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Gamedozer7

Gamedozer7

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  • @ryz said:

    not only huntress. also hillbilly. but well they have to give GF something to work with a killer nobody plays

    since GF got released the amount of trees and objects got increased.

    thats why i miss the old dbd so much. nowadays maps are full with unnecessary objects

    Why was skybilly killed? It was funny and took some skill. I don't think I've ever seen someone complain about it if anything I've only heard good think said about it.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373836/bhvr-keeps-removing-fun-rant

    Maybe try to zone them out and not just go for snipes.

    A lot of the maps are horrible for several killers though, Billy comes to mind, but the same also goes for survivors. Some of the "loops" on Borgo are atrocious, and don't get me started on the killer shack in garden of pain. I don't really understand the devs' need to add clutter on every part of the ground on most maps, with the only exclusion being Shelter Woods.

    The whole point is to go for snipes if I was playing to win I would throw on a sweater build and her wind up add on and go for easy shots bit thats not the point I put on a build to go for snipes and fun shots. The point isn't to win but have a fun match were I got some good shots. Add in the extra bs and terrible hitboxes just hurt a fun playstyle while making it so you can only hit guaranteed hits and those aren't fun really.

  • @LuthirFontaine said:

    Idk huntress already throwing logs at us and you want the maps to give her more los to do it ?

    Would you rather every huntress just wait tell your in animation lock for 100% hits or get chances to dodge hatches?

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412515#Comment_3412515

    ? Their point is valid, they are just flooding every map with random garbage for no real reason. Red forest is laughable.

    There's a log about angel high and it's hitbox extends to about the survivors head. I spent a good amount of time trying to hit a survivor while they just stood there

  • @Veinslay said:

    Look on the bright side, the Dead Hard nerf is a huge boost to us console Huntress players. Also, I don't entirely agree with you. I actually think Shattered Safe Pallet is a good snipe map for Huntress

    I hate shattered hits hitboxes are so weird that even when you think you have a shot it explode 3 inches above the object. There are spots you can use hatches but so much of the rest of the map you can't.

  • @miniwengsel said:

    No every round is a sweat fest. I play casual as killer and survivor (no meta perks, no strond Items/Addons), bbut every round as killer is like 4 BNPs, 4 Insta Heals, Map offering. Its complett trash playing killer at the moment. Same as Survivor 7 Tunneling Slugging Nurses in a row.

    It because everytime something gets nerfed that side seems to turn up the sweat and since the last few patches has had nerfs to both sides each one is sweating harder. Medkits got nerfed so survivors are equipping toolboxes and gen perks and Regression got nerfed so killers are just camping and tunneling more even I've noticed most my matches have had some form of tunneling and camping right away.

  • @Cynwale said:

    I agree, if you solo queue, get off a gen once and boom, you all get killed.

    But as a Killer, drop a Survivor once and the game will soon end with you getting -1 pip.

    This it's either everyone is efficient on gens and we win in like 7 minutes with 2 hooks or I have to do every gen because my teammates are allergic to gens and we all die at 3 gens.

  • @foodie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412127#Comment_3412127

    bit nopers here. did we read the same thing?

    I will paste it for you

    "360 spun to abuse Field of View esp. vs console killers."

    "These honestly should be reportable and bannable. It's considerably too easy to abuse these exploits."

    I've seen plenty of console players do great with the spinz, so it's more of a git gud situation

    As a console player I will say that they seem to turn aim dressing up lately because the amount of times I've just randomly hit something outside my fov lately is ridiculous.

    On a side note anyone notice hit detection been off? Like your pretty sure that it hit but it didnt?

  • @GensByDaylight said:

    It has been fixed. Its in the patch notes for 6.7.0

    • Merciless Storm no longer causes Generator progress to regress while the Generator is blocked.
    • Merciless Storm no longer causes the Generator to lose progress when succeeding the Skill Check.

    https://support.deadbydaylight.com/hc/en-us/articles/14960171211028-6-7-0-Mid-Chapter

    That's what the ptb patch notes said as well but I heard it wasn't fixed on the ptb. I guess I'll just use it assuming it's fixed and see if I get any messages

  • @Meathammer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406069#Comment_3406069

    Yeah but you have to walk around the whole map, which means you aren't doing generators fast enough

    That's the point. You shouldn't be able to heal yourself multiple time and half the time it takes the killer to get that health state. You can still run medkits and there other healing perks to speed it up.

  • @RpTheHotrod said:

    My main is Ghostface, so it's pretty terrible for me. Gens just fly, and there's literally no way for me to get a gen back down to a manageable level. I essentially absolutely must run around like a madman putting as much pressure as possible with hits which means less time actually doing stealthy plays. That means constantly chasing people off gens without stealth. Ghostie just simply can't keep running back and forth at gens in a stealthy manner, now. PR was his saving grace since it allowed him to actually leave generators and still have some protection on them. He's too weak in chases, but before, at least once you finished a loop, you could use PR to recover some of that chase time. Not now. Now he has to 3 gen camp, and it really sucks. His winning option is to hit and run constantly now which really takes away from his fun stealth factor. It's essentially a race of hooks vs speed generators with no room for the fun stealthy and spooky plays (which while less effective, were still mangeable). No more wiggle room. Now it's just a race.

    This is the problem with the current meta weaker killers can't proc it tell they have 2 gens left and by that time the games pretty much over. Passive regression is necessary on weaker killers.

    But guess what characters use the current regression best.

  • @KayTwoAyy said:

    Survivors feel like escaping is nigh impossible.

    Killers feel like gens are flying at record pace.

    How did we get here, and do these two realities truly coexist?

    That's just how it works. I'll be playing killer and gens be flying and then switch over to survivor and no one is touching gens it's like #########. To be fair I do kind of suck at survivor.

  • @smartemarte said:

    so are you going to nerf sprint burst?

    Instead of an ability that could only be used when injured, had to be timed perfectly, half of the time didn't work because of the server lag even if you timed it correctly everyone I come up against now is just using sprint burst....

    which literally can't be countered, is 100% guaranteed to work, requires 0 skill and has no draw backs.... I really struggle to understand why you changed dead hard to only work when being tunnelled because it's that unreliable that you just wouldn't pick it now over DS, Off the record etc.

    I'd much go up against a survivor with DH and wait 0.5 seconds to bait it out like any good killer would instead of complaining it was overpowered...

    like wise when I play survivor now I enjoyed using dead hard because it was extremely situational against a GOOD killer that didn't bait it out, now I have to wait until i'm hooked to get it for my second state so instead i'll just use one of the boring exhaust perks that are guaranteed to work from the match starting ....

    I've been saying it forever people don't realize how strong SB Is it stops a chase from happening and if the killer commits then your in a good spot because you SB to a favorable loop.

    I never really used DH ivr always been an SB user.

  • @HungrySnek said:

    This Update 3 Gen Regression perks got nerfed because they where basically in every Match. I understand that some perks when they are too strong have to get nerfed but...

    Does BHVR not see the real problem or do they just ignore it?

    In the last few Updates again and again Gen Regression perks got nerfed and instead of thinking about why Killers use them they just press the Nerf Button the moment the perk becomes too popular.

    Gen Speeds are a problem. I don't know a solution to fix the Problem but slowly it's time that the people who made the game should have a solution but months and months pass and nothing happens. Survivors get more and more Tools and perks to make gens faster while killers lose there stuff.

    I can just imagine that Surge, Gearhead, Scourge Hook: Gift of Pain and Deadlock are the next perks that get nerfed

    Deadlock 100% is gone next.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402354#Comment_3402354

    do you use any chase based killers? wraith and legion should be ok in theory and oni was massively buffed with these changes

    If anything Legion got nerfed because people won't be healing with there medkits 27 time to just get reinjured 2 seconds later.

  • @blmpride5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396865#Comment_3396865

    Why is it when a killer tries to win he's "sweating" but never hear this about literally every survivor that gen rushes

    Because gen rushing is a made up term by killer mains for survivors just doing there objective efficiently while camping and tunneling is killers been bad at the game for them trying to do there object efficiently.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400209#Comment_3400209

    I don't disagree survivors probably dc more, but the issue is our perception of matches too, right? Like, there is obviously only 1 killer in the match and our singular match is but a drop in a ocean of matches currently going on - where our killer matches we have 4 survivors leading to a bigger sample size and we can see higher amounts. Personally, I have seen killers dc much more than what I can count on my fingers in the 3-ish years I've been playing the game.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400170#Comment_3400170

    "no one going want play killer soon anyways" is something that has literally been being said since I started playing this game. Social media killers (tm) have been prophesying mass exodus of killer players, but I don't see it nor do I see this patch doing that either. In either case, most people want to play against real people so the game is just going to die if one side just drops off. This goes for both survivor bots and killer bots, mind you.

    to be fair before the last meta shake up there was a mass exodus of killers because for months killer q times were instant and survivors were taking 5-10 minutes on average. the funny thing is that the top gen defense left is the meta that was been ran when the exodus happened. i honestly think that well seen another one happen after the mid chapter with the combination of gen defense been pretty much nonexistent and the last to killers been pretty much flops your average killer isnt going to want to play 4 minute games with 4 man outs most the time. ive seen alot of the game needs to be balanced for causal player but when people bring up your average killer the response is normally oh you just need to git gud and thats the true balancing problem imo you cant balance one side as casual and then expect the other side to play way above average to have a decent game,

  • @Skill_issue said:

    no this isn't a bait thread...she is still an m1 killer at heart

    good survivors will run when they are exposed and having a claw trap to reveal their location doesn't really do much in the long run (wow they disarmed it on the other side of the map let me waste time going over there and the take it off before i walk over there).

    the haste bonus is usually 3 percent (i rarely get 2 or 3 claw traps active and never once have i gotten all 4). of course putting out 4 drones is setting yourself up for failure since then you don't have any available to mindgame loops

    i play a full chase build (enduring/spirit fury/nowhere to hide/bbq and chili sometimes switch it out with franklins or sloppy) as that is where this game is heading in the next patch.

    i know other low tier killers will suffer more but lets be honest they arent getting looked at anymore (myers/trapper/pig/clown) and skull merchant was just released so she should be a priority to show that killers are still being tweaked and made more efficient.

    so what are your thoughts on how to make the skull merchant at least a high a tier killer?

    the biggest problem with the SM is shes 100% a 3 gen killer and thats it. her drones are useless unless used for gen defense otherwise survivors have no reason to touch them outside that the drones dont do anything. ive played a good bit and the best play is just to throw some drones up a gens and just watch survivor ignore them gens and 3 gen themselves. honestly imo she needs a full rework.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401060#Comment_3401060

    I'd recommend reading the full post, I address this mindset in it.

    im not going to lie thats not going to happen the post is way to long imo and i made it to about the second paragraph and way like yeah im done reading. if you want to copy it into a response then ok but other then that i stand by what i said this game has little skill expression and even that is removed by the amount of loop with no gameplay on them. BTW no disrespect to you or the fact that you wrote a huge post im just not going to read all that.

  • @Ardel said:

    Hello,

    In your opinion, what would be the best killer/perk combination to slow down as much as possible the completion of generators?

    at this point i would just play nurse. the decent slowdown has been nuked and the only slowdown left is only effective with top tier killers so just play nurse and you don't have to worry about slowdown.

  • @Cassiopeiae said:

    Okay I won't read all that, but my 2 cents about the topic itself:

    BHVR are just slowly moving into giving the good ol' git gud pill, so in other words both for survivor and killer there's just going to be less crutches and more incentives to actually get better at the game and win because of that and not because of a certain thing.

    Having 4 second chance perks or 4 slowdowns stacked together was never a good thing.

    I think future new metas could turn out to be very fun if everyone was willing to leave their perk-build comfort zones, and their insatiable need to win and stomp the other side in a game that is essentially not meant to be taken seriously.

    Edit: about what perks are still good to use I'd say deadlock, and pentimento is not bad at all either.

    there is only so much skill expression in this game especially do to the random nature of the game. question if my chase are lasting around 20 seconds yet im still getting 4 man outed is it really a skill problem? ive been playing with some of the slowdown that is left and it doesn't look good we are moving back in to the 10 minute q times for survivors era because slowdown is an necessity against decent survivor that do gens. the devs have done nothing to slow the game down on the killer side which needs to happen because its a 4v1 yet killer regression is 4x slower then survivor progression. the game is seriously imbalance when it comes to objective speed and its why slowdown is ran and now with slowdown all but gone more and more killer will either use tactics to circumvent the objective speeds or just leave and neither is heathy for the game.

  • Absolutely I've had baby survivors all the way to p90+ sometimes in the same match.

  • @Chocolate_Cosmos said:

    Plague is in very good spot. She doesn't need anything. No nerfs, no buffs. She is fine as is.

    I would like her puke registration to be a little better I can't tell you how many times I puke straight through a survivor in situations were they couldn't of missed and it didn't register. Other then that she's good I would agree.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399013#Comment_3399013

    The bug only triggers when a specific set of actions occur from what I understand and it isn't guaranteed to happen 100% of the time. That is why I guess it isn't killswitched due to the inconsistency of it.

    Ok that makes sense why I haven't seem it and thank you.

  • Is this a sometimes thing because everytime I've seen it nothing weird has happened just the gen gets blocked.

  • @Jago said:

    M1 killers often feel hopeless against good teams / efficient survivors, that's how the game is designed ATM. Have to sweat to get results.

    I had at match aginst an onryo on fractured and she tunnle(kinda) right away and I was like yeah I can't really blame them.

  • @SpEz said:

    I personally love SM/Knight gameplay and holding down a 3 gen and use these perks just wondering how good or bad they are gonna be with new patch?

    And does anyone have a comparison of the new Vs old in stats thanks

    Your definitely going to need a third maybe fourth gen kick perk to actually hold down the gens. Pop,Eruption,OC,CoB is probably the build.

  • @Veroles said:

    I will never understand why people start to complain before a patch even is live and played for at least a week and give feedback after it. BHVR changes different values and a lot people are like fortune tellers and already seem to know the exact impact in every situation, on every map, on every killer, on every perk combination, for every skill level, in swf, in soloqueue,...

    The thing is gens are already flying with the current meta and after the nerfs with no defense been buffed its pretty reasonable to assume gens will go even faster.

    On top of that the healing nerfs were reverted which was supposed to help slowdown with gen defence been gutted.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395378#Comment_3395378

    Well gens get done too fast for Ruin to even matter anymore, but like I said back then it kicked most everyone's behind. Totem spawns can easily be memorized so that's the only reason I can think of that prevents killers from using them. I got destroyed by a Devour Hope earlier in a match today, it was on the swamp map though. Even I still have a hard time finding all the totems on that map.

    Actually i was using ruin with the skull merchant and knight and got decent value. I will agree that most the time its a meme.Almost any hex perk on the swap is unfindable

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394743#Comment_3394743

    Well, some did, some didn't. The ones that did really deserved it for guarding their totem so well. Probably thanks to perks like Thrill of the Hunt and Undying. The ones that lost I kind of feel bad for because deactivating a killer's whole perk is really demotivating, I know the feeling.

    I remember back in the day when it was common to spawn near the killer's Ruin, me or someone else disables it, and the killer instantly DCs. Those days are long gone though.

    That's only because hex perks aren't really prevalent atm but totem spawns are still bad not as bad as they use to be though.

  • @verysleepy said:

    Yeah keep coping with them reverting healing but leaving killers nerfed.

    Accept your new meta and not being able to bodyblock bully heal 24/7.

    There is no way they go back on it unless they BUFF killers directly.

    The uproar for reverting the survivor changes (because we are survivors we don't get nerfed attitude, we can kill dbd....) But giving the killers a still nerfed 150 cob would flat out kill the remaining few killers.

    They know the stats, they know killers are a dying breed and the last 2 killers being horrendous and pop at an all time low... To nerf both sides but undo one and still nerf the other, while gens already fly, would be hilarious.

    Like I said keep coping though.

    like i said imagine healing getting reverted and no real gen regression buffs.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394737#Comment_3394737

    The killer is so badly designed that they just get caught in the cross fire.

    you do have a good point there

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394157#Comment_3394157

    It's good, and it works, people don't expect the skill check randomly when they're on the gen like that. It fails a lot of the time.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394184#Comment_3394184

    If you can't find the totem in time, Devour Hope is an awesome perk. I still stand by my opinion that not all perks have to guarantee success to be good.

    Idk what happened in every single match. I don't keep a journal of every single match I play. Would you actually believe me if I said we lost all of them?

    I can totally agree that if you can keep devour up its one of the best perks in the game and imo that's how hexes should be high risk high reward but most other hex are high risk and low reward that's why most people down run them you are more likely to get value out of a nonhex then a hex. i wasn't really asking what happen i was just saying that if those killers running hexes lost most the games there's probably a correlation between the hexes and them losing.

  • @Killing_Time said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393368#Comment_3393368

    It's all a front to also nerf the higher tier killers based on pick rate tho. Mark my words

    I don't think they nerf killers because of pick rates because look at the twins with the lowest pick rate yet ever other patch they seem to get a nerf.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394123#Comment_3394123

    It's still a gamble though, it's not 100% guarantee that's my point.

    And Hex: Plaything I still see a lot, I still see Haunted Ground, I still see Devour Hope... we all don't play the same games that's why you can't say that for a matter of fact that all Hex totems are bad, maybe to you, but not to others.

    By definition sure it might be gambling but the chance been 70%-80% of getting use makes it low risk.

    I don't see many hexes in my games but with totem spawns and thr high risk low reward of most hexes makes them bad. Just because you see perk don't make them good either. What happend in the games matter in that context did they go right away did the kill at least 3k most them matches or was it a 3 man out?

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394071#Comment_3394071

    DH is a gamble... it's the most used perk probably right now. Adrenaline is a gamble because you might not even make it to end game.

    NOED is a gamble, any Hex totem is a gamble, look at how many killers used them.

    Every perk in some way is a gamble. So that argument isn't that solid.

    Dh isn't a gamble if used correctly and I almost never see noed. Look at hex perk if you want to think about gambling and that's why no one runs them

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393603#Comment_3393603

    Well all perks are a gamble, they're not a guarantee. They're just supposed to help you.

    So yes, I'm assuming the best case scenario of using the perk.

    Any perk that's a gamble is considered a low tier perk for that reason people pick perks they know they will get value from.

    You can just assume the best case scenario and say see that's why it's good. Just look at Grim Embrace if we assume the best case it's a super strong perk but you never hook all 4 survivors with 5 gens up.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393603#Comment_3393603

    If the gen with the highest amount of progress has less then 25% you're generally in a good spot. Cause that means survivors are doing gens one at a time and not splitting pressure or they are not doing gens at all.

    Not necessarily they could of just finished a gen as your getting a down. There's going to be plenty of time were you don't proc thr 25%

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393175#Comment_3393175

    Yeah, it's pretty much making survivors possibly complete 6 gens to escape instead of 5. I'd say that's a huge advantage towards killers so I don't know why so many are upset.

    Your assuming the proc hits a gen with 25% or more it could proc on a gen with 10%-15% and you still lose a token.The perk itself already has a rng factor. The chances of you getting the full 100% regression are pretty low plus it becomes a dead perk once the tokens are use.

  • @CrossTheSholf said:

    Nerfing passive slowdown perks screws over any killer without mobility, chase, or insta down powers.

    Alot of people don't understand this. By nerfing passive slowdown your making it harder to play weaker killers and making it more of a requirement to play top tier killers.

  • @MerleDixon said:

    did bro just call knight and hag weak

    I think he's talking about top tier killer. Will the upcoming regression nerfs you can only get value from getting downs and there are alot of killers not built for fast downs. The problem is that with these killers need early game regression because they have a ramp up power or don't really become dangerous untell mid to late game after resources have been used.

  • @Skill_issue said:

    nurse/blight/spirit are still in a good place (with the new dead hard nerf) as is plague since medkits don't affect her as much.

    high mobility hit and run killers (legion/wraith) should be ok even with the new circle of healing "nerf"

    i feel hag got hurt the worst (new way to get rid of her traps/no mobility to stop coh with increased 100% heal times)

    corrupt/deadlocked/no way out/sloppy butcher seems to be the optimal slowdown for most non mobility killers or enduring/spirit fury/lethal pursuer/another aura reading perk for chase killers

    so which kilers are moving up or down the tier lists and what are your thoughts?

    Any killer that can get quick downs. So by nerfing any passive slowdown they really hurt the lower tier killers who have to deal with pallets or have no mobility. Think about it if your playing a Mikey or onryo your not going to be able to slow the game down tell you can get a down and then you have to continue to get downs relatively fast or you have no slowdown and those killers aren't make to get downs like that.

    But look at the bright side nurse/blight/spirit are still good because they can make effective use of what regression is left.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393156#Comment_3393156

    And now that you don't have to worry about a DH from the start initial chases shouldn't be as long.

    Except survivors still have all there resources,all pallets are still up,most breakable wall are still there(unless you waste time breaking them all). There's also the fact that survivors can not jump right on a gen and wait for the killer to run by and then start the gen adding more time before the first chase start.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392426#Comment_3392426

    ^ this comment is correct. If you've got that use out of Pain Res that early in the match, then you're already in a very strong position. 25% regression is pretty big, and definitely a big buff from the PTB version.

    What's considered early in the match? You can easily lose 2-3 gens in the time it takes you to find,chase, then down your first survivor. I'm not even taking onto account toolboxes or gen perks.

  • Your assuming that the down happens by a SH and even if you do get a SH you better hope there's a gen at least 25% if not you just wasted a token on a gen with like 10% progress. I see people saying run agitation or IG but that's dumb because I have to run 2 perks to make 1 perk viable and then 1 of them is a dead perk so I brought the second perk to make my dead perk useful.

  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392270#Comment_3392270

    Well, Pain Res got an okay buff at least but Overcharge/CoB getting ignored is more than questionable indeed.

    My biggest problem with PR is its a scourge hook. Now you can maybe get it 4 time as long as there's a hook near.

  • @verysleepy said:

    Yeah keep coping with them reverting healing but leaving killers nerfed.

    Accept your new meta and not being able to bodyblock bully heal 24/7.

    There is no way they go back on it unless they BUFF killers directly.

    The uproar for reverting the survivor changes (because we are survivors we don't get nerfed attitude, we can kill dbd....) But giving the killers a still nerfed 150 cob would flat out kill the remaining few killers.

    They know the stats, they know killers are a dying breed and the last 2 killers being horrendous and pop at an all time low... To nerf both sides but undo one and still nerf the other, while gens already fly, would be hilarious.

    Like I said keep coping though.

    You must be new here. They are definitely either going to revert the healing nerfs completely or just partly they will never go live like this. The problem with your theory btw is I'm a killer main. I've seen og BnP, real insta heals and infinites which are making a come back for some reason. Old DS was in the game for 4 years as the most broken perk ever.

  • @Seraphor said:

    The problem with CoB and Overcharge is they both do the same thing, which makes it impossible to balance them individually.

    You make either of them strong and combined they're OP. Make them too weak and they're only worth running together.

    CoB was absolutely fine at 200%, but adding a regression bonus to Overcharge screwed up any possible balance.

    Instead they should have doubled down on skill checks. Made Overcharges skill check zone 25% smaller, faster, or without a notification sound. Added additional regression penalty to missing it, and a base regression even if you do hit it. If Overcharge guaranteed say 7.5% regression for hitting the skill check, and 15% if it was missed, if it was touched within 60s, it would still combo well with CoB as a 'hedge your bets' mechanism so you gain value regardless of how soon a survivor touches the gen, without being completely oppressive when you do manage to hold survivors off a gen for 60s.

    CoB was ok it only regressed the gen at half survivors repair speed. That means if you did get a full 60s worth one survivor can undo that in 30 seconds. The 200% should be killer base and I honestly think the rest of the regression perks wouldn't be that bad. You could definitely make CoB and OC not stake and the regression would actually be nice.

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386201#Comment_3386201

    Bad analogy. Seriously. Stop trying to make it sound like killer isn't laughably easy to play 99% of the time now. You can faceroll to 4k most games it's a joke.

    Or it fits perfectly but whatever. Sure if your playing bad survivors. Let me guess your a killer main that 4ks every match with no perks and addons blah blah blah.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388926#Comment_3388926

    Still be better and usable at 150 especially combined, but I agree.

    Remember survivor progression is 4 time the killers regression. Survivors will still progress 250% faster and thays if the killer wastes the time kicking the gen.

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