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Elan

Elan

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Elan
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  • The biggest incetive for me to play survivor is long killer queue tbh. I play about 50/50 and am not ashamed to say that I mostly play better killers - First, Twins, Krasue, Springtrap… however I do agree that killer shouldn't be mocked for just having fun either. I don't sweat and got some random hate messages from survivor players about uninstalling and my mom, well I just type "ok :)" and leave, but it's not very nice tbh. If I play "fair" and don bring the classis sweaty meta shouldn't be survivors happy to have a short room to breath? If they are toxic and I tunnel someone out to give them the attention they so desperately ak for they complain. They are easily never satisfied. I hate tunneling killers, true. I'm getting sometimes tunneled 6 games in a row and because I don't run DS I mostly die for other to escape but it doesn't feel rewarding. Something that people have to understand is that losing is normal and if you want to win 100 % of time then one of the side has to be blatantly overpowered to the point where there is no reason to play the other side. I do believe and i think that everyone who has some sense has to agree is that this game isn't fairly balanced across the killer roaster neither around survivor perks. You won't win on Badham with Skull Mechant and some chill build if you don't sweat while playing killers like Jason or Ghoul itself gives you massive advantage over most other killers. Pure example is map Forgotten ruin, Jason just ignores the map levels entirely and as Nurse or Dracula can both do it too they are very resitricted in doing so. Killer like Huntress who has to go all the way down or to the portal will never be evenly competitive there. The same with trickster's delusion. That map is horrible and it's very hard to play it as survivor unless the killers are First, Huntress, Nurse or Trickster. I will make a thread about this map shortly. I believe map and it's rng shouldn't have massive impact on the game outcome. It's like when you spawn on Fallen Refuge and you know that you will most likely lose.

  • Year 4-7 there were pedestals that rewarded you with cometics and you had tome to get full outfits and that was it, no event mechanics.

    Then there were 3 years of Twisted Masquarade that was very killer sided event.

    This year we got somewhat most balanced event for both sides, not saying fun. But killer got kill button ability and survivors got instaheals, portals and dashes.

    I personally hope this event never comes back due to lack of rewards, frustrating mechanics on both sides and mainly extreme sweat from killer players so my casual friends just gave up on grinding bp. Nothing is black and white. But I p100 First and Kwon so, at least something from it.

  • I wish they'd add option to stay as team with randoms once the match ends.

  • @ArcT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098851#Comment_4098851

    No perk for free, huh? Corrupt, Lethal, Deadlock, Bamboozle, Enduring, Brutal, Ruin, Undying, so on, is not even an exhaustive list. And if we're saying that things like Overcome, Background Player, and Head On are 'free' because they have no activation condition, you've rendered the definition meaningless. If Background Player doesn't have an activation condition, then neither does Agitation or Thrilling. If Overcome doesn't, then neither does Rapid Brutality or STBFL.

    Be at least slightly serious.

    Corrupt and Lethal are not completely good examples as they are one time use and you can negate them. Chase perks can't be used out of chase, while survivor's perks can. Hexes are also bad example, they are destroyable and you can spawn on top of them. And most of them are really bad, out of Blood Favor, Devour Hope and Ruin I'd say no particular own-effect hex is worth, maybe hive mind.

    Deadlock is the only real example here that you mentioned and fits. Tinkerer might be good example too.

    Don't take this as negative, but for balancing this game we need to get things more in line, perks, killers, everything. Then we can make the game more fun for both sides.

  • i play genetic limits and overwhelming presence on him. Also nasty.

  • @Empyskiiees said:

    The killer devs were fired and now all we got are survivor main devs so sorry to say this but we're never going to see another killer sided stuff again.

    Saying about survivor devs when Jason just came out and Judgment is on the way seems mocking to me.

  • @Jay_K said:

    So i saw a post someone posted Title "What does second chance perk mean to you" and as a killer main i felt i couldn't answer that question fairly because there will be some bias in my response. instead i want to take the topic of "Second Chance" and ask two different questions.
    I will say im looking for responses from Survivor mains here. Im not interested in us vs them or killer mains who just want to moan. I am genuanly curious about the answer from Survivor Mains and their thoughts on this.

    First Question
    Why are second chance perks like decisive strike, off the record and basekit BT used aggressively by some?

    As an example i played a game which was already going in the survivors favor. Got first hook on a David, left the area and when unhook happened as i had no one else in view i went back to hook. When i tried to go for the unhooker the David decided to sit and body block me with his basekit BT so i couldn't get to them. This left me no choice but to go for the David as it resulted in the unhooked getting to much distance and if i left David at that point i would have likely lost the game due to so much lost momentum. As a result i got hit with DS after an endurance hit. Similar thing happens with OTR

    Second Question
    Do you think its fair to now tunnel that survivor at least 1 hook state maybe 2 (depends how mean your feeling) if they intend on throwing themself at you because they have these perks?


    The example in question i was able to instantly down the David (Im playing the first and you don't get enough distance to escape his power if he has it after DS) This resulted in the David being tunneled out and the inevitable crying in end game chat that i tunneled them

    As i said not looking for any hate or Us vs Them im really trying to understand why survivor mains would use perks that are designed to stop tunneling or for defence and use them agressively which would usually result in being tunneled. Kinda defeats the point of the perks.

    I'd say they want to utilize their value to buy some time. Same why killers tunnel… they do the best to win the competitive video game.

  • @Lliart said:

    Basically the title. After playing Jason for a few games, it feels like Jason is just a better version of Springtrap. With Jason's on-demand stealth where he can come out at much more favorable spots, his projectile being able to hit more reliably and from further away with more narrow spots, and an insta-kill on last hook, it feels like Springtrap got left in the dust.

    Is there any hope on the horizon here for Afton here or is he doomed to be power-crept out by Jason?

    And wait for Judgment and then asks why would you ever play First again.

  • @cammoking123 said:

    They hate killers so much they're going to nerf my new favorite perk, Cross Examination. They hate killers so much that 4 out of the last 5 killers were released as A tier. Besides BHVR put lightborn in the game, a perk that hard counters any form of light.

    Cross-examination would be fine if it doesn't have "elusive" but only pools, grunts and cratches like lucky break no one uses and no one complains about. Just saying.

  • https://forums.bhvr.com/dead-by-daylight/discussion/469920/please-never-bring-poison-back-under-any-circumstance

    It's just weaker Clown bottle that activate after many seconds and hit automatically remove poison. I'm not saying it's fun for either side but compared to portals, dashes and invincibility it has nothing crazy.

  • Nah, I love the new marks mechanic, just rework it to not elusive. While on light marks killer is revealed to you for certain time. Works in and out of chase to make auras more prominent.

  • @Wezqu said:

    Most of these changes are way too heavy handed to be seriously considered in my opinion. Some of them would literally make it almost pointless to even use exhaustion perks. I would see Finesse and some other perks be way more usefull if these changes would be made and as said would not even see the point of using exhaustion perks.

    Those are fairly even changes. The perks would still provide massive advantage but won't be completely free. While I think that current killer meta is quite good, there is no perk you have for free.

  • @Empyskiiees said:

    You're going to get 1000 downvotes from survivor mains.

    I expect that.

  • Hillbilly left my heart since they made his hits big balls so you don't need any skills to curve anymore on top of that he hits you through objects in overdrive. He used to be so fun to go against back in a days.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469811/most-perks-need-a-buff

    Since it's not lost on me that speaking about this in broader terms can make it tough to pull out specific examples, I'd love to dig into this a little deeper. We want to make sure we're getting feedback to the team about perks folks feel could use a boost, after all.

    I'm game to hear any feedback on perks you think could do with a buff, but specifically, have you noticed any perks that were adversely impacted by Diminishing Returns and are lacking utility nowadays?

    True! I feel that diminished killed a lot of perk combos that were out of meta or perks themselves thank to killer's power forcing people with even higher reason to play only meta, I'll name few but there are so many of them.

    → Help wanted was nieche pick with save the best for last, now it's already low number value gets even weaker when it was a way to have 60s powercooldown.

    → Haste builds were fairly fun to play yet not as strong as slowdown builds (that again for some reason where not touched by diminished) most of them are now a bad and weak combo fe. rapid brutality + battery included or unbound + battery making most if not all haste potential combos absolutely unviable and I haven't seen a single of them since diminished.

    → Heal builds were strong yet if someone sacrificed whole build to heal 8s faster they were easier prey at all. Now apart from perks like botany, lend a hand or we'll make it none heal perks truly shine and not at all while combined. Do No Harm for example has already low value to be anything close to it's better options. Heal builds are still somewhat usefull as you can run lend a hand, botany, autodidact and 1-2-3-4 and do well, however particular perks should be that bad - do no harm, flow state, strenght in the shadow, better than new, empatic connection, leader. This of course shouldn't be case of antiheal perks either, whose at the moment from what I know are not affected.

    → Vault builds were high risk due to map chosen, sometimes not working at all. Those perks should not be diminished at all, because even superior adn bamboozle together didnt result in a hit for many killers that need to vault a window. Not even saying that some killers whose add ons are designed around vaults can't truly use them with any perks. For example if I play my meme body Krasue only with rotten swine and mysterious elixir I can't pop on bamboozle and unbound to make the combo work, which is already a shame due to gimmicky possible playstyle.

    List of all perks that are weak when combined or on it's own:

    SURVIVOR

    → Better than new

    → Blood pact

    → Boon: Dark Theory

    → Fixated

    → Deadline

    → Déja Vu (acceptable due to antifree gen nature)

    → Do No Harm

    → Empatic Connection

    → Flow State

    → Friendly Competition

    → Ghost Notes

    → Hope

    → Leader

    → No One Left Behind

    → Overzealous

    → Quick Gambit

    → Road Life

    → Most Teamwork Perks: i believe apart from Walking Dead

    KILLER

    → Batteries Included

    → Brutal Strenght

    → Call Of brine

    → Overcharge

    → Dark Arogance

    → Fire Up

    → Forever Entwined

    → Game Afoot

    → Help Wanted

    → Save The Best For Last

    → Knockout

    → Machine Learning

    → Rapid Brutality

    → Thanatophobia

    Those are only diminished-focus perks, I hardly believe that those in urge to be loved are many more

  • Exhaustion perks should be activatable - sprint burst for example once per unhook.

    Hyperfocus on it's own is fine.

    Bardic and 1-2-3-4 need to only work on heal.

    Self heal should be capped at 100 % and heal at 150 %ˇ

    And so much on.

  • @Rokku_Rorru said:

    Honestly, yes, specialist killers (one power) should be the best at what they do.

    Huntress only has hatchets and that's it, she can easily have higher capacity or quick reload and still be mid at best.

  • @Filipino1490 said:

    But where is demogorgon?

    I think current Demogorgon is quite good, yet powercrept by others but not in front line for urgent help. :)

  • I think the core issue is that he does everything.

    → He moves at 200 % for unlimited time

    → he blocks pallets and windows when he jumpscare

    → he gets immidiate haste and option to attack

    → you don't crouch and do something, you get revealed

    → you try to avoid him in locker, you get revealed

    → he has best projectile

    → he's only range killer moving at base speed for most of the game

    → he can reload mid chase without slowing down every 8m

    → he can instantly repair broken hooks, so sabotage doesn't work

    → he has add ons that allow him remove everything other killers struggle with just by him pressing m2

    They can't fix him without reworking his kit, I don't mind him being strong but him being design around passive play and evasion

  • He has add on that makes him og Myers doesn't he? Or you think the tombstone on 0 hook stages?

  • Killers

    → Rampage - per each broken pallet you get 2 tokens (was 1) up to 10 = 10 % after 5 pallets or walls break.

    → Hex: Scared To Death - when you get first hook hex activates. You get one additional token per each first hook on unique survivors up to 4 tokens. Each token grants 3 % hindred for 5s after survivor drops a pallet (max 12 % hindred)

    → Ravenous: Each unique hook makes every survivor exposed for 40s, once all survivors been hooked once every survivor suffer 90s exposed

    → Wondering eye: For 10s after you start a chase you see auras off all survivors within 16m

    → Hex: Overture Doom - when survivor first touch a generator the hex is created and you get undetectable untill gen is repaired. The new gen is cursed if the hex totem isn't cleansed.

    → Help Wanted: If generator is completed you get 45 % faster basic attack cooldown for 60s

    → Phantom Fear: Decrease cooldown to 40s and aura reveal to 6s (was 2s)

    → Haywire: Exit switches injure healthy survivors and put injured survivors into deep wound when they interact with the exit switch

    → Hex: Nothing But Misery - first time survivor loses healthstae a hex totem is created. Every injured survivor will suffer 5 % hindred wach time they remain injured untill hex totem is cleansed.

    → Forever Entwinded - decrease tokens to 4, each token is 10 % faster pick up speed.

    → None Are Free - each unique survivor hook gives token, per each token all windows and pallets are blocked in the endgame for 30s per token

    → Shaking Thunder - dropping from hieght gives you one token, spend it to increase you lunge by 80 % has 40s cooldown

    → No Quarter - any heal gives hard skillchecks once 70 % is reached, missing resets heal progress and triggers killer instinct

    Survivors

    Road Life - repair 50 % gen progress to activate the perk, once activated it it automatically starts 60s timer, during that you heal 100 % faster

    Ghost Notes - increase recovery to 30 %

    Bada Bada Boom - increase activated time to 90s (was 60s)

    Change of Plan - has two tokens, spend token to craft basic medkit when hiding in the locked

    Teamwork: Full Circuit - when repairing generator with another survivor you both prevent any skillchecks, you repair 10 % faster

    Extrasensory Perception - decrease time crouching to activate from 4s to 2s

    We See You - anytime killer sees aura of any survivor you get token up to 4. Once 4 tokens are gained every survivor sees killer aura for 12s

    Teamwork: Soft Spoken - while repairing generator with someone else both survivors gain elusive status effect and generator noises are muffled out of 8m range

    Place For Us - every heal gets 30s elusive to healed survivor, when healing obsession both survivors gain elusive for 30s and see killer aura for 5s

    Flow State - every repair generator gives token, per each token you heal, cleanse, unhook, search, bless and rummage 20 % faster

    A few ideas that would make perks much better, leave me your opinions. :)

  • @Xendritch said:

    As someone who plays mostly soloQ survivor these days I really don't get the survivor anxiety thing. Killer anxiety sure because you're pretty much on a time limit and every mistake is magnified because the killers time is more important. But soloQ survivor? I don't get anxiety I just get really annoyed most of the time if anything wondering about the absolutely bizarre choices my teammates make. Maybe it's just because I'm more confident on the role or because I get so much information so I always know what's going on now? Tbf it's probably that cuz stealth killers are the only time I'm even a little bit uncomfortable on survivor.

    Well, soloQ is more about your teammates than you. If you are good player, cool. But someone going down in 10s into the game into pain res dms into next 10s down and you know that the game is pretty much over.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098124#Comment_4098124

    Its a matter of perspective, I find killer less stressful because I am fully in control of how it will be played, even more so with all the killer buffs cementing it as the power-role.

    The fact that you think survivor stress is 'way less prevalent' highlights the problematic mindset I disagree with tbh.

    I also find survivor significantly more stressfull. But it's for more reasons, doesn't trrully matter whether i play solo or swf. I mostly run fun build, off meta on both survivors or killers so when I got hard tunneled and it happened a lot I got tired of it because I don't mind dying at all, just want the match to feel worth playing and have some fun meanwhile. And let's be honest killers - a lot of them, are more fun to play than playing against them.

    my current escape rate is 37 % and kill rate 75 % I find both those somewhat expectable but the amount of stress i do have is survivor:killer 4:1. I agree game used to be more stressfull for the killer but most of those things been removed:

    → instaheals

    → 320 charges toolboxes

    → infinite windows

    → dash dead hard with no condition other than being injured

    → 3x heal per medkit

    And much more. So I think that overall the game is leaning more towards killer players having more fun and less stress. Doesn't mean a lot of killers don't deserve buffs still.

  • I have diversive vision upon this.

    While I defend the killer side more than survivor side playing with my friends on this event was one the most miserable experience I've had since I started playing in 2020. All killers hard tunneling, bringing most meta being extremely toxic. My friends just gave up so played killer myself. I played over 100 matches and count up to 5 those that were not pure toxicity.

    On the other hand I defienetly support that toxic behavior on both sides and lets be honest it's both sides issue is what makes this game so unenjoyable so often. Picked meta and toxicity, competitive mindset pf genrush asap or tunnel asap, i need to win every game at any cost.

    Third thing is that I felt bad for og killers when you have killers that have small effort to achieve same result as og killers when they sweat the hardest they possibly can. Why First is all about hit or miss with nothing really either side can do other than guess right or bad or jason with his infinite zooming speed, nonexisting cooldown, dot size projectile hitbox, almost permanent haste and trackings, when Huntress is slow has to traverse whole map on her own feet with no bonus speed, has to reload at certain location to have any power and so on.

    Fourth thing is the lack of strong perks. We had First's perks attending meta but it was exception in latest. Survivors and killers haven't got many new truly good perks that would worth swapping for current meta because each time the second side screams for immidiate nerf or the perks are weak since it's existence. I understood the fast track nerf screams and thought it might just be reverted but they made the perk even worse than before the buff. Though one of my most favourite perk ever "turn back the clock" was created and I love it. Cross-examination which is a different new mechanic is in alarm vision of being nerfed in my opinion for absolutely no reason, because the perk is not even good compared to it's existing more consistent options. Same I hope tha scourge hooks, boons, invocations and all the uniqe mechanics got more love so we trully can make the game more diversive.

  • @Wibwob said:

    Title. I asked the same thing over a year ago just before Ghoul was added - back then, killers people wanted to face more were pretty diverse with a few names coming up more than others (Bubba, Demo, Vecna 1, Pyramid Head).

    Blight was by far the one killer people had grown the most tired of seeing.

    I'm curious if perceptions have changed since then with the various balances and new entries

    The old post/responses if for some reason you're curious: https://forums.bhvr.com/dead-by-daylight/discussion/438216

    Apart from Knight, Trickster and Jason which all three feel pretty boring to go against I'd say any killer. Surely a lot of them need buffs to compete for spots with stronger killers and as realisticallly not every killer may have all movespeed antiloop and builf in info at least their current kit might be a bit buffed. I think that it won't be that gamebreaking ig for example Houndmaster would be able to move faster on the slipstream or if the dog redirection would be easier.

  • @timusm said:

    After playing for around 400 hours, for the survivor side, it feels pretty easy and more on the casual side, but the main issue is probably just with the randomly assigned teammates.
    Killer side feeling tired and have to focus a lot, there are so many things to do and I can tell that the game is on the survivors' side. Each person has to be hooked 3 times to die, and there are 4 people.Survivors perk have a lot of second chance and base kit etc.
    (I have played time on killer 172h and survivor have 197h)

    Another issue is the problem of players who cheat in the game (I'm on the Asia server) and if I dodge, I'll get banned.(q time) What the hell is this? If you don't want to get banned, i just have to play with cheaters? That makes no sense at all.

    There are still a lot of things that aren't okay, but I might need more time playing to understand them. But I think I'm done for now.(Sorry for my English my gramma is not good)

    My current kille rate for last 30 days is 75 %, escape rate is 37 %. Kind of what I expect it to be.

  • @dangersmymidd1ename said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097684#Comment_4097684

    Last Stand and Conviction are great, potentially game changing perks. I am on board with everyone else that says Last Stand should be buffed to work twice like Plot Twist, though.

    I agree on conviction. Last stand in my opinion isn't that amazing but has it's fun element and opens up way for save. I think the duration may be reverted back to 60s and the perk would be fine.

  • @cogsturning said:

    I haven't been playing survivor so I didn't get a chance to use it but I've been paying really close attention to this perk in my killer matches. I always like to see if the drama matches reality. It hasn't. 12 people used this perk against me. All 12 died, and all the matches were losses for the survivor teams. Their scratch marks would stop and start but the Elusive never lasted long enough to allow them to break LoS. This is once again a situation where the very idea (and not the reality) of a new survivor perk giving value was considered unacceptable. It's not even good in most hands, and it's heavily dependant on luck and RNG.

    If the problem is that a perk might let you escape chases for free, I already do this with great results with Lucky Break. Not only do I get one or two get out of jail free cards in almost every match, I also get an anti-tunnel effect because most of the time it's still active when (and if) I get hooked. Elsuive does more, sure, but LB gives me a speed boost with the hit and it lasts longer.

    The few matches I lost in these batch of matches were all to Stakeout/Hyperfocus users, not to CE. Once again, community outrage over nothing is keeping the meta alive.

    That's my point. Cross is only 5s and can be somewhat usefull on indoor map if you get lucky los break. However if you truly want to pick this playstyle it already exists in the game for a while in I would say even better state and never shone. Speaking of lithe + dance with me, lucky break, lucky star, come and get me, toughen up, babysitter and many many many other perks.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097697#Comment_4097697

    Shoulder plus vigil with a exhaust perk and another perk of your choice like daju vu its an insaly strong build. Shoulder can literally remove all the pressure a killer has over a match.

    From my perspective shoulder can have insane potential if used in coordinated swf where everyone is running it which I have never ever met even shortly after the perk dropped. Shoulder is only usefull if the person that has it has no hook stage before using it. Which mean that killer has to hard tunnel someone else than you and once you use it and you both have one hook stage the smart killer can easily turn on you and have you out. In that scenario if they truly want to tunnel hard, they still can.

    Vigil's most hated thing by me is that in reduces exposed which makes Starstruck, Friends Till The End, Haunted Ground or other perks too weak. I think they might make it so it only works on somebody else other than you. At this point cheesing exhaustion perks would not be a viable anymore and you would pick it to help your team's resistance. But sadly with so massive difference in killer weakness and strenght, resp. so strong and also so weak killers you can't compare to face sprint + vigil with Onryo or Nemsis while you wont truly care with Jason, kaneki, Krasue or many many many others.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097701#Comment_4097701

    Road lifes issue isn't botany, it's the fact it stops working when you stop healing, if it were like we'll make it and a duration starting upon your next heal, it'd be much more effective.

    Place for us is actually pretty useful for healing someone while someone else gets hooked etc, if you're lucky enough to get the obsession it can get a lot of value, I think removing the obsession requirement would make it much more useful.

    Exactly, which is why Cross examination doesn't need nerfed.

    Extra sensory being 2s, would really help it.

    Road life has too many conditions… you need to be injured so you already can heal rather than setting all it up, you need to hit 5 great skillchecks, which completely rely on skill check odds rng, then you need to have option to heal yourself and be safe to not be interupted. So rather than setting things up half the game you can heal 4s slower with botany that has no requirement at all.

    As anti BBQ, I kinda wish they'd remove the obsession condition and make it regular or at least make it work on everyone healed. 30s is already quite short window where you mostly don't get much if any value.

    Agree on cross.

    Yes please! :D

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097646#Comment_4097646

    Road Life or whatever it's called, Last stand or generally all the walking dead perks bar Conviction.
    Invocations

    I think Tae Young is the first who isn't, also why is the elusive fine on that for everyone since it's "free for just healing" essentially.

    Like it's the same on both sides atm, so many perks have been released undertuned and there has been no news on actually making them worth peoples time, this problem isn't exclusive to survivor.

    Hopefully we get fun buffs to all these cool concepts, but Cross examination should be monitored by the team, if its not a problem currently there is no reason to change it

    Road Life will never be good when botany exists, they would need to remove all the downsides and it will still be not worth over it.

    Place for us gives you elusive while healing, which in my opinion is also one of the worse perks. Bite the bullet hides all the noises and prevents perk like Coulrophobia from working. Elusive only adds anti aura which with aura perks being unpopular and staying still in one spot is pointless. Only somewhat usefull elusive is self-preservations and speaking of elusive it only does what other perks already do for years and they are not problematic.

    There are so many perks that give "elusive" without giving elusive and you don't see them because same as cross-axamination it's not as easy to lose line of sight.

    What I would wish, because I love that perk is to make Extraordinary perception 2s rather than 4s or remove elusive and oblivious so the perk is much better at what it may does. Personally it will be a better still sight which again isn't even top half.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097668#Comment_4097668

    I think the new counter to that would be to avoid picking up tapes at all, seeing as 2 downs = an instant mori.

    Would be riskier to disable her power, yes.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097660#Comment_4097660

    i have seen a good amount of them the main problem is they arnt to weak its that the meta perks 1 have been in the game for years and 2 they need thought to use unlike the meta perks that are just equip and forget and thats not a bash on survivors its just that the meta perks and powerful and easy to use.

    They are terrible. You can run no perks at all at this point because most of these perks give too little reward for a big work. While I'm not fan of free reward for no effort I don't see why popping on perks like road life to heal 100 % faster if not interrupted when you can run any other healing perk and do twice as good. Or to waste time searching chests just so you break pallet instantly when already many killers can easily bypass pallets or play around them. I can continue for a while. Those are issues on both sides. Slowdown perks and exhasution and antitunnel perks are all you go against. I currently for example run those perks mostly:

    Survivor - open handed, dramaturgy, five moves ahead and vigil

    Killer - genetic limits, lethal pursuer, turn back the clock and jagged compass

    I just want the new perks to be strong so you see variety and cross-examination isn't too strong. If it's nerf well, whatever another perk you won¨t see. As well as most latest killer perks need overhaul or straight reworks. But we won't get any changes untill September as Judgement is on the way.

  • I will name just those from very few last DLCs because overall 85 % if not more of perks on both sides are underpowered or just completely useless.

    Killer - Hex: Nothing But Misery, None Are Free, Haywire, Help Wanted, Phantom Fear, Hex: Overture of doom, Wandering eye, Ravenous, hex: scared to death, rampage

    Survivors - Apocalyptic inguneity, come and get me, teamwork: toughen up, teamwork: thrown down, ghost notes, road life, teamwork: full circuit, change of plan, bada bada boom, teamwork: soft spoken, toughen up

  • Changes I would like to see:

    → TVs no longer spread condemned, have shorter cooldown when turned off by both sides serving purely as map traversal

    → Spectral strike inflicts one condemned stack, two if survivor is holding tape

    → When fully condemned survivors suffer exposed and oblivious

    → Minimum permanently attached stacks when hooked is 4 (if survivors have them or more)

    → Increase both invisibility durations and frequency

    → Remove lulabby

    Those changes would make:

    → Playing Onryo more than just spamming TVs, especially frustrating on indoor maps

    → reward for using powers as well as giving some in kit antiloop

    → Making fully condemned survivor an easier prey to hunt down

    → Making tapes more deadly

    → Making Onryo more stealth orientated

  • Most of latest DLC perks are nieche or useless. Let's be honest.

  • I don't think the perk itself is too strong. You have eyes and can hear noises, it's similiar to existing combos you can run on indoor maps and yet you won't get trully a free getaway as many people are pinpointing to. But I do agree that against Spirit, this perk would make her completely unplayable. It's only 5s, but it means that if you chain it into extraordinary perceptions it would make Spirit a nightmare to play. I know that you can't count with going against her and I don¨t go against her at all. But 4.4 would also suffer on indoor maps when losing lines of sights. I just hope they add a few seconds to compensate for it not working in chase because 5s is a bit too short.

    I've been testing stealth along with elusive and the ration of losing killers wasn't high enough for motivation to run this perk. After cross nerf I feel that Self-preservation will be only somwhat usefull perk and I kinda don't understand why elusive is part of extraordinary perceptions.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097518#Comment_4097518

    Yeah it shouldn't have had the faster vault speed, I feel as it is now especially now the stun was removed approaching from behind, it could be made a multi use perk, its near useless versus stealth builds anyways.

    Exactly, it's wanky animation is the fun part about the perk. :D I play mostly killers but I gave some shots to this perk and must say that it was very hard to get use of out of double stuns at pallets or some meme stun chains with head ons that only worked against newbies.

  • I think Jason is a bit too overtuned, but not because he's too opressive but because he has everything and is example why the balanced changes to maps and other stuffs should be more reflect with new killers as we already know that Judgment will bypass enviroment existence same as Vecna 2.0 does, Nurse does…

    Jason has:

    → Best and unlimited movement in entire game with insanely short cooldown

    → Best tracking (you can do nothing but crouch walk entire match)

    → Advantage of appearing from nowhere with range attacks (Deathslinger and Spirit were nerfed for that reason)

    → Tiniest projectile hitbox making it able to land where other killers would have wet dreams

    → Easiest and free antiexhaustion add on (Vecna got it nerfed)

    → Blocking pallets (preventing from stunning him)

    → Slowdown from impaled spikes

    And many more. And I just wonder why the older killers are getting so tiny buffs when new killers are 10x more stronger and have everything. Like who would be mad if Pig can move mid dash charge, she won't be even B tier but at least better or Skull Merchant with her power doing pretty much nothing.

  • This year's event is hard for both sides. Survivors got instaheals and built in boosts while killers got free kill button power. Killers saying event is too survivor sided, survivors frustrated by poison stuns. I think those are mainly community issues with competitive mindset rather than enjoying event and must say that I've never faced sweatier killers in such a rapid succession as this year when me and my friends just grinded for BP. On the other hand I don't blame killers either because ending up on Gideon with unbreakable pallets is nothing else than pure helpless state. I played enough killers and would like to leave a short feedback.

    Invisibility mode - while the invisibility itself is very bad and can be tracked by loud noise, the portal refilling items is a bit overkill imo. The portals + invis is good enough to work on it's own.

    Invincibility mode - probably the weakest because it provides protection only against some killer powers but unbreakable pallets compensate for that to point where you sometimes can't do anything as killer (shack, some indoor maps and so on.)

    Dash mode - fairly balanced, the dash itself hurts weaker killers but overall isn't something outstanding or broken. The action bonuses are not overtuned either.

    What I'm personally disapointed from is lack of rewards (maks and weapons) and also half the event being in store.

  • It was 60s instead of 90s and people spammed posts that it's too oppressive perk. Personally I think that strongest part of it was faster vault speed and that was patched.

  • @neonwarlock said:

    Maybe make actions like vaults, repairs and healing slightly slower? Kinda like a reverse Resilience?

    While I would like some antivault perks, I can't imagine it being anything good when already ping does a lot when receiving damage mid vaults. I Had idea for scourge hook perk:

    Scourge Hook: Eternal Winter

    → When survivor is hooked on a scourge hook all pallets and windows in 32m are iced untill vaulted. Iced pallets and windows give 10 % hindred for 5s after vault is performed.

  • Sure, I'm all for killer being able to abandon when all generators are completed.

    in End Game DC Comment by Elan
  • @HexSlugged said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097220#Comment_4097220

    ok so that doesnt mean that someone cant find a different era frustrating. invalidating someones opinion because there was a time where it was worse doesnt make much sense

    I'm just saying that game currently isn't as miserable as people say. i do play nice as killer, but going against Ghoul, Wesker and Blight with most meta set up, tunneling… I don't blame anyone. i understand the frustration on both sides. it's boring to go against 4 sprint bursts, yes… so is going against killers like Knight, ghoul or First

  • You think game is miserable for killer, let me tell you how game looked 4-5 years back.

    → Instaheals (you hit someone, they poped styptic agent and were fully healed), you downed someone and before cooldown ended they poped syringe on them and back to full health

    → Infinites (not only way bigged maps, more pallets, way safer loops connected to each other but also windows you had to vault three times to catch someone or run bamboozle)

    → Way bigger maps (fe. fractured cowshed wa min 4x bigger, had big O of connected loops on map edge, Thompson house looked like Laybirinth)

    → Dead hard for free distance making every single (12 total) chase insanely long

    → DS worked for 60s when reparing, healing, everything

    And so on…

    Please, don't tell me killer is frustrating, because you didn't play in era where killers truly were frustrating

  • I agree with his jumpscare he doesn't need to prevent exhaustion perks. But people are defending him so hard.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097108#Comment_4097108

    Only issue I have with it is the fact that it works on generators that are already regressing, which gives it mad synergy with other gen slowdown perks but mainly Ruin since ruin regression doesn't count as a regression event p sure.

    It's basically a 5th perk slot.

    Surely, but the regression even still counts so you will disable your ruin eventually. Which is fair trade off.

  • Stamina feels somewhat usefull but not in this mode. It's a free kill button, which doesn't belong to a free uses. If it works for example as hex or scourge hook aor whatever why not. But existing statutes aren't the way to go. It also make certain killers stronger than they truly need to be.

  • @SoGo said:

    Can we adress the elephant in the room first?

    cough cough Deputy Badge cough cough

    I don't think deputy badge is as crazy. You can use it once per phase and you burn your regression events at rocket speed. I mind and it's same with Springtrap why would they need a guaranteed minibloodwarden.

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