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Devil_hit11

Devil_hit11

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Devil_hit11
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  • @Revvium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824329#Comment_3824329

    Idk why you say the travel speed is slow when its the fastest projectiles in the entire game. Considering the hitbox size doesn't really mean much since we're quantifying application of counterplay and gameplay and 55 m/s isn't dodgeable if the Trickster is good at aiming. Long range shots are the only equitable shots to Huntress or slinger's close range dodgeability since the point at which human reactivity can realistically read for these movements is double the distance of a noncharged hatchet and 20% further than a fully charged hatchet + Deathslinger harpoon.

    This killer cannot and should not be balanced around dodging, which was the premise that the November rework lead with as the shots that Trickster throws are on him to miss, and not on the survivors to dodge.

    Deathslinger:

    • Harpoon fires at a speed of 40 m/s

    Huntress:

    • Releasing at minimum charge throws them at 25 m/s.
    • Releasing at maximum charge throws them at 40 m/s.

    Unknown:

    • Maximum Projectile Speed: 50 m/s

    Trickster:

    • Blades are launched at a speed of 55 m/s.

    please his read @Coffeecrashing full and complete in detail. i'll highlight the key detail.

    That’s why the hitbox is so small, it’s why the travel speed is so slow when considering the hitbox size, and why he throws knives from two different locations. This is also specifically done so that the knives are a battle of attrition, where the survivors are trying to dodge as many knives as possible, and try to time out the laceration meter.

    The summary of what he is talking about is that in order for trickster to be about pure accuracy, his projecitle speed has to be hit scan but once you put Hitscan on a killer, the survivor is no longer about dodging because you can't dodge hitscan. it is about killer aiming. If we say that survivor should be allowed to dodge knives than this conversely means the opposite for killer. the killer be allowed to MISS knives.

    Like Coffeecrashing states, it is not about dodging the killer entirely, it is about war of attrition of dodging and timing out the killer chase. In other words, your not suppose empty his knives count to 0. your suppose DELAY the chase as much as possible from going down. This logic is also same for huntress. Like part of reason why huntress has 7 hatchets is not for you to dodge all 7 hatchets. it is designed for you to DELAY the down as much as possible. your not realistically suppose to dodge all 7 hatchets or all 44 knives. your meant to win war of attrition between downs and map pressure and gens.

    Part of reason why his laceration meter is 15 seconds is because he is NOT GOOD even when you have NO LACERATION meter decay. So adding a mechanic that hurts you as killer when you aren't strong enough without said drawback means that drawback shouldn't be effective. So unless they omega buff trickster where decaying knives is warranted as drawback. there isn't any counter-play to decaying his knives in most instances because of his current time efficiency being poor without it. The killer has to have massive upside for killer to have a downside.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824329#Comment_3824329

    I'll chalk that up as an oversight, rather than being deliberate… however considering these stats were posted 15th Feburary 2024, covering the months of January 13th - February 12th 2024, and Trickster's rework being November 28th 2023, with further updates 13th December 2023 (which were mostly buffs), that is not at all a fair comparison of Trickster's play rate, and to claim it is would be rather disingenuous igven his rework was new and after the Christmas break.

    His rework was still new at that point in time with people still exploring and figuring him out. Also the stats are rounded so not really a good comparison. 3% could be 2.5% and would barely uptick over his normal play rate. That's hardly a resounding success of a rework.

    To try and be more fair, in the 2022 stats he was 17/29, which basically puts him in the bottom 42% of killers.

    https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022

    Taking Nightlight for his modern pickrate, he is 2.11%, placing him at 24/37 in the killer list.

    https://us.v-cdn.net/6030815/uploads/DJF85QZACNVG/image.png

    That puts him in on the edge of the bottom 2/3 of killers, at 35%. Now I could say that his pick rate is lower and his overall position in the roster is lower, therefore he is worse… but that would disingenuous because there are 8 more killers to pick from added, and the landscape of the game is very different since then. The reality is his pickrate hasn't really changed much positively or negatively.

    So yes him being worse since his rework is not true…. but also your point of "he is more popular since his reworks" is also not true. He wasn't popular to begin with, and still isn't popular now.

    At the end of the day, my point stands. Trickster is spammy and boring, and as such he is not a popular killer, and won't be whilstsoever he remains as he is. His kill rate is bad, but he cannot be meaningfully buffed because his relative skill is low, and to buff him would make him brain dead, so this is where he sits.

    If you like that, fine, but the arguments posed by the Trickster mains who preferred accurate knives over spam, and want rewards for being accurate and deliberate with their knives are more compelling to me personally. So we'll have to agree to disagree.

    First, it is difficult to use blank stats for trickster because killers like trickster tend to be specialized killers where average player does poorly with the killer compare to the player that specializes in the killer. The other aspect to talk about is that trickster did not receive blanket buffs. he receives buffs in some areas and nerf in other area's. as a result, his kill-rate did not overall improve. it stayed the same. pick-rate, he has very defined play-style you either resonate with or do not resonate with. More players prefer the 1 hit = 1 health-state play-style over the war of attrition gameplay that trickster promotes. in my opinion, i think survivor misunderstand his gameplay and as a result, trickster struggles to get straight positive buffs without getting sizable negative changes in the process. It is like 2 steps forward, 1 step back with him.

  • i find all farm maps to be balanced in silly way. the resources on map are strong but there is few of them. this means that dominate strategy of stacking gen defence and breaking the entire map is most dominate. you will run out of pallets on the map if the killer forces every pallet and stacks 4 gen defence perks.

    When killer doesn't stack 4 gen defence perks, the farm maps are mildly survivor sided because few pallets that do exist are very strong. bad early games are prone on the map as a result and if survivor doesn't run out of resources quickly enough, the generators tend to go super fast on the map.

  • leverage is trash. it used to be little better before because it affected all healing globally across the map for 30 seconds but uptime on it was somewhat poor. for example if you hooked a survivor every 60 seconds, you had 1/2 or 50% uptime. instead of BVHR moderately increasing the duration to say 45 second or 60 seconds, they made perk worse by making it non-global and it only affecting 1 person.

    Gift of pain+Leverage prior to change was niche combo on Oni to farm blood orbs using that horribly bad iri add-on that allows you to see aura's. now it doesn't even do that job well.

  • @AhoyWolf said:

    8 seconds of blocking a Totem or a Chest is not gonna lie, a bit weak, for an entire Perk slot I wish it was a little better…

    So how about a change that makes this Perk work like Corrupt Intervention, but for Chests and Totems?

    Dominance

    At the start of the Trial, all Chests and Totems are blocked for 50/55/60 seconds.

    The Auras of blocked Chests and Totems are revealed to you in white.

    Simple, instantly would find itself in any hex build!

    pretty sure the perk is meant to work like thrill of the hunt where it alerts you when a survivor touches a totem allowing you to defend it. i think real issue is the fact that it only works once per totem and its trigger condition

    what would make it worthwhile is if the perk worked like blast mine where blast mine does not trigger at start of the kick, it triggers at 50% of the kick then stuns you. Dominance should trigger when a survivor begins cleansing 80% of a totem and after 80% of totem has been cleansed, it kicks you off the totem and block totem for 8 seconds deactivating the perk. Every time you put a survivor into the dying state, Dominance reactivates.

    that would be way better version of the perk. here's summary of how tooltip would look for this perk:

    Dominance:

    the power you wield over the land strikes terror in the hearts of all who cross your path.

    Calls upon The entity to block totems for 4/6/8 seconds that are interacted with by a Survivor when the total progress reaches 80% completion. Dominance deactivates.

    When a survivor is put into dying state, the perk reactivates.

    The auras of blocked totems are revealed to you in white.

    =====

    Hoarder should get buff where it blocks chests for 8 seconds and decreases opening speed of chests by -35%. it would work similarly to this perk except notification part would trigger regardless if it is active or not. Notification would begin when a survivor touches a chest and block would occur after 80% of chest has been opened.

  • all the killer are still able to 3 gen.

  • same as every version of freddy. gets buffed. survivor complain he's good → gets nerfed to be freddy tier.

  • @jesterkind said:

    I see this change, and what I think is that they just wanted to tweak it quickly to make sure it works the way they intended, rather than thinking it's too strong and needs to be nerfed.

    It's a bit of a mistake to filter every change through that framework, in my opinion. Not every change is a buff or a nerf, and of the ones that are, not all of them are made just because the thing is too weak or too strong respectively. There's more that goes into these things than that.

    That being said, this change seems fairly inconsequential to me, not really worth paying much attention to. Won't move the needle on the perk's strength or use cases much.

    no there isn't. stop pretending like BVHR understand any of the changes they do in regards to post-fix patch notes. these change are some unrelated feedback being given to BVHR and some side-dev just following orders and making adjustments.

    It probably didn't take that long, and Inner Focus got a proper change fairly recently, so they're still in the monitoring phase. From a priority weighing perspective, the quick and easy change that has less impact can absolutely happen before the long and difficult change that has more impact.

    Monitoring phase is over, it is been monitor and deemed too strong. this goes for all the perk that got changed… except distortion. for some reason, that one got buffed.

    @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826995#Comment_3826995

    It's not the change that matters it's what the change is a symptom of that matters. BHVR's completely abysmal priority and resource management.

    i agree.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827221#Comment_3827221

    Imagine…20+ patches and still no fix for Onyro or addressing her flaws.

    they don't want to buff her. it is why you get a meaningless buff of 0.5 seconds of speed boost coming out of TV's. right?

  • @MechWarrior3 said:

    https://us.v-cdn.net/6030815/uploads/BZY79KI5D2GA/img-3637.jpeg

    For those that still need to see this. Why are we still sitting at 0.80 for demanifest. It’s literally worse than the previous 🤦🏻‍♂️

    they nerfed inner focus and Zanshin tactics before fixing Onryo bugs.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827188#Comment_3827188

    the 5% hindered penalty or any hindered penalty for so long would be mandatory to run.

    it's a bad design for the same reason Soma's photo pre-8.1.0 was a badly designed addon.

    i am just proposing a simple add-on buff for a maybe buff to legion's power-level.

  • @Ayodam said:

    A total waste of time and resources. I don’t even understand why the devs bother to ‘buff’ survivor perks. They’re often reverted. Just put those resources elsewhere.

    a lot of survivor perk usually stay the same after buffs. It is killer perk that don't stay the same. i don't get the point of buffing killer perk and than just revert killer perks. lots of which are obscurely niche. i don't use these perk but i dislike precedent behind it. it is like… oh the killer perk is more useful than before? that is too useful! nerf. like what.

  • @Toystory3Monkey said:

    When you hit a survivor with deep wound status effect, they go down because they're already injured.

    So I suppose you imply that hitting survivor with feral frenzy should trigger the effect which by itself is an incredibly lengthy slowdown, especially for the survivor that will go down on next actual hit.

    the addon would be must-have to run because it would give legion chase power. it's a really bad addon design if it's not optional.

    Clarified the post. Frank mixtape is a chase add-on. it gives legion a chase power but chase power is fairely poor. I am suggesting a different chase bonus to allow legion to have little more power in the chase.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827108#Comment_3827108

    How do you mean? He's under the "Killer Tweaks" thing, so we know it's not a full update, like Freddy's getting since he's labelled under "Killer Update".

    killer update often changes the killer's ability entirely or add new ability. Sadako was killer tweak but a killer tweak can be many tweaks and many tweaks produce large changes even if the ability is functionally no different.

    @Devil_hit11 said:

    General changes:

    ->Increased stalking speed by 25%.
    ->Increased active movement speed stalking to 1.42 m/s.
    ->Increased passive stalking to 4.14 m/s.

    Evil Within 1 changes:

    → Granting to detect survivors in a 32 meter radius revealing their aura's.[Lost upon reaching tier 2]
    →The shape can now build bloodlust.[Lost upon reaching tier 2]
    → Bloodlust effect are increased by 50%. This means that shape will be granted 0.3(7.5%)/0.6(15%)/0.9(22.5%) movement speed for Bloodlust 1, Bloodlust 2 and Bloodlust 3 respectively.[Lost upon reaching tier 2]

    Evil within II changes

    • Increased vaulting speed from 1.48 ->1.2 seconds
    • Lunge opening time increased from 0.5 to 0.8.

    -[New] added the ability for Michael Myers to have increased stun recovery rate by 50%.

    Evil within III changes

    -Increased Lunge opening time from 0.8 to 1.0

    -Increases vaulting speed from 1.2 to 1 second.

    -Stun recovery rate increased to 75%.

    -[New] Every time Evil within 3 is activated, Gain 1% haste for the entire trial. [Max 15%]

    -]new] Disables Bloodlust for Evil Within III and Evil within II upon reaching Evil Within II.

    Add-on changes:

    Blond hair:

    When Evil within 3 fully ends, regain 10% stalk to evil within.

    Boyfriend's Memo:

    Increases Window vaulting speed by 30% in Evil within 1.

    Memorial Flower:

    When a survivor is hooked, All survivors regain 20% their missing stalk points.

    Tacky Earrings:

    When performing the stalking action, All pallets and Windows are revealed in 52 meter radius. The effect persists for 5 seconds after stalking.

    Dead Rabbit:

    Reduces your total terror radius by 6 meters.

    Reflective Fragment:

    Increases your terror radius in evil within 2 and Evil Within III by 12 meters.

    Hair brush:

    When a survivor is fully stalked, they are inflicted with the exhausted effect.

    Jewellery:

    Upon tiering from Evil within II to Evil within III, gain 50% haste for 3 seconds.

    Jewellery Box

    After completely regressing from Evil within III to Evil within II, The generator with highest progression becomes blocked for 20 seconds.

    Hair bow:

    Increases the duration of Evil within III by 20 seconds.

    J.Myer's Memorial:

    Increases your pallet breaking speed by 20% when you are in evil within 3.

    Judith Journal

    The obsession altruistic healing speed is reduced by 25% for the entire trial.

    -Mirror shard

    Reduces stalking distance penalty by -20%.

    Tombstone Piece

    -Grants the ability to kill healthy and injured Survivors by your own hands while in Evil Within III.
    -Killing a Survivor drains the Power Gauge by -200 %, but not past Evil Within II.
    -Increases the threshold to reach Evil Within III for the first time to 300 %.
    -Reduces movement speed by 15% while in Evil within II.

    Vanity Mirror

    -Evil Within 2 can no longer progress past Tier II.
    -The auras of all Survivors within 16 metres of your location are revealed to you while Stalking. The aura persists for 5 seconds after stalking
    -Gain 5% haste for 10 seconds after landing a basic attack.
    -Grants +150 % bonus Bloodpoints in the Deviousness Category for Hit Score Events on top of the regular Bloodpoints granted in the brutality Category.

    Scratched Mirror:

    -Evil Within can no longer progress past Tier I.
    -Increases the reach of Lunge Attacks while in Evil Within I by +50 %.
    -Grants +200 % bonus Bloodpoints in the Deviousness Category for Hit Score Events on top of the regular Bloodpoints granted in the brutality Category.

    Lock of hair:

    -After performing a successful basic attack in Evil within 3 that would put a survivor into the dying state, Return to Evil within 2.[The amount of evil within 2 is retained, for example if Michael has 80% of evil within 3, He will have 80% of Evil within 2 after exiting tier 3]
    -No longer grants 1% stacking haste bonus for entering evil within 3 for the entire trial.

    Fragrant Tuft of Hair

    Grants unlimited duration to Evil Within III.
    Increases the threshold to reach Evil Within III for the first time to 250 %.

    Judith's Tombstone

    Grants the ability to kill healthy and injured Survivors by your own hands while in Evil Within III.
    Increases the threshold to reach Evil Within III for the first time to 350 %.
    Reduces your Movement speed by -15 % while in Evil Within III.

    here's my idea for what i think should change on Michael Myer's. if you ask me, i think Michael's Myer's poor early game is not justified for it is exposed ability. Don't get be wrong, exposed is pretty good effect because it saves time in chases however it is not good effect if there is time sink attached to it.

    as for Michael's chase capacity, it's pretty non-existent. while many will agree to say his tombstone mori add-on are too strong or too different or too old, whatever excuse is, i think they're unique play-style that should be niche. currently, they're like the main play-style to play him over other killers and i think that a base play-style should be more viable than like add-on play-style. Add-on play-style is cool but it is suppose be fringe. Kinda like waterlogged shoe hag. Waterlogged shoe hag isn't really main stay play-style for hag but it is cool gimmick that you can opt into as killer for some fun.

  • @jesterkind said:

    We know now, thanks to the roadmap, that our boy Mikey is set to get some changes. We also know that they'll be "tweaks", so nothing super substantial. While I think Myers is still going to need a proper update some day, I think there are some small changes that could absolutely help tide him over until then.

    Here's what I'm hoping for:

    • An actual lunge in Tier 1. In my opinion, the two downsides he has in Tier 1 - the lack of a lunge and the slower movement speed - are just too harsh in the modern era of the game. Giving him a lunge but keeping his movement speed low allows the tiers to be more tactically viable in their own right, instead of just being a flat requirement for him to get out of Tier 1 ASAP. Plus, that'd be an indirect buff to the Scratched Mirror, which is good!
    • Adjustments to the stalk speed at different ranges. I like the idea of that, it's thematic to the movie, but it is annoying to deal with. Raising or removing stalk limits would also work well here.
    • Addon adjustments. Specifically, the Boyfriend's Memo addon would need to be reworked if we're just giving him a lunge in Tier 1, and the purple Tombstone Piece has obviously needed to be reworked for years. Beyond that his addons aren't that bad, so just those two would be fine- but any further could be nice too, of course.

    Just those things would help give Mikey a fresh coat of paint for the modern era without fundamentally altering him all that much, in my opinion.

    i am pretty sure that they're substantial. i think funniest part is if that they only nerf tombstone piece and judith tombstone and touch nothing else. that would give me a good laugh. Sadako-style changes.

  • @sizzlingmario4 said:

    Because Machine Learning becoming more consistent by being able to be activated through just one generator kick made the 60 seconds duration too good.

    Most other killer movement-speed perks were outclassed by this in most situations and being able to be 10% faster for that long isn't really healthy either. It got a pass before because the perk was niche and hard to activate, but it isn't like that anymore.

    It's still going to be decent at 45 seconds. Not as good as it was, but still alright.

    people thought this was too strong, what the heck? I guaranteed that if there million dollar tournament for dbd, No killer is ever selecting machine learning to win the game. the perk didn't need any changes….

    if i was being honest, i was expecting them to buff the perk again. the meme is too good. Just keep buffing machine learning, eventually every killer will switch pain res for machine learning, dbd jokes.

  • gen-block builds. i don't like playing vs corrupt, deadlock, grim embrace and dead man switch. i get why they're meta but i rather play vs forever builds or regression builds than this.

  • @AssortedSorting said:

    See that it’s slated for a tweak, this is my suggestion:

    Instead of Tokens from Generators completed, it gains Tokens from Pallets destroyed.

    Possibly reducing the gain per token to 1/2/3% and a maximum of 7 Tokens.

    idk, they'll probably just buff numbers…. to like 8%. What would be crazy if they gave you movement speed 1% movement speed per gen but BVHR is too conservation to do wilds buffs like that. the best we're probably getting is numbers.

  • @Seraphor said:

    There's an entire subset of survivors who are incapable of or refuse to play in a way that is intended to 'dupe' the killer, which is to say playing mindgames at loops, crouching/doubling back when Spirit phases or Dracula is in bat form, or breaking line of sight against Nurse.

    These survivors only play loops in one way, then insist on greeding pallets and then pallet blinding (the most braindead use of flashlights) and complain about any killers that force them to switch up their playstyle, e.g. the three I just mentioned, as well as most 'loop denial' killers like Dredge or Artist.

    dev are listening to this side of survivor player-base and there is no doubt that dracula being on the list of killer changes is the result of survivor complaining. i am not a fan and don't think dracula needs negative changes but your right in saying that any killer that require any form of mind-games and juking gets complained about.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826502#Comment_3826502

    Wait, nurse can’t cancel blinks? Why not? I’d assume she’d still suffer the fatigue.

    it is not just about canceling blinks, it is also about blinking faster or slower based off how much you look up or down. it gives you that edge as nurse in the chase… just like blight used to have an edge for those that understood the tech. keep in mind, a lot of player won't fully utilize killer's kit.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825331#Comment_3825331

    It does stack.

    I agree the perk is fine the way it is though, definitely doesn't need to be nerfed and I don't see why it would need a buff either. It's pretty useful for getting exhaustion back faster and for countering other status effects.

    i doubt vigil is getting nerfed, it is probably turbo buffed. maybe they'll make it that you can recover from exhaustion when running. they're likely seeing that bloodrush is cool perk so we might as well also buff sister perk that came before it.

  • @100PercentBPMain said:

    Bloodlust may have been created as a bandaid for infinites, but i think they stay because it reinforces the philosophy that you're not meant to ever be invincible or hold the killer for eternity you are meant to go down eventually. Bloodlust helps temper that expectation of 5 gen chases.

    sure but than mechanic should appear a lot slower to not affect regular chase gameplay… such as 60 seconds. the mechanic should only occur if survivor is exceptional at the chase and a problematic loop is being used. i guess being ultra-bad as killer could be the other reason.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825820#Comment_3825820

    Hm, I think we may just agree to disagree here. While looping is an effective skill, when a player is being tunneled, the chances of going down quickly are significantly higher, which is why tunneling remains such a prevalent and strong strategy. If countering tunneling was as simple as ‘just loop better,’ there likely wouldn’t be a need for anti-tunneling perks or mechanics in the game, and would indicate that in high MMR where survivors know how to loop consistently that tunneling wouldn’t exist at all.

    I also disagree simply due to the difference in effort and skill required between tunneling and surviving tunneling is not comparable. A killer with minimal experience can successfully tunnel, while reaching a point where looping effectively enough to prolong tunneling (not survive because as you stated individually you can’t survivor tunneling) takes a much greater time investment for survivors. If tunneling were difficult to do, it would not be as prevalent or powerful as it is (nurse is a great example of this. Nobody questions her strengths but she has a skill ceiling so many do not play her) Tunneling happens because it is easy and effective, and it’s only effective because it is much more difficult to counter it than it is to apply it. ‘Just loop better’ can be seen as dismissive, much like telling a killer to ‘just kill better.’ It doesn’t address the core of a problem and isn’t a reliable or realistic solution. It’s a bit of an umbrella statement that can be used to justify almost anything.

    In any case, I think we may just fundamentally disagree so I think it may be best to end the discussion here. I appreciate you taking the time to give your thoughts, and I wish you well in your future games.

    If countering tunneling was as simple as ‘just loop better,’ there likely wouldn’t be a need for anti-tunneling perks or mechanics in the game, and would indicate that in high MMR where survivors know how to loop consistently that tunneling wouldn’t exist at all.

    there is not a need for anti-tunnel perks or chase perks. it is that chase perk make survivors more resilient at tunneling even when they make a mistake/poor play in the chase. To what effectiveness? Varies on the perk to how much of an advantage you get in said chase.

    there are player that have like 1vs1'd blight or any killer that you could think for like a 1:30 if not 2 minutes for some of these killers in 1vs1 contests. it is matter of doing these chases in-game. If your able to do these chases in 1vs1's, you are able to do said chase in real games in the 4vs1. at that point, it is rush gens and loop away from teammates. very simple.

    I also disagree simply due to the difference in effort and skill required between tunneling and surviving tunneling is not comparable. A killer with minimal experience can successfully tunnel, while reaching a point where looping effectively enough to prolong tunneling (not survive because as you stated individually you can’t survivor tunneling) takes a much greater time investment for survivors

    absolutely not. the effort to survive tunneling is same as killer successfully tunneling. it is direct raw display of skill between survivor's ability to outplay ability in question with resources and killer ability to use said ability to get hits. the killer will eventually win a 1vs1 from 4vs1 nature of the game but overall objective for survivor is to delay 4vs1 to finish all 5 gens.

  • 8 second cooldown, it is 10 seconds. blight used to have hug tech as base-kit balance. it is weird that they removed it because it is like removing nurse's ability to look down to stop blinks. it is loss of skill expression in using the ability, a loss of control, either way maybe they'll blight…. which sounds like odds sentence to say.

  • i think general issue with doctor is that his madness is useless from a map pressure stand-point. until they buff doctor's 4vs1 map presence, i don't think he's going to be anything more then a beginner killer.

    I think they could easily put red glow and fake pallet in his base-kit to improve his 1vs1, buff his illusion duration and rework his 4 madness effects to be more useful.

  • my guess for changes are:

    ghostface buffed, hopefully omega buffed. like based off stats.

    Lich: weakened. based off stats…

    Mastermind: buffed [likely going buff infection]

    Good guy: Adjusted. my prediction is that they'll weaken rat poison, adjust scamper, but raise cooldown by 2-3 seconds. just something tells me that this isn't complete nerf.

  • no clue. my guess is weak killers. maybe ghostface, deathslinger, pig, and some other killer that is surprising. Oni maybe? they usually throw a curve ball killer in there.

  • he is not imbalanced. he is decently strong.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825355#Comment_3825355

    Yeah, idk what they want to do with them.

    Wake Up and Fire Up, sure. Remember Me, ok. They could also include Pharmacy. But what's wrong with Vigil? Or Deep Wound.

    wake up is weak. fire up is pointless. remember me is under-tuned. vigil has no numbers. so i'd just assume straight buffs. i can't imagine them changing any of these perk negatively. maybe one of these perk turns into some meta perk. you never know with BVHR.

  • @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825358#Comment_3825358

    Considering Freddy is getting reworked specifically to be a stronger killer, I would be shocked if they made his perks worse

    it is going to be s-tier perk.

  • i think they're going buff deep wound for survivor. probably allow deep wound to stack with endurance like old one. so basically, you can run off the record+dead hard and get endurance from borrow time and still use dead hard for 2nd endurance. i think endurance stacking is coming back. the goal is to nerf tunneling.

  • I hope dracula change only slight nerf to bat form like 2.5 to 3.5 and i hope they buff wolf form because it is terrible for tracking and maybe improve pounce.

  • @Dudewithname said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825468#Comment_3825468

    watch it be

    “For every 30 seconds spent in a Chase, Wake Up Charges +1 Token, up to a maximum of 3 Tokens.

    • Increases your Gate-Opening speed by 15/20/25%. Depending on how many tokens you have.”

    i doubt it, i bet they'll omega buff it like 100% gate opening speed. freddy chapter has to be like worst selling chapter ever because every single aspect of freddy chapter is TERRIBLE. the perk are terrible and Killer is terrible. so it makes sense that they're reworking chapter. it is just that bad.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824171#Comment_3824171

    I completely agree that tunneling shouldn’t be as viable as it is, and it’s primarily on the devs for making tunneling the most efficient way to play killer. That said, individuals who tunnel still have a choice in how they play. Im unsure what you mean when comparing gens to tunneling, as there is no reliable way to counter tunneling without specific perks, whereas killers can stop gen progress without needing a particular perk. While perks help slow gens down significantly, killers can still kick gens without bringing a gen regression perk or a perk to be able to damage gens. I don’t think there’s anything in the game that survivors can do base-kit that killers can’t counter base-kit. When you mention gens not being affected by a good chase, I actually disagree. Good chases lead to downs which lead to hooks which force people off gens. It’s also why slugging can be so effective at adding pressure because you get enough people down or hooked then that stops gen progression because people have to unhook, heal, etc.

    But thank you for explaining your perspective, and why you don’t agree with base-kit anti-tunnel. Even if we disagree I appreciate your opinion and time.

    While perks help slow gens down significantly, killers can still kick gens without bringing a gen regression perk or a perk to be able to damage gens.

    what, 4 times slower regression? that's going to do exactly nothing vs efficient teams. i think i kick gens like 2 times a game on average. the only time i kick gens is if i bring pop goes weasel+eruption, than i kick gens around 6 times per game.

    Im unsure what you mean when comparing gens to tunneling, as there is no reliable way to counter tunneling without specific perks,

    Yes there is. it is called being good at the chase. You know…. learning to loop, actually understanding the map and resources available on the map, how to use them. i won't deny that chase perks make the game easier for survivor but i don't think they're required to counter-tunneling. i'll have killer as survivor where they chase me first, hook me, lose 3 gens from first chase. come back tunnel me and than lose last 2 gens. I get left on hook because the soloq team doesn't know to do a proper bodyblock save vs m1 and the entire team escapes. Individually speaking, tunneling is not possible to counter but from team-wide escape perceptive, tunneling is counterable. in some cases… like leatherface tunneling, you won't get saved in the end game because leatherface is too good at tunneling off-hook and no anti-tunnel perks work vs end game.

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824744#Comment_3824744

    Well, Nurse, Huntress and Blight can "kinda" double tap through it as well. So in that case we should have all killers checked.

    trickster with main event also double taps pretty hard. sometimes i see trickster's run that cut through knife add-on and just camp all game.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824095#Comment_3824095

    The problem with this is that it's just better then the pre-nerf Distortion, and a paid perk as well.

    no it isn't. pre-nerfed distortion was one size fits all package to countering aura reading. distortion has moved into being anti-aura chase perk while this perk will be more of stealth perk.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824078#Comment_3824078

    In your opinion, do you believe those anti-camp/tunnel should not be base-kit? If killers can tunnel or camp without needing perks, doesn’t it makes sense that anti-tunnel or anti-camp mechanics would be base-kit for survivors too? Relying on specific perks (some of which are not free) to counter something the other side can do freely feels difficult for me personally to justify.

    that question is like asking whether survivors should be able to efficiently do gens uninterrupted across the map regardless of how well the killer performs in chase. rushing gens in mild term. it would be me asking you whether killer should have any form of generator regression or base-kit game delay for successfully downing survivors.

    in my opinion, i think dbd killer games for survivor are best when the game varies from game to game. my thought is that losing to exact same strategy or gameplan is dull. Tunneling should be the right play in some games but current iteration of tunneling is that it is becoming the only play for killer. there is some hints of like slugging here and there being a good play. to some regards, there is some merit to tactical slugging but at the same time, the gameplay of slugging for killer is too drawn out for killer in my opinion. for that reason, slugging as killer is not quite as fun as it should be. To go back to the question, i do not think tunneling overall is a problem but i would prefer if the game for killer had varied ways to win a team competitively speaking. In other words, i would like that spreading hooks in some cases is viable way to win, tunneling is sometimes the viable to win and slugging is sometimes a viable way to win. when one strategy becomes over-dominate, there is some reason to believe that said strategy needs adjustment to be worse. this applies for strategy that are less common/less effective on killer. for example 3 gen used to be dominated strategy before however it is fallen out of favor so perhaps defensive strategies need a bit of buff. Strategies that are too strong should be worse and strategy that become too ineffective should be buffed until all strategies are roughly even.

  • @jesterkind said:

    The overall discussion about aura reading and aura blocking lately has me thinking about Sole Survivor, a perk often forgotten about in general, let alone as an aura blocking option. It currently isn't very appealing or useful, but I think I have an idea for how to safely change that.

    So, for those who don't remember because why would you, Sole Survivor currently has two effects. It gains tokens as your teammates die which increase the range at which the killer cannot read your aura, and separately, if you're the last survivor standing you gain an action speed boost to generator repair, gate opening, and hatch opening.

    A perk that only starts to do something as your teammates are sacrificed is not appealing at the best of times, and this is no exception. Rather than that, I have another idea for how the aura blocking can work - have it be based on your hook states.

    Same as now, when you load into the match Sole Survivor doesn't do anything. After your first hook, though, you get a small bubble around you where the killer can't read your aura- enough to fool perks like I'm All Ears and Nowhere To Hide, but not enough to stop you being revealed by perks like BBQ, Gearhead, Friends Til The End, etc.

    Then, after your second hook, that bubble expands by a fair margin, still not mapwide but enough that you are genuinely harder to track.

    With this change, the second effect can remain pretty much exactly what it is now, that part's fine. What this change would achieve is making the perk's main effect less dependent on losing the game, and to change it into a pseudo anti-tunnel perk that makes survivors on death hook a little more slippery once they're away from the hook. It's still thematic, because it still protects you as you get closer to losing, but it functions a little better as less of a gimmick.

    What do we think?

    i proposed a very simple rework. The aura of blocking is no longer based off number of people that die. It simply blocks aura detection 60/66/72 meters when a survivor is NOT in the chase. people said i was crazy.

  • @AhoyWolf said:

    Ever since med-kits got changed and Pharmacy itself got changed, it became one of the worst / least used Perks in the game. I think there is a really easy solution tho!

    Pharmacy

    Unlocking Chests is 40/60/80% faster.

    Healing yourself with a Med-Kit is 33% faster and efficient.

    This perk grants the ability to rummage through an opened chest once per Trial and will guarantee a basic Med-kit.

    Now it works like Scavenger and Residual Manifest! The main reason why people used this Perk before was due to the Rare Med-kit it granted, before those Med-kits used to heal you really fast! So I thought making that possible again by basically removing the negative effect med-kits now give would make the Perk really good! I also kept the faster unlocking speed so the heal doesn't take that long! What do you think?

    it is on change list for BVHR. personally i think the perk isn't that bad. it is probably most rewarding chest perk at the moment. at same time, i think perk only really shines in swf that burn 4 shiny coins and just have like 10+ med-kits from the perk. that is not exactly soloq friendly perk.

    I guess we'll see. perhaps there will be changes pharmacy to make it more useful for soloq healing perk.

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/430404/bubba-being-able-to-double-tap-survivors-through-endurance

    I think I recall this being a thing in the PTB where the feature was released? I remember twitch streamers testing the changes and something like that being a thing, but it doesn't seem to be working now. While playing Leatherface I've downed an unlucky unhooker and the guy getting unhooked in a single saw without using any add-ons. It probably shouldn't work that way

    it is still in his kit. the borrow time makes endurence make his chainsaw go through survivors and it persists for 1 second. so in essence, if you just sit near his chainsaw, he can't double hit you. a silly change. survivor just don't know how to abuse it.

    i think unhook system is suppose to prevent hook regression if the killer forces hook regression by camping. not necessarily prevent survivor from going down after being unhooked. The anti-tunnel borrow time is very low duration but it is suppose allow you to get to a pallet loop or a window. if duration of borrow time was longer… like 60 seconds than it would make less attractive to tunnel off-hook as killer because chase would be harder. I am sure BVHR will eventually buff anti-tunnel borrow time system and anti-camp system because survivor will likely continue to complain that tunneling is too strong, camping is too strong and that survivor don't want to equip anti-tunnel and anti-camp perks. they'd prefer them base-kit.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824056#Comment_3824056

    Many SM mains are essentially gonna go a year without a killer if something doesn't get reverted

    At the very, very least, my friend, it is one year. Freddy mains have been waiting for over three. Or five, for those like me, who played Freddy before the first rework.

    It doesn't make the situation better, I know. But it isn't the worst we've ever seen, at least not yet.

    And I'll say, I think they should revert most if not all of her recent nerfs. It is clear at this point that petty DCs will happen either way, so might as well leave her playable until the rework.

    i hope that rework is reverting her nerf to be honest. She was in a good spot previously from killer gameplay stand-point. now i need to go without a trapping killer for like 6 months. sucks but oh well. if d/c don't really let it up than killer that play skull merchant are simply going have to accept that like a 1/3 of their games are go next games. it's alright but a little bit of waste time sink. i can't imagine d/c happening after 6 months. surely they'll bother to play few matches vs the killer. i don't know.

  • @AhoyWolf said:

    Simple change, ever since the rummage action got capped to once per chest, I think there is no need for a Token system.

    Without Tokens, this would at least add a new synergy to this Perk, which would be chest offerings for potentionally more items!

    the token system is there to limit perk's total number of searches. it is probably better to just allow unlimited amount of rummages.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823944#Comment_3823944

    Those pesky Survivors using Perks!

    The difference is, I am blaming the Devs for bringing up such a mechanic in the event. Not the players for using it. You are blaming the Survivors for doing basic Survivor gameplay - looping and using Perks.

    (Meanwhile I am neither using WoO nor an Exhaustion-Perk. But I am an evil Survivor, I need to be punished with uncounterable Haunts >:( )

    i used to think event was heavily killer sided at first but over-time, i think the event is survivor sided. the reason being is that the halloween world is filled with pallets everywhere. basically every map in dbd right now is like Gideon's meat plant. it is just stacked with 20+ pallets everywhere. if survivor uses them well, they won't ever be in dead-zones on real map because they can always go to halloween world. you can practically run laps around the map with such teleport system.

    i think only thing that killer get for this really strong power is double-hit instant downs. generally it's only happening if killer is proxy camping hooks so the event only helps killers play defensive but with 70 sec hook-states, you can rush gens and ignore people on hooks. furthermore you shouldn't be going down with +20 pallets between each world. The smoke bomb is cherry on top.

  • @Leachy_Jr said:

    Obviously using killrates is a bad idea when it comes to balancing. But since she was nerfed because "70% is too high" when is she going to be buffed now that she's at 57%?

    https://us.v-cdn.net/6030815/uploads/0O691KEJ4UAO/image.png

    Isn't your target 62% for all killers?

    apparently sometime next year, The earliest said state is June as they remark that it will not be in first half of the year. In the mean time, enjoy other killers.

  • it could be an add-on. add-on are often suppose to change how killer plays. trickster's mimics that of smg or fully auto rifle in the game. one type of killer that doesn't exist in the game is 3 round burst which exists fps games. 3 burst rifles are another type of fps weapon. it wouldn't be out of ordinary for trickster to volley 3 glass knives. you can also make trickster have like hunting rifle add-on where it is like shoot, reload, shoot. reload, shoot between short intervals but maybe that type of gameplay would make more sense for Deathslinger as an add-on.

    It is different killer at that point but add-on can like transform and modify rules. it is just that if BVHR does make add-on's like this, it takes a lot work because it is like managing a killer from an original killer. Little bit like how certain survivors have base character, say Jill and than there is legendary skins that transform legendary character. So you have regular trickster and than there is like modified trickster V2 in said add-on.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823674#Comment_3823674

    You need to get 2 hooks within 45 seconds for this change to be better. If you got your 2nd hook at 50 seconds you would still be better off with the old one.

    your meant to use mindbreaker to keep exhaustion on generator. i am not sure if they changed this but the way mindbreaker used to work is it kept your exhaustion timer paused when working on the generator.

    so gameplay is hook with blood echo, apply 30 second of exhaustion, survivor stays on gen, they keep 30 second of exhaustion. Worth the perk slots? No but at least perk is better in synergy than previously.

    =========================================

    My post:

    the problem with these exhaustion perks is that each of them have distinct weakness where killer equips a perk to counter another perk but exhaustion perk can still be used making the perk worthless.

    Blood echo's weakness is staying healthy. that's the problem. it doesn't work healthy. the current buff didn't address why i didn't wanna run the perk. cooldown is whatever. the duration is also laughable. it doesn't even last proper 40 seconds.

    Genetic limits weakness is staying injured or using exhaustion perk before you get hit. it is pointless perk. it has 1 use which is to counter Iron will BUT iron will users STAY injured anyway. so to fix weakness of pointless perk you have to run blood echo.

    Mindbreaker weakness is its duration. its duration is only 5 seconds so survivor can walk out exhaustion mid-chase. It also requires survivors to touch a gen but if they're efficient, they have touch gens so it is lose/lose if they don't. best of anti-exhaustion perks.

    Stypic touch is bad on multiple fronts but even if this perk just worked every time you healed for 30 seconds, its issue is that survivor don't need heal to finish the game. when they do heal, the exhaustion might not matter.

    as a result, all the anti-exhaustion perks are total pointless. the only one that has any merit to being used is mindbreaker because it has least weaknesses and the most strengths. these perk replace Chase perks for killer by debuffing survivors chase. the issue is why run a perk to debuff chase when you can run a perk that buffs your chase. the main usage of these perk is to be used Legion and Spirit/Dracula, also nurse when dh was a strong. Legion uses it because it can make easier to chain 4 hits because exhaustion and split up deletes legion's ability. It is still not worth it for him because his chase is bad at base but anyway. Spirit and Dracula only use it to counter iron but better option SHOULD BE stridor but its bugged. Nurse can use exhaustion to nerf dead hard but most nurses don't run it. i think it is because most nurses just tunnel so exhaustion perks are not very useful vs nurse's catch-up capacity.

    People are finally realizing how bad killer perk buffs are in comparison to survivor buffs. i already said during PTB. Nothing surprises me in regards to everyone realization.

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823267#Comment_3823267

    Clearly you don't play killer. As soon as anyone goes on a hook at lest 1-2 people have to hop off gens cause of the 3 possibilities that could happen.

    1 Killer is proxy camping needing 2 people to save.
    2 killer quick spots someone and starts chase making 2 leave gens.
    3 killer leaves hook to apply pressure and kicks 1-2 gens and chases 1 person by the time the save happens.

    If the save dosnt happen before the first stage ends its kill on next for that player.

    why? if killer proxy's, you just rush gens and let person hook to 2nd stage. the killer loses if he loses 3 gens for 1 hook-stage. this is also one of the best ways to counter tunneling off-hook because safest spot on the map is on the hook. the killer cannot tunnel people that are hooked. they need to be unhooked to be tunneled. this is especially true if survivor has anti-tunnel and killer chases that person because by the time that person goes down and the anti-tunnel perk triggering, you can win entire game off that

    the killer spotting someone going for hook save is worst possible scenario for survivor. maybe stealth better? this is clearly poor play by the survivor. one that is very easy to avoid.

    Killer leaves hook → free unhook. goes back to my post about negative pressure for hooking. I think only way you can benefit from leaving hooks early is soft-tunneling.

  • @AhoyWolf said:

    A decent idea on paper with several flaws in-game, it relies on way too many things, such as:

    • SWF, way easier to use with a friend.
    • You cannot be the Obsession, the Perk literally becomes useless if you are.
    • You need to have a good Obsession teammate, if you don't, a bad or clueless one means you will never get any value from this Perk.

    After its buff, Teamwork: Power of Two is just a better alternative. Even tho it has a smaller Haste increase, its ease of activation makes it way more consistent in all of your matches.

    I think the Perk needs a rework, almost nobody uses it, it has way too many flaws and it was outshined by a better copy of itself. I have an idea for a possible change this Perk could receive!

    Blood Pact

    When you or the Obsession are injured, you both see each other's auras.

    After completing a healing action on the Obsession, or having the Obsession complete a healing action on you, you become the Obsession.

    When you are not the Obsession, you make the following actions 8% slower:

    • Sabotaging Hooks, healing, unhooking, vaulting, cleansing or blessing Totems, opening Exit Gates and unlocking Chests.

    When you are the Obsession, you make the following actions 16% faster:

    • Sabotaging Hooks, healing, unhooking, vaulting, cleansing or blessing Totems, opening Exit Gates and unlocking Chests.

    When you are hooked while being the Obsession, a new one is chosen at random.

    I thought having a Survivor Perk that can switch the Obsession around would be really neat! Also I really like the idea of a Perk nerfing you in exchange for a greater buff under certain conditions, what do you think?

    i wouldn't say that. i was running blood pact+we'll make it+power of two. turns out healing survivors on hook is easy activation of both perks. it can also punish slugging in some cases since healing survivors off the floor can trigger the perk.

    the perk is really good for pre-running. with 12% haste, you can pre-run so well with the perk if your teammate knows how to pre-run as well. the killer takes forever to enter the chase. it's kinda funny.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823117#Comment_3823117

    @NarkoTri1er pretty well explained how slugging affects pressure and how not going for the unhooking for extended periods can rob the killer themselves of any pressure. Its not that hard to understand, but you seem to purposefully dodging this.

    No, Narko delivered a bunch of word-salad which never actually addressed any pressure, just his personal misperception of pressure. Like mentioning having pressure on the unhooked and unhooker because he knows where they are. That's not pressure, unless you actually are able to affect them at that point. Otherwise, they can heal under the hook or get on a gen right next to it anyway.

    So no, that's not an explanation of 'pressure', it's just Narko talking about how tunnelling/camping is harder now, which is fair, considering it got buffed with the +10 seconds on gens. If you're not tunnelling/camping, these ten seconds make very little difference, and survivors that attempt to exploit those ten seconds may well cost their team the entire match.

    And like I explained already, the +10s hook timer is NOT equal to the +10s gen time, or as you put it " these ten seconds are a pretty exact counterweight to the ten extra seconds on the gen."

    You didn't explain it, you just stated it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823156#Comment_3823156

    increasing hook time was poor choice by BVHR in the end because it reduced urgency for survivors to unhook players.

    It doesn't, unless the killer is camping/tunnelling. Survivors still need to get people off the hook as quickly as possible, because if there's two survivors on the hook at the same time, it's very much possible for the killer to snowball out. Those 10 extra seconds aren't 10 extra seconds of gen progress on three gens. One gen should be interrupted by the killer anyway, but the extra time spent on the gen is weighed down by the survivor on hook staying there longer.

    Consider it this way: 1 on hook, 1 in chase, 2 on gens, for 70 seconds. That's 140 charges.

    Vs.

    1 on hook, 1 in chase, 1 on rescue, 1 on gen for 30 seconds, then 3 on gen for 40 seconds: That's 150 charges.

    The -only- difference it makes, is if a gen is within the exact right progress point where being able to go for the unhook 10 seconds later allows them to finish it. If they're not progressed far enough, they will have to go for the save anyway. If they have progressed further than that, then the 10 extra seconds don't come into play. The further progressed the gen is, the less of those 10 seconds are left to benefit from.

    And the exact point where you need to lock in to finish the gen? That's different based on the distance between gen and survivor. And that's so hard to calculate that you're not going to realistically be able to make use of it.

    So what changed, from the survivors' perspective?

    Nothing.

    Except for the fact that you now have 20 extra seconds to 'just do gens, 4head' when the killer camps or tunnels.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823161#Comment_3823161

    Pick-up-to-hook-time did not get changed at all.

    i think you misunderstood my comment. killers spend time to hook survivors. in order for hooking to be beneficial from time investment stand-point, they need to either get regressed hook or altruistic hits which either lead to downs(reducing survivor up-time on gens) or force survivors to heal. if they don't get either of these rewards, hooking is negative time investment unless the hook is a kill.

    leaving the hook → free unhook. that is why those 10 seconds is somewhat big deal because it puts urgency on killer to move away from hooks over urgency for survivor to get to the hook. It is like you get your cake and get to eat it as well. the killer spends time to hook survivors+they don't get that time back in any shape or form because killer isn't getting any injure pressure or hook regression pressure from said hook and this is on top of the 10 extra seconds of gen time per hook. it results in killer being punished for hooking which is where this slugging gameplay is starting to occur. they're getting negative pressure for hooking.

  • it is time invesment. if a survivor dies early, they spend 4 minutes into a match and move on to the next match. if they win super fast, the match is like 8 minutes long and they each earn like…. idk 15? 20k? BP. If a killer wins the game, it takes them 15 minutes to win the game. If killer loses the game, they still need spend 15 minutes losing.

    So yes while killer gets 30k for winning which is higher than survivor, they commit more time to get said blood points. almost twice amount of time. If survivor started just getting 30k bloodpoints every 8 minutes, they'd be outpacing killer by longshot in blood points.

    Could some bp event be tweaked here and there? Yeah maybe. Like maybe a generator should give you more bloodpoint's like … say 2000. Maybe being in a chase with killer could be slightly more rewarding in boldness like 1.2 of what it is now. at same time, survivor do earn bloodpoints. so it is not all that bad.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822669#Comment_3822669

    sounds exactly what you think it is. you pause the game for killer. the killer has no plays to make. he is just pallet breaking every pallet and running forward. the more safe a map has, the longer pauses are.

    And you think it is fun for survivors to die instantly and have no room to do anything, because everything favors the killer. This game is about chasing and I don’t want to die instantly or get a down instantly for free, this isn’t fun for me on either side. Pallets/windows are supposed to be survivors resources and to help them not the killers, in return killers are faster and have powers, that’s by design. Otherwise we could just make survivor and killer the same speed and remove pallets and windows all together. What you want are pallets/windows, where the killer always has the advantage and gets easy hits.

    It is guaranteed hit if you don't make any mistakes as killer. yes. the survivor has to outplay killer to make chucky miss.

    We will see what happens, but this sounds like it is going to get removed soon.

    And you think it is fun for survivors to die instantly and have no room to do anything

    I am not saying survivor shouldn't have any room to do anything. i am saying length of their chases should merit based off outplay killer. the killer should always have A play that if they succeed, they get the hit. lots of the time, the play is on survivor to not misplay which varies between from near impossible to very easy to very hard, sometimes even guaranteed hit for survivor because loop doesn't correspond to killer power based off map orientation/position and what not. Now i am not going talk about unfair hits for survivor as this is out of scope for this post. what i will focus on is unfair loops for killer. many killer power have anti-loop properties where they can turn unfair loop into fair loop but many of them cannot cover all unfair scenerio's for all different types of unfair pallet loops/window loops. for that reason, bvhr has mostly made anti-loop killers HOWEVER a lot of killer cannot cover all scenario's for all different type of pallets. some pallets and some windows still remain in the game as free time-wasters.

    Chucky on other hand DOES cover all scenario's when scamper is effective. he can get hits at every loop and there is no loop for killer that is impossible for chucky to not get a hit. that makes chucky's chase power good design because there is no places loop-wise where the killer has unfair scenario in chase. The killer's ability to end chases is indicated on the killer's skill-level. His chase power is easily most versatile chase power for loops in the game. survivors have to earn MERIT to extend chases because they need to outplay killer's ability to use S&D. there is not a single freebie loop vs current chucky.

    We will see what happens, but this sounds like it is going to get removed soon.

    likely. the bug fixes look more like balance tests. i can get behind fixing muted audio on Chucky's S&D, The canceling of S&D after scampering and maybe double vault bug which allows you to vault a pallet then re-vault the pallet backwards.

    the part that OP post is talking about is new tech that allow you to reset scamper's 90 degree turn limit after scampering. that change is allowing scamper to be far more versatile tool in allowing chucky to not need to break pallets. he is requesting for that tech/bug to not be fixed.

  • @Akumakaji said:

    Hello everyone, during my boring nightshift I was once again hit by mad genius and want to share my newist idea with you all.

    What if we got a new perk class called Augmentation perks? This alone do nothing, but they augment other perks in the loadout and enhance them with new effects; a bit like Leathal Pursuer or Eyes of Belmont by giving aura reading +2s.

    The first one I came up with (and why I made this thread in the first place hehe) is Void Touched, which replaces the blinding of Flash Bangs and Blast Mines with the Void Bomb effect.

    Just imagine the hillarity of this, throwing around a couple of the Bombs of having the whole world disappear in a gloomy sphere when the killer kicks a primed gen? Awwww this would be the stuff my survivor dreams are made off!

    Thoughts?

    i think the problem with this idea is perk tax. it is soft way of increasing cost of perks slot to get real effect. funny enough, dev already do this with some perks such as Spirit fury and enduring where Enduring is perk tax for spirit fury perk. Hex:Undying is a perk tax for like ruin or devour hope. Weave attunement and franklins.

    it is also soft-way to buff perks without saying that your buffing perks and it also puts stress on future perks because the dev might take a value that they want… like 10 seconds of aura reading and ACCOUNT the perk being buffed by said perk so they'll artificially reduce power-level of the upcoming perk to account a perk cost count. Zanshin tactics for example is 8 seconds… but would really be crazy for the perk to be 10 seconds? No. It is that the dev has accounted the player using lethal pursuer to hit 10 second mark. That is why i hate these type of perks. I really dislike perks that buff other perks. i simply do not enjoy president of accounting a player to use other perks to make other perks relevant or under-shooting perks to hit a projected value.

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