Elan
Elan
About
- Username
- Elan
- Joined
- Visits
- 2,442
- Last Active
Comments
-
Overall feedback on killer perks, will skip small numeric changes. Post PTB.
- Fire Up - nice buff, but again might be a bit higher. 10 % would feel more responsible and serve as light game QOL to action speeds.
- Game afoot - small but nice buff. We have perks to not chase obsession while lack of perks to chase obsession and GA isn't that reliable in that as it's based of max chase speed. Can use rework to work on every last basic attack to make more viable builds with other obsession perks.
- Spies From Shadows - decent change, guaranteed infor perk. Nice.
- Unbound - solid change. This will give you long rapid brutality upon vaulting. I like that change.
- Help wanted + machine learning - compromised perks being good? My favourite perks got nice buffs, Defienetly not a meme anymore.
- Dark Arrogance - very nice tool to end up chases quickly especially when paired with STBFL, however my issue is that those perks make unhooking impossible and should be restricted when in certain m around hook untill endgame. If we want to make options to deny unhooking and proxycamping as rewarding it will cause problems and I see it being common once people realize it.
- Dead Man's Switch - same as Hyperfocus no more cheesing with surge, pain res, eruption, yamori mask, friends etc. You want the value, you have to earn it. Will still be massive stall tool. Good change.
- Dissolution + Blood Favor - This will giganerf Krasue who's unable to deal with pallets while still keep it good on Lich who uses it the most.
- Distressing - slight penalty buff would be cool to help diminished, 10 % seems like a sweet spot.
- Dominance - crazy buff, defienetly a meta in hex builds.
- Nothing But Misery might be buffed to 10 %, it's Hex and should worth it. The hit reduction feels fine but hindred is still very low.
- Thrill Of The Hunt - makes old issue the same. Will make top tier killers with hexes even harder to beat while low tiers with hexes unable to defend totems other than once with dominance.
- Insidious - undetectable od demand seems pretty handy. Duration can be buffed to 10s and activation stay at 1s.
- Knockout - sounds crazy but isn't. Will make two killers to insanely frustrating to go against while having no use to others. Would like it to have it's pallet break limitation removed and being lowered to 7-10 % hindred. If it goes live with 20 %, well killers who have almost no counterplay other than predropping pallets will make you wanna go next.
- Ravenous - nice buff still wish it has effect of short exposed on every token.
- Monstrous Shrine - will be insanely inconsistent but defienetly better than Hangman's Trick or old Monstrous Shrine.
- Shattered Hope - this buff will make already mediocre boons non-existing. I don't know whether their effects worth the insta position revealed once they are placed.
- Superior Anatomy - great buff.
- Undone - meta? Hell yes.
- Unrelenting - nice buff for beginner perk, not worth out of it. Maybe for fast lock break on Dredge or fast turret break on Alien.
- Whispers - literally my idea for new perk was to give killers 15 % haste of of chase. This works a bit similiar but 5 % haste is too little even ex nice extra step. 24m range feels more reliable but haste can be increased to 15 %. It won't do little to survivors splitting up while giving insane value against grouped up survivors.
-
@BruceCampbell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117726#Comment_4117726
I gave up on this forums, but came back exactly to point this.
BHVR made Hyperfocus more of a menace with the buff to This Is Not Happening.Hyperfocus with TINH won't give you more than intended value, so overall progress you gain per max skill check is about 2 % less. I kinda disagree, while TINH makes greats slightly easier to hit it won't be baindaid for those who can't hit them normally making Hyperfocus skill based perk again and TINH more appealing to make greats slightly easier while not abusing them.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119298#Comment_4119298
Yeah but you know some of these killers face them every single match, or so they say. Those players' KRs always seem really high though. But hey, they might lose one in twenty matches and that's just not acceptable.
Losing as killer casues saddness and that's why killer talk about killer anxiety so much. That they just try to win but survivor are toxic, rush gens, bring sabo builds, flashlights and unhealthy perks such as dead hard, decisive strike or lithe.
-
Here is my overall feedback on the survivor perks. I will skip the numeric changes in tiers.
Better Than New - sizeable buff, might make the perk usable but won't reach the meta.
Empathic Connection - sizeable buff, might replace botany knowledge for those who want altrustic builds with extra info.
Flow State - max 75, still a buff. There are just so many better perks that are more consistent without requirement of endgame.
Friendly Competition - Spreading on gens is the play, I think this will incentivize people to rush gens together rather than splittting progress across multiple gens which in the end will result in less smart strategy from survivors. Duration nerf isn't worth the 10 % repair speed as there are more perks that do better and we should make that equally as good rather than something limited for not the same value.
Blood Pact - Swf perk, no change for solo q. This require right pathing and knowledge to get use of.
Boon: Illumination - sadly increased bless relocating speed isn't solving the issue with boons being mediocre and now when shattered hope is buffed, you will be punished just by bringing boons making full boon build turn into no perk.
Borrowed Time - awfull perk rework. Hope it will get some changes before going live.
Calm Spirit - much needed change, sadly stealth isn't valid playstyle anymore.
Dark Sense - minimap reveal 5x per game is decent, not sure whether worth overall but decent starter info perk.
Sole Survivor - not sure how to feel about it. The hatch part won't be usefull out of engame or absolute late game. If you team dies at 5 gens it won't do anything. 3 tokens are a bit too many, 2 might seem more reasonable.
Do No Harm - 4 % trigger skillcheck feel lackluster and not worth over better options. It's speed makes higher odds pointless.
Five Moves Ahead - probablby replacement for Windows Of Opportunity while keeping it active untill drop.
Pharmacy - since medkits got nerfed this perk is quite out of potential. Old emergency medkit allowed healing at 10s now there are way more consistent healings without side objective while chests being also limited.
Plunder's Instinct - Keys exist but might be handy in some chest build, for example with moment of glory, specialist. Wish Residual Manifest and Scavenger allow to trigger it's effect.
Premonition - nice change, but cooldown nerf isn't needed. It's now in most cases triggering so close that you already see the killer. Still counter to stealth which is it's main element.
Road Life - inititaly I thought the perk is too strong, but the fact that in average situations you can be healed by teammates, bring medkit and heal about 2-3x per game I feel it's on the acceptable edge.
Self Preservation - This change does nothing. If reason to nerf it's duration was to prevent stealth it's duration will be still long enough to counter most hook perks such as BBQ, Friends Till The End, Alien Instinct etc. I would like to have it reworked back to it's original version - if anyone within 24m gets damaged, you gain elusive for 15s. This would solve the "I have nowher to go" situations for killers while opening paths for the perk to be more versatile.
Shoulder The Burden - similiar to Self Preservation, this perk's nerf doesn't solve the issue which is negating pressure when the killer is not hard tunneling while giving you in obvious target situation when killer is hard tunneling. Dowside for the perk should not make unhooker pay for helping teammates, while negating option to distribute hooks, my propose changes.
→ Anytime survivor is hooked, your aura will be revealed to killer for 8s and you get a token. If you have more than 3 tokens the perk deactivates and can no longer be used. If you have less than 3 tokens, when standing next to hooked survivor press F to unhook them. They lose hook stage, you gain hook stage, scream and suffer exposed for 60s (note: now when vigil no longer cuts it, it's downside you can always get value from).
Slippery Meat - It's not bad, just haste is not enough to run it over better self-defence perks. But it's free and available for begginers, which is cool.
Small Game - decent change but the token mechanic should stay in as it's only perk giving you informations about cleansing from other teammates other than HUD.
Solidarity - nice change, this perk just suffer design to be either not very good, which even after buff it still won't be or massively op = if 100 % progress is transformed. Maybe killer aura reveal during heal might make the perk more viable out of meme builds. Buckle Up works on heals during dying state so this might work on heals from injuries to full health.
Spine Chill - nice change, making old days good again, but range is a bit too much leading the perk to trigger the effect when not needed. 24m would be more reasonable. Premonition would solve as knowledge perk and spine chill as vault perk.
Stake Out - very good change. I'm happy with Hyperfocus now being skillfull perk and hope it won't change as it's one of only perks that reward skill. Stake out offers decent chunk on gen when stacked but range is very limited. Perks like Bardic inspiration on Specialist might actually outclass this one. But it had to go with cheesing that many great skill check perks.
This Is Not Happening - cool change. People who can already hit great won't utilize it but people who struggle will have slightly higher chance in hitting them.
Wake Up - cool change. Might combat endgame builds and if you have max value you already won so it won't be that gamechanging.
Windows Of Opportunity - fine change, allows more interactive gameplay while providing maps better reason to be used.
-
@FoxGhoul said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119087#Comment_4119087
Okay, i see that you didn't read the post that i made but lets be honest you are defending windows so i don't really expect much brain power or compression to begin with.
No reason to be rude. :) We discuss because we have different opinion, if we have same there is no room for it otherwise.
-
@PyramidFootLicker said:
With the amount of people celebrating the nerf to windows for example I do want to say that I do hope killer mains understand that more encounters with sweaty survivors will only get worse right? Like personally Windows is not my favourite perk or even all that appealing to me, and I understand changing perks because they might be outdated or work in ways that could be considered unfair like adrenaline healing someone who was already hooked but Windows was never OP and whoever started that trend was most likely doing it for engagement farming on tik tok or twitter. Perks that don't progress the game but still are viable or are "crutches" as people put it are still fine to exist as they are in my opinion, but it seems like everyone is convinced that this perk was autopilot mode when, like with distortion, the person playing like that would still play like that regardless of whether or not they ran the perk. Rats are always going to be rats, people pre-dropping are always going to do so etc.
More casual players are going to be funneled into playing META builds and only run set perks, more frequently than they do now and the onboarding for new players will just be to buy or pay for characters that have powerful perks. Even with net gen speeds getting nerfed years ago as well now killer mains feel gens fly by too fast and that's because with stealth gutted and aura reading being more frequent the game is more of a race against time and you'll keep saying "git gud" or "adapt" and when they do? Complaints about the next possible OP perk when it has existed for years with no issue. Then the cycle repeats itself.Fair point is that with killers being much stronger you simply have to be efficient as possible. Back in a days you had average chase over minute. Gens fly isn't that true as most gen perks being nerfed, except for hyperfocus, which imo shouldn't be touched now when you can't stack it with stake out while it being one of the most skilled perk. Most of the time when the killer lose too many gens is because they don't know when to abandon chase. If you see someone running into shack at 5 gens and you are Trapper or Skull Merchant you should instaleave. Now when killer gets quick down it's mostly impossible to recover from because there will always be someone ignoring pain res dms or mindlessly stay injured at gen decreasing odds of winning.
-
@Strange_Quark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119196#Comment_4119196
i thought swf stats werent much better than soloq. was my buddy lying to me?
I guess survivors must get better.
-
@Strange_Quark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119185#Comment_4119185
y not change it then?
Making solo q fun is impossible, however tweak swf to not be too strong is possible.
-
@Strange_Quark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119166#Comment_4119166
y should fun be locked behind swf? i thought that games should be fun 4 everyone?
Solo Q fun is limited. If someone get's downed within 10s and then someone with flashy 5s later then the game is over and no really fun remaining.
-
As I said WOO is no skill free aura perk same to nowhere to hide, lethal or celestial + nemesis. I'd argue that while it will massively nerf solo q experience and kill rates will climb high, this will make maps more appealing and overall decrease frustration on killer end, which is good. Killer community should be trated gently now when playerbase is rising. In the end survivors can play swf to have fun, killer is left alone out of 2v8 and their fun matters.
-
@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119152#Comment_4119152
get used to it because with bhvr’s decision to bring back machinegun m1 those players will start dying in 5 seconds and the good players will start dying in 15 seconds.
That will be funny.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119138#Comment_4119138
Dude we have numerical evidence to show they are easy that's why they get a 60% kill rate.
I have teammates that die in 15s. Data mean nothing.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119132#Comment_4119132
Sure that's not my point. The point is that instead of the devs basing kill rates on the objectively fair 50/50 the game is literally designed to make it so killers win more often than not. I'm not interested in saying it's wrong for the devs to make killer super easy because that's an opinion. I just want to know why so many killers have issue with the fact that their role is extremely easy due to the devs literally rigging the game in their favor.
Killers are not easy. :D They brought a lot of big licenses thus a lot of new killer players and designed new killers more accessible to begginers, so they can play casual and not invest 1000hrs to master one. That's why community has voices on both sides.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119063#Comment_4119063
Uh… hate to break it to you but we have literal numbers from the devs showing that the game is heavily biased towards killers and it's not even close. The average kill rate is above 60% and like sure the devs intentionally balance this way but let's not pretend that killer is not easy.
Good. 60+ % is exactly where it should be.
-
@HolyDarky said:
Overall, really good perk changes but there are still either some problems or missing improvments:
- Resilience:
- the number buff to its lower levels is fine. However, the perk should deactivate when you have healingprogress since it is just a bad gamedesign when you sit 99% healed on gens and do them faster for free.
- Friendly Competition:
- The number changes are okay but it would be nice if every survivor that worked on that generator, would see each other auras for the duration of this perk. This would be a nice buff to the perk but more importantly to SoloQ.
- Boon: Illumation:
- A fine change (200% blessing speed is funny) but it should also add aura reading on every survivor that is within the boon range to help SoloQ a bit. I don't understand why it shows everything besides the important one of seeing your teammates.
- Dark Sense:
- I want a number tweak of reducing the killer aura to 6 seconds but increase the aura reading duration for pallets, windows, and other survivors to 30 seconds since this would help SoloQ much more than 10seconds overall. Otherwise, fine.
- Sole Survivor:
- Good Changes to prevent a ratting gameplay.
- Do No Harm:
- I don't understand why we buff healing even further? This perk was already good before and now even more buffs feels a bit bad. More at the end of my post!
- Pharmacy and Plunderer's Instinct:
- Great buffs and gives chest-builds even more variety! The ability to now rummage Chests with Parmacy and to unlock as well as rummage Chests much faster is just insane. I paired it with Appraisal and Specialist and got so many strong items with add-ons and that with no downtime due to the speed and the stacks for doing generators faster. Having at least decent items that I can give my teammates is also huge like giving someone a med-kit in SoloQ or dropping a toolbox next to a generator for later is nice. Pharmacy is also a great perk that works well on its own. So overall, great buff. I just hope that you will also increase the amount of chests by default to at least six since having three chests (one is always basement) is something that holds chests build too much back.
- Road Life:
- Good changes and will make the perk much easier to use. This perk actually now insane since you can heal yourself within 8 seconds. A proably good meta pick now.
- Self-Prevervation:
- Good nerf to a perk that had an unhealthy aspect. Now, the perk is worse for ratting but good for builds that aim for safe unhooks. I personally like it to pair with unhooking perks. However, it still fully counters FTTE and BBQ which is awkward if you wanna prevent going back to hook action.
- Slipery Meat:
- Good rework. The perk will make camping more difficult but also tunnelling due to the 5% more haste - 15% haste for 10 seconds allows you to get to safety for sure no matter where you got hooked. I think this perk will become meta due to how well it prevents exchanges at hooks and to prevent getting put in deep wound or the killer can just wait out the 10 seconds.
- Shoulder the Burden:
- Good rework and makes the perk less unhealthy or decivise of the game. A huge problem of the perk was that it worked so well with other strong perks like giving a teammate the Deliverance back for later or even when you hooked the StB-user, someone else came to undo the mistake. The 40seconds of exposed was also very little considering the fact that the unhooked teammate was there to protect them with the 10seconds Endurance and DS in the pocket. Now, there is actual a huge risk in using this perk, which is good since this perk is still insane but no longer easy and abusable.
- Spine Chill:
- Good rework and now in a better position. The not screaming part is also actually huge considering the fact we have a lot of stuff like Doctor, THWACK!, Infectious Fright, or Ultimate Weapon are usable. The faster vault is also huge to greed a generator or something else a bit more. Overall, good utility alongside a fair cooldown.
- Stake Out:
- The rework is actually really nice and puts the perk in a healthier spot for the metagame. Since it's now a special skill check, you canno longer pair it with Hyperfocus and the reduced range to 24meter makes it less free. At first glance, I was a bit afraid of it being too strong but no, the special skill-check makes it healthy and it's just fair overall.
- Wake Up!:
- Fine changes.
- Five Moves Ahead:
- A fine nerf. The perk is still strong due to its faster dropping speed which let's you avoid many hits from killers like Huntress, Unknown, Artist, Nemesis, or Trickster.
- Premonition:
- Fine rework. The information is decent and helpful in SoloQ but there is nothing to abuse due to the short duration and long cooldown.
- Calm Spirit:
- good change. The perk is still not super strong despite countering a lot of stuff and doing some things faster but it has now a better niche. It now does its job well enough.
- Small Game:
- Good change. Seeing the aura of the totem is so nice since sometimes totems are well hidden, especially when they blend in well.
- Borrowed Time:
- A good change. I think 30seconds are fair enough to prevent any unhealthy abuse of endurance perks or makes taking a hit with endurance too free.
- Better Than New, Emphatic Connection, Flow State, and Object of Obsession are also okay changes.
- The number tweaks to the lower level of some perks (Kindred, No One Left Behind, or We'll Make It) are fine as well.
However, here are some problematic ones:
- Windows of Opportunity:
- If you really want to nerf this perk, either give it a cooldown like it had before (dropping a pallet let it go on cooldown for 15seconds) or let it only work during chase/within the killer's Terror Radius but removing the pallet-aspect of it, is just a bad nerf. Sure, players should get better game and map knowledge but this is the wrong way. Giving it a cooldown or a requierment would be nice to help new players while "forcing" them to plan ahead/build map knowledge. If you keep the new version, however, it will be a strong perk for better players since the faster vaulting part is huge for them. So, I'm fine with the changes from my pov.
- This Is Not Happening: You reworked Stake Out since it was too strong with Hyperfocus but now you introduced a new friend for Hyperfocus… It also makes Teamwork: Full Circuit a bit useless. This perk needs a different rework or buff that leads not to an unhealthy direction or makes other perks useless.
Next problem:
I know we have the Diminishing Return feature to not make specific perk combination insane but you, the devs, buffed so many healing perks while leaving strong ones like Resurgence untouched and not buffing/reverting some anti-healing stuff on the killer-side like removing the timer for Mangeled and Haemorrhage or buffing Leverage back to 50% slower heal. This leads into the problem, that we will get an even more insane healing meta on the survivor-side where an injury means very little or hooking becomes less of a slowdown due to fast healing actions with the difference that you now just need one of the strong healing perk instead of two or three. This is something that needs to be changed/touched next and a first good step is nerfing Resurgence and buffing anti-healing stuff.
Other problematic perks that need a change:
- Dead Hard: This perk needs a rework or nerf since it still a stupid design to reward survivors for getting hooked and against many M2s (Artist or Unknown that requiere high skill), pressing a button is so free. Same when you are at a pallet where the killer either eats the E or the pallet. Then, there is just the general issue of wait it out which gives survivors additonally free time just because there is one free perk. These lose-lose-situations are unhealthy and bother the healthiness of the game
- Resurgence: Similar issue, it gives survivors a reward for getting hooked - a four second heal compared to winning a chase and manage to hook a survivor after at least 10 - 15seconds of downtime.
- Hyperfocus: Stil an unhealthy perk that needs a rework.
Then, there are also still perks like Rapid Response, Rokie Spirit, Cut Lose, Duty of Care, or Hardened that need a buff which is possible by little number tweaks or additonal effects like Rokie Spirit having no requirement, Hardened either needs two chests or two totems but not chest and totem, or giving Duty of Care aura reading on injured survivors, so it's easier to know where they are.
But overall, with this PTB, you did a huge step in the right direction and I hope you, the devs, won't stop there. Please, go more than just a step.
Dead Hard I agree on, no more third health states and tanking hits. My idea was to make it so every time you are healed from dying state or you self recover you gain elusive for 2s.
Resurgence I agree on, it just needs to be reverted to 50 % so you can intervene with hemmorage. More pressure the better.
Hyperfocus though with stake out rework I disagree on. It's one of the most skill-needed perks that reward you for hitting coulrophobia speed skillchecks. Most people won't use it as they won't be able to get over 4-5 stacks, which is about 1 % extra progress. At this point Bardic will be much easier pick with no skill required at all. And after they remove cheesing hyperfocus with stake out I'd say they can even buff Hyperfocus when you can't longer abuse it with any other perks. Hyperfocus without stake out gives you 1 % less progress already, so the progress on highest amount of tokens won't be as rewarding, about 2.7 % I think, which again, just run Bardic and you need no skill. This Is Not Happening will probably be commonly used with HF but it's in the game already and from my pov if you can't hit greats without This Is Not Happening, you won't be able with it anyway. 30 % increase zone isn't that crazy. While it powercreeps Dustin's perk it's free perk available to everyone without extra speed bonus, plus you get it without needing teammate.
- Resilience:
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119094#Comment_4119094
https://us.v-cdn.net/6030815/uploads/KQ88K4EJUD67/73beca17-482a-4a94-80ce-6d33743139f0.png
Yes, you started playing in 2018, but you only had six months of experience, and then you continued to play with this six months of experience until 2026, that's all.
If this game had ranks like R6, the communication costs would not be so high, and there would be no need to interact with 'players' who lack experience or skill.
4 stacked slowdonw ghoul still can lose, survivor only need 150 s to escape.even have -50% gen speed.
pig have chill build or no perk can still win.
hillbilly or bubba don't have guaranteed kill.
Twins or artist can't use power near hook, so they more offen use slug Tactics.
like The Judgment, if ZEALOUS and EXILE can't give enough Earnings and hook survivor will block power, the player that play judgment will not use EXILE or hook any survivors.
if slug one of survivor make this survivor can't do anything, so this is good slug target.
killer player not do anything wrong, just focus on the goal, and that goal is more kills.
If hook survivor is an obstacle to the goal, then the hook tactic will not be used.
It's not only about killers and perks. it's also about what map you get and what RNG. For example I had Clown on Trickester's dellusion and they had 4 god pallets all spawned then 2 games later I played survivor on this map and none of them spawned at all. Is it fair? Don't think so, not to mention that killer was Dracula who's way stronger than Clown and had much easier layout than me as Clown.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118927#Comment_4118927
killer have perk to stop survivor vaulting window or lithe. like Cruel Limits/Mindbreaker/Crowd Control and Undetectable+Exposed attack.
surge? get in locker even don't need a perk.
survivors with heal perks to heal normal speed? Coulrophobia or slug it, downed survivor can't heal other survivor.
you say" If someone uses shoulder the burden in front of you, it's 2 hook stages on them instantly. I don't know how you."
this game have 4 survivor and 1 killer, someone uses STB to me killer can't stop it, this guy get hooked and other survivor use STB to save that guy, and killer is chasseing me now is 3 survivor get 1 hook stage, then I get hooked is hookstage2 the 4th survivor sue STB, killer still can't stop it.
You are so forgetful, forgetting why 【Fast Track】 was changed.🤣
You are exactly the kind of player who shouldn’t have a say because of your lack of experience. Players like you are the ones for whom BEHVR gives survivors those anti-tunnel/anti-camp abilities so they can keep playing, without practicing loops, without calculating perk benefits, not trying hard but still wanting to win easily, and focusing on 'winning' rather than 'fun' as their goal.
You are the one who feels powerless when facing the camp and the tunnel, but at that time, the 'borrowed time' was clearly an optional choice, and you did not choose it, you ignored it, used the so-called 'frustration' to hijack BEHVR, and demanded that this perk be provided for free in the base set.
I play mainly killer since 2018 "Mr. Lack Of Experience". You can't say matches are evenly balanced or that every killer profits suffer from antitunnel the same. If I play Ghoul with 4 stacked slowdown, well can I even lose? If I play Pig with chill build, can I even win? Why would Hillbilly or Bubba have guaranteed kill but Twins or Artist can't even use power at the hook? And counterwise you will always be in situations where you can't counter something and never can reliably tell what survivor bring into the match.
-
@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119085#Comment_4119085
I agree that the WoO change will probably have a bigger impact on the game than even StB's change, but I think for different reasons. At high level of play, it might make absolutely no difference since survivors are capable of learning pallet spawns and planning routes, but at lower levels of play I think we'll see kill rates skyrocket. Inexperienced or casual killers don't have to know where every pallet is on the map, they can just focus on running behind the survivor and reacting to where they go next. Inexperienced or casual survivors without WoO will only have what they've been taught from the tutorial to go off of, which is drop the nearest pallet immediately and run with no clear direction. Ironically because of that, FMA won't be a good replacement either because it will immediately be in cooldown as soon as they're chased.
Well, rework to maps may become handy in the end.
-
@FoxGhoul said:
one, lethal only give lethal at the start for 9 sec not the whole match like windows, and nowhere is only 5 sec and has an activation requirement. windows gives you permanent aura reading all match. That brain dead perk had no activation requirement, no duration, no cooldown, nothing. It gave you FREE value for doing nothing, you didnt even need to earn it, to be fair almost all killer perks.
Lethal gives you free info where everybody starts, leading to quick chase if not very fast down. No requirement. Nowhere To Hide is the same, all you have to do is to kick a gen to negate any source of stealth play possible. No indication, no warning, just free. Please. At least admit both sides have the same issue.
-
@Arcturus said:
(Yes this is a long one, feel free to skip to the parts you care about)
Now that it's been a few days, I'd like to look at the PTB as a whole after having time to play with a lot of the PTB myself and watch others and their ideas as well. And as a whole, the PTB will be great for the game, and if we get recurring perk update patches like this it will make the diversity of matches so much better. There are definitely some things that could be improved upon, but this patch is overall a welcome change to a lot of the games perks that needed some attention, and the chat wheel is a welcome addition. To go into more detail about my positives and concerns:
Chat Wheel:
The chat wheel is an amazing addition to the game and is a great step towards allowing solo survivors to communicate with their team. However, there are a few things I'd change. One is that, as many people have suggested, we should have room for more messages. I feel like the wheel could fit 10 instead of 8, but even if that isn't possible please add a second page. The first page could be for quicker messages to do in chase, while the second page may be for messages you would use on a gen or out of chase. We also need more messages, specifically changing "Chasing Me" to "Killer's on me" which is much more versatile, and the ability to comm our own perks. I also wish I was able to tell if a player had it muted without having to press tab, but that's not as important.
Killer perk nerfs:
Although there are other problematic perks I would have liked to see here, I think these are some good changes. DMS maybe was the least worthy of a nerf, but I think it's a good change nonetheless. I do think it could be another 5s longer now though. Dissolution is an incredibly unhealthy design so that's a good change, I'd like to see it reworked for a different effect at some point. While not the core of the hex issue, Blood Favour was much more of an issue on higher tier killers (along with the hex builds in general) so I think this is a decent change.
Killer perk reworks:
My impressions of Undone and Shattered Hope's reworks are very positive. I think Undone could possibly contend the meta, or at the very least be a secondary option for certain killers, and Shattered Hope, although not amazing, has quite a decent use outside of just boons now. Bonus points for being a common perk! However, I'm not convinced the Thrill rework will completely fix the unhealthy amount of time hex builds can be up on certain killers. Ironically, it could still be problematic (maybe more so than before?) on killers that are able to get downs very fast, such as Nurse and Blight. I wish we could have just kept Thrill as is, or even revert it's nerf, and just make totem progress regress over time, and perhaps make cleansing a couple seconds longer to compensate.
Killer perk buffs:
My overall impression of the killer perk buffs is very positive, and for the majority of the buffs I have nothing to say because the changes are just straight up good. A lot of these buffs create perks that may contest the meta, almost all of them are at the very least viable, and a lot of them create fun new builds (I love the hilarious Agitation + Ravenous combo). There are a couple that I feel could get even a bit more of a boost, such as Game Afoot (which will still be very niche) didn't get much of a change, I feel a couple more seconds could be added to its duration as well. Monstrous Shrine is surprisingly not that great because the effect ends as soon as the survivor is unhooked, I feel it could have a 10-20s linger. Knock Out also seems surprisingly bad, I think I would rather revert it and simply increase the Hinder by a bit.
However, I do have a couple concerns. With compromised gens being activated on 3 gens at a time, it often practically makes it guaranteed to activate, especially when it's down to 3 gens left unrepaired when it's literally unavoidable for the survivors. I think this should be lowered down to 2 and it would be a nice in-between. On that note, Machine Learning was already decently strong, I worry that putting it back to 10% with this change will make it too much, although I think that can be left for now since we want perks to contest the meta. I'm also a bit concerned with attack cooldown stacking on certain killers such as Clown. Stacking even just STBFL and Dark Arrogance can reduce the cooldown by over 50%, giving survivors almost zero distance especially when hindered by something like a Clown bottle. This could be left for now, but I question if Dark Arrogance having a permanent, unconditional 25% reduction is too much. I'd also like to see Insidious, like I heard someone suggest, become a Lethal Pursuer for Undetectable, staying the same as before while giving +5s of Undetectable (which is a lot less problematic than +2s of aura reading). Although at first I didn't think much of it, as of now the linger effect of Insidious gives on command Undetectable which is extremely unhealthy on certain killers such as Bubba, and also power creeps all other Undetectable perks.
Survivor perk nerfs:
Overall, this was a pretty big miss. The Five Moves Ahead nerf I'm fine with, I think it fits the identity of the perk better anyway and it needed a bit more differentiation from Windows of Opportunity. Self Preservation's nerf I would have understood a bit more if BHVR said that they thought it lasted a bit too long for it's effect or wanted to limit how much Elusive could be used in a match (although I still would think 20-25s is a better spot), but the reason they gave isn't even solved by this nerf. This perk still blocks BBQ and Friends Till the End etc. Plus, is countering perks with perks an issue? There are many killer perks designed to counter exhaustion, and many killers counter so many survivor perks. I don't understand this logic.
Finally there's Shoulder the Burden. I already made a post on this specifically, but not only does this nerf completely obliterate this perk for anyone not in a good SWF and also nerf one of the few decent anti-tunnel perks left, but it also does not even fix the issue of making a 2-1-1-0 hook spread go to 1-1-1-1, dissipating any pressure the killer has at that point from having a survivor dead on hook (who is not being hard tunneled at that point). A much healthier change to make this perk still viable for solo queue while also actually addressing the issue is to make the perk deactivate when 3 different survivors have at least one hook stage and reduce the broken penalty to 60s. That means the penalty is still harsher and more obvious than before, the number of uses is still limited, but it's not deactivated off of your random solo queue teammate bringing the same perk, and it remains mor effective at it's actual use of countering hard tunneling.
Survivor perk reworks:
This one is a mixed bag, probably because there were way more reworks for survivor perks. Sole Survivor's rework is actually great, love that it keeps its identity while also becoming a lot less selfish and encouraging participation. Road Life's rework is great, the perk is actually decently strong now. Some people seem to think it's overpowered somehow, and I honestly think that's because they are looking at the perk in a vacuum rather than in an actual match. While testing this perk, I found myself letting myself get healed by my teammates a lot of the time instead because trying to get Road Life would be much too risky and could throw the game. Even now, I'd still take a medkit with Iri bandages and Sutures (2 heals for free, each about 11-12s) over Road Life in the majority of cases.
Adding aura to Premonition is a great change to get a better idea of where the killer is coming from, but doubling the cooldown kills any chance of this perk being used and actually nerfs it from where it was before. At the very least this cooldown should be reverted to 30s, but I think it could easily be 20s and still not be anywhere close to overtuned. Slippery Meat's rework is pretty good, I'm glad it changes this problematic perk. I do think it could use another 5% haste though, 20% haste for 10s off hook is not the end of the world. Bonus points for making another anti-camp / anti-tunnel perk for new players. Small Game's rework is also a very nice change, however I still found it a bit too difficult to find totems on large maps to justify running this perk over a map with Sharpened Flint. I'd like to see the range increased to 14m or even 16m. Spine Chill's rework is also pretty good, the perk is actually decent now. However, the range should be reduced to something like 24-28m, because right now the perk activates so incredibly early that it goes on cooldown before you even get the chance to use it at the beginning of your chase. I think it would create a healthy competition with Finesse and Resilience.
Borrowed Time's rework should not go through, it is fine as it is. The rework only really has one okayish application and it encourages using anti-tunnel aggressively while also not even guaranteeing value. The reason given for Stake Out's rework makes sense and I support that, but this perk is terrible as is. There are too many conditions for a bonus that you could miss or often are forced to waste on a heal. The 24m limit should be removed so it is based on Terror Radius again, making it more possible to actually get value from and would also make it stronger against stronger killers with large TRs (Blight, Billy, Ghoul, etc). Ideally it also wouldn't apply to heals so you aren't forced to waste your stacks. Finally, revert Windows of Opportunity. The perk was simply popular for comfort, for solo queue, and especially for new players. There are people I know with not too many hours in the game that have literally said they will stop playing the game if this change goes through. This does not affect me, it affects the already terrible new player experience. Plus, I wouldn't even run the new WoO since it not only has a cooldown but is also restricted to windows, I would rather run Finesse, Resilience, or even the new Spine Chill (especially if you reduce its range). Reworking a perk for the sake of it, or simply because it's popular, is a terrible reason.
Survivor perk buffs:
The survivor buffs are positive, I'm just a bit disappointed that I don't think there's anything that will contest the meta at all because so many of the buffs were very small, focused on meme perks/builds, or were pretty much just QoL changes. At the very least, it makes a lot of perks much more usable than they were before. Better Than New got a massive buff which it severely needed, making it a decent option. Boon Illumination's massive buff also at least carves out a spot for it in moving your boons around. There are a lot of other nice little buffs and QoL additions. Chest goblins are eating good so that's nice.
The buffs to Object of Obsession and Do No Harm feel the most like nothing burgers. The 1 extra second and 4% increase on Object of Obsession make practically zero difference on how the perk functions, but I guess that's fine. Do No Harm's change sounds like it might make a difference, but it doesn't. The faster you are healing the less chances for skill checks there are, and even when you get one, even 6% bonus is still worse than a single suture addon on a medkit. I would rather Do No Harm go down to 40%/80% heal speed and have the bonus doubled, and have the skill check chance increase go from 5%/10% to 8%/16%. Although the flat heal speed would be nerfed, it would be a buff overall and would further differentiate it from We'll Make It as BHVR wanted.
With Friendly Competition, did we really need to nerf the duration? The perk went from useless to usable, which is good, but I genuinely don't see why the duration had to be nerfed. Diminished Returns already hits repair speed bonus perks really hard since they are all low percentages. Change the duration back to 120s and it's a good change.
Conclusion:
Overall, I'm glad we got this patch, and I hope BHVR keeps doing patches like these periodically in the future, as it is monumental for the game's health and avoiding stagnation. I just hope that BHVR also takes feedback into account and adjusts / reverts a few of these perks before they go live.
Fair. I think WOO bandaiding solo q isn't issue of the perk itself. I do understand that if you have no knowledge (where the rng spawned the pallets and what been used) you can literally run into deadzone and die in matter of seconds. But that's issue of the RNG and lack of solo q informations. While I love the comm circle it's still not enough to gap team on comms and solo q, I can see this wheel to be used only for "Damn!" meme. If you play survivor you know that pallets even on indoor maps don't always spawn and while chaining pallets together simply by perk is equally as skillfull as having nowhere to hide or noed, it still causes frustration on the bottom roaster who can't deal with them. I believe that nerf of WOO will have much higher impact on the game than STB or BT rework themselves. Maybe Any Means Neccessary might see some more use as it pimpoints where the chase happens and what pallets been used.
-
@T1MEXII said:
I just feel like Invocation perks downsides does not outweigh the effectiveness. Like the 60 seconds wasted to get it up, I mean that is nearly a Generator amount of time waste. Yes the time is faster with multiple but it is still time waste if no Generators are near basement. I don't have a rework idea because making it much stronger would be crazy, here the things I would want.
- A way to make Invocation perks NOT give permanent Broken.
- The effect would end when downed to balance it out.
- The time to Invocate would be reduced.
- Subsequent Invocations would be increased.
Only a rough idea, the effects should be strong of course like a Boon 2.0 but they just aren't. Probably some of the least used perks in the game. Really needs a rework, my idea probably isn't but still it needs a change.
Maybe Shoulder the Burden could be implemented as a Invocation as controversial as that sounds, it would have a downside and not a permanent effect.
To be fair, if they completely remove the downsides the effect would still not worth the time investment. Travel time to basement along with how you can instantly lose game to your whole team, paired with fact that any blocking perk negates the effect and on top of that if the killer disrupts you and performance is not completed asap you as well might just troll by using at after that at all. Samw with nerfed Fast Track, it's just number-wise very minor the requirement. If you want to quicken the gens you might use Specialist with chest builds and decrease gens by very noticable chunks for the same time investment as Weaving Spiders but with no downside, providing teammates items and being healthy to protect your team when needed.
-
@Stardust2634 said:
I have played DBD for a very long time (about 5 years or more) after playing the game for the last month straight I can say the game is not fun at all as a survivor. What's the point of getting more survivors if there's a killer that can counter your perks but it's not vice versa. This whole game is pay to win now; I remember when it used to be about skill not money. Like what do you mean there's a killer that can teleport to you right off rip on a game, or a killer that can snipe you across the map and don't get me started on the window and pallet perks killers have. Literally all we have as survivors is pallets, windows and teammates. The survivor perks are completely useless like why would I want a perk that lets me run for 4 seconds then I'm really slow for 40 seconds?? I know this game has always leaned towards the killer side but when is it the survivors turn??? Because it's not fun when you're being tunneled, camped or slugged in every single match, it just doesn't make the game enjoyable. I know a lot of y'all will disagree with me, but I don't care, this game is crap. If you can say you enjoy this game as a survivor there might be something wrong with you.
I have 52-62 % escape rate in solo. Would be much higher if i don't die so many times in endgame save scenario.
-
@Bearoaa said:
If you're a killer main, then don't comment complaining, this is for survivors, not killers
We are all same playerbase. I defienetly agree that with how massive WOO usage is and how solo q and resources work it's overall a huge nerf. But justified in the end.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119014#Comment_4119014
So games should only change in the killer's favour?
There are too many rng based situations to dictate who's favor is the game in.
-
@Idontcareaboutmyname said:
Agreed,
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118920#Comment_4118920
Agreed, no cooldown or anything is stupid, when u have similar perk called entrasensory perception survivor perk, that takes 4 seconds to activate, lasts not long, and has a long 40 second cooldown. The numbers on that eleven perk needs buffing.
People don't realise how strong undetectable can be, they always wanna complain about elusive tho smh
That's difference. Undetectable is not op, elusive is. Killer is one player, survivors are group of 4. They should have perks with minor effects and killer should have the big gamechanging ones.
-
@FoxGhoul said:
Windows getting a nerf is a good thing, survivors need to run two perks now to get the same effect but now with a cooldown(WHICH IS A GOOD THING FOR THE PERK BTW) to the the same effect as before. so if you want to be a bot and run yellow glow to yellow glow you still can but its going to cost you 2 perks, at least this way you will need to use the same about of perks that you have brain cells.
Cmon, Lethal adn Nowhere To Hide are top killer used perks and perks of similiar skill performance as WOO and no one is mocking them for running them.
-
Give Nemesis rocket weapon finally! Make him lore accurate. :D
-
It will be infinite discussion. Survivors with WOO and Five Moves Ahead, Killers with Lethal Pursuer and Nowhere To Hide. None of those perks are healthy for the game.
-
People said Denuvo denied access to some players.
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118305#Comment_4118305
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118337#Comment_4118337
The problem is with counterplay.
Those scenarios aren't really necessary.
When a killer hooks a survivor, and another survivor is standing nearby waiting for the hook animation to finish and then immediately uses StB, which killer can stop StB from being used?
Well, what can we do to stop survivor from getting Lithe when vaulting window? Nothing. What can we do to surge hitting gen when someone goes down? Nothing. What do we do to make survivors with heal perks to heal normal speed? Nothing. Saying something has no counterplay isn't valid argument. If someone uses shoulder the burden in front of you, it's 2 hook stages on them instantly. I don't know how you. But I've seen STB very rarely and noticed a lot of times from those I hooked STB player first so they had no chance to use it.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118844#Comment_4118844
Survivors run at 4m/s. If you are shining a limited use flashlight using Champion of Light you travel at 3.39m/s. How are you getting more meters this way?
I'm talking about shining speed with and without champion.
-
There is issue that killer role must be rewarded/slightly punished for certain play. While I see where this is going, you have to incetivize killers to spread hooks (hookig at all instead of slugging). You must give killers gigabuffs/giganerfs.
Fresh hooks (min 2 survivors must be cycled) reward big amount of regression, auras and BP, may also reward haste.
Tunneling someone out before 4th hook may disable killer perks or give permanent repair boost.
-
@Arcturus said:
I agree with some of what you're saying, but you completely lost me when you said Friendly Competition is overtuned. There are several other perks that give 10% repair speed, and do not require finishing a gen with someone else just to have the effect on a time limit. I don't know, maybe it's more powerful in comp, but in pubs the nerf in duration was not needed at all and it probably still won't be used all that much.
Anything that increase gen speed is problematic, sadly. I wish they move away from creating gen speed perks so the gen can't be done faster than in 90s solo. Can see some minor gen regression nerf as compensation.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118840#Comment_4118840
Okay but the killers can just go around the pallet if it's that strong or just… ya know equip lightborn if they are that scared?
Well, if you say then I guess that nothing is issue on killer side either. :)
-
Well. I can at max agree with 5 % less on Dark Arrogance. On survivor side, I admit Road Life is not as strong as Medkit, however disabling maintaining pressure of hit and run is kinda strong and not sure whether it's healthy for the game. But time will show.
Judgment is Crab, not Spider. She got nerfed and is in perfect spot. She's not very interactive to play against, but she's not only killer with that issue. I love that she's designed for people with killer anxiety who suffer from mechanics with lack if any counterplay and Judgment negate all of those, from saves to perks.
-
@Mr_Redwood said:
Here is the mathematical breakdown:
Travelling 100 meters with a 4.6 m/s killer takes 21.7 seconds.
Travelling 100 meters with a 5.06 m/s killer (which is 10% haste) takes 19.8 seconds.
Unless you give it an insane number buff, it really isn't that valuable even with your proposed buff. Please also keep in mind that it will have a very small uptime throughout the match when you account for approaching active generators and leaving survivors on the hook. I doubt that anytime after the first chase you will ever travel 100 meters with full uptime of this perk outside of hatch scenarios.
That's true. It can be 30 % and still ok because you can't abuse it. Fair point.
-
Simple and very strong rework:
Once per game press F when next to hooked survivor to unhook them. The noise notification is prevented and unhook is shown with 5s delay on the UI.
-
Slippery meat got rework so no more sel-unhook option. The only perk that remains is up the ante, hopefully only overlooked. Luck can be reworked to do something else. I belive self-unhook option is outdated and should be only possible in 2v1 scenario.
-
@NordSahne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118868#Comment_4118868
I wouldn't go that far, I can see how they reduce dark arrogance to 20% instead of 25, but nothing below that, 15% would make it almost on the same level as the new unrelenting and then it would just be too weak again
Road life could be ok with Stakeout being reworked, so it is gonna be more difficult to do something like 50-60 seconds gen with stake out, Hyperfocus and a big toolbox, healing yourself within 8 seconds with road life and just getting your toolbox back for free with Scavenger, wouldn't mind if they would have done a few more survivor perk buffs, but there are very good and interesting changes on both sides now
I will start running Overcome and Slippery meat with the new changesIf they don't change the Road Life at all, I'll be okish with it. It will create some frustrating hit and run scenario though. I'm extremely thrilled toward next patch like this where they look at some unhealthy perks such as Finesse, Deja Vu, Champion or Power Struggle. May the roaster once again be more diverse.
-
@NordSahne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118857#Comment_4118857
You can also already two tap with these killers right now, just use stbfl and rapid, if they would bring a full build for M1 recovery then they would have a 12% faster recovery than just with stbfl alone and no gen regression, no aura, no endgame, nothing, I see how they are stronger on these killers, but also decent on our low tier M1 killers and no benefits for high tier killer, agreed
Exactly. All new killer perks are balanced and should go live as they are. On survivor side Road Life deserves small nerf but nothing too crazy. Like 75 % bonus heal instead of 100 % and I'll say we have new interesting perk changes coming.
-
No, survivors have already enough haste perks. :) No more buffs for survivors are needed. Once they nerf few more survivor perks, toolboxes and make the killers more even in strenght I'll be satisfied, as most players.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118674#Comment_4118674
This is a fundamental misunderstanding that a lot of killers have. The best gen pressure comes from having survivors dying or on hook. If you can end a chase faster then that's going to result in better gen slowdown than most gen perks.
The "two tap" is already only viable on killers who are not very good while not rewarding high tier killers. So hindering yourself by choosing weak killer and no regression is enough headstart for survivors. :)
-
@Ribi said:
I've been playing Judgement pretty much since launch day exclusively, and the initial change to add a tiny curving window to non-zealous mode was such a nice QOL change. Even in a 0.2s - 0.15s state it would be great! Zealous curving being reduced back to 0.6 was a good change in my eyes, but the non zealous mode feels a bit to easy to dodge in close range encounters again. Almost all of the skill expression of non-zealous mode was packed into the curve window, and made the mode feel less one dimensional.
While I love Judgment too I feel like Zealous should be more "you need to earn it" rather than portion of it's curve being basekit. I said that issue with Judgment is that she's not very good in chase, that's why most people just run aura perks and send beams to gens to lower her skill floor. Overall I'm happy with revert to her last buff as she was in sweet spot where the last buff was kinda out of nowhere and not needed.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118840#Comment_4118840
I'm not going to engage further on this topic other than to say that the Haste from Champion of Light applies while shining the Flashlight, which equates to 3.39 m/s - not even standard survivor running speed and is therefore not contributing to any distance gained.
But you can't count it in this way. If you use flashlight, you move at significantly low movespeed. If you have champion on it makes you have more meters ahead which in the end result in reaching another loop much sooner.
-
@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118423#Comment_4118423
How is Champion of Light and fineness unhealthy? I mean I can at least see some arguments for power struggle but I really do not understand the other two.
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118423#Comment_4118423
Why not just remove flashlights and pallets from the game instead? Easy fix.
Champion of Light is survivor version of Knockout. Perk that so many people complain about "the buff". + It gives haste on top of that so it creates even more distance. Low tiers get nuked by it, high tiers don't care. Finesse is the same issue. While killers with high pings (most of my games) will hit you anyway, killers with good pings are robbed once evey 30s.
-
@Yoshirama said:
Boons are weak, they don't need to be weaker
Boons are actually fairly powerfull when stacked. None of them is super oppressive on their own but combinations of them are okish. Shadowstep and Exponential are defienetly outliers. Those two are very decent on their own, however perks like Steadfast, buffed Illumination or Dark Theory are pretty bad. Circle of healing is decent as it gives players free botany knowledge. Boons are defienetly stronger on indoor and multilevel maps. My biggest issue with boons is that if they want to implement basekit snuff mechanic - as it's their intention prior to dev notes, boons should go back to strenght of old Circle of healing (Allowing self heal at normal speed for everyone in the boon). If they decide to keep boons as they are, so mostly mid to meh, they should reconsider to keep Shattered Hope buffed but nothing basekit. Imagine if killers can go and remove Invocation effect. Any mechanic I'll defend. Happy with compromised perks rework.
-
@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118650#Comment_4118650
Yeah a permanent 5 stacks of STBFL is a bit much, I'd rather it go down 5-10% along with the pallet stun duration downside.
To be fair if killer sacrifice two perks to get mid game quicker chases it's already hindering them with lack of gen pressure. I don't think those changes are problematic at all. Dark Arrogance should just be restricted in small area around hooked survivor so it's not such a counter to trading hooks. But perks like STBFL or Forced Hesitation are already perks allowing similiar issues and not trully causing them in reality out of endgame hook to defend hook. Which is fine. EGC should be heavily survivor sided and saves should be insanely difficult 1) it wouůd massively increase escape rate as a lot of scenarios where survivors would have 3 out end in 4K 2) Killers that don't do well at performance should have some reward for staying in the match.
-
I think reverting the last buff was fair path and will make Judgment more fair. I personally didn't mind uncharged beams to be curveable longer but non-zelaous curves had no reason to exist. Hope this will discourage people here from saying BHVR only catters killer community. Now I'd say Judgment doesn't need any more changes.
-
@Xendritch said:
I'm noticing more and more that if you get hooked in a corner of a map a killer can just play gatekeeper and camp that corner and hit anyone who tries to save and the anticamp meter will not increase at all. In this respect there's literally no difference between them doing that and face camping. This shouldn't be possible and if BHVR is actually serious about anticamp features the anticamp meter needs a serious increase in range like 8-10m.
They tried it and nobody like it.
-
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118466#Comment_4118466
Nobody asked for the vault speed, just like no killer ever lost a match because of the game breaking ability to see windows and pallets.
Survivors can see windows and pallets with a perk and killers can see gens and hooks base. I don't think neither side should use "auto-pilot" "braindead" terms to qualify skill of anyone.