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Devil_hit11

Devil_hit11

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  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861982#Comment_3861982

    Sorry, but I don’t get your math . Call of brine added 15% to the 15% basekit regression over 60 seconds not 8% and that without overcharge.

    no it does not.

    it adds 0.25 charges per second as regression. 0.25*60 = 15 charges. 15 charges is 15 second of a gen. the raw % is 17% because 17% of gen == 15.3 charges. I made made mistake in my initial post.

    the overcharge has complicated formula which is related to integration because you need calculate range between 1 second and 30 second of regression which i did long time ago and than last 30 seconds is 30*0.25 = 7.5 seconds. overall, i remember that it was around 11-12 seconds of regression. I am just going estimate this because i do not remember exact 1:1 numbers, but it is roughly about 13% regression.

    17%+13% is 30%.

    call of brine adds 100% regression than stops after 60s. overcharge adds 100% regression over 30 second period than goes on to infinity. The base is 100% regression which is 1/4 slower(0.25 charges per second). over 60 seconds, you get 15 seconds which is 17% regression. when you add 17% from cob, 17% from base, 13% from overcharge and 2.5% from base-kit kick, you get 50% regression over 60 seconds. those were the numbers.

    eruption also add 10%.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861970#Comment_3861970

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861972#Comment_3861972

    Thanks now everything makes sense, but l still don’t get why call of brine got nerfed, because it barely did anything compared to overcharge.

    Error post. refer to post #3.

  • 60 cooldown is too high to get any perk value and 5% is low, it should be raised to original 7% value or was it 8%.

    remove cooldown

    increase % to 7%.

    @LordGlint said:

    I think they're mostly just weary about big numbers since you can stack it with other genspeed perks. If these perks WERENT stackable, each one could be made better.

    there is only ever one person in chase. double instances of the perk are not good because -1 person on a gen is bad.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861948#Comment_3861948

    How did overcharge make gens regress at 400% speed? In every description I find, it says 200%.

    The person in the first video says 600% and the person in the comments says 500% (if both of them are combined).

    first iteration of overcharge in ptb was regressing 100%→400%. this was later nerfed to 100% →200%. the gen have hard-limit of being regressed by 400%. people attempt to combine call of brine+overcharge for 500% but it was bugged in the ptb due to hard limit. instead of raising upper limit, BVHR immediately nerfed it. even with nerf, it didn't solve the problem because issue was infinity kicking still allowed almost every killer to drag out every game for 30-40 minutes on nearly every map.

    eventually all corresponding perk were nerfed and gen-kicking limits were imposed to not have 40 minute games. Mandy said something like, "DBD was not designed to have long drawn out games".

  • it's 100%+100%. 0.25x3 = 0.75.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861789#Comment_3861789

    Its less to do with that and more to do with the change they made to mangled/hemo. It used to be permanent, so if you hooked them when they got unhooked the heal would take longer. This still happens, but with the duration its less likely that it will still be active when you finally, pick them up, walk to a hook, hook them, they get saved, they run to a safe(r) place, and start healing, 70 seconds likely will have passed.

    agree, killer nerf's.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861643#Comment_3861643

    300% regression speed was not just "slightly" faster, it was ridiculously overpowered for how free it was and it was one of the worst metas in DBD history.

    i do not agree. 300% regression was not overpowered. 3 gen was with said perks was overpowered and regression wasn't free. you spend valuable time kicking gens over immediately entering chases when attempting to walk around the map.

    with latest changes to gen-kick nerfs and regression restriction, 3 gen is least viable it has ever been which in turn makes gen-kicking, the least viable it has ever been because gen-kicking outside 3 gen is not rewarding. corresponding perks that supposedly boost gen-kicking are in weakest state they have ever been. as result, when you factor kicking outside of 3 gens, it is also in the worst state it has ever been.

  • he only need scamper buffs and turn-rate buffs after scampering. now he needs all his changes revert+scamper buffs.

  • @Emeal said:

    I dont see why Nurse and Blight does not have a 40m TR, given how with the right addons you basically have seconds before you are downed and with the right skills. Their current TR seems meaningless, yet somehow Wesker of all Killers have 40.

    Logic is if Wesker has a 40m TR because he can swiftly move to your location, then Blight and Nurse OUGHT to have it too.
    Most Killers have global sounds too, Blight don't and Nurse's global sound is during her Blink.

    it might buff these two killer imo because they could potentially use clown anti-heal perk +distressing. i'd say if they want reduce power-level of nurse and blight. i would decrease nurse's blink speed from 400% to 325% and increase blight rush cooldown from 10 →17.5 seconds.

  • i want to see functional freddy that is fun to play.

  • i feel like i recognize this name from some youtube channel. a deathslinger main.

    I think he should get two things.

    1. lower terror radius to 24 meters
    2. redeemer inflicts exposed on hit(iri coin base-kit).

    lower tr would help slinger start chases closer and exposed would make his gun more rewarding to hit fulfilling the fantasy of a sniper that shoots from shadows and hits his prey.

  • they already did. they removed 4.4 m/s when holding radar and they did something else. she already got tiny buffs.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861600#Comment_3861600

    So we got a question: The thing that annoyed us with tinkerer/ruin/undying was that tinkerer would keep alerting as soon as we'd get to a certain progress, which would then get killer to come straight away and drop progress via ruin enough to set it under the bar so it would trigger again unless the team found and broke both totems and hope the killer didn't have a tight 3 gen around it. If only ruin got changed what would have stopped killers from doing the same thing but with different regression perks?

    Currently it's a moot point but what would have changed back then?

    killer got new perk for similar play-style. it's unforeseen.

    @Equinox_One said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861600#Comment_3861600

    Tink was a gen defense tool though. The notification and undetectable was incredible on a lot of killers.

    It synergized well with Ruin because you'd push them off the gen, Ruin would do its thing, then Tink would pop again - rinse and repeat.

    That said, I mostly ran PR back then due to how often Ruin would get cleansed stupidly early, Undying or no Undying.

    it was information perk to optimize hex:ruin. Like i said, i do not understand why undetectable and information perks need nerfs

  • rotten pumpkin add-on does that. i don't know, i think they just want demo to 3 gen with his portals. not to use it as like surprise mobility tool.

    given how irrelevant it is for open portals exist with removal of lifeguard whistle, maybe all portals should always remained closed.

  • @Crowman said:

    Darkness revealed isn't a perk you can get consistent value from due to how maps can range from lockers everywhere to huge locker deadzones.

    It hardly needs a nerf when it's not even reliable.

    it's super reliable atm for huntress because iron maiden+darkness revealed is instant opening lockers mid-chase. for example if someone is running shack and you know they're in opposite side of shack. you instant open locker and bam, you get 10-12 second of aura reading.

    couple this with Zanshin tactics on pallet drops and huntress has like 24 second of aura at loops with lethal. I don't think it is imbalanced but it's certainly newbie stomp strategy.

    some people use the whole Predator+Lethal+Iron maiden+Darkness revealed on Nurse as well. whenever i see play vs nurse running this in soloq, it's always midwich offering.

  • complete nightmare on indoor maps.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861506#Comment_3861506

    Tinkerer did need a Nerf. Sorry, it removed any gamesense needed if you get a notification whenever a Gen is at high progress, just to go there and let it reset with Ruin.

    Tinkerer was the problem with Ruin/Undying/Tinkerer. And not Ruin itself. If you think otherwise, you are simply wrong.

    the whole reason why people were running tinkerer was hex:ruin. the nerf just killed a non-gen defence perk.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860916#Comment_3860916

    Aye, the problem is we're both right...

    lts a double edged sword... you can't really make a killer strong enough to not tunnel, without also making them strong enough to tunnel. Clown is a god tier unhook interrupter with with old pinky finger... kinda hard to stop that

    a killer that is strong is good at pure tunneling, slugging all 4 survivors or doing combination of camping+tunneling/slugging. my thoughts is that clown needs quicker time to down(TTS). It is not high enough for him to spread hooks evenly. BVHR too busy listening to survivor crybabies to properly buff killers which tack on nerf's to every killer change they make.

  • @Aven_Fallen said:

    Yeah, "disaster" is a fitting term. In general, the Shake Up was not really a Shake Up. I dont consider it a Shake Up if the Meta on Killer Side goes from 3-4 Slowdowns to 3-4 Slowdowns, just different ones.

    Then there were unneeded Nerfs on both sides, some of them at least partially reverted. Iron Will-Nerf was not needed at all, especially not the double nerf. They reverted one part, to make the Perk useable again, because anything below 100% Noise Reduction might as well be 0 when you have to hope to play against a Killer who uses Headphones.

    Ruin was also not needed. Yes, Ruin/Undying/Tinkerer was oppressive, even with nerfed Undying. But the main culprit was Tinkerer and this got nerfed. Nothing more needed to be done.

    DS was another pointless Nerf. The only thing people asked for was deactivating in Endgame (which I can understand, but personally disagree with), but nobody asked for it to be butchered to 3 seconds. And even now it is still weak, and it would be still weak with 5 seconds, since 5 seconds back then are not 5 seconds nowadays.

    Self Care was another nonsense Nerf. The Perk was not efficient before and was even worse afterwards. For some reason people still play it, but the Nerf was not needed. I get that it had a high useage (which should never be the main reason for a Nerf), but as far as I know this was only on the Asia Servers. And the main reason why people run Self Care is because they dont want to or simply cannot rely on their teammates. And making it harder for those players is just wrong.

    And those were just Meta-Perks. Some niche perks were also just butchered, Calm Spirit, Pharmacy and Botany Knowledge for example. And probably many more, because for some reason the Devs thought that getting a Medkit at the start of the Trial would be too good or being silent while doing Side Objectives would warrant a downside.

    Meanwhile we got probably the worst Slowdown-Meta ever with the Eruption-Meta, where you basically had to try to lose as Killer and which was far worse than the Regression-Meta before.

    So yeah, overall it was a big failure. I think the idea of big Perk changes is great, but they should just focus on making weak Perks stronger to create more variety and if they want to nerf popular Perks, those should be MINOR Nerfs. E.g. I think the most recent Nerfs to Slowdown-Perks was quite nice, they are still really strong and are still used, but they are weaker. This is a good way to balance things. Not to destroy the Perks.

    the cognitive bias where tinkerer, a non-gen defence perk that grants information+some stealth needs nerfs while ruin does not need nerf yet was one of they key slowdown perks in which your post ALSO complains about 3-4 slowdowns.

    tinkerer absolute did not need nerfs. if the goal is to move killer away from gen defence, virtually every non-gen defence perk needs to be buffed and killer need more base-kit gen defence buffs. 5% regression doesn't on gen-kicks doesn't cut it.

  • he is always had 16 meter TR in t2.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860938#Comment_3860938

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860953#Comment_3860953

    1st heard that SpookyLoopz said that there's a rumour of him being reworked later and then 2nd heard hens say it. Idk where it originates from

    spookyloopz and hens saying means nothing. only official BVHR matters if a character is changing. Freddy is only character in roadmap. he is next scheduled update. apparently skull merchant is suppose to be reworked but when asked on pod stream when this was, the answer was that it will not come before May. SM is June, July, August,October, November, next year. somewhere there.

    i would say tier 3 myer's need some of the following:

    1. Longer lunge
    2. Faster pallet break
    3. Haste

    He needs some of those in his kit. It could 1 of those things or a little bit of all of them.

  • distressing is a nerf. 46x0.3 = 13.8(14). 10 less than 13.2.

  • i have rework/overhaul rework post idea i want to post for trickster. i haven't had the time to write it out but the full idea is in my head. it is complete rework that keeps the nature of the power the same but entirely reworks for how trickster is played and played vs.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860955#Comment_3860955

    I started playing the week before Ormond was released and stopped after Pyramid Head but before Blight. I didn’t start playing again until right before Singularity came out.

    I was so new I didn’t even have a concept of 99ing hooks 😂

    an old strategy in soloq or swf was to run unbreakable+a bad toolbox to 99% hooks in corner of the map than die in the corner of the map. bvhr didn't like this usage of sabo so they nerfed it. it wastes killer time because killer is like forced to stay there or move on while everyone else rushes gens. the change only nerfed soloq. SWF can still die in corner and sabo hooks but it only sabo hook for 45 second now while previously iteration sabo the hook for 2 minutes.

    i guess they felt that sabo was too powerful in soloq but balanced for swf. otherwise i do not understand their change in regards to that.

  • @Ryuhi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860934#Comment_3860934

    The issue you run into is the impact in both a mechanical sense and an enjoyment one. Survivor and killer objectives and progress are obviously at odds throughout the match, so obviously something good for one is going to be bad for the other. The reason why objective denial is such a tight rope to walk is because the enjoyment factor takes a direct hit, so regardless of a mechanic's impact, it's going to feel bad for the other side.

    Similarly, even if it's not directly annoying, the actual impact needs to be measured carefully vs the time/efficiency/agency of the opponent. For example the killer's time is often more directly valuable than the survivor's due to the 1v4 nature of the game. Similarly, survivors are often punished for the misplays of their teammates through no fault of their own. All of these factors can cause good ideas to become bad ones if all of the factors aren't carefully considered.

    In regards to modifying how sabo works in ways like you were considering, I think you would need to make things smaller scale and more subtle instead. If you did something like, say, plant a "tracking device" on the hook (kinda like a localized Kindred, or wire tap) could work, but it would have to have a relatively low impact to not incentivize the killer to avoid hooks outright.

    The reason I would use wire tap's effect as an example is because there would be a lot of room to balance and to adjust its strength (radius, duration, etc) while it would also be an effect that wouldn't directly annoy the opponent (without knowing it is present they wouldn't know their aura is revealed) and their counterplay to it would be to avoid staying in the direct area of a recent (un)hook depending on how and when it is applied.

    Personally I don't necessarily want something like that in the game (again, I'm just generally against objective denial as its a concept the game suffers more than benefits from) but I would take that kind of approach to it. Subtle and simple unfortunately is not very popular with the game's community (unless it benefits them personally ofc) so it would either become another tool for one side to abuse, another excuse for unsavory playstyles, be considered "too weak to be meta," or just directly detract from either side's ability to enjoy the game. It would basically be a mechanic for youtube content creators to make silly videos while hurting the game more than it helps.

    how do you like killer perks like dead man switch, deadlock, corrupt intervention and grim embrace that just block gens and remove survivor objective? i dislike playing against these builds as survivor because they remove objective from the survivor.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860917#Comment_3860917

    Oh wow how interesting. How did you like it? Also, what do you think about pre-sabotage that debuffs the Killer when they hook?

    it used to be a thing. you need to spend 12 second to sabo a hook. almost nobody used except player that would 99% a sabo then when killer shows up to gen, they finish sabo and than they go in corner in the map and get slugged…

  • @OrangeBear said:

    Honestly yeah the tweaks were good at making him a bit smoother to play, but he still has no real chase tools. It often just feels like you are following survivors around for them to drop pallets instead of chasing them.

    I imagine he is pretty good for beginners but he's not very engaging for me who has thousands of hours.

    Also the frustrations with tombstone add-ons were not really addressed at all. The ultra rares probably take too long now, and tombstone piece seems to be better than before because it requires proportionately less evil.

    Overall… hopefully the rumours about him getting a rework further down the line are true. Well, i dont think he needs a complete overhaul or anything but he needs additional tools i think

    i haven't seen anything suggest that he is getting a rework. if anything, these changes…. are the rework. my problem with myer's especially in regard to his m1 gameplay is that he doesn't get enough chase capacity in tier 3 to be effective killer. his tombstone pieces make his tiering system rewarding but in practice, the killer should have be playable as m1 killer without needing mori's to gain reward from the power.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859305#Comment_3859305

    Solid, agree with most.

    The only thing I disagree on is Clown and Pinky Finger. Hard tunneling is a player choice, not something that can be limited by making the power better. Blight, Nurse, Billy, Spirit are all strong and have the map presense and lethality where they don't need to tunnel and chew through OTR and DS and alike, yet a lot of them do, and are among the best tunnelers in the game. All making the exposed hits viable again on Clown does is make tunneling even easier, because players can't even body block and just get slugged.

    Clown couldn't be buffed for years solely because every single buff came with the question "what about Pinky Finger?"... in the same way Myers couldn't be buffed because every buff came with the question "what about Tombstone Piece?"

    Hard tunneling is a player choice, not something that can be limited by making the power better

    Not always. sometimes the player is doing a behaviour because they get punished if they don't do that behaviour. that is the case for clown. he doesn't down fast enough to spread hooks. he needs pinky finger to down fast enough. that was the change that happened like 5-6 months ago for clown. they nerfed his ability to play for hooks by nerfing lethality and made him more tunnel-focused by buffing his 1vs1 chase.

    All making the exposed hits viable again on Clown does is make tunneling even easier, because players can't even body block and just get slugged.

    Not necessarily, if my chases take less time, i am more likely to leave hooks and chase other survivors away from hook because i am more confident in my ability to get a down faster than waiting for survivor to go for unhook. Instant down only makes you better at defending hooks/camping but people often simulate defending hooks with tunneling because of the camping → tunnelling people off hook scenario. instant down is nasty in unhook scenario's but giving killer instant down as reward to move away from hook is one way to get killer to go away from hooks, pinky finger kinda achieved that before, but issue with old clown was that his 1vs1/yellow bottles were very weak so people used it for camping because clown was weak at 1vs1 chase prior to the change.

  • @AmpersandUnderscore said:

    I mean, the entire reason it was required was because it was too much value, and too easy to keep survivors injured when it first got changed. And not just that, but it also worked at nearly full value even when one survivor was dead and tunneled out.

    A 90 second gen took 115 seconds with 4 stacks, and 3 stacks was still 107 seconds. That's a metric ton of value already. The two weeks after 6.1.0, it was in every game, just like thrill for a couple weeks recently.

    It's even easier for killers to keep people healthy, especially when tunneling, and the same problem exists in your version. And they nerfed healing in several ways as well, so I guess I shouldn't be surprised that after healing is dumpstered we're seeing recommendations where the counter is to heal suddenly.

    This perk is only considered "trash" because they added an anti tunneling feature to it: you basically stop getting value once one survivor dies. Which, imo is a testament to how big a problem tunneling can be (or at least the mindset that "you can only pay the game by tunneling" is too prevalent)

    my thoughts is that thana got nerfed because over-reaction for one. the other reason is that BVHR/Survivors don't want to reward the killer for applying split pressure.

  • @Iron_Cutlass said:

    Blindness, serves to do nothing against SWFs but everything against SoloQ. SWFs can just call out their positions to other players; SoloQ cant, they are forced to walk around with no information and (often) suffers a lot against it. To put it bluntly, Blindness is outdated, and should be tweaked.

    I like the idea of it being anti-aura reading, it prevents Survivors from using perks to see the Killer's location, but in the same regard, the inability to see teammates makes it insanely strong against SoloQ. I think it should keep the anti-aura reading effect on the Killer, lose the anti-aura reading on teammates, but get a massive buff in duration or utility effect to compensate.

    the thing is, they're using blindness as means to increase frequency of bleed out. Knock out is a perk that its entire design is to increase length that you are on the floor and that you are more likely to bleed out. the means that they're using to make bleed out occur is weird.

  • i am not going disagree. i am saying the perk rewards a hard-tunneling play-style. i wouldn't mind to use a perk that buffs hard-tunneling. that is almost perfect for the killer it comes on. Nurse.

  • it promotes tunneling because you don't want to injure anyone. you find 1 person and ignore everyone else because applying injuries to other people weaken you.

  • Survivor:

    Soloq has too much of a perk tax to play the game. you tend have to go into 3 avenues for survivor perks. the first is that you play super aggressive, try to get chased. Run anti-tunnel perks and waste the killer's time in hopes your teammates do gens. The second is that you play super defensive and run gen-rush builds to make up for the fact that your teammates might play too bad and that your teamplay will have no stabilization(i.e you will make many gameplay errors and potencial lose/be punished for poor plays). The 3rd avenue is to run information perks to attempt to create stable gameplay style. Perks like Kindred, Window of opportunity and Bond.

    I dislike how survivor soloq is unstable. it's too unpredictable and i wish the the info perks were in some way put base-kit to make their gameplay more stable. a more stable gameplay would make soloq survivor have more interesting opportunity to over-come challenges and hardship vs different killers in a strategic manner that is more skill-based.

    Killer:

    Killer has poor perk variety. the majority of killers that i play against are running 3-4 slowdown all of different types. there isn't a style for killer where different killer players run a different style of perks such as Chase perks to create an oppressive chasing play-style that you need over-come as survivor, Expose perks where the killer plays off-snowball, Stealth perks where the killer is unpredictable. Most of the killer players play off Tunneling and running game delay perks to delay the survivor from doing their objective while fulfilling their own. There are many different variations of this but the gameplay styles for killer are all homogeneous and there is lack of killer creativity.

    I would like that killer builds were more creative and than different layers of imbalance would occur in the game for killer playing different perks. Killer perk load out should have more critical thinking involve and be less of copy-paste everything because x gameplay style is dominated/good while rest suck/under perform.

  • not no feedback. the feedback for survivor was that he is unfun to face so bvhr has to make him more fun to face. for killer he was very fun to play.

    as per usual, chucky received negative changes. given that they have changed chucky so frequently. it is very likely that they will change chucky again. all you have to do is be patient.

  • killers are so evil. they are downing survivors. report.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859967#Comment_3859967

    If you are having this much trouble with OTR and especially with DS, then you are doing everything in your power as killer to maximise the value of those perks and you are exactly the reason why they had to be buffed back up.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860045#Comment_3860045

    Dead man switch was a perk that blocked every single generator for 45 second. today's version of dead man switch blocks 1 GEN for 50 seconds. super abusable perk for swf or even someone that understand how the perks by just going to any gen 1% gen, tap gen, let go. perk gone.

    8.3.0.

    Also, the original perk would block gens for -up to- 30 seconds, depending on how quickly the killer could force a survivor off a gen. The new perk -always- blocks a gen for 50 seconds. The old one would only be better if the killer is able to force two survivors off two separate gens within 5 seconds of hooking, otherwise the new DMS has more value.

    Basically, old DMS was only better for camping crow.

    Pain res was 15%, unlimited usage perk with information. today's version is 20% with 1 time usage per survivor. Supposing an almost near best case scenario, where you hook and trigger the perk all 3 times in early game, you get 60% regression. the near best case scenario for old perk was that you hook 6 times on scourge hook and get 6x15% for 90% regression. even if you get 0 pain res after that, it was significantly better perk.

    6.7.0.

    Also, it's four charges, so 80%, not 60%. Or 100%, if you go by 6.7 numbers, since it was 25% at that point.

    Ruin was 200% regression.

    Already addressed that one.

    Sloppy was permanent mangled. now it is some useless timed perk that goes away by time you get unhooked and than some.

    7.6.0.

    Also, offset by healing nerfs.

    Pop goes weasel was 25% on-kick regression perk. 20 second regression. Current pop is like 5%-10% regression perk. even if we account for base-kit kick, you average like 8%-12%.

    Basically leaving only this one as genuinely being worse off by being considerably less effective on gens that have less progress on them.

    Of course, off-set in part by being made partially basekit.

    Ironically, the maximum value lost on this perk (That is, kicking a gen at 20% progress, not counting the basekit Pop) is less than:

    placebo changes that accomplished nothing. the difference between 24 second hold-w and 20 second hold-w is as long as before.

    So I guess we could call this a placebo change?

    STBFL is where buff happened and than it got nerfed. now it is like worse than before.

    Do you know by how much?

    0.036 seconds.

    Dreadful nerf, really.

    What change addressed is that speed boost and hit recovery were SO LONG that survivor could run forward break line of sight and you would DROP chase because survivor was too far away.

    Hold up, wait a goddamn minute: First you're complaining that it was a placebo change and now you're trying to claim it was a change of vital importance?

    Also, the original perk would block gens for -up to- 30 seconds, depending on how quickly the killer could force a survivor off a gen. The new perk -always- blocks a gen for 50 seconds.

    the original perk was obsession perk that had same functionality of blocking gen for 45 second after letting go. Look i know your survivor bias and your trying correct me but please stop. The version your talking about is nerfed version post 6.1.

    Hold up, wait a goddamn minute: First you're complaining that it was a placebo change and now you're trying to claim it was a change of vital importance?

    my point is that killer changes were quality of life changes.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860045#Comment_3860045

    You're wrong about Sloppy Butcher. It's still good.

    It's 90s of mangled, which is longer than a hook state + It still counters medkit self heals, forcing survivors to either waste loads of time healing through it, finding a teammate and making them heal or sitting on a gen injured making them an easy target for killers

    And that's by itself. There's other options to run with it to further increase it's potency like Leverage for example.

    i think sloppy is garbage. you can believe it is good and i won't argue against it.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859837#Comment_3859837

    Anti tunnel which is only ds and otr is not strong. They both are already useless because of this conspicuous actions put on them and they dont work end game. If they was strong then there am sure there wouldn't be one billion tunneling complain topics.

    there was tunnel complaints with 5 second decisive strike with no conspicuous action.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859837#Comment_3859837

    The extra hook timer came way later, and DS lost half its power in 6.1, on top of getting deactivated in end-game.

    On the killer side, you're forgetting the reduced on-hit cooldown, the reduced on-hit sprint, and the increased speed of bloodlust stacking.

    Also, those game delay perks aren't significantly worse than before, and they certainly weren't worse with the launch of 6.1.

    placebo changes that accomplished nothing. the difference between 24 second hold-w and 20 second hold-w is as long as before. if you get to nearly same loop as before change as after the change, the change effectively didn't help. STBFL is where buff happened and than it got nerfed. now it is like worse than before. What change addressed is that speed boost and hit recovery were SO LONG that survivor could run forward break line of sight and you would DROP chase because survivor was too far away. this more of quality of life change than something that radically impacts the game.

    Also, those game delay perks aren't significantly worse than before, and they certainly weren't worse with the launch of 6.1.

    aren't significantly worse? Like what?

    Pop goes weasel was 25% on-kick regression perk. 20 second regression. Current pop is like 5%-10% regression perk. even if we account for base-kit kick, you average like 8%-12%.

    Dead man switch was a perk that blocked every single generator for 45 second. today's version of dead man switch blocks 1 GEN for 50 seconds. super abusable perk for swf or even someone that understand how the perks by just going to any gen 1% gen, tap gen, let go. perk gone.

    Pain res was 15%, unlimited usage perk with information. today's version is 20% with 1 time usage per survivor. Supposing an almost near best case scenario, where you hook and trigger the perk all 3 times in early game, you get 60% regression. the near best case scenario for old perk was that you hook 6 times on scourge hook and get 6x15% for 90% regression. even if you get 0 pain res after that, it was significantly better perk.

    Ruin was 200% regression.

    Sloppy was permanent mangled. now it is some useless timed perk that goes away by time you get unhooked and than some.

    My simple opinion is that the patch was used as an excuse to nerf overall killer. Your post doesn't convinced me otherwise.

  • For survivor, Survivor just got free 10 seconds of extra hook timer, free borrow time and all their anti-tunnel and game-delay options are about as strong as before. The main nerf in survivor patch is dead hard.

    killer's got 10 second of extra gens. that's it. to get 10 second for gens, their game-delay perks are significantly worse than before. it is like killer got nothing and survivor just got free omega buffs with like… basically no downside?

    i wouldn't say the patch was failure, more so that it went in right direction for both sides but not enough was improved for killer compare to survivor.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859800#Comment_3859800

    I'd say that's part of the perk sure. It's a good effect, although is it really valuable enough to take? It's great when it works yes, but it's rough when it don't.

    Its funny you mention it feels like it should be basekit, cause when you think about it, it's basically a survivor terror radius for the killer side.

    This is pretty cool, it's one real problem is hooked survivors counting as well, which makes the perk fiddly to use throughout the trial, since you have to clear the hook to start using it again.

    The downing a survivor part of my suggestion would just be a nicety to aid against save attempts, but it's not necessary, but having a temporary hook exclusion would be great for the general usability of the perk.

    You could of course exclude hooks completely of course. With hook timers how they are it's not going to make any survivors worth their salt sweat about the increased effectively camp hooks... but soloQ might nit be too impressed... so a temporary shut off just for hooks alone would be how I would go improving it.

    Elevations would also be nice to handle, but it can get very annoying in a map like Midwich where it's constantly on and you can't work out anything 🙄

    i think whisper is innately suppose to be terrible tracking tool mid-game but strongest early game tracking tool for start of the game and end game.

    if they removed the hook and slugging interaction, it would likely be the single best tracking perk for killer. i don't run it because i feel like it's perk tax to 4k and i rather play for 3k and 4k instead of be limited by 3 perk slots.

    killer's already somewhat depend on game-delay perks for gens to be more manageable state. the last thing i need is even less variety.

  • i think main purpose of the perk is to just guaranteed 4k's in the end game. if your last survivor alive or your slugging 3k into 4k, whisper is best perk to guaranteed said 4k. it's also one only ways to fix end game for killer where survivor hide 24/7 for virtually an hour if they wish.

    almost doesn't feel like it should be perk. it should be like base-kit or something in the end game. i rather have this mechanic instead of hatching closing.

  • @Pulsar said:

    Her gameplay at pallets seems to horrific.

    She doesn't seem to be slowed when pulling out her whistle, meaning she creates lose-lose scenario's at pallets, unless you hyper pre-drop, which isn't very fun for either side, imo

    she still get slowed. i believe they changed her m/s from 50% to 75%. 2.0 →3.0 m/s. this m/s decrease also applies to canceling the power.

    she is alright after the changes.

  • the perk is weaker then before it was buffed. BVHR balance changes in a nutshell for killer.

  • hex:third seal is a hex and it is incredibly weak.

  • there better be much huger risk for bleed out than what there is now with the perks. i think a lot of slugging players already use knock out. so in someways, it is already perk dependant and kinda only has effect on soloq.

  • @Hex_Llama said:

    I felt like the survey questions didn't really touch on the scenarios where it's most annoying. Which, to me, are scenarios where slugging people is a way of needlessly drawing out a match you have already won. Like slugging all four survivors and refusing to hook them, or standing over a slug until they're just about to die and then hooking them anyway so the match can't be over.

    But maybe the devs already understand why that's annoying so they were asking about more ambiguous scenarios.

    very odd since those only places where changing anything about slugging is warranted. if you already won as killer. please make the match end faster then wait extra 4 min.

  • lots of poorly thought out nerfs.

    reducing clown bottle count will furder penalize the killer for using yellow bottles. furthermore, the glove add-on radicially changes how clown is played from lopping grenade to a forward launcher. encourages purple only play-style is also strange.

    xenomorph charge time is his most defining quality and should not be changed. He'd lose something that makes him special.

    singularity losing infection every time they use a cannon is free emps. being punished for using a power is not good design choice. less lazy, use emps.

    legion spends great time sink into using his ability as he runs around the map. the last thing that legion needs is survivors doing gens while he does that. deep wound sort of counter-balances the wasted time running around stabbing making interaction net neutral while enforcing his stay injured play-style. i don't think healing perk should be outpacing his injury capacity and deep wound sort of keeps that in check on average.

    nemesis linger hitbox is skill enhance mechanic to make him harder to play. removing this would make nemesis tentacle strike a risk to use even when survivor is in deadzone and for how his tentacle strike works, it is structured in such a way that you can replace ur m1 with m2 entirely if your good enough at him. i don't think using his tentacle strike should be worse play then using his m1. the alternative is them making his tentacle strike bigger then huntress hatchets but that makes less skillful play.

    Also remove the dark edges around survivors camera in Nightfall, but Dredge no longer gets hightlighted.

    big no. i think purpose behind that was an early attempt to fix people that use Reshade or these hacking-type graphic tools for when dredge was created. it is also there to try set a standard in term of vision loss so that all player roughly experience the same amount of vision loss. spamming max brightness shouldn't nerf the killer for free.

    there are many attempts to buff killers but they're often wrong changes with convoluted goals. for example. clown getting higher reward on pink usage could be acheived by having slightly higher intoxic duration such as 2.5 →3.5 seconds. Instead of punishing clown furhter for using his power which is added time sink reloading for killer, it would be better if clown had a mechanic where he reloads all his bottles after successfully putting a survivor in dying state. The shoulder of burden change really hurts clown as he requires tunneling and quick elimination of survivors to have any map presence. the developers already invented a good mechanic for direct hit on clown. exposed. Reverting his pinky finger to not have bottle penaltys should be considered so that clown be balanced around spread hooking/12 hooking as his chase is still a little on low side for hook spreading.

    The other killers on the list likely need positive changes as well but i don't think OP post changes are the right ones.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858330#Comment_3858330

    Hold-W is not a death sentence. It takes skill. You want to hide behind objects.

    I dont think they are talking about the Chase feature. I think they are talking about Search feature, since it can be used to gain a large amount of haste and reduce distance lost.

    Not to say that you are wrong, of course, just saying that I think they are looking at the entire power and not just the Chase part of the dog.

    as survivor, i haven't seen anyone use search function in chase except when i am playing houndmaster. i'd say that search command is skinny line for a speed boost. the survivor i have played against don't play vs it very well but i think weakness is kinda like artist where you need to have interconnected loops or windows where you can divert the houndmaster from search path. Just hold-w pallet to pallet to pallet vs me isn't a viable strategy. i use search command about 70-60% of the time and i use chase command around 30-40% of the time. mostly around god pallets like shack or like 0 mindgame loops Like all those gideon block your way type pallets. as survivor, i haven't seen anyone play houndmaster like i do and due to the event bug, you won't be able to play houndmaster till snowman bug is fixed.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858378#Comment_3858378

    I dont think we have the data to determine Ghostface's strength, I want to see killrate over mmr for that.

    All I know when I play Survivor everyone dies like all the time.

    i escaped every ghostface in the last two months. he is terribly bad vs soloq. the average ghostface is a joke. there is possibility that there are some ghostface players that have positive win records but the killer is seldomly picked and when i do face him, he puts up no fight.

    his stats match up with my experience. when i saw ghostface on the change list with myer's, i figured gf and myers would have extensive changes and be the highlight of chapter. unfortunately, myer's received a nerf and ghostface received nothing. at very least for myer's they gave him a stalking buff so now he gets tier 3 for doing almost nothing with 2 stalk add-on's so he's like legion where every m1 is instant down but both killers suffer from no innate chase power. gf still has to work for his instant down and yet his power still isn't very good while your post suggests to nerf him further for what little strength he has.

  • my thoughts on spirit is that in the past. spirit's power was so potent that many player felt she was oppressive with no feedback on her audio location. her power was nerfed so significantly that MDR+DCB is most consistent way to get hits with her active ability but cooldown she occurs is very high to keep her in check.

    My problem is that she has too terrible of a withdrawal when her power is on cooldown. So in my opinion, i would not touch her cooldown. Instead i would make her stronger when she is ON cooldown. I would buff her invisibility flicker mechanic to allow her spirit player to see the invisibility window similar to sadako. I would also increase her invisibility window to 1.5 second and grant her a 5% haste bonus when in invisibility form. this would make her better when her power is on cooldown but would not touch her balance of her active ability.

    Her 4.4 m/s is too much of downside in my opinion and makes killer a little bit unfun to play despite being strong.

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