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DavidHypnos

DavidHypnos

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DavidHypnos
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  • I’m gonna say a few things. My name is David and I’m gay so I can kinda relate to David King. He’s actually in my top 5 favorite survivors but I loved him even before the reveal.

    Would I like to see more cosmetics for him? Absolutely. But, there are A LOT of survivors I’d like to see get more cosmetics. Ideally, all of them would be getting new cosmetics regularly but this isn’t an ideal world we are living in so I’d focus on those with less to choose from first. David, however, has a lot to choose from compared to some others.

    Do I want to see pride themed cosmetics outside of charms? Absolutely! It was something I’ve been thinking about lately - t-shirts, tank tops, hats, full outfits! But do I want them to single out David for such a thing? No…. Not really, because while I think it’s important to give characters cosmetics that speak to who they are you do have to be careful about making them into - as others have said - the “token” character. I think, like charms, they could be available for all survivors so that not matter who you are as a player you can express yourself through any character you love, and pride is about sharing the love meaning you don’t have to be part of our spectrum to show your support and celebrate with us.

    Do I think David’s lack of recent cosmetics has anything to do with him being gay? No. Not at all. There are plenty of characters that need some more love and I believe they’ll get it with time and patience. I do believe BHVR is living up to their support of this community. Never within a gaming community have I felt so accepted and normalized - I know crappy people DO exist here but they exist everywhere. For the most part all I’ve seen was love and acceptance and I am forever grateful for it.

  • IMO though I honestly would’ve been okay if they just kept the haste and also extended it to the user. As I said I’ve no problem with granting endurance, but they could’ve kept it the same status effect and it would’ve been fine.

  • It discourages slugging which imo is a good thing, but you have to remember that the Singularity came with Forced Hesitation which can make pick-ups a lot harder. Soul Guard is still different in that 1) it’s going to grant you endurance regardless of who picks you up and 2) it grants full recovery from the dying state while cursed. Made for This is obviously still different as it’s primary effect is the haste while it’s endurance effect is upon completing a healing action rather than picking up a dying survivor. I don’t think endurance is a horrible thing. I’ve seen survivors get picked up and immediately downed again - if you have to use a perk slot to get a chance to get away (especially if the killer is slugging) then I think that’s fair.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472156#Comment_3472156

    Damn yea imagine if they listened to feedback about the perk that would be craaaaaaazy.

    If they listened to all the feedback they’d never be able to do anything because everyone wants conflicting things. MFT doesnt need a nerf. Hearing about how much you hate it for the millionth time is getting old.

  • @Chomperka said:

    Dude it’s just aura perk, how can it be op? Doesn’t give you any adventage in chasing. This perk is fine, of course it’s broken in the hands of blight of nurse, but what’s not broken in their hands?

    You’re asking how an aura reading perk can be OP? Aura reading is very powerful especially when it comes to the auras of the other players.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471847#Comment_3471847

    I want BHVR to admit that “refusing to interact with everyone in the game” is a problem on both sides.

    Yes, it is a problem if killers are camping and tunneling, instead of interacting with all the survivors…. But it is also a problem when survivors are hiding, and purposely avoiding interaction with the killer.

    Instead of always making the interaction problem 100% the responsibility of the killer, I want mechanics to also be in place to punish survivors that don’t want to interact with the killer.

    If killers are expected to leave a hooked survivor to patrol the map, they should have a reasonable chance of finding someone, as an incentive of leaving the hooked survivor.

    Dude, I’ve literally accumulated an idle crow for hiding while a killer lingered around one area for too long. There are already plenty of ways to find survivors. And finding them should be the killer’s responsibility. If you were being tracked by a killer would you not try to hide? Would you want to pop out and make it easier for them? Besides, the fact that survivors have to repair generators means they can’t hide the entire game. And killers can see the auras of all unfinished gens. Do a better job patrolling them.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471836#Comment_3471836

    So because its powerful its toxic. Does that make using meta perks toxic? or simply playing nurse or blight?

    once again just because its miserable doesnt make it toxic.

    If you’re doing it just to make someone miserable it’s toxic. Challenging does not equal miserable. Tunneling does not equal challenging.

  • I assume the zombies thing is because they aren’t stationary and the map doesn’t track such things. Lockers… idk… maybe because they’re only considered a belonging when it comes to certain killers? The rest… I can’t answer really.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471809#Comment_3471809

    Unless it’s a SWF, and if the killer gets too far away from the hook, then all the survivors on generators will hide, the hooked survivor will get saved for free while the killer is away, then that survivor will get healed, and now the killer has zero pressure, and the survivors got rewarded for using voice comms.

    This game gives zero help or incentives for leaving a hooked survivor. BHVR only gives killers nerf after nerf for camping, and thinks it’s completely fine for survivors to excessively hide.

    What do you want survivors to do? Everyone complains that gens get done too fast. Blame survivors for having perks, toolboxes, etc. when that’s our objective and you aren’t applying pressure. We can’t hide now? Are we supposed to just run around the map screaming here I am? What’s next? You want to take stuns away? No defense whatsoever?

    Let me help you with your issue: if someone is performing a hook rescue that’s 2 survivors off of gens. When they’re healing that’s at least 1 person off of a gen. If the other survivors are hiding they’re not on gens either. Patrol your gens! Kick your gens! Run regression perks! If a generator is noisy a survivor is likely nearby. I can tell you when I play survivor I often won’t leave the area if a killer comes looking for the gen I was working on. And if you want to stop gen progress even more then focus on finding those survivors, chasing, and eliminating them rather than standing idly while one dies. Start using perks that requires survivors to complete secondary objectives like hexes, perks that affect item usage, and healing. Use information perks that trigger loud noises or aura reading. You don’t have to camp to be effective and I’m sorry to tell you this but if it’s a SWF camping becomes an even less effective strategy.

  • @nars said:

    Behold, killer using [strategy] is now toxic!

    bruh be quiet. just because its unfun doesnt make it toxic. plus its only even an issue for hard tunneling at 5 gens, as a clutch strat its completely fine.

    Being toxic makes it toxic. I, mean, I’ve said before that of the 3 tunneling can be effective and strategic, but given that the killer has the most power in-game it’s a strategy that is far too easy to pull off. Given the fact that a good portion of killers tunnel not as a last resort (as an actual strategy) but because they know they’re making someone miserable it becomes even more problematic and in that case is most definitely a form of toxic gameplay.

  • I’m sorry to bogart your discussion but I was wondering do you have to play Hooked on You to get these cosmetics?

  • @UnavailableName said:

    Another insane nerf for killers. After gen regression, MFT + Resilience insane synergie, MFT alone that is extremely busted, now removing hook grabs...

    What does it mean ? Camping a hook as the last possible tool for you won't be possible as 2 survivors will kick gens and only one survivor will be enough to unhook the survivor.

    Gens will fly even faster now.

    If you don’t camp you will have a better time defending gens.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470767#Comment_3470767

    in the same way you dont think cosmetic hiding is a problem, I can say I dont think killer repeating is a problem.

    It IS after all legal to play the same Killer again and again. Killer repeats is a legitimate way to play and even then it can still be countered effectively.

    Also, now that I think about it, idd like to ban some Survivors cause they scream really loudly too. My ears hurt.

    I don’t disagree with you. I think you should be able to play whatever killer you want. I go up against a lot of killers that 1) I just hate facing and 2) I see so often I just get bored, but I never disconnect or throw the game. That’s not my style. I would never dodge a lobby (if I could) because I don’t like the killer - killers have long enough wait times in general, and besides, they’re people - not bots - and they just wanna play the game too. I simply don’t think comparing powers to things like cosmetics is viable, but I respect your thoughts regardless even though I will vocally disagree.

  • C’mon, man. I don’t think saying it’s a skill issue is them trying to be mean. On both the killer and survivor side I had to come to terms with what my biggest weaknesses were and work to improve them, to make certain to focus on my strengths as I did so, and to remember that losing/ending a trial with very little progress doesn’t mean the end of the world. I know killer can be harder in the beginning because they each have their own nuances and you have to learn the basics and their powers, but I honestly believe that once you’ve learned it that it’s the easier side to play (feel free to disagree, many people do!) That being said, I don’t think either side is so imbalanced that they’re unplayable. Both sides have strengths and weaknesses that can make or break a game, but if you are struggling this much I simply ask that you reflect on what you could be doing differently because the reasons you gave are able to be countered on your end. I also ask that you remember that not getting a 4k doesn’t mean you “lost.” When I play survivor I probably don’t escape 90% of the time, but I look at how many gens did we get done? Was I able to help my teammates progress? Did I do my best? The same with killer: I never look at how many kills did I get, but often how many hooks? Playing to win is good, you should always do your best or what makes the game fun for you, but playing thinking that you must always win will make anything unfun.

  • @WorthlessBeing said:

    Meh. Just another freebie for survivors, nothing new under the sun.

    Dude, how? Every killer perk mentioned was buffed and the Hag (arguably one of the strongest killers in the right hands) had nothing but buffs on her add-ons. They also once again redesigned a map to make it less survivor friendly. One of the best survivor perks once again also got nerfed (not into useless oblivion like I’m used to, but still…) and one of the best add-ons that was already pretty balanced after the last nerf…. so how is it all survivor freebies? Are you referring to the hook grabs? Because camping in itself is a freebie for killers and if you have to rely on it you need to up your game.

  • I never thought Sadako was as weak as everyone says (I personally always did well with her, and have seen others do even better) but she definitely didn’t need a nerf even if that’s not what they’re calling it. The hooking mechanic that removes tapes is very powerful but at the cost of nearly eliminating what makes her threatening in the first place. I think they should just revert it back - having to retrieve a tape and go to the specific tv to remove your condemned stack was a clever way of wasting survivor’s time which now no longer applies.

  • So…. improve your game? Are you ending every game with 0 kills? Obviously, this isn’t happening to everyone all the time so what specifically are you struggling with? Focus on that.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471719#Comment_3471719

    Ok, but now it's no longer the killer's fault for tunnelling since it's the best play. It's BHVR's fault for making it the best strategy. BHVR has to add incentives to not tunnel if they want killers not to.

    Yes, they need to implement features that combat tunneling, camping, and slugging. They want a balanced game and the ability of the killer to do these things so easily (and earn a lot of BP still in doing so) creates a huge imbalance in gameplay and agency. On a side note, if you want survivors to stop complaining about these things as a strategy then I want killers to stop complaining about body-blocking, teabagging, and healing in front of them which can all be effective strategies (letting teammates get some distance, distracting killers, and using the syringe add-on for a quick heal or mindgaming.) I’ve actually had killers tunnel me for STUNNING them like it was super personal but it’s clearly part of the game and strategic rather than just plain malicious.

  • @Pumpkinbros said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466385#Comment_3466385

    Popularity = Meta

    Meta = Usually Op

    an example of meta thats not OP is Self Care and windows of opportunity, both mid rang perks that offer wonderful utility but aren’t very OP but are still in the top 3 of survivor perk usage

    Made for this however has a build meta you can look online and find hundreds of people using the exact same build including made for this, this shows us that somethings up and when you dig deeper

    Made for this X Hope is the reason that its become op, on its own its good, but perk synchronicity is what makes this perk op

    And combining those two perks is a risk. If you make it to endgame you get the high reward, but if you don’t you wasted a perk slot. All endgame perks are risky for survivors because there’s a good chance they’ll never get to be used. Killers, on the other hand, will always get some value out of an endgame perk like Noed. Furthermore, as I’ve said many times, if survivors are able to make it to endgame they deserve the advantage they’ve been given should they choose to run those perks. Killers still have their powers, perks, and endless supply of add-ons to help them overcome it. Most of the people I see running MFT in my games aren’t even making it to the end because by itself it’s really not as strong as everyone says…

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469889#Comment_3469889

    Im not comparing them two, im saying Dark clothing is also a problem. If Power is a reason to ban a character, then cosmetic color stealth is also a reason to ban. You and I may disagree on the severity, but it IS a problem. So if you want to opt out of that use, its only fair we also get to opt out of what use survivors get.

    No one is saying that killer powers are a problem here though… it might be that some struggle with certain ones but overall it’s more akin imo to being sick of having to play the game the same way and certain killers becoming over saturated. Using cosmetics to blend in is NOT a problem anyway. Survivors don’t have any real defense mechanisms outside of the occasional stun or blind. Hiding from the killer is a strategy and camouflaging is a legitimate way to do so and even then it can still be countered effectively.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469156#Comment_3469156

    Some Survivors have skins that make them almost impossible to see in Dark places.

    Oh my… you’re really going to compare blending in to a killer power? No, it’s not even close. Yes, survivors can be advantageous in choosing their skins but they aren’t guaranteed a map that will accommodate it. Furthermore, killers can see what survivors look like before the game starts and there are plenty of ways to help find them regardless such as aura reading, scratch marks, the fact that they’re hella loud, killer instinct, anything that makes them scream…. So yeah while changing cosmetics can be advantageous it’s not near comparable to how different killers are.

  • As far as trading items in goes… I like it but I think a cool idea would be to be able to pass on items. Like, I understand and am ok with having to purchase a useless item to get to a better one that I want, but if all I have left on my current bloodweb level is a bunch of clear reagents and salt pouches I’d rather just forego them and not use my BP.

  • @AngelOfHope2017 said:

    I would like to get people to rally with me to get some basic changes implemented with Dead by Daylight. I was happy to see everything I suggested before (about the HUD) was implemented. I have about 4000 hours in the game and I have over 17 devotion. I think that these changes would make my games a lot better! I'm sure they'd make other's games better too!

    1. Add a HUD for the four categories of blood points. This will help us to know what we still need to achieve in order to get the most blood points out of the game. It could be kept at the top right corner of the game.
    2. Let us see our MMR for each killer and for survivor. I have been paired with people that are either way too high or way too low MMR for me. I'm guessing the "MMR" system is not a true MMR system at all. Or, at the very least, give a detailed description of how the MMR works at BHVR.
    3. I know this one probably will never be implemented but it doesn't hurt to ask. Allow us to trade in lower tier items and addons for higher tier. For instance 10 or even 100 brown med kits for 1 yellow med kit.
    4. Show Daily Ritual updates in the game (similar to Tome Challenge updates).
    5. Show Achievement updates in the game (similar to Tome Challenge updates).
    6. Give daily rewards everyday for players that login for that day. If they don't login, they don't get the reward. It would encourage players to login and play. The rewards can be small or large.
    7. Give more codes for more bloodpoints or shards.
    8. Provide a stats page either on the web or in the app so we know how many kills, escapes, stuns, etc. we have.

    If you are reading this, please let me know what you think :)

    I love the stats idea! I’d love to see things like average survival rate against this specific killer or on this specific map. Same with killer but reversed - average kill rate per killer and per map and a combination of the two. Heck, even though all survivors are essentially the same I’d love survival stats on that too just to see how I do with my faves.

  • @Kaitsja said:

    Well, when Legion's trailer was revealed it was assumed that their power would be the ability to impersonate other survivors.

    Years before I started playing DBD I would read the lore of the characters as I kept up with the game since the addition of Myers and found it interesting. Needless to say I didn’t know exactly HOW the game worked I just liked reading the stories and such. Anyway…. When I first read about Legion my assumption was that the four of them had somehow become one being like a killer with 4 personalities. I thought that was really cool and then I met the actual Legion… just a gang of teenagers… oh, that’s… cool I guess.

  • Pharmacy is already useless due to the medkit nerfs. You’re better off just bringing a basic kit with good add-ons.

  • Not the right reason to nerf him, but I do think there should be a cooldown between cloaking and uncloaking. His cloaked speed + post-uncloak speed boost is insane.

  • @Emeal said:

    Why are the Killer not then able to ban some Survivors then too?

    Because all survivors are the same lol killers all have different powers

  • I can’t tell you how many times I’ve run to something that definitely looked like a vaultable location and it wasn’t…

  • I mean I have to agree. It’s batcrap stupid that he can just grab a healthy survivor and kill them.

  • I’m also kind of sick about hearing how “broken” dead hard was and how it couldn’t be countered. You know how you counter it? You hit them, they keep going, you keep going and hit them again. The only problem with Dead Hard was that it could’ve been used endlessly once you recovered. It’s a strong perk and needed an activation condition but making it a one-time only perk took it too far.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466797#Comment_3466797

    "the data shows" the data is only part of the balancing for something. This perk makes playing m1's miserable which is the same exact reason old COH had but even then old COH was still very strong despite only being a 50% increase in heal speed.

    It wasn’t though. Even in its nerfiest state -pre-loss of self-care- the healing rate was still at normal speed because while it had a 50% decrease, at tier 3 it had an all-healing speed boost of 50%. The logical thing to do would have been to instead boost the altruistic healing speed only and keep the 50% reduction speed for self-care. Instead it got nerfed into complete uselessness. Because that’s what ppl want - for one side to not have anything good.

  • @Leachy_Jr said:

    I'm getting deja vu again.

    Just a reminder that some people will unironically defend anything regardless of how bad for the game it is.

    Old DS, pre conspicuous nerf DS, release circle of healing, post nerf circle of healing, post post nerf circle, release mettle of man, pre nerf eruption, range nurse, pre nerf medkits, blight add ons, spirit add ons, pre nerf DH, PTB OTR, forever freddy, pre nerf spirit.

    Everything mentioned has been nerfed (other than blight and spirit add ons), and were defended by some people. Looking back its easy to say that they serve no place in the game due to how unhealthy they were.

    Made for this is todays version of this. It does not belong in the game and it's surprising to see it survive 2 hot fixes.

    And some ppl will constantly whine and defend a position that’s not worth defending because they’re wrong. While med-kits and CoH may have needed changes they are definitely not okay in their current state and saying they’re fine because they needed a nerf is just stupid. Some people will always complain about something that might be too challenging for them or what they perceive as potentially being too challenging for them.

  • I can agree with you that the game is rough for survivors right now. In an attempt to balance they kind of broke certain things. However, I don’t think it’s so bad that it’s unplayable. A lot of that depends on the other people you’re playing with as well. I main survivor and still have a lot of fun most games.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468160#Comment_3468160

    Or bring a map with killer item tracking add on+map range. Big thing with that build is to not lose all your time finding totems

    I like running it with Detective’s Hunch which is just an all around great perk on its own.

  • @Steel_Eyed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469074#Comment_3469074

    This is what happened to me. Barely use Amazon. Was ordering a gift for a baby shower. Month later learned I had Prime.

    I think that happened to my dad. I was helping him with some banking stuff and saw he has a prime subscription he said he never signed up for. We thought someone might’ve hacked him, but if he tried to order something this might make more sense.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467514#Comment_3467514

    I don't like that either. I never liked the whole "I feel I have to run x perk to counter y perk."

    It’s not even just perks. There are some killers I hate going against for that same reason. I never run the same builds because that’s boring to me. I’m never going to just because I might come up against this or that. But that’s also what makes it challenging and therefore fun.

  • @HugTechLover said:

    I’m not going to call one side easier than the other. They both have their cons.

    I have to sweat much more in killer to win, but I still win the vast majority of my games.

    I don’t win as much on survivor, but it’s much more chill. I can sit on gens and eat a snack, and just relax. Can’t do that on killer.

    It’s the opposite for me. I have to be way more efficient as a survivor whereas when I play killer I can chill out.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467501#Comment_3467501

    It is really that bad. Every chase in this match was long and drawn out since they could get to windows and pallets faster. Two of the four downs I got were just because I hit tier 3 bloodlust(something I never did before hardly as killer in my 1000+ hrs of playing). The other two were from my red vomit but after I ran out of fountains I was reduced to a tall m1 killer. Then when I got to the endgame those three hope+MfT made things worse. How is a 4 hook game where I had to depend on bloodlust tier 3 isn't "that bad"?

    Now Im forced to run Bloodecho or Fearmonge in all my plage builds just in fear of this one dumb perk. Sure it "isn't that bad" yeah right...

    Kind of reminds me of when survivors have to run certain perks all the time out of fear getting matched against OP killers or them having certain perks… it works both ways.

  • I think I’d only be upset if they started giving away things that they previously only had available to buy. I guess I can still kind of understand why some ppl aren’t happy… I mean when I look at those crowns I directly think of those anniversaries and think this player was around at that time. Now that’s gone. So I do get it to an extent. I don’t care enough to lash out but I do get it…

  • If I could change 5 things in the next patch I would:

    1. buff Trapper. He’s the OG and needs some love and having to pick up all your traps is so annoying and his add-ons need work.
    2. I’d change medkits to where they dont incur an efficiency penalty when used on yourself. Doing so makes them redundant and there are times where survivors need to be able to heal themselves. Likewise, I’d change BK to remove the efficiency penalty as well and just make it so the speed boost doesn’t work while using a medkit.
    3. I’d implement features to tone down some of the effects from blinding and the fov to help people with sensitivity to such things.
    4. rework No Mither so that it’s actually useful without being a major handicap.
    5. implement the random perk challenges into all future tomes and remove some of the more questionable ones.

    Theres a lot id change but that’s where I’d start so there’s something for everyone.

  • I haven’t gone up against him much but I love it because he scares the crap outta me. I’ve yet to learn his play style so I don’t know how to counter him but to me adapting to such things is part of the fun.

  • I mean…. You’re right… getting stunned by a survivor is not nearly as annoying as getting tunneled or camped yet people want to defend those and then say survivors asked to get targeted by using Head On or Blast Mine. They aren’t just used to be annoying either. Head On, if timed correctly, can help you out of a dead end or assist a teammate. Blast Mine is great for quick escapes and makes killers think twice about damaging gens. When I play killer and I am subjected to these I love it because I love challenging play and I love seeing everyone have a great time.

  • I’ve had weird games like that even outside of the anniversary. Sometimes I think killer players might just take a liking to certain people… I had a game against a Nemesis yesterday who had no problem camping. When it was just me and one other player he had him on his second hook and as I was saving him the Nemesis was on his way back. I knowingly blocked him off so that the other guy would have a chance to escape even if it meant I’d get hooked I didn’t care. I think he respected that. He started nodding at me and I wasn’t sure what was going on… eventually I just started healing myself and a zombie wandered in so I tried to move away and he killed the zombie so I could finish healing. Then I went to work on gens and he eventually found the other guy again and by time I got back to him it was too late but he later led me to the hatch.

    I had a game against an Oni and got saved by a Nea player and made it to the exit gates. She didn’t. So after I healed up I went for the save as the hook was near the gates knowing I’d just be giving up my escape for hers. After she got out he chose not to put me on the hook, closed the hatch, and then dropped me off at the exit gates. When I play killer I really respect altruistic actions and people giving up their win to help others have a better game.

    Every killer player is different, but some of them are just weird lol myself included

  • @DredgeyEdgey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467195#Comment_3467195

    Yeah I'm trying to think of any other big games/ movies maybe the evil within?

    Or the nun

    They did do that colab with that lady that helped make art for the evil within

    I would love if they did Evil Within.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466374#Comment_3466374

    How's that? Other exhaustion perks can't be used while exhausted either

    I guess I should’ve worded it differently. My first point being that MFT isn’t an exhaustion perk because it doesn’t cause exhaustion - the other perks do because the speed boost is so huge. MFT is easier to counter imo because while none of them can be used while exhausted MFT also has a much smaller haste that only works when you’re injured. I guess in simpler terms a perk like Sprint Burst is harder to counter because unless you can prevent them from using it they’re getting great value. MFT becomes useless if paired with any other exhaustion perk after their use and can be bypassed by the exposed effect or powers like Blood Fury. While you don’t have a cooldown on it the extra speed isn’t enough imo to make it more valuable than Sprint Burst. That’s just my opinion.

  • @masonsunderland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466586#Comment_3466586

    Knight Guard movement speed, 102.5 percent. Survivor movement speed with Made for This, 103 percent.

    So you have to stand still and lose distance in chase to summon a slow moving projectile that can't catch up to survivors before the timer expires..

    I was already having a bad time against survivors that actually know how to manipulate guard pathing by hugging map geometry, now they don't even have to stop running forward to deny me power value.

    Is Knight getting more changes in the future or is this interaction intended?

    Guards aren’t meant to just be able to catch survivors like killers do. They are there to apply pressure or help the Knight in his chases. An effective Knight isn’t going to stop chase and summon a guard to do it for him. He’ll summon a guard to a gen, gate switch, hook, etc. to halt survivor progress and then potentially cut them off while they’re outrunning the guard. Also, he gets a speed boost after drawing a long enough patrol path. But a 3% haste while injured is an issue? No, even during endgame when paired with Hope a survivor will only move as fast as the slowest killers but 1) it’s endgame and they have to actually work to get to it, 2) even moving at the same speed as a killer isn’t guaranteed to get you an escape and it’s unlikely that’ll even happen as only a handful of killers move less than 4.6 ms - Nurse whose movement speed isn’t an issue due to her power, Shape but only when he’s in EW1 and Undetectable, Hag who has teleports, Huntress who has ranged hits, Spirit who has phase walking, Deathslinger who has a ranged weapon able to break distance, and Trickster who can just spam his projectiles. Almost all killers have add-ons as well that can grant haste. Killers like Blight, Wraith, Hillbilly, Demogorgon, Clown, Legion, Mastermind, Skull Merchant, Dredge, and more can utilize their powers for speed boosts or to cut distancing. There are perks that can inflict exhaustion or hindered or even more importantly - give killers a greater chance of preventing all 5 gens from getting done in the first place. More than half of the time when someone brings Hope they’ll get no value out of it since it’s endgame only. Pairing it with MFT is fair during endgame and as I stated can still be countered. Hell, using exposed can prevent giving them MFT during endgame at all and there’s plenty of ways to utilize that. Everyone acts like this is a perk that can’t be countered or gives a game-breaking advantage but the truth is these people are just entitled and can’t handle having to work even a little bit harder to secure a win.

  • Honestly, people just love to complain about anything that might present a challenge to them.

    Med-kits? They should be designed for self-care yet they got nerfed hardcore. If survivors can already heal other survivors without needing a med-kit then why waste a medkit on them unless you’re going for a speed boost? Every medkit is essentially the same now unless you’re using it on someone else (indirect nerf to Pharmacy because of this.) For some reason survivors being able to heal themselves is a major issue for people. Give us a perk that provides a small speed boost when we are injured to compensate? No, that’s unfair too!

    Dead Hard? The first nerf was enough. DH was in the game long enough without the balance being broken, and its current state is practically a waste. Do I disagree that it needed a change? No, but they took it too far. Decisive Strike? Can’t be used during endgame because if a killer downs you then it only makes logical sense that you should have no advantage to escape - they deserve the kill after all (sarcasm.) Circle of Healing? Pretty much useless now. If the self-heal was that bad of a problem then just nerf the healing speed for self care while keeping the altruistic boost. Botany Knowledge? It’s going to waste your medkits now when the actual logical solution was just to disable it while using a medkit.

    Seriously, if you can get value from something on the survivor end people are going to want it gone whether it’s imbalanced or not. Within the last week I’ve seen posts or comments complaining and asking to nerf the following: Adrenaline, Hope, Deja Vu, Boil Over, Distortion, Hyperfocus, Resilience, For the People, and Windows of Opportunity. I’d also like to point out that in comparison to MFT people are beginning to point out Dark Theory’s poor state - yet before this chapter was released all I ever saw when ppl complained about this perk were responses like “it’s fine, it’s a great perk as is.” Because, of course, bad perks end up benefitting the killer.

    I hate being that guy that’s one side vs the other but c’mon, all I ever see are complaints about how everything a survivor does or has is too strong and unfair and it’s old.

  • Thank you, that makes complete sense! It would be cool if it would protect it completely though because Franklin’s is a major reason I lose most of my items.

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