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  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083954#Comment_4083954

    What was necessary about it? Making it so running famously overpowered perk empathetic connection with botany is substantially weaker? Considering the newest suite of perks they aren't interested in making perks with stacking effects powerful on their own.

    So what's the point of it beside pushing gimmick perks deeper into the grave?

    it gives developers ability to create strong perks without worrying about broken combos. But they forgot about that

  • I would love survivour meta shift, current meta is like old gen kick meta on killers, very boring and annoying to face

  • Imo diminishing returns was necessery. HOWEVER bhvr doing absolutely nothing with that is shooting themselves in the foot.

    The other thing is that meta perks are giving way too much value, and buffing other perks like that would be even worse.
    There should be another perk overhaul that would nerf meta perks (sprint vigil etc) and buff useless crap (cut loose, invocations)

  • He is average tho. The biggest problem he has is Vigil basically removing his dream snare ability. Other than that, using clocks midchase if viable and very annoying.
    Last thing is that addon that reverts his ability to 1 stationary dream snare, which is very weak and even worse than it used to be before rework since he could place way more of them.

  • He is average tho. The biggest problem he has is Vigil basically removing his dream snare ability. Other than that, using clocks midchase if viable and very annoying.
    Last thing is that addon that reverts his ability to 1 stationary dream snare, which is very weak and even worse than it used to be before rework since he could place way more of them.

  • He is average tho. The biggest problem he has is Vigil basically removing his dream snare ability. Other than that, using clocks midchase if viable and very annoying.
    Last thing is that addon that reverts his ability to 1 stationary dream snare, which is very weak and even worse than it used to be before rework since he could place way more of them.

  • @Lexilogo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080325#Comment_4080325

    Maybe instead of flatly lowering the time, Sprint Burst could be given a ramp up time on its Haste? Some other numbers could be buffed so it doesn't change the overall amount of distance it grants, but that way if a player uses it when a Killer is right on top of them, it won't stop a hit, and if a Survivor is baiting a Hold W with Sprint Burst, they're forced to reveal that they're doing that at least slightly earlier.

    Looking at how broken perks are (from both sides equally but in different places) i think that straight up nerfs that can be quickly made and tested would be easier to implement.
    Baiting killer is one thing with sprint burst, distance created is second, since it hurts m1 killers the most. This is why high mobility killers are so popular, they can start chases faster, remove distances created by survivour perks and so on.

    With your change, only baiting would go away, while m1 killers would still have problems. I could argue that it would be buff for top tiers, since (as i said) they dont care about distance, and the only thing they cant counter is sudden burst of speed that my idea still has

  • @Lexilogo said:

    The Vigil nerf concept I can get behind. I think I might prefer something like a numbers reduction to 50% and making Hindered from Killer powers immune to modifiers by Perks, but removing Hindered is likely easier to code and a straightforward way to pull back Vigil's overall power level.

    The Sprint Burst one I'm more iffy on. I do want Sprint Burst nerfed, but I think a nerf needs to be considerate of the fact it's the free Survivor Exhaustion perk- Under your nerf, it's hard to imagine any player who's not good enough to take advantage of Sprint Burst storage ever doing well with it. Ideally Sprint Burst should lean more beginner friendly IMO.

    imo 2 seconds is enough. We could speculate if its good or not, testing would be necessery. I see this like this: Less distance = Survivour needs to use it earlier and not when killer is touching them, which imo is very annoying for killers that cannot catch up. Seeing survivour run before could change some interactions. Survivour needing to use it earlier could mean they could misuse it

  • @adam1233467 said:

    This perk is not even COMPARABLE to old distortion, old distortion could counter every single aura perks and addons of killers without interacting with the killer.

    Self preservation just counters bbq and that’s it, and you cannot guess what aura perk the killer has anyway, at least distortion let you know what aura perk was used at the moment.

    I would say there are more perks. Gearhead, Darkness Revealed. Floods of rage, Friends till the end, some addons here and there. But i get that, bbq is the Most Common and it Suffers the Most.

    Maybe it could work like devour hope, triggering effect after for example 10s pass. You would potentially get more time to use that elusive if killer wanted to go after you, and killer would get information on your position.

  • I have 2k hours and sometimes i play so badly but survivours are way worse and i still win, and sometimes i play very well and get survivours that finish 4 gens before I get second hook.

    Mmr isnt the only problem. Current survivour meta and massive difference between Soloq and Swf is too

    I am not even mad at killers for tunneling anymore

  • @Wezqu said:

    Surveillance still works the same way. The white seems to be automatic and you can't change that. The other one that shows it stops regressing is "Surfaced Object" setting. So you most likely have set that one white change it to something else.

    oke, i will try that. it should have been in description tho

  • before
    6 hooks x 3 tokens x 2% = 36% of permanent progress which you can multiply by 4 and get 144% if everyone brings it (not counting dead hooks)

    now
    6 hooks x 1 token x 5% = 30% of permanent progress which you need to earn by doing something and not existing in match. And you cant multiply it.

    we could increase some numbers but imo its way healthier than it used to

  • I like those changes.
    I would remove hatch spawn offerings as well to make it that hatch always is in random locations. Meaning self sacrifices wouldnt guarantee escape of other survivour, because it would be unfair for killers, and annoying to adepts.
    Pick up after 30s is not needed imo

    And for those that cry that killers sometimes get demolished and get 4 gens done and 2 hooks. This post is about when survivours get demolished. If you want to, you can come up with solution to scenario, where killer gets demolished. Either way, both sides could have some tweaks

  • We no longer have Myers, We have Pig 2.0 with extra steps

  • Unnerving should spawn skill checks randomly (like deadline) without greats and increases frequency while in terror radius. That would be way better. At least that b4 rework (if needed) would be good

  • Those are great ideas, i adore forever entwined one.
    Here is my concept of reworking unrelenting as well

    Unrelenting - Hitting generator with basic attack makes generator explode losing 5% progress and begin to regress.
    (No perks work by "kicking' gens that way)
    Missing basic attack or hiting environment reduces cooldown by 20%/25%/30%

  • It would be better if mods just didnt respond. It looks like BHVR is intentionaly making fun of players.

    Imagine developers stop hiding their mistakes, apologize and be more clear on what the hell is going on instead of making excuses to ignore their playerbase. But thats impossible

  • Vigil recovering ALL statuses is too good. Its very problematic, broken perk (but not OP). It should either:

    1. Recover exhaust only (if yall want add cooldown reduction for perks with cooldown for extra flavour)
    2. Recover mangled / exposed / hemorrage
    3. Recover all statuses mention above but at least remove AOE or stacking with itself

    It doesnt need hinder, broken, oblivious, blindness recovery

    Reason for being problematic is killers dont know who has its / when its working and its making weaker killers worse while top tier killers doesnt care at all

  • @YuffieGreatestWaifu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969789#Comment_3969789

    Even Not Ortdaza admitted you could be losing the game and Haywire and singu can turn a loss into a win. Its not very fun for either side and survivors need to be coordinated to avoid a wipe.

    thats exacly the problem. We could adress that with nerfing haywire just on singu (and killers with similar thing) and making it usable on other killers. Rn Haywire is useless no matter how u look at it

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451897/balance-killers-with-perk-tiers

    I disagree on that one. Killers need to be more in line with each other. Pig and Nurse can't have so different chance of winning when spawning on same map with same build. There are 5 killers that must be towned down and 4 killers that need to be tuned up. Then the perks won't be so huge problem but more of corelation with specific poweres.

    the issue is that some perks are weaker because certain killers could abuse them. Making Versions of perks based on those problems could fix that issue, and we could get new fun perks that wouldnt be OP on 1 killer to the point of immediate nerf.

    Haywire is good example. I like idea of that perk, but it was killed because of singularity power

  • Swamp is the only map that still can spawn jungle gym with 2 windows and a pallet…

  • @SoGo said:

    Aside Haywire, which proved to be quite a bad design, both Undone and Awakened Awareness can be buffed in a way where they aren't OP.

    AA can be buffed back safely if Nurse gets the nerf to not see auras while charging blinks and blinking.

    Undone needs a rework honestly.

    Thats actually brilliant idea with aura thing. AA was nerfed cuz of linger, on v1 which nurse would have AA wouldnt have linger, but v3 could have. Thats the idea i came up with. Balancing would be much easier too

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965549#Comment_3965549

    Because its a pointless change that would only make kaneki feel worse to play, the annoying parts of ghoul dont get solved by making him 110

    Boo hoo. I play huntress with 4.4m/s and on some loops i cant just wind up hatchet. I need to force that. Same would go for kaneki. 4.4m/s isnt that bad as everyone thinks it is. That would force him to use his power more, just like ping ponging blight or Wesker bound

  • When i made post that we should AT LEAST reduce his speed to 4.4m/s i got "skill issue" comments, "Kaneki would be bad", "He is only m1 killer after first hit".

  • Hot take: Survivours should be able to equip only unique perks, so they dont repeat in the same match

    (i have no idea how bhvr would do this tho lol)

  • We have perks that notify u that aura is being revealed, such as distortion or OoO. Maybe we could get more. BUT DONT GIVE THAT BASE KIT.
    This would change High mmr significantly, not in a good way.

    In my opinion aura build killers are the most fun to face against and play as

  • @YamamuraVideoRentals said:

    I'd actually agree with the changes. Lowering their base movement speed would help balance out the fact that their powers give them super mobility across the map anyway. If these are all S tier killers, make them rely more on their power and require skill.

    Just want to give special recognition to the "blight has turn restrictions" arguments. lol. Blight can have up to 5 bounces to get around those obstacles. It's very easy to get hits, and a casual 115 move speed around loops to go with it doesn't seem very justified.

    There is a reason why Nurse is the slowest killer after all.
    Killers i chose are not random. They can speed towards survivour without any condition. Thats why i think lowering their base speed wouldnt mean much, but would give something for survivours.

  • @PR0BKA said:

    Hillbilly and blight have restricted turn rate while in power unlike spirit who can move freely so its make no sense to give them 4.4 and ghoul is literally m1 after first hit. The only good take is slinger 4.6 but the other ones are obvious skill issue

    Dont get me wrong. I can understand justifying Hillbilly.

    Ghoul? Sure. He is a m1 killer after, but with significantly increased mobility, meaning he can just jump to you anyway.

    But Blight?

  • @SoGo said:

    I want the perks that belong to base characters removed from the Shrine.

    No one will ever buy them.

    I seriously dont understand why they would give us base game perks. Sometimes even more than 1 per week

  • @PR0BKA said:

    Hillbilly and blight have restricted turn rate while in power unlike spirit who can move freely so its make no sense to give them 4.4 and ghoul is literally m1 after first hit. The only good take is slinger 4.6 but the other ones are obvious skill issue

    Oh yes. I forgot the turn rate. Dumb me. Sorry for that, i will give blight B tier instead. My apologies

  • Capti totem would face the same problem shattered hope faces. No one uses boons anymore, and bringing a perk to counter them would mean you have 1 perk less.

    Curses on the other hand have very weak (lightless realm) or too powerful effect (killers circle).

    Gen perk has too long duration, It should be lower than Dead man switch imo.

    And something tells me rekindle perk would be bad, maybe because of low numbers or the fact that survivours dont destroy totems at all

  • @Valimure said:

    I have still never seen BBQ and Chili in there. The last case I found of it appearing was back in 2022.

    It definitely seems like some perks are specifically kept rare.

    They want to have their licences sold, but that doesnt justify giving us trash offers

  • Condition of teleport to only work on second story Windows is bad, since there are really not many. RNG is not good on killers (see trapper for example)

    Passive area of effect was proven bad by doctor. Maybe it could work but your idea seems weak and very situational

    You could make something like legion ability to go through pallets maybe. Try something with her height gimmick.

    First perk could highlight that locker instead of revealing their aura, since lockers are aura blockers by default. But nice idea ngl

    2 and 3 perks are weak as F. Undone showed us how weak survivour missing skillcheck mechanic is. And perk that allows you to counter only 1 survivour perk, and only after killing a survivour (which was proven by first Dying light how killers could focus one survivour) is a bad idea

  • @Willish said:

    I've been taking a commodious toolbox, wire spool and scraps with built to last and hyper focus. It's not a build I usually take, because I hate doing gens. Recently though killers have been tunneling out the first survivor and they quite often leave chase with me, if I'm running them too long. I was hoping rushing the gens would force them to chase me, but still no.

    I'd much rather have a full chase build and ignore gens all together, but the games don't allow for that right now.

    Thats why i struggle probably, i prefer not to tunnel. In the past 12 hooking someone was possible, now its a lot harder.

    @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449792/gens-are-literally-flying

    that's been a thing with the constant gen regression nerfs and the 8 kick limit having a hard limit to defending a gen makes it infinitely worse since it's an auto win for survivors if they just attack one gen but don't go down

    I feel like gen regression perks doesnt do anything against good survivours. If survivour gets god loop RNG then that part of the map is taken away. If i then patrol gens on the other side, i will probably get blocked by entity and they will force gens anyway.

    @Munky said:

    Yups, this is why I barely still touch killer these days, absolute misery afaiac. Know that I am a 2016 veteran, so I've lived through all of the bad periods of old ;) The silly part about this is that I DONT mind the losing, at all… What absolutely grinds my gears is that I have to sit in Q for soooo long, and then the match ends in like 5mins because swf team 6 doesnt like to have chases… Literally pre-running before I get anywhere near their gen, see the scratchmarks from the gen up into the horizon. Then feel silly for drykicking that gen, because you know someone else will rotate to that gen in about 10secs… That right there is the only thing driving me away from killer right now.

    I dont mind losing as well. You hit nail on the head with your comment

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449792/gens-are-literally-flying

    Is there an actual complaint here or are we engaging in some hyperbolic fantasy because someone lost an event match?

    Both. It doesnt bother me that much tbf

    @smurf said:

    In a particular trial with the Trapper, Vittorio, Mikaela, and Dwight all worked together to uncover the secrets of the Entity's realm as Meg ran the killer for like, 17 gens.

    While the Trapper was busy stepping in his own traps, the survivors discovered that it was possible to leave behind information and items which they could discover in future trials by storing messages written on map parchment and stored inside jars of salty lips.

    On the first day of their discovery, Dwight, being the leader of the group, wrote down the first of the scrolls, this one containing his idea to make survivors able to outwit the killer. It said only two words "backpack gen".

    That was years ago. Now everything has changed. I write this as I hide, crouched behind some kind of weird flower on Toba landing, using my stealth no longer to hunt the survivors en masse, but to bide my time and slowly restore the natural order. I have discovered how to use my Pig mask to pretend to be Meg, and slowly I have begun to hunt down these survivors that now rule the Entity's realm.

    Tales now pass through their ranks of a roar from the shadows as a survivor disappears not to be heard from again. My story is told by survivors to each other at the campfire in hushed whispers. Once, I was just a Pig. But now, I Am Legend.

    That. That is beatiful

  • I feel like the Hook system should be reworked. It just creates opportunities to tunnel and camp by making killer patrol 1 spot. I've made concept but it went unnoticed :< (i know it is far from perfect, needs a lot of polishing)

    https://forums.bhvr.com/dead-by-daylight/discussion/448913/hook-system-rework-removal-of-tunneling-and-camping#latest

  • I came up with an idea that would most likely remove tunneling and camping, But the game would change tremendously and a lot would be needed to change

    https://forums.bhvr.com/dead-by-daylight/discussion/448913/hook-system-rework-removal-of-tunneling-and-camping#latest

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949160#Comment_3949160

    But this is not even the case with Anti-Tunnel Perks? I mean, just look at OTR. Its description says that it has 80 seconds of Endurance, but in reality, it can have exactly 1 second of Endurance after you are hit off the Hook. Why even introduce Perks which sound good on Paper, but can be negated by a single M1-swing?

    Even DS with 5 seconds was not really good as Anti-Tunnel, because it has ALWAYS been the best idea to just push through it. Anti-Tunnel Perks need to be a big middlefinger for the Killer, not some mild inconvenience you can mostly ignore.

    And it is not like Killers actually NEED to tunnel. You can win most of your games without tunneling, yet some Killers decide that they want to tunnel every game, because they want to win every game the easiest way possible. But most of the time you have another target nearby when someone gets unhooked… And yet, despite Perks which are supposed to be Anti-Tunneling (aka making tunneling harder), Killers decide to tunnel, since it is still the way easier way to go.

    And last but not least - even if the main purpose of those Perks is to buy more time, the 1v1 experience should not be forgotten. Sure, the game is 1v4, but you cannot ignore the 1v1. Which we can see with OP here - the one Survivor who got tunneled out will not have had a good experience. I dont think many people will think "Oh, at least my team had more time, even if I did not have fun or much reward for the game". (Let alone that they wont win a 3v1 with 4 Gens to go… Basically at this point everyone can give up, since at this point the Survivors become BP-Pinatas because tunneling is just too strong)

    Thats exacly the issue. The fact that you can just make 1 survivour miserable just because you want easier game, and the rest are screwed in the process.

  • @Garboface said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948578#Comment_3948578

    This is true. A fact too often negated. Survivors choose to flood the hook/further feed the killer as opposed to just doing gens and punishing the amateurish behavior. Bad survivors enable bad killers to stay bad.

    Tl;Dr

    Terrible players stick together with mmr. Mmr is working. If you're consistently dying to tunneling. You're bad. Unless your in solo que, I am pretty sure mmr doesn't match you with survivors on your level. So, in that case... you're simply screwed.

    U mean. The only counter to hard tunnel, is to leave the survivour on hook so that he dies, and focus on the gens.... and u dont see the problem here?

    @Royval said:

    there are anti tunnel perks in the game keep blaming the killers for survivors being bad

    Yea, lets take variety of survivour gameplay (which is having different build because if you didnt know, survivours dont have powers like killers and they cant choose anything else), and make them use only 1 type of perks just because killer is a prick that used cheap tactics to win.

    @Plague_Priest said:

    They've provided, what, 8 anti-tunneling perks now? With 3 of them good enough to be considered meta. Survivors will do anything but change their build. Maybe also consider not unhooking the second that the killer turns a corner. They're still around the corner.

    Those perks punish low tier killers. GL escaping Nurse after DS, or blight/kaneki with haste/endurance hit

    Killers with high mobility can just go back to a hook easily

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948627#Comment_3948627

    If the killer was only going after 1 person, pain res only activated once against 1 gen. If its hitting multiple gens, it means he's hooking other people too.

    One time was all he needed to stop my gen. After that he tped harassed other survivour after killing 1st one and used pain res again. In the end we done 1 more gen and died miserably.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948627#Comment_3948627

    The biggest killer in this game are teammates thats fact, idk who was killer, as people like trutalent said years ago tunneling is only valid because sperading hooks is not rewarding as tunneling, you can argue tru is something……… or the game was on 4 gens but getting the survivor from the game is guarantee the match wont be loss for the killer. This happened to me many times when I didnt tunnel or killed the guy who was dead on the hook because there wasnt many gens poped but the outcome wasnt good for me and survivors did all gens and got 2 out, if I get the survivor out then the game would be 3k likely but thats experience.

    going for hard tunnel just to have a guaranteed win is a stupid move. Why play the game if you are scared of the challenge?
    IK RNG sometimes can be harsh, sometimes survivours play so cocky that u want to uninstall the game. But Hard tunneling like that feels like cheating. yes u get 4k but its so… cheap?

    I honestly prefer to get 8 hooks with 4 escapes rather than killing all because of first minute of the match, but thats just preferance

  • @Abbzy said:

    Tbh idk how you can get 3v1 on 4 gens thats realy bad team, if killer tunnels one the he has 140 seconds on hook for 2 stagest and one must save right then at least 2 gens can be done before killer can tunnel him out and perks like pain res,grim embrace or even pop wont help killers if he doesnt hook survivors just goes after one and only guy, but this isnt your faul somethimes match outcome is already decided in the first minute of the match or even in the lobby.

    As i said, soloq. No comms, no info except HUD. Survivour chased went to area with 2 other survivours (That was the only mistake). 1 made a gen and other gens were being destroyed by pain res. Tunneled surv was unhooked when killer wasnt nearby (high mobility). Its stupid that when killer Hard tunnels u just need to leave that survivour to die. Either way killer gets what he wants

  • Flash Band deafened status? go ahead but remove things bjorknas pointed out (extended dur i dont think is necessery)

    Dramaturgy? Nah

    Head on highlight? thats genius, but longer stun? this perk is more team oriented, it should help you help someone in chase, not yourself

    Smash hit already had +1 sec compensation

    Deliverence is strong as it is, it doesnt need buff, but its in good enough spot to not get nerf imo

    Rookie spirit change seems nice

    Boon: Illumination… instead of giving literally every information you can have (excluding hexes) maybe Hex: Retribution treatment? Like after snuffing killer gets blinded and his aura is revealed. I dont like idea of giving survivours in range every information

    Better than new i dont like vault speed, but giving deja vu values of 4/5/6% gen speed for (for example) 120s could work? as well as healing speed like it is now, but it could be +20%

    Deadline, i dont think another 10% would make much difference, something needs to change here and its not numbers

  • And i agree bout items, addons, offerings being disabled. I came back cuz of that mode cuz it feels casual, played survs with my friend and got Infinite Tier 3 myers that liked to proxy camp. Whats the point of having random perks if items/addons carry you.

    For that randomizer thingy u mentioned. Maybe toggle option? you can choose if u want to play addonless/itemless. Idk

  • Dock can still spawn old jungle gym with 2 windows which is weird. (Tbf im not sure if this was changed)

    Other than that, i feel like its in good spot

  • This map has a lot of LOS blockers. (+ small amout of holes for killers like huntress, deathslinger)

    If basement doesnt spawn in main, survivours have easier time escaping killer grasp.

    Houses with loops (2 story, basement one) are really strong.

  • u could use that in chase if u wanted to, or to sneak up on survivours by waiting 2s and moving towards them

  • liek u said teamm8s can take guards on themselves. Chased survivour can still loop that tile then. when i was playing him some survivours done that and its a matter of time when someone will be able to do that more frequently. i needed to drop unhealthy guy and start chase with the healthy one with guard? sometimes u need to get fast down and others can do the same like guarded surv did. its not as useless as u think

    Patrolling feels bad right now but i used jailer or others to secure 1 way from which survivours can come while defending other side by myself. I used this tactic on Badham and RPD (i still need more practice to do that more effectively)

  • Simply remove ability to self heal (maybe give this to an addon or leave it for very rare med kit at cost of stats)

    and buff team heal with it like maybe when being healed by other survivour press button to increase speed of that heal consuming durability equivalent to heal progress

  • Just simply add quick chat for survivours. Quick chat would contain sentences like:

    I'm making a generator! 68% (progress of gen)

    I'm being chased

    I will go for unhook

    I need healing!

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