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  • @Gorik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3103818#Comment_3103818

    Speaking of perks, though, why is everyone using Thana!?!? I have seen it on Drs and trappers, im like ugh wouldn't pop be better... proper little Meta sniffers or something? i still love BBQ, it was always about the Aura, BP was just a bonus for me.

    Pop got a major nerf, and it's complete garbage now. Thana is better because you don't need to waste a bunch of time kicking a generator. Base gen regression is still only 25% of the survivor repair speed, so it's still often not worth kicking gens unless you're stacking gen kicking perks.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101179#Comment_3101179

    WHAT ARE YOU TALKING ABOUT. There are 4 other sources of sound survivors make! Breathing, footsteps, vaulting, grass, bush--the ONLY sound you aren't hearing is "AHHH!!!!!!" Even if they're not moving in a bush, you will still have collision with a survivor near by. And on top of that, you dont have to play hide and seen with a survivor--if you cant find them, move on. its like a survivor looping you endlessly in a chase--you can just disengage. the survivor will come out of hiding--its literally just another mind game. make them think you left, then double back and i promise you you'll catch a survivor standing up from a bush or slightly standing out to the side from behind a rock/tree.

    you don't have to play hide and seek with a killer--If you can't use iron will, move on.

  • Survivors that DC should be flagged as DCers, and the game should purposely match them with other survivors that DC, so they can ruin each other's games. That is the most fair solution.

  • @NekoGamerX said:

    I posted this in another thread but don't said if good idea or not so

    I think an easy fix to solo would be if your solo you get a 5th perk slot but only for solo and only for aura perks, but if your in a group of 2,3 or 4 the 5th slot is gray out can't use it

    the 5th slot can only be use for aura perks and you can only pick one

    so Bond Kindred or Empathy I think there are other aura perks but those are the 3 best I think

    I'm sure most would use kindred for that slot

    I don't know if the dev be able to pull that off but I feel it would work

    what you guys think?

    Would killer get a 5th perk slot if they went against a SWF?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101159#Comment_3101159

    It's not fairer for solo q players.

    They nerfed all the stronger killer perks, while buffing other ones.

    You people are obsessed with dead hard. Do you have nightmares every night about someone pressing "e"?

    There was a very long time, that whenever I played Blight or Nurse, I usually had 3 or 4 dead hard survivors in every game. And I'm still claiming that I really didn't see dead hard for distance very much, and I can't even remember the last time someone used dead hard for distance against my nurse. The survivors in my games were mostly pressing E to erase their mistakes, multiple times, in every game I played.

    I also have absolutely no idea what you've been doing in your games. I'm most definitely a meta killer main, but my solo q matches usually aren't anywhere near as bad as what you're claiming solo q matches to be. Sometimes MMR matches us with killers way above our MMR, but it also sometimes gives us potato killers, that I can chase around for a long time. I might have a bit of an extra advantage, because I've played Blight and Nurse so much that I know what to do in chases against them, but I'm really not seeing these horrible sad stories of people losing 30 survivor matches in a row, and I've been doing just fine with completing the survivor challenges in this rift.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102063#Comment_3102063

    Those are all valid points. I can understand them. SWF on comms has always made balancing so difficult, and they have a distinct and undeniable advantage over Killers.

    As for stealthing, I've seen numerous threads aimed at survivors "You have to learn to play the game differently now! You have to fear the Killer, you have to get better at hiding and not expect to loop the Killer for days! Git Gud".

    So maybe some people are stealthing because with the basekit buffs, and gutting of most decent perks, they think it's the better option? Idk.

    People were being immersed before this patch. It has always been a huge double standard, where survivors demand for killers to interact with all 4 of them, but also claim that it’s fine for survivors to hide as much as possible and not interact with the killer.

  • @CluelessWanderer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3101969#Comment_3101969

    I think most people are blaming the patch because all the basekit buffs to Killers, and the ridiculous over-nerfing of a lot of survivor perks (not Dead hard. I've seen plenty of survivors, myself included not give a rat's arse about it and if it caused a lot of problems, then I have no issue it's gone). So things like Decisive Strike; an anti-tunneling perk- were made useless. Devs tried to sell us the idea that OTR was vastly superior to it in everyway. But it's not. It's no where near as good as DS (in my opinion. I've been tunneled relentlessly and OTR barely did anything and it deactivates during end game so why bother?). Iron Will made useless. I mean, Botany Knowledge was a buff for SWF, a nerf for Solo Q (so if you run it, and you pull a brown med kit, you can't heal yourself). BK was perfectly fine. It didn't need a buff OR a nerf either way. Self Care nerf is just laughable. What about Calm Spirit? Such an innocuous perk, but now it has a huge penalty to run it.

    Devs and even Killers on the forums said the issue was: 'I have to camp and tunnel to have a shot because gens are too fast!". So now they aren't. But that actually buffed camping and tunneling, and Killers are still running very oppressive gen regression builds where actually completing gens is ridiculously frustrating while still; surprise! Camping and tunneling! Because now it's a guaranteed 4k against Solos. The "Just do geeennnzzzzzz" counter argument is dead in the water. That's not possible now- UNLESS you in a 4 man SWF on comms maybe.

    So they took a playerbase (Solo Q casuals), and extended the least fun, most tedious aspect of gameplay. And for reasons I will never understand, they thought Killer's would have a universal Honour Code and they would just choose not to use the easiest most reliable strats for victory (camping and tunneling + gen regression build). Imo, that was dumb. They thought the 15 year old in Liverpool taking his puberty out on survivors would somehow think: "Oh I don't have to camp anymore! What a fun game I shall have actually hooking survivors and looking for another one!". No, we get that 15 year old as Plague puking constantly on the first hooked survivor until they die.

    So it's the idea they completely left casual Solo Q out of their precious "balancing". See, SWF's aren't having any problems (shocking!). I think Solo Q expected them to do something that would make our matches not as depressing either before they buffed Killers, or in the same patch. But we got a: "Hey guys! Exciting new Meta! Oh, Solos, we know we mentioned you in January but we've put off whatever that is off for at least 12 months. Yeahhhhh we're not even talking about it :( .......LOOKIT FENG'S NEW HAT. It GLOWS".

    I think people blame "The Patch" as a short cut when we're expressing frustration at the long neglected issues, and this patch buffing the most irritating and oppressive aspects of the game was just hard to swallow.

    I often have to camp and tunnel because the other survivors are hiding, and it's pointless to go too far from a hooked survivor if the survivors might be hiding far away from generators. And it's extra pointless to leave a hooked survivor if it's a SWF with voice communication, because the hooked survivor will just relay the killer's position to the rest of the team, to make it even easier for them to hide from the killer.

    BHVR said they would look into the reasons why camping and tunneling exist, but survivors hiding, and voice communication is still a huge problem. Before this patch, I could use BBQ or pain res to find other survivors, but BBQ isn't worth using anymore, and pain res's info got removed. And I don't even have the "let's get 4 BBQ stacks" incentive anymore. BHVR removed my incentives to go far away from a hooked survivor.

  • @PoodleDoodle said:

    Imagine trusting bhvr with the soon(TM) changes to rarity items. Everyone knows they're going to make it even more complicated than it has to be without actually addressing the core ossues.

    I'm still fully expecting for the rarity item changes to be a solid nerf for people when they are P100, as they will surely nerf the level 50 bloodwebs as part of the rework.

  • @tinycrow said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100454#Comment_3100454

    Someone running Calm Spirit is not the reason a killer is camping or tunnelling. There are NUMEROUS tracking perks that are not affected by Calm Spirit.

    Survivors being immersed and hiding from the killer is absolutely a reason for camping and tunneling. Do you really expect a killer to leave a hooked survivor, and try to find survivors that might be immersed anywhere on the entire map, especially if they might be against a SWF with voice communication, where the hooked survivor will just relay the killer's position to the rest of the team to make it easier for them to hide from the killer?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3100458#Comment_3100458

    you're just not making any sense that's the issue

    you're really mad that someone can dodge a hit because they have a good reaction time and somehow get mad that survivors don't get exhausted when their DH fails and they die unexhausted on the ground

    you're also really mad about validation that somehow is survivor sided when it's actually just more fair

    When a survivor's action has 0 startup frames, and the killer's action has way way more than 0 startup frames, the system is rigged in the survivor's favor.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099943#Comment_3099943

    So what you're saying is that.. you're really mad that survivors have a good reaction time and you cannot abuse bad ping to hit them with an unreactable lunge?

    You get validated because that's networking. The server is supposed to be the authority.

    You just got used to the game being extremely in favor of Killer on the networking side (which is still is!) and now are complaining so much when things become more fair. It's hilarious.

    I try to have as good ping as possible. You're just making up fake complaints.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3090926#Comment_3090926

    I know you aren't claiming that Calm Spirit would be too strong without the debuff

    Perks that completely remove an entire killer tracking method, for the entire game, shouldn't exist, and if they do exist, they absolutely should have a downside. Survivors that try to hide from the killer the entire game are a problem that is just as bad as camping and tunneling, and those survivors are partially to blame for camping and tunneling. Why should a killer leave a hooked survivor if the other survivors are hiding?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3099485#Comment_3099485

    Killer gets an inherent advantage at high ping. You just got a killer sided patch. You're still complaining. stop crying about survivors not getting exhausted when they use DH and just go down.

    Dead hard validation punished killers for having low ping, because the lower the killer's ping is, the easier it is to dead hard on reaction to a killer lunge.

    Do you remember the short period of time when killers could see every single time they got validated, because they would hear the survivor scream and see the blood splatter? We learned from that experience that a killer could have low ping, and still get validated a few times per game. We were told the validation was supposed to just punish people for having low ping, but it was way overtuned in the survivor's favor.

    And people are still using dead hard on reaction in my games, so I will still complain about it. BHVR buffed dead hard on reaction during the meta shakeup, and it's more annoying than before on the people that are still running it.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098920#Comment_3098920

    I dont get why you're whining. The survivor already went down.

    Nothing gets rolled back for the killer anymore, because now the server is supposed to register a hit regardless of a killer was validated or not. Why should the survivor still get a rollback for their dead hard?

    And why did BHVR give survivors a perfect rollback, but give killers a half finished rollback that still ate some of the killer powers because the game didn't actually rollback the hit properly? It's like grab validation, where killers got this half finished rollback where they still don't have their grab attempt properly rolled back. And killers still have a problem with aim dressing, where the server registers a hit, but will rollback the hit if the camera yank causes the weapon to no longer connect with the survivor. Killers have so many rollback issues, but it's totally ok for survivors to get a perfect rollback?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098706#Comment_3098706

    You don't get exhausted in the first place. Like it never happened.

    So if I get validated as Blight, I go through a missed attack animation, then a rush fatigue animation, and I still lose whenever tokens I spent. When I get validated as Nurse, I go through a missed attack animation, then a blink fatigue, and I still lose whatever tokens I spent. When a survivor got validated by dead hard, the server REFUNDED their dead hard?????? What hot supreme garbage is that??? How is that even remotely fair?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098430#Comment_3098430

    The famous exhasuted on the ground only occurs when there is no server check and the killer just says the hit happens.

    What happens after validation with lag by the survivor is that their E just doesn't happen

    Does that mean the survivor presses dead hard, and when the server rolls back the dead hard, it gives it back to the survivor?

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3098221#Comment_3098221

    This is not a ping thing. This a BHVR issue since Dedicated Servers are glorified peer-to-peer. Your client thinks you got the hit,but the server knows you did not and thus rejects the hit.

    Validation is more fair than not.

    The dead hard validation wasn't fair though. Some survivors said they went months without ever being exhausted on the ground, which means 100% of the times they pressed dead hard, the server ruled in their favor. Due to fact that games have lag, if the validation was fair, then there should have been some games where the survivor pressed dead hard in between the server registering a hit, and the hit showing up on the survivor's screen. But since that was never happening for those survivors, the server validation was basically emulating a survivor client validation.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097976#Comment_3097976

    Having been the survivor in this instance with the 0 hero hooks a handful of times, most of the time it’s really as simple as the killer abandoning chases with me or just straight-up ignoring me. I’m also not just gonna sit down and let myself get downed. That’s equally as harmful to the team.

    Having been a killer that used to run BBQ non stop, there were so many games where I was stuck at 3 BBQ stacks, and I never even saw the 4th survivor until after 2 of the survivors were removed from the game.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097852#Comment_3097852

    Yes but if killer has high ping they can hit me before I think they will hit me because of discrepancies in my and their view and I can't use dh if I am already on the ground.

    This has been happening to killers for months. How to do think killers feel when their screen shows that a hit or grab should have connected, just to watch the server roll back their action? Have you ever tried to grab a laggy survivor?

    Validation shouldn’t be a tool that is only used to create more favorable outcomes for survivors. If killers have actions where validation works against them, then survivors should also have actions where validation works against them.

  • @Teslaboi said:

    I can't speak for everyone, but for me it's an extremely valuable perk in Solo Que, up there with kindred, as it lets you know what pallets your team mates have used. it also makes it significantly easier to plan a chase route.

    They should remove seeing breakable walls though as it just clutters pallet auras and does nothing for me as survivor haha.

    The breakable wall auras are important in indoor maps, because they might mean you can’t get from one specific room to another, or you might be going into sort of a dead end if a specific breakable wall is still up.

    Also, some of the vaults are a lot more powerful if the breakable wall next to them is still intact.

    —Source: I sometime use this perk, and I use the breakable wall information.

  • Also, when things like this happen, what the survivor did should be punishable, but what the killer does might not be punishable. There are many times where the killer is legitimately chasing a survivor, and the survivor wants to survive by any means necessary and will therefore lead the killer to someone else. And if the killer hits that someone else, it doesn’t mean they worked with the survivor.

    We don’t want there to be situations where a survivor can create a gotcha moment, where the killer is forced to ignore a survivor or else be accused of cheating.

  • Another thing that should be discussed are survivors that refuse to help spread the hook states. There have been so many games where 2 survivors are dead, the 3rd survivor has been hooked twice, and the 4th survivor has been hooked 0 times. That 4th survivor is sandbagging the whole team.

  • @Jejune said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096737#Comment_3096737

    It was for like a year or two and then they broke it when they switched from p2p to servers. (Exhausted on the ground etc.) They fixed it recently and now it's broken again. If killer is playing with high ping you have to use it before killer even thinks of hitting you.

    The way the server validation is supposed to work, is if the server gets the hit event before it gets the dead hard event, then it’s supposed to register the hit. Server validation isn’t supposed to check if you pressed deadhard within a certain timeframe after your screen showed the killer attacking.

  • @Chocolate_Cosmos said:

    I hope the killer power is unique. Of course some aspects might be similar to other killers and that's fine but I really hope they will have something other killers don't have. That's it.

    I hope Its not Nemesis 2.0 with bit different twist to a power.

    I hope the new killer’s power makes sense visually. It was a major visual fail to give Nemesis something that looks like a whip, visually looks like a whip being struck downward towards the ground, makes a noise like it’s a whip, shows blue stuff on the ground as if it’s a whip striking the ground………. but then a dev tells us the power is really a few short ranged projectiles that are stacked vertically on top of each other, that all travel horizontally.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3097643#Comment_3097643

    There is no way SWF can be looked at, unless you remove the mode, or restrict them to have 2 men...

    But you can buff Solo close to SWF and then buff Killer.

    But even then, I dont want to play a game that Killers keep tunnneling/camping one, while other M1 Gen and hope the other guy runs his best.

    The only way to fairly balance voice communication is by giving all 5 players increased information. It’s not fair to normalize all the survivors getting increased information, but then tell the killer they aren’t allowed to have increased information.

  • @Dead_Harder said:

    People play games for fun. If overwhelming majority of players complain about something being really unfun, that should maybe be looked at.

    An overwhelming majority of killers think it’s massively unfun to go against a SWF with voice communication, to the point where BHVR can’t ever let the killer know if the lobby contains a SWF. Does that mean SWFs should be looked at?

  • @xDrAwkwardx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095368#Comment_3095368

    I think that's what information perks are for, right?

    Even without information perks, there are several points i already covered in my original post. A killer could take a quick look around to intercept a survivor coming for a fast unhook. A killer is likely to patrol generators. If survivors aren't on generators, then the killer is under no pressure. They have all the time in the world to find another survivor to chase. If survivors are playing immersed, I have addressed it in a separate section of the original post, as it is a separate issue.

    If it works, people will do it. Camping an tunneling are existing tools, and providing new tools, while i would totally welcome, will not prevent people from camping and tunneling. In order to discourage uninteractive gameplay like camping and tunneling, or in your case immersed survivors, disincentivization would be required. E.G. revealing survivors who remain passive for too long etc.

    The problem is the survivors will be super immersed and wait for the killer to get too far away from the hook so they can get a free unhook. If the killer patrols generators, the survivors will just hide super early. Or the survivors will click their flashlights from 40 yards away, being fully aware just how long it takes to chase a survivor that has a 40 yard head start. The survivors aren't giving the killer a fair chance at starting a new chase, so the killer doesn't have to give the survivors a free chance to unhook safely.

    Voice communication often makes it a poor choice to go too far from a hooked survivor. The hooked survivor will just relay the killer's location via voice communication, to make it easier for survivors to leave the generators before the killer gets there. And if the killer tries to patrol the generators, the survivors will continue to tell each other where the killer is located, and sometimes this results in the killer patrolling all the unfinished generators, but not finding anyone. If the killer suspects anyone on the survivor side might be in a SWF, it's best to just camp and tunnel, instead of risking a loss because of voice communications.

  • @FrostyEyesSusie said:

    All it takes is one survivor to stand on top of the hatch waiting for the killer to come by so they can tbag him to never hook the second-to-last survivor ever again.

    Yeah. Survivors are perfectly happy to extend the game an extra 5-10 minutes, waiting for the killer to show up to the hatch, just so the survivor can taunt the killer and jump in the hatch.

    And if it's the end of the game, and the killer is next to a hooked survivor, and the other 3 survivors could easily escape out a gate, the survivors are perfectly happy to extend the game an extra 5-10 minutes to sweat for the 0k.

  • @Zexbunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096298#Comment_3096298

    This isn't logical. You're telling a survivor to ignore their objective and just give up. Hooking the second last survivor does not prevent the killer from achieving their objective.

    And people are telling a killer to ignore their objective and end the game earlier. The killer's objective is to kill as many survivors as possible, and slugging for the 4k is fulfilling the killer's objective.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3095923#Comment_3095923

    Make messages non spammable, duh? Common sense in current gaming? Even tahxic LoL or DotA have that?

    As for the assumption part. Its not the devs nor killers fault or responsibility that survivors dont want to work together unless theyre in a a discord call. If theyre not doing what you want them too, do as survivors have been doing forever: call each other idiots.

    https://www.nerfnow.com/img/717/1156.png

    Common sense is that if voice communication is what is unbalancing the game, that we should throw penalties on SWFs as a counterbalance. It’s not “punishing people for playing with friends”. It’s “balancing out the massive advantages these people are getting by using voice communication”.

  • @JaviiMii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096191#Comment_3096191

    I wholeheartedly disagree but however much I disagree on the "just as stubborn tryhard" argument I guess that's subjective. What's however not subjective is that waiting out a four minute bleed out timer is dragging out the game beyond a reasonable amount of time just as much as the slug game. The cause of this unreasonable amount of extra time is the same: a killer who refuses to pick up a downed survivor.

    The last survivor is waiting out the 4 minute timer too. The last survivor could just walk up to the slugged survivor, if they wanted the game to end earlier. Both people are equally at fault. The killer isn’t entitled to the last survivor, and the last survivor isn’t entitled to a hatch attempt.

  • @JaviiMii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3096038#Comment_3096038

    I honestly don't even get the point of your comment. There are two survivors left, one gets downed and is then slugged. The last survivor can see the killer starting their search for them and leaving the slug. What do you propose they do?

    https://forum.deadbydaylight.com/en/discussion/comment/3096078#Comment_3096078

    It has been common, yes. - But it hasn't ben that extreme. Like you say: it went from being a somewhat common occurrence to sth you think their life depended on it.

    https://forum.deadbydaylight.com/en/discussion/comment/3096098#Comment_3096098

    It works exactly once and we're talking about the last two survivors. - From what I've witnessed so far it tends to go like this: one survivor gets downed. Killer starts their search. Other survivor picks the downed one up. Rinse repeat until both are down at the same time or one has bled out. If, at some point, UB comes into play it adds one more circle of this. If the UB survivor doesn't pick themselves up the moment / just shortly before the other one bleeds out it's ggs one way or the other. And, as you already pointed out: usually UB comes into play earlier in the game.

    No infectious fright, as far as I can tell. I at least never got hit by it in a situation like that.

    The survivor can try to wait out the slug game if they want to, but they are being just as stubborn and try hard as the killer.

  • @JaviiMii said:

    I honestly think there wasn't a single match over the course of the past 50+ matches where a killer didn't slug to ensure there's not even the slightest chance for the last survivor to get hatch. So many games have been dragged out as a slug game for five minutes and more and while in principle it's a valid strategy to slug for 4k the frequency and ... dedication to this kind of excessive slug gaming is.... baffling.

    Anyone else having the same experience or am I just having weird killers the past few days?

    It sounds like there were 50+ last survivors that were hellbent to playing the slug game. It’s…… baffling.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092412#Comment_3092412

    Your last point is funny in the context of the current patch. "Let's buff survivors, killers can wait a while" is exactly whats happening just role reversed. And people are loosing their goddamn mind over it.

    Also: SWF WILL USE ANYTHING BETTER THAN SOLO, because they actually care about each other getting out, or have weird mental gymnastics that make 3 dying to get 1 out a "win for the team" somehow.

    As for the chat wheel? Does anyone here say it should be implemented INSTEAD of the icons when the devs already did mention those are in the works? Its just a middleground between nothing and real comms, just with predetermined sentences instead of "squeaky teen screech". The basic callout "Focus Reparing" or "heal me" are so useful. The game or survivor doesnt have to stop to activate a button and flick your cursor in a direction for a moment, IF its to clunky or slow, then thats on the implementation, not the concept.

    The whole "wont use it" is stupid. "We have those tools but decide not to use them correctly or at all" is actually on the players, not the devs to balance.

    What happens if some random solo tries to tell me what to do via a chat wheel, and I think it’s a bad idea, and they decide to just spam their demand over and over? What happens when people disagree with each other, but the chat wheel doesn’t give enough options to properly explain why people are disagreeing?

    Why do we always assume random teammates are going to be rational and team players?

  • @xDrAwkwardx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3094926#Comment_3094926

    That has not been my experience, nor does it appear to be the experience of most people talking about camping and tunneling.

    If it is true that camping and tunneling are in response to immersive survivors, what if the proposed solution to immersed survivors were implemented? I believe that as long as camping and tunneling get kills, people will camp and tunnel. It's not the killer's fault for playing the game in a way the game permits, so it's a matter of disincentivizing camping and tunneling, the same way my proposed solution to immersed survivors was a disincentivization. If something works, people will do it. If it's bad for the game, you have to make it so it doesn't work as well.

    I have also suggested a number of options on how to address camping and tunneling, and I'm sure there are countless other ways they could be addressed.

    When a survivor is hooked, the game needs to make it much more reliable to find a different survivor to chase, and much more reliable to start a chase with that survivor. It needs to be a better game decision to chase a different survivor than it is to camp the hooked survivor. The whole concept that a killer could leave a hooked survivor, patrol the map, and find 0 other people because they are all hiding, needs to be prevented because that tells the killer they should camp and tunnel for the rest of the game.

  • Camping and tunneling are the solutions to immersed survivors, and immersed survivors are often the reason camping and tunneling happens. Camping and tunneling can't really be addressed well, until BHVR also addresses immersed survivors.

  • @BubbleBuster said:

    currently it is used as a terror radius indicator for people that are hard of hearing or deaf (said so in last devlog).

    after an actual solution has been implemented for players with hearing impairment that is not a perk, spine chill will be reworked/lose this feature

    It's currently doing way more than being a terror radius indicator. There are only 3 terror radius levels, so a terror radius indicator should also only be showing 3 levels.

  • @BubbleBuster said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093659#Comment_3093659

    i get the supply cases part, but why the rummaging?

    also adrenaline still wakes you up so apperently it s not a problem the devs are concerned about

    Maybe BHVR doesn't want stealth survivors just wandering around the map, collecting points by doing everything in the game besides generators? I'm not really sure what their thought process is on this one.

  • @BubbleBuster said:

    https://us.v-cdn.net/6030815/uploads/M4YAMYDZ5DBS/calmspiritlmao-png.png

    Why was this done?

    The perk is already horrible, it SHOULD affect as many small actions as possible.

    Stuff like rummaging, the squaking of opening a chest, the totem breaking sound, the loud breathing when doing such actions and maybe even the sound lockers make when you slowly enter or exit them.

    A perk with a HUGE downside, with small and extremely limited effects that are barely if ever useful gets "nerfed" because it apparently is a bug instead of just making it a feature and making the perk better.

    o7 Calm Spirit

    Supply cases are a killer power, and perks don't affect that. You really don't want that rule reverted, because that would allow Pig to use Third Seal to prevent people from seeing the Pig boxes.

  • @Tranquil_Blue said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093482#Comment_3093482

    You're right that it can be very powerful against stealth killers (perhaps too powerful, and they might need to change that), but...even with that said, there probably won't be many people at all who run Spine Chill now because: !) they removed the vault speed boost, and 2) it no longer reliably tells you when the killer is looking in your direction.

    It's basically a mid-tier perk that might become very good if you happen to go against a stealth killer, so I just don't think many people will choose it. I'm going to watch and see how many people are still using it in my matches.

    For people that used Spine Chill to pre leave generators, the new spine chill is much more powerful than the old spine chill. With the old spine chill, a survivor would see the icon light up, and assume that meant the killer was walking towards them. With the new spine chill, if the survivor isn't moving, then the gradual meter tells you exactly when the killer is moving towards you, down to the slightest movement.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093426#Comment_3093426

    Walk around? How far did the killer walk 2 feet from the hook?

    Killers has an assortment of tracking perks, addons and even basekit powers and with a bit of a nerf to survivors stealth it should be completely possible to find survivors.

    And survivors have an assortment of perks to help with camping and tunneling.

  • @dugman said:

    A difference between this new version and the old version is you can't tell if the kill is looking directly at you unless you can actually see them. So while you know that the killer is somewhere within 36 meters of you it doesn't help you know if they're headed your way or walking away or what like the old version does. Of course when it's lit you'll know to be cautious and watch for them potentially but it's not quite the same imminent warning that the old version was.

    Also the action speed bonuses aren't as good in the new one since they only work when the killer has direct line of sight on you and they got rid of the vault speed bonus as well.

    So from what I can tell the perk right now is still quite good, almost as good as the old one. I don't think it's buffed though.

    The way it works today, the survivor knows exactly when the killer is getting closer if the survivor isn't moving. The perk icon gradually fills in at the slightest motion. I don't understand why the perk is this accurate? According to the wiki, the terror radius noises are split into "three equidistant radii". Why is Spine Chill giving accurate information down to the meter, when the terror radius noises are split into three equidistant radii?

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093267#Comment_3093267

    Your misunderstanding a bit. Sure chases are fun but it's not fun to be the only one chased. I want to experience the whole game that includes doing gens, being altruistic and stealthing, not just chases.

    Then there are certain killers that can tunnel better then others making things even more annoying.

    Tunneling is mostly fine but survivors don't have the tools needed to deal with it which is a problem since it can completely lose the game for the entire time if it happens early

    It's also not fun when a killer hooks a survivor, then walks around but doesn't find any of the other survivors because they are all hiding. So the killer is encouraged to just go back to the hook, and tunnel the survivor off the hook. If survivors are hiding from the killer, it's their fault too if a killer camps and tunnels.

  • @RinsDoormat said:

    Sadako hasn't gotten a balance fix in months, why should this patch changes be any different? They need to 'let it sit' for a year or so

    Exactly this. Does everyone remember when Trickster was released, and BHVR said we would have to wait months for a rebalance, because we need to let it sit for a while? And we're still waiting for a Sadako balance fix, and we've been letting that sit for over a full chapter. This is the same energy BHVR should take with the giant rebalance patch. Let it sit for at least half a year.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091201#Comment_3091201

    That implies that the killer powers won't work at all. With doctor sure it hard to detect survivors but survivors still get the madness effect and it can still be used mid chase to deny looping. With clown the scream doesn't matter that often since the only important parts are the obscured vision and hindread. You can remove the scream and it won't effect anything not that I can see.

    The effect of removing screaming doesn't seem that major to warrant a 90 second cooldown. That's way to long

    The scream removal itself might not be worth a 90 second cooldown, but the crow bypassing definitely is worth a 90 second cooldown. And since the perk does scream removal and crow bypassing, the perk should go on a 90 second cooldown if either of them gets bypassed.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091208#Comment_3091208

    It isn't just the crows, though. What about the killer perks and powers that cause screaming? All hard stopped by Calm Spirit, with the only downside being if you decide to open chests, or cleanse or bless totems. And as stated earlier, I disagree with the speed reduction. I think a lengthy cooldown is more fair.

    I’d be completely fine with a cooldown as a downside. The problem is the amount of coding that it would take to implement. BHVR would have to somehow flag a crow as “bypassed” by the perk, and then remove the flag when the survivor leaves that crow’s alerting range.

    I’ve thought about it some more, and yes, I’d rather the cleansing slowdown were replaced with a 90 second cooldown when a crow or scream is avoided.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091128#Comment_3091128

    How do you feel about a 90-second cooldown after avoiding a scream or alerting a crow? Or how would you fairly nerf it?

    Personally, I think the tracking removal perks shouldn’t stack. For example, if someone has a perk that is actively removing crow alerting, then they shouldn’t be able to also gain sound removal from OTR at the same time. The problem with the “there are more than one tracking methods” argument is that survivors like to make stealth builds that combine multiple tracking removal perks.

    The current downside is a bit strange, but it’s probably the most fair downside we can get. I doubt BHVR wants to stop stealth perks from stacking, and a lot of maps don’t have enough crows for a cooldown to be a fair downside.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091106#Comment_3091106

    Sometimes killers don't even pay attention to crows. I have had multiple instances in which I disturbed a crow while trying to hide the killer still didn't find me.

    And if the killer did find me it was because of other things like scratch marks or grunts. Not disturbing crows is not that good of an effect imo

    It doesn’t matter if some killers don’t pay attention to crows. I specifically pay attention to crows, and it feels terrible when someone gets to bypass that entire game mechanic for the entire game, with zero downsides.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091097#Comment_3091097

    No. Nobody ran the perk because it was so niche.

    People are complaining about the downside because they made a niche perk even more bad when thr purpose was to buff it to be good

    People ran the perk before its recent change. And they were very often the survivors that wanted to hide the entire match.

  • @Dead_Harder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3091050#Comment_3091050

    Yes yes agreed its good, still not on the same level as old IW imo. Perks should be allowed to be good. Maybe im just not getting the importance of crows but they are not our only way of tracking. An active gen itself is a pretty damn good indication, a look at bbq is extremely great. If i get a flood when they are trying to be sneaky its just gg.

    If we are being honest i would argue distortion is probably a better calm spirits than calm spirits.

    Distortion has a limited duration, and it needs to be refilled. It’s not a permanent aura blocking, that works the entire game non stop.

    if people really believed that calm spirit was weak, then they wouldn’t care if it got a downside. The fact that people care that it got a downside, proves they also realize that removing crows the entire game is a meaningful effect worth playing.

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