much would just be a power lockout for like 10 seconds after getting DS'd.

    All this buff will cause is even more blights and nurses. But hey I guess people reap what they sow when they simply say "buff this" without giving ideas.

  • Just add the cooldown back to it. All it really needs. Knowing whats around you in a large area is already very strong but having that affect constantly? Should have kept it like it was.

  • @Xernoton said:

    I'm all for removing the crouch tech. It's silly that this has ever been a thing.

    For pluto tech, I'm honestly unsure I would even classify it as a tech. The word "tech" is used to describe exploits, tolerated by the devs and the community. But blocking Blight's bump doesn't really sound like an exploit to me (it's kind of hard to explain). So, I'm honestly not sure, if it should be fixed for the sake of fixing techs. Especially considering it's one of the few things survivors can do against a good Blight and it also takes a good bit of skill to do it well enough to make a difference.

    I would say the half of pluto tech where you stand in front of a tree to block it from being bumped is intended. But the other half where you force the blight into a vortex situation… not so much. And by vortex (old blight term for being trapped in first rush) I mean something like the infamous ormond snow traps when it first got reworked. I haven't seen one of those on the recent changed version.

    Hopefully the collision changes coming up fixed that.

  • It's a perk that gives you a health state when timed correctly (which doesn't take much) and a sprint burst afterward WHILE putting the killer in hit cd basically giving you sprint burst/lithe levels of distance. It should remain an exhaustion perk.

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687824#Comment_3687824

    So something thats resaonable intented as Blight has to bump off objects and survivors arent objects?

    Well by trap means even if the blight turns into a wall sometimes wont even collide. But most of the time pluto is standing in the way of something the blight wants to causing him to slide off you and miss the object like a tree at the end of a pallet wall.

  • Am I wrong? Blight is still very much in S tier and him staying there because hug tech was never a thing. He has incredibly map AND chase pressure with some good addons.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687371#Comment_3687371

    I mean if matchmaking puts a really good killer against survivors who can't loop that well then first chase is gonna be way too short to complete any gens.

    Plus Corrupt is really popular and usually ensures no one starts right next to a gen so they don't even get started for a while.

    Im gonna stop you at "if matchmaking" thats a matchmaking issue not perk issue. Putting someone leagues better than someone who cant loop SHOULD ALWAYS result in the better person winning. And as for corrupt it barely does anything and at this point… I don't think its even worth a perk slot anymore as a result of MMR. If it was back in 2020-2022 before the perk change yeah because DH for distance existed and arguably more balanced maps. With the release of stuff like GoJ, Eyrie, reworked haddonfield etc, I think it's just not worth it because of the insane gen spreads.

    At this point I've had more bad corrupts than good. And by bad I mean the three farthest gens are usually the last ones which are harder to defend. It's a risk reward with the perk that has gotten more risk over the years.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687371#Comment_3687371

    So, how often exactly does first chase last 90+ seconds in your matches? If a chase lasts 90+ seconds then matchmaking went wrong; that shouldn't be possible against a somewhat equally skilled killer (except maybe if all resources are depleted, in which case the remaining three will be two tap since, well, a dead zone is a dead zone).

    It's not very hard to make chases last over a minute when ALL the resources on the map are still available (especially main buildings). Even the whole "pre-drop first chase" thats encouraged by some people can be made more efficient by actually looping a pallet. There's even games where chases at max at 30 seconds and gens STILL get done through pain res. It just goes to show how weak most of the killer roster is when survivors spread on gens.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687351#Comment_3687351

    what?
    Pop+Painres is over half of a nearly compelted gen gone. Since most of the time it's also tunneling the second pop follows just when it's back up at around 70-80. And the third when it's, again, at 70-80 —- or whichever other gen is at ~80% at that point. That's over one extra gen. - Now the killer has it pretty easy on the remaining three with 3x more painres+pop; plus finding the gen to pop among the remaining 3-4 is pretty easy. Doing ~8 gens is pretty normal at this point.

    If you aren't completing 3 gens by the end of first chase then thats on you or your team given how every reworked year 7 map didn't have their problems fixed. So 4 people with only 2 gens to complete and spread out… that is 100% on your team if your team ends up losing in that situation. Not to mention if a pain res gets used on a gen with 5% thats a wasted stack which is why you should always keep every gen at least 2-3% if you ever get in that scenario.

  • I mean if you have to do 7-9 generators that means the killer is either very cracked or your team wasn't efficient on gens.

  • @JeanGreyarea said:

    done discussing this, have a good day mate

    Like I said anti tunnel DOES NOT EXIST. It never did people just started calling it that without actually knowing what the word anti means. Anti-facecamp SYSTEM would be a good example. Under CERTAIN conditions face camping becomes impossible without some serious consequences with them getting a free self unhook.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687200#Comment_3687200

    nah the perk is supposed to be for anti tunnel. They buffed it back to 5 seconds so its good now. Not asking for free escape just asking for something that helps with tunneling. It didnt do its job at 3 seconds. Since they buffed it, your points are irrelevant

    Anti-tunnel doesn't exist. The word anti implies that it would literally be impossible to do without serious consequences. Removing someone early from the game has no consequences. It's more like barrowed time as its ACTUAL purpose is to buy more time for your team to do gens. Also you clearly never watch higher level play if people still bring DS in COMP which they try to maximise the amount of time they need in chase. The perk was still good at 3 seconds and not an "oops im gonna comp corner myself and now i can make it half way across the map LOL".

  • @Yharwick said:

    Does this bump Blight from S to top of A tier do you think?

    I still think Blight will be the 2nd best killer in the game but this might make them not entirely busted anymore.

    Blight was never in a tier because of a bug.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687234#Comment_3687234

    I honestly don't have a problem with the healing after an unhook or the speed boost. It is a powerful effect, yes, but it happens only after all 5 gens are done and you've played the game with three perks.

    It makes sense for it to be strong.

    Playing the game with 3 perks as survivor is a LOT less of a serious thing than playing the game with 3 perks as killer. As surv you can still use any exhaustion perk which no matter what is very powerful by extending time in chase, some sort of faster healing for better efficiency and some jack of all trades slot for either anti-aura reading or OTR. Overall that's only like 7% of the survivor teams total perk power? Meanwhile killer is 25% total perk power but rightfully so having stronger effects.

    It just should have never had the effect off hook and that's why you started to see "adren checks" because it was so obnoxious to play against.

  • @GeneralV said:

    The Adrenaline change went too far, it was too much.

    Removing the wake up effect against Freddy is excellent, but everything else wasn't needed. I don't think it will kill the perk, but it isn't a healthy change either.

    Its pretty fine. Adren off hook was stupid and having the sprint burst from adren ignore previous exhausted effects (which it kept after the changes) already made it super strong

  • You should NOT get adren off hook and the 5 second sprint burst that IGNORES previous exhaustion was definitely not good.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686543#Comment_3686543

    Yeah i dont get how people say its good💀 the perk is such a joke that killers dont respect it. “But if you go down a pallet or a window, if you use off the record and dead hard, if your teammates body block” if you need multiple things to make one perk do something, the perk flat out sucks

    You underestimate the ability to make a killer take MULTIPLE health states per chase. If you're expecting the perk to just get you a free escape then sorry to be the bearer of bad news but thats not what the perk was designed to do. It's designed to buy you and your team a little more time and when used CORRECTLY does it's just extremely well.

    It's not like the unhealthy perk it once was by allowing you to sit on a gen for 50 seconds in a killers face, get downed then start the chase.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686509#Comment_3686509

    Which means its pretty bad. That scenario seems to never be a thing. Ofc it is, but its not consistent enough to be viable. If the stun time isn't fixed, or whatever other great idea bhvr comes up with isn't good enough, it'll remain in the graveyard.

    Its really not that hard to go down near a tile... I swear in this community the perk better be super duper good or broken or else its useless.

  • Its only really bad if you get zoned or dead zone yourself. If you have a pallet or window nearby its still a VERY good perk.

  • Never in my days would I see having to get a down to get your regression as "free"

  • As long as I don't have to suffer an 8 second fatigue then im half happy.

  • Ok but clown desperately needed more bottles

  • Oh boy another lampkin touch up! Surely they'll touch the stupid main buildings on the map.

  • Well ones a higher rarity and gains another effect. Not very uncommon for killer addons especially the mangled and hemorrhage ones where a yellow would only do mangled while a green would do both.

  • Depends. If you generally played on a strong map and provided no chase interaction other than pre-drop W or main building and try to act all cutesy afterwards... lets just say you're going next without the extra 5k bp.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683355#Comment_3683355

    It did not make a huge difference in the outcome of matches, but it allowed bad loopers to finally learn to loop with a bit more mistakes, instead of dying instant and hiding all game therefore. It would have been balanced with the removal of the endurance.

    According to your logic pain res and pop should get hard nerfed into uselessness like MFT was, because those perks basically win matches for you! So what is the difference? Killers are allowed to have good perks and survivors not?! Seems like it! The survivor role is in such a miserable spot and killers still aren‘t happy! All my friends refuse to play this game, because of how unfun and killer sided it is.

    The endurance was not the make of break or the perk. It was the speed boost. Also comparing regression perks to chase perks isn't the same like you think it is. If a killer could just passively get a permanent speed boost half way through the chase then you would have argument.

    When you even have some of the best dbd players saying "if you defend MFT you are dumb" it starts to make you wonder how strong the perk REALLY is. But yeah survivor isn't as bad as you say. It's only really soloq but strong perks aren't the way to alleviate that. Survivor still is after all these years... a try to lose roll a good chunk of the time. You HAVE to make mistakes to lose especially with how every reworked year 7 map is a failure to balance them out.

  • @OneGoodBoyDemo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683493#Comment_3683493

    No, it's not. both perks are of poorly design and are not healthy for the game regardless of which one is more effective or not.

    A perk that completely prevents survivors from progressing their game is bad design. GE blocks all generators and old eruption applied the incapacitated status. GE could block the generator for 1s which would make it horrible, but still a bad design.

    Lets see... with eruption you would lose 17% (in reality not really because funny same frame explosion while repairing causes the gen to be "repaired" and not regress) in total from the incapacitated and worked on DOWNS.... Grim Embrace requires hooks and not only hooks UNIQUE hooks and the gen wouldn't passively regress until it's unblocked. Infinitely healthier for the game than old eruption.

    Also it loses value with each unique hook because by then if you're actually good at surv then you can get 3 gens done before even the first hook so then you create gen dead zones where the killer just shouldn't chase at so you could always run to there to just.... make it infinitely less valuable for the killer to chase you. And if the killer does the perk basically did nothing as only one survivor at that point would actually be going for gens with the other pre-occupied with the save.

  • One of the reasons my friend stopped is because they just removed a lot of the fun stuff to do. Scamper brain just isn't really engaging (waiting for a pre drop to instantly scamper under pallet then dash).

  • @OneGoodBoyDemo said:

    Grim embrace it's a version of old eruption and nobody is gonna change my mind. This perk needs to be reworked because I also don't want this perk useless again.

    That is such a bad take. GE can be used a max amount of 4 times and even then the gen block for 3/4 uses was EVEN LESS than when eruption first dropped.

  • @jonifire said:

    MFT would have been fine if they removed the endurance effect and made anti exhaustion perks better. The 3% really didn‘t do that much.

    "The 3% didnt do that much" If it didnt do that much then why was it ran so much? It happened to everyone where that 3% would have made the difference between a down or not.

  • Doesn't really need a rework at all. Its just a killer thats good but the amount of effort you have to put into him just isn't worth it when you can run other killers to get the same result which isn't a bad thing.

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