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Devil_hit11

Devil_hit11

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  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456586#Comment_3456586

    Hostaging people in game is different issue than gen-rush.

    Devs never intended make matches for a hour which SM players did. They are looking 3-gen issue atm but while we are waiting, they gave us Deja Vu for helping.

    So again, blame SM players who did this.

    how is it different issue? it is two sides of an extreme.

  • @Jejune said:

    if you have endurance effect when you get hit.

    it used to work like that in the PTB until it got changed/nerfed. It was really strong vs nemesis power that grants free sprint bursts.

  • I can exaggerate as well. I do not want to play 5 minute killer games.

  • @Pulsar said:

    If people would stop 3-genning incessantly, I'd gladly take it off.

    As it is, I have to break 3-gens constantly

    I thought reason why survivor would use deja vu is to gen-rush constantly.

    @MikaelaWantsYourBoon said:

    Blame all SM players who 3-genned and hostaged survivors in game. There was no 3rd option, only 2: play +30 minutes game or give up.

    Devs needed to fix this issue and Deja Vu is our band-aid fix

    Killer players could say the same. survivor gen-rush constantly and 6 minute games are unfun for killer. Survivors often tend to pick farm maps and all these crazy map offerings as well.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456532#Comment_3456532

    I've already addressed this counter-argument in my post. I'll copy and paste it since you clearly didn't read it:

    The only other requirement that Made For This has to be activated besides being injured is to not be Exhausted. This is supposed to make it so you have to choose between the constant 3% Haste of Made For This and the 150% Haste of traditional Exhaustion perks. The problem is that you can still benefit from both.

    Lithe, Dead Hard, Balanced Landing and Smash Hit, can all be activated at will when their conditions are met. Which means people who use Made For This can select their Exhaustion perk of choice and run for as long as possible before activating it. Getting maximum value from the 3% Haste from Made For This before getting the 150% Haste or Endurance from the aforementioned 4 perks when the killer is close to hitting them.

    You get to have your cake and eat it too. The synergy that Made For This has with Exhaustion perks is far too great.

    but you do not benefit from both. you benefit from MFT when you have not used an exhaustion and after you use exhaustion perk, you benefit from using the exhaustion perk and no longer benefit from MFT. I am confused about whether your complaining about exhaustion perks or MFT. you sound like your complaining about both.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456520#Comment_3456520

    By that I meant there is no games where you won't get injured or is always exhausted, there is games you won't stack bloodlust at all.

    So basically for some reason I confused that this is about the bloodlust, sorry for confusion lmao.

    I think I've already stated the flaw of that "counter" just in the response he quoted, basically it's entirely on survivors, extremely easy to counter just by pre dropping , and then you have to purposefully lose a chase to get one token, and then pallets are limited.

    Like if a perk is only counterable by intentionally losing a chase every time you have to deal with them, that's quite... funny I think?

    The pallet are limited? Do you have trouble downing survivors when 0 pallet are on the map? that is news to me.

    Your not intentionally losing chase. you legit cannot mindgame the pallet and your forced to break it. 3% haste ensures that they will get to the next pallet in combination with your 2.34 seconds of being stuck in animation to break the pallet. I am just providing suggestion if you want to counter the perk.

  • @fulltonon said:

    This is so obvious and some people still thinks "there is no infinite and bloodlust is just a freebies" lmao

    bloodlust is freebie. The window loop is an infinity with bloodlust 3. you have to entity block windows to remove it but once you get to BL3, you can pre-drop that safe pallet on outside house or go to one of those ultra long pallets.


  • @Sonzaishinai said:

    I still think it's fine. The not exhausted clause is huge.

    Like yes you can use certain exhaustion perks with it but look at the examples you gave. Balanced Landing? Smash hit? Those aren't exactly top notch exhaustion perks.

    And even if you pair it with Lithe which is good then there is still dissynergy. Most really strong loops have vaults and having the awkward choise of having to avoid them to keep your 3% haste or use them and lose your benifit really doesn't work that well.

    Now i'm not saying it isn't strong, far from it. But i do think the cons balance out the pros a bit leaving it as a strong alternative to sprint burst or other exhaustion perks without being clearly better in every situation.

    Having strong alternatives isn't a bad thing. I don't believe this will knock sprint burst of it's throne but it will be used which just means a more diverse meta

    I agree. I do not understand OP post. He says you can use it with Lithe and Balance landing but the perk is disabled when you use it with Lithe and Balance landing. you are complaining about haste when the perk is disabled.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455859#Comment_3455859

    it is free but takes... hella lot of works to activates, let's be real, you won't be wasting 35 seconds just for a hit without breaking pallet or using powers, that's unrealistic and plain stupid in basically any chase.

    even 15 seconds are already ridiculously big, to the point most of players didn't even bother to complain about it.

    made for this, on the other hand, it works all the time and there is no way to stop it... I wish killer could slide the pallet and force survivors to break the pallet, which gives them exhaustion status effect for random seconds.

    I mean, the one side (made for this) activates no matter what kind of match, then other side (bloodlust) doesn't even activates in lot of practical games, it's quite the big difference.

    MFT does not work all the time. it works when injured and when not exhausted.

    how does that perk combination take a lot of time? you walk around as killer playing normally and hit people. When survivor get to a pallet. you follow them normally looping tightly like you always do as killer and when survivor drops the pallet, you get stunned on purpose. you see that the loop is safe so you break the pallet. The survivor hold-w to another loop. you will naturally gain 5% haste from the stun and pallet break. you do not need much input as killer.

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455746#Comment_3455746

    Anniversary Stream 6º

    They said last year that they were going to make changes after launch and sadako was going to make changes to it.

    Peanut said that they were unable to make any changes because Nurse was higher on priority. At the same time, I do not remember them saying anything in regards to Sadako. All i saw was that they showed stats and she was number 1 kill-rate across all MMR's. that made me laugh because her kill-rate and her power-level were not accurate at all.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455806#Comment_3455806

    exactly. I dont think this perk really considers how a match of dbd is normally played. By the time i fulfilled the conditions to refill the toolbox i was either dead or had already repaired all gens. It seem that Build to Last is still better.

    the build in the ptb was streetwise+build to last+scavenger. in theory you could have a lot of charges in your toolbox. the nerf killed the perk if you try to use it this way. you have to use stake out+hyperfocus with scavenger. it still gives penalty but you sit through penalty and repair anyway. Hyperfocus as a perk has tremendous highly skill-floor and very high skill-ceiling. Normal survivors like otz will not be able to use the perk. HF is too difficult for average player to use so niche perk.

  • @DaddyMyers_Mori said:

    I have tried it with Bubba using machine learning, Tinkerer, Bamboozle, Deadlock.

    I can't think of better setup for this, but it's still bad.

    I ran it with infinity tier 3 Myer's with similar perks. the perk is pretty bad just how I expected from the PTB. I also tried it with Legion using susies tape and mischief list. it works for legion if you want a perk that specializes in 5 hitting and sort of punishes staying injured in soloq. I think if the perk was more simple like kick a gen, gain haste for x time. the perk would be more practical to use on killers. current version is too much work for not much gain.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455411#Comment_3455411

    Uh I mean, most meta killer builds doesn't even have any blindness in it.

    because slugging is a waste of time. It is not really viable and only few select killers do it because of how their power is constructed. Oni, Twins, condemn sadako. Twins is very unpopular. Oni fell to the survivor changes and overshadowed by blight. Sadako is weak and is gimmick killer that only crazy people play. I agree that blindness is unfair for soloq. its bad enough that soloq lacks information at base-kit. it is even worse when you make a status effect to make the problem worse.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455378#Comment_3455378

    So getting stunned to counter a perk? wouldn't be so bad if it didn't require two slot out of four, even though "getting stunned" is already a 100% survivor dependent and certainly not in control of killers.

    pre-drop pallets counters almost every killer except the top-tier killers that have gameplay at dropped pallets or ignore it if we are talking about the nurse.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455350#Comment_3455350

    So only reliable counter to MFT is a perk that has to find obsession, chase it, then let them escape... after every three hits.

    Then survivor don't have to put any work into activating his own perks, hmmm...

    image.png

    you do not need find obsession. you just get stunned by a pallet. 1 stack of pwyf is all you need to counter-act the perk.

    @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455350#Comment_3455350

    So only reliable counter to MFT is a perk that has to find obsession, chase it, then let them escape... after every three hits.

    Then survivor don't have to put any work into activating his own perks, hmmm...

    every killer can use it but not every killer can preserve the perk. The most you will stay at is 1 stack but 1 stack is all you need to surpass MFT's effect. your not really putting effort into the perk. your just swing into pallets -> getting stunned -> breaking pallets as you passively gain speed.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455239#Comment_3455239

    Can you name any of the actually useful exhaustion addons/perks? and not the one that is extremely inconsistent or requires high mobility/stealth.

    And did you know you don't need any perks or items to break bones, then noed only activates on endgame? your "example" just showed how it's broken... NOED without endgame requirement and not even a hex.

    I think pwyf is best counter to the perk if you want to counter the perk. noed is also good counter but only in the end game.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455243#Comment_3455243

    Except it's pretty great even in math, basically flat out increases chase time pretty much no matter what, what else survivor want when all they have to do is waste killer's time as much as possible...?

    There is a survivor post saying the perk is fine so clearly killer version is well-balanced perk as well.

  • those changes sound amazing mandy. I cannot wait to play with new changes on the new killer.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454836#Comment_3454836

    Doctor is the worst I've seen. Messes with the already delicate shock timings bad. Dredge second worst, makes connected loops even stronger than they were before. Legion. I could be running blood echo but then I don't have a chase/gen/info perk on a basic killer. Onryo. Greed greed greed vacuum into pallet stun.

    I also play clown and knight but I haven't played them since the patch. It feels unfair almost like how old dead hard did. The feeling of getting robbed of a hit you would have made at a pallet or window without the perk in play.

    I'm not even saying kill the perk. Just make it conditional in some fashion. Duration like lucky break. Make it generous. Anything.

    The doctor interaction is hilarious. I have to run nemesis and play with your food on doctor... to use the ability. I would like a killer perk that applies a 1%/2%/3% hindered when chasing an injured survivor please. The secondary effect could be something like Increases Survivors footsteps noise by 30%/40%/50%.

  • @Chocolate_Cosmos said:

    I think the problem is that people think Singularity is a set-up killer while playing him like this is not a good strategy = you feel like the killer sucks.

    You have to play him like a chase killer, you want to use your biopods (cameras) in mid-chase to infect them and then they will never outrun you as long as you have line on sight on them. His power is also a chase power, better than SM. SM is just M1 Killer while Singularity can burn survivors resources much faster and counters hold W againts him once infected (which isn't usualy that hard).

    you can play him as setup 3 gen killer but he is suppose specialize in the chase. Its little bit like demogorgon with portals where he has shred but also has secondary mobility. camera are like demo portals and overclock is like shred, a chase tool. My main issue is still EMP. EMP is massively unfun to play against as killer. re-applying infection 3+ times per chase vs strong teams is drains my stamina as killer.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454451#Comment_3454451

    yeah, in a straight line chase. if their just playing normally, as in looping and chaining tiles, then an SB or lithe is absolutely a better pick. That 8 seconds doesnt really matter to most players because most players get some distance then stop at the nearest pallet repeat. W gamers are already uncatchable for plenty of killers, MFT isnt gonna change that the best strat against straight line chasers is to just get a few pallets down/broken then leave.

    the 18s for 110% killers is near meaningless. Like I said, the point of 110% killers being slower is because their powers dont typically care how much distance you have. Spirit goes nyoom, hag teleports, huntress snipes etc. None of these killers will ever be playing like a sadako because they are built for that to be their weakest strategy. About hag though, shes a special case as a setup killer. Her little area of the map makes anything a survivor does futile while shes powerless everywhere else. she probably needs some mini buffs, but that has nothing to do with MTF.

    You absolutely missed the point of the math. Yeah, 8-18 seconds is a lot. But who cares? Any stong high tier killer sure doesn't. If those extra seconds meant anything to the majority of the roster, then logically shouldnt overcome be THE meta perk? Overcome just does that math but way better. Except its not, because that extra distance just guarantees you get out of a deadzone etc. So if MFT just does that but worse, why is there any reason to use MFT for that reason? You assumption completely ignores how actual survivors play, nobody runs in a straight line playing solely for distance. And those who do waste pallet after pallet, which just helps the killer. A 110 killer is built around distance not mattering to their kit, so their worse at gaining it. If a killer is built around gaining distance quickly, then how does 0.12m/s more matter to them? If blight can catch someone mid SB, how does this matter to him at all? In what way does a blight care you move 0.12m/s faster? He moves at 9.2, now he goes at 9.08. still gains over 5m/s a second on you during rush, still gonna down you CRAZY fast. Wesker goes at 11m/s, plague doesnt really care about on hit burst, the only high tier killer I can see being affected is oni. And thats only because hes half m1 trash and half absolutely insane. Any killer with can consistenly down people witht heir power, whether it be by speed or range, will not care about MFT. Any good blight gets most of their hits with rush anyways, same for really wesker and huntress etc etc because thats what their built around.

    MFT is only effective vs killers with 0 mobility, 0 range and 0 chase potential. Meaning its only problematic against killers that needed buffs to begin with.

    MFT is only effective vs killers with 0 mobility, 0 range and 0 chase potential. Meaning its only problematic against killers that needed buffs to begin with.

    I purposely picked Doctor into this perk. MFT is legit kryptonite against his ability. The doctor when using his shock therapy reduces his movement to 77%. so from using 5 shock therapys to down a survivor, it becomes like 15 shock therapies. the perk is almost legit infinity vs his power. that perk legit makes his entire chase power useless. The killer with not so great chasing powers will be majorly affected by the perk. BVHR rarely improves killers to change that fact. they almost only look at stats.

  • I think duration kills the perk. Some player said dark theory effect is too weak, you know. 2% does nothing but as I keep playing killer vs this perk on experienced loopers, I am starting come to conclusion that 3% is too high of a number. Its almost like I knew dark theory effect was strong. The weaker players survivor MMR players are just as easy to down but very experienced top 1% looper's show the perk's power-level. Since perk introduction, I have never seen so much Hope get used. I used to facing 4 adrenaline but now I just see Hope everywhere as killer. My survivor game experience? Never been easier to loop then now.

    Just from early impressions, I think the perk needs to go from 3%->2%.

  • @Crowman said:

    BHVR was just too cautious. Plus they also barely touched Machine Learning.

    Machine Learning is still a bad perk and a 3% haste buff doesn't change the fact you might get it to trigger once and it only lasts 30 seconds at the cost of losing gens.

    you need to use it with deadlock and tinkerer. you need deadlock because if you want to use this perk 5 times per match. you need make sure that you do not get multiple gens to pop at same time and you need tinkerer to get information for what gens are about to be done. It is still pretty bad perk but I got the perk to be useful on Infinity evil within 3 Myer's where he walk around undetectable and have 10% haste with instant downs. I do agree it is very bad perk though.

    @Iron_Cutlass said:

    I think my main issue with EMPs is that they work for others. When playing in SWFs, it felt way too easy to just remove all progress Hux made in chase since we could always have someone on standby with an EMP.

    They would always just waste their time setting up infection, only to have it all removed, and effectively have a complete restart to a chase with no consequence. You could argue "but only 2 people are doing Generators" but it's not that hard to bring a Commodious Toolbox anyways.

    I said this was a problem in PTB where SWF could delete his power. they did try to reduce availability of the EMP's but unfortunately you can still spam them.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453670#Comment_3453670

    Yes, there are many players of X side that want to complete their sole objective as quickly as possible. Should those people be catered to and given powerful tools to do so?

    i cannot answer that properly. it is a player fantasy combine with a preferred play-style. it is like asking why certain survivor run second chance perks vs running information perks like Window of opportunity.

  • it is good gen-jockey perk. I think there are survivor player that always wanted to run gen progression flat % bonus perks but there was never any good ones to really use until now. Deja vu fits that niche now.

  • he had that exact problem in ptb. The auto-progress system is still too fast. they only weakened by 10 seconds but they needed to weaken it by like 40 seconds. like 80->120 second.

    Survivors should need to auto-print EMP'S if they want to remove the killer power. It is little bit funny for how dev invent a secondary objective with this killer but then secondary objective is non-existent because it is done quickly enough automatically to not need to do the secondary objective.

    The singularity is improved from PTB but he still suffers from EMP availability a little bit.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453574#Comment_3453574

    With Spirit, by main build is: Jolt, Surveillance, Hex: Face The Darkness, Hex: Thrill of the Hunt.

    With Spirit, having at least one Survivor injured is pretty much easy, you basically have Hex: Face The Darkness up for most of the match, and with the smaller Terror Radius, you have the ability to proc the screaming effect more consistently (and it can proc mid-chase since the Terror Radius is where the Husk is while phasing, not where the Spirit actually is, and since it is a screaming-based information perk, it helps you in chase even if you dont get the Aura Reading).

    Hex: Thrill of the Hunt makes totems take 28 seconds to cleanse, and since Hex: Face The Darkness takes 25 seconds to make you scream, you physically cannot cleanse H:TOTH while H:FTD is up, and you cant cleanse H:FTD while H:TOTH is up. You literally do not have to worry about totem defense the entire match, and get free information the entire time.

    Jolt and Surveillance is a given, it's free information and regression, and since Spirit is really damn good at ending chases quickly, you can easily start snowballing regression/downs. H:FTD also doubles as a snowballing perk by effectively making hiding impossible; if you have two downed, you will know where the other two Survivors are. Best part is if H:FTD and H:TOTH do get cleansed somehow, Jolt and Surveillance are strong enough on their own with Spirit to do well.

    I think the perk is weak but I do use the perk on one exact killer. That killer is the Knight. It has to do with the fact that he can kick gens from a far making the perk a good information perk and gen pressure tool to push survivors away from gens.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453164#Comment_3453164

    Sprint burst is not adding a significant amount to a chase. Sprint burst also happens at the START of a chase and it makes you walk around so you don't accidentally activate it (or you 99 it, but then you can't do anything, even fall from a great height or you have it ready again).

    Lets imagine an healthy survivor and a killer are 32 meters away in an infinite straight line. from each other before the "chase" starts, and lets look at one with sprint burst, and 1 without sprint burst, and see how long it would take the killer to catch that survivor.

    WITHOUT SPRINT BURST:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 57.3 seconds

    WITH SPRINT BURST

    • They start running at 32 meters
    • Assuming a 4.6 m/s killer, they will LOSE 1.4 meters per second for the first 3 seconds.
    • Survivor is now 32 + (1.4 * 3) = 36.2 meters away
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 50.3 seconds to hit them.
    • The survivor will be able to run 14.4 meters away before the killer is out of attack cooldown.
    • In order to get within 6 meters of that survivor, it will take 14 seconds to hit them.
    • Total chase time 64.3 seconds

    WITH MADE FOR THIS:

    • They start running at 32 meters.
    • Assuming a 4.6 m/s killer, they will gain 0.6 meters of distance per second.
    • In order to get within 6 meters (lunge distance) of that survivor, it will take 43.3 seconds to hit them.
    • The survivor will be able to run 14.7 meters away
    • The killer will gain a distance of 0.48 meters per second on this injured survivor.
    • In order to get within 6 meters of that survivor, it will take 18.125 seconds to catch them.
    • Total chase time 61.425 seconds

    Sprint burst adds a grand total of 7 seconds to the chase. Now, you can use sprint burst to get to a safe area if you are in a dead zone, but that creates counter play where the killer can now try and cut the survivor off and bait them. Made for this adds only a couple seconds less than sprint burst over the course of this imaginary chase.

    So for trading 3 seconds in this imaginary infinite straight line chase you get:

    • A permanent perk that will never deactivate (outside of forcing exhaustion, which is hard to come by, and even then it only lasts a few seconds, so all it takes is a pallet drop to make it fall off)
    • A perk that has no activation conditions that won't happen naturally in the course of the game.
    • A perk that allows you to be faster at loops (its true function) as the survivor hitbox vs the killer one, 3% can make a massive difference when looping these corners.

    Better yet, lets imagine these 3 chases if the survivor starts the chase injured, how long does it take then?

    WITHOUT SPRINT BURST: 43.3 seconds

    WITH SPRINT BURST: 50.3 seconds

    WITH MADE FOR THIS: 66.6 seconds!

    So when used optimally, it actually will gain you MORE distance in the long run. AND it can heavily stack with other movement speed increase perks like the boon, or hope etc.

    3% is a bigger deal than you realize when we are talking about these small differences in numbers. The difference between a survivor and a killer's movement speed is typically 0.6 meters/s. This perk, makes it 0.48 meters/s That is a 20% decrease in the difference between the 2. That is MASSIVE. You are effectively cutting the killer down to 80% of their speed difference in survivors.

    to be fair, a survivor that is 32 meter ahead of killer is like a killer taking a chase from one end of midwich elementary school hallway to the other end. it is a bad chase to take. 32 meters ahead of killer is like 100+ meters in total walking time to catch-up. that is like going from one end of mother dwelling to other end. Most maps are not that big so while you are correct, your post is a bit an exaggeration to average dbd situation. I find it funny that some survivor players think the perk is niche while killer players think it is most powerful perk on the game. I wonder if that means the perk is fair. I do not want to sound survivor bias but the perk is fun to use.

  • @fulltonon why does the perk take no skill to use? Is the skill not looping itself?

    @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453225#Comment_3453225

    Main difference is Dead Hard worked mainly on loops, this is going to help just hold W as well.

    It's going to be really good with Iron Will when killers are less likely to notice I left loop and this perk gives me even more distance for it.

    I would not say its exactly DH level exhaustion. The aspect to talk about with exhaustion is that exhaustion is a guaranteed bail out in a specific situation. Like Sprint burst for example is a near guaranteed bail out when used in deadzone with no pallets or windows. MFT does not bail you out of situations, it makes those situations less likely to occur and strengthen situations where your in the advantage as survivor. its little bit like pre-nerf old Iron will. similar characteristics.

  • @fulltonon said:

    It's literally a free uncounterable distance perk that works in every loops, exactly same as the old dead hard which they nerfed for "uncounterable free distance at any loops", honestly I suspect it to be WORSE because it will work on literally ANY loops in a chase unlike dead hard which can only work once per chase.

    Good observation. That might be why I am having a blast playing with it. I find it funny how the perk buffs borrow time in end game. You move 13% faster. You can just run in a straight line and the killer barely catch-up. I escaped like that today. This is my new favourite perk for survivor.

  • I don't understand why people complain about skull merchant and not 3 gen mechanic in general. weird. It almost sounds like skull merchant name is translation for 3 gen are unfun.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453037#Comment_3453037

    You can't honestly be defending that window on garden of joy...

    i am not defending the window. I am just saying that the window is not an infinity and bloodlust does nothing to help against it. your still just following the survivor 3 times waiting for entity blocker while vaulting the window/going around it.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452916#Comment_3452916

    Bloodlust was only buffed for the timer on bloodlust 2. It still doesn't change the fact that if you are using bloodlust 2 or 3 to down the survivor consistently, you already lost the game. Bloodlust is a bandaid for stupid maps because without it, the house in garden of joy would unironically be an infinite. I'd be all for getting rid of it, if they fixed the stupid things on some maps, as well as doing something to address survivors who "hold w" against m1 killers like trapper.

    what infinity? no it would not be an infinity. the window block after 3 vaults. I am not exactly sure what bloodlust purpose is. I think it is suppose to buff weak killers in the chase but it does not help them win games against skilled looper's due to the pallets+genrushing. so what is the point?

  • my first game when playing singularity, I had to infect the survivor 5 times in a row to use the overclock ability during the chase. The teammates kept cleansing the infection on the survivors that I was chasing. The Emp mechanic really discourages killer to spread infections and enforces killer to tunnel infection on 1 survivor. that is my day 1 first impressions of playing this killer.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452088#Comment_3452088

    Without any tokens it would become basically must have perk for M1 killers, it would be really annoying playing against it too.

    They just need to add more tokens.

    I would give 1 for finished gens and 1 for unique hook.

    I understand that it would be must-have but that speaks a lot to base-kit m1 lunge being inadequate for regular looping. I would see the perk more of a plaster-fix perk.

  • personally I think that the perk is the key to making a lot of weaker m1 killer stronger in the chase. Unfortunately, the perk is unusable in the current state.

  • killers lunge like 20+ times in a match. coup the grace only works 5 times. the perk needs more tokens or an entire removal of tokens to be relevant.

  • @SpiritsHusk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451459#Comment_3451459

    When I wrote this I meant it to be as a positive thing, weaker killers may finally get attention from BHVR

    negative.

    BVHR barely changes any killer powers. just to give an example, they announced Twin rework a long time ago and the change is still not in the game. in general they take long time to change anything about a killer and often what they change is irrelevant sometimes. Artist got some add-on changes but no one is going to use in a serious build because they are not good functionally. whenever they do change anything major about a killer that is relevant, there is always some push-back on the change immediantly which does not help. Pyramid head change was pretty decent buff to him but push-back regresses any change. DBD stays in a status quo.

  • I did not see any announcement for reworks. they said they want to rework/weaken 3 gens for killer. the next rework announced is Twins by early Jan 2024 and apparently billy & freddy are getting some changes.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451296#Comment_3451296

    It's weird that every perk OP has is a huge buff..... except distortion. Which is a huge nerf.

    Also distortion is not a secondary objective. If you get caught it still gains tokens. Honestly the only way I've ever run out is vs a full aura huntress cuz her TR is so small.

    to be fair, a large part of survivor perks are not very good. and I would support his power-creep on a vast majority of them. I think only two perks I'd disagree with is streetwise going from 25%->50% and build to last going from 99/66/33->80%/60%/20% with 8 second recharge time. I don't think anyone needs to explanation in regards to toolboxes and these two perks.

    Are these type of changes that I would do on x perks? Likely not. For example if I was buffing a perk like Poised, I would increase duration of the perk to 30 seconds and grant the perk 5% haste. I see poise to be something similar to new killer perk Machine Learning but for survivor. In my experience from playing the game for long time, I don't think BVHR has any plans to be risky with perks. they have always stated to be against any power-creep in regards to perk changes.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451286#Comment_3451286

    Everyone counts on a weak survivor to win. You pressure the weak link as killer, this is common knowledge.

    indeed every killer enjoys weak links. easy wins.

  • @KateMain86 said:

    This is why I can't convince my friends to play this game again. The killer decided to hook 2 and left me and the other survivor to bleed out. For what reason you might ask? For some kind of tactical advantage to "win" the match? No. They did this to be toxic.

    https://us.v-cdn.net/6030815/uploads/NMLK7F9EC5RJ/20230611170234-1.jpg

    https://us.v-cdn.net/6030815/uploads/UGQ6L8K666LF/20230611170456-1.jpg

    you know what would help this situation? Killer finisher Mori. It would avoid situations where the killer is purposely toxic.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451114#Comment_3451114

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451151#Comment_3451151

    i mean, you are expected to get some value of the perk you spent a slot on.

    Extending the chase for an X amount of time is the whole purpose of using an exhaustion perk. It's a brief burst of speed in which you can gain distance by being faster than the killer for 3sec.

    and all of them already have a trigger requirement to meet (running, fast vaulting, be injured, drop for a high place).

    and all of them leaves you exhausted for 40 sec so you realistically only can use it once per chase, you cant spam it like years ago.

    what are you expecting exhaustion perks to be? a perk that is always under the killer control? Then nobody would use them because they wouldnt help you at all.

    i am just saying there is no drawback to equipping an exhaustion perk. the mechanic so strong that playing without an exhaustion perk is playing at handicap to some degree. It is to the point where exhaustion perks for survivor feel like they should be base-kit. survivor have often talked about the idea of survivors having unique powers and exhaustion perks kinda feel like unique powers.

    what are you expecting exhaustion perks to be? a perk that is always under the killer control? Then nobody would use them because they wouldnt help you at all.

    I am just saying that you cannot deny their value as killer in many situations as killer unlike large list of killer perks that often rely on survivor input to gain value. In other words, they are extremely consistent high-value perks if the survivor puts themselves into positions to take advantage of said exhaustion perk e.g Using balance landing while repairing a generator on the top of backwater swamp Pale-rose boat. The mechanic definitely hurts killers with low mobility/zero range options.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451136#Comment_3451136

    There's literally 0 point in arguing. It will go live. It will get it's 6% usage rate and then you can check back at this message how OP it is. Also - adrenaline is very good but not OP. Still it's one of a few really good perks - 32%. MfT will not come even close

    I don't consider adrenaline to be balanced perk. it is one of few over-tuned perks left on survivor side. The reason why survivor did not use it apart from 4 man SWF prior to 6.1 was because there was an even more powerful perk in the end game called decisive strike and another perk called Borrow time that worked during the game.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450012#Comment_3450012

    It shouldn't be balancing perk. But it isn't. I am pretty sure it's not so strong as you make it sound to be

    it is that strong. one of aspects that perk entirely reverts is 10% pallet break speed and 10% less recovery/less sprint burst. The survivor make more distance per pallet break and make go further with their health-states because they're moving faster. Both of aspects that buff holding-w in the game. Dark theory also does this but its major issue as I said is limited radius of boon. Running forward is difficult when the only area you have to work with is 24 meters. If only dark theory was 40 meters then dark theory would also buff holding-w.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451033#Comment_3451033

    The drawback of exhaustion perks is you can only use them once per chase. Plus, they are affected by all perk/addon that trigger exhaustion.

    What more drawbacks do you need?

    that is not much of drawback. your still extending chases outside of the killer control. the only drawback that I would say exhaust has is that sprint burst aspect of running forward allowing killer to build bloodlust when inside a chase increasing the likelyhood that the killer gets a faster hit. The drawback is easily mitigated by dropping safer pallets where bloodlust is not effectiveness.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450712#Comment_3450712

    Trickster throw rate is fine, the whole point of his power is to shred through health states. the problem is that hes got great 1v1 but is horrible on the macro scale. Just crouching behind something ruins his entire power.

    For comparison: Huntress, a very similar killer, can use a hatchet to injure instead of a regular basic attack and the survivor will gain less distance from their speed boost. Melee huntress is a very effective way to get a quick down *out in the open*.

    The key word here is out in the open. You should never be there unless you are chaining a loop. Even then though there shouldnt be a situation where you are just caught somewhere with no pallets/windows. If there is, you made a mistake and him damaging you is the price. its the same with any killer; if wesker catches you in a deadzone, hes gonna infect you. if nurse finds you out alone, shes gonna have a real easy time downing you with all that free sight.

    If you want some tips on how to avoid his power in the open, I've got a few. Obviosly for one theres dodging, simple enough just move unpredictably. Secondly, break line of sight as much as possible. Meaning, run behind stuff. Dont just stop and stand there, put map geometry in the way of him seeing you directly. Even a simple rock can stop him, if you run a circle around it and play it right he'll have to regular hit you. At which point you get distance and he cant just shred you.

    His power relies on having a direct view of you, like you said thats why hes better on outdoor maps. So do anything you can to make sure he doesnt see you. Break LOS, loop the tall wall gyms, etc etc if you do all that hes just an m1 killer with a slower speed. Thats why huntress is a tier and he is c tier; just one quick blip of LOS can end in an injury against huntress. Trickster has do that, but 6 times.

    Secondly, break line of sight as much as possible. Meaning, run behind stuff. Dont just stop and stand there, put map geometry in the way of him seeing you directly. Even a simple rock can stop him, if you run a circle around it and play it right he'll have to regular hit you. At which point you get distance and he cant just shred you.

    good explanation. I think explained this a long time ago when he came out that LOS is too exploitable for his ability because he takes too long to deal damage because he's not burst damage focused but rather dps focused. Its kinda silly that running around rocks completely deletes his main event and makes it more of drawback then normal shooting mode. this was even more exploitable when his movement speed was 66%-33% but even at 96%, using line of sight against him properly makes him a very inefficient 1vs1 character. I still think he'd feel a lot better to play if his throwing mode m/s was 105% so that he can hold knifes around loops and not lose that much distance. He'd still probably not be that great but at least his gameplay would make more sense from constantly pulling out knives and then putting away knives. its just kinda weird right now. The only way he's punishing survivors that are healthy when moving around objects out in the open with no pallet is if he uses iri photocard and arguably iri photocard is only remotely threatening version of trickster.

    Thats why huntress is a tier and he is c tier; just one quick blip of LOS can end in an injury against huntress. Trickster has do that, but 6 times.

    huntress has higher skill-cieling because difference between average huntress players and the best huntress player are their ability to find 5-10 second LOS windows where the survivor is vulnerable and land high pressure shot. The better your aim, the more effective and reliable it is. Trickster can land 1-3 knifes in these exact positions but that is worse reward then full injures and this is just how trickster is designed to be dps as opposed to a more time-based burst injury character. He needs buffs so that his play-style works but nobody really plays him and BVHR mostly balances killers off excel spreadsheet where trickster does fine in excel spreadsheet.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450427#Comment_3450427

    Reckon there'd be two effects on the same totem. Doesn't undying/haunted work that way?

    no. the totem perks do not work that way. each hex totem can only have 1 effect unlike boon totems. it would create two totems and you would run out of totems. i think that design is good to be fair because i think idea of running 4 hex perks which are suppose to 4 game-changing effects makes no sense because supposing the hex perk is strong, you get 4 chances to get game-changing impact from the perk. 4 chances to instant win match, a little bit weird. I think you should be limited to 1 game-changing effect. The game-changing effect should be time-consuming for survivor to get rid of. I think this would be a much better balance for hex totems in general.

    one thing I will say about OP perk is the infinity gen-blocking with no duration does not leave survivors with option to NOT cleanse it. All hex totems give an option to not cleanse for the penalty they give when active.

  • @NoImportaLaVerdad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450471#Comment_3450471

    As long as Call Of Brine is seen as a 3-gen perk, BHVR won't be able to "unnerf" it.

    I would love to see it be in a good place again and with this rework it would punish the survivors that leave a generator unattended for too long but won't be able to used as a "keep the game hostage" perk.

    i think it would be stronger keep hostage perk because old call of brine regress 15% over 60 seconds and this one does same thing in 30 seconds. Its pretty much twice as powerful. these perks by nature need to heavily inconsistent and more of high-risk, high reward perks for pushing survivors away from generators to make any sense. Otherwise, they're just obnoxious hostage perks that provide guaranteed value for almost 0 risk. something that provides guaranteed value for 0 risk cannot have very high reward. A high risk, high reward version of the perk would be something like 80 second to trigger for 40% regression penalty when it elapses though i'd just avoid this type of perk altogether to be honest.

  • 30 second is well fast to regress gens for 22 seconds. Old pop goes weasel was 25% of total which is 20 seconds. that perk is already beating old pop.

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