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Devil_hit11

Devil_hit11

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  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501615#Comment_3501615

    Buckle up was only "weak" until 6.5.0 , the 10% haste is a very good effect for a pickup.

    Problem is, survivor mains only consider perks to be good if they offer a second chance /erase a mistake.

    Second chance / Mistake erasers never feel good to play against and have no place in the game.

    Again, a balanced perk provides you with benefits for doing a specific action. WGLF is a perfect example.

    Buckle up was only "weak" until 6.5.0 , the 10% haste is a very good effect for a pickup.

    if the killer is away from the slug then you do not need 10% haste. when the killer is right next to the survivor that is slugged, the killer can hit the survivor you heal right back on the floor.

    explain why you think survivor should equip that perk.

    survivor mains only consider perks to be good if they offer a second chance /erase a mistake.

    they consider the perk good if it improves their odds of escaping. buckle up was not improving their chance of escaping. survivors want to escape as well.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501702#Comment_3501702

    Why are you unhooking against killers who are camping? That is quite literally the reason camping works. Do gens instead, it takes a full 2 minutes to die on hook, plenty of time for the other 3 of you to get 4-5 gens done.

    Even if the killer immediately camped their first hook, the first hook should have taken them at least 45 seconds to do, and that's if the person is bad at chase. So of the 450 seconds of gen progress needed, your team should have around 135 seconds of progress. Let's be generous and assume you only have 100 seconds of progress. Thats 350 seconds left. Even if it takes you 30 seconds to realize the killer is camping, and another 15 to find a gen. 2 of your teammates will be on a gen for that full 30 + 15 seconds, and you'll be on one for 75 more before they die. That amounts to 315 seconds of progress on gens. Meaning you'll have to complete 35 seconds of a gen with 3 people. Which is very very doable.

    no way. 1 gen is 90 seconds. hook are 2 minutes. you can do max of 3 gens. the walking time for survivor in dbd is significant when accounting hook camping.

  • @Nos37 said:

    Might be a priority thing. White < Yellow < Red

    They could make the gen alterate between yellow and red, but the fact that they have made no attempt to distinguish between Trail of Torment and other survivor perks that also give gens a yellow aura, means they probably won't change the aura overlap.

    that is such big problem with killer perks with like call of brine, eruption blocking discordance and surveillance. i wish we had more gen color's like blue, green and purple. I think every perk slot should be color coded or something to fix that issue. so for example if I use cob and surveillance in slot 1 and eruption on slot 4. the gen should be half blue, half purple. if i use 3 of them, then they become 1/3 blue, 1/3 green, 1/3 purple. if for some reason we get 4 gen-type color perks then you get 1/4 of rainbow.

  • these numbers are crazy. looping as survivor would feel so unrewarding.

  • you rarely ever heal people on the ground. you let them recover to 95% then you heal them. I think he means it is irrelevant due to the behaviour of slugging.

  • @Seraphor said:

    All positive effects are additive, so 3% + 7% = 10% faster

    Each 1% of movement speed is 0.04m/s.

    Survivors at 100% are 4m/s base, 10% faster = 110% or 4.4m/s

    Killers at 115% are 4.6m/s base, 10% faster = 125% or 5m/s

    All negative effects are multiplicative, so -20% and -10% = -28% total

    This is so positive multipliers don't reach infinity and negative multipliers don't reach zero.

    I am pretty sure all of them are multiplicative by base value. survivors move at 4.0. so 4.0 x 1.1 = 4.4. 4.4 is 110% m/s. killer move slightly faster so 10% for killer is 4.6x1.1 = 5.06. to convert movement speed into %, you need take raw number of 5.06 and divide by 0.2. every 0.2 is 5% movement speed. in this case, 5.06/0.2 is 25.2. now you multiply 25.2*5 and you get 126.5%.

    a killer affected by 10% haste modifier will get 11.5% speed boost.

  • @pizzavessel15 said:

    imo the singularity should teleport a bit faster and have more overclock. his overclock lasts a bit too short rn

    there is add-on to make overclock longer. it is called Kid's Ball Glove. it makes overclock 15% longer and to the OP. there is add-on that makes you gain haste when in overclock. it is purple add-on called Soma Family Photo. it grants 5% haste in overclock but reduces overclock duration by -20%. use those add-on. they make him a lot better. you will have less trouble playing him.

    I don't think he is very-hard, just add-on dependent with under powered base-kit. I'd label him as medium or very easy depending on the experience on the player.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501201#Comment_3501201

    I still wouldn't use it as soloQ even with extra slot or something.

    I will rather use perks for gen speed to help me even get to end game, or aura reading to make overall playing without coms easier.

    Adrenaline has more value in SWF, because I am confident to finish all gens and we get more value from it with taking protection hits on purpose with one gen left, then staying injured.

    My killer main soul always die when I see 2/3 heals as last gen pops. You are just done as a killer when it happens. It's hard to recover from that (depends on killer).

    My standard build for soloQ is Lithe, WoO, Bond and deja Vu. It works great for me. I get to escape quite often with it.

    SWF build depends on my current teammates.

    Adrenaline has more value in SWF, because I am confident to finish all gens and we get more value from it with taking protection hits on purpose with one gen left, then staying injured.

    i hate bodyblocking as killer so I know full well the strategy. i think if your swf, you might as just use for the people+buckle up. it is basically repeatable adrenaline for entire game.

    My killer main soul always die when I see 2/3 heals as last gen pops. You are just done as a killer when it happens. It's hard to recover from that (depends on killer).

    i think it depends the killer and how many people are alive. if you have a killer that has good counter to shift-w, it is not that bad. most killer have terrible lethality so even one health-state can be game-changing depending on context. I think context matters a lot in dbd.

  • @DaddyMyers_Mori said:

    They want 50-60% kill rate.

    It's expected to get into endgame and finish all gens.

    But in reality it's mostly balance between stomping soloQ and getting destroyed by SWF.

    SoloQ doesn't have really room for adrenaline, it's better to use aura reading perks. SWF doesn't need it.

    SoloQ doesn't have really room for adrenaline, it's better to use aura reading perks. SWF doesn't need it.

    isn't this what i talked about in the past? soloq would use adrenaline if they had perks slots... to use adrenaline..... you can still run adrenaline with info perks but then you have nothing else.

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501103#Comment_3501103

    People just cheese these mechanics by healing for a second or two before triggering For the People. The game will then think that the couple of charges input into the action were what caused the full heal, not FtP, and consider it a completed healing action.

    It's why Ftp and MtF worked together before that behavior was fixed.

    The wiki usually ignores "techs" and just tells how things should work, if not abused and used as intended. That has nothing to do with being outdated or something.

    yes but with buckle up, it does not have that issue. I don't think second wind interaction is inherently unfair interaction either. I think it has to do with how they code it. if you code it as function where p1 loses health-state and P2 gains health-state then you will get weird interactions. if you code it as p1 gives 16 health charges or 32 charges when healing from dying state to P2 then p1 becomes injured then interaction should work in all cases.

  • @Exxodus21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501129#Comment_3501129

    Slugging isn't holding the game hostage. It's boring and should be discouraged, but the game ends so it's not being held hostage.

    it does end eventually but killer can make it take longer if they constantly pick you up. that type of toxicity should be discouraged. i agree.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501096#Comment_3501096

    Your suggestion is not making EGC neutrall tho? You are asking to make it for killer-favored? Your suggestion will make EGC shorter time which means survivors maybe can not save their teammates.

    EGC is never supposed to favor killers. It added to game so survivors would not hostage killer in match. And it is just doing fine, no change needed.

    yeah only problem is that killer can hostage the match for 4 minutes with slugging. removing speed down would buff blood warden perk.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500636#Comment_3500636

    Buckle up: "Completing the heal grants..."

    You said: "Nothing says complete a healing action."

    i wrote that wrong. i corrected it. what i mean is that it is not meaning to say that you need to heal a full health-state manually to trigger the effect. you just need to finish it and for the people does finish the entire health-state.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501066#Comment_3501066

    No. Completing a heal involves the healing action, and the wiki states "This switch is not considered a Healing Action by other game mechanics or other Perks". If the wiki is incorrect, then someone from BHVR should tell us, so the wiki can be fixed.

    If the perk had meant "just go from dying to injured by any means possible", than the word "heal" shouldn't have been used.

    i think it is just confusing because healing in dying state and healing injured state is same thing. i think wiki is referencing the perk not granting healing charges for perks like second wind but I remember an otz video explaining that interaction does work now but it is slightly buggy. wiki is outdated sometimes.

  • @Nos37 said:

    The real nerf is removing her ability to deal with windows AND bodyblockers.

    Now, she can only deal with one or the other.

    If she demanifests to bypass bodyblockers, the chase is dropped and the window never gets blocked.

    If she manifests to start the chase and try to get the window blocked, she gets bodyblocked.

    that is funny because wraith used to have that issue before he acquired windstorm base-kit. bodyblocking is still effective against wraith.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500636#Comment_3500636

    The wiki description literally says "Whenever you finish healing another Survivor from the Dying State to the Injured State". The word "HEALING" is clearly there. You even literally quoted "Completing the heal" as the trigger for the endurance status effect

    yes but it is saying completing heal. that just means when you go from dying state to injured, the effect triggers. i think this assuming that it does not matter how you get there. the activation requirement to get there is healing when someone is in dying state. the combo is intended to work with how buckle up reads. the wiki is talking about the interaction with second-wind/renewal perk that Steve has. it used to be long time ago that if you used For the people with second wind/renewal, you would not activate second wind because the game for second wind only counts charges healed. it works now but it is slightly buggy.

    all the combo reminds me is why i do not enjoy playing killer that lose to bodyblocking......

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500675#Comment_3500675

    The issue is that a lot of purple and iri add-ons aren't worth using over green's and yellow's.

    BNP's, Gel Dressing, Abdominal Dressings and Syringe's are all good.

    Things like Odd Bulb are bad, so is the Crystal Bead. Blood Amber without Prayer Beads is useless. Wedding Ring isn't super good either. Weaved Ring and Milky Glass are okay, but only on a particular type of Key.

    odd bulb is ok. you can chain-flashlight blind for very long blind at pallets but it generally is not worth bringing into the trial because of loss of efficiency but since the perk is giving you items for free, you don't really care. blood amber is good with no add-on but you won't be able to use it very much if it is not an iri key. wedding ring is free aura reading so it is ok. The other stuff is worthless or niche so I agree with your post.

  • they should buff ace's ace in the hole perk that nobody uses to pull iri and purple add-on's for chest looting builds. I was surprised at the consistency of pulling those perks.

  • @Crowman said:

    I'm pretty sure this is about HL working on Snapping Out of It and Pig Cage skillchecks which were used to be affected by skillcheck perks like Unnerving, but were changed to not years ago.

    someone had trouble with doc ones so it had to get axed.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500537#Comment_3500537

    https://us.v-cdn.net/6030815/uploads/PQ6AF5PPYS3L/image.png

    That screenshot is from the DBD wiki, and it says For The People isn't supposed to be considered a Healing Action. Is the wiki correct? Because I was under the impression the perk is supposed to be a health state SWITCH, and not actually a healing action.

    your not reading buckle up perk properly. it does not matter that FTP is not health switch. what matter is what buckle up reads:

    unlocks potential in your Aura-reading ability.

    While healing another Survivor in the dying, Buckle Up activates:

    The auras of the Killer is revealed to both you and the healed Survivor.

    Completing the heal grants both of you the Endurance Status Effect for 6/8/10 seconds.

    --

    there is nothing in description that says complete about fully healing an equivalent of one full health-state . it is on/off perk where when it is on, you are granted 2 effects. healing shows both survivors the killer aura and both of you are granted endurance effect for same 10 seconds. the combination is entirely intended for how perk reads.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500132#Comment_3500132

    Worse than it is currently doesn't necessarily mean bad.

    I'm consistently getting 4 (or 3 + hatch) Inexorable Stares every game before more than 2 gens are repaired. She's broken.

    No killer should be designed in a way that they want to avoid hooks altogether.

    No killer should be designed in a way that they want to avoid hooks altogether.

    that made me smile.

    I'm consistently getting 4 (or 3 + hatch) Inexorable Stares every game before more than 2 gens are repaired. She's broken.

    it is just like buffed wraith and OG freddy. I think survivors are exaggerating her strength.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500110#Comment_3500110

    I can see why some might play it that way, but I don't think it would be optimal.

    At 1/2 a stack her condemn potential is 33% weaker, which gives survivors ample time to manage their stacks. Tunneling one survivor might get them condemned quicker, but you're not actually saving time, you're just avoiding having your last hook taken from you like Pyramid's mori. You're putting the effort in to down them 3 times anyway.

    The most effective way to use this power would be to hook everyone once then try to condemn them, thus bypassing 1 hook state for everyone. So it's actually promoting spreading hooks.

    i mean since other survivor have 1/2 condemn build up, you get more reward for keeping the hooked survivor without a tape because he builds more condemn then other survivors. you are correct in saying that she becomes worse pyramid head because your forcing an m1 killer to get hooks. the grey add-on that your suggesting at base-kit is bad.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500075#Comment_3500075

    I don't think that suggestion would be a buff.

    Currently projection increases Condemned by 3/4 of a stack.

    If that was changed to say 1/2, 3/4 and 1 for each hook state a survivor has in them, that would functionally be a nerf as it currently stands, but it would allow for her to 'power up' as she makes hooks, so that it's more likely that a survivors death hook can be replaced by a stare.

    That seems fair to me.

    the reason why i don't think that is good idea is because it encourages tunneling. in my opinion, your not suppose hook or slug anyone with new sadako. you want everyone standing-up because survivor that are hooked or put into dying do not build condemn.

    so your most optimal play is having 4 people with 0 tapes with teleporting for build-up. conversely survivor wants to have 4 tapes so 0 condemn build-up occurs passively. hook incentive is just kinda of a joke. the only reason i would ever hook anyone is if they jump into lockers and deny me from breaking the tape. if you want to buff sadako further, you improve her invisibility in chase so that it is easier to break tapes and reduce TR to 16 like myer's. problem is that average survivor still hasn't figured out that they need hold a tape, so you just get mori's... until people adapt.

  • @Sadako_Best_Girl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385677/introduction-of-a-condemmed-hook-incentive-for-sadako

    Yeah, I agree, a part of me wishes this came back but at the same it has some downsides which make me reconsider

    • On Sadako's side, it brings back the "haha screw you I put a tape in your face even after you hit me" which is really unfun
    • On the survivor's side, it has the chance of really screwing over survivors for having a ######### teammate (which is something Sadako already does really well). It also removes what is currently one of her strongest counterplays, which is hiding in a locker/using plot twist to avoid gaining condemnation stacks

    I proposed an alternative in another thread, basically make it so that survivors gain more condemned the more hook states they have, lets say survivors only gain 1/2 stack of condmned per teleport instead of the current 3/4, but for every time they have been hooked they gain an extra 1/2 or 1/3 stack per teleport.

    i think her condemn is threatening enough. it does not need any buffs. you can jump in lockers to avoid tape break where sadako might pull you out of a locker and hook you but like every killer. every killer does have the option to slug. they usually do not slug at least in my experience. killer will try to hook if they can. I think only part where slugging can be considered "toxic" is if killer picks you up and purposely stalls the bleed out timer when it is like 2vs1 or 1vs1 with no rhyme or reason. that part would be fixed if there was some kind of countdown 30 second EGC timer that occurs when all survivors are put into dying state where entity just kills everyone so everyone can go to the next match. that could be like new EGC that occurs before 5 gens are done.

  • @Habil_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499313#Comment_3499313

    Time-wise, it takes 1.5 seconds to disarm the trap.

    Healing a fall takes 16 seconds.

    What do you think is more beneficial?

    In both cases, a survivor team member must go to help the downed person.

    trapper's design is weird. he has counter-play on top of counter-play. I think in his current form he's just another 3 gen m1 killer akin to skull merchant vs good teams. against the average mediocre teams, you can trap corners or trap certain low visibility spots and hope the survivor walks into them in chase. long-range traps are not too particular effective.

  • @Blueberry said:

    Yeah most the pallets on that map are safe and they’re extremely numerous. To add to that most of them are low wall loops, meaning zero potential for mind games. They’re literally just time wasters.

    the map is just hit & run simulator+3 gens. if you try to chase people on this map as m1 killer, you won't get any hooks. the ability to 3 gen and hit & run is only thing that makes this map somewhat playable on killer. as a result, med-kits and strong healing perks like old COH are really potent on the map due to how killer has to play to win.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499801#Comment_3499801

    If it gets to a point where toolboxes can’t be impactful without being too strong then perhaps a rework could be considered. I don’t know. I’m perfectly fine with them buffing keys, not for the hatch itself but for the aura reading. Keys in general are kinda underwhelming right now, the only things they're really good for are opening hatch and Blood Amber.

    i was going write a post on blood amber for how nobody uses it, but i think reason why nobody uses it is because mind-channeling is too difficult to get value out of. in my experience, i can play without wall-hacks on most loops because I use red glow. the majority of killer do not hide their red glow so you can stand at vantage points to not need to win mindgames. I can also sometimes deduce killers position through process of elimination with red glow. the weird puzzle is that most survivors are not that good at looping so I find it surprising that they do not use this item because it would make them harder to chase even if they did not use it too efficiency and just held key for 15 seconds. i suspect item is too situational/cumbersome to use that no one bothers with it.

    If it gets to a point where toolboxes can’t be impactful without being too strong then perhaps a rework could be considered.

    toolbox have always historically been repair gens fast item and it also has property of sabotage however they never added high rarity add-on for sabotage like permanent sabo hooks due how skewed it is for survivor to force the killer to slug with whole 4 minute bleed out. at least in current dbd, you heavily rely on hooks as killer to be effective at killing from killer POV. anything that prevent hooking has the potencial to be too strong in the current iteration of the game. so that is why sabo part of toolbox is not particular prominent in the item.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499953#Comment_3499953

    As some one who's played his fair share of Trickster, I'd love to see this first hand

    https://steamcommunity.com/id/shro0mpy/

    i am not saying it is consistent. i am just saying that I have done it. more often then not. I just break LOS and use high-wall loops.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499848#Comment_3499848

    Ok but theres a difference between outplaying your opponent and them just missing 44 knives

    they missed 44 knives because your movement was tricky. i think the problem is lack of dopamine hit for dodging each projectile and the fact that the majority of chases the killer does not run out of knives so it just feels like there is lack of counter-play. the problem is that if the killer run out of knives, that would make trickster annoying to play especially with current reloads. it is just like old deathslinger. the psychology of playing vs his ability is really off. I am not sure how you improve that.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499864#Comment_3499864

    I unironically think you should get endurance while working on pig boxes.

    that is called off the record.

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499859#Comment_3499859

    Or after unhooking someone you get endurance too!

    Every perk should have an endurance side effect. Then you get endurance, I get endurance, we all get endurance! Even the killer should get endurance.

    no but if there was a perk that you get MoM endurance with activation of 10 second duration when a gen reaches like 95% completion. that might be super good for rushing gens in the killer face.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499525#Comment_3499525

    Wait, what? How is MFT, For The People and Buckle Up gonna help when you get camped? Camping is actually a way to avoid endurance. Or it was as hook grabs are no longer a thing.

    Endurance would not be an issue, if BHVR didn't suddenly have the great idea to add endurance effects to random perks. I remember when MoM and BT were basically the only sources a survivor would get endurance from (alternatives weren't used as often). Good old days. But hey. At least we don't have to wait after the survivors anymore to avoid their endurance. They're just gonna tank the hit anyway.

    Maybe they should add endurance to Lithe next: "Vault a window, get a speed boost and then get endurance for 20 seconds." Or Prove Thyself: "Work on a gen together and now you all have endurance for 10 seconds."

    wow that is great idea for a perk. imagine a perk where if you get endurance when the generator is reaches 95% completion.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499784#Comment_3499784

    So have I, and I've also ran Nurse's for several minutes. Using bad players as an example can make anything look possible

    you being good as survivor will make other player look bad. it works vice versa as well. you succeeding as killer makes opponent look bad.

  • @Aven_Fallen said:

    Seems like someone is trying to camp and tunnel but fails doing so due to Endurance.

    the irony when bvhr invents a perk that prevent killer from camping, tunneling and slugging... what could go wrong? /shrug

  • @Blueberry said:

    New DH is still AT LEAST A tier. You are extremely undervaluing how good it is. I get a guaranteed 2 extra health states now since no one respects it. Stacks perfectly with MFT as well. Still one of the best perks in the game.

    I have same opinion. it is good. it is just not S-tier like it was in the past. I still feel that one day this perk might get buffed one day. unsure when.

  • @sizzlingmario4 said:

    I think it’s specifically Commodious toolboxes and extra charge addons that are the issue. The weaker toolboxes are fine.

    It always baffled me that Commodious and Mechanic’s toolboxes are the same rarity and yet Commodious is way stronger while Mechanic’s is barely any better than a brown toolbox (and is actually worse than the brown for sabotaging since it has the penalty). Having half the charges compared to a Commodious is not at all worth that extra 25% repair speed.

    the problem is anything worse then commodious with charge add-on is not that impactful to the user using it. I don't feel like they're going nerf it because it is like the last... overpowered-type item that survivor can bring. i suppose it is question if survivor should have an item that if all 4 of them bring and they are good. they should win. my impression is that if they weaken it, they will likely buff something like Keys. you lose purpose in bloodpoint currency for survivor if none of the items impact the game.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499309#Comment_3499309

    Because hes sort of in the same boat as old Legion just no where near as extreme in the sense that if a Trickster wants you down, youre more than likely going to go down.

    Doesn't help that you know he doesnt even need to be that accurate. All you need is an accuracy of less than 30% to down a Survivor from injured to healthy with a full set of knives (not even considering add ons)

    Theres also no real depth to his gameplay, its basically just hold W while putting as many LoS blockers between you and him as you can. And if you cant do that, youre just dead.

    from playing survivor, i have made trickster run out of knives. it is not super consistent and it is not exactly easy but it is possible. it is just difficult. I personally think its players not wanting to engage with killer ability so perhaps some change in how trickster's ammo works would help resolve that. I think it is just another perception issue.

  • @MikaelaWantsYourBoon said:

    I mean Soul Guard is very situational perk which makes it unpopular and weak.

    I don't think we need more perks like it.

    it is strong vs a killer that stays near slugs. just that you can usually pick slugs without needing the perk since killer are rarely camping them due to long bleed out timer.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499455#Comment_3499455

    It's not a problem with the game. You don't need to run these perks. They just happen to help with these specific issues. If I could be bothered to keep track of my fellow survivors I wouldn't use Bond myself. But I can't. So I'll stick with it.

    Global Bond as a base kit addition is an absolutely atrocious idea. Because it also tells you what ressources are depleted, the killer's location and what gens are worked on. I use a build with 2 perks only for that and the value I get out of it is insanse. Bond + Open Handed + Windows of Opportunity is a great combination. Try it.

    You cannot have that much information at 0 cost. The game should not play itself. You should still have to keep track of some things yourself. This would be even worse than SWFs. Because SWFs can only communicate approximate positions and at least they have to do something to spread that information as opposed to the game just handing it to them.

    but you do not know where the killer is. only approximate position. knowing what resources are depleted is why a lot of people use window of opportunity. you need that to not run in deadzones when you get chased by the killer. knowing what gens to push is also something you need to know to strategically loop the killer away from teammates.

    I use bond myself but the issue is that if i do not select the perk, I am putting myself at big disadvantage in soloq because I am not playing swf. so you get reduced to 3 perks. if you use window, now your reduced to 2 perk slots. your indirectly imposing mandatory perk to play survivor. i think you should be able to play survivor well with 0 perks. that is just my opinion.

  • @Xernoton said:

    Solo queue is not the problem. The problem is survivors that won't pull their weight. And you can't fix that no matter how you buff solo survivors. You only break the game in the process by making good groups much stronger and leaving bad groups in the dust.

    That baby Claudette, that is busy self-caring in her corner is not going to be a better team mate, if you give her access to better perks. And if she miraculously does, isn't that kind of unfair?

    Survivors have enough hand holding in the game now and there are perks that help with solo queue issues specifically.

    When you try to help solo queue, where do you draw the line? Is a 2 people SWF and 2 solos still considered solo queue? What about 3 people in a SWF and 1 solo? Or 2 duos? What if they don't communicate via Discord?

    Survivors have enough hand holding in the game now and there are perks that help with solo queue issues specifically.

    yes but you should not need equip perks to play the survivor role. that is the issue. still think global bond would be good change. The UI does help for some stuff but seeing teammate aura is just better.

  • @dbdthegame said:

    Sounds like a skill issue. Scene Partner is a fantastic chase perk. I've been running it since release. Every 60s, you get an aura read on killer. It's saved me so many times from a mindgame in chase.

    If you're running the perk, you should have the awareness not to look towards the killer if it's active.

    i think it is too high of a cooldown to be relevant chase perk. the lack of control for when you trigger the perk makes the perk not useful.

  • @Aven_Fallen said:

    I dont even get why they thought that they need to rework Rancid Abattoir in the first place. Cowshed, completely agree. And it looks fine from what I have seen so far.

    But Rancid Abattoir was quite balanced as a farm Map. They should have reworked Rotten Fields instead.

    I think its because survivor had large escape rate on the map. it was really easy map to play for survivor with lots of safe resources that most of killer had to break. @Huge_Bush talks about what the problem with that map was. Having 1-2 jungle gym+long wall pallet or T-L with linked cow tree+shack showcases the problem in loop design. The classic jungle gym is too safe. the long-wall of the gym is too long for killer to mindgame slide, so it is instant break. the single-wall long wall pallet is also too safe. survivors can camp the pallet on the long side and slide on reaction. Shack pallet is not balanced but that is nothing new and The cow tree was a safe loop. new cow tree is a lot more fair. what they did to new cow tree where they shorten the side. that is what they need to do with classic jungle gyms on all the maps.

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499185#Comment_3499185

    Rancid could spawn some nasty setups with good RNG but they just needed to tone the best possible spawns down. They didn't need to obliterate the map like this. It was fairly balanced in most matches.

    the map still has a lot of jungle gyms but it has no pallet density. this is like opposite problem of what they should be fixing. each map could have like 20 pallets, but as long they are fair and you can mindgame them as killer without needing to break them then there is nothing wrong. dbd could even have respawning real pallets like anniversary if the pallet were not shack and classic jungle-gym level strong. instead of making the map less safe, they just made the map have no pallet density so the map quickly runs out of resources for survivor to loop.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499354#Comment_3499354

    Because it works like 10 stacks after killer base-kit buffed. And some killers can keep stacks because their power allows to do this. Why m1 killers can't?

    they originally had this perk just give you flat boost to reduce cooldown but they changed it because there was a point in time where they unintentionally gave killer like 60% stacking cooldown reduction and it was perceived as too strong so they rework the perk to have a drawback to limit its effectiveness. the perk is design to help m1 killer deal with health-state bodyblocking but it has drawback.... of getting bodyblocked. It is just kinda weird and outdated design.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498837#Comment_3498837

    Dealing with loops is not where he falls short, in fact he probably has one of the strongest 1v1's in the game. The real problem lies in map dependency, and being either underpowered or overwhelming depending where you as a Survivor happen to be caught. Also has a problem of being really unfun to go against regardless

    why do you find him unfun to go against?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498934#Comment_3498934

    This explains it why I got downed so quickly by a Backpack-Nurse yesterday. I figured out that she had Agitation, but she was way too fast.

    I just "love" when people abuse Bugs...

    they brought back starstruck nurse. hopefully the hex:penti bug and the infinity calm spirit spirit bug gets fixed at some point.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498824#Comment_3498824

    Totally reasonable. I was giving him buffs for being weak but he does have some fundamental design flaws so a rework would work as well and would probably be better.

    i think only problem with trickster is too slow throwing walk speed makes him not very effective at most loops. I would just make him 105% throwing walk speed and instead of slowing his movement speed, he would go 105%->110% the more he fires.

    the problem that survivor have with him is that they don't want to participate into the whole side-stepping projectile thing and there is perception with him that he is uncounterable in the chase because 44 knives. not sure how you could resolve that. one idea i had was that he can reload lockers 100% quicker but he only carries 15 knives. when he takes health-state, he gets an instant reload.

    I am not sure how you change survivor's perception in side-stepping ranged weapons. it was same problem that deathslinger had.... where people refused to adapt to his gun.

    I am not entirely sure why ranged killer that are 110% both have lullabies but that is their design choice. he would probably be ok at 24 normal terror radius.


  • @Sadako_Best_Girl said:

    The rework just punishes newer and inexperienced players while the nerfs to accommodate global condemn punish Onryo against experienced players.

    This is literally the same argument that was used to nerf old Freddy (and I mean the original one) and look where he is now, Sadako shouldn't just be made into another M2 andy just to help newer players.

    They nerfed her mobility

    ???

    You can teleport more consistently now. Or do you think that getting punished for 100 seconds just for using your power was better? I really don't get this argument you are making, her mobility is infinitely better than before.

    as well as her chase by nerfing her ability to do manifestation mindgames. 

    Manifestation """mindgames""" were always useless, you had to work for a thing that spirit literally gets for free without getting slowed down. It doesn't work at most loops and the ones where it does work can be dealt with by basically any other 115% killer with zero issues. I got them to work mostly against survivors who were clearly bad at chases but each time I tried the same against more experienced loopers they didn't even bother.

    She is a weaker killer than before but this all is reliant upon survivors not knowing the exact correct counterplay. 

    She really isn't. This is an overall upgrade to her old gameplay that makes her condemnation more consistent, you still have to guess where survivors are going to go to build condemned and try to bottleneck them, that was and still is the correct way to build condemnation. Just teleporting to random TVs every 10 seconds does not work against good survivors, they will grab the tape, do gens, and move on to the next ones. You are supposed to read their movements and cut them off at every possible moment just like before but with the tapes becoming a much more prominent which gives her much needed slowdown. I do agree this may be to much for solo q and newer players, that's why I have been saying her counterplay needs to be made clearer, but her gameplay should stay the same.

    I agree. i was about to write something similar to this.

    Manifestation """mindgames""" were always useless, you had to work for a thing that spirit literally gets for free without getting slowed down. It doesn't work at most loops and the ones where it does work can be dealt with by basically any other 115% killer with zero issues. I got them to work mostly against survivors who were clearly bad at chases but each time I tried the same against more experienced loopers they didn't even bother.

    they would have rework the invisibility where you get invisibility for like 2 seconds passively and when you decloak, you can extend it by 1..25 that goes on and off for 2-3 times. this in addition to making that you do not lose movement speed when decloaking because i think you move at like 96% or something like that for 1 second. that is close to original spirit mindgames. that how it would work if you wanted it to work against experienced loopers. that would surely catch me off guard for sure. She would have anti-loop but posts like these already show struggles of playing vs condemn mechanic. this would make like A-S tier but one can argue that not every character needs to be that. some of them can just be their own special charm.

    This is an overall upgrade to her old gameplay that makes her condemnation more consistent, you still have to guess where survivors are going to go to build condemned and try to bottleneck them, that was and still is the correct way to build condemnation.

    it is upgrade to her gameplay without any emphasis on slugging. I personally feel that sadako would have greater reception as chapter if she was like this from the start. to me, the character feels like brand new experience.

  • @Jackal7879 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498695#Comment_3498695

    Wait do they have a visual cue? If so this perk is worse than I originally thought I also heard that there is a sound cue as well I barely go up against this perk or use it

    yes it does. it is kinda silly. given the perk has 5 tokens from 5 gen completion, it would not be crazy for it to just work automatically like new claustrophobia perk.

    @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494709#Comment_3494709

    unpopular opinion: is not + survivor had full control over that , they can leave the gen 99% and wait untill the killer is not chasing to active it , and the killer gets 0 value during chase + is just 10% of haste which last just 30 secs.

    not only that Im pretty sure survivor had a visual indicator of machine leaning when the killer kicks a gens.

    I agree. you can just pop gens when killer walks to hooks.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498595#Comment_3498595

    This ^

    When it comes down to it dbd is a time management game and everyone stacks slow down because “most” of the chase/info/stealth perks aren’t good enough to save as much time as just stacking more slow down perks. Essentially most of them are all way undertuned to be competitive with slow down perks. They play it way too safe on them.

    I agree. creates lower variety in killer perks as well.

  • I think the issue with this combo, at least in my opinion, is how little effort is needed to set up this scenario. You only need to bring in two perks, meaning the Survivor still has 2 other perk slots which can be dedicated to make this strategy more efficient.

    that is pretty much same issue that killer have when they get body blocked at loops with health-states. low counter-play for high reward when there is like 1 or 2 gens left. gens get done in distance and your not getting downs due to bodyblocking. you get same feeling to sabotage. that problem has been in the game for a long time so buckle up ftp is just another one of those moments as killer of body blocking.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497868#Comment_3497868

    The Mori is not easy. It requires you to have ignored her tapes or done them inefficiently as well as failing in chase multiple times. The fact of zero hooks is irrelevant. What is relevant is how long it took her to condemn you, how effective you were in chase and how efficiently you were managing tapes.

    somehow, the survivor mental gymnastic that they should not need to learn how to loop an m1 killer or play well with survivor and then you get these type of entitled posts of "I want to d/c" vs x killer. makes little sense. I agree with your post. the mori is as easy as survivors play around it. don't play around the mori, easy mori. play around with mori and loop well. harder mori.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498245#Comment_3498245

    I played Trapper on GoJ. It doesn't matter if I trap shack because every tile is extremely safe. And again, that's just one example. If I outplay a survivor on an M1 killer, there's no reason I shouldn't get a hit.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498202#Comment_3498202

    "just dedicate 25% of your build to counter one perk that survivors may or may not bring, that you need to farm stacks off your obsession for, that you lose a stack every time you M1" yeah, sounds just like the days of old COH where people were saying "just bring shattered hope bro!"

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498440#Comment_3498440

    Survivors are stronger without perks than most killers are with full gen regression perks. Survivors don't NEED perks to be good, they are strong basekit. Most of the killers in the roster (save for like 2-3) NEED perks to stand a chance in most trials. MFT isn't just "good", it's actually broken. You wanna see good perks? Look at Nic Cage's perks. All of them give very strong effects, and yet all of them are balanced. Killer perks are rancid? Which exactly? COB+OC+Eruption got nerfed into the ground, PR got nerfed, it seems like every good gen reg perk is getting gutted.

    I would argue MFT is even worse than old DH. Old DH was a one time thing that guaranteed a window/pallet. MFT is the same thing, except to a lesser extent but consistent any time you're injured and unexhausted. Either killer dedicates part of their build to inflict exhaustion (hoping that someone is running MFT), or they don't and they get slapped with MFT constantly.

    Survivors should never get perks that allow them to extend chases as egregiously as 6.1.0 DH, or now MFT, because survivors can already stretch chases long enough for all gens to get done, and maps are safe enough to predrop every pallet and finish all gens twice over.

    SH:PR already got nerfed, it's now 4x25%, and it gives no value if you use a white hook when there's no gen with progress. DMS is fine, just get off the gen as someone is being hooked (of course, it's bugged now with early hook effects). NOED has already been nerfed into the ground; NOED is literally the killer version of Adrenaline, an endgame second chance perk. Eruption only takes effect when someone goes down, at most, the 10s aura read gives the killer an idea of whether the survivor is committing or leaving. The 10% is barely enough to make up for the killer getting the pick up and making a hook. Jolt is 8%, might wanna double check those numbers, chief. Pop gives 30% of the TOTAL progress on a gen, and is probably one of the healthiest gen reg perks in a very long time.

    But while we're on the subject of overpowered perks that need to be toned down, let's talk about survivors getting busted Endurance perks back to back. First, we get MFT, then we get Buckle Up rework. How many more ways to get Endurance do we need? At this point, it's so difficult to even tell what the perk was. Did the survivor have OTR? Was it MFT? Was it Buckle Up? A Styptic? DH? Mettle of Man?

    This isn't gonna turn into a us vs them conversation. We're here to discuss MFT and that's all we're gonna discuss. I'm a killer main but I was actually one of the biggest proponents of nerfing old Eruption. I was also hugely in favor of nerfing old PR because it was oppressive in the same way that old Pop was. I'm also one of the biggest proponents of anti-facecamp measure now; I think they disproportionately affect solo Q and help SWF, and it's a very low effort way to build up pressure as killer. But now, MFT is broken, and we need to fix that.

    your complaining about m1 killer on garden of joy. that map is survivor sided. you do not need MFT to go on long chases on that map. that is more of a map problem more then perk problem. as for tru3 clip, I could tell by distancing that he was not going to catch-up. he had to break the pallet. I know that pallet because I play survivor and the way I use that pallet is i pre-drop it like slightly ahead of the killer so that I can get 1 loop rotation, then the killer get bloodlust so you need to move away to some more safer loop.

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