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DrDucky

DrDucky

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DrDucky
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  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471222#Comment_3471222

    Right, but now if that is the case i put the blame on the survivor, not the killer. You are getting hard tunneled, but you run to a deadzone? Why are you doing that? If you are getting hard tunneled, you have a full 10 seconds, or a speed boost from the endurance effected to get somewhere safe, plus you get time from DS, all of that should be plenty of time to get somewhere. Hell the speed boost should get you across 60% of the map.

    The idea is the killer might pursue you and the bt might have ran out, you think they are away it happens a lot. Or hell just go against one of the strong killers like blight, he can easily down you through the bt and it might well be a spot where you are in a deadzone (or even if its not a complete one, blight just catches up afterwards in half a second.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471217#Comment_3471217

    That's why I said the rushed exit should be faster. If it were to take the same amount of time as now there obviously would be no point in such a perk.

    Balanced Landing has a similar feature in that your stagger when dropping off of a height is reduced.

    Oh ok I missed that part. Still though you would have to wait for the get in locker animation to finish, so even if getting out was twice as fast lets say you still cannot use that if the killer is near enough because you will just get grabbed or hit making your perk a determent.

    It is also too similar to head on and if it was to be made into a perk that could work it literally becomes a better head on you can just use instead of having to setup. Its not even that it would be op, I just think that head on serves this purpose in a much more interesting way.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381792/decisive-strike-change

    2 things.

    1) DS used to always be 3 seconds way way back in the day, and it was seen as super OP even then. The only reason it was buffed to 5 seconds, was because enduring worked on it. So that 3 second stun become 1.5 seconds, and it actually WAS useless in that case. So they buffed it to 5 seconds, and said that when they reworked enduring to only work on pallets, they would reduce DS back to 3 seconds. Well, they reworked enduring, but never held up that end of the bargain to change DS back. So now it is back to 3 seconds as it originally was.

    2) a 3 second stun is quite long and the perk is far from useless. 3 seconds gets you 12 meters of distance, which buys you ~12 seconds of distance on the killer. If you can't get to a pallet or window, or some structure to defend yourself in 12 seconds you are doing something wrong. And if you are going to say "but nurse" i'm going to stop you right there. Nurse should never be used as a point when it comes to balancing anything other than herself. We shouldn't be buffing or nerfing anything just because she exists.

    Whilst I dont want DS to come back (this is just a selfish take and not what I would say if I talked about the health of the game etc). The 3 seconds is actually 2 seconds since 1 second is spent leaping off the shoulder.

    8 metres of distance in an area void of some loops is not really enough, most killer not even the op ones can use powers to catch u very fast (huntress, demo etc).

  • @JustAnotherNewbie said:

    Ok, so so far we have speed boost after you fast vault a window (Lithe), after you stun killer with a pallet(Smash Hit) and after you fall from a high place (Balanced Landing). The only locker perk that causes exhaustion is Head on, but it doesn't give a speed boost. How come we don't have one that doesn't cause a stun but makes exiting the locker faster and you get a speed boost? It would make jumping into lockers to avoid a hit more viable.

    I feel like such a perk would just be a worse lithe, since going in and out of a locker takes up a second or so of your time and you legit cannot do it in a chase unlike lithe and its quite risky especially if you are healthy since you can get grabbed for free.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471043#Comment_3471043

    Except a good Artist can very much use her birds during chase to her advantage since that comes down to strategy and prediction from the killer's side, while simultaneously from the Survivors side, it's about outsmarting her bird placement and not allow her to gain a foothold over the chase or at loops, for me that's alot more engaging in gameplay than that of Huntress.

    Also same can be said for Huntress, a Survivor with a brain will just dodge a Huntress Hatchet without issues and render her hatchets useless at a loop because the hatchet hitbox is so thick it cannot be shot over the environment or the props you're looping around, i don't consider that a far better gameplay loop, especially not when you get those moments where a hatchet hits you even though the hatchet was way off from your Survivor model's hitbox.

    The hitboxes are jank for sure. Especially compared to say deathslinger. I think the thing is though in the open survivors can attempt dodges, but it will not always work since it means predictions for both sides. A huntress is not just going to ready one and immediately throw, she can hold it making it faster and then predict where a survivor might dodge to or if they will just run straight etc.

    The issue with artist is yes you can do a bird placement to zone a little bit. But think if you are just out in the open, a survivor is not just going to run straight, if they hear/see you put up a bird they will just turn. Legit the best play as an artist is to just wait and put up birds blocking off loops. You cannot loop artist but you can loop a huntress, and that is one of the big differences between them and as a survivor I want to be able to actually loop the killer, and if an artist just birds up a loop I have no choice but to hold W which is the most unfun part of the game.

  • @Jangles said:

    People overblow how good old dead actually was, it wasn't called "press e for exhausted on the ground for nothing"

    It was still one of the best perks in the game especially after some netcode fixes to help prevent that situation

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470734#Comment_3470734

    Which is why you don't hang around a tile for too long and move on to the next tile before she gets the chance to lock a loop down.

    I personally find it more rewarding to outplay an Artist exactly because she can use her crows tactically like that, compared to that of trying to dodge Huntress' hatchets that has a hitbox with the size of a truck.

    Fair, but a good artist you just do the same gameplay loop, she blocks the loop you either get hit or run to the next one, repeat. Huntress you can try to dodge and predict which creates just a far better gameplay loop and you can use hatches out in the open when chasing, whethers artist you really cant use birds like that since a survivor who has a brain is just going to move out the way.

  • @Deathstroke said:

    No idea killer is miserable now unless you play toptiers. Survivors gen rush and rush. I almost have stopped playing killer even soloQ is better.

    What else are survivors suppose to do?

    in How many Comment by DrDucky
  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468250#Comment_3468250

    Yeah Kinda basing it off of Ghosties Recharge. Given that like Ghostie, he can use his Power to get closer to Survivors (in this case through sheer speed, which also allows faster map traversal), in addition to being able to use his Power to get downs in loops where other Killers couldn't (whereas Ghostie is about Lethality through Exposed to get an immediate down).

    Which he did get the recharge for shroud reduced to 24s, so taking into consideration that Blight can also use his Power for map Traversal, but also doesn't cause exposed necessitating it to be used in chase, might mean that 24s might also be a decent target instead of 50s, so maybe 5s each Token instead.

    Nerfing recharge is one of the worst ways to do it. Since its already fine but even if it could "balance" the killer by nerfing his recharge it would still be feels bad since you would just not be using your power.

  • @Smoe said:

    Nurse's tome did not retcon her original lore.

    Ghostface's original chase music was better than his current one.

    Wesker's chase music is as overrated as himself.

    Skull Merchant's chase music is pretty alright.

    Wesker and Legion's chase music does not fit as chase music.

    Deathslinger's chase music is too long and should be reduce in length.

    DBD do not need complex gameplay or mechanics, it's simplicity is one of it's strengths as it allows anyone to quickly pick it up and jump in.

    Pre-rework MacMillan color tint was awful to look at.

    An operation health patch wouldn't do much for this game other than maybe allow for a few extra features like replay to be supported.

    Old Hillbilly was the third most unfun killer to face next to Blight and Wesker, his rework made him at least a bit more tolerable to face.

    I hope old dbd stays buried and gone for good, the sooner we get rid of or rework all remaining elements from old dbd, the better.

    Bhvr should never have gone for last generation consoles and instead just waited for the next one before releasing dbd on consoles altogether.

    Trickster has more horror to him than half of the killer roster does.

    Stranger Things should never returns.

    Popular content creators should not have anymore say over the game's balance than anyone else no matter what.

    Core dbd stay as far away from mobile dbd's cosmetics as possible.

    Competitive mode and casual mode would be a waste of time and resources.

    Meg's deathgarden mask should never have been given out to the public after the game died.

    Rift charms should have their own place in the store.

    Charms should have some minor but cool effects to them when equipped, just like the masquerade invitation Effect that floats around your character's body when collected.

    Artist is way more fun to play as and against than Huntress.

    But artist just blocks off loops with birds, huntress you can at least dodge...

  • @MikaelaWantsYourBoon said:

    I am asking for original characters ofcourse, BHVR have no power on licensed characters.

    We have one gay character: David. And some straight characters: Felix, Nurse, Frank & Julie (That's all if i am not mistaken).

    So how you would feel if BHVR reveal all of og characters? Or keeping them for our imaginations is better idea? What do you think?

    I just think its a bit pointless. Makes no difference if a gay ghosty is chasing me or not.

  • @SpiritsHusk said:

    Not sure if it would be too powerful/annoying / niche but I think it would be nice if he had like 2 seconds of undetectable

    OR

    He could gain a speed boost similar to onryos when getting out of a locker.

    Let me know what you think

    A speedboost when getting out of a locked locker is a cool idea tbh.

  • @Mandy said:

    Wanted to kick off a discussion to find out what each of you finds fun in the role that you play - please feel free to speak about both Killer and Survivor Role if you play both (and if you don't play both, why not?!)

    So for example "as a killer I find xxxxxxxxxxxxxxxxxxxxxxxxxx fun" Please of course give more details!

    And if you don't play for fun, what do you play for?

    I'd be really interested in hearing people's opinions on this, so thank you in advance for all the replies - I will read them all.

    For me its playing a balanced match (as either side, since I do play either even though I have played more killer).

    What I define this as is a match where the map is balanced and in this case when I play killer, there is not a surplus of strong items and perks (mainly items, since perks by themselves are fine, but when comboed with items is where they can feel worse).

    I also love doing fun but viable builds (like discovering a unique perk synergy/power synergy with perks). I also love the techs some killers have like blight and wesker, we need more killers like them where mechanically they have so much you can do to outplay the other side.

    I think if I was to change one thing to make the game more fun it would be map design. Even if all the big maps were just shrunk and no tiles were changed I would be much happier. But in reality at least half the maps need some size reduction/tile changes to make things feel considerably more balanced. Indoor maps as well like Lery's have the issue of making half the killer powers useless as well and it can feel so bad to get a map like this when you are playing one of those killers.

    Overall still enjoying the game but this is what I think most needs to change.

  • @Bradyguy99 said:

    I took a break for a week and come back to games that only last 5 minutes... I didn't change my build or anything and it is already anti-gen. Did they buff gens time?

    You are probably just a little rusty tbh.

  • @SpiritsHusk said:

    I've just finished a game where I've been called a tunneler and told to get good at the game,

    Context: Found a survivor with lethal 10 seconds into the match using wraith, had a chase which lasted roughly 30 seconds, left them on the hook, and went for gens as I had devour hope, their teammates left them until 2nd hook stage for some reason but they get unhooked anyway since I'm using wraith I decide to cloak and head to the hook to try and get a hit, I find them getting healed right under the hook, then I have a choice of whether to go for the injured person on death hook at 4 gens or start chasing the person who is not injured, So obviously I go for the death hook because that's the logical choice.

    I've seen lots of people complain about tunneling when they do nothing to prevent it, they start doing gens instead of healing, staying around the same spot, because they are the weaker link obviously you will get killed, don't cry about being tunneled because it is a tactic used by killers in order to make it a 3v1 instead of a 4v1,

    I don't think any form of tunneling is not acceptable, I play both survivor and killer and find the game survivor sided especially on weaker killers so if I find myself in a bad spot and need the win I will tunnel.

    Tunnelling is perfectly fine if you can do it. Your example there was one of the perfect times to tunnel. Had you decided to hard focus a guy down at the start it would be the incorrect play, ethics aside.

    People who turbo tunnel often miss the fact that if you do that you have 3 survs unchecked doing gens since you are only chasing and lurking around 1 guy. If you hook and go to pressure then you have 1 guy on the hook, the guy going for the save and then the guy your chasing. This leads to only 1 surv who could be doing gens.

    I could not care less about the ethics of tunnelling, I just dislike it when people think they need to do it to win they proceed to do it unoptimally.

  • @Barbarossa2020 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464418#Comment_3464418

    I keep hearing this good time with friends, you can do that in kyf, which has zero impact on other players. If all you're about is a good time with your friends then go there.

    if swf wasn't a crutch then why do they have to keep adjusting the hud to compete with swfs. Also im sure there are many potatoes who play with there friends and get carried, ergo the swf is a crutch, because in solo they wouldn't have their friends to carry them.

    If you don't see swf's as a advantage over solo's and the potential to be a crutch for bads then you're just being naive.

    I bring new players into my swf groups all the time and if the killer sees they are the weak link we still lose, yes sometimes u can "carry" but if they get chased first it can be over since they will go down quick then we are in a 3 surv game which swf or not cant be won for obvious reasons.

    We want to be able to grind points btw which we cannot do in kyf, yes sometimes we play that to have fun with random perks etc. But most of us still want to be unlocking stuff whilst having fun.

    I think tbh I would rather face 4 new players in a SWF then facing 4 solo Q players who are very good at the game.

  • @1ettuce said:

    Some ppl are really out here telling me that a camping bubba isn't uncounterable and that it's totally possible to get a 4 out against one. So please, show me a video of this happening, without any perks or items being necessary from the survivor side. And also preferably without the bubba being absolutely garbage at the game but we'll cross that bridge when we get there

    Oh let me add, for the record I've gotten one myself with deliverance! But I'm asking without perks or addons, so try again x

    A camping bubba is not counterable if he does it right. You can however make him throw the match.

  • @Barbarossa2020 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464387#Comment_3464387

    Again you can have fun with your friends well not trying to get a 20th hair style for Feng, you just choose not to. Are you that naive to think most swfs are not on comms? ill play with my friends but not talk to them? Yeah ok. it doesn't matter if your not trying to be efficient, the fact that you can say ill body block or unhook, or get chased in an instant over a solo reading what is happening when it does display it on the hud and not before hand.

    And as for blaming mmr a swf just compounds the issue of a killer getting stomped then.

    "lose because they can't fathom survivors can beat them without a crutch like comms or OP perks." and you're also admitting its a crutch which is my point.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464401#Comment_3464401

    The fact that solo queue has to receive hud updates to make it competitive with swfs?

    Which it is still not competitive against swf and it still will never be equal or stronger even if u added voice comms or basekit infinite range bond. But it does not make SWF a crutch, most swf players are people just having a good time with friends and the comp swfs are people playing in private matches against each other anyway.

  • @SweetbutaPsycho said:

    With the recent event u can get up to 500% the bloodpoint per match if everyone plays ball and burns a terrormisu.

    During non event days I get why killers sometimes facecamp to create pressure and make sure that survivors are busy rescuing. But I have to say that I get super annoyed at killers hard facecamping during the event. Like the survivor loses one chase and is more or less dead. Even if u manage to unhook them they just get tunneled to death again.

    I have to say it annoys me so much more as during non event weeks. Seeing that everyone could get 500% the bloodpoints and 1 survivor gets like 3.5k just cause they got camped to death on first hook.

    Do what first post said and play killer. As for facecampers that is baffling since its one of the worst ways to make use of the 5x points. Since you get so few.

  • @Bobitslapis said:

    Now, before this comes over as some kind of Youtube Video, it's not.

    Im not an important individual and just like you are just a random Stranger on the internet sharing a discussion.

    For you personally reading this, you can either just read through it or also share your opinion.

    I have been playing DBD for over 3 Years now and i must say, im getting tired.

    When i first played this game in 2020. I absoloutely loved it.

    It was scary, you could collect and upgrade your characters and i would say in that age of time.

    But most importantly, it wasn't sour. I wasn't flying down onto a map without meaning and just picking up a gun to shoot the next guy i see. It was like i was really going into some kind of important horror trial with something creepy lurking around any corner.

    And the gameplay couldn't have been simpler. Repair Generator or Run away from creepy famous Killer before he bonks you on the head.

    It was all just so interesting.

    However, i have lost that feeling of scare and gameplay fun after the years.

    I love playing as a Survivor, i main Nancy, my favorite character from Stranger Things that initially brought me into DBD after i saw her on a Youtube Video and didn't even know what DBD was.

    But the gameplay has become too linear.

    Each time you do the same and are either left with Boredom or just straight up a Bad feeling because you got camped, tunneled, slugged or whatever.

    But what the Main Point of this game was that just bugged me all the Time, was playing as a Killer.

    I personally never wanted to play as Killer, but it shortly became clear that on the EU Servers on the mark of 8 PM you can Kiss looking for Survivor Matches Goodbye and needed to take on the role as Killer.

    I tried really hard to find a Killer that suits me, but never really found one.

    I did main the Pig and the Nurse, but whilst their lore and gameplay makes me fall in love with them but their entire playstyle makes you feel: "I want to throw my monitor out of the window and then myself."

    One Killer is extremely good at Sweating with and getting to Survivors Easily, but doesnt get rewarded in the game + You also need to be playing Extremely well all the time because one mistake can lead to your doom.

    That was not the image i have recieved whilst picking a Killer literally called: "The Nurse".

    And to the other? I seem to be doing too many things wrong or maybe shes just a bad Killer to play as?

    I feel limited, like an old grandma. Crouching is slow, Dash Attacks are Slow and the unecessary punishments she still has implemented from her release time just are too hideous to look at.

    I think it's just me, but i've tried EVERY possible route with her and it just didnt fit.

    And to any other Killer? Their Stories just dont fit or Interest me.

    I dont see myself in one of these Killers where i can say: "Woah, that could be me" or "Woah, thats a really interesting Story."

    Not actually true, i could almost relate to Spirit...If she wasnt literally a Dead mindless Corpse and one of the most Toxic Killers in the game.

    Just ditch the lore and play blight or wesker. Put time into learning them and if you take to it, it will rekindle your love for dbd. Amen brother.

  • @Barbarossa2020 said:

    Same reason why some people need a crutch like swfs to play, and the same reason why survs stand at gates instead of leaving.

    Playing and having a good time with friends is now officially a crutch? What logic is that?

  • It was also confirmed in the reddit QnA.

    in 4k slug Comment by DrDucky
  • @notyarbllewe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460367#Comment_3460367

    I think they should pause their work for a bit or at least slow it down, switching a lot of their people to talking with us more to learn how to actually make fair maps, among other fair things. Focusing more on balancing everything would make the game feel much smoother, having to worry less about tunneling as well as genrushing, things like the Brand New Part reworked.

    They do have "boots on the ground" but I think they are just too selective about what feedback they take unless its completely unanimous.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462023#Comment_3462023

    The combination of "everyone slugged = mori" and "basekit unbreakable" was scrapped. I don't think the devs ever said basekit mori would never be in the game, because there's still a chance it might be in the game from some other trigger.

    For example, maybe the mori feature will unlock if the killer hooks survivors 6 (or 7 or 8) separate times. This would encourage killers to go for hooks instead of kills, and if it unlocks on 6 or 7 separate hooks, they would be rewarded for playing for hooks, which is what everyone should want, right?

    Sure, but tbh I have no idea how it will be implemented. Will just have to see. But we do know that basekit unbreakable is not coming to the game thankfully.

    in 4k slug Comment by DrDucky
  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462023#Comment_3462023

    It was one package. If one is scrapped, both are scrapped. That's what I remember devs said.

    That is not what was said, the mod right now just confirmed basekit unbreakable is scrapped but finisher mori is still being worked on.

    in 4k slug Comment by DrDucky
  • @Coordi said:

    With a feature like this, it would negate the effects of things like No Mither and Unbreakable, which in my opinion is not a good thing. Keeping the perks viable whilst also not giving away builds is part of the fun for me, even if it's a game where I'm slugged.

    I thought that the devs confirmed the finisher mori feature was still coming to the game but with basekit unbreakable scrapped?

    in 4k slug Comment by DrDucky
  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461581#Comment_3461581

    I completely forgot that they removed that from the ptb. it was hillarious though, seing a blendette self-caring for a whole gen.

    True lmao

  • @Luceus said:

    New event, same old story.

    Killers tunneling, face-camping every single game like crazy and slugging people to death...

    This happens EVERY SINGLE EVENT, it might be time to finally do smth about it BHVR don't you think?

    There is no playing survivor if you want to enjoy the events...

    This has been going for years what are you waiting for?

    All those things cannot be prevented. People will play the game how they want to play it. This is 1 of 1 million posts its so old complain about something original.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460979#Comment_3460979

    If I remember correctly self heal is always 24s, because those who still waste time with self care waste even more now. Before they wasted about 60s with sloppy, now it's over 80s.

    That is because self care got nerfed, I checked the wiki and ur welcome to check as well but im pretty sure its still 16 seconds.

  • @omelette said:

    Prove me wrong.

    Legion at the very least once your injured follows the basics of killer which is fundamentally fun to go against.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460375#Comment_3460375

    I went for 24s because that is the standard self heal duration.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460270#Comment_3460270

    This is exactly what I mean. If you don't play tryhard, you'll get punished for it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460276#Comment_3460276

    No ######### Sherlock. Do all the totems and you won't see NOED.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460459#Comment_3460459

    The "not exhausted" was a bit over the top true.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460446#Comment_3460446

    My main problem is that the whole team can be injured (something beneficial for the killer), but still greed the last gen without fear because they will be instantly healed.

    The default is still 16 seconds its just medkits now apply a 33% speed and efficiency debuff. I just thought it should be a lil faster since its a 1 time trigger effect which is not guaranteed to go off since you have to be injured in the first place.

  • @Chadku said:

    MFT is likely getting nerfed

    Troubleshooter is meh (good to sabotage the survivors on gens)

    Scavenger usually doesn't procc unless you luck out at getting five skillchecks.

    Singularity is doo doo feces but after Knight & Scum Merchant it was obvious it would be another crap killer power that is excelling at being a snorefest.

    Singularity is only a little weak because of EMPS, but if they get nerfed enough he would be a good killer.

  • @SweetTerror said:

    So I'm curious, after 7 years why is it that hooks continue to disappear upon the death of a survivor? Without hooks killers can't do their objective, and without hooks it creates dead zones that allow survivors to escape over and over again. Killers have only a matter of seconds to get a survivor to a hook too, so you can't really tell them to be more strategic about what hook they use.

    Seriously, why is this still a thing after all these years? Is there a logical reason why this gameplay mechanic continues to stay? Survivors can already use a variety of ways to save a survivor: flashlights, flashbangs, hook breaking, body blocks, etc, so do we really need to throw in deleted hooks on top of all of that?

    100% agree

    in Hooks Comment by DrDucky
  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460206#Comment_3460206

    If you're not up to the challenge of only running No Mither and nothing else, and if that to YOU that would be throwing the game and negatively affecting your team mates, then don't take up the challenge. Leave it to those who are able to run No Mither and not throw the game.

    If you face a good killer, 1 or 2 no mithers is throwing the game.

  • @nars said:

    Pinky finger and iri head are both mid addons that typically just make the killer worse (unless you are a sniping god on huntress). Tombstone is understandable though. Their addon design has become increasingly uncreative in recent years, with at least half the killers having some kind of instadown addon.

    Pinky finger you just always run with gin bottle and it then makes the clown much better. The big issue is its a design limiter since they cannot do some base buffs for clown because this addon could make him op.

  • @Krazzik said:

    By 'gen rush' I mean survivors simply focusing efficiently on gens, because that's all it takes. Good toolboxes and certain perks can help shave time off but really all it takes for gens to fly are 4 survivors who actually sit and do gens at every opportunity.

    I understand that balancing gen time is impossible, because the difference between 4 solo survivors just chilling/doing archives and a SWF (or even solos) who sit and do gens as efficiently as possible is massive, and you can't balance around efficient gentimes without making it almost impossible for the other group.

    In the meantime though it just feels bad when I can find survivors and end chases quickly and still lose because that isn't enough slowdown on it's own. Against efficient survivors, if you aren't playing a top-tier killer you NEED good slowdown, and that's becoming increasingly harder to find thesedays.

    Gen speed is fine, map design such as big maps essentially speeds up gen times to where it is imbalanced.

  • @LapisInfernalis said:

    The amount of times I got screwed by that perk is insane. I see an average of 2-3 Adrenalines per match.

    The potential it has to grant you an easy escape is insane. I know that for a fact because I use the perk regularly myself. It may only activate once but it does so much in an instant. It does not only heal you instantly but also gives you a 5s SB on top, while it ignores any Exhaustion you have. Insta heals without any drawback are so 2016 and need to go.

    This is my idea to change the perk:

    Adrenaline activates once all gens are done or the killer closes the hatch.

    If you are not exhausted the perk activates.

    - If you are injured, Adrenaline will heal you over 24s once the exit gates are powered. (No SB in addition)

    - If you are healthy, sprint for 5s at 150%.

    - If you are in the dying state heal instantly one health state and sprint for 5s at 150% speed. Causes the Broken Status for 60s.

    - If you are hooked during the activation, you will be healed after 24s once you get unhooked.

    - If affected by Deep Wound, Adrenaline removes the status instantly.

    Causes Exhaustion for 40s.

    Maybe this is a bit much, but the fact that it instantly heals you and can remove your end game pressure in one blink is insane. Also insane is that it is usable with other Exhaustion perks together and can trigger regardless.

    I would like to hear what you think.

    I like the idea of a heal or a sb rather than getting both instantly. I think if it was you get a heal after 20s or 16s if you are injured and get a sb for 5 seconds if you are healthy is a cool one or the other type effect and it means that a killer in a chase with someone injured does not get hit nearly as badly. I usually do not like the ideas people come up with for nerfs or buffs etc but I think this one is a good one I just think 24s is a lil too long.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459853#Comment_3459853

    For some reason they are trying to fix the generator itself, rather than skull merchant.

    This is because the problem was mainly kicking perks rather than solely sm. Since every killer could hold a 3 gen for a while with those perks before they got nerfed. It is just that sm was the best at doing it. These perks being nerfed have at least made her 3 gen potential a lot less than it was.

  • @notyarbllewe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457108#Comment_3457108

    I agree. I only mentioned my idea because maps just keep getting worse and worse, more survivor-sided with each one coming out. If maps weren't so pallet stuffed and loops were more balanced, dumb things like pre-dropping wouldn't work quite as well and the game would feel much more enjoyable for killers. Obviously tunneling should be fixed as well; I'm not a hardcore killer main.

    Tunnelling is a hard problem to fix since if a killer wants to tunnel even if we had old DS they are still going to do it. The best we can do is make sure they at least throw the match to do it, which if a killer does hardcore focus a guy down non strategically then he will most likely lose. Also yh maps are bad but we can just hope that someday they realise the error of their ways. Honestly the base game loops are fine its just some maps having too many god pallets or chaining tiles together is the main issue there. A jungle jim by itself is fine, but a jungle gym into a 4 lane into shack is not.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457037#Comment_3457037

    You guys are terrible at finding equivalencies.

    If you complete chases, MFT only activates 3 times max. Out of those 3 times, only half of the chase would be active. The potential value may be higher if you smack them and let them leave ad infinitum or if they remain injured throughout the match, and the later one would have major tradeoffs like being constantly injured, moaning, bleeding and having only one health state.

    MFT activating only 3 times max is wayyy too much of an assumption, I might be facing legion or plague, I might cause the killer to leave me since with a good setup and this perk it is probably taking too much of their time. I might have to stay injured because I cant find a team mate etc. There are so many nuances and even if the perk did only activate like twice even, if it caused us to win because of the time the killer wasted on the person with the perk then it so easily got its value.

    With that in mind, what would you say is the killer equivalent? It has to be a perk which gives the killer some easy movement speed obvs.

  • @Zokenay said:

    Indoor maps, they were already considered to be poorly designed, but man, Singu really shows how much.

    Lery's being easily his worst map, being next to useless there.

    The Game is also pretty mediocre for him, due to the amount of pallets and LoS blockers on the lower level.

    Could even consider Midwich to some extend, and RPD.

    And these maps already had notorious problems even before, like the abundance of windows in Lery's or pallets on The Game.

    After HOPEFULLY they deal with Cowshed and Garden of Joy, they start to take a look at the indoor maps, RPD is hopeful thinking since its clearly modeled after the actual map of RE2, so they likely wont change it drastically.

    Indoor maps have been shown to be an issue since hillbilly and huntress came out...

  • At least she did not proxy camp

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457105#Comment_3457105

    I kinda understand it, I used to have same issue 2 years ago.

    Basically taking DBD too seriously and it wasn't enjoyable. But it's not issue of the game, it's issue of player's mentality.

    Exactly so many people have a negative mentality which is a lot of where this game's issues spark from.

  • @NikeTag said:

    Hello, I love the new perks for the killer and survivor, and thought i could make up some perks as well.

    Hex: Opened Wounds: You are capable of finding your prey and not let them escape. Once a survivor is hooked, this perk activates, Once the survivor is rescued, the rescued survivor will be in a mended state immediately while injured, Once healed to healthy, the rescuered survivors aura will be revealed to you for 5 seconds, This hex will be a activated on a totem around the map.

    Snapped Ankles: You make them frightened, trying to escape, they slow down for you to hunt. If a survivor falls off a great height, while in chase, the survivor will suffer from a 5% decrease in haste for 7 seconds.

    Sealed Shut: You make your obsession not see what’s coming. Once the trial begins, The obsession is blinded, Once the obsession is healed to healthy, the survivor that healed the obsession will become the obsession, making them put into the blindness status affect. This repeats until the end of the trial.

    Please tell me if these are good or if you could change anything about these perks, Thank you and hope you use these ideas for future updates.

    Unfortunately all 3 of these perks are too weak except maybe the first one. The first one though is not good design since its basically a tunnelling enabler and that is literally all it is designed to do which is not good for the game.

    The second one is too weak since its very niche and some maps its utterly useless. Design wise its fine its just far too low impact to justify a perk slot

    The 3rd one is also too weak but is unhealthy design wise. It is a blindness effect on one survivor which will most likely not work if they are in a swf and to top it off it would be a nightmare if the obsession is a solo Q. So its only good against a group of solo Qs but should not be buffed since it will just hurt them more.

    Overall there is some potential here, mainly with the 3rd one, but you just have to be careful of perks with specific hate effects to things like solo Q or perks which benefit an unfun playstyle like slugging or tunnelling.

  • @THE_Crazy_Hyena said:

    Since the healing nerfs went live, it is hard seeing anyone running Circle of Healing or med kits for that matter. What was even the point of making self-healing with medkits 35% slower than having someone else heal you. I think the efficiency nerfs were enough.

    It had a huge and negative impact on solo players especially, if you could not find anyone who could heal you, you'd be a massive liability to the rest of the players on the team, due to how slow self-healing is (in fairness, Self-care should be reverted to 50%, now that Circle of Healing does not work on self healing anymore)

    With Sloppy Butcher being an over-used perk at the moment, healing others, or yourself takes so long, when you are not bringing We'll make it. And self-healing against Sloppy is just a waste of time in its current state.

    Also, with a self-healing efficiency penalty now being in place on medkits, I think it would be good to lower or remove the penalty on Botany Knowledge. No one runs this perk nowadays. Hell, ever since the efficiency penalty got added, I have not seen a SINGLE person run this perk. That was one year ago. In its current form, it is just a waste of a slot.

    Run perks to find team mates if its an issue or bring friends.

    And yes self healing should be weak since the time efficiency requiring just 1 survivor is off the charts compared to requiring 2.

  • @notyarbllewe said:

    Some survivors just keep holding W and drop pallets without looking at you, and others just sit and wait for you to come then slam the pallets right in front of your face. The strategies are a lot like tunneling but on the survivors' side: it can work well and greatly slow down the killer but is just annoying and unfun to face. And is often boring to do as well.

    Pallet stuffed maps is an issue with the maps themselves and not a fundamental game problem, these maps should have not have a dense amount of pallets to begin with (looking at you cowshed). Therefore the suggestion of a pallet cooldown just should not be needed. (in an ideal world).

  • Survivor has more skill than you would think (just look at comp, even though they are swfed you can defo tell the survs are comp level in chase).

    Anyhow, you say its super easy to beat but "stressful to keep up" which is literally contradicting yourself. Just enjoy the wins?

  • @BougieBlackChick said:

    People were literally complaining about the new killer needing buffs because they weren’t able to get 4Ks immediately when it had only been released for 2 hours and now this. Do y’all actually take the time to LEARN how to play new killers and counter perks, or do you just think you should able to instantly cakewalk to 4K and if you can’t, then everything needs to be nerfed?

    You cant exactly counter a perk that makes you just passively move 3% faster whilst injured. Its like saying "just counter sprint burst".

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456630#Comment_3456630

    Does that mean proxy camping also counts as Schrodinger's, you camp while also not camping at the same time.

    The thing is that the killer slugged Leon first, I got Leon up (and killer was staying pretty close to Leon therefore camping). Then I got downed and Leon went to work on a gen. For a while killer was camping me and hoping I would slug towards Leon and following me, then he went and found Leon.

    But sure, go ahead and don't address the state of slugging at 2 survivors left. It's easier to do that than actually offer a real argument on why it's ok for a killer to get a guaranteed 4k when he needs 5 mins to close out the 4k👌

    But when survivors get all 5 gens done we still have to hear that end has not ended and killer can still even then get 3k-4k despite getting crushed all game.

    So you crawled to your team mate on a gen whilst the killer was camping the slug?

  • @FrostySeal said:

    I know this is an extremely unpopular opinion and practically no one really agrees with me, but I really wish 180 flicks would return for both Oni and Blight. Was it balanced? No, not really, but was it fun and satisfying? Absolutely. Hell, even as Survivor I still kinda enjoyed going up against people who used 180 flicks back in the day since I'd usually be able to predict it.

    But anyways what's your extremely unpopular opinion about DBD?

    I agree

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