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Coffeecrashing

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  • @MikaelaWantsYourBoon said:

    I really don't know why this is not adressed yet. Just let me go to next match.

    For fixing this issue, just add give up button for last 2 survivors. Simple. Why i am forced to stay on ground for 4 damn minutes. It's boring. This is just bad design.

    https://us.v-cdn.net/6030815/uploads/A5P82S8YKC6Y/20231205031052-1.jpg

    If the "give up" button replaces the survivors with bots, then sure, give people the button.

  • @fussy said:

    I think it's better to say this: Charring Wedding Photograph offering is taken only by survivors in my matches.

    I don't think it's most problematic map we have right now, but it's definately pretty save for survivors and hard for killers, especially without mobility.

    In my matches, I also only see this offering taken by survivors.

    BHVR has the stats on what ratio each offering is used by killers and survivors. That should be one of the best indicators of whether or not the players feel it's killer-sided or survivor-sided.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604484#Comment_3604484

    Except this isnt unhealthy. At all. Its literally what survivors are supposed to do. Even if one is great in chases, it is more beneficial to hide and wait for the killer to leave in order to hop back on that gen.

    And bringing comms into an argument does nothing. It will always skew balance. Its a non-issue.

    If a survivor is hiding to the point of not even hook rescuing, or touching gens, but ONLY hiding, then yeah. That is stupid wrong and very bad on that player. Im sure on this everyone can agree. Just sounds like its all being lumped in together now. That's not a fair bowl of chili.

    It doesn't matter what is more beneficial. Many killer strategies are beneficial to the killer, yet they still get nerfs to them.

    And stealth isn't "an evolving strategy". People have been doing this back before spine chill and calm spirit got nerfed. In fact, some people were doing this so much with spine chill and calm spirit, that both of those perks got nerfed in the 1st meta shakeup.

  • This isn’t a new strategy. The only difference is the perks being used. A long time ago, it was perks like spine chill and iron will. Then after distortion got super buffed, people changed to that. And there have always been many people that used voice comms to tell each other where the killer is, to make it easier to hide from the killer.

    We have so many killer strategies that are considered “unhealthy”, that it’s about time that a survivor strategy be considered “unhealthy”, and excessive hiding should be nerfed.

  • @leviivel said:

    Distortion is a hot topic atm. My 2 cents on it is just reworking it so token building requires chase time would make it MUCH healthier for the game and fix other small things.

    It would make the perk better against stealth killers since it’s now chase time based and not TR.

    it would let people with actual game knowledge and skill get rewarded from it and not people that sit behind a rock for half the match. (Because let’s be real, hiding in the TR is not difficult whatsoever excluding Stealth killers or Huntress).

    the most common defence people have against people who dislike distortion is not everyone uses it to hide behind a rock, which is a fair but flawed take. This change would make the defence fair since this change would just aim in that player group’s trajectory.

    also why does a perk that already makes being stealthier easily get replenished by stealth? Especially considering how strong the effect can be.

    I agree that distortion should only regain tokens with chase time. Perks shouldn’t encourage survivors to excessive hide the entire game.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/399626/nerf-autopilot-of-opportunity

    The only thing this perk does is to let solo players know which pallets their teammates have droped. A good player knows all the pallet spawns anyway.

    Also, think further. Lets say this perk gives mediocre players the opportunity to became good players (in terms of wins). Now imagine they will nerf this perk so those players wont run it anymore. That would bump killrates up even higher as they already are and this, suprise suprise will lead to killer nerfs.

    Be careful with what you wish.

    If the only thing this perk does is let solo players know which pallets their teammates have dropped, then people can use Any Means Necessary instead… because that’s the actual perk that tells a survivor which pallets have been used.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604008#Comment_3604008

    So what is your solution for these teams? Obviously we can't balance game around them.

    The actual solution would be BHVR publicly admitting that the game should never be balanced around voice comms, and that survivors should not expect anymore buffs to bridge the gap between solo q and SWF.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604034#Comment_3604034

    They wanted make Freddy stronger tho ( we never needed that btw, old Freddy was strong enough ) but Billy rework was just wanted kill him. Like his add-ons nuked, his base-kit butchered. There is nothing left for him. Even after years, they still tried nerf him but they got so much negative feedbacks and they reverted it. They are not letting Billy rest for a bit... I am really hoping upcoming rework makes him good like old times, he was good boy.

    They also wanted "to make Trickster more fun to play", and we all saw how that turned out.

  • 1) Changed to 115% speed.

    2) Hatchet hitbox made smaller.

    3) Prevented from aiming hatchets super vertically, to stop the cross-map hatchets.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603186#Comment_3603186

    I’m not talking about Killer Instinct by itself, I have thousands of hours in the game, I am more than familiar with how this mechanic works. I’m trying to say that Killer’s Instinct for Spirit works DIFFERENTLY because she is mechanically DIFFERENT and they want to keep this addon “balanced”.

    The Killer’s Instinct marker does not show since you physically cannot see the Survivor WHILE PHASING, instead you get the Killer’s Instinct audio cue since it is the only thing that works while Phasing.

    It’s not the same as other Killer Instinct effects, with Legion you have a marker telling you where the Survivors in your TR are, with Twins you get a constant marker telling you where the Survivors are near Victor (as long as they aren’t crouching).

    SPIRIT WORKS DIFFERENTLY WITH KILLER INSTINCT.

    You DO NOT see a marker at the Survivor’s position. You DO NOT get a direction heartbeat. It only lets you know that a Survivor is within a 3-meter radius of you, which puts them easily with lunge range with little to no downsides to this addon.

    (Also CAPS are not me yelling, just using caps to put emphasis on certain parts.)

    image.png

    DCB is currently bugged, because older videos show that it used to show killer instinct during a phase walk.

    But it doesn't matter if the addon is bugged though, because killer instinct has directional audio. This means the addon still gives a clear direction to travel, and 4m directional audio is better than 3m directional audio. And as with all directional audio, players can purposely turn their camera, to pinpoint which specific direction the directional audio is.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603144#Comment_3603144

    Depends;

    You can easily just stop phasing but an extra meter of distance in certain loops makes a huge difference between getting a hit and not (specifically when near pallets/windows).

    My point is that the addon was already strong to begin with, but BHVR didn’t nerf the addon, they just made it stronger.

    Do you understand that killer instinct appears where the survivor is?

    You're talking as if killer instinct is so inaccurate, that the survivor could be ...ANYWHERE... in DCB's range. And that the 4 meter DCB was weaker because the survivor could literally be ANYWHERE in the 4 meter range.

    That's not what killer instinct does. If you see killer instinct, that's where the survivor is. It's not "somewhere in a 3 meter radius circle" and it's not "somewhere in a 4 meter radius circle".

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603111#Comment_3603111

    You realize that you don’t physically see the Killer’s Instinct while phasing, this addon acts as an audio que saying “YOU ARE NEAR A SURVIVOR” while phasing.

    I’ve used this addon a lot and I can say for certain that it’s “nerf” was a massive “buff” and this addon makes Spirit INSANELY easy, I have a hearing impairment and I was still consistently getting hits on Survivors that I would realistically be unable to know their location without this addon.

    To put it bluntly, this addon is insanely busted, I think it needs to be looked at.

    Any hits you could have gotten with the 3-meter DCB, you still would have gotten with the 4-meter DCB.

  • Killer instinct is very accurate. It's not a literal outline of the survivor, but Spirit doesn't need the literal outline of the survivor because she doesn't have a skillshot power. Therefore, Dried cherry blossom was nerfed when its range was reduced.

    Do you honestly think killer instinct is so inaccurate, that the survivor might literally be over 4 meters away from where killer instinct shows up?

  • @Mandy said:

    Tweaks refers to small adjustments to a killer rather than a complete overhaul to their power. The tweaks could be either buffs or nerfs or a mixture of both, but they are still small adjustments.

    Does this mean Twins is a complete overhaul to their power? I thought there was a previous BHVR statement, that it wasn’t supposed to be a complete overhaul?

    It feels like it’s been years since we were told about the Twins update, but we haven’t gotten any previews or anything, and at this point, I think a lot of people are worried that any update that takes this long, will result in such huge changes, that players that currently like Twins will be disappointed with the rework.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602812#Comment_3602812

    You do realize that survivors leave gens to go save a teammate, because the killer is approaching, or because they go to the exit gates while the teammate finishes the gen? Insta-fail skill checks should not exist, because they are uncounterable. If they worked like Overcharge, survivors would still be able to fail them (but that would be on the skill of survivor, not an RNG that you cannot do anything about).

    Also, killers nowadays have a plethora of tracking perks, so hiding isn't as viable anymore. :) Nowhere to Hide, Ultimate Weapons, Chucky's perk, etc.

    Yes, I realize that many survivors are excessively pre leaving generators at the first sign of a visual terror radius, so they can excessively hide. Insta fail skill checks are healthy for the game, and should happen more.

  • I think the opposite should happen. Each time a survivor stops an action, it should increase the chances of a guaranteed failed skill check, to discourage survivors from excessively pre leaving generators to hide. This would help fix the 3 gen problem, which is partially caused by survivors excessively hiding.

  • @dance said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601888#Comment_3601888

    We've been reading through all the feedback in this thread (huge THANK YOU again to everyone for sharing your thoughts !), as well as on social and other platforms, and passing it along to the rest of the team. We have noted everything that we've seen - including the laceration feedback.

    Are there any plans to maybe lower the number of knives required for main event, or raise the number of knives he can hold?

    The knives have tiny hitboxes, and are very easy for survivors to dodge if they aren't in close range... and even the bots are very good at micro-dodging knives. Raising the throw rate will just make it even easier for Trickster to run out of knives, and he will be discouraged from trying to actually rapid fire if he isn't near a survivor, unless he's in main event, or unless he can go back to holding something like 60 knives.

    I thought the goal was for Trickster to have a "rapid fire" playstyle, and I don't understand how that can happen if the throw rate gets fixed, but everything else stays the same. This isn't like Huntress, where the player is supposed to carefully aim each shot. This is supposed to be rapid fire, where it's understood that the accuracy rate might not be extremely high, because the player can't carefully aim each shot.

  • Maybe BHVR can finally fix the turn rate addons, which are useless because of the large angle turn nerf.

  • I don’t understand why Trickster still has a lullaby, when it takes so long to get through a health state. If a survivor is far away, they aren’t getting “rapid fire” 8 knives before they can react. His lullaby should be removed.

  • @Peanits said:

    An FOV slider increases your field of view, AKA how much you can see from any point. The Killer having a higher FOV does not make it impossible to 360. It might make it slightly easier to keep track of a Survivor, but the main reason why it works and allows you to dodge hits is because they aren't reacting fast enough when you change directions. Having a higher FOV won't change that.

    For reference, Shadowborn increases your FOV, but it doesn't make it impossible to get spun.

    What about the forced short m1 attack bug, that can steal hits from the killer? I thought that was also the reason why 360s work?

    When a killer tries to lunge, the game checks if the killer is "too close" to a survivor. And if the game decides the killer is too close, it FORBIDS the killer from lunging, and FORCES them to do a short M1 attack instead. The problem is the game will then make a 2nd check, to see if the attack hits.... and if the killer is too far away to hit, specifically because the game forbid the killer from lunging, then the game has stolen a hit from the killer.

    In the case of 360s, it can briefly swing the survivor into the "too close" range, which forces a short m1 attack, then can swing the survivor outside of the short m1 attack range by the time the 2nd hit check happens.

  • When are toolboxes going to have a major update, like what happened with medkits?

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598765#Comment_3598765

    Isn‘t that the lunge only stops an attack if you stop holding the attack button

    Wrong.

    When a killer tries to lunge, the game checks if the killer is "too close" to a survivor. And if the game decides the killer is too close, it FORBIDS the killer from lunging, and FORCES them to do a short M1 attack instead. The problem is the game will then make a 2nd check, to see if the attack hits.... and if the killer is too far away to hit, specifically because the game forbid the killer from lunging, then the game has stolen a hit from the killer.

    The game shouldn't make 2 separate checks to see if a hit connects. It also shouldn't forbid a killer from lunging, unless it has already validated the hit, and guaranteed the hit will happen.

  • Get ready for 115% movement speed, and smaller hatchet hitboxes.

    And then we’ll be told it’s a buff, because Huntress has a faster movement speed!

  • The forced short M1 attack bug, that can steal hits from the killer, would still be in the game. So 360s could still help trigger that.

    Everyone should be aware that 360s actually help trigger a bug that can literally steal hits from the killer. And most players aren’t even aware this bug is in the game.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593968#Comment_3593968

    To be fair some people are just really bad in chases and it's much better for them to hide or run Distortion so that the killer goes after someone else.

    I'm garbage in chase even after 3000 hours in the game and instead of going down in two seconds and getting tunneled out at 4 gens left, it's better if I can stay in the game longer so I can get gens done.

    Actually it would be better to practice chases more, and you would either get better at chases, or your MMR would drop to where it should be, so that you could handle the chases.

    Because doing the "I'm going to excessively hide because it's the only way to win" is just hurting the rest of the team, because it's a toss up between other people getting stuck doing your share of chases, or you losing chases super fast which also hurts the team. And if the killer knows there is a weak link that's bad at chases, then it's the efficient strategy to tunnel that person out of the game.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596957#Comment_3596957

    I mean, yeah, you probably will have to accept this. I doubt the upcoming change is going to be a nerf to DS.

    Again, it won't be a problem if they compensate killers in a more healthy way.

    The theme of the roadmap is "fixing things that both sides find frustrating", and survivors weaponizing DS was the most complained about part of the perk. It's the reason it got the conspicuous action stuff added, and it was the reason it got the 3 second nerf.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596918#Comment_3596918

    They currently don't have a way to detect when a killer is locking a survivor into a corner, so what makes you think they can accurately determine when a survivor is not only bodyblocking, but bodyblocking with intent?

    Honestly, OTR needs its own rework. Compared to DS, it's literally worse for both sides.

    This is why DS should stay nerfed. The detection mechanic doesn't exist currently. The game can tell protection hits, and as a crude workaround, DS could activate on protection hits (regardless if the survivor being bodyblocked is injured).

    Maybe the game, in the future, could tell which survivor the killer is primarily chasing. Like, if a killer and 2 survivors are going in the same direction, that the game would assume the primary target is the farthest of the 2 survivors.


    @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596602#Comment_3596602

    Tunneling should be nerfed as much as possible. Byproducts like using DS as a weapon are something we need to just accept. Instead, killers should be buffed in different ways so that weaponizing DS wouldn't be much of an issue anyways.

    The game should move in a more healthy direction for both killer and survivor.

    No. We really don't need to accept this. Let's be honest that the perk was popular because it doubled as a weapon.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596742#Comment_3596742

    Go on then, suggest something. How would you nerf DS to combat this alleged problem of yours without impeding its anti-tunnel function?

    BHVR would find a way to detect if a survivor is purposely trying to bodyblock the killer, and deactivate DS if that is happening. DS would also deactivate if the survivor is under the effects of OTR, to prevent people from stacking DS with OTR.

  • Not trolling. If you honestly don't want to weaponize DS, then you should be fine if DS is nerfed so it can't be weaponized against the killer.

    Because a nerf like that shouldn't affect you at all, right? If you don't want to weaponize DS, then you shouldn't even notice if DS gets nerfed so that it can't be weaponized, right?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596716#Comment_3596716

    Almost like I have zero interest in bodyblocking the killer, which is why I want DS back, instead of OTR, huh?

    Nope. DS should stay super nerfed, until BHVR can figure out how to make the perk anti-tunnel, without survivors being able to weaponize it against killers that aren't tunneling.

    Besides, we don't need people running OTR and a buffed DS at the same time, so that needs to be addressed too.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596698#Comment_3596698

    It already does that. Sure, you can try and tune it even more, but it was already not a problem.

    If you're really that absolutely mortified of a situation unfolding that is beneficial to the killer, sure, try and figure out a way to handle this 'problem' without impeding its function as anti-tunnel. Go for it.

    But something tells me that whatever you'll come up with is going to undermine it entirely. I mean, if you thought the 4.6 onward DS was 'unfair to the killer' outside EGC, your balancing standards are down with No Mither, so I don't have high hopes.

    Using OTR as a replacement for DS is already not a problem, and you can just do that if you want an anti-tunnel perk. You can still use it to aggressively bodyblock the killer.

  • If you honestly just want an anti-tunnel perk, then you should be fine if DS is changed so that you can’t use it to aggressively bodyblock the killer. Surely, the killer isn’t tunneling if the survivor does that, right?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596563#Comment_3596563

    Smack them once and it's dealt with. It costs the survivors more time than it does the killer. This is not a problem.

    And this is why it's for the best that DS has been weak for so long. People like you just want to weaponize the perk, to punish killers regardless if they are tunneling or not. If DS is supposed to be an anti-tunnel perk, then it should be anti-tunnel only, and we shouldn't have this weaponizing garbage where survivors try to force the DS on the killer.

  • Considering the Trickster rework disaster, I’m fully expecting the Huntress rework will be giving her faster movement speed, but smaller hatchet hitboxes.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596496#Comment_3596496

    You'd need to chuck the entire game's balancing out of the window if you want to make tunnelling not be the lower effort, higher reward tactic.

    Unfortunately, survivors do also get to play, and will want their own fair shot at winning, so that's not really an option.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596499#Comment_3596499

    Expanded with what?

    DS cannot be weaponised. Any attempt to use it offensively is hard-countered by the killer -not- hitting spacebar on you.

    Survivors that weren’t being tunneled, would run straight for the killer, to aggressively bodyblock the killer, because they had an active DS. If a survivor does that, it shouldn’t count as tunneling, and the DS should deactivate.

  • My guess is that lower MMR survivors still aren’t grabbing tapes early, and are just waiting until high condemn stacks, which is giving Sadako inflated win rates, because the current condemn mechanic isn’t intuitive at all to lower MMR survivors. The previous condemn mechanic was way more beginner friendly, because outside of a very specific build, survivors could usually just ignore the condemn mechanic entirely.

    Pig has a much easier to understand “condemn” mechanic, with a timer that constantly ticks down when active, and the understanding that it might take a few boxes to unlock the trap, so people should start going to the boxes early if possible.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596323#Comment_3596323

    No, they did not go into any details, it is just on the Roadmap:

    https://us.v-cdn.net/6030815/uploads/00PT5MX8RJA8/gacuagvxaaadluv.jpg

    No information at all, but I dont think you can nerf DS even further. (Same that it is quite clear for the other Perks whether they receive Nerfs or Buffs... except for Shadowborn and Monitor of course, but those will probably get bigger Reworks because we get the FOV-Slider)

    They could finally address the biggest complaint about DS, which is survivors weaponizing it. I used to have so many survivors that would aggressively try to bodyblock me, because I was chasing someone else, and they "didn't want to waste" their DS.

    The list of conspicuous actions that deactivates DS, needs to be expanded to stop people from weaponizing DS.

  • I want everyone to remember BHVR's vision for the Trickster update, which is "The Trickster’s fast-paced attacks are what set him apart from other ranged Killers, so we wanted to focus on this rapid fire ‘machine gun’ gameplay for this update. We asked ourselves: What’s better than throwing a bunch of knives? Answer: Throwing even more knives." And everyone should honestly ask themselves, "does the current Trickster meet this goal"?

    The biggest problem is that the removal of recoil doesn't justify the other nerfs. Yes, it's nicer for console to have zero recoil, but against survivors that are micrododging, trying to rapid fire knives (without main event) is a good way to run out of knives early. Even with the nerfed max throw rate, I'm often still throwing knives one at a time, or in bursts of 2, to try to catch the micrododging, which means I'm just flat out punished by this whole rework.

    Suggestion: Main event is so underwhelming now, that we should be able to have main event activate at 4 knife hits, because main event throws knives so slowly right now that it's literally only good for the unlimited ammo now. And I'd rather have "much more main events", so I can have "much more knives", and if that requires a weak main event that's only good for the unlimited ammo, then that's the best solution.

    The only way for Trickster to meet the goal of "rapid fire" gameplay, is to have way more main events than he has on live, due to the fact that rapid fire outside of main event is often not good, even with zero recoil.

  • If BHVR doesn't want Hag to excessively create a 3 gen, then she needs to have a much larger teleport range. Because right now, her teleport range is "3 gen"

  • @TeleportingTurkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595321#Comment_3595321

    i mean, worst case scenario, we can limit this feature only to the last gen, but I don't really see the issue in the scenario you've described.

    if survivors throw themselves at this particular gen, then you can pressure them way easier. Keep in mind, it would still take 90 seconds to finish, it's just that killer can't infinitely regress it. And if survivors throw too many resources to remove this particular gen, killer would still have the regression capability for other gens, while survivors would be left weak

    Why should the killer get punished for defending a 3 gen for the entire game, if those are literally the only generators being repaired? The killer literally doesn't have a choice to defend the other generators in these scenarios.

  • @TeleportingTurkey said:

    I really hope their solution is something like "each gen cannot be regressed for more than certain % (f/e 100%/150%/200%) of its max progress. and buff perks/effects with unlimited regression capability so even they can give fair value.

    what this would achieve is effectively prevent 3 gens from working in the long term as long as survivors are doing any progress at all. killer would still be able to hold a fair / good faith 3 gen (a natural response to survivors leaving 3 gen in the first place), but taking survivors hostage for unreasonable amount of time would be impossible because regression would be a finite resource, therefore something that killer will run out of and would be forced to lose the 3 gen.

    What happens if a SWF decides to only repair the generators showed by Deja vu (which is the current 3 gen)? Would the killer get punished for defending the 3 gen, if there literally aren’t any other generators that need to be defended, because the survivors are purposely only repairing the 3 gen?

  • I hope they rework DS so it can’t be used offensively. Because really, that’s what most people wanted to do with DS if the killer wasn’t tunneling, so they wouldn’t “waste” their DS.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/398281/bhvrs-solution-to-3-gen

    Unless they are doing something to fix the "Chess merchant" style only ala Anti-facecamp only deals specifically with super egregious facecamping, then its going to be a huge problem.

    LITERALLY BY DESIGN the killer is weaker at the start of the game, and stronger near the end of the game due to the fact that they have less gens to patrol. Personally, if they make it so that the killer gets some of that power in the early game (i.e. losing 3 gens in the first chase is no longer expected) then i would happily trade the 3 gen.

    Honestly the easiest change i think they can make is make gens take different times depending on where we are. I.E.

    Current:

    1st gen: 90 seconds

    2nd gen: 90 seconds

    3rd gen: 90 seconds

    4th gen: 90 seconds

    5th gen: 90 seconds

    Total: 450 seconds

    Potential change:

    1st gen: 130 seconds

    2nd gen: 110 seconds

    3rd gen: 90 seconds

    4th gen: 70 seconds

    5th gen: 50 seconds

    Total: 450 seconds

    Then make it so that the "charges" are removed from the repaired side of the gen so you can't partially repair a bunch of gens and then 1 gen gets done and suddenly 5 get done, and you might have a decent change.

    Doesn't change the total time, but evens out the early game so that the killer can actually get a down or 2 before they lose a gen. Then in the late game, 3 genning is much much weaker because you can power through 50 seconds much easier than 90.

    BHVR said the 3 gen solution isn’t supposed to affect normal games, so it can’t be the solution you suggested.

  • It might be something like “if a killer is excessively kicking a 3 gen, but not kicking the other generators, then the killer is clearly defending a 3 gen all game, and something needs to happen”

    (assuming there are more than 3 generators left in the game, and survivors were trying to repair other generators)

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592815#Comment_3592815

    You really don't think a killer going from 110% to 115% is not a big deal?

    Going from 110% to 115% will make Trickster more powerful, because he will be able to get more M1 hits. But it won’t make his M2 power feel better, or help the fact that trying to land 8 knives, with the increased line of sight breakers on the new maps, feels awful.

    It also wont help the fact that there are so many places where Trickster can’t use main event, and he will still waste many of them. And he will feel like he’s running of out knives way easier.

    This entire rework isn’t designed to be an overall buff to Trickster. It’s really just a buff for console and a nerf for PC. Anyone that’s played FPS games on PC is used to recoil, and knows how to deal with it, so removing recoil isn’t a big deal for them.

  • @Echorion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594413#Comment_3594413

    Ok. I don't know what you are trying to tell me with that though; did you mean to reply to someone else?

    I’m explaining why it hasn’t been fixed yet. Many 3-gen scenarios are the fault of survivors, or at least partially the fault of survivors.

  • @Echorion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594393#Comment_3594393

    That's fair, I don't know how to fix it either without making killer harder than it already is in the process. So it taking time makes sense.

    There are 2 major problems to fixing 3-gens

    1) What happens if survivors purposely want to repair the easy generators, and purposely leave the 3-gen until the very end?

    2) What happens if survivors want to excessively pre-leave generators, and excessively hide, which means that even if the last 3 generators are far apart, they still aren’t getting much repair progress?

  • @spagz said:

    some people really need to touch grass and it shows.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593657#Comment_3593657

    You got all of that simply because they use the perk distortion? 🤔

    I got all of that from you complaining that people keep telling the killer where you are, when you try to hide in lockers. And that it's happened so many times, that you made a forums post about it.

    Why do you think people get mad when you step in a locker? Do you honestly think those survivors feel like you've been doing your fair share of chases?

  • @Nos37 said:

    Another reason for lockers:

    • I lost a Distortion token when a survivor was hooked. (BBQ & Chili)
    • Someone wrecklessly traded and got hooked soon after. I now have 1 token left.
    • Another survivor was downed before I could get close enough to the killer to replenish my tokens.
    • I hop into a locker for 7-10 seconds to save my last token and wait out BBQ...

    But no... Kate saw me go in. Guess the first place she ran to when she was found and chased. My gen.

    And why was she found? Because she didn't use the forbidden locker to hide her aura from the killer.

    So you're excessively hiding, and not doing your fair share of the chases? And you're hoping the rest of the team will carry you, because you don't want to help with chases? You're making the survivor team worse by excessively hiding.

    Do you know what's better than excessively hiding? Learning how to be good in chases, so you can actually be useful, and help your team.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592911#Comment_3592911

    every single stealth killer except for skull merchant has audio warning. I agree towards dumb design however your not necessary using stealth to grab people off-gens. Your only using it to get close to the survivor to land a hit. Like GF stealth or Wraith stealth.

    Chucky’s M2 just reminds me of what Blight could do before they heavily nerfed his object sliding. It sounds great, until the survivors realize object sliding requires the killer to be stuck at the loop, and the survivors start leaving the loop when they think the killer is going to slide.

    I agree with blight comparison. So one of reasons why Chucky had low missed cooldown was because you could loop-wide. the whole point of him not having faster m/s cooldown was so that if you go very outward towards loop, you will be out of position where he can m1 you. They're nerfing that. I don't know how smart that is because that was ptb Slice & Dice weakness. The other counter/outplay was standing still at certain corners so he runs past you.

    I think if you want avoid his "smart" counter-plays by survivor, you need to use his short dash like billy's chainsaw. short-dash in front of you means that survivor has less time to go wide and they cannot use any LOS tricks if your dashing right in front of them. I suspect that scamber nerf might not do anything. the number looks so small that i have feeling that you can just run Running shoes green add-on+Iridescent amulet and still get m1 hits by vaulting pallets over and over because Hide-oh duration becomes 28 seconds. You have enough duration to hit bloodlust 1 while vaulting pallet for free until you hit survivor. Windows likely are not going to do anything especially for how easy they are to counter with bamboozle. that is my take on that change. it will not do enough.

    I don't care about audio warnings, like Wraith's heavy breathing. By the time survivors can hear those noises over generator noises, I'm close enough to them, that they didn't have enough time to pre-leave the generator to hide. I'd even pick Myers, with his 6 meter terror radius, over Chucky for stealth, because Myers can also get to generators before the survivors have had enough time to hide, if there is a broken line of sight.

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