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Devil_hit11

Devil_hit11

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  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874705#Comment_3874705

    Neither #1 and #2 are minimal time investments, and #1 requires a resource. #3 is item dependent

    25 seconds is not a minimal time investment at all. Pain Resonance knocks off 18 seconds of a generator and that's very significant.

    the resource requirement rarely comes into play if at all. killer are often not chasing around entire map because… it is waste of time to break all 15 pallets in the map. if the team is efficient and stays alive, you're likely to lose all 5 gens before you break all 15 pallets. that is why using pallet to kill zombies is very rarely a negative unless your match is like 15 minutes long. zombies in short-normal try-hard match are not very likely interrupt you. they maybe get like 3 interupt-4 interrupts a game in a regular opening map. they're too slow at traversing the map to have any map impact.

    zombies tend to be a lot stronger in indoor maps because they sometimes block you in hallways such as Midwich elementary school map. as a result, they impact the chase more and get hits more often which results in healing. healing equates to game-delay which is more meaningful but on like 90% outdoor maps, zombies do not get hits and as a result, they're a rubbish 1vs4 tool.

    you can just like use zombies add-on to make zombies somewhat better but in my experience, i haven't noticed any impact with said add-on's. it feels like your just playing no add-on which is why a lot of nemesis player often say their add-on list is garbage because… well most of it is zombie add-on that do nothing.

  • @sizzlingmario4 said:

    I wouldn't mind the zombies moving faster or being stronger in general if the ability to stun them wasn't locked to flashlights. As they are, despite their slow speed they are often still very good for taking survivors off generators and wasting time if they don't have a flashlight to quickly stop them. You can pallet stun them, sure, but you can't always do that efficiently nor is it often worth giving up a pallet to do it, especially considering how quickly Nemesis can get rid of pallets in chase. I was actually a bit surprised that this was left untouched when Lightburn and those other special flashlight interactions got removed, since this isn't really that much different. Imo, counterplay to components of a killer's power should never be tied to items unless they are special items which are guaranteed to be available in the trial (ie. Singularity's EMPs). TLDR: If the ability to stun them was more widely available, then I'd be all for making the zombies better and/or even adding a 3rd zombie if that's a possibility. Otherwise, it's not really necessary especially after Nemesis' last round of buffs, he's quite strong now as he is.

    I agree there should be an auto-reset mechanism though if the game detects that a zombie is stuck somewhere.

    you don't need an item(flashlight) to outplay zombies. you can abuse AI because AI is very bad. it just takes more time. Stunning with pallet or flashlight is best time efficient play for gen-rushing. if you don't care about time management, you can use the abusive AI pathing trick to make zombie path away from the gen.

    I am not sure if anyone posted a video for how the nemesis zombie tech works but maybe check otz, he might have a video on it.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874597#Comment_3874597

    I have gone against Nemesis a lot. I wont argue on the whip because I know that is a skill issue on my part, but the zombies moving at 1m/s? Its horrible. Truly. Large maps they take forever to get anywhere to be a "disturbance" If they do, they just get stunned for a long 15 seconds. Since he's come out for YEARS people have asked for the zombies to be more useful than what they are.

    We are tired of it.

    it is 2 m/s per second. 50%.

    @ReverseVelocity said:

    I disagree mostly. He can practically guarantee hits in a lot of scenarios, and doesn't get punished hard at all for cancelling a whip. His power should not be more spammable than it arguably already is. Just cancel if you're not confident you'll hit. His chase power is already incredible and doesn't need any more buffs.

    Asking for zombies to go twice as fast isn't "not asking for much" either. It is hard to notice the pressure they give, but playing against Nemesis really shows you how much of a pain they can be. Them being so passive in nature can make you lose sight of what they can actually do.

    The one thing I agree on is having an anti-stuck mechanic. If you can't make their pathing work all the time, then you should at least be able to make it so they explode if they detect they're stuck and can't find a way out.

    let's see how many counters these zombies have

    1. stunning with a pallet
    2. running away from a gen than LOS them in specific way makes AI ignore the survivor and path mindlessly around the map.
    3. Flashlight stun the zombie for 15 seconds.

    All of these actions take minimal time investment. pallet stunning takes like 10 seconds. running away from a gen takes like 25 seconds. flashlight takes like 2 seconds. short term-wise, the zombies are poor 4vs1 game-delay tool. you lose all the gens long before the zombies have much or any impact on the match.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874491#Comment_3874491

    Its honestly really good. Circle of healing gives so much information when you have four boons on the map. pretty much always know who is being chased and where. I use shadowstep (anti-aura), exponential (anti-slug) and circle of healing (faster healing), and pair it with tenacity. teh amount of times its gotten me up is insane. Then they get hella mad about it…like bro just pick me up, thats how you counter it, by hooking like youre supposed to.

    i faced a swf that ran 4 boons and 1 guy had detective hutch with maps. it reminded me a lot of the old made for this matches and old circle of healing matches with instant fast healing.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874576#Comment_3874576

    I am okay with being punished for missing with my whip. I am no that good. However, that’s not the argument. I shouldn’t be punished so severely as I am right now. He’s punished more than unknown and pig just to name a couple of killers.


    I agree 💯 on the zombie part.

    his chase is a lot better than pig and unknown. i disagree for unknown, he loses his weakness for missing. that is extra health-state+distance loss for firing.

    i don't think he's very difficult to tier up even if your missing, you can tyrant core+ T-virus sample. i recommend using these add-on's if your new to nemesis because you can hit zombies with your tentacle strike and gain 1.75 point of infection. When you get good at nemesis, you should be running Licker tongue and Marvin's blood. he should ideally be running 2 zombie speed add-on's to get some 4vs1 but the zombies are so meaningless that add-on's for them are an afterthought in term of gameplay impact.

  • you should get punished for missing the ability. nemesis issues right now is just zombies. they suck. they have no m/s or detection for survivors and 2 zombies is terrible map presence in open big maps.

    fixes for his zombies is

    increase their m/s by a lot.

    increase their detection

    add 1 extra zombie.

    nemesis 1vs1 is very solid, but his map presence is 0. he also lacks anti-shift w mechanics so that is his other issue. some people propose giving nemesis a dash-type ability to close distance but i don't know. maybe they can make nemesis tentacle strike have 2nd mode where you can lash his tentacle around objects like a hook shot.

  • they removed hug tech which makes 55% turning bad and recharge-rate. Saved you 2 minutes of reading wall of text.

    How to fix add-on? Change 55% reduced turning-rate to 55% INCREASED turning rate.

  • it is shadowborn perk. we got increased fov so we see weapons more.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874463#Comment_3874463

    Its more that people are doing what they do with every game, optimizing the fun out of it to find the most efficient strategy for winning. Slugging wasn't really seen as strong because people weren't really doing it much and didn't know the effective way to do it. Tru3 for example has optimized it, by slugging the first person, hooking the next, and then only hooking that one player while slugging the rest. Also it hasn't taken hold as much yet so survivors aren't countering it as hard. I suspect once the meta shifts for survivors to anti-slug perks it might change the math. But until that starts happening slugging will be the most effective way to win as killer.

    The other, is that people have been looking for "the next thing" since the last round of gen defense nerfs.

    i mean if everyone start running teamwork:power of two and blood pact with all people slugged, everyone just going to be speed-demons when healing people off the floor.

  • @bleep275 said:

    I just stopped playing survivor unless my friends beg me too. Its miserable, and when we do we all run boons because of how bad the slugging is.

    4 boons is crazy. you get 2% haste, no scratch mark and aura reading, unlimited unbreakable and 100% faster healing. 4 map swf with that is harder to defeat than i imagined.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873923#Comment_3873923

    Demo has a lot more depth than people let on, granted, it's not the highest there is compared to other Killers, but I dont think people take full advantage of his kit of the various Techs that exist for Demo.

    I will go ahead and say one thing, some maps DO have some really cool Shred spots, like for example, Badham had some cars you can slide against while using Shred, but when rating the maps I considered the totality of the Map Structures and Badham, despite having cool stuff, gets a lower rating, so dont let the ratings de-sway you from trying out new or cool things.

    I do hope you enjoy playing them. <3

    hawkin with red moss+aura reading portals is great. you can teleport and walk to gens invisible for most of the game.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874192#Comment_3874192

    Im P45 with her. I would argue she has way more than just 2 good addons. :)

    Although the purple one I mentioned isnt one of them.

    it has synergy with fatty meat add-on which makes survivor scream when they're in search mode. if paired with devour hope, thrill of the hunt and undying with monitor&abuse, you can send dog to totems constantly and the scream effect will defend the totems while you enjoy low tr but it makes an m1 killer because ur constantly sending dog out instead of using it for the actual chase.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874268#Comment_3874268

    But then just make it so a survivor can't be chased by more than one guard.

    it is still too good at holding 3 gens. it is like nemesis zombies on steriods. you can't pallet stun guards or flashlight blind them. only outrun them and a knight would always use mounted banner since 15 second flag timer means that it takes very long time to remove the guard. survivors would be pseudo incapacitated for like +20 seconds continuously with refreshing cooldown's between the guards.

    i don't know but i get feeling that it would be obnoxious turtle buff where guards cannot down anyone but stall out games.

  • 2 guards on 1 survivor in the chase is too strong. Just lower cooldown of his ability. like 10/15/20 seconds for jailer/carnifex/assassin.

  • oh boy. the end game for killer just got 10x more complicated. you hook someone, they self-unhook into exit gate escape.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873715#Comment_3873715

    I choose slightly different drawback compare to the wolf.

    I don’t think your idea would need a drawback tho and what is the drawback of the wolf? I thought there wasn’t one.

    some reason, they have turning-rate reduction when you try to walk backwards.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874117#Comment_3874117

    Spreading injuries is a form of pressure, definitely. Hooking is just the best form of pressure you can get, not the only form. It doesn't involve slugging and tunnelling inherently, that's another layer you're adding in there, but spreading injuries does count as a form of (admittedly fairly light) pressure because it encourages reaction.

    I also don't think spreading injuries is that effective in the current landscape, overall. You can make it work with the right killers and builds, but its heyday is long past, I think.

    i am saying that hooking and spread pressure are two different concepts. spreading pressure is injures 2-3 survivors than chasing 3rd survivor or one of the injured survivors. the problem is that you face too many med-kit to do this and pre-run shift-w makes it inefficient time investment. like survivor heal faster in grouping than your ability to spread injuries.

  • @jesterkind said:

    I can give you my understanding of that topic, at least!

    To me, "pressure" in DBD is best defined (on the killer side, at least) as "forcing survivors to take actions that aren't generator repair". By "spreading" your pressure, you're putting that force onto multiple survivors at once, and forcing them to react with something that isn't directly progressing their own objective.

    The best kind of pressure you can get in this game is hooks, since they inherently occupy multiple survivors. With one person on a hook, one person typically has to come save, and if you can get into a chase before that happens, the person you're chasing has to run away from you- leaving only one free to do gens.

    That, to me, is spreading pressure. Any time you have multiple survivors occupied, any time there's only one or potentially no survivors able to freely do gens, you're spreading pressure.

    There are some cheap, shortcut-esque ways of applying pressure, don't get me wrong, but the basic fundamentals don't require you to do anything in that vein.

    Also, y'know, people will complain about just about anything, so don't put too much stock in complaints. If you don't do anything objectionable some players will just act like you did anyway.

    hooking is not spreading pressure. spread pressure is injuring multiple survivors before hooking anyone and typically, spreading pressure involves slugging but primary objective is to keep survivors healing other survivors while you chase and down one person(Tunneling)

    The typical iconic perk used to be sloppy butcher to do this but with its duration of 90 seconds and New vigil destroying mangled, it's borderline becoming ineffective. I used to LOVE playing sloppy butcher+old Thanatophobia in my builds. Keeping entire team injured with 4% thanatophobia on healing+repair and indefinable mangled was amazing game-delay. Survivors that did not heal got slugged and your hits had more meaning.

    In today landscape, i find spreading pressure ineffective because good players just pre-run shift-w. Moving around the map individual takes too long for many killers and if your spending 30 second hold-w from one side of the map with a pallet drop here and there, your not really progressing much of the game. This is couple with the fact that many SWF run 4 med-kit with Red syringe instant heal and Shoulder of broken where tunnelling people early is physically impossible.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873169#Comment_3873169

    wake me up when Onryo's manifiest duration is properly fixed

    You will probably sleep for 100 years until a prince comes to wake you up.

    A survivor suffers from a 5% Hinder effect for 1.2 seconds when:

    After manifesting

    During the passive Demanifested

    You can no longer gain bloodlust. 

    The addon would still not be very good like that, but I like the idea. The hindered and its duration is too low and losing blood lust would be detrimental.
    4 • 0,05 • 1.2x

    It would safe each time you become invisible 0,24 meters. After 5 times 1.2 meters. After 15 times 3.6 meters. That’s not very much and will barely affect your matches.

    Personally, I think add-on should be base-kit so that the invisibility matches the duration of hindered

    Do you want your idea basekit or the current version?

    De-manifesting charge time is reduced by 30% as a new effect

    I suggested this too for telephone. Just a bit weaker.

    Unfortunately, this would be asking for rework level changes instead of tweak-level changes. tweak+bug fix is likely easier.

    I don’t think this is much work for behavior, but l’m not a programmer. In my mind those things would be very easy to do if they would want to.

    Would be interesting if a dev answers and tells us how much time they would need to do a proper addon pass.

    What do you think of my ideas?

    distance is very pinnacle in this game. even smallest amount of distance can turn non-hit into hits. when you decloak, you flicker very quickly and it lasts 4 seconds. that is -5% hindered throughout entire loop and the Mirror add-on increases intermittent invisibility from 4 second to 6 seconds. Awhile back, Wesker used to be tunnel survivors with -7% hindered. this is one -5%. the change is not as you weak as you say. it is little worse than what another killer used to have.

    The addon would still not be very good like that, but I like the idea. The hindered and its duration is too low and losing blood lust would be detrimental.

    if they put it base-kit, you could use rekiro's watch to increase invisibility to 1.5 seconds. I see the bonus more like Dracula's wolf form where you gain 4.5%(5%) haste for picking up scent orbs. the duration is 1.2 seconds but total duration is 2.4 seconds. this is because hindered debuff does not go down when she is invisible, it only ticks down after she reappears. if add-on is used, it would add 0.5 seconds for total of 2.9 second of hindered. for reference, dracula's scent orb are 2.5 seconds. so it is little under or little over depending on add-on usage.

    I do not agree that is too weak or number too low. they're very much in line with another killer that has same mechanic base-kit. I choose slightly different drawback compare to the wolf.

  • no thanks. if anything, cooldown of every killer at the start of the match should be removed. A lot of player asked BVHR to put Corruption invention base-kit. Corruption invention base-kit is not what is needed. what is needed is remove of cooldowns at the of the match. Allow killer pressure survivors early on and not need to run CI.

  • pinhead. the chains are made out of paper and they don't work.

    Deathslinger needs buffs especially if he is going to be 2vs8.

    many killers could use number tweaks or base-kit add-on's. for example, legion could use mischeif list, mural sketch and friendship bracelet base-kit. Artist could use Thick jar+Festering Carrison base-kit. Oni could use Wooden Oni mask and Tear-soaked Tenugui base-kit. Killers getting base-kit add-on would make those killer more fun to play. killer with lack of base-kit add-on's sometimes feel slog to play at base-kit.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873334#Comment_3873334

    I suppose that would definitely be a case of forcing the killer to slug I guess. Definitely ain't ever picking that up.

    The unhookable map locations get even worse, I suppose all you can do is permanently take sac wards and if you do wind up on such a map, perma slug the boil over player and tunnel out anyone not running it, then bleed the Boil Over user to death.

    Like i said, i think the issue with slugging is that survivor can rush all 5 generators faster than the killer can bleed survivors out. that is why whenever someone faces boil over player or any type of sabotage/force killer slug gameplay, it's always complained about on killer side. in fact, in very first iteration of dbd. Jake used to have a perk called saboteur.

    The perk allowed you to break every single hook on the map permanently. the funny part is. we're in 2024-2025 and well known players like tru3 are now playing as if Old Saboteur exists. They're just slugging everyone. Tru3 does try to hook people and even with 75% of his downs being slugs, he still kills people faster by hooking 1 person than bleeding out.

    if that doesn't show that killing people through slugging is unviable, i am not sure what does. vs less skilled survivors, downing people on the floor is very good game-delay but the more experienced survivors can rush gens efficiency while picking people up. so you kinda don't get much game-delay while not really progressing your objective.

    I am not sure how BVHR makes killer gain kills through slugging more reliable/more risky for survivor to get slugged but I do not think Boil over is at fault.

  • i think kicking gen wasn't buffed enough for the negative changes. 5% regression is too little. buff regression to 200% speed. you shouldn't have problem winning the game if you proc eruption 4 times and kicked several gens.

  • boil over works fine. I'd say it is little on weaker side. i'd buff boil over to increase wiggle time speed by 10%. To complement the change, I would increase Break out distance from 8 meters to 16 meters.

  • wake me up when Onryo's manifiest duration is properly fixed to 1.2 seconds. When you do fix it, I'd recommend buffing

    Telephone: "Survivors suffer from a -3 % hindered hindered Effect for 3 seconds when manifiesting within 7 metres of them."[Old effect]

    New Effect

    A survivor suffers from a 5% Hinder effect for 1.2 seconds when:

    • After manifesting
    • During the passive Demanifested

    You can no longer gain bloodlust.

    ===

    Personally, I think add-on should be base-kit so that the invisibility matches the duration of hindered. If add-on becomes base-kit, I would make it that De-manifesting charge time is reduced by 30% as a new effect. Unfortunately, this would be asking for rework level changes instead of tweak-level changes. tweak+bug fix is likely easier.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872775#Comment_3872775

    I am aware of that and I never said I was entitled to anything, however survivors don't like to be slugged. I would prefer to hook.

    people that bring boil over don't want to be hooked. so let them die on the floor.

  • @Sandt1985 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872781#Comment_3872781

    but thats literally the whole point of the perk. its meant to be helpful after the unhook. Its certainly not meant to be used as a true get out of jail for free card if your not being tunneled or repeatedly sought after.

    With an effect as powerful as Bloodrush has, it NEEDS a downside, considering it essentially guarantees an end to the current chase you are in

    original blood rush was simply extra use of exhaustion with many conditions, too many conditions. it needs no downside because inherently exhaustion perks do not have downside towards chase of the game. all they accomplished with this perk is replace old downsides with new downsides. the whole problem with the perk WAS it's downsides and it still same problem post change.

    the funny thing is, they introduce resurgence which made it usable very end game only to instantly nerf synergy. so as soon as it became usable, it got removed.

  • remove all anti-tunnel parts, conspicuous action and end game parts. it is what killing that perk.

    disable on heal/gen

    disables in the end game.

    I don't run it because the anti-tunnel conditions.

  • Another boil over complaint post. it never ends. your not entitle to hook every single time vs that perk. slugging is a part of the game.

  • please don't nerf dracula :(

  • @radiantHero23 said:

    Short answer no.

    Old dh for distance was some of the most awful things to play against as a killer. I do not want to go back to the days, where there was a dh-thread literally every day. Sometimes two.

    Mft …. no thanks. I like to play m1 killers.

    While mft feels a bit underpowered at the moment, dh is in a very good spot right now.

    so made for this revert?

  • anti-base kit, you can't pressure team mechanics for killer. how about no?

  • there are rumors that BVHR is working on full-anime chapter. we should be patient and see what they produce.

  • @Raptorrotas said:

    I'd prefer an addon rework into something like perks. Theyd still be addons but less "+10% x" and more perk-like effects.

    they already exist. they get nerfed. examples are Chucky's rat poison which is an aura perk or Nurse's fragile wheeze which is sloppy butcher mangled which used to be permanent. now it is 70 seconds. not only does this not work, it is boring add-on design. some of the add-on that were perks even get removed such as Blight used to have add-on called "Summoning stone" which gives hex:blood favor, it got deleted.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872037#Comment_3872037

    I feel like the whole "4 perks versus 16 perks" argument ignores the fact that DBD is an asymmetrical game so there are goings to be benefits/disadvantages to playing a given role. :)

    Anytime I see this argument, I have to ask, what would make it fair? 16 perks on Killer? Less perks on Survivor? Where do you draw the line?

    DBD is an asymmetrical game so there are goings to be benefits/disadvantages to playing a given role. :)

    we're not saying that killer should not be at disadvantage. we are saying that disadvantage is too high and should be shorten. proposal to shorten is 5th perk slot for killer.

    it put a lot of stress for every single perk for killer to be very high impact but most of killer perks are medium impact. the bad killer perk are like no impact because they're atrocious like… Hex:Two can play or like no quarter. whenever developer make high impact perks, they're often deemed as too powerful and they get nerfed to medium-tier.

  • i have to agree. i think the 4 perk vs 16 perks is a bit too much. the 4 perks have to be insanely powerful to compensate 16 perks. 5 perks vs 16 would put less strain on singular perk being strong and allow you to create more middling level perks in power that gain power through synergy.

    survivors can synergy perks but killer does not have enough slot space to create synergy. The synergy is super limiting.

    @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871939#Comment_3871939

    5th Perk Slot Expectation: "We can now run an Aura Reading or Undetectable perk without compromising our Slowdown."

    5th Perk Slot Reality: (5 Slowdown Perks on Nurse/Blight)

    in the end, the perk are always going to be certain perk. it is the whole X factor. the slowdown perk are so neutered that they barely affect the game. it's same for undetectable, aura perks or chase perks. they're like survivor-tier strength perks but you get less perk slots as killer.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871998#Comment_3871998

    Oni doesn't actually cause exposed though he just sorta says "fk you" to healthy survivors.

    huntress does not do that either iri head but it is still understood as 1 hit down. exposed hatchets.

  • where is Oni under exposed. His club 1 hit downs.

    Kinda impressive for how much of the game has killer with Mangled or Exposed. Undetectable list is long as well. It's almost like every killer needs 1 hit downs and anti-pre run measures because of how balanced "Extra-hits" and "Hold-w pre-running" is.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871540#Comment_3871540

    Spirit's cooldowns are significantly longer than blights, who sits at a maximum of 10 seconds vs her maximum of 15 seconds. She also has a lot more guesswork inbuilt when it comes to her power as denying her information is relatively straightforward. Blight, however, is not denied information - denying a hit against a blight worth their salt should be significantly harder.

    I'm all for nerfing him, but a drop to 4.4 is placebo - it wouldn't nerf him in a way that matters.

    Blight is also closest killer to have a cooldown similar to nurse. Nurse has 6 second cooldown on blinks with roughly 2 second fatique time and 2 second charge time. let's consider cooldown and her charge time as total cooldown of 8 seconds.

    Blight has 10 second cooldown by default but yellow add-on shred notes reduces his cooldown to 8.66 seconds. His ability has same cooldown as Nurse's blinks.

    Something you notice about killers that are higher-tier is how low their cooldown is to activate ability.

    Nurse →8

    Blight →8.66s

    Spirit →10.5 second with rusty flute

    Dracula → 3.5(To switch form between bat & wolf or Vampire which have 8/20 but orb reduces this to average of ~12 second) -Cooldown add-on factor in.

  • buff vanity mirror to 24 meters of aura reading.

  • @Brimp said:

    Are truly safe pallets even healthy for the game? I would rather have a majority of unsafe so you actually have to critically think of when to throw the pallet rather than "haha lmao you have to walk 20 light years around the loop so no matter what im safe".

    agree. at the same time, i think it varies for how big loop is. some of the loops they have are far too short especially in the corner of the map. in my opinion, the corner map pallets should be safest because the killer can zone pallet breaks while middle of the map pallets should be unsafe because they can be chained into many different resources.

    it would be interesting if they made like a map where you have Z-walls in middle connected to like weak pallets with like a long-wall facing the weak pallet and Z-wall.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870837#Comment_3870837

    SStealth Also works if thr survivors know you are targeting one in particular (not even necessarily tunneling)

    Stealth is technically still superior to looping as stealth uses 0 resources and can be done infinitely if the killer doesn't give it up. Why make noise and loop when you can just gen tap and walk away repeatedly, for example. That way the killer thinks it's their own great idea

    can't stealth when killer has detection perks… a reason why distortion was utilized. stealth has inverse relationship to pre-running. if you pre-run the killer before chase begins, you waste time in looping with certainty. stealth is risk. I am not so sure that pre-running is worse than stealth. Maybe vs killers that counter pre-running like Blight but for most killers, looping is stronger than stealth.

  • no because survivor are required to rotate loops so you can use her power like current freddy snares. what gutted skull merchant is removal of haste on claw traps. a trap killer with no reward for landing traps.

  • you can play huntress with wide hitbox hatchets or you can play deathslinger/trickster with tiny needles with your prefered drawback of 1 ammo pool or 8 hit requirement to injure.

  • @Cryopier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870625#Comment_3870625

    It sounds like you played in a way where the Survivors thought it was worthwhile to make the game long and miserable for you. Maybe reevaluate how you play.

    right. i end up finding the survivor but it's complete waste of time. Stealth in the game works when the game is 100% loss for the survivor.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870750#Comment_3870750

    I'm not convinced that the killer role having fewer perk slots than the survivor role is a good enough justification to let a perfect counter like that exist, personally.

    Or, more accurately, I don't think it makes that situation less questionable. I think it's still completely reasonable to think about how to make the perk a little less perfect at its job, the same reasons you'd want to do that for Distortion definitely apply to Lightborn even if in a slightly lesser state.

    lightborn wasn't perfect counter to flashlights. it got buffed. it used to be 70% increase blinding time. i don't agree with distortion change. Lightborn works as it should. the saying is, you don't need fix anything if it isn't broken. Lightborn is not an unfair perk therefore it does not need any changes.

  • @jesterkind said:

    Lightborn exists in a sort of annoying position in this game, where it's simultaneously not all that good and also designed in a pretty unhealthy way. It's not generally good, in my opinion, for one perk to be the perfect counter to an entire class of tools your opponent can bring- that's why Distortion was nerfed, after all.

    So, I was thinking about what I'd do to preserve it being useful and worth bringing while toning down that aspect of it, like what was done to Distortion, and I came up with this potential idea:

    • When a survivor tries to blind you with any means, you are immune to the screen whiting effect of the blind
    • Reveals the aura of the survivor who blinded you for 10 seconds
    • If you would be stunned by the blind, you are still stunned, but the other two effects apply

    In other words, the perk would be fantastic at baiting survivors into blinding you at pallets because they still get the blind from their perspective but your ability to track them not only isn't hampered by the screen whiting effect, it's improved by the aura. However, if survivors want to get a save when you're picking someone up, that's still possible, so you have to take extra measures to prevent it.

    Even then, though, you'd get clear vision and an aura, so it's still better than being hit with a flashlight save without Lightborn equipped.

    Personally, I think this would push Lightborn into a position where it's no longer a perfect hard counter, but instead opens up opportunities for the killer that wouldn't be present otherwise. It'd also allow certain survivor perks like Residual Manifest and Champion of Light to function, while still giving a slight edge against them. What do you guys think?

    lightborn is killer perk. it costs 1/4 of the killer build to use. distortion costs 1/16. the commitment for killer is way higher than survivor. big no to rework. i sometimes use the perk on Nurse because i do not like flashbang+background player spamming.

  • @HolyDarky said:

    In my opinion, the Distortion change was the most annoying change ever made but also one of the best change the developers did. Many players said that with the Distortion nerf killers will get a terrible time because now players use different perks but I haven't notice it while SoloQ feels slightly better. Sure there are players who use Sole Survivor to keep their rat life but overall, players use better perks. The next step would be to rework selfish perks like Sole Survivor and Left Behind and turn them into healthy and good SoloQ perks.

    The only aura perk that could be say is problematic is No Where To Hide (needs to be based around the gen and not around the killer) but every other aura perk is healthy for the game. Some players just hate aura reading. They don't really have an objective reason for it - it's just a personal think. They blame perks like BBQ and FTTE which are really healthy perks for the game because they encourage the killer to hook and go for different survivors. I saw also players complain about LP even though this perk only gives you value at the start and the start is the strongest moment for survivors - every pallet is up and it is up to them to go to a safe place when the killer comes close to them. Aura perks just tell you where they are but don't down survivors for you and there are plenty of counters to them.

    Also, Distortion in its current state isnt that bad either. While it is weaker than it was before, you are still able to leverage it to take chases based on your own terms as opposed to whenever the Killer feels like it. The token system does require you to take chase to gain tokens, which isnt the best for new players, but experienced players can leverage it much easier.

    It is the same with Adrenaline and MFT. After their nerfs, many people called them bad even though these perks are still good - just no longer insane free and strong. MFT pairs really well with DH, OTR, or a Stiptic, is strong against Legion, Deathslinger, and Houndmaster while can come handy in slugging situations. Adrenaline is still useful to greed a generator and to extend a chase by a lot in the endgame which is often the weakest moment for survivors. Distortion is still good to prevent an early chase due to LP when you have Deli and can protect you later in the game.

    While it let weaker Survivors hide and as opposed to being tunneled or repeatedly hooked

    I've never understood this statement. Distortion does not protect you from tunnling. DS, OTR, Blood Rush, Babysitter, BT can protect you but not Distortion. If the killer wants to tunnel, they will tunnel and also never use aura reading perks. If you tunnel, you use genslowdown to get a fast 3v1 situation with more than 3gens. This situation is only possible with gen slowdown - PainRes and GE for the first hook, then go to a nearby gen and kick it with Pop. Then come back to the hook and wait. I know this is not your statement, but still, I never understood it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870578#Comment_3870578

    If the devs wanted to introduce the eyeball notification from 2v8 to the main game, the one which tells you when the killer can see your aura, I'd be for that as long as the "Get rid of killer aura reading, full stop!" complaints come to an end. Because you can't justify killer aura being weaker or more restrictive than it is now. I just don't understand why survivors become completely incapacitated in the face of simply being seen. 🤷‍♀️ What do you do when that happens in other games, exactly?

    The main reason why the developers added the eyeball notification in 2v8 is because 2v8 is very chaotic and the developers wanted an easier time for the players. In theory and praxis you don't need it because you know when your aura gets revealed. But I highly doubt players will stop complaining about aura reading if they add this feature into the normal 1v4. I had players who complained about FTTE even though this perk let's you know when your aura gets revealed and it also tells you it is in play due to Obsession switch, screaming, exposing, and notification.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870582#Comment_3870582

    This is not true. Distortion is still a good perk and now healthy for both sides. On top of that, we also have many other stealth perks such as Lucky Break, Iron Will, Bite The Bullet, and Lucky Star. Stealth is neither bad nor deleted from the game. People just are bad at stealth and want it rather basekit than building with it. If you run one of these different stealth perks, many killers will hit off guard because they are not familiar with them. Same goes for survivors when the killer uses different perks instead of Pop, PainRes, or GE. This is also something I noticed during Chaos Shuffle, players get hit off guard by perks they are not familiar with while feeling lost when they don't have their typical perks like WoO. I don't want to say it's a bad thing but rather players need to go out of their comfort zone and test things out because you see the true value of some things no in the text but in the game.

    it's important to distinction between stealth and juking. stealth is avoiding the chase. Juking is form of looping for survivor that revolves around misguiding the killer to go in one direction in order to gain distance.

    Iron will, Diversion, Lightweight, Lucky break and Deception are examples of juking perks. While juking can involve stealth within them, it is often not the primary focus. they're like chase perks that have gamble in gaining distance with some risk.

    Stealth perk are perks that specific aim to avoid the killer. From winning stand-point, the objective is for killer to patrol a gen, see someone is working on it and than not find them, often look for a survivor to find no one there.

    examples of such perks are Low profile, Spine chill, Distortion, Urban Evasion, Calm spirit, Fixated, Lightfooted and Red hearing. it is not that people want stealth perks base-kit but rather stealth perks are bad and stealth is unrewarding.

  • @DragonMasterDarren said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870347#Comment_3870347

    This is bait, but I’ll bite

    In what universe does a perk designed to let you remove yourself from the game faster equate to voice communication? Because that’s the primary benefit of SWF

    coffeecrashing says that you need to be 4 man swf to get use out of the perk. my counter-arguement is that you don't need to be a swf. you only need to equip the perk. Killer tunnel your teammates, once they hit 2nd stage, you use the perk on them and take a hook state off your teammate. now the killer gets **** in time management. a single usage of this perk is still decent value since a killer has to additional chase to get your teammate out. 4 man swf only removes the risk aspect of the perk because typical mindset to counter this perk is to proxy camp survivors on death hook then hook the fresh hook person into 2nd state. if everyone has shoulder burden, you can eliminate the downside of the perk and rush gens by hooking trading.

    the perk gets even stronger vs killers that hook 1 person and slug. the 1 person that gets hooked has 3 additional chances instead of the 2. teams that run shoulder of burden+anti-slug perks are really tedious to play against if you adopt a hybrid play-style as killer. so this perk has now made me only slug or only hook and avoid hyprid play-styles. my problem is that i dislike slugging because most of the games that i have pure slugged, i have lost to good teams with 2E, 2 kills. so i don't favor said strategy but the perk punishes hooking. the teams that use the perk are kinda undefeatable.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870582#Comment_3870582

    We must be amazing survivors then if we could do stealth before and after distortions nerf

    For the topic: probably true. We saw a lot of people say aura reading is weak in our discord before and now they're complaining like the forums about wanting random (to us anyway) nerfs to aura reading. Does this mean we can call crutch and not be mocked?

    BVHR nerfed early game and mid-game stealth but made end game stealth the most annoying it has ever been for killer. i hate playing games as killer where i win super fast and than you have last two survivors that stop doing the objective and prologue the game 20+ minutes by hiding in lockers or going in obscure parts of the map.

    they nerfed the wrong type of stealth. the stealth that was related towards finishing gens is fairely irrelevant while the annoying stealth exists.

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