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Devil_hit11

Devil_hit11

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  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753850#Comment_3753850

    Nah, Spies From The Shadows is better than Discordance.

    Discordance only procs if 2 Survivors (or more) get on the same Generator, good Survivors do not stack Generators since you lose a lot of pressure and efficiency from doing so. And with perks like Prove Thyself getting nerfed over the years, this perk has progressively gotten worse and worse.

    Spies From The Shadows is in a good spot at the moment since Ultimate Weapon got nerfed, Survivors do not bring Calm Spirit anymore, and Calm Spirit is likely to drop more in usage rate with the new Lara Croft perk(s). Spies From The Shadows provides solid information constantly and passively with little input requires from the Survivors' or Killer's end.

    Dont get me wrong, I like both perks, I use them a lot… which leads me to speak from experience and generally say that I think Spies From The Shadows is just better at the moment.

    Discordance gives you information even when it is not active. You can more easily find survivors on generators to ambush them when they're split up.

    If 3 survivor are split up and you are chasing another survivor, you have 3/7 chance to find someone on generators. The number decreases as number of gens decreases. When discordance is active, it can act as pseudo gen defence blocking perk because you can push 2 survivors off generators leading one survivor to not work on gens+chase pressure you get from it.

  • @OrangeBear said:

    I think the only problem this perk has is the noise notification is annoying. I think it's a good perk otherwise.

    Noise notification is really good with Spirit's phase-walking. Imagine if it had exposed for 10 seconds, meta perk for Spirit.

  • Make it apply 10 seconds of exposed for disturbing crows then you might see it as "Meta".

  • @Blueberry said:

    Not enough people run Weave since the counter play is so easy. So the whole OoO thing is never going to happen.

    Survivors giving killer 5 perk slots? Sign me up. Who needs ultimate weapon when opponent gives you wall-hacks every 30 seconds?

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753266#Comment_3753266

    They already did? They removed the window AND made the passages take more time for a Survivor to cross, and less time for the Killer to cross.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753394#Comment_3753394

    Have you played on Forgotten Ruins since the hotfix?

    https://us.v-cdn.net/6030815/uploads/8X6VPAFPPVVZ/image.png

    no i am saying that placing these portals incorrectly on other maps can create infinities. Like for example you can spawn a jungle gym window, have a portal facing the window and than have another portal facing a T-L wall where you can do

    Window→Teleport → Window→Teleport→Window→Teleport. If the killer is losing chase, those windows will never block.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752949#Comment_3752949

    It's not anymore. The changes to traverse speed means that Survivors get basically zero distance when using them.

    it has potencial to create infinity loops.

  • @Blueberry said:

    I'll throw you the opposite, slugging shouldn't be punished. It's a means of map pressure and is high risk/high reward. We shouldn't be punishing the killer because your team is being bad and not picking you up.

    If anything we should incentivize hooking more. There's currently no reward for hooking unless they're on death hook and pick up, carry, and hook animation wastes a ton of time. You lose more than an entire generator worth of time just in locked animations from hooking during a match.

    Agree. At same time, i think survivors should have a risk to being bleed out every match if the killer slugs. there should be an alternative win condition for killer especially with survivor perks like Decisive strike.

  • @Shaddoll_Serpent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753211#Comment_3753211

    I mean, you could do the same against hook grabs, but that was removed for a good reason. It just messes with game flow too much and isn't very healthy that the killer can completely secure a stage with nothing the survivor can do about it. It's not like Doctor couldn't camp without shock therapy unhook denials.

    when hook grabs were possible, Doctor was stronger at face-camping because he could spam shock therapy and grab the 2nd survivor. You needed 3 survivor to rescue someone instead of 2. After he does grab someone, He can hit them twice during unhook or drop them.

    I consider doctor to be a good teacher-killer. He teaches survivors how to land skill-checks, how to use teamwork to properly unhook someone and how to judge distances and use critical decision making in loops. I don't think it is wise to just nerf him so you get free hook saves. He is already balanced as a killer. He is just not particularly good vs good players because the good player learned to how deal with all his tricks. Skill-check are too easy. pre-running is too strong for doctor and survivor can loop in smart way to extend loops to make his chase power ineffective. You can label him as noob-stomper. Unhook camping with shock therapy is just another one of his tricks to play against alongside all his other tricks.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752757#Comment_3752757

    What option would be better, in your opinion:

    • Permanent exhaustion

    OR

    • Not working while exhausted

    I am not sure. Both condition achieve similar results . the dev tried Exposed drawback. it was too little of a drawback for Made For This. The perk needs drawback where it is good enough for a player to select it but not to make super powerful where everyone uses it. Dev had similar problem with Dead hard where the perk was universally the best perk for looping in every situation so it took a few iterations until the perk was usable but not always the best option in every situation.

    The current deep wound drawback is bad because it removed the consistency of the perk making it a dead perk.

    They need keep consistency of the perk where it is very frequently active but not make ambiguous the best exhaustion to select every time.

    I would tried one of two conditions:

    1. Healthy condition
    2. When the haste is active, your vaulting speed is reduced by -30%.

    Maybe both at the same time. I hope the dev do give a another try to revive Made For This as a perk. I like using the perk but the perk doesn't provide any value in the average game for selecting it. The effect is too infrequent.

    Other drawback ideas could be

    1. You start the game with -1 hook state.
    2. The killer can see your footsteps in the chase (Similar to how Survivor can see Chucky footsteps).

    Current made for this requires you to bring a styptic agent med-kit, Dead hard and Off the record. a 3 perk combo and item. Your 4th perk implies decisive strike to reset deep wound. too much investment.

  • the event is bvhr's best attempt to make every killer A-S tier viable. Pig only get to be S-tier once a year. I am sure the survivor can tolerate for few weeks.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752661#Comment_3752661

    Doc is able to completely deny the Unhook if the Shots are timed correctly.

    no he isn't.

    If two survivor stand like 12 meters apart. One survivor runs to the hook and begins unhook, they get shocked. the other survivor runs to hook, you can unhook the survivor.

    Doctor has 1 second cooldown for using shock therapy and 1 second charge time to use electric+0.52 second time for electric to shock with 2 discipline add-on. this is 2.52 second cooldown between shock #1 and shock #2.

    Hooking time is 1.5 seconds. In a swf, a player can 99% their sprint burst so they can rush the hook quicker as soon as doctor shocks attempts to shock survivor #2. As long as 1 survivor is not hit my electricity, you can always unhook.

    It must be hilarious watching bronze level survivor players failing to unhook their teammate against a doctor mindlessly spamming shock therapy at hooks.'

    Doc needs a 50% faster charge time add-on for shock therapy for this to be viable strategy.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752960#Comment_3752960

    The whole idea of a god pallet is that you can drop it and get distance regardless of what the killer does.

    A pallet that auto breaks itself really isn't a god pallet.

    remote pallet break is good because you can play low-tier weaker chase killers in the event.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752747#Comment_3752747

    You may be right, but I'm not sure.

    It's too bad all these perk are just concepts that likely won't get in the game, because the best way to see whether the speed boost given by Dying Energy is good, bad or op, would be to try it out.

    I think it is too strong because you can stack it with exhaustion. The other issue is that the survivor can use it on death hook. voiding entire drawback.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752737#Comment_3752737

    About Dark Theory, the current effect is quite useless and bit unfitting. At first, I wanted to just make Dark Theory an Invocation since a permanent effect would be more useful, but then decided to move the effect to another perk.

    As for Weaving Spiders, an earlier version of it that I had would be 3 charges per joining, but it would only need 10 seconds. I decided to make it more like the rest of them.

    And Dying Energy could maybe have the joining effect decreased to 0.5%

    Anyway, I'm glad that someone cares.

    i don't think they have given up on mechanic. it is new mechanic still relative to the game lifespan. I don't think they'll give you a continuous haste perk without making it an pseudo exhaustion perk.

    That being said, Dying energy would be good rework for Made for this. You gain 3% haste. Cannot be used while exhausted. the killer can mori you.

  • @Blueberry said:

    Definitely some better addons, but nerf for his base kit imo.

    They made his healthier play style better, but it's still bad and not viable. Nerfed his strongest(but still bad)/unhealthy play style though in return.

    i think his strongest play-style in pincer still exists. It just has higher skill-floor. I think his add-on are no better than before because the 300% depletion makes dried horse meat a mandatory add-on and the 10 meter restriction for placing a patrol makes call to arms a mandatory add-on.

    So in many ways, knight has less add-on variety.

  • @scoser said:

    The last time I remember the devs discussing it, they said something along the lines of it being nearly impossible to do so without having to rewrite a bunch of the game and/or causing a ton of unrelated bugs in the process. Hence, they went with the P1/2/3 = that level of perks on all characters solution instead to the hellgrind.

    yes. it is because every single perk is an object in the game. this game has 264 perks. 264 perk x 3 level is 794 objects. it would take them ages to delete. they'd spend a long time to delete and rewrite code. the levels are also closely link to blood-web so they have to rewrite the blood web code as well.

  • Devil may cry? Really? What would Dante and Vergil's power do in DBD?

    All i can imagine is Vergil using Judgement cut at a range. Wesker's model and coat looks like a template for his model. Just change the hair to white and give him a blue coat.

    Dante? All i can imagine is Dante using his Devil may cry 3 guitar. I really don't know what dante's power could ever be in dbd.

  • @HexHuntressThighs said:

    I’m surprised they haven’t done an add on pass on Freddy. His additional penalty for missing skill checks have to be replaced to make it fair. Huntress had an add on that made survivors hit by a hatchet 5% slower at repairing gens for 15 seconds and that got removed because it was problematic. Meanwhile Freddy has two add ons that can be stacked to make a survivor who misses a skill check lose 18% progress instead of 10% And honestly they should remove his pallet add ons and make them basekit.

    because nobody misses skill-checks that is good at the game. Freddy also has permanent oblivious which prevents him from using overcharge/oppression skill-checks with unnerving presence. Lullaby can be cleansed. Huntress add-on for -5% was 120 seconds. It was a mangled add-on+-5% repair add-on. This was before mangled was on a standard for unlimited duration. Now it got changed to be limited duration but it is worse then where it started.

  • @ArkInk said:

    Extremely useful for Endgame saves, but I'm mostly concerned about how disproportionately this affects M1 killers compared to Blight or Nurse. The top still have little issue tunneling, but now the bottom are going to struggle with that and securing a kill in Endgame.

    I think they made the right move in buffing it, and I'd rather it get toned down a bit numbers wise than reverted or left as is.

    blight gets affected by the perk in loops. 110% m/s for blight on loops is very good. you can turn corners so easily and use objects more easily.

    While nurse is only killer to be unaffected by the perk on grand-level, She has different anti-tunnel weakness, that being Endurance. Namely dead hard and Off the record. These two perks are good anti-tunnel perks vs nurse. they put her power on cooldown.

    There exists a single killer who is unaffected by the perk. This killer is Pyramid head. A killer capable of putting survivors in cages. Since cages don't count as hooks, He is able to bypass the perk entirely.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750850#Comment_3750850

    I mean, the sphere isn't meant to be a direct chase tool. It's meant to be for info and disabling magic items. I just think it'd be neat if it had a bit more utility.

    I don't think the other Magic Items need buffs at all, though.

    Still think sphere spell is too weak. 30 second of exposed is what i'd suggest.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750966#Comment_3750966

    5 seems like quite a bit, I was gonna say like 2-3. Even said, I don't think it's that far from being one of the more balanced maps comparatively. Like if we're gonna call that killer sided, what would we consider balanced? I'd say Coal Tower and I don't think Coal Tower is that heavily far off from Rancid.

    In general I don't have an issue with adjusting some more killer leaning maps. My main issue is that I don't understand why those should even be looked at until we bring more survivor sided ones in check first seeing as there's at least twice to three times as many survivor sided issue maps as there are killer ones. Like the likelihood of rolling a bad map as killer is significantly higher than the chance of rolling a bad map as survivor.

    in my opinion, the most survivor sided map should be Ormond or Eyrie of crows. if a map is stronger then those two maps, it needs to be worse. The two maps that stick out for being too strong on survivor is Badham preschool and … still Garden of joy. I think they need weaken these two maps a bit. I am not entirely sure how to weaken these two maps but those are the two that stick out.

    Most maps are about as survivor sided as they need to be. It is really killer powers that more of the issue. a lot of killer have too many drawbacks in their power and under-tuned kit. While they are improving killer little by little, the weak killer powers suffer on survivor sided maps.

    The other aspect that can help killers with stronger maps is better base-kit game-delay mechanic. As peanits wrote almost 2 years ago on the 6.1.0 update , Killer should not feel like they need run game-delay to compete. It should an optional choice to run said perks, not a mandatory choice. I wish i saved screenshot of his post 6.1.0 post where he talks about that but anyway. Since then, killers have only received 2.5% extra regression on kicks and gen-taping changes. from my personal experience with the game, i do not notice these gen defence changes at all. the game doesn't feel any slower when i kick gens. So to me, it is low impact.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750951#Comment_3750951

    Yeah we fundamentally disagree on a lot here.

    "The thing, when we talk about stuff like Tier lists and which sided maps
    are, is that the strength level of maps is decreasing for a very long
    time already. So there won‘t be any time where maps will be balanced and
    not survivor or killer sided. "

    Yes I agree the strength of maps has been decreasing over time as historically they were wildly too strong so we've been on a constant path towards evening them out. Obviously perfect balance would never happen, that's a given. However we can get the game to a state where that balance discrepancy is significantly smaller, as we have been working towards.

    "It’s obvious that people will complain about badham, when it is stronger than the other maps, but it is a fair map"

    Yeah this is just completely not accurate. Badham is not a fair map, even remotely. Even the majority of survivor only players that have a heavy bias would still agree Badham is not a fair map at all. What is generally considered by most the community to be one of the more fair maps would be Coal Tower.

    "Not like haddonfield. On haddonfield it doesn‘t matter how well you play, same on rancid, Borgo realms and temple of purgation."

    I do think Haddonfield is too heavily skewed towards killer. That said, there are so many more survivor sided maps that touching this one first doesn't make sense until we even out more of the other maps. Rancid and Borgo are more balanced maps than killer sided. New Borgo variant is killer sided though. Temple of Purgation is a very survivor sided map.

    "As killer you can always improve and get better, but as survivor you are
    pretty limited. At a certainty point it only comes down to maps and
    perks"

    You have this backwards. Replace killer with survivor. At the higher tier skill levels of good vs good the game is very survivor sided. This is agreed upon by most the community. You even see this is comp with many, many restrictions put on the survivors in an attempt to artificially balance the game. For most the killer roster you reach a point where there isn't much more you can do and you're just losing from killer selection and map rng. Survivor has the most agency. IE if both sides play perfectly, you lose as killer almost every time. Whether or not you lose depends how many mistakes the survivors make, it's reliant on survivor mistakes for the killer to win, that is agency. Killers are vastly more reliant on perks than survivor is. If both sides are playing with no perks it is handicapping the killer vastly more than the survivor. You can afford to run meme perks on survivor, but you generally can't on killer.

    "Then they should decide either to buff killers or rework maps to be easier for killers, but not both."

    I agree here. The fundamental issue is map balance. Either fixing all the bad killers to handle the skewed maps or fix the maps. Seems they're heading in a direction of a blend of the two.

    "Shure there are killers that currently suck compared to the others, but even they are performing pretty good currently."

    The killers that suck are not currently performing good.

    "getting hit at a rigged 50/50 pallet, where the killer got nothing to do
    besides waiting for the pallet drop or hitting you through pallets,
    because of bad internet. New maps mostly only got rigged 50/50 pallets
    and not even enough of them."

    What's wrong with a 50/50? That's balanced for both sides. Most maps in general have too many loops that the pallet is forced break, encouraging boring/no counter play pre drop game play. Many loops once the pallet is thrown makes like a 70/30 skew in the survivor favor where the loop is generally unplayable as killer and forcing a pallet break unless the survivor just plays ridiculously bad. We need loops that are more realistically playable once the pallet is down.

    "Then the new maps got almost nothing to work with, because simply
    nothing spawns. What are survivors even supposed to do, when there is
    nothing. Am I only loading in a match for the killer to have his fun or
    to be bored as killer."

    While I agree with your premise, the way you feel on those maps as survivor is how killer feels on many more maps.

    "Maps got so small, that you can‘t work on gens or hide from the killer.
    Besides that they don‘t look good, when they are too small."

    There isn't a single map that is currently too small. Most maps are way too large. Coal Tower is the perfect size and what most maps should emulate. Small maps encourage player interaction. Hold W is such a boring and zero counter play interaction that is encouraged when maps are too large.

    "Too little/less bushes or grass to hide in is a problem, when they remove them alongside all recourses "

    I agree. Most maps need a lot more bushes/grass ect.

    i'd say racid abbatoir and haddonfield suffer from pallet density. they should add 5 extra moderately pallets on the map.

  • @danielmaster87 said:

    Also, nerf Ultimate Weapon even though Hardened was right around the corner? Ugh, these devs. They did the same thing with Ruin/Undying. Nerf it and then release Counterforce.

    will they ever buff ultimate weapon? it is like dead perk. its current iteration would need to be like 48 meters…..

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750907#Comment_3750907

    I mean sure, you dont necessarily need strong build A. because there are also strong builds B-H, and it is also fair that people tend to not want to play against the most busted stuff… But that is not what I said, whether you prolong chase time or are more efficient with the current chase time does not change the outcome of "gens are done when chase ends" and I would even go as far as to say being faster on gens is better because more ressources are stil up then.

    Yes items are a weird thing, they are just the bp sponge, same as killer addons so people have something to spend bp on from a balance perspective they are questionable at best.

    I enjoy using hyperfocus. to some degree, i can land a lot of skill-checks on hyperfocus but it is tiny bit too stressful to use. that is why i wish This is not happening was improved a little bit to make the perk a little less stressful. Hyperfocus is also fun to use as survivor. it makes gens more interactive.

  • @Blueberry said:

    The reason you see more survivor sided maps being pulled the other way is the fact that most maps are survivor sided. Very few maps are killer sided.

    issue with saying x map is killer side or survivor sided is that each side can turn a map into killer sided or survivor sided based off how they play the map.

    Forgotten ruin is great example. it has whomping 68% kill-rate. It used to spawn infinity windows with portals however you have consider that killers can hold 4 gen at the top side and never enter dungeon.

    The killer that do enter dungeon can make dungeon death sentence. Just play hag, trapper, leatherface camping or dredge to understand this.

    Many maps in dbd are survivor sided when survivor uses loops correctly and killer blindly plays the match as hooking game game to race to 12 hooks but when killer starts using gameplay strategies.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750878#Comment_3750878

    I would say it fully depends on the numbers and you don't necessarily need anything but such perks if you are good enough, if your whole team does solo gens within 40 seconds what do you need anti tunnel for? The game is over in 2 minutes anyway in that case...

    while i do think that gen progression perk are strong for survivor, i would not consider them broken. I do however think that toolboxes are very over-tuned with perk synergy. I also share this community opinion with med-kits that med-kits are over-tuned and when they are combined with second-chance stacking builds, they're very obnoxious. I don't think anyone enjoys playing killer when the team has Exhaust/Decisive strike/Unbreakable(Abuses pallet-stun tech with slugging)/Adrenaline with Med-kit with Syringe. You can argue that you don't really need gen progression when the entire team has 4 second chance perks and instant-heals mid-chase.

    I don't consider item balance for survivor. survivor items is are wildly outdated in dbd 2024. They're just very poorly thought out mechanic. I don't think the item balance should prevent dev from making perks playable. I.E Decisive strike should not be balanced around Med-kit Syringe. Decisive strike should not be 1 second stun because purple syringe can give borrow time for extra 5 second. Just the same that Hyperfocus should not be balanced around toolbox.

    It would be good idea to nerf med-kits to the ground(such as removing self-heal option) and adjusting toolbox numbers in combination with reworking build to last/scavenger +nerfs to streetwise but that another can of worms to go through when nerfing survivor crouch mechanics.

  • they should buff lightweight to remove all scratch marks from the survivor but make perk have an exhaustion clause.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750572#Comment_3750572

    That's not how it works though, that would be assuming that the other progression stuff does not still make the gen faster… If you don't get more skillchecks because the gen is already done that is a good thing? Your goal is not to have as many skillchecks as possible but to get the gen done quicker, so I don't really understand what you mean… "The gens get done quicker so less skill checks" does not even make sense for autodidact, sure you will get less value out of the perk, but overall you will still get the heal faster than normal…

    stacking gen perks is good for like world record gens but i don't think it is practical for a survivor to use more then 2 gen progression perks. It is better to have combination of chase anti-tunnel perks and gen progression.

    Something like 2 anti-tunnel(chase perks) like Dead hard+Decisive strike with 2 gen progression is ideal.

    this is because chase perks and gen progression perks multiply by each other.

    For example, if you use dead hard and waste 30 seconds of the time. 30 second of extra chase is multiplied by say Deja vu. 30 x 0.06 = 1.8 seconds. when you multiply this by entire team, like 3x, it is effectively 36-37 second chase. if all 4 survivors have it. 7.2 x 3 = 21.7 seconds. so a 30 second chase is like 51.7 second chase in effective time waste. the time added to the chase for killer is far more impact than stacking gen progression. I could many other examples like Lithe, sprint burst, balance landing so this applies to most good exhaustion perks if used correctly.

    This is not happening+hyperfocus is just another alternative gen progression choice. there is many gen progression choices. Like Barbic inspiration+Prove thyself is another choice. Deja vu is another choice, resilience etc.

    Of course there is streetwise+build to last with toolboxes in swf that outclasses everything but that is item-balance. what do you expect from item balance? shrug.

  • -allow legion to damage deep wound timer.

    -grant the survivors a special item ability to sprint burst for 200% m/s for 2 seconds to have some counter-play to avoid the m2 hit.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750663#Comment_3750663

    It's more that I got tired of people complaining that the first few gens go so fast, so I created a perk that takes advantage of that fact. Rather than give killers tools to prevent the first few gens, I came up with something that makes the subsequent gens much slower as a direct result. There was even some level of hope that I could get people to start thinking about the ways in which those later gens are already harder to get done even without a perk like this, but maybe my hopes were too high

    Well, the main reason was that I wanted to come up with a hex perk that activated whenever a gen got done, but that was the reason for the specific points of my design.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750706#Comment_3750706

    I mean Remember Me adds 24 seconds to gate time and nobody uses that perk, this would only add 10 or 20 seconds depending on numbers

    yes i already suggested this change as base-kit.

    Generator time went from 80→90 seconds. This is roughly 10% increase to gen-time in early game. admittedly, it is a less effective in the end game because survivor can stack-up on last 2 gens. at same time, killer 3 gens on the final gen. I personally prefer them to revert Thanatophobia to grant 2/4/6/20% repair speed negative and 5%/10%/15%/20% -healing penalty for each injured survivor. Sloppy butcher already got nerfed with limit time mangled effect so I don't know why thanatophobia is not getting revert.

    Thana already artificially does what your perk does. Killer loses first 3 gens building up thana stacks and then survivor can cleanse the debuff by healing(instead of looking for totems).

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750707#Comment_3750707

    Current Billy isn't uncounterable, though? Even without Interloper Gear, Mage Hand is not a guaranteed hit. It's just far too strong for a Magic Item, and it stands out above the rest significantly.

    Also, the Iri Book and Horn makes it so only 3 skeletons spawn. They're comically easy to dodge. The only people that's going to hit are people who don't know about the addon. Also, having to dedicate 2 addon slots to make a Killer's power consistent is not a good thing.

    I know the tech for Vecna. I'm very aware of it, and I use it. It just doesn't sit right with me that that is the only way you're going to get a hit against a Survivor who knows what his power does. They don't even have to be good, they just have to know you can crouch the skeletons.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750655#Comment_3750655

    All of the other Magic Items give you a greater awareness of the ability itself, but they don't directly buff you. They just make it easier to see it coming. Interloper is an outlier in this regard, and I don't think it should be as it is. It'd be like if you could find an item that makes you speed up every time Doctor shocked you.

    I do also know Raven Feather exists. That doesn't change my point about Fly.

    Exposed on the sphere would be far too much.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750564#Comment_3750564

    I'm not sure if making it faster would solve the issues with it, honestly. I don't know. Having a lingering trail could be nice, but I think it'd create scenarios where dodgy hits occur often, like Huntress for example. I'd really much rather have them make the Skeletons actually able to hit people somewhat consistently.

    Remote Hooking is kind of jank as it is in the event, I'm not sure if they'd be able to smooth it out enough for a killer power. You generally can't use killer powers while you're carrying someone as well, so I think a Remote Pickup would fit better in the game's design rules.

    yeah i think that major problem with his other items. they're too weak. they should play bigger role in outplaying his abilities. Fly can arguably get a small buff to reduce recovery by 0.75 seconds but his fly item should also maybe grant a little bit of haste.

    I would suggest like 30 second exposed on dispelling sphere. It is currently very ineffective in the chase and contributes very little to his kit in most games compare to other 3 spells. there is lack of fear element to it. you can practically put this spell on 0 cooldown right now.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750663#Comment_3750663

    secondary objectives should provide some form of value, and not just be a net buff to the other side… For example gather map pieces to show chest and totem positions, gather a flair gun to show the aura of a generator. Gather pieces of a bnp to apply that on a generator stuff like that, where when you don't do it it does not hurt you, but when you do take the time you get something out of it.

    no they shouldn't. hex totems should provide an effect and the punishment for not doing them is the perk. It is just that most hex totems are too easy to remove. at one point i suggested bouncing hexes which could go all the way up to 4+1 cleanse. Perhaps it was a bit too extreme. Maybe it should be 3 hex cleanses. so undying re-ignites itself 2 times.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418940/hex-entropy

    That would be super busted together with Pentimento, therefore this is a hard no...

    I'm all for incentives to cleanse dull totems, but there has to be something else than adding additional Gen time...

    it makes survivor do secondary objectives. it is similar to my old idea with hex:undying to provide secondary objectives.

    @sizzlingmario4 said:

    This is too strong. It’s not like Pentimento where you know where the totems are because you already cleansed them once before. Also, the counterplay is cleansing yet it makes cleansing take longer.

    Maybe if it was just 10% penalty to repair and healing (and nothing else) per totem and the totem aura was visible within a short range (maybe 16 meters like Plaything) this would be more fair. But even then it would be really strong with Pentimento so it might not be balanced anyways.

    someone got sick of gen-rushing survivors. so he made a perk to counter gen-rush.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750456#Comment_3750456

    I know. I do that. It just shouldn't require me to have two abilities off of cooldown to get use out of one.

    nope. no change for intereloper gear. his kit is balanced around items existing. this is why it made no sense that they nerfed mage hand or anything about Vecna. the counter-play was already there for survivor on silver platter.

    0.5 second flying increased duration is an add-on.

    Flight of the damned in my opinion was designed around spawning it on the survivor. i am not sure why it needed greater audio/nerfs.

    Dispeling sphere works as intended. I personally think it should expose the survivor because it is little underwhelming.

  • agitation+iron grasp is better. you can hook everyone into the basement in most instances.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750378#Comment_3750378

    You just started of by saying in practise you don't need anything else than hyper focus... Why are you going back on that now?

    So i would argue that any other progression perk are overkill/waste.

    I stated any other progression perk. This is not happening is not a progression perk. it makes skill-check easier to land. you don't need any other progression perk because the longer an interaction takes, the more skill-checks you get meaning you'll have more chances to gain progression assuming you stay on hyperfocus 6 for entire gen with 0 misses.

    an analogy is autodidact. if you have +150% healing speed, the faster you finish heal, the less odds you have to get autodidact, the less impactful the perk is. it works opposite way as well. If you are healing during a -50% healing speed decrease, autodidact is more potent. Hyperfocus is similar thing for gens.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750280#Comment_3750280

    Nobody is good enough to hit every single great Skill check, especially when they become faster... It might be theoretically possible, but not in practise... On top of that does stake out not also give you increased value on greats? And it also helps you out if you miss one, which will happen, because nobody is perfect.

    I would not call it cheesing when you use a synergy... I don't think there is a single person out there that can hit 30 hyper focus skill checks in a row without any other perk to help them out... Aside from the obvious part where you won't get 30 skill checks while doing one Gen...

    that what this perk called This is not happening is suppose to do. it is suppose to make skill-check easier to land. the number are under-tuned.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750269#Comment_3750269

    That would be really strong if you have both things... Hyper focus, this is not happening, stake out, resilience/streetwise and a toolbox and you will slam gens solo in less than 50 seconds...

    To Do that currently you need to be at least somewhat decent at hitting skill checks, with bigger zones though it might become more accessible to otherwise weaker players.

    in practice, hyperfocus doesn't need any support perks to be good. you just need to hit every single skill-check without fail. So i would argue that any other progression perk are overkill/waste.

    it is just that hitting 30 skill-checks in a row with hyperfocus 6 is too difficult. as a result, most player cheese hyperfocus 6 with stake out. This is not happening is perfect perk synergy for Hyperfocus, unfortunately the perk numbers are a bit too low to prove any use.

  • second rework was stronger. followed by original version. I miss 2nd version.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749366#Comment_3749366

    Thank you for saying this! I toned it way down because I thought the immedaite knee-jerk repsonse would be "no, too op!"

    At first I didn't even have an upper limit to how many charges could be removed, but perks need 3 different tiers of effects so I threw that in.

    How about this?
    [New] - While injured and one hook away from instant death, this perk activates. When you perform a great Skill Check on a generator, reduce the maximum required generator progress by 1/2/3.

    Honestly, the big downside of this new effect would be its incentive for killers to tunnel.
    "What if they have This is Not Happening and now they're gen-rushing me? I have to remove them from the match!"

    i think hyperfocus+this is not happening has potencial to be decent combo but i think the number of this is not happening are too low. if they buffed numbers by even a little bit like 30%→50% and removed injured condition, i think i would consider using this perk as my prefer gen progression build. i wouldn't run 3 or 4 gen perks as i find it too risky but just the two perks would be really good.

  • @SoGo said:

    Interesting change.

    Almost nobody uses Yun-Jin's perks, but this change might make Fast Track more appealing towards players. If this got implemented, I'd also like the amount of tokens per hook increased to 4.

    i'd like to see a different change. maybe something like it regenerates tokens every 30 seconds. you gain 1 charge. don't think this perk will ever be used more then other gen progression options.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750196#Comment_3750196

    Pretty much agree with most there, and yeah those perks push the benefits of these items further, which is all good stuff. Overzealous and Inner Strength is a very nice combo.

    I think the thing to realise is long time veterans who have memorised the maps, tiles and spawns, and know every mind game in depth at every loop vs. every killer don't need auras, and thus don't need maps or keys...

    However the players who would find them very useful are the players who haven't got to that level of play yet. At lower levels everyone still uses medkits with syringes and commodius toolboxes, but a significant reason you only see these is because you can get these quite easily. Both of these are useful even at their most basic form, and then an iri add-on can be slapped on any version to get more value. For keys and maps, you basically need the iri item, then usually good add-ons as well... which most lower level survivors just don't have, or not enough of to try and run/learn them.

    I find blood amber keys very clunky to use because you need channel the key in advance to predict a mindgame that might not happen which waste the charges of the item than then you have let go of key to vault windows or drop pallets.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750194#Comment_3750194

    Regarding the clunky keys and start up, you only need a brief flash on what the killer is doing, and it really helps you stop making dumb mistakes at high tiles. You flash as you turn a corner and barely use any charge. Especially with Streetwise the key can last ages.

    It's tricky sure, and takes a little getting used to, but that's because the effect is very strong, if it was instantaneous it'd be absolutely brain dead.

    I think this is also derived from the same issue. In order for the effect to be worthwhile, you need the iri version, and even if you're survivor level 10 you hardly have an abundance of iri keys... so even trying to learn it is a pain.

    using blood amber key is kinda like playing doctor as survivor. you need to know what killer is going to do in advance to use it and even then, an extra health-state kinda does more on average. I agree on this sentiment to some degree that wall-hack for experience survivors such myself is not nearly as good because of amount of experience in mindgames and movement. I would personally like to see the key channel time and map channel time be reduced by 50%.

    Maybe buff overzealous a little bit more for higher map value. Inner healing could also use a buff. Maybe it starts trial active. it is not very popular perk from what i have seen as killer.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750082#Comment_3750082

    Clunky to use? Keys are pretty darned easy to use man... sure the potential value of a syringe medkit is better, but that is a one attempt gamble that can be undone by losing a single mind game… keys you can use as long as you have charges multiple times, and basically makes you immune to mind games.

    Maps do have low detection range, which is why you use a stamp.The odd stamp gives you a 20m bubble of detection, which is suddenly quite large. Just a casual walk to a distant central gen at the start to split up from your team, and maybe 1 allied unhook and it's not uncommon to have 40% or more of the map's aura revealed.

    Honestly the iri versions of both are pretty damn good... the problem is the lower tier versions suck... especially keys. You can make a green map work, but it requires heavy investment.

    if that was so true, i wouldn't be seeing 2 syringes on over 50% of my matches. the basic grey med-kit with no add-on is more damaging then a map or blood amber key.

    Clunky to use? Keys are pretty darned easy to use man.

    I find blood amber keys very clunky to use because you need channel the key in advance to predict a mindgame that might not happen which waste the charges of the item than then you have let go of key to vault windows or drop pallets. they're also high perk investment because blood amber reduces the charges of skeleton key by -50% which kinda forces you to use streetwise and even build to last due to the "wasting" of key.

    Map is pointless. the only perk that makes this item worth using is Overzealous. this perk allows you to gain 10% repair speed bonus after cleansing a totem. those who remember old toolboxes will know why. Old toolbox used to scale 10/15/20/25% repair penalty. 10% was grey toolbox. commodus was 15%, Mechanic was 20% and engineer was 25%. alex was 5%. Overzealous allows you to get an old grey toolbox for 10% repair speed. If paired with Deja vu, you get 16% repair bonus which was old commodus toolbox with 180 charges.

    You can sub a map to use an old toolbox with setup of having to cleanse a totem. Still, i don't see anyone use the perk. It is likely because # for overzealous is likely still to low. Maybe survivor would use this at 15%? from my observations, the dev do not want to buff maps because they counter hex totems despite keeping hex totems in a spot where they're mostly ineffective. For example, in recent DND chapter, there is a perk called Near sighted which is suppose reveal totems but it does not. The survivor in their description says that they're suppose to reveal totems but they are unable to do that. that is evidence to say that they're against adding any totem finding perks. Alan Wake's Boon:Illumination and Mikela's Clairvoyance perk are also perks that look like they should have totem finding on them but they do not. Mikela used to find totems in PTB but was quickly removed cementing my point.

  • both Z-tier items with no real use. the blood amber key is clunky to use and med-kit instant heal is better chase enhancer then the key. Maps have low range and corresponding perks that make use of maps are low reward.

  • no. not really. her perks make more sense on different survivor. Like meg having fitness, Haddie having that weird aura perk instead of that irrelevant inner focus perk or whatever it is called.

  • i don't really consider skull merchant as a zoner killer. leaving loop is as advantage vs her as it is with any other killer. i would consider zoning more like a hidden lose/lose mechanic where the survivor is restricted to some play that if they do x play, they get hit, at 100% consistency.

    For example, if Michael Myer's has tier 3 and bamboozle, a survivor that is near a window will not be able to make it around the shack loop if they are too close. Myer's tier 3 is zoning the window because the survivor being near it results in them getting hit.

    Brutal strength is another zoning perk that if a pallet is in the corner of the map, the killer can push the survivor in certain way such that he breaks pallet but the survivor doesn't make it to next loop.

    Most zoning killer are poor design. I think only well-designed zoning killer was old deathslinger because… he had artificial zoning mechanic but his artificial zoning mechanic was psychological. the survivor could outplay it.

    skull doesn't have any lose/loses. her power artificially shrinks the size of loops by lowering survivor m/s in relation to the killer. your meant to utilize pallet vaulting at the correct time to outplay her. on lesser safe pallets, she mostly dominates with only counter-play being to stun the killer with the pallet. It is same gameplay loop that clown has.

    there is a little trick to zoning with her that is very advanced. it is trick that revolves around placing a drone, setup the beams such that when you break the pallet, the survivor get scanned with hindered penalty. it is sort of like artificial version of brutal strength. your unlikely to see this play unless the player is really good at her which most skull merchants are not that good. I don't think this needs changing because clown can also throw pink bottles/speed up before his pallet break to do same thing.

  • looks like dead killer.

    /s

  • he's lore accurate but not fun to play or strong. fun to play is most important for video games.

  • @Aven_Fallen said:

    You are 100% correct. Before the Buffs, Billy-players were just total Gigachads who did not really care too much about winning, most likely even 0 Slowdowns and who just wanted to get some Curves. But even then you can run into some pretty oppressive Billy-players, but this was fine, since they were good, but chilling.

    Now that he is buffed, you get the more unpleasent Billy-players, those who stack Slowdown and use the mobility to rush back to the Hook to tunnel. In the end, he got stronger and easier to play, so the result is expected.

    Still IMO one of the most enjoyable Killers to go against.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747955#Comment_3747955

    He can get some slight Nerfs IMO. Some things I have considered (as someone who played Billy for a very long time before the buff and even before introducing Overheat):

    • Removal of Cooldown Add-Ons —> Those are dumb and were one of the things which should have never existed and I am really unhappy that they brought them back. It makes missing with the Chainsaw too forgiving.
    • Cooldown on Overdrive —> Currently a Billy can benefit too much from leaving Chase, because Overdrive generates so quick. A small Cooldown before being able to generate Overdrive after being in Overdrive is warrented IMO. So that he has to spend a few seconds in "base form" (which is still super strong) before getting into Overdrive again.
    • Increase of Terror Radius —> At least in Overdrive he should have a larger Terror Radius. Wesker has 40m because his ability allows it to close the gap very quickly. With Billy the Survivor has like 1 second to react when starting to hear the Terror Radius, so 40m Terror Radius at least during Overdrive should be fine.

    This just as a sidenote. I dont think Billy is in a bad spot or one of the Killers which is in need for a Nerf, but small Nerfs are warrented.

    why should we gate keep other killers players from selecting the killer? My impression is that a lot of blight players switched to hillbilly because Blight became worse and Billy became better.

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