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Devil_hit11

Devil_hit11

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  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687561#Comment_3687561

    When they nerfed undying, they also argued it was redundant with Thrill of the Hunt:

    https://us.v-cdn.net/6030815/uploads/GG3QX0Y7FBM0/image.png

    Which sounds funny now, considering both ended up without their information features and there are lots of perks now that are more redundant than that: genetic limits and septic touch, Teamwork: power of two and Blood Pact, and hell, we just got Unforeseen, which is insanely similar to Trail of Torment.

    exactly. It is like they're running out of idea's for perks.

  • exhaustion is designed prevent another exhaust perk from being combined.

    Example is Sprint burst & Dead hard. Removing Dead hard exhaustion allows the user to use Sprint burst to gain speed and then dead hard to gain speed again. Dead hard is still exhaustion perk worthy. It just cannot be spammed as previous iterations. They do not want survivors to stack speed-boost effects. Lithe+Dead hard, Balance landing+Dead hard in same chase, etc.

  • his idea that when chasing a survivor with a tape to hook a survivor turning off tv is for survivor to drop-off their tape on television. If they do not drop off the tape, the sadako can spam tv teleports. He is trying eliminate the tapes from turning off your televisions for 70 seconds with no downside.

    I simply do not like whole premise of current sadako mindlessly spamming TV's to gain a mori. I liked 2nd version of sadako the most because you had to be good at m1 play to capitalize off-tape condemn build-up. I also like 1st version to some extent because iri-tape refreshing tv's meant that you had to be good at m1 play to keep turning off your televisions. current sadako lacks m1 hit proficiency to build curse. It is all TV-related now.

  • @anarchy753 said:

    I would say no, only for the fact that Face the Darkness got a huge buff because survivors will no longer want to run Calm Spirit every game when Ultimate Weapon isn't a screaming perk. That means Face the Darkness + Thrill is going to be more annoying to play against, and adding back the notification to Thrill at the same time will make that awful.

    I do agree it shouldn't have been removed in the first place though. It would be like reworking Territorial Imperative in the recent patch so you can't counter Sable's perks with it.

    that is part of reason why they nerfed it. basically old undying used to reveal your aura whenever you began cleansing a hex. Undying got nerfed, so people smartly decided that they would use Undying, Hex:Ruin and Thrill of the hunt where Thrill of the hunt gave loud noise notification for cleansing a totem.

    So now they nerfed both undying and thrill of the hunt to not give global aura reading or loud noise notification when beginning to cleanse a totem. Somehow killer having perk to defend their hex totem was "overpowered".

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686784#Comment_3686784

    Singularity without addons is perfectly loopable. The most he gets is a faster pallet break.

    Pig is loopable. Sadako is as well. Both are getting shift w`d.

    Its not just because of maps and certain killer powers.

    Sadako has no in-chase mobility, no ranged power or instant down. The same is true for Pig. Pig is not a ranged killer and does not have instant downs. She does have ranged dash which might count for in-chase mobility but the pig dash is still somewhat weak. It doesn't go far enough or fast enough.

  • @anarchy753 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686932#Comment_3686932

    It's much harder to slug effectively with them as you are hard capped at one survivor being downed by Victor. Their strength was that you could down a player, latch on another, and potentially pressure a third all at once. Now once you've downed a single player, your choices are to go pick that player up (which is more reliable as they have to get rid of Victor to get back up) or look for another person, which is about as effective as any other killer slugging.

    I agree that muti-slugging is weaker for new twins is weaker. I still think that twins is going slug because survivor can hold-w around the map making it take too long for charlotte to pick-up survivor and hook them.

    what the gameplay suggests in new twins is using victor down someone, you slug them, they get bounded. you are granted 10% haste. when you hit someone, you lose 10% haste and I am going assume that victor becomes unbounded. At least that is what this line somewhat implies.

    "[NEW] While Victor is attached to a Survivor or holding a Survivor in a locker, Charlotte gains a 10% Haste effect. This effect will be lost prematurely if Charlotte hits a Survivor."

    When victor is unbounded, you use victor again to down another survivor. you get haste 10% again, you use 10% haste to hit another survivor and so on. your slugging one survivor at a time to buff Charlotte then your using Charlotte haste to down injured survivors in which you can pick-up and hook.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686932#Comment_3686932

    Yeah I'll really have to test it out to see exactly how it's working. If I can instantly recall Victor after the down to immediately send him back out +the other buffs she got..this might be a buff..to even slugging. As you said, I couldn't care less about a haste on Charlotte. Immediately sending Victor back out just sounds better. Some inconvenience having to travel Victor back from Charlotte each time, but sometimes a good thing. With all the other buffs she got, which are substantial, that might actually be a lot more improvements than negatives to slugging Twins. I'm a little more hopeful now. Especially them not being able to take Victor hostage anymore is huge and Tiny Sword base kit sounds juicy.

    I'm starting to wonder if these changes might actually do the complete opposite of what they're wanting lol. Unless I'm reading it wrong and you can't recall Victor immediately after downing someone when he attaches..then they're looking like garbage.

    Ultimate Weapon doesn't look too bad, but it being another perk completely countered by Distortion feels bad.

    DSx4 will be every single game again.

    I cannot really tell. they might better at m1 and worse at muti-slugging.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686856#Comment_3686856

    We'll have to test it out of course, but the way I'm reading it is they're now basically only good at chain injuring people (a worse Legion) except Charlotte is an m1 with haste (boring for everyone involved, see SM).

    Hope I'm reading their changes wrong.

    Curious to see the addons too.

    there is nothing that doesn't say twin will not slug because the change do not fix the problem to why twin is slugging. The reason why she is slugging is because survivor can hold-w after a hit so when survivor does go down, Charlotte is 60-70 meters away from pick-up.

    With victor being able to hit survivor twice, this becomes even more of an incentive to slug because only reward you get for not slugging is being able to attach victor to slugged survivor to gain messily 10% haste bonus. Why do i care about that? I don't. Biggest buff here is Toy sword base-kit. I wonder if you'll able still use toy sword and I hope there is add-on to increase the victor attach timer to 30-40 seconds because 20 second is too low.

    I don't think twin is going to any more popular than it is now.

    Adrenaline is still meta, unchanged. the problem with health-state, not speed boost.

    Ultimate weapon: This perk is not dead but the whole reason why a killer was using ultimate weapon was to counter distortion. Now ultimate weapon is countered by distortion. This perk might be stronger then previous iteration of the perk because survivor doesn't know when they are detected by the perk which current version does tell them that they are detected by the perk. The perk is buffed and nerfed. Buffed if you do not run distortion, nerfed if you do.

    Decisive strike: This is pretty much meta. Now I am just going to see 4 decisive every lobby for high MMR, so great.

  • @Blueberry said:

    Those addons are only coming into play if the survivors are terrible honestly. The stalk takes so long no actual good players are getting punished by them. If these addons are an issue, it's a skill issue.

    For updating Michael. Remove the stalk limit. Make him have faster stalk at longer distances instead of reduced. Give his T3 a built in Endurance/Brutal Strength.

    they should give Michael the event lunge in tier 3. The 200% lunge in this event is super fun. Otz made a video where matthew cote was explaining Myer's power. He described the power that his power all about making everyone the obsession. That sounds really interesting with Michael's PWYF perk. MIchael would far more intimating killer to play against if he could make everyone obsession for PWYF paired with new event lunge.

  • @okaayletsgoo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683447#Comment_3683447

    They also need to go to where the trap was placed, spend time placing it. SM can recall and replace her drones at will which then give her undetectable.

    Sounds like trapper should get a buff where he can recall his disarm traps from a range.

  • I would just remove mangled/hemorrhage effect and just make it apply 16% healing debuff and gen debuff when your hooked. very simple change.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686440#Comment_3686440

    Fair, I may need to lab it more. I believe the charge for ambush only begins when the crouch transition it fully complete, but I've not proven that.

    However just so we're clear, the fact we are instant triggering ambush is already in my calculations. The point is that you move further during the 1s transition with JMF than you do in the 0.9s transition with combat straps. I'm not 100% sure by how much exactly, because I haven't used the exact mechanisms for acceleration that DBD uses in its source, but it is there. When you factor that difference of distance in, combat straps gains you less distance on the ambush than you would think over JMF in the same timeframe.

    If my calcs are right, the difference is pretty negligible, and the other advantages that JMF brings heavily outweighs Combat Straps.

    JMF is stealth enabler add-on for pig, combat straps is something like Last will. It is chase-improvement add-on. If the number were much bigger, like 30-40%, that would be one of her best chase add-on's alongside workshop grease. unfortunately, the add-on number were significantly reduced.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686026#Comment_3686026

    Aye, that makes sense, there is the issue I tend to find is that even with Combat straps, it's rare you're going to be able to reach the survivor before they vault, there are scenarios it happens, but those scenarios are not common. The normal way that scenario plays out is you charge the ambush and the survivor either waits and vaults when you commit, or you fake and either catch them on the opposing side or you make them hesitate and catch them just before they vault. In both scenarios throwing the dash quickly doens't tend to be a factor, as the survivor will reach the vault before you catch up with ambush.

    However teh real issue with combat straps now is even with this scenario you describe, JMF is almost as good, and in most other scenarios, straight outclasses it. When you crouch, your movement speed slows over the duration to your crouch which is 1s at base. With JMF your speed is degrading from 4.6 to 4.2m/s. That means over the course of that crouch, you are moving quicker over that second than you are without JMF.

    Combat Straps reduces the crouch time to 0.9s and your new shift is from 4.6 to 3.8m/s. So not only are you transitioning to a slower speed, you are also doing it faster, which means the drop off of your speed is sharper on combat straps than it is on JMF. I haven't fully sat and crunched the numbers because I'm not sure exactly the acceleration algorithm DBD uses, but from my feel thus far, the time you save with 0.1s on the crouch transition to fire ambush faster, is undone by the small distance loss you have over that transition compared to JMF.

    To do it quickly with mechanics maths (and there is the caveat I'm not sure this is accurate to how DBD speed scaling works, but):

    Combat Straps: -

    • acceleration = (3.8 - 4.6) / 0.9 = -0.888889
    • distance = (4.6 * 0.9) + (0.5 * -0.888889 * 0.9^2) = 3.8484m over the transition

    JMF: -

    • acceleration = (4.2 - 4.6) / 1 = -0.4
    • distance = (4.6 * 1) + (0.5 * -0.4 * 1^2) = 4.4m over the transition

    The JMF Pig gets to walk an additional 0.55 of a meter further than the Combat Straps Pig before starting their ambush, which the ambush needs to claw back for Combat Straps within 0.1s. With a dash at 6.9m/s, travelling 0.55m takes 0.0797s to get to the same starting point as JMF. The conclusion is the difference of JMF and Combat Straps is Combat Staps actually only saves 0.0203s over JMF, or (6.9m/s * 0.0203s) 0.14m.

    Of course JMF has the other benefit of allowing you to walk around much quicker without a TR with a low profile, and allows you to mind game a dip for an ambush better than Combat Straps for the same speed transition point. So all combat straps actually offers... is 0.14m gain over JMF in this one specific scenario, that you rarely find yourself in, and if you do, is is rare that combat straps is actually what gave you the hit.

    This might not be the exact numbers, but it won't be far off... so that's why I rank it so low... there is almost no reason to take it over JMF.

    JMF allows your m/s in crouching to be faster. we are not using crouch in chases because it slows us down. we're crouching->ambush dashing immediately. the total time to do this is 1 second+ 0.75. Combat straps reduces it to 0.9 second. If you press crouch then hold m2, you'll be able to m2 charge faster. there is no drop-off speed to crouch. your drop-off speed becomes like 25% m/s because that is movement speed when charging ambush dash.

    The difference in charge time is low in comparison to workshop grease but the add-on indirectly buffs workshop grease from 50% to 60% because crouching is prerequisite to ambush dashing.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685438#Comment_3685438

    Cheers lad!

    Did you mean Amanda's Letter? If so, you have the 3-3 traps or the 2-4 traps. The 2-4 traps are nasty, and yeah, that would be ugly for a scream build, though I'd be concerned about losing the other 3 survivors trying this. Crate of Gears gets substantially less value overall, since it's now only giving 24 seconds of extra slowdown instead of 48... but your ability to force a head pop can't be denied :D

    Hmmm... maybe you're right with Combat Straps. With frame perfect input and perfect movement, it can buy you up to 0.4m on a survivor at a loop, which isn't a slouch. Realistiically it's probably more like 0.3m most of the time. My experience thus far is there are rarely instances you are just chasing it round a tile to score a hit before a pallet, typically if you can do that you're on the pallet yourself, and the survivor has nowhere to hold W to. In this scenario it's the direction thats the mind game, instead of the speed of the mabush. Usually your issue is the surivvor holding W from pallet (JMF is far superior vs. this), or the surivor camping the pallet and waiting to see which way you commit to effect a stun (Last Will would be better to fake one way for the drop and go back the other)...

    So in niche scenarios its undeniably good... the problem is a survivor very rarely gives you those scenarios, and when they do, the chance this add-on was the difference between a hit and miss is... pretty low in my experience thus far.

    i think combat strap is good IF it is used when a pallet is dropped. Here's a image of what I mean.

    image.png

    If your looping around a pallet, you want to be standing-up at 115% m/s entire time because you maximize distance gain. When survivor is in reach of your dash, you want to dash on reaction as quickly as possible. Combat straps is artificially a -charge time add-on IF you play dropped pallets.

    Most pig players break pallets though. Last will is opposite, Last will is stronger if survivor is stuck in corner of the map and cannot transition the tile, so if you dominate the pallet possession, Last will drawback of -charge time is meaningless because survivor is not moving anywhere. Your not losing any distance from -charge time and you gain total movement distance for moving faster.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685929#Comment_3685929

    Yes you're correct, that is a very unfortunate side effect that I don't have a solution for. Just in general for "most" the game it would be better overall. Maybe those specific killers could get alternate improvements in other ways to compensate. Maybe most the LoS blockers are more "vision" and less actual like objects, so they could still theoretically make the hits, it would just be harder to see that far and maybe put more emphasis on aura perks for vision through them. Idk. Maybe you have some ideas?

    bloodlust is 1 reason that shift-w is so prominent. the longer you stay at a tiles, the more you get bloodlusted. distance should be earned by pallet stunning the killer but it is not. safe tiles should not exist/extremely limited(with 1 entity blocker on said window). Windows should be possible to mindgame but provide the survivor significant distance if they guess right.

    The ideal would be something like killer moves at 120% m/s so they're extremely dangerous outside of tiles but when survivor get to a tile and successfully stuns killer, killer loses -10% speed for 45 seconds that decays gradually. Windows need to be constructed in such a way that they work like T-L wall where if killer wins a 50/50, they get a hit on the window but if killer loses 50/50, the survivor can endlessly loop the killer with no entity blocker. So think of Gideon's T-L wall where T-L wall is big. The other issue is that gen-speed is too fast at base-kit(0 perks) when the killer is good at hooking. They can basically win every chase, makes little to no mistakes but still lose. Implementing a system where killer has no bloodlust, the killer gets punished for eating pallet stuns and you can get endlessly loops on windows with current gen speed would be killer instantly losing for 1 error. Survivor would be free win for single successful play. The killer needs margin of error. that would be ideal dbd.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685257#Comment_3685257

    Made For This only works while Injured. When you use FTP, you are considered Healthy, meaning you shouldnt get Endurance from MFT.

    MFT + FTP was originally bug, and was not intended. Mandy explained this a few times when it got patched since a lot of people were confused about the interaction.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685658#Comment_3685658

    FTP transfers the Obsession to the user. They can bodyblock and I will lose stacks. This combo is not sufficient counterplay.

    you get 1 extra stack for hitting non-obsession and you wait out 10 second of endurance. The cost of hitting obsession becomes 1 stack since obsession is injuring themselves for free if they body-block.

    I have still won matches vs FTP+Buckle as killer. the perks gives you injured presence as killer for reduced hook presence.

  • the funny thing is that PTB where they made killers less add-on dependant is same PTB that pig gets add-on dependency to use dash.

    It is like dev forgot to make pig less add-on dependent when changing her.

  • @Xernoton said:

    Don't worry. Only 6 more years and they will maybe consider looking at this combo again. The fact that this is a thing is infuriating. I mean, what the hell is the killer supposed to do? Switch to Tombstone Myers mid match? You just take away the killer's down and now they have to go for another chase. They cannot progress and need to spend another 20 seconds (optimistic) to hopefully get a down.

    Yeah, one survivor didn't work on gens for a few seconds but that means nothing when the other 2 still progress while the killer cannot progress their objective. Slightly slower progression is much better than no progression at all.

    stbfl+rapid is good solution. forced hesitation beats the combo. it is just that most killer builds are game-delay perks, FTP+Buckle up is amazing combo for countering game-delay perks by game-delaying the killer downs. game-delay vs game-delay.

  • I agree. hag should be 4.6. For some reason, dev are stubborn to do that and have this Mint rag & Waterlogged shoe add-on separate.

    Hag did not need her traps to become smaller. I don't like my traps being smaller because it makes your web less prone to getting trigged. what hag needed is hindered effect from Waterlogged shoe to be base-kit and have lingering duration of 2 seconds. that way, if a trap is triggered on the side, hindered effect would still allow hag to tp to trap then m1.

    the previous 4.6 m/s for waterlogged shoe should be base-kit. The add-on would improve hindered from -8% to 15% and increase m/s by 3% but remove ability to TP.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684834#Comment_3684834

    His reload speed was only buffed by like 5%. Trickster and Huntress got their reloads buffed by 25%. He just spends far too much time reloading. Combine that with the fact that he's super easy to prerun from due to his TR and he feels honestly really bad to play. He's been left in the dust while the other two ranged killers have gotten plenty of love.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684843#Comment_3684843

    Because you get far too many cases where the spear just seems to phase through people. Slinger hasn't been instant wind up since 2021.

    I am saying that deathslinger still has 0.4 wind-up time on his gun. if his spear hitbox was same as huntress hatchets, he would have 0.4 hatchet wind-up vs huntress 0.9+1 second wind-up while being able to shoot through walls with only drawback being 1 shot. The drawback would not matter with double reload add-on's+saved time from not walking to lockers.

    The spear going through survivor is latency. The survivor side-stepped the spear because you react to his spear shot at last second from 2021 changes.

    I really like how deathslinger has so much room for survivor to outplay him on every turn. there is no shot that survivor cannot outplay but i dislike for how easy this is to do. You cannot zone for free by just holding hatchets which is nice. The issue is that it is too easy to outplay the killer. It should be difficult to outplay the killer. not easy to the point that anyone can do it.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684820#Comment_3684820

    Slinger isn't really fine. The punishment for missing (or even hitting) is way too significant.

    When Pyramid Head's ability was made fairer in chase, his cooldowns were reduced, Slinger didn't really get such a thing.

    He needs a bigger Survivor collision hitbox (keep the environment one the same), because you have cases when the spear literally phases through Survivors.

    why would they increase survivor collision hitbox for his spear? Deathslinger would become an instant wind-up huntress. At that point, I would prefer the spear projectile speed to be increased to 1400 m/s from 1000 m/s.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684438#Comment_3684438

    On the topic of Eruption specifically, it's 10% on every affected gen, which makes it much more viable of a burst reward.

    Pain Res does 25%, but it does it to one generator. Eruption could hypothetically affect every gen on the map, and realistically is gonna affect about two or three on average, taking off more accumulative gen repair from the survivor team compared to Pain Res and partially countering the more effective strategy of splitting up on gens. Don't get me wrong, Pain Res is better overall, but Eruption is no slouch.

    That's not really what I'm here to debate, though. I just want to address it currently being the only perk currently actually harmed by the anti 3-gen system, even if only mildly.

    killer don't have time to kick gens because kicking gen is secondary objective for killer. the only time you affect multiple gens with eruption easily is 3 gens because the 3 gen are close together and your kicking all 3 of them before the down.

    for normal gameplay outside of 3 gen, eruption's reward is not there because killer is kicking 1 gen and then downing the survivor, similar pop goes weasel. eruption is now just worse pop goes weasel. the perk was suppose to be a perk that gives less regression with trade off to give incap. The incap is super important for this perk because the killer spends time to kick multiple gens and incap is what gives killer net 0 time loss for multiple gen kicks. It doesn't have that currently so the perk is kick 1 gen and move on.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684378#Comment_3684378

    It can't be missing from a perk if it should never be on a perk to begin with.

    Old Eruption wasn't okay. It shouldn't come back. Current Eruption is pretty good, it's not lacklustre and isn't really missing anything anyway.

    all regression perk are now burst reward oriented excluding hex:ruin. eruption's burst reward is not worth it. 10% regression is not good enough of burst reward. the same for 8% regression. Those perk were more worthwhile before because they had "unlimited" factor before in 3 gens. this was imbalanced in one way and useless in another way. you had to play specific way to maximize the value of said perks.

    Now unlimited factor is gone but burst reward factor was unchanged in the case of surge and nerfed in the case of eruption.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684318#Comment_3684318

    I do not believe any of that is true, and this change is not aimed at that kind of problem to begin with.

    Eruption is currently pretty alright, as far as slowdown goes. 10% total progress off multiple gens at once can be very solid, if you're playing a killer that can minimise the investment needed to apply it- Wraith, for example, is a great user of Eruption at the moment.

    My only problem with it right now is how it chews through regression events twice as fast as any other perk. The effect is fine, it's how many times you hypothetically get to use it that I think needs looking at.

    Also, the nerf was not unfair, Incapacitated on a perk was ridiculously unhealthy.

    15% for 4 tries is only 10% less then pain res. the # uses sounds about right. the missing reward is incap.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684065#Comment_3684065

    Eruption isn't really a weak or risky perk now, it's quite good. The only issue it has is that it chews through two regression events per use, and while that's not a death sentence for using it on its own, it does severely limit what other perks you should really feel comfortable running alongside it.

    The same amount of slowdown, arguably more since it happens in a chunk rather than staggered, would be more than enough of a benefit in exchange for removing that downside. Remember, you'll still get the normal 5% while Eruption is on cooldown with this change, it should only apply when you're marking gens for Eruption anyway.

    eruption was designed to have 15-25 second incapacitation effect. This perk got nerfed unfairly. That is why it is providing lack luster game-delay.

    For reference, eruption was indirect problem with 3 gen system. Even though it did not directly contribute to unearned slowdown because you needed to down a survivor, its unlimited regression use would allow killers to purposely get downs and slug to stall out the game at lower levels of play.

    Surge also affected by this change for same reason because Surge is overpowered in 3 gen situations but apply terrible game-delay outside of 3 gens because it will only hit at most 1 gen due to generator map distribution.

    So once they nerfed main culprint's(Overcharge and Cob), Killers that played in this way simply switched to Surge+Eruption. Unfortunately due to the order of changes, Overcharge, Cob, Eruption and Surge are now under-powered.

  • Out of 10 games.

    Killer should get 3 kills and 1 escape or 4 kill in 6/10 of their games.

    The survivor should escape with 2 or more survivors escaping through exit gate in 4/10 of their games.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683909#Comment_3683909

    I wasn’t really thinking it over Hope, more so in conjunction with each other for end game builds.

    still not worth it. especially with how adrenaline works. Adrenaline+Hope is the end game build. I sort of equate Adrenaline+Hope with Noed+Rancor.

    I understand adrenaline will likely receive substantial changes but if we're talking in current patch, Low Profile doesn't have a place in those end game builds.

  • @Blueberry said:

    Low Profile just make it permanent like Hope and active once the gates are powered. Now it’s good. Just another strong end game only perk like Hope.

    I don't think anyone would use Low profile in end game. Hope is way better. Heck I rather use No one left behind over Low profile.

  • I think reacitve healing too powerful in a swf and too useless for solo. In a swf with med-kits that bodyblock, you can bodyblock -> heal a near infinity amount of times by constantly body-blocking for each other.

    every heal costs 12 charges so you get nearly 4 heals with double charge add-on's.

    I would change it to give 25% total progression every time any survivor is on hit on your team with no range restriction. This rewards player for taking aggro as opportune times and successfully hiding without making it overly oppressive for bodyblocking swf's.

    Low profile issue is consistency. in many trials in which your team is doing well, the perk does absolutely nothing. If my team is doing so badly that this perk triggers, then i would rather have wake up+Sole survivor to escape through exit gate given that my team is probably dead anyway.

    This perk would be so much better if it triggered when a killer is within 32 meters around you when outside of chase. You leave no scratch mark, pools of blood and muted grunts of pain for 90 second. It would be viable stealth perk that works for limited time, particular in early stages of the game. This could great perk to select for waiting out corrupt intervention by empowered your early game stealth capacities.

    Wiretap is decent perk but 50% repair bonus is not good. The drawback can also be easily lost due to kicking gens. I have no clue how to buff this perk. I like using the perk but the perk is not good for "winning" purposes. I wish there was a buff it to so that it is good for winning. Lowering repair required from 50% to 33%. It still wouldn't good perk for winning but at least you would have the perk available in more instances.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683345#Comment_3683345

    I'm afraid not. Stake Out just makes it so that good skill checks become great skill checks. It's primary use is to make perks like Hyperfocus hit those "greats" more often.

    So, if TINH is changed by only a small bit, that's why I would suggest it should make the great skill check give an extra 1% progression on top of the great skill check value.

    I remember dev saying something along lines that stake out is bugged to give 1% bonus to all skill-checks, not just token consumed checks. In truth, stake out is not suppose to work with hyperfocus since Hyperfocus says in tooltip that it is specifically meant to only increase the base-skill reward but they never bothered to fix it/nerf it as nobody uses it. The only reason I would ever use stake out is for that 1% bonus. Otherwise, the perk is very bad.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683447#Comment_3683447

    TRAPPER AND HAG DO NOT INSTANTLY GET THEIR POWER BACK.

    what do you mean? the traps are their power, so yes resetting a trap is getting your power back. every single trap-type killer is like this. demo, singlurarity, every single one. to @Seraphor post, I don't think it is the killer. it is the play-style.

    I don't really get it. when I play hag, I 3 gen every single game with hag, almost from the beginning. no one cares. only when your skull merchant, you get special treatment. anyhow, my advice is to take Ohtofu advice and play the game out and accept L when the opponent plays better than you.

  • @GrimReaperJr1232 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409034/ohtofu-says-nothing-but-facts-about-sm-for-40-seconds

    My main gripe is that she can recall currently disabled drones. So she can instantly undo her main counter.

    trapper and hag can re-arm and replace phantasms. I have no issues playing vs skull merchant. Ohtofu is right. survivor that d/c vs skull merchant are simply entitled/whiny.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682183#Comment_3682183

    It says in the description for the Stake Out perk that it makes any good skill check a great skill check, granting an extra 1%. It doesn't make a great skill check gain an extra 1% on top of what a great skill check already offers.

    I'm suggesting make TINH add an additional 1% or 2% to the great skill check area to make it different.

    i thought it currently increases your great skill-check reward from 1% to 2% regardless of token spent.

  • the exhaustion status effect was specifically invented for a class of perks to not be stacked with one another. Mainly at the time of its invention, it was to prevent survivor builds from stacking Balance landing, Dead hard and Sprint burst in 1 build. Before that point, I believe exhaustion perks functioned like Quick&Quiet and Dance for me. Seperate cooldown perks.

    A perk not related to speed/killer stun would likely fall under the normal cooldown category.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682197#Comment_3682197

    It is ok, but everytime I try to use them they either take too long to explode or the killer just looks up. A lot of rounds I also only get to use 2 and it would more fun to have more and being able to stack them. Then I would throw 3 in a line.

    flashbang+background player is near guaranteed flash save. It would be too strong for SWF's to have unlimited flashbang's saves.

  • @Commander_Nefarious said:

    he has a 32 m radius but moves at 110, the reason that was given is because he doesnt have a lullaby, i dont see the need for one since his range is only 18 meters anyways that isnt very far. the terror radius gives too much warning, and plus his harpoon hit box is tiny, too tiny. its hitbox is literally a hitscan hitbox but deathslinger is projectile, so you have instances where the spear flies centimeters IN front of survivors faces and miss, while the huntress can crossmap and still land hits with her huge hatchet hitboxes.

    there needs to be changes, either make the spear hitbox bigger or increase the speed of the harpoon. slinger is expected to be played perfectly and even still the results arent great, meanwhile huntress has 7 - 10 hatchets and has unlimted range. i understand the ads nerf, so increase the numbers on deathslingers other mechanics.

    make reeling more faster simliar to how roadhogs hook mechanic works from overwatch, or add a instant break chain button to save time. or another change could be to increase the deathslingers movement when reeling, he moves 55 percent movement or 2.2 meters per second add a sensitvity slider to slinger, without it i have to have a higher dpi and thus makes my hip sensitivity too high. also reduce the missed shot penalty , slinger is too punishing for little results. or remove the massive slowdown while reloading, its like the old clown mechanic where he would slow down massively for reloading meanwhile the plague only becomes 5 percent slower when holding puke. even trickster is faster than slinger when holding knives.

    make the deathslinger ads movement speed faster, any of these would be nice, he is simply too difficult to play and his maximum return value is mid. too clunky, ive spent around 3000 hours on him, and doesnt feel smooth or powerful to play. according to the spotlight trailer he is meant feel like an fps shooter killer, but it doesnt feel that way. please revisit this old killer and show him some love. lastly some of his weapons hurt the player by blocking the screen like the holiday harpoon and iron maiden skin, this wouldnt be an issue if deathslinger were hitscan like the singularity teleport.

    i know slinger is not a high priority killer but just some feedback or acknowledgement would be nice

    thank you for reading my silly rant if you made it this far.

    its hitbox is literally a hitscan hitbox but deathslinger is projectile, so you have instances where the spear flies centimeters IN front of survivors faces and miss.

    Deathslinger hitbox was balanced around being able to ads in 0.2 seconds. not 0.35 seconds. survivors are not suppose to be able to side-step spear on reaction. it is suppose to be read, a prediction. something that is desperately lost in his current kit.

    he has a 32 m radius but moves at 110, the reason that was given is because he doesnt have a lullaby, i dont see the need for one since his range is only 18 meters anyways that isnt very far.

    He was originally 24 meters and he was also designed around getting initial hits with monitor&abuse because of his ammo capacity of 1 shot. This was previously negative change. in practice, he's not suppose to be reloading at all in the chase.

    @RhysVMT said:

    I dunno I play an awful lot of Slinger and I don't think he's in -that- bad of a spot. The problem with Slinger is the same balance issue with Huntress, they are purely a ranged Killer and you have to be giga careful buffing other aspects of their kit that /aren't/ their ranged power as it often tips them over the edge. They just kinda forgot this with Huntress last patch tho lol

    Idk, he seems balanced and fair, he has counterplay with line of sight breaking, a finite range to his power unlike Huntress, good survivors can bodyblock a hoomed target, and a penalty for ADS. On the flipside he has built in slowdown with deep wound on M2, you can land some cracked trickshots through gaps in terrain, and has some really fun addon and build diversity.

    I'd honestly suggest playing around with some different builds and see if it changes your mind. Double reload addons are fun and genuinely catch people off guard, Double Iri addon is really fun in a StealthSlinger build with Plaything, Trail of Torment, Dark Devotion and Tinkerer.

    On the flipside he has built in slowdown with deep wound on M2

    Deep wound is not useful slowdown when your 4.4 m/s. Your almost committing to nearly every chase due your inability to transition between chases. A good buff for him would be that breaking the chain or successfully hitting a survivor post-chain inflicts mangled status effect permanently. That would be way more useful then deep wound.

    The only way I can see deep wound being good for him is if deep wound applied as chain hits instead the after-hit which would boost his ability to tunnel off hook and ignore BT/OTR or Buckle up. Trickster and Huntress are legit machine guns on deep wound. This is another reason he does not stack up to other possible range options.

  • flashbang is only good gen related perk that deserves the 50%. the other ones don't deserve it. they should be lower especially repressed alliance and chemical trap.

  • too low % for anti-tunnel. needs like 7% or something to deter tunneling. a revert would probably the best.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681654#Comment_3681654

    Nono, what I am saying is it needs at least 1% extra above the Great Skill total normally given. Stake Out just makes Good Skill Checks Great. I'm proposing This Is Not Happening offers more progression for a Great Skill Check than it currently does.

    stake out increases great skill-check progression from 1% to 2%. it is main function of that perk with side function of changing normal's to greats. TINH is suppose to make skill-check more reliable but the effect is barely noticeable. just need plain # buff.

  • 10 hatchet huntress is a waste. double wind-up huntress is stronger but that is about it. she is less add-on dependent with caveat that add-ons make her better. clown needed those buffs but he didn't deserve any of negative changes.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681654#Comment_3681654

    Well to me that’s just fundamental bad design if it’s intended for stealth killers. That counters their powers too directly. Stealth is generally all they have and rely on so it needs to always be strong.

    Yep. It is like having Vigil make you immune to hindered status effects. You get an anti-freddy perk where snares do nothing. direct counter to the power.

  • @HINGIRIK said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681274#Comment_3681274

    The old Dh was also not in the meta in its first year. Also, doesn't what I wrote make any sense to you? If you understand the gist here, you'll understand why I argue it should be Meta. As I said above, there is no other perk that protects you from injury. I think you will change your mind if you use Dramaturgy as I wrote about its usage areas above.

    dh was meta for about 5 years. basically ever since it came out. the only time it was not meta is first 5 months of the game because sprint burst was on 20 second cooldown and it recharged in chase which both got nerfed.

    The reason why dramaturgy is not used is because of healthy condition. the effect it has is S-tier for exhaustion perk but the fact you need to heal is what holds it back from being absolute top tier. Healing is too much time sink unless you use med-kits or run healing builds. for that reason, dramaturgy is good in niche builds but is not universal best choice.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678353#Comment_3678353

    Not sure about overcharge, I think I remember a dev stating that OC only uses one event. The second likely event is a skill check after all, and since normal skill check failure does not count as an regression event, it would make sense that a difficult skill check failure does not count either.

    With eruption, at least you get two separate events (one when kicked, one when eruption triggers). And it will be 15% for two events, so 7.5% per event. Still bad, but at least better than two normal kicks.

    With undone, you are doing just one kick animation... and still lose two stacks. Even if you only had the minimum stacks (3), so you get an 8% regression, with 4% per event. So it's better to NOT kick a gen wirh just 3 stacks ... thats just dumb.

    Also, wenn Undone uses two events (one for 5% base and for additional % dependant on stacks), why does pop not do so as well? You could argue that its also two events, 5% base and 30% remaining progress afterwards.

    So on the one site, we have Pop as THE meta gen-kick perk, that can be applied 8 times on a gen.

    And on the other side, we have Undone, highly inconsistent esp against exp. survivors (who never miss skill checks), hard to get ANY value out of it even when running dedicated builds for it, and even if you manage to miraculously gain some tokens on the perk, you can only use it 4 times.

    Thats pure insanity, imo.

    Edit: And even if you get much value out of it (so many stacks), you are likely also winning without it, just bc of the lost progress by the missed skillchecks itself.

    Undone in it's current state is unbelievably weak, possibly the worst regression perk there is. Even if it only used up one regression event, it would still be extremely weak. There needs to be a different way to accumulate tokens, survivorsfailing skill checks is not the way to got, imo.

    Btw. does it atleast work together with OC / Oppression skill checks? Or do such "difficult" skill checks not count?

    pop goes weasel does count as regression event. any regression done by the killer counts as regression event. Pain res also counts as regression event. Undone is a bad perk. nothing more. the structure for how the perk is implemented is very poor. it is designed to be a perk where you kick a gen then block it but it fails on several fronts to do that.

  • @Blueberry said:

    Yup you nailed it. We want more perk diversity but we’re nerfing SB for some reason. Guess we’re all just stacking PR, Pop, Grim Embrace and DM/Deadlock still.

    I just try to mix up my build and then it all gets nerfed into forcing me back into the same handful of meta slow downs. This is the same thing that happened with Thana as well. Now that perks been dead since then.

    my problem with killer perks nerf is that they are not buffing killer perks. there is only negative changes. It is not like they will take underperforming perk Leverage and buff it. no alternative perk choices are presented. only more restriction on perk choice.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681538#Comment_3681538

    I was thinking make it based on range from a TR. this keeps it relevant for most killers but ineffective on the stealth killers, which was realistically the probably with the old version. Making is based on TR also gives it more counter play from using TR reducing or removing perks.

    that is issue spine chill. Spine chill was designed to counter stealth killers. Personally I think the perk they should buff is premonition. Like lower the cooldown to 15 seconds.

    @Marc_go_solo said:

    "This Is Not Happening" absolutely needs a buff or complete change. Even just altering it to guarantee an extra 1% bonus to a great skill check would be better than simply widening it. There's more they could do with it.

    I think it was on the radar a while back, but not sure whether that's still in the offering since I've not heard much since.

    Stake out already gives 1% bonus progression. TINH just needs way bigger values, like triple base values.

  • my thought on stealth is that base walking speed for survivor is too slow. pre-running is almost always most of the time better and it is a lot easier then stealth.

    I'd probably buff survivor base walking speed by 20%. Maybe survivor would use fixated more with said buff.

  • how is calm spirit useless if it blocks the perk? The cooldown is already 60 seconds. it is 30 activation+30 cooldown which is 60 seconds since activation must shut off before cooldown can begin.

    I think some killer players want to nerf calm spirit because it is too overly effective. same thing with distortion. personally i don't see any problem with detection and detection counters. Killer still lost even when they use the perk. the perk does not play chases for you. you still need to be competent at the main part of the game.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681112#Comment_3681112

    He's missing a meme add-on (I love them), he doesn't have any playstyle changing add-ons like Myers has, with a power that simple it's kinda sad :(

    + There are some add-ons that don't make really that sense, like the one that reduces your Terror Radius by 12 meters while crouched.

    I think ghostface's philly add-on should be base-kit at the very least. I almost never want to play gf without philly.

    @jonifire said:

    I want, that ghost face no longer looses his power after a hit or miss. It‘s so annoying.

    I also want him to be able to hide in lockers and then to jump out and hit someone.

    for me, the annoying part is losing your stalk when you m1 a survivor. I wish you could stalk but if you fail, you keep your stalk. I know it goes against the whole punished for playing bad as killer but I feel like GF as m1 killer is weak enough that guaranteed reward is warranted for his power.

  • dramaturgy prevent you from getting hit. Overcome accepts that you will get hit which is what current version already does. This is more like 99% SB with health state cost.

    Plot twist+Overcome might be meta for SWF because you could instantly disable corrupt intervention at the start of the match. You can activate resilience+Deja vu early on or MFT for chases.

  • the perk increases speed boost from 1.8->3.8 seconds. the problem with perk is that you need heal to use it, instant downs bypass the perk and you have low control for when it activates.

    My idea for overcome:

    When healthy and walking, press active ability button to become injured and gain deep wound status effect. you gain 50% haste for 2 seconds

    This perk cannot be used while exhausted.

    Overcome causes the Exhausted Status effect for 60/50/40 seconds

    --

    Now the perk does not get countered by instant downs and you can use Made for this with it alongside controlling the activation.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680801#Comment_3680801

    First of all the yellow bottles do something for his map presence in the sense of faster map traversal and somewhat a counter to holding w, sure he does not suddenly become super fast but it helps quite a bit. Having two more bottles means you can sometimes afford to use a bottle or two to get around the map without having to reload immediately afterwards. Getting sped up to 126.5 is not too bad in my opinion, so his map mobility is at least better than that of other 115 killers.

    As for slowdown, yeah sure he does not have build in slowdown, however getting quick downs is probably the best way to create pressure and if we consider the 200 page guide that explains you how to get a hit on every tile then he is not necessarily bad in that category either.

    Most killers only work in the 1v1 category, very few are real 1v4 killers like Oni for example.

    Why pinky finger? I don't think the exposed effect should be used that way, how about giving it a new effect?

    it is not about map traversal. it is about the inability pressure multiple survivors at once. you cannot chain downs as clown. you have take isolated 1vs1's, win them quickly then hook. most of the other killers are not so binary in decision making as clown is. I already miss being able to get 2 downs in <15 seconds with pinky.

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