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Devil_hit11

Devil_hit11

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Devil_hit11
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  • good. outplaying killer should be about prediction. not reaction.

  • @Real_RUBB3R said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528652#Comment_3528652

    So did I, but someone in a Discord server mentioned it goes away when Undetectable/Oblivious are in play, and I somewhat recall going against a Trickster a little while ago who was running Trail of Torment and remember not hearing his Lullaby at all

    it is stupid. he shouldn't have lullaby. he had bug where he emitted lullaby between 24-32 meters and then dev fixed it to be 40 meters at all radius. maybe that bug returned in some shape or form.

  • there is reason why nobody breaks those doors. downing someone inside room means you only break the right door. the front door should never be broken. same with bottom door next to the basement. those two breakable walls are there to prevent infinities.

  • @Redrum411 said:

    survivors hug the front of you when you chase them in crawl mode. it makes it alot harder to actually hit someone with tail. this one person stated up close and ran right left around me i swung 4 times missed every time. Please give xeno a way to cancel crawl mode to hit people who do this. i feel this is going to be the new tatic to fight xeno.

    you walk backwards... and tail strike forward. this is same as people getting 360'd on m1 hits. if you have trouble using m2, regular m1 is possible.

  • that just buffs skull-merchant 3 gen more and increases reward to 3 gen.... for 60 minutes.

  • @Ghostofsnow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528488#Comment_3528488

    okay no, you miss understand what their powers are. without those slow down side objective being worth doing those killers both would legitimately just get gen rushed bescause their is nothing that incentivizes survivors to do something else. like weskers spray to avoid 8% slowdown or plauges foutains.

    it isnt hand holding its thought out game design that makes sure the game has more back and fourth and you dont have the same rush down anti loop killer the 16th time in a row without a dynamic that makes things interesting

    without those slow down side objective being worth doing those killers both would legitimately just get gen rushed bescause their is nothing that incentivizes survivors to do something else. like weskers spray to avoid 8% slowdown or plauges foutains.

    those power enable killer to get gen-rushed because they slowdown killer objective to hook by slowing down the chases. The game is 4vs1. longer chases is indirectly faster gen speed. Wesker's sprays and Plague infection mechanic only hurt the survivor. there is no negatives for the killer. you can put turrets or nemesis vaccines on any killer power and the power will be weaker. Just imagine if nurse did not injure you on first hit but only infected you or wesker having turrets that disable his power. both of those killer would be weaker.

  • @AddanDeith said:

    Just played haddonfield with new perk, most chases I couldn't down people cause they were abusing house window loops with made for this and resilience until entity block, but with that perk I didn't have bloodlust and it quickly became apparent that these two perks are only "balanced" on the fact that killers have bloodlust, the second you're without bloodlust game becomes unplayable. Registered here just to tell you this.

    why this perk is in the game devs? empty perk slot is better than rapid gg you have to pay money for

    this is literally pay 2 lose.

    you need cut survivors off when you start chase so that you are near window as they vault then you need wait for entity to block window while following the survivor. that is how you deal with infinity loops. these window loops are not well designed but it is possible to without BL on them. They're just waste of time.

    @Gandor said:

    The perk is fine on killers that basically don't get bloodlust. Like pinhead, doctor, clown, etc

    low reward perk as I said. no real point in using it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528085#Comment_3528085

    A killer shouldn't need to equip two anti-turret addons, in order to have a reasonable chance of dealing with turrets without getting knocked out of crawler mode.... but Xeno currently needs to do this.

    agree. makes killer add-on locked.

    @Ghostofsnow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528100#Comment_3528100

    if they're too easy to deal with then survivors have no point in doing the side objective and wasting time with them so you basically just have an antiloop killer with a smaller terror radius you hold W against.

    its a hard balance but the same as those that think nemesis should injure on his fist tentacle strike. it completely ruins his slow down side effect

    turrets are not needed to escape his power. hand-holding survivor mechanic. nemesis vaccines also hand-holding mechanic. @Blueberry made a really good post about that where he talks about how killer power should be more about outplay the killer, not a free button that auto wins the game for the survivor.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528403#Comment_3528403

    Do you seriously want every killer and their mother all running sloppy butcher? Because that's how you get everyone running sloppy butcher.

    Your post is complaining about med-kits and 99% healing. Med-kit already received some negative changes. If your not happy with them, than run a perk to counter 99% heals.

  • @RpTheHotrod said:

    All people do is get healed to 99 and carry a medkit around. They gain all the benefit of MFT without any risk, as the moment the killer is in striking range, they just tap heal to be fully healed, get hit, run off at full recovery speed and then continue to get MFT benefits. Then they can just 99 again and rinse and repeat. Some people say it's "fair" because you're in danger when injured, but you can completely work around that. There really is no "risk" factor of utilizing MFT.

    sloppy butcher, hemorrhage.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528289#Comment_3528289

    Pretty much. I just played against a 4 man RPD offering that all traded putting a turret in main hall and all ran to it all game. Just annoying as hell

    that is exactly how your suppose play against him. you put turrets middle of the map and you run to them to disable power then you run into safe loops where m1 killer disadvantage and loop. when xeno destroy turrets, you replace them.

  • the funny part is about turret was some people saying in ptb that turrets need a buff.... shrug

    turret are little bit like nemesis vaccines but with no limit. with nemesis, he can hit & run all vaccines in early game because they do not re-spawn. the turret never stop working. they are an endless supply of pseudo free health-states. that is why you need to run his green add-on(previously) yellow add-on for turret resistance and -2 meter add-on otherwise turret are too strong for good survivor that can use them effectively. He is going to be another killer that completely relies on add-on to operate vs good players. your post concludes what I concluded playing the PTB.

  • @Crowman said:

    This has been a trend with BHVR and perk design for a few years now. Most perks will never seen any real use, because they are either too weak or have too many hoops to go through to activate it.

    Nic Cage was honestly a breath of fresh air, because all his perks are good with the right amount of work for their effects. But sadly that was an exception not a rule.

    i think chemical trap is decent perk. it has little too much requirement to repair but effect is good. lucky star and lightfoot big buffs to be relevant perks.

  • @FearlessHunter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528053#Comment_3528053

    Tried it on the artist map and the fog was so thick I could barley see anything in front of me where as before it was a tiny black fog on the floor

    eyrie crows and garden of joy have crazy fog. they've always been like that. super survivor sided maps. some maps mist is really strong and others it does very little.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527898#Comment_3527898

    Yeah I'm thinking I thought I was looking at 3 but only had 2 now as well. Either way I haven't touched it since I saw it wasn't buffed. Losing bloodlust entirely just isn't worth it for a non mobility killer.

    Honestly none of the six perks seem at all useful to me, and I'm disappointed that Xeno feels clunkier to use that I expected it would, and with no decent add ons at all. I mean, One add on to give Tail attacks Haemorrhage, and one to give Mangled... when there's a whole mechanic to remove the killers power built in, I don't understand why Tail Attacks have such little impact.

    Only add ons I've been running are the one that reveals Turrets and the one that reduces their range, and even then, I'm still struggling to hit them, they seem more slippering than Dredge's locks, every time I attack one I slide right past it and it knocks me out of Crawler.

    I still love the tunnels and the dip into Crawler mode, I just feel everything accessory to that is just... meh.

    I mean, One add on to give Tail attacks Haemorrhage, and one to give Mangled... when there's a whole mechanic to remove the killers power built in, I don't understand why Tail Attacks have such little impact.

    well I feel sorry that your struggling to utilize his power. i only played 2 games of xeno. he is very intuitive for me to play because of nemesis. I do agree that his add-on do not carry him to victory or provide game-changing effects akin to blight. So he might not be an easy pick-up. maybe some of his add-on could get buffed if he under-performs. maybe they'll buff parker band add-on or iri add-on's. I don't know.

  • @Seraphor said:

    Lucky Star definitely needed a buff.

    So did Rapid Brutality... which was nerfed from 10s to 9s...

    Sad to see none of Xeno's add ons got buffed though.

    i am reading patch notes. rapid brutality in patch notes still reads

    • "Rapid Brutality
    • You can no longer gain Bloodlust. Hitting a Survivor with a basic attack gives you 5% haste for 8/9/10 seconds.

    it is unchanged. I do not see anywhere 10->9. maybe you got confused by tiers.

  • if he becomes oppressive, they'll just turbo buff his turrets until he does not become oppressive. I highly doubt he will be a threat.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527550#Comment_3527550

    This perk mostly used by new players and solo survivors.

    SWFs have free information about which pallets used.

    But ofcourse it's deserved nerf. BHVR just hates solo survivors. I did not even surprised.

    window of opportunity used to have a cooldown of 20 seconds. it got removed long time ago. i think they're just previewing a change to get some feedback on it. i think your over-reacting to the change. if you want a change makes survivor not use perk at all, they could make it like lethal pursuer where highlight all pallet and window on the map for 20 seconds then disables. that would make perk plummet in use.

  • a fix would be that the perk automatically activates when your near 8 meters of locker. you can now approach locker, enter locker and stay in locker with surpressed blood and scratch marks. after you exit or leave the area, the perk goes on 30 second cooldown.

  • calm spirit remains unchanged. it always made you immune to screaming. new aspect of calm spirit makes it so that cleansing totems and opening chest is longer at cost of -30% speed. you do not need to use second aspect of the perk.

  • i agree with peanits analysis. MFT is not useful for new players because new players struggle with killer looping in general regardless of m/s increase. their understanding pathing and understand of looping is not developed to matter. MFT is strongest on 2,500+ hour survivor that min-max distance and has deep understanding of looping. the strength of the perk is that it brings back an old mechanic that was once existed on every exhaustion perk. that mechanic is exhaustion when running. Rechargeable exhaustion. MFT gives you no cooldown on exhaustion but distance it gives is lower then other exhaustion perks. in theory, you can have infinity reward from the perk even if the infinity reward is theoretically very small. the weaker player will not use the incremental small reward effectively while experienced player can use incremental small reward an infinity amount of times. It is strong perk for 0.1% best loopers. low impact for new players. average power-level for average survivor player. if there is large skill-cap between killer player and survivor player, the perk exaggerates the killer's inability to play m1 killer/use ability effectively. the perk also exaggerates safe loop design in the game but this is just a problem maps and loops more so then the perk.

  • in ptb, you could use pwyf and not lose tokens on his tail attack with monitor&abuse. obviously 15% is too big of a number but runner mode was more canonical.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527402#Comment_3527402

    Didn't BHVR say they were looking at Freddy? I can't remember where, but I'm sure they mentioned it in passing in a Dev stream or something?

    they did. the 3 killer they talked about were hillbilly, freddy and... uh twins? i think it was in his q&a. i think big problem with current freddy is that he does not feel like freddy and being in dream world is not punishing. that is kinda of his two main issues. freddy not feeling like freddy makes him feel unbelievably boring to play. His dream has no global threat. his mobility not good. it is very limited for a character that should be like teleport nurse that can go anywhere he pleases. his snares and pallet are underwhelming for a chase ability. his stealth is awful.

    with how he current is, I don't think there would be many people upset of complete rework of his ability since barely anyone plays him.

  • The reason why MFT got invented was because of dead hard and circle of healing got nerfed. normally meta shift usually tend to happen on killer where their perks get killed but this is one first times where survivor perks became weaker. the result is was release of new meta perk directly after.

  • @UndeddJester said:

    Basically the title for just niceties:

    How about making Myers EW3 execution basekit for survivors on Death Hook?

    There is so much to do for this character, I'm ignoring all other talking points about Myers and balance, as it all gets lost in the comment storm...

    However I reckon this change: -

    • Thematically fits the character. Basekit execution definitely feels on point for Myers.
    • Is still unique to him as the only standing Mori in the game.
    • Is largely benign and falls in line with modern Mori's. If he catches you in EW3 with this, he would have already instant downed and woukd likely be on his way to hook you anyway.
    • Opens up Evil Incarnate to be not so annoying for Myers and the survivors involved.

    I don't feel like this makes Myers broken in any way, and is a change that would likely naturally fit onto any future reworks.... Thoughts?

    P.S. does Myers execution bypass endurance? If it does, maybe it shouldn't? 🤔

    pyramid head has a mori on death hook. homogenization a killer makes the game boring.

  • @Seraphor said:

    So the worst killers are hindered the most?

    If anything it should be restricted to Special attacks.

    Maybe not all endurance across the board? But certain strong or untelegraphed versions of endurance could be. Such as MfT or Buckle Up.

    zero chance that is occurring. endurance is anti-tunnel mechanic for when survivors are out of position. BT is for hooks, mft/buckle up is for slugging and DH is for loops.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526515#Comment_3526515

    solo q with friends? Really? IF the defining feature of SWFs is voice comms, then people should just be crystal clear, and just say they want the game to be balanced around voice comms.

    is that not what you want as killer? your post seems to imply that you want killers to be at a stronger level. if you don't want that, than you should not care about losing to a swf. you should be fine taking losses because your average match is not that difficult as killer.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526481#Comment_3526481

    The survivor HUD doesn't close the gap between solo q and basekit SWF. It's literally closing the gap between people without voice comms and people with voice comms. Remember that basekit SWFs have the exact same game information as solo q, and many SWFs don't use voice comms... so they had the exact same game information as solo q, even though they are in a SWF.

    And aura reading is pixel perfect information of where the survivor is, which is way more accurate than what most people are communicating via voice comms. And auras give constantly updated information. Auras and voice comms are not replacements for each other, as they have completely separate advantages and disadvantages.

    many SWFs don't use voice comms... so they had the exact same game information as solo q, even though they are in a SWF.

    i would not consider that a swf. I would just consider that soloq with friends.

    aura reading is pixel perfect information of where the survivor is, which is way more accurate than what most people are communicating via voice comms. And auras give constantly updated information.

    you do not need pixel perfect information in dbd. you only need approximate information to do like 95% dbd plays. another method that some games use for approximate information is pings. I don't think ping works too well in dbd. dbd gameplay just does not fit with pings. there would be too many pings. spamming ping would be too annoying. disrupts the peaceful nature of the game.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526466#Comment_3526466

    I think you missed the point on everything else I mentioned about TCM and voice comms.

    "Even if we use TCM as an example, have you seen the difference between killers that don't use voice chat, and killers that coordinate Bubba removing specific infinites, killers that coordinate being in specific places to flank survivors that are trying to loop, killers that coordinate being at the well drop-down place in the basement so they can be there when a survivor drops down a well, etc etc etc? And that is what the game is balanced around... players that are using voice chat to coordinate strategies that are impossible to do without voice chat."

    All the above stuff is important, and currently needs voice comms to do.

    The real problem is BHVR said they don't intend to balance the game around voice comms.... but when they say "lessen the gap between solo q and SWF", they literally mean voice comms. The survivor HUD had 0% to do with basekit SWF, as basekit SWF has 0 extra communication features beyond what solo q gets. And whenever survivors talk about closing the gap, they are also literally talking about features that survivors only get when they use voice comms.

    hud is small step in closing gap. the problem is survivor do not really need UI. what they need is teammates aura. you do not need UI telling you the generator progression. you can just see a survivors aura in the distance that the survivor went on generator. from that, you can deduce that if he is on the gen for 20 seconds. the gen has 22% progress. you do not need UI to tell you that survivor is in a chase. you can read body language of a survivor running away from a generator. that survivor must be in chase because he is running in circles. you do not need UI about healing progression or gate progression. you can do same internal clock as generator's.

    dbd's survivor problem is just teammate aura reading. It is similar problem to cook's level 3 seek ability. I am not sure why they have that seek ability as upgrade because that upgrade is clearly an upgrade that every cook is going to use in soloq. the SWF will also use that level 3 ability until everyone learn the basement map but after x months where the player knows the maps inside out. SWF will not need to use that level 3 skill because they can just do call-out based off basement location like "victim on side-garden ladder". soloq on the other hand will always have to rely on that level 3 cook skill because you do not know if your teammate understand the map to use your call outs effectively. you have to use level 3 perk in hopes that they use wall-hack properly.

  • i think dbd problem is derive on aura's. if survivor can see aura of teammates, they can do most teamwork actions effectively. in TCM, there is a character in the called Cook. One of his skills is that he can grant-wall hacks when he detects a victim to himself. at base-kit, this is not very useful with no voice com's. With level 3, he grants wall-hacks to everyone on his team when he uses Seek ability. You can see how dramatically more powerful his ability becomes once aura is shown to everyone on the team.

    His level 3 ability grants voice com's without needing to talk. The game shows the aura and the aura does all the talking. survivor has same problem in dbd. with bond/empathy/kindred, the teammates auras perks do all the talking required. there is no reason to add voice com's. your better off just putting those aura type perks into base-kit so nobody needs to talk. the game does all the talking for you.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526129#Comment_3526129

    That's what we've been doing ever since the survivor HUD was released. There's zero reason to believe that BHVR has any intention of actually compensating killers for all the quality of life buffs the survivors have been given. It's literally been years, and we've heard absolute zero on compensation buffs, besides the FoV idea that is happening for accessibility reasons.

    We even have the healing nerf to prove that BHVR's goal isn't to actually balance survivors as a whole. BHVR nerfed self healing, but kept altruistic healing exactly the same, which WIDENS the gap between solo q and SWF. It's like BHVR's goal isn't actually to close the gap, and instead they're just using that as an excuse to buff survivors whenever they want.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526098#Comment_3526098

    PvP games that have basekit voice chat, are balanced around voice chat, which means that if some people don't participate in voice chat, the whole team might be at a massive disadvantage.

    Even if we use TCM as an example, have you seen the difference between killers that don't use voice chat, and killers that coordinate Bubba removing specific infinites, killers that coordinate being in specific places to flank survivors that are trying to loop, killers that coordinate being at the well drop-down place in the basement so they can be there when a survivor drops down a well, etc etc etc? And that is what the game is balanced around... players that are using voice chat to coordinate strategies that are impossible to do without voice chat.

    they cannot really buff killers because majority of matches are soloq survivor matches vs killer. until solo is as good as swf, there is no reason to buff/compensate killers.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526276#Comment_3526276

    One. Come up with a reasonable argument as to how BBQ n chili is a "tunneling perk".

    Two. Theres no "adapting" if a singular perk counters an entire build, survivors complain that killers bring too much regression, so killers bring aura builds... then they get hit with distortion making the killer pretty much perkless and all it takes is 1 perk slot on the survivor.

    Three. No it shows survivor bias on survivor mains when in order for yall to classify a perk as "good" it has to be so busted you're essentially playing on auto pilot much to the likes of WOO , Resi, MFT, Adren, etc etc. and anything else that requires minimal brain input is instantly classified as "trash".

    how is there no adaptation? you can still find survivors without perks and some killer have access to killer instinct such as dredge nightfall or like wesker infection sprays. your complaining about survivors using chase perks. for once they use a stealth perk and now your complaining that a stealth perk is overpowered...

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526243#Comment_3526243

    there is no mental gymnastics. tunneling is focusing one person down. there is many forms of tunneling. it isn't just hook people, watch them get unhooked and chase people. the game is not that simple. distortion is indirect anti-tunnel perk towards aura reading perks. it does that job very well.

    This is peak mental gymnastics, there' is absolutely no way you can twist the definition of tunnelling to make BBQ a tunnel perk, it is by design and execution in every sense an anti-tunnel perk.

    If order to derive value out of the perk, you have to leave the hook and find someone else, thus allowing room for a save to take place, and pursuing a different survivor in the mean time. If you then decided to immediately return to the hook and tunnel, that's is you NOT using BBQ. You might have the perk equipped, but you're not using it, you're tunnelling instead.

    This is right up there with "you tunnelled all of us at the same time", a genuine complaint I've received.

    there' is absolutely no way you can twist the definition of tunnelling to make BBQ a tunnel perk, it is by design and execution in every sense an anti-tunnel perk.

    i think your confusing difference between tunneling and camping. i would say bbq is maybe anti-camping but it is very much tunnel heavy perk. you can use the information to not tunnel but that is just make game a lot harder for you as killer. Just like you stated, it is not even good anti-camp perk because... you can return the hook using info.

    @CarbonaraCharlie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526224#Comment_3526224

    I agree with you that distortion should protect survivors against auras, that is what the perk is for and that’s what it should do.

    It is just an issue when it is really easy for survivors to build tokens and distortion 100% blocks all Aura perks. The token number could even stay the same, it really just needs to only build tokens when in chase or when hiding. With both, I still haven’t been able to use an Aura perk versus a distortion user yet.

    i think your crutching too hard on aura perks and your not adapting to your opponents perks. perk is fine where it is at. sometimes i use distortion as survivor if i don't want to get chased but most of the time, i don't feel like i need the perk in many situations because most killer are highly loopable.

    @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526243#Comment_3526243

    Ah yes, my favorite kind of tunneling, hooking you, finding someone else, hooking them, and then going crossmap to stop you from popping the gen....

    Tunneling is exclusively focusing 1 survivor down at all costs, if the killer chases and hooks someone else then comes back to check the gen near the place you got hooked initially, you're not being tunneled, thats just natural game progression.

    --------

    Sole survivor and shadowstep are examples of perks that are for the most part properly balanced.

    Sole survivor prevents aura reads only when the killer is within a certain range of you, AND IF you have dead teammates already. it doesn't hard counter entire aura builds from the start of the game and troughout the game with just 1 perk slot like distortion does.

    Making distortion not regen tokens while in chase or just *while in chase* would be a perfectly fine nerf that doesn't break the perk in the slighest while preventing it from being a permanent aura build counter.

    Sole survivor and shadowstep are examples of perks that are for the most part properly balanced.

    you have to be joking. that is some crazy killer bias to tell survivor mains that these are good perks.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526224#Comment_3526224

    How does BBQ, a perk that encourages you to go crossmap to act on info, promote tunneling...?

    How does NWTH promote tunneling when you have to kick a gen to get 24m aura reading around you....?

    This is peak survivor main mental gymnastics.

    Distortion getting a very minor token earning requirement so it isn't up 100% of the game providing free value is something that should be welcomed.

    The design of the perk is clearly intended to be limited uses just by the mere fact its token based, the easiness of token gain is whats problematic.

    This is peak survivor main mental gymnastics.

    there is no mental gymnastics. tunneling is focusing one person down. there is many forms of tunneling. it isn't just hook people, watch them get unhooked and chase people. the game is not that simple. distortion is indirect anti-tunnel perk towards aura reading perks. it does that job very well.

    The design of the perk is clearly intended to be limited uses just by the mere fact its token based, the easiness of token gain is whats problematic.

    the token aspect of the perk is to prevent it from countering constant aura reading such as scratch mirror myer's. amanda letter pig, etc.

  • @CarbonaraCharlie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526206#Comment_3526206

    Protecting someone from an Aura reading perk is fine. It’s just an issue if the perk is strong enough to 100% protect a survivor from Auras for the entire game. I really like running Lethal Pursuer and other Aura perks alongside it and it seems that distortion survivors just never run out of tokens.

    I don’t care if it is the changes I suggested or something else, I just want to be able to find distortion survivors once or twice a game.

    if distortion does not protect you vs bbq/nowhere to hide tunnelling then the perk is legit useless. it does exactly what it is designed to do.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526206#Comment_3526206

    Its not that distortion is "overpowered" , its more so the simple fact that one perk can nullify an entire Aura build for essentially free.

    if the requirement to gain a token got changed to "must be in chase" or "does not recharge while in chase" it would be alot more balanced, right now it consumes a token, but you can quickly regen it back while hiding, or it regens 2 tokens while in chase if you happen to be found either way.

    Its to a point where distortion feels like its always up and ready to trigger the whole match.

    (Not to mention distortion encouraging killers to tunnel the distortionless teammates)

    that is whole point of the perk.

    (Not to mention distortion encouraging killers to tunnel the distortionless teammates)

    sure that is downside of playing stealthy. I know people meme at blendette build but that is their entire strategy. you chase claudette player, you hook them, you find claudette again, you chase them, you hook them and then claudette player disappears for entire match. so your looking for claudette who is on death hook but you cannot find her. previously clauddete type player used to use Spine chill because it gave notification of terror radius. Now those type of players run distortion. for those type of players, they use distortion. It is their form of anti-tunnel perk. if you don't know pay attention to perks, that kind of stuff can lose you entire game as killer. I don't like chasing distortion players for that reason as killer. i only chase them if i think their loop is really bad. If i do chase them, I usually tunnel them off hook because those type of players tend to hide and make you lose time as killer. so yes distortion is a perk that makes killer tunnel more. that's kinda whole meta of why certain killer uses info perks like BBQ and Nowhere to hide. those perks. those info perks are used for mid-game tunneling. you chase people, hook few people, then use said perks to tunnel remaining hook states. distortion users are using perk to counter a defining meta strategy on killer.

  • @CarbonaraCharlie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526195#Comment_3526195

    I think Distortion is fine to an extent, but in it’s current state it completely nullifies Aura perks for the entire game. I don’t want distortion to be a weak perk, I just want my Aura perks to work a few times during the game.

    what is the point of the perk if the perk does not protect you vs 1 aura reading perk? if you run 4 aura perks, the perk does not protect you. it only protects you if you use 1 or 2 of them.

    there are some perks that work based off screams like thwack and face the darkness. those go through distortion unless stealth player also equips calm spirit.

  • you can farm 8 stacks of stbfl pretty quickly with endurance. I don't think it is that bad with the perk but it is pretty annoying without the perk. wastes a lot of killer time with efficient gen speeds. the perk helps makes it less annoying.

  • @Thusly_Boned said:

    It depends on the character/killer; I think it makes sense for a few, but not most. For a killer like Freddy, whose persona (at least OG persona) was like 75% smack talk, it seems wrong not to have any, and really diminishes the character.

    But you wouldn't want every match to become just a cacophony of voice lines constantly going on.

    freddy smack talking survivors would be hilarious. it would be like wesker.

  • @Archol123 said:

    So now every chase turns into two killers coming from different directions and the survivor just taking a hit regardless of what they do? Like what gameplay do you expect of that?

    laughs at the knight. ideally the weaker killer m1 killer base kits should be buffed and their powers should also be improved....

    @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525931#Comment_3525931

    I doubt that... You still have perks and chases would go really fast because of the two killers. Also the comparison lacks because in the other game the objective can be reached within less than 2 minutes solo... Also you will never break a 3 Gen against two killers, the mode would need many modifications and could never be a 2v4.

    it would need TCM modification. I kinda prefer dbd because the killer can be more powerful in dbd with crazy powers. TCM killer is a bit more... dull. the victim side is amazing in that game but i can see killer sided not being as interesting. almost opposite problem of dbd with survivor/killer. survivor can be boring due to samey gameplay of looping. it fails to strike balance middle ground of stealth vs loud. dbd is all loud, 0 stealth. dbd survivor has a lot more potencial to grow but they fail to balance elements of survivor to make it interesting. TCM does victim balance a lot better. TCM struggles will be with the killer. inventing new killers that are interesting to play and more maps.

    dbd struggles survivor gameplay being engaging and killer's gameplay issues. dbd has a lot more potencial, it just never hits the potencial on both sides.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525832#Comment_3525832

    You can't control another survivor healing on the other side of the map.

    Just like old Eruption, this would be absolutely fine for SWF, and oppressive as hell for solo.

    the punishment is same regardless if your solo or swf. swf do not have inherent advantage in avoiding the perk like eruption apart from med-kit/self-care aspect I talked about. Given that it is a hex perk, it will show cursed effect right at the start of the trial.

  • @Seraphor said:

    I like Snake Eyes. I like any survivor perks that encourage you to chain multiple objectives, like Inner Healing, etc.

    I think I preferred your 'old' version of Hex: Liability, we all know how controversial unavoidable Incapacitation is, and this is just going to further encourage the no-heal meta.

    I think a fairer version could be: Whenever a survivor regains a health state (can be recovering from Dying state or being unhooked as well) base regression speed is doubled for 10/15/20 seconds, and has a cooldown of 20 seconds. This would apply to any currently regressing generators, or any gens you kick after it activates for the remainder of that time.

    Or if you want to stick with Incapacitation, then it needs to be entirely within the survivors control: Whenever a survivor completes a healing action, that survivor is incapacitated for 10/12/14 seconds.

    it is entirely in survivor control. they control when they heal. you get punished for healing. if you want to avoid effect, you avoid healing. that is why i called it hex:liability because it makes your teammates a liability to heal. alternatively, you can look for the totem.

    a challenge that I had with V2 of the perk was that I wanted the perk to include self-healing actions but the problem with that is plague's power. I did not want the perk to synergize with the full heal fountains. you can currently avoid hex totem by using med-kit or self-care. the perk might be too weak because of that vulnerability.

    my initial idea was v1 was written in May. I decided to include it for fun. The idea behind the perk is to create short-duration disruption type gen perks that have the possibility to be trigger many times per match. Whether these perk are too short or too frequent is something I am unsure of.

  • @JustAShadow said:

    Well, if you think that its' synergy with Rancor might be overtuned, then the perk can be changed to just proc on any m1 hit and stay active when you're chasing that respective survivor(and stay active for a few seconds after the chase ends for consistency) without having any deal with the Obsession mechanic. Right now the amount of times you can get haste from this perk is extremely low and the perk is heavily outclassed by Brutal Strength that doesn't have any prerequisites and gives value on every normal pallet break.

    the obvious synergy is to run brutal strength+gameafoot in synergy. the problem is that perk currently enforces you to tunnel the first survivor you find to use haste bonus. if only bvhr stops inventing perks that force you to play a certain way. it would be nice to... you know.. have freedom in deciding how to play each game.

  • @Orthane said:

    Some Killers just borderline NEED certain addons, reload for Deathslinger, range for Pyramid Head, Geographical Readout for Skull Merchant if you're actually going to play the game and not just 3 gen, extra slowdown/duration for Clown etc. We need either a crafting system where 5 brown = 1 yellow 5 yellow = 1 green 5 green = 1 purple and 5 purple = 1 iri of your choosing, or a way to "target" a specific addon and increase its chances of appearing in the blood web.

    you mean like bbq that granted 100% bloodpoints every match or prove thyself for survivor? i am pretty sure dev said they do not want bp gain perks like that to farm blood web.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525438#Comment_3525438

    Because, as I said, they are outdated. They were introduced in a time where Exhaustion recovered while running. But even with their times shortened, it does not really matter. 5 seconds of Exhaustion still means that the Exhaustion will not really recover in chase. So it does not matter if it is 5 seconds, 30 seconds, 90 seconds or whatever. Let alone that Fearmonger exists as a decent Perk, which also provides 5 seconds of Exhaustion. And there are Add Ons, which are a smaller investment (an Add On-Slot weighs less than a Perk-Slot IMO) which do the same.

    I mean, just imagine old Ruin was still around (red Skill Checks, Regression for Good Skill Checks) and the Instruction Add On (no Skill Checks on Gens) would have been a thing back then. Killers would have rioted because an Add On would have countered a Perk. And this is what should not be the case.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525463#Comment_3525463

    Oh, it surely does. Because the Survivor who has the RBT on their head will be an easier target than other Survivors since they are injured (which can even be ensured when using the Mangled-Add On as well) and they wont have any Exhaustion-Perk while other Survivors would have them. Again, not saying that this is her strongest Add On, because it is not. But it promotes a playstyle which is the complete opposite of how Pig is played.

    5 second of exhaustion is possible walk away in a chase. 5 second is too little for experienced players to shut off exhaustion. your equipping perk to counter another perk and the perk does not... counter the perk. sounds like an ineffective perk.

    you can tunnel people with pig with reverse bear traps. you get a free hook state with no chase time if you succeed. it is particularly effective if you catch them on 3rd or 4th box because you reap all 4vs1 slowdown benefits of trap and you get free hook rewards. reverse traps are as much of tunnel tool as they are as 4vs1 tool. sometimes you don't even need to chase them. they just die randomly.

  • that math looks wrong. otz tested that perk gives 3 stacks of stbfl. the reward of the perk is low. you get countered by MFT and you lose your opportunity to bloodlust which could hurt you. i am not sure if i would call it no mither for killers but it makes weak m1 killer hard mode in the current meta. luckily most killer just play wesker and blight and those killer do not need this perk to operate. it is already in their base-kit power.

  • @Steakdabait said:

    Old exhaustion addons were balanced around exhausting recharging while running which was why they were so extremely long.

    you know what is crazy about MFT? MFT is return of exhausting perks working when running. It is something i never noticed initially. I think one aspect that people do not talk about with MFT. MFT working passively is like old sprint burst that recovered while running. you are trigger multiple SB over long period of time.

    the old version of exhaustion perks provided passive reward for being in the chase. it is just that their effects were burst-oriented. they were over-time burst effects that kept re-occurring. It made realize why MFT feels overwhelming to killers. they're not used to exhaustion perks triggering over and over in a chase. they're used to exhaustion perks being used once and never occurring ever again in a chase. I have feeling that if exhaustion recovered while running, Lithe, dramaturlogy and SB would create similar effect to MFT.

    DH could also do it but DH has been nerfed to not be spammable. I could only laugh at power-level of DH that works during deep wound and me triggering DH multiple times in a single chase.

    Balance landing used to also be a passive perk. it used to trigger on staggers regardless of exhaustion. people used to use balance landing because it provided passive abusable effect towards high-places. this gave you permanent haste effects because of certain windows/map geometry for vertical type maps. it is like vertical version of MFT. MFT being horizontal hold-w version of the perk.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525380#Comment_3525380

    It would. NOED (movement speed), NWO (time to kill everyone), rancor and game afoot would create very nasty gameplay that is quite frankly unhealthy. Like the whole game until last gen pops would be basically almost meaningless (apart from taking pallets from survs and getting stacks for NWO).

    And this build is already viable and some people play it for a gimmick/fun. Yet it's not very strong, so most people don't run it - with your version, well... It's no longer just gimmick

    that synergy already works right now. his change is targeted at using the 5% haste after breaking a pallet. another aspect that sucks about the perk is that the perk only works when your in chase. a build that could be really good is Wraith shadow dance with brutal+fire up+gameafoot but the perk disables itself when your outside of chase. right now, the perk is too difficult to activate to get utilize the perk.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525077#Comment_3525077

    No. Its more like second chance perk, for killer who cant find any survivor do that they can do anything, like breake some pallete instead.

    Perk have some value, but not much, and its niche.

    But its not for not playing the game.

    (I mean, if You want force it for being usefull, then be my guest. But its not its intention)

    there is no perk that breaks pallets remotely standing up. a perk like that would need to be hex perk because the effect is so strong that survivors would need to disable it asap to not lose every pallet resource on the map.

    enduring spirit fury is closest to what you will get as a perk that breaks strong pallets. the requirement is to break two weak pallets to use it perk to counter a strong pallet.. like shack. is it worth half build? no but combo is there.

  • @Archael said:

    That would be hell of a fun.

    But i cant find it fitting into the game.

    I would rather see Nemesis sacrificing his mutation lvl (from 3 to 2 and from 2 back to 1) to upgrade zombies. Permament buff to speed and damage (damage non infected survivors) untill respawned.

    i think reason why zombies are as weak as they are is because they did not put specific items to deal with zombies. Hypothetically, you could give survivors m19l pistols and make zombies a lot faster or invent those Xeno turrets to fight vs zombie horde. my guess for why nemesis is how he is to keep dbd gameplay loop geared towards dbd gameplay.

    rocket launchers and pistols for survivors to fight zombies is deviating from dbd gameplay.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524851#Comment_3524851

    I don't think you understood parts of my post.

    your first statement is saying knight should be rewarded for map knowledge and out-positioning survivors but your initial post complains about knight out-positioning survivors.

    I never complained about Knight out-positioning survivors. I pointed out how using a guard in a chase is usually a binary decision with extremely little depth. And how the Knight has to go out of their way to create a scenario where they use their power in an interesting way.

    this is pretty hard to implement in a game like dbd because dbd killer is first person.

    No it wouldn't be. If this mechanic were to be implemented all it would require would be for the Knight to look at something, press the power button, and have the game create a path for the guard to follow starting from the Knight to the closest possible point to the marked area. Then set them to wander once they arrived in marked area.

    The ability create a path for the AI already exists with Knight's patrol paths. And AI wandering an area already exists with Nemesis' zombies. It would just be a matter of combining the two.

    these two aspects do not really mix. the killer need to have direct line of sight for the game to count the killer in the chase. you will not be able to initiate ambush action because you lost line of sight with survivor.

    You've completely missed the point of this mechanic. If the Knight could see the survivors then they'd always create a guard as close as possible to them 100% of the time. It would effectively be dropping guards at loops now. Just with an extra step. Which doesn't lead to interesting gameplay.

    Because Knight can't see the survivors when channelling an ambush they have to guess where the survivor will go. And in turn, the survivor has to guess where the Knight will spawn the guard. This creates an opportunity for both sides to make meaningful decisions that impact a chase. Since Knight sorely lacks this in his current kit.

    I do not know any killer that has as an ability. not even Twin's has that with the whole Charlotte and Victor gameplay.

    Knight already does this whenever he spawns a guard. If you slow down footage of Knight mid-summon, you can see that Knight briefly appears where the guard is going to spawn. And then re-appears where he started summoning them.

    If your killer is 110% m/s and entirely relies on their ability to be effective then why does killer need m1 type statistics.

    He doesn't? In order to become inspired, and get the extra movement speed, Knight's guards have to do something first. Break a pallet, hit, down or hook a survivor. Inspire exists to reward the Knight for using their guards effectively and to encourage them to play aggressively. The only reason the get it is when they use their power.

    the rework is interesting but I think feasibility to implement it in dbd is borderline impossible or very hard.

    Honestly, everything for this rework already exists in the game.

    • Creating specific paths for the AI and the ability to make them wander already exists.
    • Quickly swapping positions between the Knight and is guards is technically part of his power.
    • A system that increases and decreases in level already exists with Michael.
    • A power increasing with hits and hooks exists with Dredge.
    • An object that builds up power over time and must be dealt with by survivors exists with Pinhead.

    If I had access to the game's code and given enough time, I could probably create a really buggy version of the rework by combining together the different mechanics that already exist in the game.

    So it's totally possible for the devs to do this if they really wanted to.

    how the Knight has to go out of their way to create a scenario where they use their power in an interesting way.

    this reminds me of survivor gameplay... where survivor has to go to weaker loops for killer to get interesting gameplay but why bother going to weak loops when you can use strong loops...

    If this mechanic were to be implemented all it would require would be for the Knight to look at something, press the power button, and have the game create a path for the guard to follow starting from the Knight to the closest possible point to the marked area.

    yes that is how nurses blink and pinhead gateway opening works. your changing the path creation mechanic into a blind nurse mechanic. I do not see how you could implement that in global rally in any other way. I cannot imagine this being global either because you won't be able to see where your placing your guards after 50+ m

    Because Knight can't see the survivors when channelling an ambush they have to guess where the survivor will go. And in turn, the survivor has to guess where the Knight will spawn the guard. This creates an opportunity for both sides to make meaningful decisions that impact a chase. Since Knight sorely lacks this in his current kit.

    does he lack this in his current kit? if you use long patrol paths, the knight does have to guess where survivor is. it is just that even when you spawn a guard correctly and successfully begin guard chase. the survivor can outrun it on all 3 guards at base-kit.

    Quickly swapping positions between the Knight and is guards is technically part of his power.

    it is part of his power but it does not teleport him.

    Think of it like nemesis zombies, when a zombie in a loop, your saying that the knight can switch position with zombie and get an m1 hit. It is like hag teleport phantasm power. you can use it like dredge's remnant power where you teleport back with remnant by using zombie guards as rally points. this is what I mean by conflicting opinion. you said you dislike binary decision making that knight can do but your mechanic allows knight to create that create situations for the survivor where binary decision gameplay occurs.

    He doesn't? In order to become inspired, and get the extra movement speed, Knight's guards have to do something first. Break a pallet, hit, down or hook a survivor. Inspire exists to reward the Knight for using their guards effectively and to encourage them to play aggressively. The only reason the get it is when they use their power.

    this does not answer the question. the killer does not need a mechanic to get them to use the ability. they will do that automatically when they see a benefit in using the ability. I am just asking why he gets faster movement speed and better m1 killer statistics when he is 110% m/s. it sounds counter-productive.

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