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Devil_hit11

Devil_hit11

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  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553104#Comment_3553104

    Not every perk needs to be useful on every killer. I think I am all ears without CD would be busted on some killers (namely nurse and pyramidhead) - still it would be useful on all killers as it would delete almost all mindgames from survivors.

    I think the perk could definitely use buff, but not CD removal.

    perk useful on x killer = perk busted. nurse does not need I'm all ears to down you and neither does PH. if i'm all ears is not good enough to be used on nurse then nurse will just use pop goes weasel+eruption, nowhere to hide or other perks that bring more value. that is how you get everyone using same perks.

  • survivor mmr already goes up and down based off how much of the team escapes. sole survivor+wake up builds are product of survivor constantly d/c and getting improper matches with bots. too many 3vs1 matches. it is survivors way of giving up on the match and waiting for go next function.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552934#Comment_3552934

    It's not even good enough to do that. It needs to be at least 60 seconds to have any sort of significant effect.

    nano gel is forced penance perk at 30 seconds. it is for survivor that bodyblock during overclock. it should be 80 seconds. hologram generator is stealth add-on. I don't think the way it works is too effective. I think it would be better if it was something like active bipods inflict oblivious in 8 meter radius. maybe hologram generator would be too good.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553143#Comment_3553143

    So Bubba and Blight are insanely OP as well? Because I don't remember people calling them too strong because of their ability to get rid of pallets quickly. Buba doesn't even allow survivor to really gain distance after pallet break and has opportunity to oneshot survivor after, but somehow he is still not op.

    I agree with your line of thinking with opinion on EMP being unnecessary counter-play to the killer. most player will not know what your talking about with bubba but I understand your point of view with singularity and bubba. he is like bubba with emp weaknesses and no instant down.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552998#Comment_3552998

    Let's take your example of 100 matches again. Killer plays 100 matches, gets a 3k in 80 of them and a 0k in the remaining 20. This comes up to 3 * 80 = 240 survivors killed, just as in your example. However, the killer win rate (by the metric you chose) is 80%, far off from the 60% kill rate.

    Now, a second example of 100 matches. Killer gets a 4k in 40 matches, 3k in 10 matches and 1k in the remaining 50. In this case, the killer has again gotten 240 kills across 100 matches for a 60% kill rate, but has only a 50% win rate.

    The point here is, if youre going to use a metric like "3k+ is a win, 2k is a tie, 1k- is a loss" you can't use kill rate stats to figure out how often killers manage to accomplish that. You would need to look directly at the stats for how common each result is. And what do you know, Nightlight has that stat:

    https://us.v-cdn.net/6030815/uploads/A0JNFVBNJ32G/image.png

    Killers win 46% of the time and lose 40% of the time - their win% is 5 percentage points higher than their loss%. Survivor win% is 5 percentage points below their loss%.

    i still see 2k's as losses because it means that survivors powered exit gate. on average, survivors power the exit gate 53% of the games. this number is raw value but you have to consider how many survivor power exit gate then also die in end game randomly and give killer's 3k's or 4k's. I would not be surprised if survivor power exit gates for over 60% of their games.

    if looking at 50% kill-rate killers. let's look at freddy who is only 0.7 off from perfect 50%.

    image.png

    if you add 4 escapes, 3 escapes and 2 escapes, survivors power exit gate around 59% of the time. So a 50% kill-rate killer is winning games at around 41% frequency.

    image.png

    there are barely any killer's at 60% but closest one is this killer right here who wins around ~57% of the time on 3k and 4k's and survivor power exit gate roughly 43% of the time.

    killer player want killer to be at around 60% ratio while survivor want 50% kill-rate killers. at the same time, kill-rates are statistics and they do not factor in the player's skill or micro elements of the game. it is all averages.

  • @GrimReaperJr1232 said:

    For Trapper? No.

    For Huntress? Maybe.

    For Pyramid Head? A bit, yeah.

    For Nurse? Yes.

    maybe stop vaulting 2nd floor windows vs nurse and looping tilesets vs nurse?

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552874#Comment_3552874

    I think a radius reduction would end up being a nerf to be honest, idk.

    I'm All Ears is super good on a lot of ranged killers where you have to make predictions for prefires around corners. It'd remove all the risk from it. Huntress, Slinger, Wesker, Artist are a few outside of the obvious Nurse + Pyramid Head.

    Lethal makes the perk significantly better as well, it essentially increases the duration by 33%.

    If you decreased the cooldown to 20 seconds and had it with Lethal you could basically have survivor's auras revealed for half of the chase, which wouldn't be healthy. It's not like Dance With Me where the effect is short and less significant, 6 seconds of Aura reading passively is really useful.

    I'm all ears is like troubleshooter on survivor. a chase perk that not worth using. the perk could have no cooldown and many killer would still likely not use it. i think the point where killer might start using it is if it worked periodically near a window where you can see aura of survivors in 6 meter radius for 6 seconds. at the same time, killer can just run bamboozle and use 15% vault speed as mind game by going past window like going left, then right then vaulting the window as the survivor goes back and forth on the other side. If your super pressed to delete windows, you can stack both superior anatomy and bamboozle.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552701#Comment_3552701

    Wouldn't that be too much? No scratchmarks for 30s just for breaking pallet (blind while animation locked)? This could create some serious loosing chase survivors (especially if combined with other stealth perks like new no footsteps perk)

    that is kinda the purpose of the perk. you could be right that these perks might be over-buffed. at the same time, nobody uses these perks with their current values.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544854#Comment_3544854

    Ah yes, forcing the Killer to count to 10. My favorite Anti-Tunnel System.

    Anti-Tunnel in DBD is very, very weak since everything resolves around Endurance. One it and everything is gone.

    survivors has one of best anti-tunnel perks in the game currently. it is called MFT and it gets a lot of complaints because of how effective it is. I am fine playing against chase-type perks but decisive strike actively punishes killer for playing the game efficiently. OTR is not far from being an oppressive anti-tunnel perk. It just needs one change reverted which is endurance stacking to come back and DH to be reverted then you will have plenty of second chances that also punish the killer passively for playing the game.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552615#Comment_3552615

    No it won't. Most of pallets are pure garbage on this map and a lot dead zones as well. I am fine this map is being small but this map is far from being fine.

    Nerf main building and add some loops to dead zones. Fixed.

    did you have a bad match on the dead dog saloon or something? this is first that i see anyone complain about any of these maps.


  • @Mazoobi said:

    Friendly Competition:

    • Repair speed bonus increased from 5% to 7%

    It's a cute perk but it requires at least two survivors to complete a gen in order to proc. Since it's better to split up on gens in most case scenarios, buffing its bonus a bit more could help make it feel more rewarding w/o making it feel overwhelming in a gen build.

    Teamwork: Power of Two AND Teamwork: Collective Stealth:

    • Decrease cooldown from 180/140/120 to 100/80/60 seconds
    • Getting injured no longer deactivates the perk/breaks the bond
    • Increased range to remain active from 12 to 16 meters
    • The effect(s) linger for 5 seconds once out of range
    • PoT exclusive: Perk activates after healing OR unhooking a survivor
    • CS exclusive: Perk activates after getting healed OR getting unhooked by another survivor

    Both perks are interesting on paper and fit the theme of Thalita and Renato's sibling relationship but the restrictions and awful stats they have are insane. It's almost like the devs wanted these perks to be bad.

    Quick Gambit:

    • Increase the range of effect from 24 to 26 meters
    • The user sees the aura of survivors affected by the perk and vice versa
    • Repair boost lingers for 3 seconds once out of range

    I really like the concept of the perk but it's REALLY hard to tell if other survivors are even getting value from it due to a lack of transparent information when using it.

    Residual Manifest:

    • Increase duration of blindness status effect from 20/25/30 to 35/40/45 seconds

    Great concept but most killers don't even realize they're inflicted with the effect, especially during a chase. Still a good combo with Blast Mine but its duration needs to be longer to at least see some value.

    Boon: Exponential:

    • Survivors in the boon's range now gain the ability to recover and crawl at the same time
    • Increase recovery speed bonus from 50/75/100% to 75/100/125%

    Do I really need to explain why this specific boon needs a buff?

    Lucky Star:

    • Entering a locker injured immediately removes all scratch marks and pools of blood made by you 3 seconds prior to entering the locker
    • While in a locker injured, pools of blood and grunts of pain will be hidden without a duration (was 10 sec)
    • Increase the duration of seeing other survivors and the nearest gen from 10 to 15 seconds

    I actually like the perk concept since it fits Ellen's kit but it's so easy to tell if an injured survivor entered a locker so I implemented that buff and the duration WHILE in a locker is so unnecessary imo.

    i like attempt to buff residual manifest but i think it would be better if the perk suppresses the survivor's scratch marks, blood marks and grunts of pain for 30 seconds after being blinded.

    your attempt to improve friendly competition is good but it needs a bit more. I would add an additional improvement that removes duration time limit of the perk similar to deja vu.

    the other perks are too risky to buff.

    there are two perks that i would like to see buffed for survivor because i think they're really bad. the two perks are parental guidance and self-preservation.

    For parental guidance, I would like them to change activation condition from pallet-stunning to pallet dropping and increase duration from 5/6/7 seconds to 10/11/12 seconds.

    for self-preservation, I would like them to increase the radius from 16 meters to 32 meters firstly. secondly, I would like to add new effect to the perk which makes you immune to screaming in addition to scratch marks, grunts of pain and blood pool suppression. lastly, the numbers should be improved from 8/9/10 to 30/40/50 seconds.

  • @mizark3 said:

    In the light of Trapper's basekitting of Coffee Grounds, what are some other simple buffs that you would like/think wouldn't be too much? Here are some ideas I have.

    Myers: T2 normally takes 5 stalk points, and T3 takes 5 stalk points. The suggestion is to shift T2 to 1 stalk point, and the first T3 taking 9 stalk points (subsequent T3s still needing 5 points). That way it still takes 10 points total for T3, but you can become a normal M1 Killer sooner without taking too many stalk points from the first person found. Also add-ons like Hair Bow show that they have the codebase to have a first/subsequent stalk rate be different. Tombstone Piece also deletes old progress, so this would require the full 9 points in addition to the 15 bonus points needed, removing the ability to use it twice in one match.

    Freddy: Toggle for Pallets/Snares like Clown bottles, with recycling the oldest trap like Singularity/Hag (and more). To keep the same number of each trap, it could have 15 tokens, with 2 tokens per pallet and 3 tokens per snare (5x3 is 15 tokens for 5 snares, and 7x2 is 14 tokens for 7 pallets).

    Clown: +1 basekit bottle. Additionally (or alternatively) yellow bottles take .5s instead of 1s to activate. If 8 bottles are too many, then the shorter yellow bottle suggestion could replace one of the bottle count add-ons. (Redhead's Pinky finger would need -4 bottles instead of -3 to keep them starting at 1 bottle.)

    Pig: Reduce the Charge miss CD from 2s -> 1.75s, maybe even 1.5s.

    Legion: Feral Frenzy Vault time from .9s -> .78s. This change would basically be basekitting Bamboozle speed back when it worked on power vaults. (Technically Bamboozle and Fire Up used to work with Frenzy vaults, but after Wesker came out they removed vault speed perks from affecting power based vaults. Singularity and Wraith add-ons give a vault speed bonus, and Myers reduces the base vault speed value, so they aren't 'power vaulting'.)

    Ghostface: Revealing Ghostface applies Hindered 10% to the Survivor who revealed him for the Killer Instinct duration (2s default, 4s with Marked Map). You can't reveal when you are Marked (without frame perfect reveal + latency), so no worries about this double punishing players. This just helps Ghostface in chase to either force Survivors to not look and enable greater mindgames, or look and potentially slow themselves down. You can also reveal leading into a vault/pallet for safe counterplay. If this is too powerful we could raise the stalk CD back up to 24s rather than 20s from the previous buff.

    clown is not 0.5 second to activate yellow bottles. it is 2.5 seconds... it takes longer to activate then placing artist birds and knight's guards.

    gf change is interesting except for the part where... it becomes worse to stalk people then to not stalk people. it is easier to use night shroud to direct hit people immediately then it is to stalk then hit people. the mechanic ends up punishing you for successfully stalking and rewards you for not stalking. I do understand that gf stalking is hard to use but i think this is wrong approach to improving him. one thing that i have thought about as an idea was that when ghostface is in night shroud, he can hear sound cues visually similar to how Xenomorph can hear footsteps when he is underneath the tunnel. The idea is that you can visual hear survivors to know which side of generator they are repairing and this gives him a mini-nurse calling. at base, it would only work up to 16 meters but if he crouches, it would be increased by 8 meters. the visual noise indicator has an active window of ~1.5 seconds with a cooldown of 6 seconds to not make too much of a wall-hack tool at loops. these number might need to be adjusted to be higher depending on how much survivor complains about wall-hacking at loops...

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552514#Comment_3552514

    Try it on Wraith, it works really well on him especially if you play hit and run (though you don’t have to)

    i did it. info just doesn't feel instantaneous enough.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552490#Comment_3552490

    The Surveillance thing I would say is more of a bugfix. If the gen reached 0 then it technically wasn't regressing anymore and therefore shouldn't keep the white aura.

    Gearhead did get nerfed from PTB, I forgot about that. I would also say it got nerfed when it was reworked the first time even though it wasn't intended to be a nerf. (Though the current version we have now is good)

    I don't know. I still feel lost using gearhead. the perk would likely be better if the duration was reduced to 5 seconds but it highlighted 1 random generator that survivor works on in yellow.

  • @sizzlingmario4 said:

    The old Hangman’s Trick, technically. It had a 16m aura reading range around every hook on a PTB and then it got nerfed to 6m. Awakened Awareness was nerfed from PTB too.

    I can’t think of any others.

    edit: forgot about Pain Res originally having a notification which got removed in 6.1.0, so yeah that’s another one too.

    surveillance got nerfed. it used to keep generator highlighted in white even when the generator regressed fully. gearhead also received some various changes that make it weaker.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552323#Comment_3552323

    I am not saying don't tunnel , i am just asking is there anything which makes you think about not tunnel or fear about it.

    Like old DS kinda did that.

    yes. infinity windows, ultra-safe pallets and MFT.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552115#Comment_3552115

    Lets be real here, a dataset of mid-high MMR , which is what nightlight provides is much more indicative of the game balance than a full on inclusion of all MMR's/Players, where you'll get overinflated killrates from Low MMR tipping the stats to seem killer sided.

    everybody knows that DBD's sidedness is a progressive scale with MMR because as soon as people understand the loops and how to be effecient then the killer is bottlenecked.

    Low MMR - Killer sided because survivors don't know how to "loop" and either just W key or attempt to hide.

    Mid MMR - 50/50 tipped in favour of whoever brings the strongest stuff

    High MMR - extremely Survivor sided because survivors know how to loop, know checkspots, how to abuse perk combos etc etc.

    i think it is just survivor sided for both medium and high MMR. the difference is that at medium MMR, high MMR killer can beat medium MMR survivors with most killers. most matches at the higher bracket are medium mmr vs high MMR killer. that is why I think most killer had somewhere between 61% to 57% kill-rate. when it is high MMR vs High mmr killer, the killer powers matter more so only good killer powers that provide meaningful challenge to looping are viable for chasing gameplay. The other killers rely on tactical hook camping/altruistic gameplay to win or 3 gen to win which are both boring for killer to play and boring for survivor to play against. when the killer is good at chasing, the killer can play offensively but when killer is bad at chasing, they need to play defensively.

  • they are 102% m/s, they're all zoning guards right now.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551931#Comment_3551931

    OP is stating quite clearly that they think putting out a skin for a character that has been made worthless is shameless. The connection being drawn between those two things - releasing a skin and making the character worthless - heavily implies they think the dev's intention was to make the character worthless, because the criticism is completely incoherent otherwise. What could you be criticising if you understand the devs are trying to improve the character? Why would them releasing a skin for a character they're releasing (intended) improvements to be shameless?

    This specific post makes zero sense. That's what I'm responding to. Whether the character actually is worthless doesn't really make a difference here.

    the reason why they're changing skull merchant is specifically because survivor dislike playing against 3 gen skull merchant so yes intention was to make her less effective. as you put it, worthless. on bright side, at least she will be causing any trouble.

  • @Dinoraptus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551953#Comment_3551953

    I am not mad at anyone for wanting the reward, I just think the reason they gave is silly. I don't even want P100 rewards myself.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551954#Comment_3551954

    I was around then, I remember people not wanting to prestige, I have been playing since 2019. There doesn't have to be a reward and I don't really want there to be anyways. But the reason BHVR gave for not doing it is so people "don't feel left out" and I think that is really dumb in a game that already has a ton of exclusive cosmetics that you had to pay actual money and have never returned since.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551958#Comment_3551958

    Again, like I said in the post, I do not want a P100 reward. It is just dumb to not do it because they "don't want people to miss out" yet there are already skins in the game that people have missed and can never get again, like you are already doing the thing you don't wanna do in other avenues of the game, you know? The reasoning doesn't make sense.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551959#Comment_3551959

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551960#Comment_3551960

    I agree with both of you, the thing that makes no sense is the reason they gave in the context of the game we are talking about. You know what I mean. I am going to add an amendment to the end of my post to clarify.

    the "don't want missing out" is referencing the obligation to grind to p100. when you make p100 reward, your creating obligation to grind to that reward. p100 is fine where it is at. the devotion system is more of arbitrary time number for how many hours you played. the reward for that system is that you get to unlock most killers and survivor perks for free if you spend a lot of time into the game. the only aspect that you do not get unlock is licensed perks but they have shrine of secret for that which admittedly has some issues with large amount of perks in the game.

  • @Dinoraptus said:

    Let me start by saying, no disrespect to anyone, let's please keep the discussion civil. BUT I take genuine issue with this response to someone asking about P100 rewards:

    https://us.v-cdn.net/6030815/uploads/TM9CX5ZKL0TE/image.png

    As I have already detailed in another thread: https://forums.bhvr.com/dead-by-daylight/discussion/383893/list-of-every-old-rift-cosmetic-not-added-to-the-store-with-pictures , there are like 100 different cosmetics from this games past rifts and other events, not even including legacy, that have left, never to be seen again.

    Most of these were never made purchasable or earnable outside of their original window and based on statements from BHVR since, are never going to.

    Since the games launch, the store has also been updated to cycle out season cosmetics like Christmas sweaters, which used to be available all the time, until their given time of the year arrives.

    Prime rewards added and entire new host of cosmetics where only one, Haddie's, has seen a store release since.

    AND finally, the rift was given an entire two extra pages dedicated to cosmetics that will never return once that particular rift goes away.

    I don't even really care if they add P100 cosmetics, but how on Earth are P100 rewards, something that any player can earn at any time for free just for leveling a character FOMO, but stuff like the aforementioned magical vanishing rift cosmetics totally fine. There are already rewards for character prestige up to 9, are those not FOMO by that definition too?

    If anything the cosmetics that never came back are infinitely more worse because they cost players actual money, either directly in price or to buy the Rift when it was happening. Do you not think the players who maybe couldn't afford the rift back then or maybe didn't even know the game existed feel like they missed out?

    P100 rewards wouldn't go away, they would be earnable at all times, nobody would be able to miss out on them, not like the cosmetics that never came back. I am just really confused by the reasoning here.

    what they're saying is that they do not want people aiming for p100. P9 is attainable reward for most players. P100 is more of grind limit. the only players going to P100 are generally hard-core players that play every day and often play one character. I think P100 already has a reward. the reward is that you stay at max blood-webs. The skins they do not make anymore because shop tries to offer much better skins. what other reward would you want from p100? Tier 4 teachable perks on that character or 5 perk slots?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551908#Comment_3551908

    BHVR have the stated (and obviously intuitive) goal of making her weaker at 3-genning while making her stronger at everything else. Whether you feel they succeeded or not doesn't change their intent, which is what OP is trying to leverage to make this insane criticism.

    OP is being critical of her PTB state.

  • I am saying your comment about secondary objective is stereotypical complaint about secondary objectives. repetitive task that you feel forced to do.

  • @jesterkind said:

    I've never understood posts like these. Obviously BHVR themselves don't think they're making Skull Merchant worthless, they're clearly trying to make her better even if you personally think they've failed in that endeavour.

    Bizarre standpoint, where not only is your personal opinion objectively correct, it must also therefore be the explicit intention of the devs as well.

    they're weakening her because of major complaints in regards to her 3 gen. it is similar to what Pulsar is tends to say. At least Pulsar will be correct very soon when he says that the killer is only good in 3 gens with the irony of being weak at 3 gens.

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551773#Comment_3551773

    While a much better playstyle, health wise, she just becomes an inferior Knight.

    ptb version is inferior freddy.

  • @WiseTraveler said:

    I agree the new anti-camp mechanic is flawed and doesn't seem realistic.

    1. The anti-camp timer starts right away the second I put you on the hook. - How is that camping? I'm doing a regular action and the second I do it it's considered "camping"?
    2. If you are on a different floor the timer still increases. - What if there's an objective below them that I need to do stuff like kicking Gen, or breaking pallets below someone are common and I get punished for doing different objectives other than camping because I'm under the hook?
    3. Ranged killers or killers who have powers that give them a shorter hit cooldown after using an m2 will still be able to effectively tunnel.

    Expect more people to consider tunneling or slugging as a different option. Because at the moment the other two options aren't punishing me the second I decide to do it. The new mechanic is too simple and doesn't account for realistic standards like being under or above someone to do other objectives. Even starting the timer the second I hook isn't camping yet the game says it is.

    Even starting the timer the second I hook isn't camping yet the game says it is.

    you are technically next to the hook. the camping system is cumulative system where if you camp near the hook for too long then the survivor get to unhook themselves. that is why is there is no restrictions. as long the bar does not fill from 99->100% then you do not get punished.

    i am curious to see killer attempt to slug. judging from anyone who has ever attempt to play twins, it is not that easy to down all 4 players simultaneously when survivor team is competent. the only player that i have ever seen actively try to slug an entire team are alchemist ring blight's that often have crow or iri tag with infectious fright. other than that, I almost never face slugging killers. most of slugging situations are preventable or very easy to gen-rush.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551800#Comment_3551800

    I'm absolutely biased, given that I'm an Onryō main, but I agree. I'm yet to be Condemn killed since 7.1.0 dropped.

    same experience. it is almost like if you know how to play survivor, you do not have trouble playing against her.

    @[Deleted User] said:

    You need to have a tape at all times. She's insanely tedious and repetitive to play against now. I think secondary objectives can be a good idea, but I don't like the way they're being implemented. It's often something you essentially have to do multiple times per match with zero skill aspect to it. It turns things like EMPs, Tapes, Spray bottles, into really repetitive gameplay elements. There's no skill curve or decisionmaking skill involved. It's just something you have to do, and do again, and do again.... Cool the first few times, but not so much after a hundred or so.

    this sounds like a classic survivor main type response towards secondary objectives. it reminds me of that discussion that I had with @Reinami at one point with secondary objectives.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551597#Comment_3551597

    I think even later. Twins are early 2024 and I doubt that they will really squeeze Blight and Freddy before Twins.

    But would be nice if he gets Updates. Myers is the prime example of an outdated design. When I started playing, players rated him as an A-Tier Killer, nowadays he is among the weakest Killers. And yet he has some of the most broken things with Tombstones and Unlimited Evil.

    He deserves some Buffs and also his broken Add Ons should be nerfed/reworked.

    unlimited evil within 3 is not that much different then base-kit myer's. unlimited EV3 myer's vs fast generator teams feels like 3 gen killer because your spending time stalking to reach EV3 so you can avoid dealing with health-states but your not applying any pressure. the loss of incentive to heal makes generators go by faster but your chasing capacity towards pallet looping barely improves at base-kit. the vaulting speed disincentives survivors to stay near windows so survivor end up taking less risk and pre-drop pallets. pure m1 killers vs strong pallets results in pallet break simulator.

    mori myer's is definitely up there with stronger killers in the game but the way match feels is very opposite to how you would expect a myer's match to go. it is not very stealthy. it is very brute-force heavy. mori add-on makes myer's power relevant and fun to use but I do not like his mori because there is lack of strategy in his using his mori. at the same time, mori myer is very first time of an attempt to make a mori-based killer. as a result, I do not agree with removal those add-on's. they might just end up integrate the mori in his base-kit and making that his default gameplay.

    his early days of perceived strength likely comes from instant down+camping. It is little bit like original leatherface. that is my thoughts on it. at the same time, you might just play leatherface or original billy at that point in time if you wanted to instant down camp

  • @NerfDHalready said:

    there are counters against different "bully squad" tactics, like lightborn if you don't want to deal with fl/bang savers, starstruck or mad grit if you don't want to deal with saboers and/or body blockers. but no currently there is no perk or playstyle to counter this combo, sorry you have to take it and pray you won't face people using the combo again.

    there is a perk that counters it. it is singularity's forced hesitation perk. if someone is nearby and tries to use perk combo, you hinder them for 20% that they will move so slowly that you may hit them before person can heal with FTP. you can still force the heal with 99% sprint burst but even if you succeed, you move so slow that when killer hits you, you will not make any distance due to large hindered effect.

    @appleas talks about the other counter which is stbfl+rapid brutality. it is soft-counter to the synergy because you can recover quickly after eating endurance. another soft-counter is sloppy butcher because you can make healing take longer so it is harder to use FTP.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551481#Comment_3551481

    You should be comparing a coordinated gen rush with a coordinated buckle up + FTP combo. This means the 2nd survivor can repair generators until the 1st survivor says they are running out of resources and needs help, and it means the two survivors can coordinate a meetup spot that’s not too far away from the 2nd survivor. This means the generator repair downtime for the 2nd survivor is minimal, and extending a chase is far more valuable than staying on a generator.

    This also places killers in lose/lose situations, where the killer can’t search the area for teammates that might flashlight save or pallet save, because if they leave the survivor, then a teammate might run over to instantly pick them up. But if the killer instantly picks up the survivor, they might get hit with a flashlight save or a pallet save. And this makes it much more valuable for a 2nd survivor to be away from a generator.

    your just talking about bodyblocking swf's. bodyblocking swf is like worst killer experience ever. I really hate playing against that because it is like second-chance spamming. your just playing against endless second chances and health-states. it is like playing dbd bully killer simulator for m1 killers. there was many variations of bodyblocking swf. the most classic one was adrenaline+unbreakable+decisive strike. old COH was another version of body blocking SWF. FTP+Buckle up is new version of that. it works because speed boost on health-states and the whole slugging balance.


  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551048#Comment_3551048

    Because he is only ranged killer who has not lullaby?

    And every Slinger main used M&A and it was even smaller TR.

    you know that you can still use m&a on current slinger and still fire at the survivor on generators in a lot of cases. the change removes his ability to m1 people on generators. stealth play with deathslinger is high commitment time sink because slinger is not mobile.

    In case, I agree with OP. I hope he gets revert some day. @the_honey_badger he took skill to counter-play. flick dodges on reaction is much more sophisticated then wiggling in term of counter-play because you require timing and precognition of shots to avoid the gun. xeno tail is like that as well. at least we have another killer that takes skill to loop minus turrets.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551058#Comment_3551058

    Getting hit once is not too late. After the first time it activates you know it is in effect and can play around it. That’s how most perks work.

    For example, you don’t know a survivor has Lithe or Sprint Burst until it activates but you can play around them every other time after that. You don’t know a killer has Bamboozle or Spirit Fury/Enduring until it gets you.

    But unlike MfT, those perks and Coup can be played around after you identify it’s in game. You can’t with MfT, which is what the problem with that perk is.

    in truth, perks are not really meant to be outplayed. they're usually distinct advantages that opposing brings that you have to win through.

    @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550561#Comment_3550561

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550562#Comment_3550562

    While Mft activates a gamechanging mechanic during looping because of failing as survivor (getting injured), Coup gets the same unfair effect also at failing (loosing gens).

    Also both perks are secret to some grade. Actually, an experienced killer can see if the surv is running mft, but there is no indicator of seeing Coup.

    If they leave Mft that way, survivors running it should be highlighted. Same with Coup.

    My personal rework for Coup would be like this:

    • For every hooked survivor, you gain 5% increased lunge range.
    • Missing a lunge reduces the range by 5%.

    About the Knight. True, but camping is still to powerful on him. In fact the Knights mechanic encourage this playstyle.

    that perk is useless because by the time you get an improvement, you already won.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550561#Comment_3550561

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550562#Comment_3550562

    While Mft activates a gamechanging mechanic during looping because of failing as survivor (getting injured), Coup gets the same unfair effect also at failing (loosing gens).

    Also both perks are secret to some grade. Actually, an experienced killer can see if the surv is running mft, but there is no indicator of seeing Coup.

    If they leave Mft that way, survivors running it should be highlighted. Same with Coup.

    My personal rework for Coup would be like this:

    • For every hooked survivor, you gain 5% increased lunge range.
    • Missing a lunge reduces the range by 5%.

    About the Knight. True, but camping is still to powerful on him. In fact the Knights mechanic encourage this playstyle.

    that perk is worthless. by the time you get to any significant value, you already won the game.

  • @ReverseVelocity said:

    This would be nice, but the fact that it only hides Scratch Marks holds it back. It should hide Blood and Pain Sounds too.

    to me, the perk is like machine learning of survivor. it would be funny if they gave you 7% haste for 10 seconds. you get randomly trolled as killer as gens pop.

  • @ReverseVelocity said:

    It's certainly a bit of a pain but I wouldn't go so far to say that it makes Aura perks unplayable.

    blindness definitely does make aura perks ineffective. blindness is anti-soloq status effect because soloq uses aura perks like bond and window of opportunity to not sandbag to avoid sandbagging teammates. that is what @gatsby is talking about. without bond, survivors when looping will just run into teammates that work on generators accidentally sandbagging them. when your swf, your not really doing that because it is losing strategy. free gen pressure. without window of opportunity, survivor will run into pallets that were once there and now became broken creating dead zone effect.

    the perk-tax that soloq has to deal with to be as semi-competent swf get turned off by blindness. I had discussion with @BlueBerry789 at one point regarding blindness and why it is not given to killers. soloq is too reliant on aura perks to be fun to play.

  • @TripleStryke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550618#Comment_3550618

    This is entirely not about dodging infection. It is just to make him more consistent for primarily people who aren't the best at flicking their cameras as someone is about to go behind a tree or behind a wall. This would also help the better singularity players have more options on indoor maps or cluttered maps like Mother's Dwelling, which make it significantly to infect people if they're not cornered.

    Missing slipstreams slightly because a fern got in your way for a fraction of a second right at the end is extremely punishing for the killer as you obviously have no means of regaining distance lost while looking through a biopod when they're not infected.

    one skill-cap for singlurarity is shooting pods and manipulating the movement of the survivor such that you can account the survivors total movement distance that a survivor can travel within the lock-on window to fire the infection. My guess is that your not placing bi-pods correctly in the chase and your lacking foresight in your gameplay. flicking issues sounds like mouse sensitivity issue or console issue with not enough sensitivity to move the camera.

  • @TripleStryke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550546#Comment_3550546

    Lol I just like talking balance and didn't have much to do

    the vast survivors barely make any efforts to dodge infection so the fact that your suggesting to make it faster to infect someone is funny. the only survivor that make any effort to avoid being infected is the AI bots.....

  • @B_O_I said:

    It exists, I think there might be a few videos, and reddit and forum posts on it. I know for a fact you can curve it over the cars in Badham. Haven't done it too much elsewhere.

    the generator noise is bug. they will fix the bug. it is good that people find these bugs early because it makes them easier to fix quicker. curving tail attack takes skill to use. there is nothing wrong with killer having heighten skill expression in mastering the ability. when the killer is good at using their ability, it should be more difficult to loop the killer. I am just waiting for bug-fixes to play xeno.

  • @[Deleted User] said:

    Hux lover here. He has two main issues in my opinion:

    1. Very poor map flexibility. He's good on open maps and straight up doesn't have a power on indoor maps. The whole idea of his power is predicated on tagging someone twice before they can EMP. You can't really do that with any sort of reliability on an indoor map with tons of LOS blockers. He becomes a completely pointless killer. You tag them halfway across the map and can't follow up to teleport because they're in some random room in Lerys. What's he supposed to be good at?

    2. He scales extremely poorly with survivor skill. A lot of killers on the roster do worse against better survivors, but I feel it *strongly* on Singularity. When I play him against optimal players with thousands of hours, he essentially doesn't have a power. That's mostly due to EMPs and being able to EMP another survivor's Slipstream. Good survivors will have 100% uptime with EMPs.

    3. Similar to point 2, Overclock just doesn't do much of anything if the survivor doesn't panic. Confident players will run out the duration, and there's nothing to make this killer threatening at a tile during Overclock. It's not going to actually get you hits at safe tiles. Safe tiles are still safe in Overclock and it doesn't give you anything to help you win at a less safe tile. That's still on you.

    I love the killer, but I'm not sure what he's supposed to be good at against good players.

    i don't seem to have these issues. I just find his macro game a little overbearing at base-kit with no perks. If i were improve him, it would be in the lines of giving him a method of a little bit of dynamic information with camera's. at same time, I think he is at good strength level. I do not think he needs that much of a buff like OP post.

  • @HOMOGRIMOIRE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548314#Comment_3548314

    Every killer relies on game sense to some degree, and Sadako relies on it a lot less now. A teleport never guaranteed a hit, old or new Sadako. And accurate teleports matter less now since even if it isn't accurate, it spreads condemn and applies pressure.

    Also, have you ever tried playing chase Sadako and using reiko's watch and old newspaper to improve Sadako's chase? I agree, Sadako's flickering doesn't last long enough in most scenarios to do much, but that's only base kit flickering. Flickering with reiko's watch and old newspaper turns flickering into a competent chase power, letting you mind game just about any loop, even shack. And because of that, with the nerf to reiko's watch, Sadako's chase did get worse. No pallet stuns is good, but doesn't really help as much as good flicker usage would with the aforementioned add-ons. It's at least more skillful than just teleporting to a TV on cool down.

    And of course she feels stronger. She's much better against soloq players, a majority of the player base. Against swfs and more skilled players though, she's much weaker than before. Her power is much more susceptible to being countered. Tapes are easier to return, it's easier to get rid of stacks, and a survivor turns off a TV longer than projection does, denying you teleportation to potentially vital areas more frequently. Just because she feels stronger for you doesn't mean she is either.

    i think your mostly upset that flicking invisibility is not greater power-level. invisibility is touchy subject for survivor players. I don't mind playing against stronger flickering but a lot of survivor player express a dislike towards the absence of information.

    Against swfs and more skilled players though, she's much weaker than before.

    I do not agree. playing against sadako as survivor is significantly more input on survivor end compare to before. from playing sadako, the swf type matches that have a lot of coordination feel like they could go either way.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549410#Comment_3549410

    That doesn't make any sense. If you've hooked Dwight, you know to target him as soon as he's unhooked.

    people forget who they hooked. that is why your asking a UI to not forget. this is something survivor seeing gen aura's. counting hook is a basic killer skill.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549410#Comment_3549410

    who, that is trying to tunnel, needs it? you really think people can't remember the one person?

    read the big bold title. you would not be asking for a change that you do not need.

  • @Alice_pbg said:

    honestly... I don't think there's any reason.

    they should add it and leave it up for a couple month or so and see the results.

    and to everyone saying "it's a skill killers must have"

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548940#Comment_3548940

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548979#Comment_3548979

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549173#Comment_3549173

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549238#Comment_3549238

    why is it a skill that the survivors don't need to have anymore?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549315#Comment_3549315

    killers who wanna tunnel will tunnel. this UI would help people who wanna avoid tunneling a lot more.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549002#Comment_3549002

    honestly, same. and how many gens were left and stuff... put that info in the end game screen somewhere

    it is giving UI for player that are not good at tunneling to tunnel efficiently.

  • @Chocolate_Cosmos said:

    Yes, they should please.

    The thing is, Killers who will want to tunnel you don't need the hook stage counter anyway since they will just know who their main target is and which state they are atm.

    For Killers who want to play more fairly or sometimes even don't want to kill Survivors, you can forget who on which stage is and yep... RIP. Also some perks reguire you to have alive Survivor for the perk to work, killing them (forgeting the stage) or placing something like Trap as Pig on someone dead, will just backfire you.

    It would only really effect Killers who want to keep some Survivor(s) alive. Killers who go for kills don't need and it doesn't effect them.

    Just give more QoL stuff to Killers too please, not just Survivors.

    your encouraging tunnel UI. the only skill behind tunneling now a days is remember hook count. it is not particular hard skill for killer but many killer don't do it.

  • otz made an video about this i believe. he said that in the ptb, 10 macmillan maps is not a good idea for dbd because it makes the game bloat with map variations that increases skill-floor to loop as survivor.

    a new player that start dbd survivor has to spend like 1000 hours playing nothing but survivor just to understand the map spawn and map window locations. that is a lot of the time devote to just one particular aspect of the game. back when dbd first came out, there was only like 10-12 maps. for a new player, this did not take too long to understand the maps because they would repetitively get the same map. so in just 200 hours, survivor could easily familiarize themselves with the maps. now a days you need a lot of time in the game to gain necessary map knowledge to play survivor.

    this is what window of opportunity is doing now a days. it is skipping learning process of familiarizing the maps. the downside is that survivor are no longer learning the maps because they are not required to learn the maps. they just run to yellow. another strength of the perk is that the perk is removing requirement to have game-sense for where killer is chasing. largely, you cannot blame survivor too much on this one because their only information for where killer is terror radius. they cannot see their teammate aura from distance at base-kit so finding out what pallet are broken is somewhat difficult. WoO fills the gap by showing the pallet spawn locations.

    the end result is you have large player-base playing window of opportunity as a perk to have an enjoyable chasing experience as survivor.

  • @Orthane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545267#Comment_3545267

    Yup I was right, now she has literally nothing and is one of the worst killers in the game. In her current state on PTB not only is she extremely boring because she has literally nothing but she's also just super weak and honestly? Weaker than Trapper since he's getting some nice buffs.

    i agree. they should scrap skull merchant rework because it is a bad rework. just keep the same as live version. in my opinion, a simple fix to 3 gens could be that every generator has regression cap. the regression cap is indicated by an orange bar below generator. generator can be regressed for 100% of total progress. once a generator is regressed for more then 100% of the total progress, it can no longer be regressed. The goal of change is to reduce the length of the match when a killer successfully generator locks the survivors from being able to progress the game. now the matches will no longer be 40-50 minutes long. they will be 10-15 minutes long. skull merchant will still excel at 3 gens however she will not hold 3 gens for an infinity amount of time.

  • @HOMOGRIMOIRE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548030#Comment_3548030

    All of this is besides the point. I don't particularly care if she's "in a good decent spot." The point was that I, someone who played Sadako a lot with her rework, was disappointed, and thought up the ways I would buff her.

    "Her condemn curse is strong when utilized correctly but does not pose a threat when the player is incompetent at playing the killer." You can apply this statement to any killer. Just replace condemn curse with like, any other killer ability and it'll probably be true. Nurses blinks pose a threat when utilized correctly, but don't pose a threat when someone doesn't know how to play her. A majority of Blight's add-ons are strong when utilized correctly, but don't pose a threat if the player is incompetent at playing blight. Even trapper's traps are strong if utilized correctly, but pose no theat if someone doesn't know how to play trapper.

    "You should adapt to playing the killer in the new form." I did, and found it boring and lackluster. Do you really think someone who poured hours into making and refining a power rework concept complete with an addon overhaul didn't pour even more hours into playing her after her rework? Get real. Let me tell you, old Sadako cared a lot less if you went against a swf, she relied on good game sense and proper usage of her TVs to teleport. You could use her invis add-ons to make her a competent chase/hit and run killer. It wasn't the easiest, but it required skill. Old Sadako wasn't easy to play, unless you were playing slugdako, but that's why I liked her. New Sadako's base game style is boring. Spam teleports, effectively tunnel someone out of the game if survivors are swfing or too competent. It's dull, easy, and potentially ineffective too. Survivor counterplay if done correctly leaves you weaker than before. If you haven't realized that yet, play Sadako a lot more.

    she still relies on game sense and accurate teleporting. it is just that not every teleport results in a hit.

    You could use her invis add-ons to make her a competent chase/hit and run killer.

    i don't really agree in regards to her being a competent chase killer. her chase was never really strong suit. it has not been improved in rework but it is not necessary worse either. it is around similar strength. the flicking is not very strong for chasing power. as a result, there is little skill input that killer can use to gain hits that he otherwise would get without using it. it is very much on survivor to play poorly for flicking to do anything. this was true before changes and it is still true post-changes.

    Survivor counterplay if done correctly leaves you weaker than before. If you haven't realized that yet, play Sadako a lot more.

    that is your subjective opinion. for me, she feels stronger.

  • your not wrong. the perk is end game perk. it is overpowered because you need finish all 5 gens to get the effect. It is like saying Adrenaline is overpowered because it instantly heals you and grants sprint burst.

  • sadako is in a good decent spot. she does not need any changes. her condemn curse is strong when utilized correctly but does not pose a threat when the player is incompetent at playing the killer. you should adapt to playing the killer in the new form.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547655#Comment_3547655

    Main event is time-limited, because of camp potential. Like it would be OK if he could turn it on/off if there was like 12m (or more) radius around hook where trickster will just refuse to throw any knife.

    As is, I consider this killer one of those weaker from the pool. But at the same time he is (arguably) already 2nd best camper in game (right after bubba and before huntress/clown/meyers) and new anti-facecamp mechanic would not change anything about it. Proxy camping is more effective way anyway.

    trickster has camping potencial without using main event. main event is snowball tool. a slugging tool to be more precise that barely works properly because.... throwing mode itself is poorly balanced for most players to use trickster at an average level. you have to work hard to try to negate trickster's weaknesses. regular throwing mode is sufficient for tunneling survivors off hook.

    As is, I consider this killer one of those weaker from the pool.

    Since he is weaker among the pool, they should buffing his chasing capacity so that average killer player that selects him is less reliant on tunneling survivors off the hook to have closer matches.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547874#Comment_3547874

    Clown is pretty much unloopable, you kinda have to predrop and camp pallets. He also has to actually set it up instead of just pushing a single button.

    You're crazy if you think this is even a remotely good idea.

    I don't know. i have escaped almost every clown trial. I would not be escaping if it was unloopable. setup is too weak for him. too much counter-play. I don't think this is a good idea for all killers but i think this idea could replace bloodlust and it would be more useful then bloodlust.

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