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DrDucky

DrDucky

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DrDucky
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  • @JoaoVanBlizzard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498453#Comment_3498453

    in fact, but this does not only happen with DBD, other squad games, if you are playing with friends against a random team even though they have resources, they still have the disadvantage of the unpreparedness of a random team, but in the case of DBD this motivates even more for developers to be able to create exclusive resources for soloQ players, as there will be no problems with them being superior to SWF

    I am confused, why would that motivate the dbd devs to make resources for soloQ and only soloQ players?

  • @BugReporterOnly said:

    Nurse's shouldn't be able to blink away, Blight's shouldn't be able to rush away, Billy shouldn't be able to chainsaw sprint away, Wesker shouldn't be able to bound away from a hook, and those are just a few. Not only is that an unfair advantage some killers have over other killers when using Devoured Hope, it isn't fair they can go back to the unhook and just hook swap or tunnel for more stacks. If a survivor is near by the hook I should be able to unhook without fear of gaining a stack on Devoured when they do that.

    What the hell? So you want them to camp instead?

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500115#Comment_3500115

    well i can't do anything about it and i didn't make the rule so...

    I never said you could nor did I say you should. I am just simply explaining the logic.

  • @miniwengsel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499755#Comment_3499755

    Yes there is no problem with nic, but what if another new survivor has sound bugs and not many know about them. In a tournement this would be freaking bad. This rule is important and need to stay.

    I guess that is true. I think though if there was a sound bug that specific survivor would/should be banned from being used since it goes beyond more than just being a skin then and is a legit advantage.

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499755#Comment_3499755

    "This rule exists to give people more time to learn new content that is was added."

    it's not about having an advantage, it's about letting people have enough time to learn new content, as quoted by the person who originally made this thread. nic cage's perks could suck and he could be the loudest survivor ever for all this rule cares but he's still not allowed in the cup until 2 weeks has passed because that's just... how they do things.

    I get that but survivors are just skins, you can even legitimately get killer skins that change their sounds but those are not banned. Its how they do it and its their rules etc. However, I still think its a bit much literally banning what is basically a skin.

  • @jmts16 said:

    I'm off an extremely distasteful match with a pair of trolls.

    They were clearly a SWF 2 person group after witnessing their actions and they made sure the other survivors on their team (me and someone else) had a miserable match.

    The match started off ok, standard affair. But, midway through the match, they started playing in an extremely unusual way, but something that could be passed off as Solo Queue being what it is.

    But then they started messing with the other player. Once it got hooked, they unhooked them while the other started body-blocking them.

    The killer at first was clueless and just played as usual, chasing whoever was closest. But eventually that other survivor got killed and booted off the game.

    Then it was my turn. The killer was lost, running somewhere else, while they skulked trying to find me.

    And the moment they did, the play became clear:

    I was injured and they refused to heal me, while body-blocking me and tap-healing, clearly trying to trigger a notification towards me.

    Then, once they did so, as the killer approached, they kept bodyblocking me, even dropping a pallet to make sure I got pushed back. Got hooked, obviously abandoned on hook and thus ended a very distasteful match.

    But against my better judgement, i went to spectate. And lo and behold, the duo playing around with the killer.

    I feel like this was an incredibly unfair and worst of all, UNFUN match that those two had at the expense of me and the other teammate and that such a thing shouldn't go unpunished in some way.

    I've reported them in-game, but I loathe to trust in automated report systems since in my experience they never do anything.

    And so I am here, asking what should I do to make sure that the case is at least given proper attention. Who should I contact? What should I provide?

    I only took mind to record what was happening after I was dead, so I only have half of what I have posted in recorded in video.

    PS: As a sidenote, it's deplorable that I have to do this to find some justice. The game should have a more robust report and feedback system. I don't want speed, but I would appreciate action.

    I do not know much about where to report this to take it further, reporting in game is a good step (this should count as teaming with the killer which you can select as an option to report for). The idea is if enough people report them which I imagine they will if they do this in other games then they should hopefully face some kind of penalty.

    There is also suppose to be some kind of report feedback system they added in game so keep an eye out for that to see if it did work I guess?

  • The 0.1% usage rate speaks otherwise, if you wanna slug run the many other better perks.

  • @miniwengsel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498451#Comment_3498451

    They can read so this isnt an excuse.

    In RL its the same. Not knowing is not an excuse. If it would be one you could steal what ever you want without getting arestted

    Yh but this is a rule compared to a law, they are not gonna face jail time lol. Yes they broke a rule but I am just making the point that it probably slipped their mind. Regardless of that it does not also erase the fact that this should not be a rule to begin with since what advantage does playing Nicolas cage actually give them? lol

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498455#Comment_3498455

    Yes, because i don't care about Skull Merchant nearly as much as i hate playing against Wesker.

    U would rather face a 1 hour 3 gen skull merchant than wesker?

  • @GannTM said:

    A survivor has to risk taking a perk that makes them broken the whole match just to maybe counter corrupt intervention which they may or may not have. Can we please not nerf fun perks just because they have niche counters against the meta on the opposite side? Deerstalker is a mega counter to PT yet I haven’t heard one person ask for a nerf to this perk.

    But deerstalker is crap otherwise and PT even outside of being used against corrupt is a good perk.

  • @k3ijus said:

    @Leon_Scott_Kennedy oh mb. I am suppose to by default know exactly when 1 of 4 survivors im suppose to control specifically goes out their wsy to get rid of condemned,its not like i have to focus on 3 other survivors or anything right?

    and its also my fault if their across map and i have to guess what tv they go to,but once again my fault right?

    You can just ignore the one guy with the tape and focus on someone else?...

  • @GannTM said:

    At least Blight is well designed at a fundamental level, it’s just his add ons need massive changes and if he gets the needed nerfs, he’ll be in a great spot. There are other killers and other things that are way more problematic and are so much harder to fix.

    True and real, though the blight in me wants him to stay as is...

  • @Smoe said:

    Either Wesker, Blight or Hillbilly.

    Probably Wesker the most.

    Removing wesker when skull merchant is a thing D:

  • @[Deleted User] said:

    SWF is the worst thing in this game, by far.

    Both SoloQ & Killers are miserable due to SWF, and they are both "right".

    Higher ranked Killers will consistently see 3-4 SWF's, which are completely absurd.

    At the same time, Solo Survivors are hoping to find the hatch, and it's usually the most they can hope for.

    C'mon, BHVR. 2-person SWF are not, and have never been the problem. The 3-4 person teams completely break your game, and I'm confident you know it. I can not remember a single attempt to address the this. The idea that you will somehow put Solo's on the same field is absurd. You have failed for 7 years ... what rational thought makes you believe it will suddenly turn around now?

    Higher ranked Killers drop the game or switch to Survivor, as the teams are completely miserable to face.

    Solo Q will never be as strong as SWF that is a fact.

  • @NoOneKnowsNova said:

    Is it a stupid rule? Yes.

    Is it in the rules? Also yes.

    They broke a rule.

    Yeh, tbf though I don't think they even knew they were breaking it and it sucks cuz it was for no advantage either since it is just a skin.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478509#Comment_3478509

    That's not a foregone conclusion since it's entirely possible that a perk carried them up to a higher MMR than they should have been and now it takes time to adjust. That happens in DbD. A similar situation could be seen in 6.1 when DH got its first nerf and it was a bloodbath for a few weeks. The survivors who had to adjust weren't bad players; they just needed to readjust their MMR and relearn their tactics.

    We don't know their MMR or anyone's for that matter. We don't know their playstyle or which Killer they use. We do know that gen defense perks have been nerfed heavily. Since we don't know so much and the only thing we do know is that gens are going much faster jumping to a 'get good' comment isn't helpful in the slightest.

    Are you trying to say this guy was getting carried by old cob and eruption? Plain and simple if you lose 20 games in a row you are not good at the game. In all my years of playing this game I have come nowhere close to losing 20 games in a row. I am not some pro killer or anything, its just that losing that many games basically means your a baby killer who is still getting spun.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491817#Comment_3491817

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491818#Comment_3491818

    Not only that, this perk itself was one of the big driving forces behind moving to a 1 perk per team standardized ruleset. It was typically a 2 perk ruleset, meaning a team could have 2 Deliverances, 2 BTs, etc. But the best killers in comp were having issues dealing with 2 Deliverances in a trial.

    Exactly, its such a strong perk.

  • @radiantHero23 said:

    Im sad to see this happening.

    I have done my best do avert it. My friend told me over and over: "It wont come to live this way -- they had enough feedback" .

    I gave my feedback on the Sadako - changes in almost every situation possible and tried to make a change possible. I was positive and constructive.

    Im dissapointed BHVR.

    Super. Dissapointed.

    Me and a lot of other players have given our feedback on the PTB changes. We did plentiful of work on creating lists of suggestions on what should have gone live and what now -- and WHY not.

    You ignored most of it.

    • Passive condemned gone is bad --> ignored
    • Addon pass is horrible --> ignored
    • map wide condemned lowers her skill cieling and makes her boring --> ignored
    • reikos watch and newspaper basekit to make her better in chase --> ignonred
    • reikos watch should not be nerfed --> ignored
    • iridescent tape change is bad --> ignored
    • cooldown on projection is bad --> ignored

    You have done the absolute worst job here. Sorry to say this THIS harshly but you had a TON of feedback to build upon and you didnt seem to care one bit.

    I was afraid that there would only be sopme number changes from the ptb and thats it and here i am seeing my fear become reality.

    What does it mean for me now:

    • I will not be playing the Onryo as frequent as i have before (mained her since release - 4th on steam leaderboards)
    • I will not be playing DBD as much (one of the most fun characters i used to play had become a boring shell of her former self)
    • Im done helping you out with PTB feedback because you have made clear that you dont care at all about it and just push your agenda.

    Overall : WHY BOTHER AT ALL

    Again : Im super dissapointed.

    They might change it again, tbf bhvr dont listen to a lot of suggestions (sometimes it has been for the best). This is nothing new.

  • @Depressedlegion said:

    It only activates if you aren't first hook, and you unhook someone first. Prove me wrong.

    It is used in comp.

  • @Exerlin said:

    I'm sure I'm not the only one that has trouble without a certain perk! Personally, I have trouble actually surviving without No Mither. Me AND my team lose so much more often when I'm not running it, both solo-queue and SWF. It absolutely baffles me

    So, what are your personal "crutch" perk(s) that you have trouble playing without?

    I got pretty good with SB and it felt weird not using it, but now I am MFT all the way.

  • @pizzaduffyhp90 said:

    https://us.v-cdn.net/6030815/uploads/3S7H3RGO8MR3/dbd.png

    This'll be a rant on why I uninstalled DBD.

    So I've finally decided to uninstall DBD. While it was great a few a years the game has become a very unfun and stale experience since the release of Hellraiser. Before Hellraiser, DBD was always a fun and entertaining game to open up and have a blast as Killer, Survivor was more chaotic, and it was overall just fun for most of the matches I played.

    When Hellraiser dropped I enjoyed Pinhead and I still enjoy him now he was one of my favourite killers but, what they included with Hellraiser was SBMM. Which started the drastic downfall of DBD and it's still probably the worst thing BHVR has added into this game. MMR doesn't work for a game like this and it's really hurt this games reputation.

    I know everybody says Solo Q sucks and no it doesn't suck I've won and lost many games in Solo Q just like any other Multiplayer game. Solo Q gets bad not because of gameplay issues it's because players will rage quit the match very fast if something goes wrong really quickly. SWF while it's fun to play with my friends on DBD the challenge isn't there a lot of the time unless we're against a strong killer.

    There's also hardly any variety anymore in this game. The majority of the matches are mostly the same builds over and over again either Killer or Survivor it's mostly the same builds and you rarely see any variety in perks, addons, Killers, or Survivor teams. How often do you see Trapper, Amanda, Hillbilly, Hag, Freddy, and a few other weaker killers? It's mostly killers who can handle the really good teams and while I enjoy playing against some of those killers like Wesker or Blight they can get pretty repeitive. The same with going against Survivor teams the matches a lot of the time end with maybe getting 3 hooks the whole match, 2 to 3 gens popping in the first 2 minutes of the match, and then having to try to get good results through endgame.

    The Community as well doesn't help as I can't go a full day without seeing a post that complains how Killer players play to win or how Survivor players play to win like Killer camps and tunnels or Survivors gen rush. Also how the community responds to some content creators and people who try to offer suggestions to how to maybe fix this or change that is just awful people get so much hate because they speak out about an opinion and just get backlashed for it. While DBD may have it's possitive side as well that gets quickly overshadowed by the majority negative energy that comes out.

    So with that this is me leaving the fog and going to enjoy some other games and I may comeback once and a while to see how the game has been doing but, as of this moment I'm going to go back to Freddy's Mega Pizzaplex and play the Ruin DLC of Security Breach while I await for TCM to release.

    https://us.v-cdn.net/6030815/uploads/C16EZ4T5QOOF/image.png

    https://us.v-cdn.net/6030815/uploads/IKX2XPZG5Y4A/image.png

    I think partly why people play wesker and blight is not just because they are strong but because they are fun as well.

  • @Sharby said:

    I dont care if you play fair or not I just want you to not tunnel/camp at the start of the game just to get a 1k and no points.

    Those games are incessantly boring and are literally only done out of spite.

    At least the killer loses in that scenario.

  • @MikaelaWantsYourBoon said:

    And then people are asking why i am complaining about Blight & Nurse so much. There is no killer; only Blight, Nurse, Wesker, Spirit and for some weird reasons Legion.

    Why people are not playing Doctor? Freddy? Plauge? And other killers. It's really so boring to get same killers over and over again.

    I don't know why devs are not nerfing Blight & Nurse and not buffing weak killers for make them more playable. I stopped count Weskers tho, i think i got like 6 or 7 Weskers today but he is fine. I don't think Wesker needs any nerf.

    https://us.v-cdn.net/6030815/uploads/K8Q9OLIW0562/1.jpg

    https://us.v-cdn.net/6030815/uploads/M9FH4GQMDMO2/2.jpg

    https://us.v-cdn.net/6030815/uploads/71ZDODNJMBDZ/3.jpg

    https://us.v-cdn.net/6030815/uploads/8CNK4ACTSAS3/4.jpg

    Because freddy and doctor are boring and not that strong? Wesker and blight are so much fun to play and are well strong lol.

  • @Yyys2ee3 said:

    I am a fairly experienced dbd player having played frequently for 2 years now. I have amassed over 14.8k kills in dbd on Xbox and play most killers, I would like to ask how much of a difference you believe there is between console and PC dbd. I have never played on a PC and often see many players use console as an excuse for poor play or a reason for a bad performance. To me I don't see the supposed weaknesses of console on the majority of killers including Blight, Huntress, Nurse etc. I understand that something like flicking hatchets is more difficult but I personally think that is a poor style of play and is unreliable anyway. As for Blight I truly feel there is almost no difference other than increased difficulty, the same with Nurse. They are both capable of everything a PC player can do imo. However there is no denying console is way more difficult and therefore is harder (Consistency can be incredibly difficult and you typically won't see even the best console killers be as consistent as a good PC player). But it seems like people feel like it's genuinely impossible to play certain killers on console. The one killer that is tremendously nerfed on console is Oni imo as many of his flicks are tied directly to DPI unlike Blight which is more technical and based around pre-turning. But that's just it, that's my opinion. Please let me know your experiences and opinions on how you view the difference between console and PC for dbd killers :].

    DPI does help a lot on blight (especially if you run adri vial for the return of the J flick) but you did answer your own question there and admit it is a lot harder (which it is). For you since you have only known console you probably wont notice it especially given your hours are decent. But if I a PC player was to go to controller I would have an absolutely miserable time.

  • In the Henz showcase video in a nurse vs blight showcase there was a section where both blight and nurse were allowed to bring their absolute best addons the blight brought alch ring and compound 33 (obviously). Triple blink was nowhere to be found however. (post nurse addon nerf)

    Supaalf a nurse main did a huge nurse winstreak with no addon restriction (before her addon nerf) and he chose to run omega blink addons, because they were simply stronger.

    Triple blink is strong but in the hands of a very good nurse you simply don't need the 3rd blink in return for that downside.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488229#Comment_3488229

    That’s fair about Mad Grit, that would make it more obvious to survivors. Maybe that’s not the best idea then.

    I don’t think the Haste effect on Premonition would be too strong since it’s only for 10 seconds and is quite limited in how many times it can activate in a match. Fwiw, I think the complete removal of Haste stacking is something that the devs should consider now that we have so many ways to increase movement speed and potentially outrun killers which shouldn’t be possible imo except for exhaustion perks.

    And yes for Distressing, I used to love the old Iridescent Button addon that gave Legion a map-wide terror radius, I get why they removed that when they buffed Legion but I think if it was part of a perk it would be fine. So that’s where that idea came from!

    Removing haste stacking would guarantee this would be fine. I am just thinking of that with made for this or hope would literally make you uncatchable for 10 seconds. I think this goes to show though that haste is something that should be toyed with less since movement speed is literally one of the core balance aspects.

  • Nurses in comp do not even run this addon. The drawback is bigger than you think a very good nurse just does not need it since your blinks are going to be landing anyway.

  • @k3ijus said:

    @DrDucky its a killer that has thr ability to put teleportation on almost anywhere on the map with only limitation being having to stalk and a secondary ability that can inflict blindness which could be essential.

    first glance hes weak but being able to patrol 10 places and teleporting to them instantly. Imagine him in chase.

    Dredge and hag can already do a similar thing and their power is not super insane in chase.

    Inflicting the blindness status effect will be useless against swf and the stalk requirement on top of that, is just a worse ghost face since he has stealth and his stalk marks people allowing for an insta down which is far more powerful than just applying blindness.

  • @1ettuce said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488303#Comment_3488303

    Even if that is right (idk the math exactly), it still only takes up a single addon slot now, def overall a buff imo

    And even with this buff and a nerf to her other addons, you still never see this addon. It is weaker than omega blink.

  • @1ettuce said:

    https://us.v-cdn.net/6030815/uploads/6CQXAD72HGGV/image.png

    In 6.5.0 this addon that gives nurse 3 blinks was buffed to reduce the recharge penalty from 50% to 30%. Why? Literally why? Who's idea was this?? Please fire them!!!! There was no universe where this addon needed a buff, please undo it. In fact, undo it and nerf it past that, nurse having 3 blinks is ridiculous. This addon was already too strong after the inital buff that changed the downside, and then it was buffed again...It just doesn't make sense

    Edit: Just realized how this post may sound, no, I did not just get out of a game with a 3 blink nurse. It just randomly came to mind and this change has always been stupid

    This is worse than before since before you could just run heavy panting with it to make the penalty even less than 30%.

  • @k3ijus said:

    Ok. Here is my dead by daylight killer idea.

    The hound

    The hound is a strategic killer that can traverse the map through stalking, and hinders survivors information with blindening infusion

    POWER:SHADOWBLOOD. The hound can make black liquid “portals” throughout the map, up to a maximum of 10. Placing these he has the option to either stalk or teleport through them. Teleporting through them will be almost instantaneously,but required and consumes stalk points.

    On the other hand, the hound can also stalk through these black puddles. Doing this option forms a black head figure with a neck slowly extend throughout the portal like a snake that gains stalking points as he stalks.

    Survivors may break these black portals by doing a quick action, doing so fills them with blindening infusion if injured

    killers- chase ability- cursed blood:

    The hound may throw cursed blood onto survivors, these will run into their veins- if they are injured and affect them with blindness and make their bloodpools black instead of red.

    So a killer that can place portals to tp and vomit on survivors that only does anything if they are injured and it only gives them blindess? This is just a worse demo/hag.

  • @Peanits said:

    I can definitely say that it is not a measure to stop cheaters. It might have been an extra hurdle to make it a bit more inconvenient way back in the early days of the game, but this is not why the cap exists today.

    These days, the cap exists to pace progress when new content releases. Having goals to work towards helps keep the game interesting, and leveling up the new characters to unlock their perks & add-ons is a goal that most people aim for without even thinking about it. The cap is there to limit how many Bloodpoints you can stockpile so that you can't instantly max out all the new characters the moment they are released.

    The thing is however, even before the old grind system with a 1 mil cap people were able to get their new killers to prestige 3 either immediately by storing up archives or at least very close to that. So with this in mind there is very little reason not to have a higher cap.

  • @SirCracken said:

    https://www.youtube.com/watch?v=HSlaDMyYyEs&t=3059s Timestamp 57:07

    On the recent dev stream there was a section that talked about a new anti-camp mechanic that was intended to counter face camping. A tactic where the killer stands directly in front of the hook as they way for the hooked survivor to die. The chat was very excited at the announcement of this and celebrated, perhaps a bit to early, at the death of face-camping Bubbas. I'm here to tell you that although the specific details of this mechanic hasn't been revealed yet, it will not stop killers from camping. And will actually make camping a stronger tactic.

    Here's what we know about the anti-camp mechanic:

    Hooked survivors will have a meter fill up if the killer remains within a certain proximity to the hook. And will be able to unhook themselves when the meter is full. The closer the killer is to the hook, the faster it fills up. If other survivors are within a certain proximity to the hook at the same time as the killer, the meter fills up slower. Survivors who unhook themselves still get the Endurance and Haste boost as normal. This mechanic is disabled during the end-game.

    Some of you may be asking "We don't know the values for the anti-camp meter yet. How do you know that it won't counter camping?" Because it doesn't matter what values the devs decide to use, even if the survivor can unhook themselves if the killer spends 0.01 seconds next to the hook. In fact, that would likely help the killer more than the survivors! How would it help them? Well...

    Why do killers camp?

    Killers camp to secure a kills. Because it's usually easier to kill a survivor by preventing them from being saved from a hook, or being close enough to a hook that you can begin chasing them the moment they're saved, compared to letting them be saved, healed up, and having to find them again.

    It is an objective fact that camping has always been an effective strategy for killers if used appropriately. Especially if the hooked survivor is close to gens with repair progress.

    This is because it allows the killer to pressure the other survivors away from gens that they were repairing, and prevent anyone from safely unhooking the hooked survivor, at the same time. Otherwise known as: Proxy Camping. Where the killer doesn't stay close to the hook but also doesn't go far away from it either. Ensuring that no matter what decision the other survivors make, they'll be losing the game one way or another.

    And this leads me back to the anti-camp mechanic and why it is ultimately a pointless mechanic that is unhealthy for the game. The most effective way for the killer to camp is to proxy camp, which involves them not staying near the hook, which in turn means that the anti-camp mechanic will not counter the most powerful form of camping in the game.

    "But it will counter face camping!" some of you might say. No it won't. Remember when I said earlier that survivors being able to unhook themselves if the killer spends so much as 0.01 seconds close to the hook actually being a good thing for the killer? This is because it allows the killer to accelerate the camping process by immediately chasing the survivor off the hook and putting them back on. Since the hook timer is 60 seconds, if the killer manages to win the chase in less time than it would have taken to just wait for the hooked survivors hook stage to progress, they're getting the survivor closer to being killed faster than if they had camped.

    This is especially true for killers that shred through health states and can all but ignore the endurance buff that unhooked survivors get. Such as Sprit, Nurse, Blight, Huntress, Trickster, Pinhead with the Original Pain add-on, and Leatherface.

    You read that correctly. The killer that is most infamously known for face camping people to death would actually benefit from the devs anti-camp mechanic. It doesn't even matter if the hooked survivor waits until their hook stage is about to progress before unhooking themselves. Leatherface can easily tear through the survivor's endurance and likely keep up with them and down them within the same chainsaw rush. Especially if he's running his +duration add-ons.

    If the devs implement this mechanic, even with the values tweaked to the best possible value, they'll be effectively buffing every single killers ability to camp. This is because...

    The developers do not understand their own game.

    And I'm very tired of them constantly adding band-aid fixes to problems inherit within their game's core design. If they really wanted to fix camping, they'd be looking at changing the objective system. We've had the same system for 7 years now. And camping and tunnelling has always been the most effective way to win the game as killer with this system.

    This is just my opinion, but maybe instead of trying to introduce new mechanics to punish players who play effectively, they should change the most effective way to play their game so it's more fun for both sides.

    But people could just wait until they are about to go second stage then unhook themselves, and this guarantees that the killer will waste more time before they get another hook stage so if you look at it like that of course this helps.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488224#Comment_3488224

    Yup

    And if you wanna ever bring it back, just gotta press on the icon again. Simple as that

    Ok, cheers

  • @sizzlingmario4 said:

    Deception - Increased the time scratch marks are hidden to 5 seconds.

    Fast Track - Rather than automatically activating upon hitting a great skill check, can be activated on demand by pressing the Active Ability button within 3 seconds of hitting a great skill check.

    Kinship - Can now be activated on stage 1 and stage 2.

    Pharmacy - Using a medkit obtained by this perk will grant a 50% healing speed bonus.

    Potential Energy - Now has a 1.2% to 1% conversion rate, instead of 1.5% to 1%. Being hit by the Killer will result in half of the tokens being lost instead of all of them.

    Premonition - Reworked: Activates after safely unhooking a Survivor. Once active, the next time you are chased by the Killer, for the next 8/9/10 seconds you gain 5% Haste and you can see the Killer’s aura. Premonition then deactivates.

    Self-Preservation - Increased the activation range to 24 meters.

    Visionary - The auras of generators within range now show their repair progress by the intensity of their auras. Changed the range to 32/34/36 meters; no longer has a cooldown when a generator is completed.

    Awakened Awareness - Now that Nurse is nerfed, this perk gets its 2 second linger back.

    Blood Echo - Is now Scourge Hook: Blood Echo. When hooking a Survivor on a scourge hook, all other Survivors suffer from Hemorrhage and Exhausted for 35/40/45 seconds. Hemorrhage now causes healthy survivors to bleed for its duration, the perk now works on all other survivors instead of just injured survivors, and the cooldown has been removed.

    Distressing - In addition to its current effect, now gains 1 token each time a generator is completed. While you have at least 1 token, press an active ability button (might have to be a new button) to consume 1 token and expand your terror radius map-wide for 12/16/20 seconds. During this time, all Survivors will perceive this terror radius as if you were directly behind them.

    Fire Up - Increased the action speed bonus to 4/4.5/5% per token.

    Hex: Ruin - Increased the regression speed to 115/120/125%.

    Mad Grit - In addition to current effects, attacks while carrying Survivors now inflict Deep Wound, making it more thematic as a Legion perk. (Note: Injured Survivors will still be downed.)

    Merciless Storm - In addition to its current effect, failing the skill checks now inflicts Oblivious on that Survivor for 60 seconds.

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

    Predator - Removed its current effect as it’s often detrimental to the Killer. Now causes scratch marks to be animated, showing which direction the Survivor was running. Scratch marks also last 2/3/4 seconds longer than normal.

    Remember Me - The Obsession is no longer immune to the effect of this perk.

    I actually love basically all of these buff ideas which im surprised about given that a lot of perk ideas/buff ideas are terrible. The only 2 I am a little nervous about is premonition since I feel like we are beginning to reach a critical mass of haste effects and 5% is a lot especially given we know how strong 3% is.

    Mad grit I feel like needs a different buff since the deep wound thing calls out to every single survivor you have the perk, even in solo Q which is right now the only way this perk has any chance of working (since swfs call it out anyway). So I feel like this actually might make the perk worse given that no one is going to body block once they see the deep wound.

    Other then that I love all of these buffs and would be super happy if they were released in the next midchapter. I think my favourite one is the distressing one, love the idea of being able to almost do a bone clapper addon but with your terror radius.

  • So clicking that chat icon gets rid of it permanently or do I need to do something in options?

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487515#Comment_3487515

    yeah you can, press the little chat icon to the right at the end of the chat bar

    works for both the pregame and endgame

    Can I disable the chat permanently then? I do this in games like for honor for both voice and text would be nice if I could here to.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487514#Comment_3487514

    I prefer to see how people claim they're skilled enough to be in high MMR and struggle with 4 slowdown first.

    MMR has a soft cap, but assuming you mean strong teams its not as hard as you think barring the map. You just need to make sure you apply macro gameplay and can play the killer you are playing effectively. Camp and tunnel at the CORRECT times as well if you need to but this does not come up super often.

  • @Shroompy said:

    If its really bothering you that much, just turn it off.

    I dont think you can right?

  • Ok allow me to reword and answer your question. You win against these teams by playing anything other than a goofy trapper build. What I meant was; the question is invalid when we can literally see you faced them with an endgame trapper build.

  • @LibidinousPsyche said:

    This skill really needs to be updated because it's pointless when you get strung with out a chance to unhook someone, especially at the start of a game. This skill needs to be able to work on the 2nd hook especially if you haven't used it already. I get so tired of having unhooked a survivor, and not using this skill yet, but already been strung up, and it shows I can use it on the 2nd hook knowing you can't. This is a dead skill and wasted space if you get strung up with out unhooking someone first, because even if you unhook someone after that, it shows useable, but of course it's not. Fix this for gawds sake. Who wants to carry around a dead skill. You have to do 2 things to use this ######### skill, first off you need to not get strung up with out a unhook on a team mate first, 2nd it has to be the first hook. Most all the other skills are useable throughout the game over and over.

    I know I could just point out the obvious that op wants to buff a top 5 survivor perk, but the real crime here is calling it a "skill" has this guy not even done the tutorial?

  • This is way too overpowered. You could just shapeshift and drop all the pallets on the map.

    On top of that the rest of the power is actually quite weak since the fake killer copy is literally just a knight guard that cannot harm survivors, so the correct way to play this killer would be to shapeshift and go around dropping all the pallets in an area to lock it down. The average survivor/SWF is not going to fall for the copy/ just call it out.

  • @CrusaderNella said:

    If the killer spends too much time near the hook, it will teleport away.

    Clever killers can even use this as if they know a rescue attempt will be made, they can purposefully trigger the reposition to delay the rescue.

    Personally, I think this is a great anti camping idea, but I can be wrong, so feel free to voice your counter arguements.

    Too abuseable. This works on a cage because the survivor is already sent far and you as the killer don't know where they end up and if you do find the cage then you have to guess where they will next appear (which on big maps especially is still RNG). The cage also has no BT or any unhook prevention meaning this is needed or the killer could just wait by a cage and down the guy the moment he gets saved.

  • @fearsxoxo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485440#Comment_3485440

    add a secondary objectives to do with blight and they are pretty similar. Blight has no slowdown.

    Whilst as a blight main I would love that, I dont think we need to make blight any stronger than he already is lol.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486160#Comment_3486160

    Wouldn’t that create almost the same issue that led to their nerf though? If they made them faster and more efficient but only usable on others then, yes, people probably will play altruistically but it’ll still be a lot of quick heals that denies pressure. SWF teams would benefit the most from that as well and they’re the ones who are least in need of any kind of buff.

    I just don’t get why they keep the altruistic healing boosts and the self-healing penalties while changing the charges of every medkit. That way depending on the rarity of the medkit you can get more usage out of it but still get less if you’re using it for yourself. A brown medkit could be the same as it is now meaning it’s good for 1 full self heal. Give the yellow and green medkits enough charges for 1.5 self heals but make green have better efficiency alongside the speed boost for altruistic healing. That way those two are essentially the same for self heals but the green encourages using it altruistically (sort of how toolboxes encourage repair vs sabotage.) Then make the purple medkit enough for 2 full self heals while retaining the same altruistic efficiency bonus as the green. That makes it better overall but still incentivizes using it on your teammates. Furthermore, I’d even be fine if they made each higher rarity a slightly higher overall speed penalty to further discourage using them just for yourself since you’re getting more out of them. Keep brown at 33%, make yellow and green 36% slower and purple 39%.

    I know many people will disagree but I think that’s a fair way to change things. We are still incentivizing altruistic healing without making different versions of medkits redundant, and, imo, making self healing an option without it being overbearing like it was before. I would even be fine with soft nerfs on some of the better add-ons so they can still be worth using with the better medkits without giving them too much power.

    I actually think the changes you mentioned there would probably be fine especially if with each medkit you made a self heal take a lil bit longer as they increase in rarity.

    As for fast team heals, I think they are fine since you require 2 survivors which means 2 people taking the time to travel/find each other and then both of them are occupied for the heal. The time efficiency therefore is nowhere near as efficient as just being able to heal on your own whenever you want.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486160#Comment_3486160

    If medkits didn’t offer self-healing I don’t believe survivors would bring them anymore. There are just better ways to heal one’s teammates. Players bring medkits largely for themselves. And it’s unreasonable to expect anything else.

    If they got buffed enough they would see play, especially since other than toolboxes other items suck.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486033#Comment_3486033

    If I’m healing my teammates I’m not using a medkit unless I’m pressured for time. More often than not you’re going to be in a position where you need to self-heal and need that medkit for that purpose. When you play solo queue you can’t really rely on anyone but yourself. I get that they’re trying to get people to play more altruistically but you can’t force people to play a certain way (because they just won’t) and knowing this makes me feel as if I need to hoard a medkit for myself just in case. Since the healing nerfs I feel like I’m playing less altruistically that I normally do because if I waste my medkit on someone else then I’m probably screwed.

    I guess they could buff medkit heal speeds a lot or in other ways but remove the ability to self heal. It would make them more useful whilst not creating the self heal problem we had. If medkits healed others fast enough or enough times you could bring them and they would be a good item.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485927#Comment_3485927

    I guess my point is that there was a way to weaken self healing without making it redundant. Like any killer add-on that appears in the bloodweb there are some things that are powerful and meant to shake up the gameplay. I don’t want anything other than brown medkits to clutter up my bloodweb if I have to spend more BP on a different one for the same effect. I also have to add that you can’t get two full heals from the medkit + syringe unless you bring another add-on that adds more charges. Even then, that’s an ultra rare add-on. If I choose to bring a purple medkit + 2 iridescent add-ons I deserve to get some good usage out of it.

    The medkits do become a lot more different from each other and better if you are using it to heal your team mates.

    Also, you can just bring a brown addon and a syringe to get your two heals one of which you can have whilst moving or even in a chase. I know you need an iri but again it is a powerful effect.

    I think overall it is just too risky to buff self healing of medkits in any way since if you made it so a ranger medkit basekit like before could get two heals that can already be a bit much to deal with.

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