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DavidHypnos

DavidHypnos

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DavidHypnos
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  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498749#Comment_3498749

    It is not only about the maps, it's about that one side that brings a map offering is prepared to play on this map - they know how this map works and which perks and strategy pairs well with it. This is the big issue and the reason why this is possible are map offerings.

    I don't want to use a green hand (I don't even have enough green hand offerings to use them every match) everytime just in case the survivors could send me to a map. The survivors don't need to be a full SWF ( I mean if you think this is a swf and they likely use a map offering, you could just dodge the lobby but what's that?) to give the killer a bad time due to a map offering. Same goes for the survivor side, I don't want to use a green hand just in case it could be a Midwich-Condemned-Sadako, Skull Merchant or McMillien Blight. You can never tell if the Killer brings a map offering to give the survivors a bad time. I just want to use BP-Offerings and have a good match. Not a match where I have to play against survivors that are prepaired for a match on Garden Of Joy.

    You can play map offerings as well. I’m sorry you don’t like them but I don’t think there’s good grounds for removal.

  • Trollin’ Trollin’ Trollin’ 🎼

  • @[Deleted User] said:

    Yet i have a feeling that they often are better than a lot of the players i see.

    I’d say they were only slightly less than some of the teammates I had today. Still…

  • If all the maps are so imbalanced then why the heck does anyone care which one they get sent to? I like map offerings. I only play them when I’m in the mood for a certain as ambiance, when I haven’t seen a map in a while or if it’s an event and the map fits the theme.

    You can always bring the offering to cancel map offerings if you’re worried some SWF are all gonna bring the same one. I had a match not long ago where 2 survivors and the killer each played a different map offering - we ended up going to the killer’s map of choice. Strangely enough, it was Ormond.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498670#Comment_3498670

    No, I mean even without this requirement, it would still be situational. It's just an annoying mechanic.

    I know what you said… the requirement is what makes it situational. Whether or not you get value from it depends on many factors including you and your opposition. This is true of many perks.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498697#Comment_3498697

    10% of haste gets countered if you force the killer into breaking stuff like the guaranteed god pallets /breakable walls on some maps or while the killer is doing a non-chase action like carrying a survivor or traveling the map.

    undetectable takes 3 seconds to fully suppress your TR and red stain by that point survivor know that you either have tinkerer or machine learning so the effect really last 27 seconds.

    the problem is that the perk only give you the benefits if the survivor finish the gen you kicked by the second time always.

    you would expect 5 uses of this perk during the match , but thats a LIE , you can barely use it up to 3 times on reality.

    because at the start of the match there is no way u are gonna have the time to kick the same gen twice without losing 1 gen for free somewhere. -1 use of the perk.

    Who said you have to kick the same gen twice? You don’t. Just kick another gen after the first and it becomes compromised. This perk is a benefit to you for survivors doing what they’re supposed to do.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494709#Comment_3494709

    unpopular opinion: is not + survivor had full control over that , they can leave the gen 99% and wait untill the killer is not chasing to active it , and the killer gets 0 value during chase + is just 10% of haste which last just 30 secs.

    not only that Im pretty sure survivor had a visual indicator of machine leaning when the killer kicks a gens.

    the aura of the compromised gen is revealed only to the killer. Survivors have no way of knowing you’re running it unless they know the perk well enough to piece together the reason why you’re moving faster and were undetectable which is a lot of detective work. It can activate at any time - you can be closing in on someone who is almost finished with a gen and once they pop it you have a 10% haste to easily give you the upper hand in chase. This perk is plenty powerful as is.

  • @Xernoton said:

    Freddy and Myers, please!

    Myers is not the unstoppable killing machine we all know and love from the movies but instead he is slow and the only killer in the game that can run out of his power.

    Freddy is depressing. Every time a Freddy is teabagged, somewhere in this world a puppy dies.

    And easily recharge it up again.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494709#Comment_3494709

    It's already quite situational, having to kick a gen twice to activate it is just unnecessarily clunky.

    That’s exactly what I’m saying. It needs to remain situational.

  • I guess even if it is a multiverse there could still be a canon. It’s like the world of DBD is A multiverse but it’s not THE multiverse if that makes sense…

  • @ChuckingWong said:

    I dont know if shes at the level of the 3 gen camping Skull Merchant.

    But yes, currently she is busted.

    Its funny right? The constant argument I see is contradictory

    1: Just take a tape

    2: Shes an M1 killer, with no chase, just loop and escape

    All killers are good at chases. I don’t get where people get off saying they’re not. Some are just much better at them than others.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496848#Comment_3496848

    Are you telling me you have never seen anyone get hit with an active SB? These survivors do exist (mostly in low MMR but also in mid and supposedly high MMR) And no matter how broken survivors are, that Dwight will still hide in lockers because he thinks the killer is scary and might find him otherwise. Decent survivors don't make these kinds of mistakes.

    That's why I called it a skill issue. Decent survivors are more likely going to act like that Meg or Nea. And both can ruin an otherwise perfectly balanced match completely on their own. That's why you can't fix this problem. One person plays like it's a single player game and doesn't pull their weight and suddenly the game goes south.

    Most solo players don't seem to understand that they are part of a team. That means they'll win either as a team or not at all. Communication is not needed to win in this game as long as the overall coordination works. And there are perks for that. Like Bond. I run it in all my solo queue matches and it is absolutely worth the perk slot. You see the locations of other survivors, get info on the killer's location thanks to the HUD, know which gens are being worked on and can break a 3 gen before it becomes an issue. Combine that with Open Handed, Windows of Opportunity and an exhaustion perk of your choice and you have a pretty good build that solves most issues you might encounter in solo queue and a pretty good chasing build too.

    The only way to balance solo queue a bit better is to add something like Bond to the survivors' base kit. But even then you will see people running the killer into their team mates on purpose. No matter what you do, solo queue will remain in a bad state. Because for once this is not the game's fault but the players'. BHVR can't balance the game for inexperienced players. Because that makes experienced players almost invulnerable.

    The hook grab change has been out for only a few days and I already see some people rush the hook to get their Deliverance. Something like that will not happen with inexperienced players but it does happen with those that are actually familiar with how the game works.

    Getting hit with SB either happens at the beginning before you get distance, if you run into the killer, or try to loop and it doesn’t work out. If everyone moved at 6 m/s they’d never have to fear the killer.

  • I mean if you don’t like playing against bots can’t you just put down the controller and get a sandwich or something? If you leave em to it the bots will do their objective and leave asap.

  • I agree with Stormy. I hate having games end prematurely because someone else throws a tantrum that things didn’t go their way. I always want to be able to put my best foot forward in my games, and having bots take over for dc/s helps me do so. I’m sorry you don’t like playing against bots, but I do feel like having them in the game gives us a reason to keep playing on. Furthermore, I’ve had many games where someone will dc right away or before the first gen is done and the killer continues to play super sweaty. Having the bots step in provides at least some cushion to that blow.

  • @Warshluke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496834#Comment_3496834

    First, I appreciate your kindness in the answer.

    I do think that Thalita is an excellent representation of Brazil. She takes on the role of the person who bonds the family and is genuinely willing to do so. Meanwhile, I believe that Renato was much more focused on representing autistic people (if you look into his lore in the tome, you can see clear signs of autism). But what makes them great is a simple fact – they were introduced together! The first group of related survivors that genuinely love each other and survive alongside each other. It is really fitting for our country, which has extremely large families and strong relations.

    Regarding the manga part, imagine that Behaviour decided to make a chapter about Candomblé, but instead of actually going to the country where it originated, was cultivated, and is really appreciated, they go for a European country... Do you see what I mean? Instead of picking Brazil to showcase something about us, they took something from another country and just inserted the Brazilian name.

    (Besides if you look at her lore, Adriana has nothing about with the manga part, she just likes it, while her father actually makes... It is the same if Huntress liked apples and her lore was about apples.)

    I definitely understand what you mean. It’s hard for me to pinpoint that nuance because I am used to a blend of cultures that all borrow from one another. I do think SM “becoming” a character in her father’s work is interesting, but they could’ve done it in a different way. Thank you for your kind responses and I hope BHVR will acknowledge your feedback.

  • I kinda feel sorry for that Bubba.

  • @Xernoton said:

    Solo queue is not that bad. Most bad things in solo queue happen due to either a skill issue or players being jerks. You cannot fix bad players.

    Even if survivors moved at 150% base speed, had Unbreakable, DH, old SB and DS base kit, as well as 200 pallets and windows per map that wouldn't stop the Claudette from self-caring in a corner, the Dwight from hiding in a locker all game, Nea being too busy teabagging the killer to do a gen and the Meg that is about to hook suicide because the killer dared to mindgame her. And if they somehow managed to buff survivors to a point where solos can play that stupid and reckless and still win, imagine what that would do to even somewhat ok-ish groups.

    If survivors moved at 150% base speed Claudette wouldn’t need to heal, Dwight wouldn’t need to hide, and Meg wouldn’t get hooked. You gotta chill with the hyperbole there.

    Anyway, while I do see a lot of stupid and selfish plays in solo queue you have to remember that everyone makes mistakes and in this game mistakes hurt way more on the survivor side. The biggest issue people have in solo is communication. Personally, I don’t think solo queue is as bad as everyone says it is - most instances that are truly awful are indeed due to very inexperienced players or people who are either just miserable or make really bad decisions. That being said, it does get the short end of the stick when it comes to balance changes which, overall, isn’t very fair given that the majority of the player base is solo queue. SWF might be above killer, but solo queue is far below it.

  • @Versalord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496783#Comment_3496783

    Yes, if this was implemented Killers wouldn't be able to switch out Perks, which means no switching for Lightborn.

    I’d still like the option to change my clothes though…. Actually, thinking about it there are downsides. Once I joined an lobby that had Chris, Leon, and Ada and I immediately switched to Jill for a full RE party. Wouldn’t be able to do that in this new system.

  • I don’t really identify with the killers so it’s hard for me to weigh in, but I do want to ask: what do you think of the survivors? I know you said you’re not a survivor main, but I don’t think you have to main one side or the other in order to appreciate characters and their lore (typing this out makes me think: I know I said I dont “identify” with the killers, but I do like their lore and characterizations.)

    Also, I am not Brazilian so please forgive me if I am wrong but isn’t Brazilian manga a thing? I couldn’t find much information on it myself but I have seen others say it has a pretty big fan base. I’m not saying they were justified in choosing this part of the culture to adapt, I’m indifferent because I’m not familiar with it, but I wanted to ask and get your thoughts on that as well.

  • I don’t think No Mither is completely useless overall but I do think it’s objectively weak. Look at other high risk, high reward perks. Hex perks, for example: the risk is that you get no value from it if survivors are able to cleanse it too soon. The worst you get is a wasted perk slot. No Mither, on the other hand… constantly broken and the killer knows this making you an easy target to tunnel and they know to pick you up so that you can’t utilize the benefit. So if you don’t get the reward the risk is far more than just a wasted perk slot. It would be a good perk overall if they just removed the “broken for the entire trial” condition and replace it with “you remain broken upon taking damage” and remove the broken icon from the killer’s view.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496542#Comment_3496542

    I mean yeah we know it's not intended just because they changed it, but the way they changed it (and therefore intend it to be, maybe?) makes it so now there's only the option of suffering the penalty, I'd very much like to have the option to push through them all, I would think you would prefer that over current too? Just since it's straight up more options for the survivor

    I mean if I had to choose then yes I’d prefer the option to push through. I play on Switch though and while it’s not impossible it can be difficult to hit them all every time given the low fps. I’d just rather they fix the issue overall.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496745#Comment_3496745

    Not entirely. Battlefield 1 had perks called Afflictions, which only had the purpose of making the game harder. Perks are just ways to customise how you play

    I said by the very definition of “perk.” Not the definition random people ascribe to the word in the sense of a game.

  • @Chilli_man2400 said:

    The op kinda has a point though why put in all that time and effort for singularity when nurse requires like no effort and is the strongest killer in the game.

    No, he doesn’t. I don’t like playing Nurse. Not everyone enjoys playing the most op killers. Btw, Nurse does have a high skill ceiling if you want to play her effectively. It’s weird to me seeing people say a killer should be deleted because they think they’re weak and therefore don’t want to play them. You don’t HAVE to. If anything, or sucks going against the killers that are too strong but even then I’d never just want them removed.

  • @ASurvkillivorer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496756#Comment_3496756

    Wait what? Tell me how I can use the 31 killers to finish his challenge.

    You don’t HAVE to do his challenge.

  • Sure… if this means killers can’t equip Lightborn solely because they see a flashlight in the lobby.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496770#Comment_3496770

    It doesn't. Someone equiped it, therefore someone wanted what the perk provides.

    Regardless if you think it's bad.

    I didn’t say No Mither defeats the purpose of having a perk. I was responding to your comment about how perks can exist just to be silly without being good. They CAN, but it defeats the purpose.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496692#Comment_3496692

    No, its not how the game works and by design it cannot be, otherwise, as stated before, theres an underlying balancing problem.

    If you have to spend 10$ to get a character in order to unlock their perks to stay competitive / Up to date with the current meta, that is not ok and needs to be adressed.

    Survivors need to worry less about killer perks due to the fact that

    1. theres only 1 killer with 4 perks.
    2. Killer perks currently revolve around Aura close/aura far or Gen defence , with a couple of Chase oriented perks like Bambozle while stronger Hex perks can be removed from play without requiring a specific perk to find them.
    3. There isn't a single "assumed killer basekit build" like MFT+Resi , or Hope and Adren for survs (or Old DH for example).

    Thanks for once again, stating the absurdity of MFT granting you a 3% boost PLUS endurance on any healing action for free when a previous perk that provided 2% required a boon + Limited range.

    Yes, and killers have powers. Don’t give me that 4 perks vs 16 bullcrap. They also get add-ons for those powers. They have a much faster movement speed. Killers have so many base advantages - that’s why it’s 4 vs 1.

    Killers can also utilize their perks to work with their powers. Killer powers can also affect survivor items whereas survivor perks and items cannot affect killer powers.

    Being injured isn’t “for free.” Stop pretending like it is. By the way, I never said MFT should give you the endurance. The 3%, however, is fine.

    Plenty of killer players do just fine. I’m sorry you aren’t that great at the game. And I should just remind you it’s not a good argument to state that survivors shouldn’t have perks that reward them for “bad plays” while also stating they shouldn’t have perks for “good plays.” You pretty much killed your own argument there.

    The end. Good game. Better luck next time (provided you take the time to actually improve.)

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496745#Comment_3496745

    No. They don't. Perks that are simply silly can exist.

    Also, the person using no mither is getting something out of it. So it's a benefit, therefore a perk. (If you wanna be pedantic about it)

    They CAN, but it defeats the purpose of having a perk by the very definition of it. I never said No Mither doesn’t give you any value, but in its current state it is nearly useless.

  • @Alice_pbg said:

    Not every perk needs to be good or useful.

    Um…. Yea they do. It’s the very definition of having a perk.

  • @humanbeing1704 said:

    Unironically would use it against old spirit with iron will no blood and no sound = her ability was unusable against you

    You still make sound… just not as much

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496538#Comment_3496538

    "just dont down them near a pallet 4head"

    do you have any idea how many pallets spawn in some maps? not to mention survivors literally B-lining to a tile.

    and like the example i've stated above, you have someone with a flashlight waiting for the open area pickup to get a free flashy save. Meaning you have to chase the flashy and concede the possible pallet crawl.

     "Plenty of killer powers, perks, and add ons can make you undetectable or survivors oblivious and getting the jump on those using the selfcare/resilience build is the best way to counter it. You can also just negate MFT and Resilience through use of exposed."

    The game is balanced around a Perkless state, if perks require counter perks, theres a severe underlying balancing problem.

    Not every killer has insta downs , and having to bring X perk to counter survivor meta is not a balanced game state, because as you might guess, some people dont have ALL the perks at their disposal.

    "Dark theory speed boost bad"

    If the speed boost was that bad, I wonder why people run MFT. Surely isn't for the free haste uh.

    Survivors also have to bring perks to counter killer perks - that’s the way the game works. Made for This is a 3% speed boost when you need it the most rather than having to be in a certain range after blessing a totem that can be extinguished. I’m not going to argue with you any further as you clearly know nothing of how to balance this game.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495802#Comment_3495802

    That is intended lmao, the way it works now it literally blocks the gen, either hit the skill checks or the gen gets blocked, that's how the perk works

    I know how Merciless Storm works. But it isn’t intended to give you 40 skill checks. Your choices are just suffer the penalty or push through them all.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495800#Comment_3495800

    Buckle up / MFT -

    If you down someone near a pallet , and someone else is nearby you have to either eat the pallet save, or spend 30 seconds chasing surv 2, get a hit, surv 2 heads to the downed person, (Because within 30 seconds you can 99 the recovery) and you'll be forced to eat the endurance and pallet stun.

    No counterplay possible.

    WGLF is exactly how perks should be, you get a reward for doing something that doesn't directly help you.

    Resi -

    like you've stated, people 99% their heals then pop the heal when they are about to be hit with a medkit or selfcare.

    Survivor got to do a gen 9% faster with no "risk" get the speed boost from the hit, make distance, then have MFT, and Resi speed boosts to juice a pallet and window setup for as long as possible.

    No counterplay possible.

    PTS -

    Like you've stated again, its better to "split off" instead of co-oping on gens because of the efficiency penalty.

    PTS on best case scenario saves you 4.5 seconds , going from 0-100%

    Meanwhile a solo Resi saves you 8.1 seconds and doesn't require a second person while also providing you with benefits to everything else.

    Dark theory -

    it isn't a "bad perk" the "problem" is that it doesn't provide free unlimited , and rangeless value like MFT does, if the speed boost wasn't worth it, nobody would run MFT.

    ---------

    This is legitimately the issue with current survivor meta.

    Why run WGLF when you have buckle up that provides both the picker and the picked up with endurance.

    Why use dark theory when MFT provides you with a better speedboost AND endurance for all healing actions.

    Why use another gen perk when resi provides you with repair and a bonus to all actions just because you're injured?

    Perks need to have diverse effects instead of being direct and straight upgrades to basekit.

    Plenty of counterplay. Don’t down someone near a pallet if they can crawl to it before you can pick them up. Pallets are not a finite resource anyway. If they’re running MFT the downed survivor won’t be given endurance. Only WGLF and Buckle Up will do that. You never know what someone else is running and you have to make tough decisions due to this. When you learn what they can do you adapt.

    Resilience is not good enough to warrant staying injured all the time unless you’re running a No Mither build. Self-Care can definitely help you with the 99 but that itself is a time wasting perk unless you’re running BK as well and then you have 3 slots used up for one situational advantage. Plenty of killer powers, perks, and add ons can make you undetectable or survivors oblivious and getting the jump on those using the selfcare/resilience build is the best way to counter it. You can also just negate MFT and Resilience through use of exposed.

    Dark Theory is universally known to be a bad perk. It can pair well with others but if a perk can’t stand up on its own it’s not good. You have to spend time blessing a totem whose area of effect is very limited and can easily be distinguished by the killer all for a 2% haste which will make a difference in about 2% of your matches. It’s not worth running unless it’s stacking with other hastes or other boon perks.

    It’s weird to me seeing so many killer players that are able to counter these styles of play since you say they can’t be. Even in situations where the killer is disadvantaged it’s not hard for them to get back up on the horse. Same with survivors - getting hooked isnt the end for them, losing a survivor isn’t the end for you.

  • @MarylinMonhoe said:

    They should remove the animation when hitting a surv on hook, those nasty campers take great pride in bming us with that

    Let them hit nothing

    It actually helps because then they have the cooldown. Great way to sneak in for the unhook. With the new mechanic though not sure how much it would help… maybe wait until they hit you before you unhook so you have a head start?

  • @Jarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495600#Comment_3495600

    Yeah it's pretty instantaneous - there's a sound for when it happens in-game, but it's fairly subtle. There's no DC icon - the bot just instantly replaces the disconnecting survivor and the word 'BOT' is next to their name in-game like in the end-game.

    I wonder if the bot gets to keep the BP…

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495804#Comment_3495804

    strange. Have u checked their perks and addons after the match?

    its hard for us to pinpoint what has happened without knowing those things. We should have a history of all matches played during the day. It would make sorting this type of thing a lot easier

    Well this was a while ago so im assuming it was the bug someone else mentioned.

  • @DY86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495746#Comment_3495746

    Ghostface isnt aways undetectable. Once revealed he can be read. Same as Wraith out of cloak and Sadako in Manifested form. Myers tier 3 can also be read.

    some Killers also have perks and addons that leave them undetectable btw. Perks such as Trail of Torment. And Addons such as the Twins Iridescent one

    Yes, i’m aware they aren’t always undetectable. But the instances in which I speak of they were.

  • I don’t want my gen blocked either 😝 I want things to work as intended

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495732#Comment_3495732

    MFT on its own makes current Buckle up and Dark theory obsolete.

    Resilience makes PTS not worth running since you're likely to get hit troughout the course of the game and PTS requires you to be with a teammate on a gen to get the same 9% benefit. (Not to mention Resi applies the boost to *everything*)

    Adren and Hope - more often than not, reward you for something you didn't do, I dont understand how can anyone call adren and hope balanced when they grant you effects because someone else a mile away popped the last gen. (Even worse when adren SAVES THE ACTIVATION for when you're unhooked / dropped)

    Completing gens is a team function. Keeping the killer busy while others complete gens is just as important as doing them yourself. Adrenaline works both ways - sometimes it activates right after the killer downed you only for them to down you once more. Sometimes it activates after you have been hooked which provides a great benefit provided someone actually rescues you. It’s very situational.

    Buckle Up is designed to help the downed survivor. The additional endurance is just insurance so you aren’t trading places with them. It also reveals the killers aura. MFT is pure insurance - you don’t have to be afraid to help a teammate because you’re also vulnerable. Note: Buckle Up was also just recently changed after MFT was already released. It used to provide a haste benefit instead.

    WGLF also does what Buckle Up does and has to have tokens to do so, but it doesn’t give YOU the endurance also but lets you pick up downed teammates faster. You could still combine all of these perks to get max value even though there is some overlap. I could run WGLF for the 100% speed bonus to healing dying survivors + Buckle Up to get us BOTH the endurance effect in case I’m injured too. Rather than obsolete they flow together.

    Dark Theory has always been a bad perk and was best used with other boons like Shadow Step to make looping more effective. It can still be used with MFT to better effect.

    Prove Thyself was mostly ran for bonus BP as not spreading gens isn’t a great idea. I loved it mostly for the last few gens when you had to work together more. The PT speed bonus was also for every survivor on the gen which meant even 3 ppl on it could make it pop fast. Resilience only affects the injured individual and is risky due to that status. It provides a benefit that is good enough to utilize when you’re unable to heal but not so good that it incentivizes you to just stay injured should you be able to help it.

    They can also be ran together for a better speed boost meaning one does not make the other redundant. They also synchronize better with other perks - PT is great for Situational Awareness as it will draw others to your gen or Potential Energy so you can gain tokens without losing gen progress. Resilience is good with Windows of Opportunity to better utilize the vaulting speed and with Self-Care & Botany Knowledge to heal yourself 99% so you can utilize your speed boost on gens but heal up in a second should something go wrong.

  • My question is WHY did Merciless Storm trigger 40 skill checks? Why didn’t they try to just fix that?

  • Are killers not considered undetectable when hooking a survivor? Because I’ve seen Kindred reveal the auras of killers that should’ve been undetectable. And I know for a fact that Dark Sense has revealed Ghost Face’s aura to me when he was undetectable. Same with Alert and Myers…

    Regardless, an aura reading perk not working on undetectable killers is stupid.

  • Let me get this straight….

    Made for This + Resilience are bad because you shouldn’t get rewarded for “playing badly” or “making a mistake.”

    Hope + Adrenaline are bad because you shouldn’t get rewarded for “playing well” or “completing your objectives.”

    So… which is it? Nevermind that the game is designed for chases to favor killers thus the former two perks aren’t rewards for screwing up but rather advantages for a disadvantageous situation.

  • It was the Shape and the Oni. If it’s true you can’t see the auras of undetectable killers then that would make sense on Mikey since it was before he tiered up. I think that’s pretty stupid though. Don’t other aura reading perks work on undetectable killers, ie Alert, Kindred, Dark Sense?

  • @GentlemanFridge said:

    What killer were you facing? Did they have Fearmonger?

    Both times, no.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495457#Comment_3495457

    Well, yes. If you put it in perspective it is a very, very minor thing but that doesn't mean people can't voice their disapproval just because there are "worse" ways to make money.

    People are allowed to voice their disapproval. It’s the entitlement that is off-putting, and the need to paint this kind of thing as being corporate evil. It isn’t that deep though.

  • @DemonDaddy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495592#Comment_3495592

    You said it yourself, it's situational. Personal mistakes can have a range of consequences, but once your on hook that is the end of your influence over events until teammates can overcome the opposition of killer and provide another opportunity.

    The killer camping doesn't guarantee the kill, maybe bubba does 98% of the time, but every choice is subject to human influence. I'll agree it can be more problematic as a solo Survivor simply because another solo is far less likely to sacrifice their good status just to provide that additional chance. The situation creates little room for error but it's not set for either side.

    It’s completely imbalanced in the killer’s favor and, as I already said, not an intended mechanic. I’m done explaining this to people who just want to use design exploits for easy kills. Have a good night.

  • It’s not a bug. It only works if they are looking at you while in range so, in other words, it’s now completely useless.

  • @Jarky said:

    It means a player disconnected and a bot replaced them. There's no mechanic in place for a bot to be in the game from the beginning in public matches.

    That’s what I thought, but I didn’t remember seeing the d/c. Does it happen instantaneously?

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