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Devil_hit11

Devil_hit11

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  • @danielmaster87 said:

    The discussions around this killer's strength are usually so casual, it's sad. "His stealth is what makes him broken" and stuff like that. Newsflash, it's his dash attack that's strong, albeit only usable on PC. What this change does not only destroys that power, but sets the stage for future equally bad killer nerfs. Chucky players would rather have less dash distance for more speed, because that makes it harder to react to. If a survivor can simply react the everything the killer does, killer has no agency in chase and has to wait for the survivor to mess up before they can physically do anything. It wouldn't surprise me if they gave this same nerf to Blight's dashes. "But you get the same distance!" But it's slower. The slower a killer is at doing something, the more the survivor can just react to deny the ability. It becomes riskier to use your ability as killer than just being M1 trash, because of the small likelihood of actually getting anything out of it. That resigns killers to basically not being able to use their powers, except against noobs, which is the antithesis to why you would even pick that specific killer over another. They did the same with Wraith, Spirit, and Deathslinger. Made everything that those killers did slower, so that survivors could "react" to what they did, instead of needing to be smart/unpredictable. That nonsensically gives all the power in chase to the survivors, but hey, that's apparently "balance."

    They did the same with Wraith, Spirit, and Deathslinger. Made everything that those killers did slower, so that survivors could "react" to what they did, instead of needing to be smart/unpredictable. That nonsensically gives all the power in chase to the survivors, but hey, that's apparently "balance."

    for deathslinger in particular, he got killed with that type of change.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854362#Comment_3854362

    Cant really use 2v8 as an example. That threw in absolutely unbalanced features all over the place that it's hard to tell if one particular new mechanic was actually good or bad. You had catch up mechanics, but also had instant heals, and 5 second gen repairs.

    nothing in 2vs8 is not already in 1vs4. Instant heals already exist in the form of med-kit syringe which i don't know about you, but when i play killer, i play against these syringes almost daily 2-3 in a lobby.

    The 5 second repair is also in the game, it's in the form of streetwise+build to last commodus toolboxes for co-op. if you run prove thyself, you can negate co-op penalty of doing gens. it is like 30 second generator. This is less common because you need 2 player running same build but it's same concept as it was 2vs8. 1 generator class = insignificant. 4 generator class stacked in 1 gen = significant.

    The catch-up mechanic is also in 1vs4 however the perk that represent this mechanic are complete total garbage. As i said, they're Fast track and Sole survivor. Sole survivor gives 75% repair bonus when you are last one alive. unlike distortion mechanic of the perk, for some reason, this perk doesn't scale with people killed. Fast track is a perk where whenever killer hook someone, you gain 3% bonus for next skill-check you hit. This is much laughably under-powered compare 5% that award in 2vs8 mode. If fast-track was award you 4% repair bonus permanently for every hook, you'd have similar effect towards catch-up mechanic of 2vs8. the two perk related to catch-up mechanic are there but they're completely irrelevant/garbage presumably because.. if these perk are good, you legit get punished for killing survivors and hooking survivors.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853459#Comment_3853459

    The more you punish killers for hooking people, the more killers are going to just slug more often. Is that what we're really wanting?

    i mean that is what 2vs8 did. 1vs4 has perks to increase gen speed when you lose but the corresponding perk are probably considered like among top 10 most worthless perks for survivor. who really runs fast track or Sole survivor? i mean they can buff the perks but i sincerely don't think anyone would use them. Maybe i am wrong.

  • Buffs to Yui-Jin Fast Track perk and Laurie Sole survivor? Won't it be fun as killer to be punished for doing your hook objective?

  • @MaTtRoSiTy said:

    You obviously have not been playing DBD for that long if you think Nurse has not been nerfed many times over the years and hasn't been 'touched' at all.

    Go and play Nurse then come back and tell me it takes no skill… and as above, while she will destroy most survivor lobbies you don't get there for free. You will be bullied mercilessly for a long time before you get good with Nurse.

    The big problem with Nurse is that most of the DBD player base are casual low skill survivors who have no idea how to counter Nurse. As someone who mained her from 2019 until about 2022 I know how to counter her and most of the Nurse players I go against are mediocre to outright bad but my team mates often go down instantly to these terrible Nurses.

    I hate to be that guy but this does sound a bit like a 'skill issue' problem

    (Edit: that being said, I would like to see Nurse reworked as killers like her and Blight are probably too strong for the low skill majority and it makes matches boring playing them… IF you learn to git gud with them).

    how come nurse doesn't receive 50%-75% movement speed decrease on her blinks but chucky receives -50% m/s on his slice & dice? The scope of the type of changes matters here. either way they silently nerfed chucky.

  • The reason it can only activate once pure trial is because it's pretty useful now and would be a real pain to go up against if you can activate multiple times and knowing survivors they'd probably combine it with Syringes which would be too strong and a headache for killers.

    Part of entire strength of the perk is being able to activate a self-heal an unlimited amount of times. Otherwise, you can use Steve's perk, Second wind which self-heals you a lot less time but only activates twice per trial.

    Personally, i think the two perks are too similar. Maybe they should rework the perk to be that whenever you are repairing a generator, you gain 1 charge up to max amount of 60 charges. When you have 60 charges, you can press active ability button to heal from injured to healthy. Has 8 second repair time to prevent players from tapping generator's mid-chase to instantly heal.

  • nerf are not fun →less fun → less people want to play the game.

  • eh, he's like average killer. maybe b-tier. he's substantially worse than before. beats bad players, loses to good players. sounds pretty average as far as killers go.

  • chucky has so much potencial as a killer but he just keep getting nerfed with negative change after negative change.

  • @Gardhome said:

    "14 second cooldown is also too long". For Ghostface with 17 sec and Legion with 20 sec cooldown, 14 sec is an unattainable dream

    these killer are underpowered and bvhr is late to fix these killers because even when they're in patch notes, they're barely get changes.

  • Other perks that have limited aura duration are far too under powered like Human greed Or Zanshin tactics or I'm all ears. these perk needs buffs. Weave attunement does aura reading right but it seems that dev believed that perk was weakened to much so it was adjust back. this is very rare as a lot of killer perk that tend to be weakened usually die for very long time.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853443#Comment_3853443

    It was never a bug. They never said they "overbuffed it" they said they want to make balance changes to the perk. As they should. 12% would be just fine. Not 14%

    i feel like 12% is too low. maybe 13% as it will give 40 second first cleanse instead of 46.

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853722#Comment_3853722

    In this regard, I like the approach to knight addons more, bronze addons are associated with general numbers for the ability, yellow ones are associated with the chase, green with statuses, purple and iri for all sorts of unusual things that expand the functionality of the ability, it seems to me that more addons should follow this logic , not just +5 strength +10 strength and purple +15 strength

    myer's is stat based killer so i think it's fine if his add-on are related stats because he's number guy that power-up. At the same time, it's kinda boring that he had 4 different duration add-on's, a lower tr add-on that doesn't work with tier 3 and than mori add-on's. i feel like they could be more creative to how he improves towards match or even how he utilizes tier 3/tier 2 system.

  • @SoGo said:

    Edit: Buffed Lock of Hair and Boyfriend's Memo, as well as removed the suggestion to buff his close stalking speed, as it was buffed in the hotfix.

    they got one buff in. they need few more. i hope he gets tier 3 buffs that make his m1 gameplay more rewarding.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853215#Comment_3853215

    Yes. I’m still seeing many games where multiple survivors are using this perk in coordination:

    Sometimes one of the survivors has a bunch of chase perks, and they 100% want you to be tunneling them because they will have the longest chase times. So if the killer tries to chase someone that has zero hook states, the chase perk survivor will start aggressively bodyblocking because they want to take multiple chases, with the knowledge that their teammates would stack STB on them.

    SWFs are weaponizing this perk, because the perk can be stacked multiple times on the same survivor.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853450#Comment_3853450

    STB should be a high risk high reward perk, but against many M2 killers it's a low risk perk, because those killers can't properly take advantage of the survivor being exposed.

    STB should make the survivor broken instead of exposed, so it can be high risk against these M2 killers.

    it's survivor thing. survivor will defend it saying nerf tunneling. It is unlikely to get any changes. all you can hope is that thrill doesn't get much of change. shoulder of burden set negative precedent for killer because the killer now need to be balanced around 9 and 10 hooks(12 hooking) instead of 7 hooking. Lots of killer are not balanced around 12 hooking. they're balanced around efficient tunneling.

  • @Iron_Cutlass said:

    This is a bit of a mild rant about how the DBD community discusses topics such as Generator Speeds…

    5 Generators. Survivors have to complete 5 Generators, which take around 90 seconds per Generator to complete. Yes there are ways to shortcut the Survivor's objective, such as bringing a toolbox or perks to make the Generators go faster, but it often leaves them more vulnerable to the various Killer strategies available (tunneling, proxy-camping, slugging, etc.).

    I see a post every now and then about how Generator speeds are too fast or how slowdown is ineffective. "All the Generators get done quick, something must be done about it," but within these discussion, I think people kind of ignore how DBD, as a game, is structured. When all 5 Generators are completed, the game isnt instantly over, the Survivors dont instantly escape, the end-game exists to give the Killer a bit more time to wrap things up or pull the game back into their favor.

    Technically speaking, (while I dont have %s to give) a vast majority of my games I win as Killer, often only running 1 or 2 slowdown perks and relying on macro gameplay to slowdown the game and strategically deal with Survivors by applying pressure in the right areas. I dont win every game of course, but I do win a majority. A lot of these games that I win, a decent chunk has all 5 Generators being completed, but Im able to pull things back in the end-game or the game-state is in a way where it doesnt matter if all Generators get done since Id still leave with a 3K or higher.

    Endgame IS important. A lot of people like to write it off about how the Exit Gates dont take that much time to open and how you are always going to lose in Endgame but it is far from the reality. Perks can extend the Endgame and help with much needed pressure, and you dont have to worry about protecting Generators since your objective at that point is to play for kills. And even without perks, playing smart can give you an extra hook(s) which can make the difference between a 2K and a 3K.

    Overall. Im tired of people ignoring the impact the endgame has on DBD, especially when it can make a massive difference.

    i think end game is often written off because in large past, especially in regard swf, lots of swf would run 4 adrenaline or combination of Hope. So while end game isn't technically over, it is over when you consider 2/4 people having hope and other 2 instant healing. there is also the fact that with 4 survivor alive, you can have teammate that sit near gate as gen completes and that is 20 second gate open. 20 second goes by fast and survivor generally have 2 man escape that is near guaranteed.

    This hardly a thing in soloq. so most games to get end game in soloq is journey. it is not a given.

  • the dog bite was worthless before the change. they lower skill-floor that you no longer need to moonwalk to use search boost speed for loops. the thing is, something as obscure as this was hardly ever utilized so it comes out as huge buff.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852585#Comment_3852585

    I have a feeling we agree on many things, but we come to completely different conclusions. I think the game can be balanced, and I think the reason it hasn't is because the devs haven't even tried. They're taking advice from the most basic, ultra casual, no intention of improving, immersed players. They're not taking it from people who know what they're doing, and when they do, it's only survivor biased stuff.

    Thrill kind of proves this. Nobody was using hexes before the buff. When a killer buff happens, it's exciting and shakes up the meta game, or at least gives people that hope, so they start experimenting with the recently buffed perk. But suddenly, after years of being a mechanic in this game, survivors have decided that killer getting to use their hexes, which are permanently destroyed if cleansed, are OP. I've lost to exactly 1 killer who was using a Thrill shaman build, and our loss had nothing to do with the build, and everything to do with playing bad/giving up. That's actually the reason why most survivors die to killers they have no place dying to. But nobody sees it.

    So if we just accept that killer perks can't be strong (they're just there), and don't push back against these nerfs, of course the game will never be balanced. It's not using skilled, experienced play as a basis.

    They're taking advice from the most basic, ultra casual, no intention of improving, immersed players. They're not taking it from people who know what they're doing, and when they do, it's only survivor biased stuff.

    Certain content creator are making videos agreeing with casual balancing changes. it is hard to explain. It is more that whenever BVHR attempts to balance a different genre of perk like Hex totems which is different from say gen defence/gen regression perks, the community rejects it saying something like "Other perk will never be as good as gen defence perks because they work against killer objective" and that is not true. other perks can be as good as gen defence perks but they're never allowed to shine because of this survivor bias gameplay attitude where anything that gets buffed/shake up for killer is immediately complained to death by survivor.

  • i tried myer's changes. J.Myer's+Tuft of hair feels about the same as pre-patch. same as tombstone. So he's about the same where he started. they revert his nerfs and gave him some QOL. Tombstone myer's still decent but regular myer's is still kinda weak. his tier 3 needs more reward. more chase capacity in tier 3.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853496#Comment_3853496

    I am not sure to what extent he is worse at loops

    Well, he is slower, which means corners survivors didn't reach before will reach now. Oni can also flick and I will quit DBD if they ever change it.

    btw I guess you didn't read edit, it seems very funny to me, so I will copy it here. i wonder if I got it right.

    I was just thinking and technically he doesn't gain any distance. Dash is 2.4 extra distance, that's true. Duration is longer, which means longer CD, but also older version would start to walk 0.6 seconds faster. Right?

    0.6*4.4 = 2.64

    So isn't current dash worse in reality for map traversal when there is less distance and longer cooldown?

    If they wanted to make it for mobility, why not buff scamper and simply lower CD of dash, whenever you perform scamper by like 4 seconds (if they keep current CD)? That would suddenly make it valid to use, because you won't be punished by such a high cooldown and it would be faster than just walk.
    Scamper right now is not really good for looping, you can't flick well, so it is very easy to avoid unless survivor just hold W directly from the window/pallet.

    So they would make it as map traversal tool (good), then it could justify worse antiloop, but it fails to do so at this moment.

    we're only considering total duration distance of the dash and not total cooldown for missing the attack. the goal that they are trying to buff is scamper into scamper chain between resources. the buff is tiny compare to the negatives.

  • I hope change is tiny like 14%→13%.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853441#Comment_3853441

    true. It is so sad that this perk is the only viable one for Mangled and Haemorrhage. The nerf also made M1 killers so much worse because now Sloppy feels so bad :/ (same goes for the STBFL nerf)

    stbfl is pretty useless now. at this point, they might as well consider making stbfl work with special attacks. While this is not normal convention to make killer perk affect killer powers, current iteration has too little impact.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853478#Comment_3853478

    So you basically needs a good map to even try to use it for map traversal. Even then it's not really good and if you do, you are stuck as 110% killer for 14 seconds with no stealth.

    I still see it as a big nerf for Chucky and I am not interested in playing him anymore. He has not a best stealth, not best map traversal (not even close) and I wouldn't say he has best antiloop either at this point.

    Third person camera is also not unique to him anymore with Dracula, who is way better killer than Chucky ever was in my opinion.

    I personally don't see a reason to play him anymore. I have liked to play him with removal of scamper, he had good dash with low cooldown. Very good antiloop, if survivors gave him a pallet.
    But after all those changes his cooldown is only 2.2 seconds lower than when you could use scamper and dash simply weaker. Chucky got simply scammed in last patches.

    Btw his cooldown is now only 1 second lower than Spirit (if she uses full phase duration), which is kinda funny to me.

    I agree. i think increase his cooldown from 10→14 second is bad change. he should remain with 10 second cooldown.

    The longer duration for lower movement speed is poorly contructed change. If I was in tasked to buff chucky mobility, I would make his scamper work like Blight's Alchemist Ring where every time you scamper, your Slice & Dice duration is increased by 0.5 seconds up to 3 chains. For reference, Blight's alchemist ring adds 20% extra dash distance per Blight bounce up to 4 slams.

    So regular dash would start 1.2 second duration, 1 scamper would be 1.8 second duration slice & dice with 2 scampers would be 2.2 seconds, 3 scampers would be 2.7 seconds. that is how I would approach in constructing the change.

    I am not sure to what extent he is worse at loops but he should still be able to play loops because he moves faster than Oni in his demon fury. Demon fury Oni is still able to play loops at ~190% m/s(?).

  • @jesterkind said:

    Why would there be?

    Thrill's in a different situation to Shoulder the Burden, they aren't linked in any way.

    no. shoulder the burden is S-tier perk. it is different league compare to thrill.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853230#Comment_3853230

    It's not really better map traversal. At least not when you try to catch up to survivor.

    If you do the math, it is equally effective to catch up to survivor as before. You are just worse at loops now with higher cooldown.

    you get 2.4 meters extra to chain between windows. so for example if you have

    T-L wall & Drop pallet, you have extra 2.4 meters to connect the 2 vaults. I have seen 0 content creator use chucky this way except Tataru. I sometimes use it as well when i need get to gens quickly. The only player that i have seen use this is Tatariu. Let me find his videos on chucky showcase this play-style because i am sure very few people ever even consider as gameplay tactic.

    https://www.youtube.com/watch?v=Vhlf8ck5D5s&t=687s

    If you watch video a little bit, there are many places where current chucky does not have enough distance to chain vaults and you fall just short. this is what buff is about. the thing is, Chucky spamming his ability for mobility loses his stealth capacity, so this isn't strictly a good strategy in every situation. With the buff, you'll be able to chain vaults like Tatariu does but with 14 second cooldown. it is very impractical.

  • @AhoyWolf said:

    I'm all for making Chucky more fun to play against, I think nerfing his speed is a good call, but reducing it by a whoping 2m/s - 50% (from 10m/s - 250% to 8m/s - 200%) is maybe a bit too much.

    I suggest this:

    • Buff the speed to 8.8m/s - 220% (from 8m/s - 200%, was 10m/s - 250%)

    So he is at least twice his default movement speed, which would feel way better.

    • Nerf the duration to 1.5 seconds (from 1.8 seconds, was 1.2 seconds)

    You will still travel a little bit further than 8.4.0 Chucky, but you will also travel less than 8.4.1 Chucky, I think these numbers are a fair compromise. But what do you think?

    It's bigger decrease than Mother daughter ring. Chucky has base-kit Mother daughter ring in his kit. Now he's only like 20%-25% faster then pig dash.

    His corresponding add-on to move faster is green add-on called Running Shoes but it is only 2%. 2%. Most killer that have add-on to boost their movement speed of their dash are way higher. Like Billy engraving is 20%. Oni's Akito crutch is 10%. Spirit has 25% add-on MDR and 10% yellow add-on. Chucky gets 2% movement speed increase add-on.

  • @RpTheHotrod said:

    Punishing the killer for doing their objective isn't a good idea, imho. You may well punish survivors for every gen they do at that point by survivors getting exposed status or broken if they get 3 gens done. Doesn't make any sense? Exactly.

    we should buff Fast Track to increase the survivor gen speed by 4% every time killer hooks a survivor. Sole survivor should grant 100%/150%/200% healing speed increase for 1/2/3 survivors killed. Number of tokens is increased per tier of the perk. (1/2/3). For example Tier 1 Sole survivor would be 4 →3. Tier 2 would give you 4 →3→2. Tier 3 would be 4 →3→2→1.

    they would never add this as base mechanic but they could buff corresponding perks which reward survivor for losing. Fast-track being for gens and Sole survivor being for healing.

  • any status effect mangled duration that is not at least 120 second is useless. the only viable mangled application right now is gift of pain because the mangled timer starts after unhook rather during hook.

  • I was just about to make thread on this but luckily you made one. BVHR correctly nerfing Medusa hair, an overperforming add-on on dracula but than doesn't revert Hellfire change which was unnecessary change.

    @albertoplus said:

    Hellfire was decent before, no nerf needed. Other killers can just spam their M2 while Drac had to change forms because it had a 6 second CD.

    Wolf form was buffed in the wrong way. He needs better tracking tools, not better Pounce. The orb increased rate doesnt do anything to locate survivors if they dont drop orbs while standing/walking. Once you are in chase most of the tracking is useless.

    I would be fine with Wolf M2 being worse than Dracula, as long as he has the tracking tools when they are actually needed: outside the chase.

    I would be fine with Wolf M2 being worse than Dracula, as long as he has the tracking tools when they are actually needed: outside the chase.

    I agree. i think wolf tracking form still needs buffs WITHOUT nerfs. He should be able to see orbs in like 16 meter radius(Grey add-on adjusted to 75% increase) and scent orb should spawn at all times if no orb is on top of the survivor in said radius.

    The other part i am upset about is how BVHR nerfing a strong add-on but they don't buff any of his bad add-on. Like what the heck is up with iri add-on. These iri add-on are complete jokes. Like maybe Instead of having -1 pillar on his iri for hellfire, put +1 pillar and than other add-on is like hellfire at exit gates. this is not a iri add-on. downgrade this add-on to purple and take Warg Fang and make an iri add-on that has additional effect of reducing his wolf missed & successful attack cooldown by 25%.

    So it gives you stbfl+Unrelenting for wolf+Aura reading on the dog. Double iri would buff his hellfire+Dog so they're now actual good iri add-on rather than total jokes.

  • useless change with almost no impact. She needs instant down when she grabs a survivor with houndsense and bigger hitbox on her chase tool. not a QOL cooldown change.

  • @jasonq500 said:

    https://us.v-cdn.net/6030815/uploads/Y4T70OP4DZJB/screenshot-20241209-085027-7e2.png

    Back during the dev notes from last week, one of the devs mentioned Chucky would be getting adjusted after I mentioned that his scamper should be adjusted more

    A week later he just got nerfed without touching his scamper ability at all from the recent hotfix which got me very disappointed after being told he was getting changes hoping his scamper was getting buffed

    Makes me wonder why even tell me about this when I specifically mentioned about his scamper ability

    technically, they buffed his scamper by making a better map traversal tool but then they also tag a nerf on top of it. this isn't scamper buff that players were looking for, certainly not at the expense of longer chases from cooldown increase.

    can they at least buff power drill to 20%?

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853039#Comment_3853039

    Obsession part is there. Its the exact same word by word from how it is rn except its 9% and not 3% and you gain them from hooking a survivor on a scourge hook.

    i am not a fan of changing michael's perks to not be pure obsession based.

  • Michael's lore is that he's obsessed with obsession. Laurie. Much like how hag has 3 hexes perk, Michael has to have 3 obsession perks. there is 0 chance they will remove obsession from Michael's perks. It is lore accurate.

    I have no clue how to improve the perk. Maybe increase the number to 4% and make so obsession is affected by the perk.

  • it is like worse then no mither. what they expect you to do with this perk is have swf run

    Calm spirit, Object of obsession+Eye of belmont+Scene partner x3.

    One guy brings this invocation and you stack all aura reading perks. it is a lot of wall-hack at loops but it is not worth the amount of perk slot investment for it and it is SWF only thing.

  • @sockposs said:

    Im sure a lot of elements of houndmaster have been talked to death here like her tiny hitbox and her buggy pathing, but a major point of pain I've been noticing in her actual kit is that hound sense basically doesn't do anything.

    Right now in her search function the only thing that Is useful is her speed boost, when the dog gets there it marks the survivors with a status effect that does basically nothing, it causes a deep wound and old predator/bloodhound after injury and to be clear this is next to useless. Hound sense should do something else, maybe make it so survivors are injured by the hound instead of grabbed I don't know but right now it is completely worthless

    There is also the issue of the search function itself not actually causing any pressure, my dog is right there but survivors just get to finish whatever gen they were doing right in front of it. Sticking around the dog for too long should make it bite survivors otherwise snugs presence there is doing nothing but act as a early warning system for my presence.

    i already made a post about this that houndsense is irrelevant mechanic in the kit. the only function you can give it is to use green add-on to make survivors scream. content creator showed this with totems builds as it's only functionality while also creating clickbait titles about the build.

  • @danielmaster87 said:

    Can we please stop pushing chests as a relevant mechanic? I'm begging you, devs. The search time from 8 seconds to 10 was excellent. We don't need anymore. It's just useless side objectives that's a beginner's trap. You get survivors as teammates who would otherwise be decent on gens, and the moment they see a chest, their intelligence and strategy turns off, and they just do it, even if they already have an item or could have brought one in. We saw this constantly in 2v8. It's a beginner's trap.

    pharmacy boosts opening time to 4 seconds. it's hardly beginner trap when you get guaranteed self-healing on every chest open. it's not something that anyone is talking about but SWF right now can burn like 4 chest offerings and have 1 person run pharmacy. he can open all chests and now all those chests are now circle of healing med-kits. Like you don't even need any other perk.

    SWF healing is kinda broken. 1 perk investment = infinity self-healing for entire team. you need burn chest offering but i feel like these offering are rarely used… survivors have like 100's of these if they're p100.

  • i think hangman trick should work on all the time whenever a survivor is near scourge hook.

  • @Emeal said:

    There is no perk called informal investigation, but I like a translation challenge… let see you get a state could be health state or endurance. For 80 sec, and so its gonna be Off the Record, most likely.

    Perks like Off the Record can get disabled prematurely by doing a Conspicuous Actions; aka things that progress the game.

    • Blessing a Totem
    • Cleansing a Totem
    • Healing yourself or other Survivors
    • Opening an Exit Gate
    • Performing an Invocation
    • Repairing a Generator
    • Sabotaging a Hook
    • Unhooking other Survivors

    Did you do any of these?
    Doing any of these disable perks like; Buckle Up, Made for This, Off the Record, Soul Guard and We Gonna Live Forever.

    If you didnt, it would be a good idea to report the game this happened in via:
    https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=9329839132180
    or in the Future if it happens again.

    he means off the record. off the record gives 80 second of endurance however if you are in deep wound effect, all endurence effects are disable and you are put into dying state if hit. He likely faced a killer that inflicts deep wound, Maybe pinhead with Purple original pain add-on as this add-on inflicts deep wound when you break the chains allowing the killer to immediately down without ever hitting you.

  • his pounce attack is special.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852448#Comment_3852448

    You can't only look at how long it takes to get a down, though, because a huge chunk of killer fundamentals is about using that down to slow down the generators.

    Survivors can do generators pretty quickly if they're left alone to do it, so it's your job as killer not to give them that luxury. If they're constantly reacting to your actions, they're not gonna be doing nearly as much generators, and you have much more time to win.

    the really good teams will attempt to avoid your hook presence & slugging presence while staying glued to gens.

    for a good 1/2 of the weaker part of the cast, there physically isn't enough time to hook and chase survivors in isolation. you don't down quick enough to control tempo as killer in any meaningful way on the weaker killers. i think the only way you can down quick enough is instant down.

  • @jesterkind said:

    You guys are so dramatic.

    You don't lose by default if you go for different survivors, it's more than possible to win that way. It's a core part of good killer fundamentals, even.

    on most of killer that are average to lower average in strength, you lose by default. it is not being dramatic. the killer speed to down is not balanced towards the survivor's being able to complete all 5 gens. the survivor are way faster at completing objective than killer is at getting 10 hooks.

    I made thread suggesting that weaker killer be considered to get instant down base-kit to shorten chase time. as usual, the thread is ridicule by survivors players so nothing new. Only high-tier killer tend to have quick enough chase time to have a chance at 10 hooks and they need not be outplayed to achieve that so technically, survivors can still win if they outplay killer.

  • shaggy and scooby doo would be best killers. Scaggy would only use 10% of his power to 4 kill every game. the problem is that i think this series is more like child comedy more so than horror. i don't see this as being characters that would show up in-game.

  • 0. hexes will just go back to being irrelevant beyond hex:pentimento. The best way to use hexes is to NOT use hexes and just let survivors break totems so you can-relit them only for them to be destroyed again. that is what will happen if they nerf thrill. it will be dead perk.

  • useless perk. only useful for getting destroyed by hex:penti. it is worse hex:wretched perk.

  • @Chilli_man2400 said:

    This isn’t a perfect solution but it could help with some totems. It should be to where the specific hex totem doesn’t activate until the requirement of the perk is met.

    Example if you have Ruin at the start of the game all 5 totems will be dull. If a survivor stops repairing a Gen one of the random totems will become a hex and apply the effects like normal. It could be so simple

    • Third seal activates after hitting the first survivor
    • Ruin after a survivor stops repairing
    • Devour hope after a survivor is unhooked
    • Lullaby after the first person is hooked
    • haunted grounds spawn by default
    • Thrill spawn by default
    • retribution spawn by default
    • Undying spawn by default
    • Blood favor after you injure someone
    • Crowd control after a survivor vaults a window
    • Plaything same as is
    • Pentimento same as is
    • face the darkness same as is
    • two can play same as is(with some buffs)
    • Wretched fate same as is

    Little changes like this would actually make hex’s worth something cause they won’t get cleansed early & they naturally activate as you play the game. Would you want this to be added?

    if your hex gets cleansed early, try equipping hex:undying, you'll get second chance at your hex. they won't change hexes, you have to equip the plaster fix perk to make them worthwhile.

  • i'd buff numbers by 10% more.

  • @BugReporterOnly said:

    Sounds like you want an easy way to win. We do not need more of that. If you want more expose options use the perks that give you that in builds then.

    but most of exposed perks suck with virtually all of them having a drawback in some shape or another. beyond devour hope, all exposed perk needs sizable buffs on top of costing perk slot to use.

    in the era of shoulder of burden and having poor starts in every single game, exposed needs to be more accessible and perhaps should be considered on some weak killers to make them more playable. the killer tempo is too slow for 10 and 12 hooking.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/434254/do-we-all-agree-that-houndmaster-is-a-high-skill-low-reward-killer

    she extremely fun to play and tolerable to go up against. The bugs and all dog counterplay is holding her back. dog getting stuck, the dog randomly taking forever to comeback to you, the dog being able to be pull off and stun, dog pulling survivors away from you. Her skill ceiling decently high she deserve some buffs.

    the characters could have no bugs and still incredibly mid or below average. her lethality is just so bad at the moment coupled with a very difficult to land projectile vs good players. at least from my point of view, it makes her unattractive to pick-up.

    poor reward+easy outplay is a 4 word summary of the killer.

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