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DavidHypnos

DavidHypnos

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DavidHypnos
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  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480900#Comment_3480900

    I'm well aware of how to play the game, thanks. What I said is still 100% true.

    Not 100%. If you patrol your gens you’ll find survivors. You’ll even find the survivor you hooked so you can hook them again.

  • Isn’t it possible that Felix and Elodie are from different universes as well? Since there are multiple iterations of all of these same characters? Can’t each and every one of them be from a different world but with similarities that are close enough to make it seem like they come from the same place? Couldn’t this be true of every character? Millions of memories in the fog from a million different versions of the same person?

  • He’s good enough as he is. While his chains aren’t easy to control the chain hunt and overall higher reward of his power makes him a pain to play against. He needs no buffs.

  • A Nurse’s Calling - heal and get your location revealed

    Bitter Murmur - finish a gen and get your location revealed

    Make Your Choice - unhook a teammate - scream and become exposed

    Hubris - pull off a stun, become exposed

    Call of Brine - hit a good skill check and reveal your location

    Noed - do all your gens become perma-exposed and give killer 4% speed boost

    Coup de grace - do your gens, improve the killers lunge

    Deathbound - heal a teammate and become oblivious

    Discordance - cooperative repair? Give your location to the killer

    Rancor - do all your gens and screw over the obsession

    Fire Up - do your gens and increase the killers action speeds

    Forced Penance - take a protection hit and become broken

    Pentimento - cleanse totems and have repair, healing, recovery, and opening speeds reduced

    Tinkerer - repair a gen and reveal your location to an undetectable killer

    I could go on and on about perks that reward the other side for doing what they should be doing.

  • The powers did favor the killer side more but it wasn’t anywhere near broken. I had trouble activating sometimes playing on Switch but I otherwise had fun.

  • The only thing that should affect the RNG of maps are map offerings. If you have this problem play an offering for another realm while using the add-on.

  • I get where you’re coming from. Seeing kids or animals get killed in horror movies is always more disturbing to me. It’s not that other people deserve it more or anything but just that we view them as more innocent I guess. Still, it is fiction and you have to remember that a lot of these killers are just that…. Killers. Evil doesn’t discriminate and there are plenty of horror franchises that showcase this.

  • Pretty certain they are gonna be gone. If you don’t wanna wait until the 8th anniversary I suggest getting it now.

  • I have to point out: flashlights are still very useful too. They just aren’t useful to ME in particular lol

  • The medkit nerf kind of made Pharmacy pointless. The purple medkit and brown medkit are pretty much the same now if you use it on yourself. Toolboxes are really the only item id still consider at all powerful but as far as chest seeking goes you’d have to be using Ace in the Hole to get a good use out of it. Then you’re not guaranteed a toolbox unless you bring Scavenger which since it was nerfed post-PTB will reduce your repair speed after hitting 5 great skill check and recharge the toolbox. That makes it a better perk for sabotage than repairs.

  • @fulltonon said:

    What's the problem? it's not like devour is strong or anything, it's good but generally just 14 seconds removed from a survivor.

    Never once said there was a problem. But, um, it’s VERY strong. Like any hex perk it’s high risk and high reward but it can turn any game into a complete massacre.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383260/anyone-knows-whats-wrong-with-players

    "The killers for some reason 9/10 times instantly start returning to the hook after the unhook unless they found someone."

    I mean, what do you want them to do? If they can't find someone to chase, going back to the hook is a good idea. You go from not knowing where anyone is to having a good idea of where 50% of people are.

    Patrol your gens!

  • @oxygen said:

    The killer that was initially found for the lobby probably dodged it, or the survivors that were initially found for the lobby bailed on it. Once that happens matchmaking seems even more like a suggestion than normal.

    Or the killer (or survivors) waited 0.000042 seconds "too long" so it just grabbed whoever was the first available set of survivors as the system worried they might turn the game off to play Minecraft instead or something.

    It’s weird because while I still consider myself to be on the lower tier of players I should still be pretty far above newer players. Yet, today I had a Jake for a teammate that didn’t know he was supposed to mend and fell into the dying state twice because of it. I feel bad for these newer players because our killer definitely wasn’t a newbie.

  • @TatsuiChiyo said:

    I played a game today where a Meg just casually walked while I hit her. Honestly wish Id let the poor baby live

    I mean… I was playing against a Legion today and I was trying to crouch in a corner and they saw me and just kind of stopped and stared. I just froze there because, like, running would just get me stabbed so maybe I just do nothing? It didn’t work but it was worth a try!

  • As extremely powerful as it is I kind of like the thrill of it. Once it gets exposed it’s “awww ######### I gotta hussle and take that totem out!” If no one does we can say goodbye and on to the next one😂

    On a side note, I didn’t bring this up because I have a problem with this perk or with it becoming a more common thing. I just found it interesting because it was not something I often saw and I imagined it correlates to some of the upcoming changes. Hopefully this is a good sign as those that felt they needed to rely on camping will challenge themselves to new playstyles and become better killers.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480733#Comment_3480733

    See, I am a killer main, but I also play a fair amount of survivor with my DBD friend group, I would say my split is 70/30, maybe 65/35 at times, so I know both sides pretty well. And a toxic killer can be pretty unfun and upsetting, but you have always your other survivors to fall back to, especially when you SWF and talk about whatever. And even getting thrown on the hook after a very tense chase, gives you a moment of respite.

    The killer though is always in the action and on the edge, and when nothing is happening they know that this just gives the survivors more time to do gens. I am not playing this game as my job and I am not taking it THAT serious, but over the last 6 month the game has changed its face severely, and not for the better. Everything feels to competitive and balls to the walls. And everytime you try to take things a bit slower and more relaxed, you pay for that with insults and BM. I guess that some survivors are so on edge due to their last couple of games that the moment they meet a killer who shows weakness, they pounce on that as a vulture and vent of some steam themselves.

    Most games are really at a breakneck speed and both sides can not effort too many doodling around or in case of the killer even one bigger mistake. If not 2 gens pop in the first chase, thats already a breath of respite for me, and if we are not down to 2 gens remaining 2min into the game, I feel like I am playing todlers. The fun games of old, where you chased and hooked and chased survivors, while slowly turning the map into a dead zone and one gen after the other was done, this games don't happen more then once per day anymore. And this is the result of several metas shifting and pushing the player base of both sides into the most efficient and hyper focused playstyles, least they instantly lose.

    If you want to scroll up a little bit, I did a pretty big post just two after the one you replied to, where I delve more deeply into this problem. I really love DBD, but of late it has become really unfun, and that for both sides.

    All I can really say is… the more they try to balance the game the more they force people to shift their playstyles. My first month of playing this game was a never ending tirade of being tunneled, camped, and slugged. I got better at the game (which was hard to do because you can’t learn when youre subjected to these things) and so while it still happens a lot I am in a better place to avoid it. My meta is to be as efficient as possible. That’s the best way I can get to actually play the game and make it a better game for my teammates (and the killer, honestly.) Gens are my biggest focus because that’s my objective. Altruism is important to me because I know what it’s like to be robbed of my agency and I know how important teamwork is. There are some things in this game I still really suck at. Chases are my biggest weakness when it comes to vital gameplay. I tend to try to avoid the killer because of that unless I’m trying to distract them from a teammate or buy someone time. I can’t work a flashlight to save my life (literally.) I don’t think I’ll ever learn because i’m hit or downed before I even get a chance to try and steady the beam. Keys and maps are so situational and with all the healing nerfs that once again puts most of my focus on generators and toolboxes. I don’t feel that I play the way I do solely because that’s how I prefer to play but because that’s how the game shaped me. My games tend to be pretty 50/50 now. I survive or make it to the end just about as often as I get taken out rather early in the game with one or no gens done. I can understand your frustration but the one thing I’ve learned is no two games are ever the same. You have to adapt and change your own perspective and play how it works for you and know that any week you might have to adapt again.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480668#Comment_3480668

    Injure them lol. And if there is more then 2 survivors alive it's GG EZ as they shft W to the exit gate scott free. Unless your Nurse, Blight, Spirit or have STBFL.

    Exactly. Injure them. Yknow… like you’re supposed to do instead of getting a free grab.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480767#Comment_3480767

    I don't disagree, but it's an even worse disaster to balance a game around it's worst players.

    Well… two things.

    1) these players in solo queue aren’t necessarily the worst. No one is perfect and we all make mistakes but in this game making a mistake while playing solo queue can mean game over. When communication is cut off chaos will ensue.

    2) I feel like a lot of posts I see here are trying to do exactly what you described - balance the game around bad players. Most posts saying nerf this or blah blah are teeming with an arrogance that their own play styles could never be the problem. There are some things in this game so imbalanced that one side can perform a feat with ease while the other has no decent way to counter it. But those aren’t the only things I see brought up - most of the time is literally everything else. Most players would rather have the game altered to fit what they prefer doing versus adapting their play style to counter various others. That will never change.

  • @TheRealConsent said:

    Bloodlust is countered by breaking pallets and hitting survivors.

    If a killer has to bloodlust farm to get a hit, you've already outlived the lifespan of that chase. Be glad you lasted that long, and move on.

    Dbd is a game where survivors are MEANT to lose chases. It's a matter of how fast you lose them so that your team can finish generators before you're out of hook stages.

    Thank you for pointing out that chases are designed for survivors to lose. Now, let me point out that doesn’t mean they can’t have advantages to help them win them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383307/is-devour-hope-the-new-meta

    detective hutch+green map with no add-on+counter force can obliterate any totem build in the game. All you need to do is complete 1 gen and all totems will be highlighted with the map. Counter force can go up to 100% cleansing speed so even thrill of the hunt can be erased very quickly.

    I never said it couldn’t be countered. Overzealous + Counterforce is a great combo. I don’t run the same builds constantly though because I find that boring. You never know what you’re gonna go up against.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480706#Comment_3480706

    An efficient team of survivors can pop all 5 gens in under 5 minutes with no speed boosts, almost every lobby I play in now has at least two, usually three or four tool boxes and every survivor usually runs one generator speed perk.

    One hook can take anywhere from 45 seconds to 90 seconds against a competent survivor assuming they don't have any perks to prevent this. Killers need a bare minimum of nine hooks to consider a match a win, so at a bare minimum about 405 seconds or about six and a half minutes.

    A truly efficient team will have three people and three different generators and one person being chased intentionally, trading one hook for three generators in the first 90 seconds of the game. At which point one person can come off generators and start getting chased and hopefully lose the killer long enough to make the unhook just as both generators pop.

    The math is just flat out against killers when it comes to objective timers.

    Try playing solo queue - it almost never works out the way you describe. Even the tiniest mistake can be a disaster for you or your teammates.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480704#Comment_3480704

    Well, sadly a lot of these. Either become the monster that everyone despises, or get "ggez"ed and pointed and laughed at for being such an inadequate killer. The amount of times where three gens popped, even after a pretty good chase without any blunders, is staggering, and each and every time it happens its so disheartening. Yes, the game isn't over when this happens, but three gens popping like INSTANTLY sucks the fun out of this match. Imagine getting downed by Bubba 30s into the game and then be brought to the basement, with him standing there and nodding at you. Yeah, in theory your friends could rescue you in a daring escape attempt, but in reality all prospect of fun just instantly left that trial for you in one fell stroke.

    I mean you have to look at it from both perspectives. I am never that kind of player no matter which side I’m playing. I just do my best and when people are toxic I put it aside. It’s harder for me to deal with toxic killers, personally, because they can rob me of even being able to play the game. Even if survivors get gens done quickly during my killer games I’m still able to do a lot and have a fun time. I never take a “loss” to heart and only get upset if I’m pushed out of a game right away and that includes people disconnecting.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480668#Comment_3480668

    not if two survivors do the unhook, one takes the unhook hit, one bodyblocks, unhooker bodyblocks for both on the way out, basically a guaranteed escape especially with MFT + Hope in play right now.

    Your job is to make sure there aren’t enough survivors for that to happen during endgame. If you can’t do that without camping and tunneling then it’s an issue on your part.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480557#Comment_3480557

    "Survivors are at their strongest at the start, but the longer the game goes, the stronger the Killer becomes (this is also why Slowdown is so popular, when you drag the game out long enough you have it easier as Killer). Ressources (aka Pallets) are gone, people are on Death Hook or even dead and other stuff."

    But thats the problem with modern DBD: the game doesn't work that way anymore most of the time, because of the breakneck speed. In theory the game should be a teeth-gnashing event by the time the 5th gen pops, with a couple of survivors on death-hook or maybe even dead and a lot of pallets gone, making part of the map into dead zones.

    In reality though, with the current hyper fokus on slamming gens, by the time the 5th gen pops, the killer either tunneled someone out, hooks the second and hopes for a mistake by the others, or the killer is just in his second chase, got his 3rd or 4th pallet out of the way, because everyone greeds like mad these days, and it doesn't matter if he downs and hooks this survivor, because 3 healthy gnats will just swarm the hook and escort their peer to the 99%ed exit gate and engage in a fun twerk parade, to show off their sick moves.

    The players skills and tactics on both sides have totally outrun this games original mechanics and by now the roll of duct tape is not capable to hold everything together anymore.

    I don’t know what kind of games you’ve been playing…

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480645#Comment_3480645

    It wouldn’t bother me actually. I think it would be fair to remove hatch or at least require a key to use it. However, I’d want perks like Decisive Strike to be useable during endgame though.

    Furthermore, they aren’t consequence free unhooks. You can still injure survivors and if you’re camping you’re probably gonna end up with a hook trade rather than just a save.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480638#Comment_3480638

    Removing hook grabs is the real problem because all it really does is ensure that survivors can get consequence free unhooks in the end game after the gates have opened.

    I mean how would you like it if we removed the hatch?

    It wouldn’t bother me actually. I think it would be fair to remove hatch or at least require a key to use it. However, I’d want perks like Decisive Strike to be useable during endgame though.

  • @Frogsplosion said:

    Devour hope and slugging more than likely, when you completely remove the killer's ability to recover and get back into the game in any way shape or form in the end game this is what you're going to end up with.

    And let's be honest if you ever end up with base kit unbreakable, you should absolutely expect to see every form of insta kill and Mori in the game become the only meta that exists.

    The more risky you make hooking survivors the less killers are going to want to do it.

    Removing camping does not remove the killers ability to recover. It removes a ridiculously easy exploit they can use to turn the game in their favor. I’ve no problem with people bringing Devour Hope. It exists as it had before. I only brought it up because the rate I’ve seen it increased exponentially. I’d rather deal with that hex than lazy campers anyway.

  • @Nomade said:

    Gen rush is totally unacceptable. It is probably the biggest contributing factor to why you see killers doing a bunch of unfun things and in general being really sweaty. Gen run totally destroys the ability for the killer to relax and just have fun, go for hooks do chases ect.

    I hate the word genrush. Even with the current BNP and gen speed perks/toolboxes you can’t call it genrushing. There are still plenty of ways to slow down gen progress. And stop blaming survivors doing their objectives for why killers can’t have fun. A lot of killers will camp and tunnel on 5 gens because they don’t care. If survivors didn’t have all their other items made near useless maybe they wouldn’t focus on toolboxes and gen speeds as much.

  • I don’t think any of the killers are weak per se. I think certain others just have certain strengths that give them great advantages and that certain add-ons make them even stronger. We are never going to have each killer be completely balanced and I think that’s fine. The highest rewarding killers are also the hardest ones to play and even then they can often be easily countered if the player doesn’t utilize them correctly. All killers share the same base strengths and it’s then up to the player to strategize and make use of their power to achieve their ends.

  • I will crawl away because I try not to give up. It’s not me giving a middle finger to the killer. If they choose not to try and hook me and decide to let me bleed out then okay. I think the bleed out mechanic is broken in this game anyway. When I play killer I never let someone bleed out (unless I can’t find them which is often a problem for me….) I’d rather risk them getting away than leaving them to bleed out; I guess I just prefer competitive and fun gameplay rather than that bs. Everyone worries too much about the 4k or the escape. What’s it worth without the risk?

  • @brokedownpalace said:

    Love the Clown skin. Yun-Jin is cute but not really sure it deserved to win. I mean, I'm not saying it's not a well designed outfit, but there were more inventive choices.

    The charms are both well done. I would like Artist to get a crow outfit like that. Like a high school football mascot 😅

    Also bee means Candyman soon right?

    I’d love to see an Artist cosmetic where she’s dressed like Tippi Hedren in The Birds but all disheveled and bloody and with various birds stuck to her.

  • I didn’t look at all of the submissions and while I’m not overjoyed with what I’m seeing I would never hate on these creators. They aren’t deserving of that. Every single one of them has more talent than I could ever dream of having. Kudos to everyone who submitted a design and a special kudos to those who will have theirs featured in-game!

  • @Wiccamanplays said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475919#Comment_3475919

    A little late to reply but whatever. I clearly elaborated on what I meant by gaslighting (an admittedly flippant use of the term but one that served a point to demonstrate how weird it is to deal with): survivors moving faster than they should can be a sign that they are cheating or have bad ping, but now it can also be this perk, and there's no reliable indicator of which until much later in the game. If a perk can make me think my internet is crapping out or my opponents are using cheats then I'm not wrong in calling out as confusing at the very least. I called out Hope and Resilience because they're the easiest and most common perks to use in conjunction with it, but better Survivors than I can find other strong pairings with it. To dismiss Adrenaline, currently one of the most popular and powerful perks in the game, simply because it's an endgame perk or one-time use is also very strange. A perk that strong doesn't need to activate more than once to be game-changing.

    I didn't personally make the decision to nerf healing (a necessary if not well-handled one in my opinion: 8-second heals were ridiculous) and I don't know why you seem angry at me personally (or perhaps me as a representative of Killer players?) about changes that I didn't control and haven't affected things much anyway, since I still see the same amount of medkits in my games, just with more styptics and syringes and bring other healing or utility perks than Circle of Healing. I'd remind you that BHVR actually rowed back on their original plans after a wave of complaints from Survivors. Additionally, the genrushing meta is also enabled because several of the most powerful stalling and slowdown perks got nerfed or changed without compensatory buffs to other perks that needed it– I'll never understand the logic of making CoB useless but buffing Pop even further– so the average killer, i.e. the one most harmed by MFT, has even fewer options for pressuring gens. All this does is encourage camping and tunnelling: if leaving an injured survivor off-hook is just going to make things harder for you, why let them off the hook or back onto generators at all?

    Because you’re abusing the term gaslighting. Almost any perk can be blamed in that way either from the killer or survivor side. People use cheats to achieve things perks can allow without having to use them. It’s why I like to look at what everyone was running at the end - to understand why things were happening and to learn more about the vast majority of perks, powers, and add-ons that exist to alter gameplay mechanics.

    Am I angry at you specifically? Or killer players in general? No. I’m upset by the group of people who specifically have to blame one thing that isn’t as consequential as they all make it out to be. It seems everyone that plays this game has to scapegoat and it’s getting so old and frustrating to hear about all the time. And they do it with just about everything! I never once stated that healing in general wasn’t in need of a nerf. The problem is that most people aren’t satisfied until certain things they don’t like are made useless or irrelevant. That, in turn, creates more things for them to complain about as I stated because people adapt their gameplay as they should. You should be trying to adapt your gameplay rather than just blame a perk that isn’t breaking the game.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478882#Comment_3478882

    I'm not trying to make you look foolish, that is all your own doing by pretending you know what Im saying better than I.

    I don't know how to cut this out better for you than the following:

    You brought up Windows being an incentive to not learn to plan an escape route as a comparison to the OP stating that Lightborn incentivized killers to not learn to avoid blinds.

    Not at all, I need to do a comparison for it to be a comparison (its sorta in the name), but there is no evaluation of their qualities that being differences or similarities. It isnt a consideration or an estimate either. Its is what is called, an identification.

    What that part of the comment is an example of another perk, and yes its definitely two things, it isnt a comparison yet until I start comparing them. However you will notice Im not speaking of which ones are better or worse. Im just identifying it.

    Im pinpointing a quality they have. So I can do a comparison??? No, that is irrelevant to my discussion, which is why I dont actually start comparing them. Instead I continue with questioning for further evidence and asking towards the reason for both of them.

    You might say, isnt that a comparison of the two? No it isnt cause I am not doing any evaluation, contrast, collation, juxtaposition, differentiation, weighing up or balancing between the two. If it was then sentences like would be comparisons.

    • "Grab the boxes"
    • "Where are you guy's mother?"

    Clearly you can talk about quality that two or more objects have without it being a comparison, which I think is clearly the case when I said it and then asked a follow up question with identification. However even when corrected by me, the person who made the point, I thought up the thought, you still come back telling me its a comparison, like what's the goal here, telling me what I think?

    You honestly don't and you don't want to take a correction when I give you one.

    Comparison is clearly just a bigger word than you believe.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478868#Comment_3478868

    That word "eventually" is a bad word to have for a killer player. That's generally the ppl who let 3 survivors go completely unpressured to sit on gens. And your plan is to leave that guy you wasted a ton of time EVENTUALLY downing on the ground so you can EVENTUALLY down someone else? How is bleeding out for 4 minutes a better plan than dying in 2 min or 3 hook stages, whichever is sooner. Slugging in itself is NOT a game winning strategy unless you can get fast downs and apply alot of pressure. You don't want to down someone EVENTUALLY.

    That’s just a word meant to imply that the game is designed for the killer to complete their objective. Chases are skewed in their favor. If you’re good you can give the killer a real run for their money but the overall design isn’t meant for survivors to be able to escape chases - prolong them, yes, so that maybe the killer gives up? Survivors ending them? No. So the average killer player is going to get a decent amount of downs - enough to abuse slugging, if they so choose, for sure.

  • @Krazzik said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478884#Comment_3478884

    If the killer gets 2 kills and there's still multiple gens left then the last two survivors will usually hide, waiting for the other person to get found and killed so they have a chance at hatch.

    Obviously if the killer is already chasing one it doesn't matter but it's reasonably common.

    Not in my experiences, no. Survivors that do nothing tend to do that from the start. At some point someone hops on a gen or tries to engage in something. And, yknow what? If a killer engages in tunneling, camping, or slugging from the get-go then they’re fair game to screw around with. What goes around comes around. I’ve never seen a bunch of ppl just try to clown a killer from the beginning and if they do they usually just get slaughtered because they aren’t playing strategically.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475884#Comment_3475884

    At 1 gen left and only 2 hooks there is no "ez mode" at this point. You play campy and try to force some altruism and a snowball or keep playing how you're playing and get the bags at the exit gate. It's called a gameplan change just like if your getting your ass kicked at half time in a sport. You switch it up or keep doing the same ######### and lose.

    Tell me what sport has a method as easy as camping?

  • Thank you for your reply! I wish they’d add a catalogue in-game with descriptions of where each cosmetic originated (rift, store, etc.) and a way to keep track of what you’ve collected versus what you still need.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471915#Comment_3471915

    Boil over was nerfed because killers couldn't hook survivors, DS & Eruption were nerfed because they were deemed too strong, fun was not the priority

    Otherwise, basically every slowdown, regression and anti-exhaustion perks and add-ons would be shaking in their boots alongside second chance and exhaustion perks.

    Hell, even Diversion would most definitely be considered unfun if swf suddenly decided to popularize it and spam throwing pebbles at the killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471919#Comment_3471919

    Blast Mine absolutely has its uses though, i used it a lot before it was nerfed (and not even with repressed alliance), I always activated it before going for a save, it wastes the killers time, let me know if and when the killer went to kick my gen or offered me an opportunity to disappear if the killer was near but decided to kick the gen before chasing me.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471930#Comment_3471930

    I agree fun absolutely has a place in discussions, but it should not be the sole argument against a buff to a perk which needs it. Blast Mine isn't OP or meta or whatever, its nerf basically killed it and refusing to buff it only because some don't like going against it is not enough in my opinion.

    Everything you said. This perk can be used strategically rather than just as a way to annoy the killer. I, too, will sometimes install a mine before I go for a hook save. If the killer doesn’t kick my gen I can use it’s aura to find my way back (I’ve never been good with directions and I still get lost easily in-game even with small maps.) I know other things like Wiretap can be used for that purpose too, but I get value out of Blast Mine in the ways you described too when it works.

  • I’ve definitely seen him more than Shape, Clown, and Spirit who I haven’t seen AT ALL since the event started. I’ve also seen Twins, Hag, Nightmare, Plague, and Deathslinger only ONCE. It’s weird because I feel like Michael is one of the killers I see most often - definitely top 5 most occurring, yet I’ve not seen him since the event began. I’ve also noticed a lot more Demogorgon and Mastermind than I’m used to seeing. I’ve seen less Singularity than I’ve expected but still more than some killers I’m used to seeing at least occasionally.

  • @Frogsplosion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475992#Comment_3475992

    I've always assumed that doing the locker hop thing was not because the survivors wanted to win the game it's because the remaining survivors just wanted to make the killer miserable and waste their time. That is one problem that can't be solved right now because survivors if they really wanted to could just hold the game hostage until it closes

    The longer the survivor remains in the trial the more points they get for the Unbroken emblem. And, no, they really can’t. There are so many ways for killers to track survivors and maps are pretty small in their current iteration. How often do you see survivors just hiding and doing nothing vs the amount of times you see killers camping? At least half of my games see a killer at least proxy camping.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478326#Comment_3478326

    David we had this discussion before on this forum now, evaluating the reason and logic behind perks isn't a comparison of the two perks. I am sorry that you see it as a comparison, but really its about why they are there and I honestly don't understand why I have to defend myself twice being questioned by you.

    Dare I say its an invitation to think about why things are in the game, not a comparison. Again, mentioning two things ISNT always a comparison. But don't worry ill continue to correct you, should you bring the concern of yours to me again.

    You can attempt to sidestep to make me look foolish, but your original comment was definitely drawing a comparison. You brought up Windows being an incentive to not learn to plan an escape route as a comparison to the OP stating that Lightborn incentivized killers to not learn to avoid blinds.

    From the dictionary: comparison - A consideration or estimate of the similarities or dissimilarities between two things or people.

    In your case: comparing how two different perks that do different things may both be used as a crutch (or a way to avoid getting better at something in the game.)

    If you were, indeed, attempting to question why something exists then you still drew a comparison by using the Lightborn argument as a bridge to discuss a similarity between two dissimilar things.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478707#Comment_3478707

    Slugging in itself is no easier than hooking though since it still involves winning a chase. It's sometimes strategic if you have to prevent a nearby gen from popping rather than take the time to hook, but even that comes with the risk of the survivor you just spent time winning a chase on getting picked up and getting nothing from that invested time.

    I'll agree that BM can involve slugging. If I T bag on you with Ghostface or puke on you with Plague just to BM while on the ground... THAT is not strategic, and is in the same boat as hitting on hook (I'll sometimes give 1 hit to end the super long screaming though...).

    Well, unless the killer play is absolutely awful they’re going to win a chase eventually. In its current iteration I can just slug survivors continuously until they bleed out two seconds after being downed. Of course, that depends on how long they’re down before they get picked up but it requires nothing but chasing and downing which favors the killer player. If they wanted to balance it out they could add endurance for a limited time after being picked up or recovering completely without needing a perk to do so.

  • @versacefeng said:

    The reason why tunneling is so effective is because the average survivor that plays this game is utter garbage, even though survivor is incredibly easier than killer.

    I have to disagree. I play both sides and believe in the current state that killer is the easier of the two. Once you get the hang of a certain killer you have most of the advantages.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471735#Comment_3471735

    While I agree with alot of whacha said here, the slugging part is the outlier for me. As long as you have survivor strategies to prevent the killer from getting a survivor from the floor to a hook, slugging is going to have a role to play. This is why base-kit unbreakable was tried and scrapped.

    Anything that can be used purely to antagonize or gain an unfair advantage needs to be looked at. I do thing slugging has its place but like camping it’s too easy and effective for a killer to do and they can do it just to be a jerk.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477864#Comment_3477864

    I know what WoO does, the point is I dont see how WoO does not equally cause a learning deficit on the same grounds that Lightborn does. Which would be baseless as far as I am concerned.

    As I said, I don’t agree with the OP, but comparing the two perks is silly and doesn’t help get your point across.

  • @UnavailableName said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477380#Comment_3477380

    Yes, they did not do a single totem till the doors were at 99.

    They knew i had Petimento i guess.

    The best was their trashtalk at the end, thinking they were so amazing to exploit the game's flaws.

    For the devs to leave all those busted stuffs for so long in the game, they clearly do not understand anything about how their own game works.

    What flaws did they exploit exactly? Never mind…. Survivors doing anything except standing still waiting to be hooked is an exploit to you….

  • I really don’t care what items they bring. I never see anyone bringing keys or maps, but the other three? It’s whatever.

  • I tend to value altruism more than my own survival so I will almost always go back for the save. If I’m worried it’ll mean we both will just die then I’m less likely to do so because well, what’s the point in neither of us getting out?

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