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Devil_hit11

Devil_hit11

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Devil_hit11
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  • every killer experiences d/c's. it is matter of HOW MUCH d/c. overall, her kill-rate way down and as did her overall stats. so I imagine that a greater % of games with skull merchant have less d/c on average. While it's great that survivor likely play more matches against her because she is more "fun" to escape from, The killer experience is unrewarding and partly unfun.

    All that await now is rework/revert so that she is more fun to play for killer.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879862#Comment_3879862



    two survivors double the first gen, one survivor is on the second gen, the last one gets chased.

    first gen = 52 seconds
    second gen = 52 charges at hook (probably painres; down to 42 charges), then should get PGTW about 10-20 seconds later (again back to about 40 charges)

    one of the survivors of the first gen finds a new gen, the other goes unhook + reset. Assuming you don't go straight back to hook but find the surv that was doing the gen you popped (you should have a good idea of which 1-2 gens you have check for pop) we go to the next chase with 52 seconds.

    second gen: is regressing for at least 16 seconds and is down to 36 charges or less by the time any survivor gets there. Let's assume the two who reset go there to double that. The gen pops.
    third gen: get's to 52 charges. Get's painres'd and subsequently popped

    From here on we repeat.

    If you actually play that way then yes, all gens would be done when you get your 5th hook; depending on how you play endgame you can get anything between zero additional hookstages and enough downs to get a 4k - but let's just assume the survs either safely rescue or just leave; so it's 6 hooks or 1k.

    However, this calculation assumes that everyone just teleports and spends zero time traversing the map. This is already unrealistic and where most of these calculations go wrong. You move across the map. Survivors can't just beeline everywhere; they run into you, you run into them, chase runs into a gen that is being progressed - and ideally you have enough makro-awareness to control this process; make chase go somewhere where you know other survs are that then need to relocate etc.

    All in all it comes back down to: It does look like you have trouble building pressure. Your best way to build pressure is to make survs run across the map.

    I don't care very much what Tru says or does - I know there are varying opinions on him covering the entire scale from 'he's the worst' to 'he's the best' - overall I trust the players that I know and that I have played with and against and have watched play a lot and while there certainly are grievances and Genrush does exist - none of the grievances is Survivors doing gens efficiently with the basekit options available to them. It's them bringing specific loadouts to do gens as fast as possible along with knowing exactly which tiles and chase-strategies give certain killers a hard time.

    There are killers who have an easier time than others and not all killers are chase-killers. They are, imo, the most fun ones - but if you want to 'just chase' with a zoning or trapping killer that ain't gonna work very well.

    All that being said, I would strongly recommend you record some killer matches and upload them either here or on a dbd-server that has a coaching category and ask what other people playing these killers would suggest/recommend. If they have advice, consider following it. - If they agree with you then their feedback is much more valuable than what anyone here who hasn't seen you play can say.

    this calculation assumes that everyone just teleports and spends zero time traversing the map. This is already unrealistic and where most of these calculations go wrong. You move across the map. Survivors can't just beeline everywhere; they run into you, you run into them, chase runs into a gen that is being progressed - and ideally you have enough makro-awareness to control this process; make chase go somewhere where you know other survs are that then need to relocate etc.

    Killers after hooking have to go to gens, find the survivor, begin the chase. their time sink to transition between chases is longer then survivor's time sink to go next the gen. you look at light posts as survivor and you run to them. it is very simple. Indoor maps are only maps where gen take slightly more memorization but there is not that many and towards any player over 2000 hours, they likely have every map in their head for gens. depending on your ability to learn games, you might get in 1000 hours or less.

    i am saying that base-kit, survivor get gen-rush because their objectively is physically faster. It is anywhere between 2 minutes -3 minutes faster. lowest bound is 2 minutes than you have factor in the 3rd player which can spend up the game or not. that is why if you notice SWF escape/kill-rate, notice how escape-rate dramatically increases in 3 man swf and than it major increases in 4 man swf. that is because the gens go faster in 3 man swf then 2 man swf and they go EVEN faster in 4 man swf because everyone is purely glued to objective. no joke, if you have ever played 4 man swf, you feel like your speed-running the game. there has been games where 1 chase = 5 gens. that is how quick it goes.

    Your right that killer failed if 1 chase = 5 gens and you can argue the same that 1 chase = 3 gen is killer failing however i am arguing that when killer is good. They play killer properly. they still have a chance to lose. a killer that has 45 second chases with minimal time between said chase should not have losing chances. they should only have losing chances when the survivor outplays the killer.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879577#Comment_3879577

    Making boons work like hexes would be a huge improvement to those perks, but making hexes like boons would make them much worse. You would have to search for totems and bless them for 14 seconds as killer, which wouldn’t be worth the investment in most cases and additionally survivors hear an extremely loud sound from the killer boon.

    no it would work like hex:penti. you walk to a dull totem, press the button. hex lits up. Undying, Thrill of the hunt and Penti would be slightly reworked. Undying would make first dull totem you lit, light another totem on the map. Both totems are linked to each other. cleansing one will disable both. Thrill of the hunt would give you a loud noise notification on lit totems. Hex:penti would grant you bonus based off number of lit totems. Bonus 1 -2 would be switch with 4-3. Shattered hope would allow killer to see totems in a 24 meter radius.

    both mechanics would likely be very prominent in the game. Survivor would use boon totem because when you boon a totem, when killer kicks it, they destroy totem. This would easily be best counter to hexes. Killer would use hexes because they can trigger a secondary objective indefinitely. If survivor do not bring boons, they can only disable the hex by cleansing it but cleansing would not destroy the totem. merely make Dull totem in which killer could corrupt it back into a hex. This results in an endless secondary objective for survivor.

    The only aspect retained in the system would be that when a survivor boon a totem, all effect of the boon are on that 1 totem. this would also apply to killer perks. all effect of the hex within 24 meter radius would apply to the single totem.

  • @Halloulle said:

    So lemme get that straight:

    If survivors don't prioritise tomes over playing the match normally or play in a fashion that is generally considered a terrible way to play, they ought to be swf and/or are OP?

    If three gens pop more or less around the same time by the time you hook the first survivor, then you spent ~70 seconds in chase (counting ~10 seconds to pick and carry the surv to a hook + assuning you spend about as much time getting to your first surv as survs spend getting to the first gen). Afaik the intended median chase time is ~45 seconds. You're way over that which suggests you should look at how you chase; is it the chase itself (hugging tiles, mindgaming, knowing how to play certain tiles etc.) or is it keeping track of when and where to chase and when and where (and who) to better not chase to build pressure? Generally, it's a bad idea to chase certain tiles with certain killers - and it's generally a mistake to over-commit.

    you can still lose with 45 second chases. co-op 1 gen takes 52 seconds. if each chase is 40 seconds+12 second walk time to the hook. you lose the game in 5 chases. the killer needs 7 hooks min to get 3 kill with perfect tunneling but survivor finish the game in 5 hooks.

    you can watch tru3 streams where he does 45 second chases throughout the entire game. he has had games where he made 0 chase errors and still lost with 2k or 3 escape. This is particularly common on weak killers. often killer between C-tier & D-tier which is like half the cast.

  • complete nightmare to code.

  • @ReverseVelocity said:

    I don't want it reworked, I just want the cooldown shortened and the chase requirement dropped.

    It's a really fun perk, it just has too many stipulations attached to be useful.

    longer duration is probably better. for example 20 seconds duration. it would be annoying to play against iron will+cut loose survivors in the chase. everything is silent.

  • @Orvarihusklumpen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861612#Comment_3861612

    Make that add-on basekit. Because what is happening is that a lot of good survivors will intentionally leave portals next to finished gens so you have a dead portal on the outside of the map.

    yep, so it makes portals only good for camping. camping 3 gens and camping hooks. 3 gens with portals is somewhat nerfed because what was good about it is that you could 3 portals gens. teleport to open them, then chase around the map while having surveillance on said gens. as long no one touch your 3 gen, you can safely pressure on other gens.

    now if you want to do that life old lifeguard whistle, you have to use rat tail and be slowed entire match. bad design. the portal add-on that increase time to cleanse portal are worse so if u go for tap m2 strategy, it is also worse. it is like periodic brief slowdowns and it bans you from using barb glasses because individual add-on to increase sealing time are very bad.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879493#Comment_3879493

    Why they made that one a feature is beyond me.

    I thought we were getting rid of techs.

    only if they're killer tech's like blight/wolf. cough cough.

  • worse clown

    @danielmaster87 said:

    He simply isn't that powerful. The fact you're comparing him to Skull Merchant, and making her seem like she was powerful, shows you don't know what a strong killer is. Both of these killers are M1 trash, literally the most loopable killers in the game, even for beginners. Why not complain about Clown or Doctor then? Don't they do essentially what you're complaining about, simply slow down the survivors or otherwise cut chases shorter? In what way does a brand new killer instantly get easy 4ks with Freddy? Only when the survivors he's going against are brand new as well, which of course that's gonna be the result. This feels like another case of balancing off of top level killers, but bottom level survivors. If a killer is somewhat consistent AT ALL in chasing well or getting kills, well then they obviously need a nerf, right?

    it is new players/casuals. new player will not understand strengths or weaknesses of a killer. i suggest letting it go.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878713#Comment_3878713

    I think it could be decent perk for Legion, or Oni (those are kinda only two killers where it's expected to hit bloodlust), but I don't think it is worth it on most killers.

    Even for Oni, you can simply use Unforeseen, which is easier to trigger. Unforeseen also has high synergy with Nowhere to hide….

    Suggestion: decrease cooldown from 120 second → 80 seconds.

    There is not really any cooldown. You can activate it with getting bloodlust 1 while it is already active.

    120 seconds was simply mistake in patch notes

    It's kinda only undetectable perk that could work on Legion. Did not have time to test it yet, but could be good.

    your right. i only played with the perk for 2 games when i wrote that post. undetectable does not work with feral frenzy. it disables killer instinct. you need to run susies tape. a better perk for undetectable legion is dark devotion.

    unforeseen requires you to kick gens which is a waste of time. beast of prey gives you undetectable without doing anything. you are very likely to gain blood lust automatically.

    it works really well on Oni because you can hit someone. follow them, get your power through 2 blood add-on's. bloodlust to get the down than activate ability which allow you to roam around the map with high speed, instant down and be undetectable. that is really good. I am having more fun with beast of prey then freddy.

  • they're pretty far from being game-changing perks that warp trial on potency level. The drawback of them is icing on cake for making them border-line terrible perks.

    In my opinion, they should make Weaving spiders remove 10 charges from the trial upon completion and every 90 seconds, it will continuously remove 10 charges from generators.

    Treacherous crows should reveal aura every 15 seconds for 3 seconds. If a crow is disturbed, the aura is revealed for an additional 2 seconds.

    These would make them high rewards+high risk perks. I do not think they would be meta defining. to make them meta defining, they would need lower the risk from permanent broken to 90 seconds of broken. this would make them high reward, medium risk.

    I hope these perks never become meta. they would be super unfun for killer to play against. fast gens+stronger looping survivors. no thanks.

  • they should make unrelenting affect killer powers. might be useful chase perk for killer powers that almost hit but miss. like pig.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879434#Comment_3879434

    So we should apply the same logic to hexes, so they are as good as boons.

    i mean hexes are literally out in the open in some spawn points and they are destroyed permanently. I wish i could as killer place hex totems around the map with re-abiility to reconstruct them. Like imagine placing hex:ruins and gens around the totem regress within 24 meters or Devour hope, survivors within 24 meter radius become exposed. Blood flavor blocks pallets. oh my, hexes would be so much better.

    I almost feel like if systems for survivor boons and killer were switched, they'd be better. Like global radius circle of healing, shadowstep, dark theory, exp could be strong even if the totem got destroyed if killer snuff it.

  • @Wezqu said:

    I don't know really. In my opinion its fine that they despawn as you would anyway most likely lose the guard as he would be losing chase time because the proximity to you as it still needs to run past you after a survivor who already got the speed boost of the hit you did to them. So the guard would most likely despawn anyway.

    Detection is fine there needs to be ways to avoid it and line of sight is the correct way to do it. Its not meant to be braindead I will just drop him here and anyone who is near can be found out in seconds as they would not be able to hide from the guard. Way too easy to use and powerful too. There always needs to be counter play not just "hey you can't do anything as they see you even if they don't". The radius ring needs to be able to be seen or once again there would not be anyway to counter play the guards as when you hear them it would be way too late with your suggestion.

    Assassin is 4.4m/s and has always been. He usually gets a hit when I use him if the survivor is not abusing the window glitch to make it move to the windows before resuming the chase. At least they fixed it party so now they can't just run past the guard without it hitting them in that situation.

    Carnifex's main point is not to chase survivors but break pallets, doors and kick gens. Even if you would give it that ability the value you would get on that would be non-existent as Carnifex is so slow and despawn so fast that it getting a hit would be really rare. Only time I would use him in a chase is when the others would be on cooldown and I need pressure on the survivors.

    if the survivor is not abusing the window glitch

    many do abuse it the window glitch. the best buff is to patch out the glitch and to reduce cooldown of his guards to 10 seconds.

  • @Langweilig said:

    Any boon buffs are very welcome and while we are at it, make them a lot quieter please!

    please no. they need to be loud for killer. the killer needs to be able locate them and snuff them out.

  • i already suggested that years ago. when boons first got released, they used to be 28 meters. they got nerfed to 24 meters.

  • BVHR does not care. They wouldn't nerf his snares from PTB to live if they did. they look stats and not the killer gameplay experience for playing freddy.

  • freddy got nerfed originally because survivor players disliked his gameplay.

  • google translate. the effect of adrenaline is too short. he is asking for a buff to adrenaline perk. Adrenaline is 5 second.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879080#Comment_3879080

    For the record, at no stage did I defend any of those perks. I just pointed out that they don't have downsides the way that something like Rapid Brutality or Dark Arrogance does.

    they do. they have far too many and it is making all the perks nearly rubbish.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879039#Comment_3879039

    The question isn't if he's too strong or if he has counterplay, it's strictly whether his kit is bloated.

    For instance, I would argue Wesker really does not need the Killer Instinct and his power would probably be healthier without it. That doesn't mean he's "too strong" in a linear fashion, but just that his kit has extra stuff in it that doesn't need to be there. I'm just curious if anyone has arguments for why those extra things should be there, which a few so far have.

    no he's about average bloat for a killer.

    He has anti shift-w tool, A weak game-delay mechanics, a chase power for loops although i would argue that it is on weaker side. The exposed and hinder are punishments for ignoring his game-delay mechanic.

    Simple killer like Ghostface are under-powered.

    He has Exposed and Undetectable. 2 mechanic vs 4. 6 if included the punishments. The weaker killer need buffs/reworks and the killer with proper kits need refinement on balance.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878895#Comment_3878895

    I don't think a single perk you listed there actually has a downside. I think you might be conflating downsides with both restrictions and just, general perk design?

    A downside is an actively negative effect that the perk has in addition to its positive effects. For the killer side, the two I can think of that are balanced this way are Rapid Brutality taking away Bloodlust and Dark Arrogance increasing your stun/blind timers- neither of which you listed.

    A restriction would be something that stops the perk from working outside of its intended use case, like information being tied to specific sources (chests and crows, for example) or an anti-heal effect being specific to a type of healing (self healing for No Quarter, altruistic healing for something like Deathbound). These aren't downsides because you're not any worse off because of them, you're just at worst reset to neutral with your perk not working in that specific moment.

    The part I'm confused about is where you seem to just be talking about how a perk is designed…? Take No Quarter as an example, you list the failed skill check and the Broken as downsides. Those are just what the perk does, though, it inflicts Broken if a heal ends and gives a flurry of skill checks to try and force that to happen. I really don't know how those two things could be construed as downsides. I think you might be conflating perks just not being very good with them having downsides?

    Regardless, like I said, I'm not actually against downsides when it makes sense. Rapid Brutality is a good example of a trade where it makes sense - you get a very strong Haste effect in chase, but give up the basekit Haste effect. If you're good and utilise Rapid Brutality properly you'll never notice, but it does require you not to play sloppily. Same for Botany Knowledge on the survivor side, that trade makes sense- you get a damn strong healing boost that isn't restricted to altruistic only, but if you want to use medkits with it you have to bring extra charges. The way these two perks are designed makes it clear why the downside is there, and shapes the way you'd play with those perks.

    Calm Spirit and Technician, however, just make the perk feel worse without really having a good reason to be there. I don't think there are any killer perks in that vein, but I might be just forgetting some.

    Anyone with any common sense will know that these perks are bad. defending the perk is wild endeavour to support bad perks and empty perk content.

    Rapid Brutality is a good example of a trade where it makes sense - you get a very strong Haste effect in chase, but give up the basekit Haste effect

    First, I disagree that the perk need downside. Second, the perk downside in most instances is irrelevant for killer that use them. For example, Hux is a killer that uses this perk. The downside has relatively low impact on average for experienced killers but needless punishes killers.

    The part I'm confused about is where you seem to just be talking about how a perk is designed…?

    A perk can be designed with implicit downsides. You can also remove implicit downsides by designing the perk to not be trash. let's use this no quarter perk as example to that.

    The goal of the perk is to delay survivors healing to soft-counter perks like solidarity, resurgence and reactive healing. The perk conditions and downsides prevent it from activating in experience matches as few people will fail skill-check.

    A version of the perk that would be superior and more usable in average match is following:

    When you begin a healing action from injured to healthy[Downside to prevent activating on slugs], you become broken for 30 seconds. No quarter may only cause broken once per health-state[Prevents perk from infinity looping].

    you can do this with all of the perks.

    @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878895#Comment_3878895

    Calm spirit exist since the game was born so face the darkness example makes no sense. No killer not even a doctor main ever complain of calm spirit and it was unnecessary nerfed in 6.1.

    Also harden is far superior to calm spirit, though you must be lucky to get a chest and totem good spawn. But procing killer aura specially doctor non stop if they try to make you scream is far more powerful. Sometimes I sit in madness 3 on purpose and fail skill checks ro see where Herman is.

    Only edge over calm spirit is that its activate already and counters spies abit but alot case cause you can still step on them to scare them but blessing and cleansing a totem silently is 0 use if your injured and not using iron will.

    Harden requires you to do a totem. you cannot ignore the thrill of the hunt+Face the darkness with Harden. you can only do that at 4 totems but thrill becomes weaker as soon as you break one of them. The perk does not perform the ice breaker status like Calm spirit does.

  • @jesterkind said:

    …What are the downsides to Cut Loose and Friendly Competition? It sounds more like you just don't like how those perks are designed, which is fair but a different criticism to the rest of the examples.

    To the wider point, I think some perks being upside/downside is appropriate, but there are a few that don't need to be. Something like Rapid Brutality or Botany Knowledge being upside/downside is completely reasonable, in my opinion, but something like Calm Spirit probably doesn't need the downside and Technician has always been held back too much by its downside.

    calm spirit needs a downside because of hex:face the darkness. the main purpose of hex perk is to interrupt people on totems and calm spirit prevents screaming make the perk ineffective.

    Technican does not have downside. the downside of failing skill-check is that generator progression is paused for 5 seconds. Technician removes the downside. To not give an extra 5 seconds when you fail a skill-check, it has penalty in reducing gen progress by same amount.

    killer perks are much worse than survivor perks in downsides. virtually every single killer perk they have released in last year has had killer perk downsides. there is not a single perk that they have not released for killer where the effect is plain. simple and grants tangible reward.

    No Quater →Requires survivor to fail skill-check, requires self-healing, has meaningless broken negative.

    SC: Jagged Compass → Doesn't synergize with pain res, Has poor synergy with hangman trick, monstrous shrine, requires perk synergy to do anything. Perk that require synergy is downside in itself.

    All-shaking thunder → requires high points, has cooldown, has a very short duration, so here we have Luck, Map reliance and timers.

    Undone → Requires survivors to fail skill-checks, requires kicking a gen which is downside because time sink. Survivor behavior downside, costs killer time, gain 0 reward.

    Unbound → Has timer, requires you to injure someone to activate it. gives a meangless time limit haste that ends before you get any value from slow vaulting windows.

    Unforeseen → Requires you to kick gens, does nothing for first 15 seconds of the effect because of TR.

    Dominance → Requires survivors to touch chests and totems to do anything. Has 1 time limit use. needs perk synergy. the reward isn't worth perk slot.

    Hex:wretch fate → Has hex downside.

    Human greed → Low aura reading, Rely on chest rng, has downside of needing hoarder.

    Superior anatomy → Has downside of getting stunned with a worse vaulting reward than bamboozle.

    Lanquid touch → Requires crows, that is rng. has low reward of exhaustion.

    weave attunement → Requires franklin demise, requires survivors to bring items, has downside in showing survivor items.

    that is last 4 killer set of perk and yet not a single one is worth using. the closest one that has any semblance of value is Scourge:jagged compass and it is only usable because it fixes design flaw of scourge hook perks. Mainly, it only makes SC: Flood of rage & Scourge hook: gift of pain into regular perks. Crazy, a perk slot to make other perks into normal perks. Wow. This perk is only perk that I end up using every now and again in daily/weekly games.

  • i like the perk. it is on demand undetectable. I was running it on Oni. It lasts for almost entire demon fury. So good. The only issue is that cooldown is a bit too severe.

    Suggestion: decrease cooldown from 120 second → 80 seconds.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877699#Comment_3877699

    The potential problem is that Freddy can get map pressure by slugging everyone. Which is insanely unfun to go against. Slugging is already a problem currently, Freddy shouldn't be even stronger at it than most other killers, because slugging shouldn't be encouraged in the first place.

    I get it, you never care about the survivor experience. But I for one care about both sides, not just killer.

    The potential problem is that Freddy can get map pressure by slugging everyone

    Maybe everyone should get git gud at looping almost m1 freddy You will spend less time on the floor and hooks.

  • @OrangeBear said:

    He feels pretty good to me personally. I think the dream snare cooldown is where it should be, i found 5 seconds to be too much to deal with on the PTB. Dream pallets feel a little clunky to use, but i don't think they're bad. Dream projection is amazing. Also, he has amazing perk synergy.

    Alarm clocks can feel a bit overbearing and it makes the iri paint brush feel unviable unfortunately. The alarm clocks are why i find nancy's sketch to be a really good add-on. Otherwise, i am generally avoiding survivors that have immunity and focusing on who is vulnerable. I feel like survivors need alarm clocks for the gameplay against him to be engaging though and for things like the healing teleport to be balanced.

    i am killing survivors with him and i don't find much problem with clocks mainly because you put survivors to sleep with your m1. it reminds me of Oni where you need hit someone to get your ability but the ability is overall weak. you get little value from snares, little value from pallets and when entire team uses clocks, your healing teleport does not work. you cannot force anyone to be asleep as everyone wakes up on down.

  • @CammyChameleon said:

    I think a fix to my comment, to prevent slugging is simple.

    After the survivor is picked up/wiggles free from flash save/sabo, they instantly get put back to sleep. That way freddy can still use his power and it's not being punished for a game mechanic outside of his control.

    While they are on the ground however, they remain awake.

    maybe don't punish killer for doing their job.

    @Slan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/437586/freddy-has-a-huge-problem-well-2

    The reason for them waking up when downed is that Freddy can tp to asleep people that are healing or being healed. It is a way of avoiding a teleport to a dying survivor.

    The dream pallets, on the other hand, I think do have an issue. First, I don't think they should stun Freddy, specially with how obvious they are from up close. Then I do believe that 30-second per iteration with them is not enough punishment. If you are going to make the dream pallets obvious, then severely punish not avoiding them. I think making the addon that makes you see auras of survivors that interact with them and alliws you to teleport to them should be basekit. That way you get value out of the pallets and they will think twice before interacting with them.

    I am out of the loop. what is wrong killer teleporting back to hooks or teleporting to slug? Is this some kind of new survivor rule i am aware of?

  • the explanation is more insulting. the explanation should be that the perk is garbage and the perk is being nerfed to worse than original.

  • please make it so that dream survivors do not wake up when put on the dying state and revert the 7 →5 second cooldown change. My two issues is that survivor that use clock are immune to his healing teleport and his chase is too weak. improve those two elements and the killer fun factor will go by 3x.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878076#Comment_3878076

    Which is precisely why sadako still needs some help. I don't know why they keep making her slowdown part of her power so bad that survivors can just ignore it by just turning off a TV everytime they get a chance, and then not giving her an actual chase power.

    because it wasn't designed to be slowdown power. it was designed to be mori power to skip all 3 hook-states. the first iteration did it through slugging and 2nd one did it through tapes. 3rd is survivor nerfed version that doesn't work.

  • @Caiman said:

    The crows literally travel across the whole map.

    They have always worked like that. The range has never been changed.

    Pinhead chains are way longer.

    No they are not. The range has never been changed.

    The gunslinger now shoots his gun across about a quarter of the map.

    No he does not. The range has never been changed.

    You are making things up to complain about them.

    it is doom day post. I imagine he is correct. a new player/novice player playing survivor will very rarely escape because skill-difficult for them to escape is too high compare to challenge that they are facing. The killers would need to be massively nerfed for bronze/silver/gold survivor player to escape.

    For someone that is middle of road, like plat-diamond, the game is probably fairely balanced where they escape a bit and lose equally. that is usually the 2000 hour survivor player that is averagely good at the game but not amazing.

    For SWF/Very high-level soloq player, a 4000+ player that knows every loop by the back their head, the game is survivor sided, especially for SWF. it is very easy to do 2-3 mediocre chases and gen-rush over 50% if not more of the cast.

    I do not think BVHR will ever achieve balance for 3 levels of skill for survivor because killer will always be too strong for one group or too weak for veterans. I also do not agree with approach of trying force results like nerfing skill so that killer player cannot use their skill to compete vs better players or soloq having poor gameplay macro due to inability to make optimal gameplay choices.

  • @[Deleted User] said:

    Not quite. Survivors wake up when they're put into the Dying state. So the rescuer has to use an alarm clock before they try to pick up a slug.

    I think the concern is how tedious the alarm clocks might be a month or two after this update. You pretty much have to use an alarm clock before you do anything. That's going to get old really fast, and players are going to stop doing it, similar to how some players would rather ignore Sadako's tapes entirely than spend half the trial messing with them.

    explain why we should balance killers around survivors playing poorly vs the killer? the gameplay is same as Singularity EMP's except it is wildly more accessible clocks. you pick an EMP to pick up slug to remove infection against Hux slugging. you get a free 30 second of sleep immunity as a bonus in the freddy version.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878178#Comment_3878178

    Not really. The Killer got something removed which almost never happens in regular gameplay, but got a buff to kicking Gens and the removal of Gentapping.

    Killers won in this one. And it is not even a discussion.

    i do not agree. killer lost something valuable and received low impact change. it is why you see complaints about gen-blocking mechanic and you still get complaints about gen-speed.

    for reference, i don't think the infinity kicking to slow the game down for 60 minutes with COB/OC/Eruption was healthy to the game but nerfing it+All game-delay perks without helping the killer with base game speed is an unfair change. Give and Take was not equal.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877976#Comment_3877976

    Why would you buff 3-genning? This is probably the most boring way to play the game as Killer.

    because 3 gen are too weak. the principal of the change in the update was to make each kick more impact. in exchange, survivors would be able to complete generators after a certain amount of back and forth.

    The issue? Each kick is not enough impact while killers still got a nerf/negative change.

    Killer got short-end of the stick. survivors got a particular problem resolved.

  • buff base-kit regression to 200%. this buffs 3 gen but keeps it fair as the survivor as the survivor will win eventually. 5% regression and removal gen-tapping is not enough to main gen-kicking relevant. more buff is needed.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877687#Comment_3877687

    Yeah, they should just make it prioritize the gens, there is no world where i'm aiming in the direction of a gen, but actually i don't want to i want to aim closer to me and not actually at the gen. You almost ALWAYS want to do a gen because it makes the path longer. Even if i'm trying to do it to a spot in front of me but not at the gen, i still want it to snap to the gen so i can chase the survivor potentially while on the trail.

    i think that if u don't hold m2 but you are in search mode. it just hovers red marker on gen. like freddy tp using m2 allow you to set it on the floor. that was my idea to fix the targeting issue but bvhr can figure it out

  • @ad19970 said:

    He can only teleport to you if you are healing and asleep. After you are unhooked, you are always awake. Which means only the survivor who unhooked might be in the dream world. But the survivor that just got unhooked simply can wake up the survivor that unhooked and then Freddy can't teleport to the survivors anymore if they choose to heal.

    Of course those are 5 seconds of extra time investment, or 7 if Freddy is using a certain addon, but I don't think it should become too much of a problem. I believe there are other killers that are still better at tunneling as well. Tunneling just needs to be adressed in general.

    The bigger problem I see is his slugging potential. Unless I overlooked a change to Freddy's ability to teleport to healing survivors, he can still teleport to slugged survivors that are getting healed, which is horrendous game design.

    The bigger problem I see is his slugging potential. Unless I overlooked a change to Freddy's ability to teleport to healing survivors, he can still teleport to slugged survivors that are getting healed, which is horrendous game design.

    Oh how terrible. the killer is getting map presence and map pressure. Illegal. Also Mint rag Hag has been Instantly teleportation onto hook survivor for years.

    Mint rag Make your choice hag is oldest trick in the book and than there is a vast array of killers like Unknown, Billy, Blight that have impressive map mobility to rush hooks after an unhook. these killers doing that. No issue. Freddy? Damn, he's op /s

  • i sm pretty sure that freddy snares are about total up time. 7+1 second charge+1 second travel time(9) on 4.5 second hindered is 50% or less up time because in practice, the player doesn't click the ability perfectly on cooldown and fires it perfectly on the charge time.

    I am sure BVHR will revert cooldown change in 2 weeks time. they do that every time on reworks. Hopefully they also make it so that survivor do not wake up when put into dying state. they only wake up when hooked.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877559#Comment_3877559

    Yeah, the fact it does affect healing is why I said only 33% and not something higher. I do agree doubling it to 50% would be too big of a buff.

    i'd say it should be 75% but only affect survivors are healing from injured. this would make it a weaker we'll make it that you put the perk for other to heal you faster.

  • cooldown on canceling is no longer 80% recovery(?). it is full recovery. channel teleport reduces m/s to 3.96. previously 4.6.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877572#Comment_3877572

    Bold of you to tell the Devs what mechanics are supposed to be like.

    That's bad gameplay. There was zero way to tell if a Dream Pallet was real or not. If it was real, awesome. If it wasn't, you're screwed and there's actually nothing you can do. That isn't a real gameplay interaction. There isn't any choice there.

    what. trapper has had this game design for years. the counter-play is memorizing where deadzones. the larger issue is that fake pallet are easier for swf to play vs compare to solo but even old freddy pallets were very unreliable.

    the choice is between choosing wrong pallet vs correct pallets. that is gameplay choice. i am not sure why a weak character like freddy is going through like 5 steps of drawbacks and counter-play for all for his powers. either way, none of his power seem like they have any potency.

    survivors are constantly awake because when you down someone, they wake up. so healing dream teleport does not occur.

    snares have 7 cooldown with no like potency values.

    fake pallets are worse then originals.

    i played 8 games to see that. His dream clocks also are no longer slowdown to healing because of the healing switch change. that was one of best parts of old freddy.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877092#Comment_3877092

    But should survivors really have to sit for four minutes as each of them dies off one by one? I'm not saying a 4 man slug should mean a free second chance but it's not exactly fun and is purposely malicious on the killers part as a player.

    likely not. a superior version of end game is adding end game collapse timer where when all survivors are hooked or in the dying state, the end game timer appears at the top of the screen. it has 45 second timer. if all survivor remain on floor for 45 seconds, the entity shows up and kills the survivor. this prevents the waiting 4 minutes to bleed out but still allows survivor to use unbreakable or other pick-up perks.

    I don't see slugging as extreme. i see it more as alternative win condition for hooking, usually for killer power that have limited time effects or restriction that make hooking too difficult/inconvenient. currently i think it is too slow to go from 4vs1 →3vs1 when slugging so that is my issue with it.

  • @[Deleted User] said:

    I think it was more to change the gameplay around dream pallets. They were not a good mechanic as they were. A survivor had to pre-drop and hope for the best. There was no decisionmaking or gameplay around them. No real skill expression from the killer either.

    Now the survivor has to make an actual decision around it. Try to make another tile or try to play for the stun. If they try to play for the stun, the killer can detonate it or bait the drop. There's actual gameplay around them.

    they're suppose to be like trapper traps. you set trap on a loop, when survivor drops the pallet, surprise, pallet breaks, freddy hits you. Now they're useless because nobody going go into any into the fake pallets. The only way you can use them is indoor maps like Hawkins where there are narrow hallways where you can auto-explode them like a bomb.

    they remove the fake pallet graphic so that the mechanic is usable in normal maps.

  • @sizzlingmario4 said:

    I think you could easily increase both Leader and Streetwise to a 16 meter range and 33% bonus instead of 25% and that would be fine.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877516#Comment_3877516

    Leader already doesn't stack with itself. (but Streetwise does)

    leader doesn't stack with itself but you can duo-heal. so if u have 3 people. you get 50% healing which same speed as botany. i don't think they want buff it because if they buff it by like double, you'd get 100% healing speed from 1 perk. that stuff can go crazy with botany knowledge and we're gonna live forever.

    Leader+MFT+We're gonna live forever+botany knowledge will be picking people up on the floor like old FTP+Buckle up.

  • @MechWarrior3 said:

    My only wishlist for Sadako is the return of Passive Condemn when picking up a tape with todays buffs. Also in addition to what @jasonq500 said. That would be awesome.

    Although that might be too much between breaking a tape upon a hit, with passive condmen and basekit ring drawing.

    I will take Passive Condemn over anything else. If I get basekit ring drawing with it too. Even better.

    their 3.0 rework clearly doesn't want condemn to be viable mechanic. So i think they should focus and buff her flicker mechanic to viable chase option. I would consider 3.0 sadako a successful rework if they did that. I had a very interesting discussion with @Langweilg regarding her Distorted Photo add-on.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877237#Comment_3877237

    I know you intend to die on that hill, but it won't happen because the downside was not enough of a downside to counter the power of its effect.

    It isn't that hard to score a direct hit with a bottle, I can manage it even on a controller without that much difficulty with multiple shots. A bit like old Myers was artificially propped up by Tombstone Piece, Clown was artificially propped up by Pinky Finger. It was his best add-on by far when combined with his extra bottles add-on, and he could never get any kind of buffs that he really needed to his basekit because this add-on existed.

    Instead of shooting down every Pinky Finger idea, might be worth engaging with some alternative ideas rather than leave Pinky Finger in its current state.

    Regarding the OP, the immediate reload of all bottle might be a bit much, but maybe if a direct hit gave back 2 bottles immediately and a 50% faster reload speed for 6s, that might be a more interesting effect.

    It would give him a playstyle where if he's beaten to a vault he can go for a bottle on the locked animation to instead gain a bottle to maintain bottle pressure.

    If he hits in prior to a down, he can always throw his yellow bottle (and reload quickly if he needs to) before he picks up to ensure he's ready for next chase.

    the clown has like 1.2 second cooldown after landing his bottle. 1.2 second of not being able to attack is like 4-5 meters of distance. Like you can vault a window and he can't bottle →m1 you if your in front of him.

    on top of that, he has to charge his bottle velocity to max, like 2 seconds which is another 8 meters of running forward. this is around 10 meters of distance. his bottle velocity is too slow for direct hits. that is why it is difficult land his bottles because of spacing required. In my opinion it has enough drawbacks in old iteration but let's go dive into it and further add more for entitle survivor main players so they whine less.

    The current add-on is nearly unusable. it would be better if they increased drawbacks further. for example instead of 2 second to fully charge a bottle, the add-on has 50% penalty to bottle velocity charge-up. now it would take 3 seconds to fully charge up the bottle throw and cooldown after throwing a bottle is increasing by 200%. Now clown suffers a 3 second cooldown where the killer cannot attack or throw a bottle. this would give survivors 8 meters of distance before he can throw a single bottle at full speed to reliable get the hit and a whole 16 meters before he can m1.

    Now in csse you don't know, the exposed duration of pinky is duration of hindered effect. it only lasts 2.5 seconds. to make add-on functionally work, the exposed timer will receive new lingering 1 second effect after hindered has worn out. You would likely still need to run Either15% to boost the hinder duration from 2.5 →3.5 to physically m1 expose hit someone.

    I made add-on a usable add-on but balanced the effect by adding drawbacks. This version of the pinky finger is likely worse then Plague's Green puke. At very least, he would have 6 bottles when using pinky finger.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877184#Comment_3877184

    it has a 1% pick rate according to nightlight, and a 33% escape rate (meaning survivors with this perk escape 33% of their matches while the perk is equipped).

    ouch that is so bad. 33% escape rate.

  • you might as change add-on to give you infinity bottles(removes reload mechanic). i still prefer revert on nerf.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876930#Comment_3876930

    No, it was a fair mindgame for killer, and now it's blatantly survivor favoring. You lose distance on the person you were chasing, you incur the entire cooldown so you have to wait all that time to fake again/actually tp, all for a mere threat of tp'ing to a gen, which the survivors will clearly get to a safe spot anyway before you hit them anyway.

    It's hard to explain these things sometimes, but I think the pushback against this stuff shows how low a level people think about this game. I argued that Freddy could fake his teleport with no cooldown, and he'd still only be decent, although it would be a nice tool against stronger survivors. But we can't even play around with fun ideas like that, because it's being argued that killers need slowdown AND long cooldowns for using their powers. It's an impasse.

    at very least, he can still use dead man switch.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877015#Comment_3877015

    Not an overall nerf on the addons. They just took the values they added to the basekit off of them.

    Running the addons on the PTB and Live will have the same effect, it's just the difference between the basekit and with the addons is now smaller.

    his overall base-kit is worse. he got a 12% increase in duration but a 40% increase in cooldown. bvhr buff killer by 12% but nerfs but 40%.

    the nerf is 4x the buff. total joke. the result is that his hindered was around 60-70% uptime. now the hinder is less then 30% up-time. it is like 50% nerf to his ability.

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