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Devil_hit11

Devil_hit11

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  • @Ricardo170373 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575823#Comment_3575823

    Yeah, he needs tests, and they forget change the Death Throes Compilation, imagine this things recharging all knifes every single time after main event?

    16 knives/44 is 36% of his knifes count. he is going need death thores compilation otherwise he's going to be reloading constantly. for average player, he already reloads constantly unless your trickster main with incredible accuracy. it might become one of trickster's most used add-on's.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576129#Comment_3576129

    That’s the one thing I dislike about the change, Slinger and Legion don’t really get the full benefit of the nerf compared to other killers. If they made it apply to deep wound specifically from endurance hits then it’d be perfect imo.

    your assuming that this perk will be popular in first place.

  • they're best 3 gen kick perks if their number were good. the problem is that their number are not good because there is no limit to regression in the game. as a result, they become too strong if their effect has good number and too weak when their number are bad. So unless you cap-regression on generators, there is no good way to balance cob & overcharge.

    If I was try make these perks good but not create 50 minute games with them. I would impose 150%(1.5x) generator regression cap in the game then buff overcharge to 250% and COB to 250%. This means that if you kick a gen, it regresses at 400% speed. camping is meta strategy for killer so you will definitely see killer 3 gen-camp right from the start game however after 150% of the regression has been put on the generator, the generator will regress at a static 0.05 rate and no regression perks or skill-checks will cause regression after the 150% is reached.

    what this means is that survivor simply have to survive for 150% regression to occur and they will naturally progress the game after that even if killer has better regression perks than survivor's progression. It is little bit like End Game Collapse but for generators.

  • nope. hemmorage is designed counter these partial healing perks.

    the main reason why i don't run this perk is radius. 32 meter radius means that i have to follow a survivor, wait for killer to hit them then heal. that is very inefficient compare to staying on a generator. I would run this perk with self-care if the perk had no radius condition.

    self-care+reactive healing would be 22.5 second heal. that is really good for 2 perk slots to heal in 22.5 seconds. Unfortunately with 32 meter radius, it is not worth using.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575706#Comment_3575706

    Correction: you're not meant to loop an equally skilled killer for 5 gens

    is this sentence suppose to indirectly say that trickster takes no skill? The skill in looping(delaying) trickster is what I outlined. high-walls are your friend towards his slow throwing movement speed. use knives hits as a life resource to make distance. The further away you are from him, the more likely you are to find pieces of debris that block his line of sight. avoid low-wall loops. you can still use low-wall loops but only if you have made the trickster spend a lot of knives prior to going to a low loop with the objective that you empty his knives reserves. I am not saying you have to count his knives as he throws them in exact ratio but rough estimation is all you need.

    all this will be easier for survivor with 8 knives and 10 second decay. these are same reasons to why he does not stack up against other ranged options. that is why I do not understand the logic behind weakening throwing mode when the killer already has not good 1vs1.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575583#Comment_3575583

    If the killer has to break chase then doesn’t that mean the perk has done it’s job?

    killer does not need to break chase. I am just saying that the killer conveniently detaching chases turns off your MFT then chase you shortly after. either way, it is too situational for survivors to use it. I don't think you'll see this perk very much anyway. it is different version of decisive strike. Instead of getting instant pick-up, you get 3% haste if killer tunnel you. You will see the perk as much as decisive strike.

  • @[Deleted User] said:

    The issue I have with the changes is that they don't really address any of his counterplay issues at all. The question was never whether or not dodging knives felt consequential. I guess maybe that might be the case if you were playing against an MMR 10 Trickster who couldn't aim. His counterplay issue has always been: low wall tile or open space = death, and high wall tile = predrop to deny throwing angles. His counterplay has always been very binary and non-interactive. If the killer is any good, you go down almost instantly if it's a map asset he can hit over. If you can actually get to a jungle gym or rock filler, just predrop it and safe vault it until he breaks it or bloodlusts it.

    These buffs don't really change any of that. The exact same problems will be present. And really, the problems will be exacerbated with more frequent Main Events and faster throwing speed along with a lack of recoil. If the killer player is any good at the game, there is no counterplay to this in an open space. You are not dodging enough knives before he empties his clip. This rework seems to be tuned around really bad Trickster players. The good ones are going to be insufferable. The counterplay to a power can't be "hope you load into a favorable map".

    your not meant to loop killer for 5 gens. you have unrealistic expectation of counter-play to never go down to trickster. high-wall loops are effective strategy to delay downs from trickster. you only need hold-w against trickster enough to deny throwing angles. as long you do not get hit by 8 knives, the knives will decay. using knives as a health-resource for distance is how your suppose loop trickster.

  • @LilyPad said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575205#Comment_3575205

    It's not overdrama. It's called having good game sense and being aware of how the game is actually played.

    This version of the perk is entirely too conditional to be meta or even strong anymore. You don't need to test the change to see this because it's a very basic nerf.

    I don't think perk is useless though. a build with DH/OTR/MFT is possible. you get hooked. if killer tunnels you and hits borrow time, you activate MFT. if they don't hit you then you can use DH. A common strategy to counter OTR is to hit the survivor off-hook to remove endurance, but doing so punishes you. it is anti-tunnel perk now for killer that actively hit endurance survivors. Survivor can purposely bodyblock with OTR to trigger the perk. the perk is like MoM. you need to play specific way to get value out of the perk.

    The perk only dead from meta perceptive. it is not #1 perk in the game anymore. it is niche anti-tunnel perk that requires you to devote 3/4 of your build to use it and killer has to play along for you to get value out of the perk.

  • @Phasmamain said:

    It’s a pretty bad change imo. It excemplifies his current design flaws and leaves survivors with next to no counterplay

    At a low wall loop? Either just take the knives or try to dodge and lose distance for an M1 or more knives

    At high wall loop? Take 3-4 knives per rotation thanks to throw speed buff until you get injured or predrop if the pallet is safe and try to make distance

    It’s a bad set of changes imo that will need a considerable look over if they even want to change him at all

    i think he will be easier to play against because at surface level, he is going hit you with 4-5 knives and then knifes decay in 10 seconds so your going heal in-chase vs his ability after turning any long-wall corner. 6->8 knives is big deal. after that, he is nothing more than m1 killer. people that have played trickster in the past know what 10 second decay felt like on killer side and 8 knives is worse then before he had malicious murder(green usb stick) add-on that reduced it to 7.

  • he used to not be able to break pallets in first 2 weeks of his release . it is not very good feature at base-kit because pallet break is slow. it is better to manually break pallets then rush after the pallet break.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575487#Comment_3575487

    Ironically, now you can combine DH and MFT because they're removing the Exhaustion restriction.

    the issue is that the killer can purposely leave you when you have deep wound and detach chases. as a result, you have to mend or you cannot work on generators. DH is also single use perk so once it is activated, it turned off until you get hooked again.

  • @timetodohottakes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575543#Comment_3575543

    Answer 1:

    I truly think 6 hits for Main even is absolutely ridiculous and OP AF, also it going to 3 like, where is any counter now? you hit 3 knives and boom you're dead 90% of the time easy, it makes no sense at all and it will be nerfed 100%.

    Answer 2:

    it is true you barely have any ammo to down 2 survivors, the removal of recoil is great but it feels like they buffed little things that would be great QOL but then buffed something else (main event) throught the roof and now the actual use of his power other than main event seems pointless, you get main even, you 115 close enough to the survivors and you start it, that's what trickster will be now, it's stupid........ and making the laceration this short just....feels awful.

    Answer 3:

    I know his power is but it could be a meme build that is in fact not that ridiculous, you just have stbfl with rapid brutality and give it sloppy and something else, boom you are a 122% killer and everyone is injured and if you want to go for a hit you are 127%, pretty much 3 stacks of PWYF, I just feel like his power will be useless if you break every single loop with such speed.

    Iridescent Photocard: New Effect - For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 7%. This bonus is lost when missing a Blade or putting a Survivor into the dying state.

    you lose effect for missing or putting survivor in dying state. with current one, you get direct instant down. instant down is way better then the chance to machine gun.

    I truly think 6 hits for Main even is absolutely ridiculous and OP AF, also it going to 3 like, where is any counter now? you hit 3 knives and boom you're dead 90% of the time easy, it makes no sense at all and it will be nerfed 100%.

    main event is one of the most useless abilities in the game. with throwing speed being max, main event only purpose is to conserve ammo. with 8 hits, i cannot see throwing mode being good. they're also reducing duration to 5 seconds so... i would not be surprised that in some cases, you get main event and lose it constantly because survivor turned a corner where using main event would harm you stunning you in the process. pair that with laceration healing knives in chase and you'll just be throwing knives and survivor will be constantly healing knives. I don't see how 8 knives+healing in chase makes throwing mode good.

    you get main even, you 115 close enough to the survivors and you start it, that's what trickster will be now, it's stupid........ and making the laceration this short just....feels awful.

    I agree. he is like m1 killer with stbfl as free perk with a poor range option.

  • as much i hate to admit it, endurance stacking likely should comeback mainly because advertised OTR being an anti-tunnel perk and it was going to be anti-tunnel perk however endurance stacking change makes it so that you cannot use OTR due to deep wound nor can you DH.

    @Crowman said:

    Here's how to get 5 health states:

    Take a hit with the endurance off unhook.

    Take a hit with OTR.

    Dead Head.

    You've stacked MoM and can take another hit.

    We saw how awful endurance stacking was on the PTB as it allowed survivors to weaponize it against the killer, hence why it was removed going live.

    if you take an endurence hit after being unhooked and killer follows you, you are getting tunneled and OTR is designed to protect you from being tunneled off-hook. DH is a chase perk but chase perk are anti-tunnel perks. MoM is perk that everyone bring up but rarely anyone uses it. it is too situational because effort it takes to activate it is not worth reward. too much of time sink for too little return on investment.

  • @CountOfTheFog said:

    I use prove Thyself to speed up generator repair. Are you telling me that if a Steve and Nancy were working on separate generators they would go faster?

    The game awards coop points but punishes you for working together?

    I have repaired gens solo and with teammates (using prove)

    There's no way I alone fix a generator faster than with the help of a teammate and that perk.

    yes. that is correct. co-op gens suffers -15% repair penalty to each individual survivor. From time efficiency stand-point, doing gens solo is infinitely better then co-op gens.

    The benefits of co-op gens is that not all gens are created equal. Some gens are more important than others. Since co-op gens makes gens take less time in total to complete, you are less likely to get interrupted by the killer if you co-op gens.

    In conclusion, this means that you should co-op gens that are in center of the map where killer can easily interrupt you and co-op gens to break 3 gens early or late game but solo gens that are out in the distance where killer is unlikely to interrupt you. Prove thyself is good at taking 3 gens and finishing gens in center but it should not be used to do gens in corner of the map. split up is better strategy for that.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575316#Comment_3575316

    I think it's a trap. He's been buffed, he'll be played a lot, and then he'll be nerfed to Atlantis. I can't trust this. I'm very suspicious of this.

    i don't think he'll get played at all because their changes are not making better ranged killer. they're making him a better m1 killer with side-grade range option. It is like. here's some ranged ability but it is not really good so here, you can be 4.6 m/s because your not really good type thing.

    @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575374#Comment_3575374

    I just tried my first match as him. Didn't really know how bad that recoil would feel. Was playing on controller and yeah... I went for alot of basic attacks.

    if you m1 with him now, you'll be m1 even more after update as 4.6 m/s.


  • Question 1: Will you increase the default amount of knives you carry to 60 like old times? or perhaps it will not be changed because of the movement speed buff?

    the reason why they're not really changing ammo capacity is because when you hit 6 knives, you get main event and main event costs no ammo. Since trickster's throwing mode is already max knives, you get no benefits for using main event other ammo conservation. with other iri add-on which is death throes compilation, you'll be max ammo entire game.

    Question 2: Why bring back old versions of trickster if they didn't work back in the day?

    one of complaints that survivor have often talked about with trickster is that he lacks counter-play. So their solution is to make survivor self-heal over-time during the chase.... aka red syringe. I assume this will just make throwing mode very situational/bad because their direction on changes is making him m1 killer. the change makes little sense because when you play him, you barely have enough ammo to down one survivor for average trickster player. that is why his kill-rate is so low. I imagine to down two survivors per reload but it is definitely not easy at least from my personal experience playing him. I am not sure why they're weakening a killer that even experienced players like otz also consider not very good. laceration change sounds survivor-driven emotion change.

    Iri photocard is scary to me, you hit 7 knives in a row, you are now 122% until you down a survivor, if you use rapid brutality you are now 127% for 10 seconds, add STBFL and....how do you escape that? you really need to change the condition on which you lose the speed boost, like you lose 1% after 10 seconds of your last knife hit or something, because perma 122% until you down someone and how easy it is to get the speed back is crazy.

    there is no point in running stbfl or rapid brutality on trickster because his power is like 20 stacks of stbfl. he has 0 recovery for throwing knives. iri photocard is weird because it has complete anti-synergy with his power and enforces him to throw knives slowly which is counter-productive to his gameplay. Current iri photocard is far better in general but this one has potencial to be superior if you choose a counter-productive play-style. I think that add-on would been better if they gave you scaling m/s for throwing mode to go 110%.

  • @Aven_Fallen said:

    I expected them to destroy Made For This instead of making reasonable changes to it. But they exceeded my expectations, the Perk is now completely useless.

    you were right. they killed the perk. I was expecting them to change the perk to something like you gain 3% haste while being healthy so survivor has to heal to use the perk but looks like they have decided to obliterate the perk.

    Trickster changes look like a nerf to throwing mode but omega buff to being an m1 killer especially with iri add-on. I have feeling that throwing mode is going to be buffed 6-7 to injure and iri add-on will change to something like gain 7% haste for 15 seconds with no drawback on missing. that is my first impression on patch notes.

    the best thing about upcoming update is they are finally weakened the most broken survivor map ever. garden of joy. With it, they finally going to weaken mother dwelling is which insane that such huge map exists in first place... along side having infinities. good riddance. I am excited for the map changes.

  • the problem is that MFT perk is slam dunk nerf. this perk that is now among #2 perk in the game is going to be bottom tier perk because it went from one of most consistent perks in the game to one of least consistent perks in the game.

    From what I remember with my chat with @Blueberry there was request to weakened the perk, not delete the perk entirely. with their proposed change, they're deleting the perk entirely. from my perspective i don't see myself using new version of that perk whatsoever.

  • i am not sure if this is a buff. throwing knives from 4->3 is a 33% buff to your throwing rate but your time to down from 6 -> 8 is +33% increase to your time to injure. In theory, both changes counter-act each other and likely cancel each other out? If they omitted negative change or put change to 7 blades then maybe this would be buff but it might be nerf. the 10 second decay from 15 decay is a negative change

    Main event being 6 knives is not that impressive because your throwing rate is already max so only aspect you get from this change is not using ammo. this does not address why main event is bad. the reason why it is bad is because your movement speed is nurse-walking speed so people can kite you around high-wall objects. that is why most trickster often do not use main event because it removes control from manually wind-up throwing knives.

    4.4 vs 4.6. this is a buff but it comes with negative that his tr is 32 meters.

    --Another comment is one of his add-on is called iridescent photo card. this is really good add-on that grants you exposed status effect after landing 4 knives. this is being nerfed to grant you 1-7% haste stackable bonus however you lose entire bonus for missing once. Given trickster's gameplay revolves around rapid firing knives, your very unlikely to get value out of this haste effect with drawback of this add-on.

    On another note, Iri photocard says that the add-on keeps 7% haste until you down a survivor. there is no time limit. So in theory, you can hit 7 knives and just stay permanent 122%(123%) speed until you down someone. my instinct tells me that this add-on will get changed because it functionally is ineffective at helping during your power but once you hit 7 knives... you become strongest m1 killer in the game with permanent 123% speed.

    I would remain skeptical on these changes.

  • @The_Daydreamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574770#Comment_3574770

    If I may ask, what kind of variety are you hoping for then? Personally I see a good variety in what perks are currently played:

    Slowdown (Healing- & Repairing-Reduction, Blocked Objectives), Information & Tracking (Aura-Reading, Screams), Lethality (Shorter Cooldowns, Exposed etc.), Stealth & Confusion (Undetactable, Oblivious, Terror Radius Change), Chase (Faster, Hindered) and Miscellaneous (FOV, Items, Hooks, Scratch Marks, etc.) are the categories I would put perks in. If I look at the 30 most used perks I have this summary:

    • Slowdown: 1 SH: Pain Resonance; 2 Pop Goes The Weasel; 3 Jolt; 6 Corrupt Intervention; 7 Sloppy Butcher; 10 Deadlock; 17 No Way Out; 18 Eruption; 24 Overcharge; 26 Dead Mans Switch; 29 H: Ruin;
    • Information & Tracking: 4 BBQ & Chili; 5 Lethal Pursuer; 7 Sloppy Butcher; 9 Nowhere To Hide; 13 Ultimate Weapon; 16 Discordance; 18 Eruption; 19 A Nurses Calling; 30 Tinkerer;
    • Lethality: 8 STBFL; 15 H: NOED;
    • Stealth & Confusion: 21 Fearmonger; 28 H: Plaything; 30 Tinkerer;
    • Chase: 11 Bamboozle; 14 Brutal Strength; 20 Enduring; 25 Rapid Brutality;
    • Miscellaneous: 12 Shadowborn; 22 Agitation; 23 Lightborn; 27 Iron Grasp;

    Now let's do the same thing for Survivor Perks.

    Objective (Speed Increase for Gens, Totems and Exit Gates; Protection; Promotes Objective), Information (Aura-Reading & Notifications), Chase (Haste & Useful Tools), Survivability (Endurance, 2nd Chances, Self-Healing), Support (Effects for Others, Rescues, Healing Speed), Stealth & Confusion (Tracking- and Notification-Blocks, Scratch Marks, Blinds)

    • Objective: 3 Resilience; 6 Déjà Vu; 10 Prove Thyself; 19 Blast Mine; 20 Inner Healing;
    • Information: 1 Windows Of Opportunity; 6 Déjà Vu; 8 Bond; 13 Kindred; 19 Blast Mine; 29 Empathy;
    • Chase: 1 Windows Of Opportunity; 2 Made For This; 4 Resilience; 5 Lithe; 7 Sprint Burst; 13 Hope; 17 Balance Landing;
    • Survivability: 2 Made For This, 3 Adrenaline; 9 Dead Hard; 12 Unbreakable; 14 Off The Record; 16 Self-Care; 20 Inner Healing; 22 Decisive Strike; 25 Boil Over; 26 Background Player; 27 Deliverance;
    • Support: 15 We'll Make It; 18 Botany Knowledge; 24 Flash Bang; 26 Background Player;
    • Stealth & Confusion: 11 Distortion; 14 Off The Record; 17 Balance Landing; 19 Blast Mine; 21 Iron Will; 23 Quick & Quiet; 24 Flash Bang; 25 Boil Over; 28 Calm Spirit; 30 Lightweight

    I am sure the way I have categorized these perks don't fit for everyone, but I assume it kinda makes sense though. But based on this summary; I can just repeat that I don't think the varation compared to each side is tremendously different. Sure changes are always welcome but this is nothing compared to the point Dead by Daylight was a few years ago. Anyways, I am curious about what you have to say!

    the survivor perk are more varied in what they do. people run exhaustion perks on survivor but beyond that, there is variation in survivor gameplay. survivor perk variety has definitely improved since last year.

    that is not true for killer. killer perks are not varied in effect. the game is heavily dominated by game-delay perks for killer. The average killer build is like 3 game delay perks and maybe 1 information. you should see that already by the fact that your first two categories is 20/30 perks while your other categories have like 6 perks. This is not talking about how... last category of perks is like perks such as... shadowborn and Lightborn.

  • @The_Daydreamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570411#Comment_3570411

    Buffed Perks: Furtive Chase (7.3.0), Coup de Grace (7.1.0), Claustrophobia (7.1.0), Hex: Crowd Control (7.1.0), Trail of Torment (7.1.0), Remember Me (7.1.0), Pop Goes The Weasel (7.0.0), Scourge Hook: Pain Resonance (6.7.0.), Gearhead (6.7.0)

    For comparison: Furtive Chase had a pickrate of 0.51% and increased to 1.35%. Trail of Torment 1.17% to a high of 3.15%. And that in a perk-pool of 112 Killer-Perks.

    There are even more perks but I feel like these are enough. On the other hand a lot of perks for survivors and killers were nerfed. And if we look further, we see basekit medkit changes and a lot of smaller buffs towards killers. But hey, no love for killers, right?

    It's not that you are forced to pick game-delaying perks - it's just that most killers are not as good as they think they are. That's just the reality for even both sides.

    Based on nightlight, which of course does not reflect the whole game, the second most used build is actually a chased oriented build. That of course does not work on ever killer but I have seen a lot more variety on the killer sides since the 3-gen-kick meta which should by the way never come back. We see Anti-Gen, Aura-Reading, Information, Chase Tools, Stealth-Perks etc. The variety of viable perks is actually there even if you don't use it.

    My point is, that killers have a lot more variety than before and they received quite a few buffs that matter.

    perhaps what i was unclear for what i was trying to say. I am saying that a vast majority of killer perks are of the same type where perk variety is low for killer. Just look a top 10 perks in the game and look what type they are.

    Pain res -> Geme delay

    Pop -> game delay

    Jolt -> Game delay

    Corrupt intervention -> Geme delay

    BBQ ->Information

    Lethal pursuer -> Information

    Sloppy -> game delay/Lethality

    Stbfl -> Chase/Lethality

    Nowhere to hide -> information

    Deadlock -> game delay

    I was like extend list to 2 other perks and 1 other perk combo.

    Eruption -> game delay

    No way out -> game delay.

    Ultimate weapon+DMS -> game delay+info.

    like 8-9/14 are game delay perks. 4 of 14 are information perks. Two of the perk are related to counter healing and health-states speed boosts like endurance. If you go next used perks, then you get to discordance which is info perk so 5 perks and then there the list of chase perks being bamboozle, brutal strength and... noed. Survivor perk are not all the same type. Sure exhaustion perks/chase perk stand out for survivor but most of the perk types they are using are varied. For killer? Not so much. low variety.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395582/are-we-ever-gonna-see-perk-bloodpoint-bonuses-again

    Unlikely that we will see more and they will likely continue to phase some out as time goes on. They removed them because they don't want people to take a perk just for the BP bonus, they want the perk to be good on its own.

    laughs at how useless 70% of perks are in dbd. distressing, beast of prey and thrill are useless perks. I don't mean to be complacent but when it comes to perks that are not gen defence or information perks. the perks always nearly always felt underwhelming.

    I cannot think of a perk in recent time where i was like, "Wow this is unique perk that i never thought to use but it is good for killer!". The recent good perks dbd killer are like always gen defence/game delay or info. I just wish there was something that was uniquely relevant beyond that for killer. i am just not convinced that many perks in dbd will ever be good on their own. I just see them removing BP on perks as some sort of meaningless standardization that achieves very little towards progressively improving perks.

  • salt at losing. sbmm does work.

  • @The_05_counsel said:

    My main problem is that the vast majority of killer perks are things to slightly slow or inconvenience the survivors within a set distance, with a set period of time, for a set duration, with a set cooldown, rather than just buffing the killer and their strengths, while the opposite is true to the survivors, having instant healing and speed boosts with protection hits and new abilities that have easy single requirements to activate.

    this is where my problem lies because rather then the four survivors playing around the one killer and there perks and powers, most of the time it feels like the killer is trying to play around the survivors buffs with mediocre slow downs, rather than actual power to cause any real damage or pose an actual threat to the survivors rather then inconveniencing them.

    I find that if the survivors steamroll, the match lasts five minutes or less because of the easier objectives and the surplus of perks that buff the survivors effectiveness at said objectives. But when a killer steamrolls the match takes like twenty minutes or more, because of the far more difficult objective and lack of perks that bolster the killer’s abilities and strengths.

    20 minutes? that's crazy long time in dbd terms. none of my games are 20 minutes long when i am winning with killer. if I had to take a guess, most games for killer when killer wins are like 10 minutes long with 2-4 minute difference depending on the killer and other circumstances.

    you can win 5-6 minutes as killer but you need 4 man slug. almost no killer are able to win games in 5-6 minutes consistency because odds of 4 man slugging a strong team are low. the survivor team has to be unbelievably bad for all 4 survivors to be put into dying state. maybe your asking more for killer to have stronger slugging threat so they can win faster? I am not sure.

  • isn't lethal pursuer more of quality of life perk for killer? your compared quality of life perk for killer vs best looping perk on survivor currently in the game. killer would trade any perk for MFT because none of killer perk are on MFT level. not even most popular perk being SC:Pain res.

  • @KolbyKolbyKolby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574241#Comment_3574241

    The chance to randomly get a meme addon is part of the fun and the risk. Your chance to get incredible addons is paid in the price of getting less than favorable ones. Not every person playing killer is playing to use the best possible items and perks and win every game. That's why it's called Entity's GAMBLE, you don't know what you're gonna get. You might get Silent Traps and Padded Jaws as Trapper or you might get BLoody Coils and Iri Stone. The RNG is what makes the perk fun. Much like Dramaturgy, there is a risk in using it and not only a benefit.

    The secondary effect is a little too much for what is meant to be a fun perk to boost your inventory, it could honestly be it's own perk thoguh I'm not sure it's a healthy perk for the game. Survivor's ability to recognize perks and play around them is a developed skill, and if one moment you have Bamboozle and you have them run a tile a different way only to eat an unsafe pallet with the enduring you now have but didn't before, it sort of punishes that for knowledge they couldn't have.

    they did make an perk to get add-on easier. the perk used to be called BBQ. it gave you 25/50/75/100% BP gains for hooking survivor. this was nerfed/taken away and the cost of bloodweb was reduced by 33%(?).

  • @rvzrvzrvz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573822#Comment_3573822

    It's on 900 games not 300, not that bad tbh it's better than nothing, you can't really explain why all other killers are so far behind... top 2 is sadako at 61%

    I mean even ignoring that 70% killrate, just by playing as/against her she's a bit easy mode, even against strong teams she's very consistent, if I have to pick strongest m1 killer in the game I'd say skull merchant right now

    I respect your opinion but I don't think she needs buffs at all, not even close, time will tell bhvr have the real stats

    I mean even ignoring that 70% killrate, just by playing as/against her she's a bit easy mode, even against strong teams she's very consistent, if I have to pick strongest m1 killer in the game I'd say skull merchant right now

    She was consistent before. I believe she was strongest m1 killer before with geo readout and strobes(both as chase) and 2nd strongest 3 gen but only before overcharge/cob was 200% regression. It is just that people said she was not good at chases and only good at 3 gens. that wasn't true so they nerfed readout and strobes and tried re-shift her power into chase. The issue is that camping is somewhat global strategy in the game. you cannot really shift strategies in the game very easily. A lot of strategies that killer use are generic and global such that every killer can perform 3 gens to some degree. Players will still 3 gen if 3 gen is rewarding. It is little bit like tunneling off-hook with Blight or proxy camping with bubba.

    In terms of easy to play, I think her skill-floor is somewhat low because survivor in general again from my experience tend to get hit by drones without me doing anything. This is nothing to do with killer player. It is everything to do with survivor player playing poorly vs ability. Skull merchant drones by nature are automatic and the bonuses she gets are very passive. Killers that have like strong passives tend to be on higher kill-rate scale because there is more agency on survivor to counter/diminish effectiveness of the passive than there is for killer to use passive. She leaves drones in area's and it is up to survivor to detect drones and disable them without acquiring lock-on stacks. If they failed to do so, she gains passive haste. there is little input for skull merchant other then placing drones but all agency for how effective it is to gain haste is on the survivor. big part of skull merchant success is survivor learning to play against her. She is like brand new killer for a lot of players because she was unpopular before. Many player did not play against before and when they did, it was 3 gen slog.

  • i don't think killer are strong enough at chase to just erase camping hook regression from the game. you need buff m1 killer chase and put a lot more base regression killer kit for that. killer would need like stbfl base-kit, coup base-kit and pain res base-kit on all hooks before you delete an entire strategy on killer.

  • @rvzrvzrvz said:

    I don't know but i've checked today she has 70% killrate on nightlight, I know small sample size but we've seen many times nightlight is always close to bhvr stats...

    one thing I would change are lock on stacks never regressing, it's weird you can keep 2 stacks for 20min it should regress at some point, she's a bit overtuned imo needs a few adjustements

    it is too small of sample size. i don't think killer stats can be trusted as much as perk stats because small sample size. the perk can be more accurate because of numbers. for example Lithe is reported to be used 20213 games. that is big enough sample of size games to conclude that perk is popular.

    300 games shows very little. you need like 2000 games and nightlight does not sort by MMR. it is just everyone games together, so for all i know, those games could be 1000 hour killer player going vs new guy that bought dbd and has 30 hours in the game.

    she is not over-tuned. it is learned to play issue. i think their idea to buff potencial energy is good idea so I do expect them to buff potencial energy into viable anti-3 gen perk for survivor that struggle to play 3 gens. I still think it would be better if they had a perk that allows you to link 2 generator together and progress gens at self-care speed(35%) but their version of an anti 3 gen does work if it gets buffed.

    ==

    I kinda think her chase could be buffed honestly. I hope they buffed supercharger, expired batteries and high-powered at some point.. those add-on could be so good for chase merchant but are a bit weak.

    one thing I would change are lock on stacks never regressing, it's weird you can keep 2 stacks for 20min it should regress at some point, she's a bit overtuned imo needs a few adjustements.

    no thanks, when lock-on was regressing, you could only get lock on stacks in 3 gens with drones on gens. they already weakened her drones by making that you do not get claw trap. no regressing lock-on is buff for a nerf.

  • @CookieBaws said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573614#Comment_3573614

    I don't think that an ability to flick should be a core power. That means that most people won't get most(if any) value from Xeno.

    doesn't that just mean that Alien has high-skill ceiling? is that not what every killer should be? easy to pick-up low skill-floor, takes long time to master?

    I find this comment funny because i saw a post at one point saying that Xeno is too easy. scott messing up a bunch of times shows that killer is not that easy.

  • it is same distance as lunge. a lunge is 5.2 when account for survivor movement differential. xeno is 4.8 BUT he can move for 0.2 seconds running forward as tail attack goes off.

    I am not sure what emperical total distance of lunge is but i think it is 6 meters of total distance+1.2-1.5 meters hitbox in front of you. This is what I think it is but i am not sure. there is almost nothing written about this anywhere. this is what i can see from judging distances when playing in-game.

  • There is only two aspects they buff for Xeno. One of them is making m2 turrets have more movement speed like it was before bu and survivor moaned about Xeno not being punished enough for missed attacks even though he has 3 second cooldown. The increased movement speed also helped Xeno catch-up better.

    The other is his add-on being too situational. The add-on that could use buff are

    Iri Acid blood: Why this add-on not down survivor and why does this add-on only work for 20 seconds? for this to be game-changing iri, it should down survivors and have no timer.

    Iri Improvised caddle rod: This add-on is good but it could be way better. currently it activates on gen completion. What would make add-on iri would be that every emerging teleport, you see all survivors in 10 meter radius for 15 seconds. this would be an incredible aura reading add-on.

    Harpoon gun: This gives screams if you hit a survivor after emerging from a tunnel after 10 seconds. 10 second is too little, increase it to 30 seconds.

    Parker band: this gives 5% haste for... 3 seconds. That way too little haste. Increase duration to 10 seconds and increase haste to 7%. survivor. With current values, this add-on is not good at countering pre-running when Xeno emerges from a tunnel. it needs way better numbers to counter pre-running into turrets.

    Buffing these add-on would give him some game-changing buffs to his kit. blight has great add-on's, it would be nice if this killer had good add-on's to use.

  • survivor want games to last around 5-7 minutes for 5 gens. 8-9 minutes if we include end game. Killer want games to last around 12 minutes with 1-2 minutes for end game. that type of question is survivor vs killer question.

    either way, you should not be having 30 minute games.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573283#Comment_3573283

    I'd actually like to add to this a bit.

    Don't cage when you know someone is on the other side of the map if you want to tunnel. Hook them normally and force someone to come over, then tunnel and cage, before tunneling out of cage for death hook. This way you don't have to deal with people taking hits on top of basekit bt when the team will be more concerned (on death hook) and instead they'll be thinking there's less pressure to take hits and be a nuisance (there isn't).

    Also, BMP increases range by +1.5m, yes, but it stacks with Wax Doll for an additional +1m, taking it up to 10.5m. And what's the cutoff point for cave teleport? 10m. So if you really wanna tunnel outside of cage, I'm just saying...

    But also, because tunneling is just not fun for me, you can save those cages for a more monumental time. You've been building pressure all game and survivors are on the back foot, and you've got one down and someone else nearby. Cage then and instantly go into a chase - that one act creates a monumental amount of pressure, particularly if the team aren't as spread out in trying to recover. They're so much more than just a tool for tunneling it's a shame they're seen as such.


    Don't cage when you know someone is on the other side of the map if you want to tunnel.

    Instant unhook is good for you as killer in early game. it means you can just tunnel same survivor twice and they will already be at death hook. This puts so much pressure on survivor to get unhook especially if there is more then 3 gens remaining. I prefer to put pressure on the survivor immediately to put them on death hook then to do formula on 2nd hook. you can still put trails around borders of the hook(like jungle gym) so survivor have to crouch walk or get tormented.

    You are correct that ideal situation is for survivor to unhook in front of you as PH however smart survivors will not unhook and just sit on gens if you proxy camp. it is better for survivor team to be at 1 gen and use 0 resources with 1 person dead then be at 3 gens with 1 person dead due to hook farming. if you proxy camp from hook with 2 minutes, survivor can do gen before friends strategy and this really hurts your early game. Your torment is very useless if survivor ignore hook regression and just sit on gens while other person goes on 2nd stage for 90 seconds. you can lose 3 gens from that before you tunnel person out successfully. it is hard to win on 1 gen or 2 gens remaining as opposed to 3-4 gens remaining from an early tunnel cage formula tunnel.

  • your facing swf because your excellent killer player but struggle with survivor.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573270#Comment_3573270

    I mean I sort of see it as Thompsons Mix, which was an old add on of Billy's. It was a good add on and paired really well with other add ons, but wasn't great on its own

    the thing with thompsons mix is that you purposely miss short billy rushes with carburetor tuning guide. I remember missed cooldown being so short that between short cooldown and short chainsaw rev, you could almost charge your chainsaw to backrev survivors if they dodged the chainsaw in many cases.

  • @Disco said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573241#Comment_3573241

    Thanks for all the tips :D. I've been using pop and rarely caging mostly just using Final Judgement and feels much better. Some maps like RPD are so painful but i'll keep at it

    Here's my 4 quick tips:

    Tip #1 never draw long trails, only draw trails at pallets or windows as you traverse the map. even 1 CM of torment is enough torment the survivor. Strong windows and Pallets are high traffic areas. Be aware trails only last set amount of time(60 sec?)

    Tip #2 Always try corner the survivor in the corner of the map to spam POTD to get downs. Do not break pallets or vault windows when survivor is the corner of the map.

    Tip #3 the reason why survivor are running away from loops is because of your trails. Whenever you cage someone, they always go to other side of the map. Learn to predict where cages are. Cages are 2nd best tunneling tool in the game for farming hook-states. You should cage when you know someone is on other side of the map so you they unhook leading you to tunnel them. Ideally you want them to hook in front of you so you can instant down person that got unhooked and injure other person. Be aware that camping cages within 10 meters will teleport the survivor so be careful of how you proxy camp as distance increase was big nerf to PH as of recent patches.

    Tip #4 Use range add-on's. With burning man drawing, it gives 9.5 meter of range just enough to hit both survivor while staying out of proxy cage teleport distance. Another good set of add-on is mannequin foot & Cinderella music box. they increase duration that trails are active. this is really good because you can +35 second on trails. It means you can put trails around pallet or windows(small amount) such that survivor walks through it to perform your tunneling cage ritual. I like to call it the Formula.

    good perks to use PH are Lethal Pursuer and Deadlock. Lethal pursuer is good because you can see all 4 people at start of trial. Normally I would say Lethal Pursuer is terrible perk by itself but for this killer, it is amazing perk to jump-start your Formula. this allows you to plan where to draw trails then begin a chase immediately hoping survivor goes in one of your pre-placed trails. PH is all about speed to tunnel someone out to get fast 3vs1 with torment. Deadlock is good perk to add additional time on gens for free while you tunnel first person out. The other two perks should be perks that help you win in 3vs1.

  • I said that long time ago that Adrenaline Vial is really hard to use. I only really recommend using it on very very experienced blight players that understand blight's tech perfectly and I also only recommend using it with Umbra salt. turning-rate is very severe drawback on it. The main advantage it has is fast token recovery. it gives pseudo alchemist ring with no conditions. this is really strong advantage but only if you can use hug tech/moon rushing effectively to maneuver his rushes.

    Double speed is far superior and much easier to use. Same for C33+C21. These add-on for Blight practically play themselves. Alc ring is also good and can be used with any add-on but i think it shines most in countering Dead Hard and Slugging with iri tag. you can use Alc over yellow speed or with C33 but there ends up being more counter-play for survivor to juke blight within bump logic.

    good that other player concluded a similar form of logic after extensively using playing with it. I still Adrenaline Vial is most skillful add-on to use on Blight but most blight player will not likely use it in serious match setting because other options are so much easier with greater power-level.

  • @Ganksy_TTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573223#Comment_3573223

    That's a good point. This really was half a vent rant, so I'll post ideas on how I'd balance killers. Thank you. This forum is honestly home to more level headed and productive people than i thought. I tried talking in the dbd discord and everyone was about as toxic as in my games and twitch chat lol. I will make a post with some of my ideas, thank you.

    all I have to say is that whatever you post has no guaranteed to make in the game. I have many perks that I wish were more usable on killer end. there is long list of perks for killer that could be way better.

    I'm all ears -> no cooldown

    Thrilling treamors -> less cooldown (25 seconds)

    Darkness revealed -> 2 extra meters

    bitter mumur -> reveals everyone on the map globally on every completed generator

    fire up -> increase speed from 4% ->5.5%. now increases hooking speed.

    starstruck -> 15 second more duration

    Superior anatomy -> increased meter to activate from 8 to 12.

    oppression remove cooldown entirely, change skill-check to loud noise notifcation, killer get 2.5% regression on the 3 randoms gens and they begin regressing

    gearhead: reveals one survivor automatically after activating if there is someone on gen, produces loud noise notification if the perk triggers aura similar to discordance

    sc: monstrous shrine remove 24 meter restriction and increase speed by 15%(20%->35% faster hook acceleration regression).

    dragon grip: remove cooldown

    deathbound: make it affected both survivors with oblivious. survivors scream and reveal their position to the killer when the perk triggers.

    gameafoot: make obsession switching work on basic attack instead of longest survivor chased:

    Leverage: increase duration to 50 second from 30 seconds

    machine learning: make activation work on every generator kicked.

    there is a lot of perks they could improve for killer.

  • you need to explain what killer perks you want buffed. I agree it is big problem when most builds for killer consistent of game-delay. this used to be a problem with survivor where most survivor ran dh/ds/bt every game. killer could use some base-game delay for performing well in chases.

    when it comes to killer, you have not specified what killer to buff. from what dev have stated in Q&A's, they plan change Twins, Billy and Freddy. you could add/suggest other killers that they should change. I saw otz made video on knight where he talks about how clunky using pallet break/order system is for knight and he talks about how map of the realm should be base-kit. The funny thing is that anniversary event proved that knight could remote pallet breaking and it would make his power so much smoother to use. Almost everyone agrees that map of the realm should be base-kit on knight. I have said many times now that knight's issue beyond pallet breaking and map of the realm is that long range patrols do not lead to guards hits which makes hold-w too effective and too easy. there are many other killer that can discussed to need base-kit changes or add-on baked into their kit.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573082#Comment_3573082

    I meant *faster healing, faster than the current times* not how it was pre-patch

    Think like 75% of a full heal at 17 seconds or a full heal with max charges, but a speed debuff making it 21.5 seconds

    This would probably fit for the green rarity, while a purely altruistic medkit could be purple rarity, like 75% speed and 40% effeciency when healing others but at the cost of not being able to self heal

    Personally, I don't care the effects, we can worry about those later, I just care about them not being identical to each other

    Yes, I know streetwise and botany know exist but come on, you can't really just prefer medkits to be boring? Why not make toolboxes like that then? Or flashlights? Or make all keys broken keys?

    self-healing should not be time efficient action if killer uses mangled. you should need bring perk to render ineffective. 30 second for self-healing is where it should be. 21.5 second does almost nothing in term of game-delay for self-healing. that was one of issues of sloppy butcher before. equipping perk almost did nothing until you depleted all med-kits. there was nothing deplete med-kits because survivor could drop their med-kit to avoid franklin. now med-kit have proper counter in sloppy butcher.

    altruistic grouping healing counters sloppy butcher but that is hard to do in soloq, so most people just stay injured. In my experiences, playing no info perk survivor and healing soloq is too difficult so I stay injured as well.

  • @KaTo1337 said:

    As a P100 Freddy-Main, there is so much I want to say, but is it worth the time?

    Well, lets show you the minimum:

    1. Remove the ability of waking up from the perk Adrenaline. Its beyond Bullshit that Freddy gets more punished by this perk than any other killer

    2. His addons are garbage. Red Paint Brush is basically Dredges Field Recorder (purple btw) but massively weaker. Everything else is garbage. Class Photo without the downside of not being able to cancel the teleport would be decent, with it, its just trash.

    3. Why get Freddy slowed down to 4.0m/s while Clown can stay at 4.6m/s when throwing a Bottle (which is far better than a set-up antiloop btw.)

    4. Why are Snares / Pallets always bugged on several maps

    5. Why is the cooldown so unbelievably long?

    6. Why does he gets weaker and weaker as the match continues? Thats 100% against his lore.

    7. Why do I write do so much? 😅

    Oh for the books: I would love to see OG Freddy WITH ADJUSTMENTS together with his Teleport-Ability.

    Remove snares and pallets and give him the old power WITH ADJUSTMENTS like Incapacitated-Effect, less time in the Dream Transition by default and a permanent dream-state when all gens are powered (than no bullying at the exit-gate while in God-Mode would be possible).

    His old aura-reading was awesome, his Dreamworld was a place which does something (other than now) and his lore was more accurate to him than now.

    But what do I know? I just HOPE they do something good to him, at least an Addon-Pass.

    @GeneralV your turn

    Why get Freddy slowed down to 4.0m/s while Clown can stay at 4.6m/s when throwing a Bottle (which is far better than a set-up antiloop btw.)

    i think clown used to get slowed when holding a bottle. I don't remember what he got slowed on in the PTB of clown but I remember him being slowed for holding bottles. he also got slowed for throwing bottles at one point.

    Why does he gets weaker and weaker as the match continues? Thats 100% against his lore.

    he had add-on to slow game down to become stronger as match progresses but that was too oppressive /shrug. I still miss his global aura reading+16 meter TR. that was such unique strength to move at 115% with no drawbacks with low TR and surprise hit people with global aura reading. I hope that aspect of freddy returns some day either on him or some other killer. perhaps it could be instant down+global aura reading instead of low TR.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573050#Comment_3573050

    They each had different stats is what I'm referring to, they can be used in various ways, even if the most "popular" way is the same

    I don't really care about the speed, that's mainly what people complained about

    I care about them having *no difference* between the rarities besides a 5% healing speed when using it on others (which almost nobody does)

    Imagine that ALL toolboxes were nerfed to have the same effect as each, except for a 5% less chance to have skillchecks between each rarity. This is what medkits are like now. Alex's toolbox will have the same effect as a normal one and doesn't boost sabo anymore. Does this seem interesting to you at all?

    Give medkits more charges for slower healing and less effeciency for faster healing, and one with a major boost in effeciency and speed for altruistic healing

    I don't really care about the speed, that's mainly what people complained about


    Give medkits more charges for slower healing and less effeciency for faster healing, and one with a major boost in effeciency and speed for altruistic healing

    your two sentences in post are direct contradictions. you said you do not care about faster healing but you directly ask for faster healing in second sentence. you can have more efficiency by using the perk called streetwise and more speed by using the perk called botany knowledge. If you want a lot more charges like 2 heals for a slower healing, you can heal with med-kit and purposely miss all great skill-checks to deplete med-kit then use build to last to refill it. you can customized med-kit but only with perks.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572976#Comment_3572976

    Honestly I like everything else except better than new, it's just a worse Leader imo

    I think it needs something more impactful but not too overpowered, such as mabye 2% haste after being healed by someone from injured to healthy with the perk (does not stack with itself) and 6% vault speed, this ensures it can't be used with made for this or resilience so there's no worry of it being too overpowered if using those perks, and it only applies to others

    leader itself is not good. too low numbers. leader should be buffed to 50%. Better than New has a bunch of actions that are meaningless to buff. with current numbers, the perk sounds like it should have window vaulting speed perk and repair bonus perk.

    most of dbd perk are bad because they don't want perks to go out of line/be to much game-altering.

    @sizzlingmario4 said:

    Here's (more than) a few:

    Better Than New - Increased bonus to 16/18/20%. Added sabotaging, exit gate opening, and unhooking to affected actions. You now also see the auras of Survivors with the bonus for as long as they have it.

    Deception - Can now be triggered by using Active Ability button near a locker instead of replacing the locker enter prompt (basically you can choose when to trigger it, or actually enter the locker to fake out the killer if they know you have it, especially if you also have Head On), and increased the duration of no scratch marks/blood to 5 seconds.

    Fast Track - Similar to Deception, you can now activate it by pressing Active Ability button within 2 seconds of hitting a great skill check, so you can save tokens for when you want to use them.

    Poised - Increased duration to 12/14/16 seconds, now also provides 5% Haste while active and hides pools of blood + grunts of pain as well.

    Potential Energy - Reduced the conversion rate to 1.2% to 1% (instead of 1.5% to 1%, basically means you can charge it faster and lose less efficiency doing so).

    Resurgence/Reactive Healing/Solidarity - Instead of granting partial heal progress these perks now temporarily reduce the total charges required to heal (like what a BNP does), which prevents Hemorrhage from hard countering them like it does now. If the number of charges required to heal is reduced to 0, you are fully healed. The effects are only good for that heal and completely reset once you are healed or put into the dying state.

    Self-Preservation - Increased the range to 24 meters.

    Situational Awareness - Survivor-aura reading when the killer downs a survivor is now always active (was only while repairing a generator).

    Spine Chill - Increased action speed boost to 8/9/10%, increased linger time to 2 seconds.

    Wake Up - Removed range limits on exit gate switch auras and other Survivors seeing your aura, increased opening speed bonus to 20/25/30%.

    Awakened Awareness - Restored the 2-second linger on auras. Starstruck Nurse is gone so it won't be a problem anymore.

    Grim Embrace - Added the following: When activated, all Survivors will immediately scream and have their auras revealed for 2 seconds, repeating every 10 seconds until the generator-block duration expires, Killer also gains 5% increased movement speed for the duration. Obsession aura reveal now lasts 10 seconds instead of 6.

    Hex: Huntress Lullaby: Now activates on a dull totem upon gaining its first token instead of being able to be cleansed from the start. Decreased maximum tokens to 4. Survivors failing any repair or healing skill check get an additional 1.5/2/2.5% regression penalty per token up to a maximum of 6/8/10%. Reduces delay between skill check warning and skill check by 18% per token (up from 14%) and eliminates the skill check warning at 4 tokens instead of 5. (TL;DR: Can't be cleansed before gaining any tokens, and reaches maximum power sooner than before.)

    Hoarder: When a Survivor unlocks a chest or picks up any Survivor Item (not killer-specific items), you get a loud noise notification and see their aura for 8/9/10 seconds. Survivor Items found in chests are more likely to be of lower rarities. (Removed range limit.)

    Hysteria - Removed cooldown.

    Insidious - Reworked: Reduces your terror radius by 10 meters at the start of the match for 60 seconds. When the exit gates are powered, you become Undetectable for 40/50/60 seconds. (Current Insidious is outdated and never used for anything other than camping, the rework helps you catch a survivor off guard at the start of the match and gives it utility as an endgame perk as well.)

    Iron Grasp - Added the following: Increases the speed of picking up and dropping Survivors by 50%.

    Oppression - Reduced cooldown to 80/70/60 seconds.

    Remember Me - Obsession is no longer immune to the effect. (This not only is a buff but it also makes the perk healthier since it'd no longer encourage fully tunneling the obsession out of the game just to ensure they can't hard counter the perk.)

    Septic Touch - No longer terror-radius based, works across the entire map. Now pauses Blindness and Exhausted recovery times while actively healing (like Fearmonger).

    Thrilling Tremors - Reduced cooldown to 60/50/40 seconds.

    Unnerving Presence - Added the following: Affected skill checks have no great success zone. (Currently the increased skill check chance actually creates more opportunities for great skill checks which can make the perk work against the Killer, so this buff fixes that.)

    I disagree with your Head On change though, I think being able to stun the killer for 3 seconds is enough of a hindrance to the killer that you shouldn't be able to quickly chain another exhaustion perk with it, especially since it's the only exhaustion perk that can be used to directly help your teammates. It might be neat if survivors with Head On who were in a locker with the perk ready caused that locker's aura to be revealed to other survivors though, so they know what you're doing and can bait the killer into it.

    out of the perk you named, I thought about buffing oppression to have 0 cooldown but removing random skill-check to be loud noise notification if someone is on generator. All 3 random generators affected by the perk lose 2.5% progression with over-time regression starting.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572562#Comment_3572562

    I'm not even complaining about the speed, I understand it was too fast but there was no reason to also nerf the VARIETY

    All the med kit were mostly ever used for self-healing. the only difference was that green one had 50% faster self-care which stacked to some 10 second self-healing and purple one had 2 heals base-kit which would often be paired with healing speed add-on to reduce to like ~13 seconds. Grey med-kit is same as current med-kits with 1 heal. yellow med-kit had 1 heal and 1/2 but often was paired with charge add-on for two heals which made it same-level as purple med-kit.

    All med-kits were used in same way. get 2 heals. I am not sure what your complaining about in variety because old med-kit had no variety before because everyone aimed for same type of med-kit. a med-kit with 2 heals. med-kit were nerfed to only have 1 heal. you can still get 2 heals on technical level with iri gel dressing+charge add-on or syringe.

    @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572562#Comment_3572562

    by that logic circle of healing was fine. it was meant as a healing perk,working as intended,by allowing survivors heal fast

    200 IQ moves here

    COH healing at 50% was like ~28 second self-heals. med-kit currently is 30 seconds under mangled. COH was healing augmentation perk but it would only negate mangled if you altruistic healed. Mangled giving 30 second self-heals sounds about right.

    You can still get old med-kits. the difference between now and before is that you need commit perks slots to counter sloppy butcher perk. Before this point in time, med-kit were strong enough that they not only gave incredible potent healing but they countered mangled making it almost non-factor. Botany knowledge still gives you 16 second heals. it does give -53% item efficiency so it costs 30(?) charges to heal but you can still heal in 16 second. you just need to run any of those +8 charge healing add-on's. Mangled will increase healing time to 20 seconds. 2 heal med-kit with fast healing that counter sloppy are only reserved for survivor that commit two perk slots in streetwise+botany knowledge with correct charge add-on/syringe. self-healing fast is high-commitment action now. it should be because self-healing saves a lot of walking-time for survivor.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572568#Comment_3572568

    Did you miss this part?

    • Do a conspicuous action for 10 seconds

    They can't gen tap, they'd have to work on it for at least 10 seconds.

    i think it depends how big map is. it might work. i don't think i have seen dev try something like that. in general they just keep stealth bad so rarely anyone bothers with it until you sometime hit this hostage stealth end game thing.

  • yes it is hostage taking. it is problem in the game that they have not fixed/addressed in the game. end-game stealth.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569950#Comment_3569950

    I don't disagree with you, just saying that it has been stated by them. Personally i think this could all be solved if they change the rules for crows to basically be like.

    You start to get crows after 2.5 minutes unless you do one of the following:

    • Get into a chase
    • Get injured
    • Get downed
    • Do a conspicuous action for 10 seconds

    2.5 minutes should be plenty of time to account for things like OTR, corrupt intervention etc, and requiring a conspicuous action for 10 seconds means you can't just tap a gen and keep hiding in a locker for 2.5 minutes and repeat.

    won't work because survivors gen tap gen for 1 second then you have wait 2.5 minutes. it would have to be something like after 2 minutes, you unconditional gain noise notification when two or less people are alive after 1:30-2 mins. technically people can stealth with 3 survivors alive but that is just weird. you should be able to find survivor when 3 people are alive anyway.

  • @averagemikaelamain said:

    Medkit rework really was one of the laziest things ever. Nothing interesting,just number nerfs to everything,even Butterfly Tape (seriously what did that 5% do to you BHVR) and SYRINGES DIDNT GET CHANGED.

    Crazy. Medkits in solos versus sloppy are almost useless.

    sloppy is an anti-healing perk. it is suppose counter self-healing. it is working as intended. med-kit were way too strong vs mangled before.

  • @simon9072015 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572499#Comment_3572499

    with the killer watching while he camp? yeah, he totally let me disable them

    there is anti-face camping measure but it doesn't work currently in basement. double floor basement are really strong in dbd for camping. the best you can do is hook-trade in those situations or let survivor go to second stage and try to save them in 30 seconds. if you have 0 lock-on stacks, there is 3 second immunity for each lock-on stack so you should be able to walk through all drones to hook-trade. basements like these is where decisive strike and off the record perk is good. If you don't have these perks than avoid getting hook in double basement or risk losing the match.

    if anti-face camping ever get buffed to be anti-proxy camping mechanic where it has no decay in distance in 16 meters and you get like 20% haste then you will not need run decisive strike or off the record. that kinda deletes purpose of basement but dbd has not went that far to change that element of the game. so as it is now, basement is still relevant unless rules change.

    This is not skull merchant problem, this is every killer being able to camp basement for wins.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572497#Comment_3572497

    So if the gen is interrupted I didn't say it was even kicked, simply that they cannot progress it due to the threat of Surv A being in chase, and Surv B giving a free hit if they pump the gen. You would decide whether to kick or chase dependent on the circumstances. I wouldn't waste time kicking a gen without perks if I wasn't hypermobile like Wraith/Blight. Even then I might not only Eruption a gen, if it would cost me a hit to do so.

    I was being generous assuming only 1 person is going for saves. If you are legit thinking 3 people are busy in chases and only 1 is pumping gens, you are saying the match will take 7.5 mins to pump the gens. You basically are going to have 2 people bled out by then even if you never got a hook (as if they threaten the save to such an extent, the Killer will have 2 Survs on the ground before attempting pickups). Even then they can't permanently be un-exhausted. So lets take the 90% success rate (which I think is absurdly high and basically saying the Killer is a baby and doesn't understand the basic mechanics of the game, but whatever) so you get the hook 1 in 10 times. Even a powerless M1 would get enough injuries and downs that they could easily win after the first hook. The 1st Surv has to be unhooked, the 2nd is chased, and the 3rd can't leave the hooked Surv to die in order to threaten the blind, so the 4th is still progressing gens and hooks will flow easily as normal.

    You consider Ghosty, Clown, and Bubba high-tier? I mean I know I'm good at Ghosty, but I wouldn't consider him anywhere above the dead average middle. 3/5 Killers I listed are in the bottom half, so you ignored the majority of my point to make something up. Again, you are assuming Survivors are permanently un-exhausted here. It would take 30s tops to down someone injured (barring god pallet delays), so they still have 10s where they can't save unless they Killer gift-wraps it for them. This again is all assuming the Killer isn't injuring and downing multiple Survs before pickup in the case of multi-blind attempts. So again, baby Killer gift-wrapping blinds for Survs for no good reason has 100%, Killer who uses their brain, far far far less. Even if the 4th Survivor is a SWF with a giga-toolbox and BTL, teleporting between gens, that would shorten it to ~6m of gen time, which would only require 2/3rd downtime to get 3 bleedout kills, easily accomplished if you are expecting blinds the entire match, but I would think hooking them would kill them faster so I'd just do that. Plus on top of that, the normal Flashlight can only get 8 max blinds, and most people attempt chain blinds reducing the number all the lower, on top of people not doing frame perfect blinds for perfect charge protection.

    You consider Ghosty, Clown, and Bubba high-tier?

    I am talking about blight and Oni in demon fury in which you mention as infectious fright as some sort of counter to flashlights. you can still get flashlight saves vs stronger killer but you have to be more careful around some killers.

    If you are legit thinking 3 people are busy in chases and only 1 is pumping gens, you are saying the match will take 7.5 mins to pump the gens.

    you missed key sentence in my previous post. When there are 1 or 2 generators remaining, flashlight saves become more detrimental to the killer because killer is not progressing the game while survivor can use their 4vs1 advantage to keep progressing the game while preventing killer from getting hooks. so no it does not take 7:20 minutes. It takes somewhere between 90 seconds and 180 seconds to finish the game. This number can go up and down because you can sometimes have 2 people on 2 separate generators.

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