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Gandor

Gandor

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Gandor
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  • For god's sake. It's a GAME. Don't look for realism. One of the first characters in the game can freaking blink! That's not realistic from get go. Not to mention all the other mechanics (like repeated healing in a few seconds or surviving hooking and so on).

    Survivors CAN'T defend themselves. The game would be ruined if they could. Don't even think about that one

  • @Nick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477877#Comment_3477877

    I don't mind it being event stuff, since it's temporarily. But I just don't want to see this come back as a permanent feature. Bloodlust with exposed on top creates awkward situations when bloodlust carries over or when you have to stand still to give a hit because the killer is trying to get bloodlust just to insta down you. So instead of playing mindgames around a dropped unsafe pallet you have to stand still and take a hit. Kinda lame

    I understand you feelings. However you have more options. You can try to stun the killer, or drop a single good pallet (part of planning) that killer can't bloodlust.

    But I do agree - it's fun as event. I also don't want it as a permanent feature (but I would be fine if the event returned again in the future)

  • Berserk is POG. But say Zodd - he could be nice skin for Oni - but as separate killer? Nah. Too similar in my opinion (you can't use wings, because you can't make flying killers in DBD). Guts is also too OP to be survivor/being killed by basically anything. And for Griffith - any survivor that can be killer at the same time.... Somehow does not belong. Casca on the other side would do a good survivor.

    Overall - I love Berserk. But I don't really see a way to make it work with DBD

  • Am I the only one that loves the event for both sides? Yes it favors killers. But it's not like insta-loose, so not a big deal

  • It's so survivor sided, that my bubba, legion and ghostface already have 0 of these offerings (and I take them whenever I can). It's a free win. Tiny tiny map, no strong windows, easy to get lost and hard to find gens. This map is one of those easier for killers already. Midwitch, saloon, both RPDs and gideon are just perfect for me when playing killer

  • What difference does that make? Ah I know. You can't get immediatelly flashlight saved that way by 3rd person (downing someone with hit does not allow flash save. Flash save is possible only on pickup).

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476372#Comment_3476372

    Except most survivors can infinitely loop at the shack, as well as double opposing windows, because they have a huge advantage being able to see from above instead of FPS. For that reason alone, loops should degrade after 2-3, then get worse by Bloodlust finally kicking.

    There are more pallets than ever. Show me a time in the game when there were more pallets then now? There is one within stun chase distance of each pallet and the fact you can just rely on that to eat 3-4 minutes of the game is ridiculous.

    Always a pallet to save you. Always a window to save you. No penalties for making bad choices. Make a bad choice? No problem - he's another window or another pallet!

    I've played soloQ. I stink at survivor but I can loop a killer for a long time at the shack. Dead By Daylight: Always a Pallet When You Need One (I'm trademarking this!)

    1, shack can be mindgamed by killer. I see plenty of killers getting their hits at shack even against best survivors.

    2, shack is not large enough for loosing chase, so after 3 vaults the window blocks.

    Meaning infinite is very finite when expressed by you. It makes no sense discussing things with you if words have "special" meaning for you.

    Talking about shack actually having 2 windows... Wow. You ARE playing OG DBD. In this case, you are right. The game IS survivor sided and actually NEEDS changes. Luckily, it already got changed years ago. Same thing for number of pallets. Even gideon no longer has it's 34 pallets, but just 25 (and 3 unsafe windows + a few absolute trash windows). The only thing I am surprised about is you talking bloodlust. I thought at that point bloodlust was not in game yet.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/382807/midwich-saloon-will-be-changed-at-any-point-your-thoughts

    I still get sent to saloon a lot by SWFs. They like to hang out on the saloon gen, or the gallow gen, and relay my location to the rest of the team. And the saloon gen overlooks the entire middle of the map, so unless I want to go all the around the outside of the map, the SWF knows everywhere I go.

    The main building is also a favorite for coordinated SWF head on plays, because there's often not enough room to avoid the lockers. And boil over / flip flop SWFs like to purposely get knocked down in the saloon's top floor side room, where it's near impossible to hook the survivor if the SWF is waiting by the hooks. Because of flip flop, it's not possible to chase the survivors away from the hooks, so it's just lose/lose for the killer.

    But let me guess. Most if not all of those games end in 4K anyway, because nobody is doing gens

  • @zeemgeem said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477420#Comment_3477420

    Yeah, sure. Why even have any skill based gameplay at all? Just let either team press a button that has a 4% chance for an instant win and a 96% chance for an instant loss. It's fair and fun gameplay if it's a rare chance. No. The point is these mechanics have no place in the game, and your trolling game is weak.

    But there's point in that mechanics. It's to a, give player some agency b, if everyone is downed it's actually correct play

    You are saying how unfair it is for killer - yet if we implement the same thing for the other side it's stupid?

  • @zeemgeem said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467664#Comment_3467664

    So should they add a 4% chance for the killer to make a survivor to instantly teleport to a hook without chasing them? If it's a rare chance, it's automatically balanced, right?

    Sure. But let's go with full picture. 96% that the gen/gate progression will raise by 33% for each try (in case of open exit gate, TP survivor out for each attempt - the one closest to killer)

  • @fulltonon said:

    There is countless far worse maps, they definitely shouldn't waste time on playable maps.

    midwich isn't even that great on common killers, it's just merchant and nurse and blight which is no way map issue.

    Why doesn't it surprise me that most killer-sided map by huge margin "is fine" and "there is countless far worse maps". Go figures

  • TBF it's still kinda hard to pull off. The would-be rescuer must be really close to make it to downed survivor AND have time to start pick him up and press space. It would be really awesome/irritating when pulled off, but it's not going to be ever present.

  • @Seraphor said:

    Generally, on the rare occasion we get kill rate figures, we're told what the top 5% are, and then what they are overall.

    You could reverse engineer this a little to get an idea of what everything else outside of the top 5% is like.

    But until we get those updated figures, it's anyone's guess.

    It's not top 5% players. It's top 5% per killer. Meaning if you have weak killer, then his top 5% can be within 30% of best killer-players. On the other hand if it's something like blight, then top 5% could be well within 1% of best killer players (ofc, I don't know the numbers).

    So it's very hard to deduce anything

  • @Kamikazi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476801#Comment_3476801

    Although I would agree with you if I hadn't played the game every day since 2019, I will instead inform you of my experience.

    When Hyper Focus was introduced, it first increased the occurrence of skill checks. The devs saw the flaw in allowing it to increase skill checks and instead caused anyone who owned the perk Hyper Focus to incur significantly less skill checks. These code changes were not made public.

    My proof is while a killer was AFKing my group of randos, we started intentionally missing every skill check to prolong the time spent repairing gens to minimize the loss of blood points earned for no killer. I had hyper focus and stake out on my load out. This other guy was a new player Jonas and did not seem to own Hyper Focus. He was given 4x as many skill checks as I was given for us to intentionally fail.

    I stopped bringing Hyper Focus for the next few weeks or months only to notice that I seemed to Never get skill checks in comparison to NEW survivors. Later, Devs again changed the code to grant us players who have purchased the Hyper Focus perk to have skill checks again. (Pretty dirty move to sell us content and then take away its only ability instead of solving the issue instead. Its starting to seem we can count on losing what we paid for in future releases.)

    I'm pretty good at hitting great skill checks, but not so great at hitting hyper focus skill checks. They are insanely fast! Challenge accepted!

    The devs fixed their error when caught. For the last month or two, survivors would get a great chance (80% chance) for a skill check every 10 seconds, followed by a minor chance 2 seconds later (15-20%). I was recording and counting how long it was between skill checks. This was an easily recognized pattern if you counted them out.)

    There is however one New rule break for this, as you have actually pointed out. Using ANY toolbox causes us to get a very normal amount of skill checks! This became apparent while trying to get the most of Scavenger perk. And once that toolbox was spent, my skill check chances dropped significantly again, by about 80%.

    Only once right after Scavenger was released was I able to sustain 6 tokens on Hyper Focus while getting a few more greats for solo gen completion while a friend was in chase. But I realized that Scavenger was actually an incredibly bad perk, nullifying its value for doing what it is supposed to do since it slows gen repair progress for 30 seconds. This eats up that toolbox when you pair it with Hyper Focus since letting go of the gen with HF causes HF to lose all tokens. Having an empty toolbox causes greatly reduced skill check chances, causing Scavenger to become meaningless again. Most often I can only fill that tool box 2x, and 1x I got it filled by the skin of my teeth on the last gen finished completing, making the full toolbox worthless again.

    Having realized toolboxes granted the normal [and previous] chances for skill checks, my focus was retrained. To get Hyper Focus and Stake Out to work correctly I literally had to bring a large toolbox (55 charges) but never Scavenger since its too broken with neutralizing effects. HF, SO, has to be paired with Street Wise and Built To Last. Now suddenly my entire load out is spent on gen focus, but it works correctly without nefariously countering code taking away the value of customers purchasing new content. This allowed me to finally gain that 6th HF token! And I was able to hit a couple of those 6th token great skill checks manually. Wow. I have finally won! I can quit the game.

    ---

    Now I have stopped bringing such a sweaty build to have more fun in other parts of the game.

    I realized another flaw with Stake Out. Since most of the time the skill checks only occur after I've built up 4 tokens without being able to spend them on gen repair, to suddenly my needing to rescue a random survivor and I start to heal them and suddenly I am given 4 skill checks to heal them incredibly fast. I don't want to give them 2 of my SO tokens. I want to use those on gens for an intense thrill.

    I decided to pair SO with Autodidact to prevent loss of my tokens on healing. At first this seemed great! Autodidact has NO great skill checks to be spent on. But the skill checks are seemingly random, until I started to figure out the pattern (I might explain later). (We used to bring Spine Chill to get those extra skill checks for Autodidact, but now it is changed.)

    I like to get up close to the killer and work on gens while SO fills up, to multitask and give intensity value. Problem: These tokens are never spent! I have gone entire matches without being able to spend one single Stake Out token! This nerf by design is eating at my mind. Why do devs repeatedly sell me/us content that they then take away near instantly?

    The pattern seems to be that I get a normal amount of skill checks when we are down to 1 or 2 gens left to complete. This is stressful that skill check chances are heighten on 5 gens left, then reduced for gen 4 & 3, then better again by gen 2 or 1. Its stressful because it should not be behaving in this manner.

    ---

    I have noticed another function which is more alarming than SO, HF, and Autodidact...

    That I can't get any skill checks for Autodidact unless its before the first gen is completed or after we are down to the last 1 or 2 gens still, (and maybe after someone has been sacrificed?).

    I try to get Autodidact skill checks, but notice that I finish healing someone inside "Boon: Circle of Healing" before I even get 1 skill check! I didn't bring CoH. Someone else did. And it is still out-preforming Autodidact and every Heal perk. CoH was fun until it was easily realized as being incredibly overpowered and game breaking, and still is. Same thing occurs if someone is healing coop with me. My first skill check is cancelled as we both finish healing Each injured survivor in a row! I'm being cheated.

    Even from back in 2019-2020, I've never found much value in Autodidact due to the less occurrences on the chance of skill checks. It almost never pays off unless you and everyone else actually make it to the last gen and the killer isn't focused on that injured player, then suddenly skill checks start correctly being accounted for. I am much better than I used to be, and suddenly its all becoming clear.

    I don't like hidden code to trick us on how things are working. Incorrect descriptions are one thing, but intentionally misleading us with confusion tactics is 4th wall breaking. I've gotten thousands of hours recorded, nearly every moment. The game is rigged. I don't play games that lie and cheat me. Fix these atrocities. I offer this a fore mentioned suggestion as a proper solution to getting to spend my Stake Out skill checks. Although I kind of hoped, but know it won't also work on Autodidact. Thus Autodidact is still a broken useless perk I've spent real actual monetary value on. (Unless equipping it actually gives me weak killers due to its broken nature since I am winning more often with zero value in any of my perks brought.)

    I have no reason to doubt you. I have similar experience with niche I like to play around - namely saboteur. It's supposed to take 2.5s (after patch 2.3) but that's also a lie and it takes longer. But if that's the case, then that's quite dirty of devs. This special skillcheck code should absolutely be deleted. I never noticed, because I don't play gen speed perks

  • DHope is actually prime example of high risk, but high reward.

    Highlighting the totem would make the perk useless, as it could never activate in time to be useful.

    Not counting going against campy skull merchant (that was already promised a rework), it's easy enough to cleanse. The perk is fine

  • Kill rate is made so, that 2 kills is draw or 50%. For some reason devs target their kill rate above fair 50% outcome.

    So if you consistently get just 1 kill/game, it means you are loosing and your MMR should go down. If you are still getting matches, where you loose even after that, then that's matchmaking screw up.

    But that's not a rule for everyone. There are killers, that can pretty consistently win almost every game. Maybe you serve as a balancing point for killrate to be just over 50% instead of 95% (but to be fair, there are SWF groups that can consistently win all the time too).

  • Midwitch is #1 best nurse map, because it's super small and everything is close together. Sure, it's not true for M1 killers or survivors, because there are very few openings between floors and to get from point A to B. The map should be more open and be larger - perhaps create new courtyards in direction of both exit gates?

    As for saloon - 3gen is the biggest problem. Fix at least this, and the map is immediately less painful. Maybe adding a loop and a few pallets would make it more fair too. If devs are feeling fancy, maybe make it a little longer (so that main is in center), but be careful of not overdoing it. The map does not need much more size.

    But definitely do something about both of those maps

    Edit: mostly typos

  • I don't think it's good idea. Hyperfocus exists and it already increases chance of skillcheck. If you add it's favorite combo stakeout that would also increase skillcheck chance - then we are looking at massive speed boosts for single-person gens. That's not healthy at all.

    If you want value from stakeout and you have low number of skillchecks, then use toolbox. It already raises chance of skillchecks

  • Obsession needs to balance things. Try to get chased when it makes sense, bodyblock hook when getting chased is not that good idea. Personally I like STBFL as killer (and use it on quite a lot of them) and don't mind it that much on survivor - then again, I refuse to play soloQ with current state of game so it's fine for me in SWF

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476375#Comment_3476375

    if you hit me as killer, i will notice you have it if you have more then 2 stacks. I don't like how survivor can easily deduce every perk the killer has. I kinda wish killer perks were more of mystery similar to survivor perks.

    It's very strong effect - that's why it has counterplay. And that counterplay is perfectly valid for SWF - they just know to send obsession to take hits (and even this is not free as healing takes quite a lot of time). That's already quite a value from a perk.

    Now in soloQ - you could be in a situation, that you never see your teammate gets hit - because killer is not chasing you (or hits you with M2 in situations that are not too obvious) and so you just don't screw around and are in fact a good teammate = you are on gens. Suddenly your whole team dies, because... You don't know. Maybe matchmaking again screwed up. Or killer has 8 stacks of STBFL and can't be countered (say because it's pinhead and he can land chains right after hit which results in double-tap. But there are better STBFL killers).

  • Ah again. Survivor is OP. That's why kill rate is above 50%. Funny that now even balanced landing starts to be targeted.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475976#Comment_3475976

    you can tell when the perk in the game by looking at the killer animation. it should also be pretty obvious for how fast killer catch-up to you after you are injured.

    ---

    personally I think i would put a portion of the perk base-kit reducing the cooldown of killer to 2.25 and weaken the perk to 2% per stack. It would kinda be like what they did to brutal strength where brutal strength used to be 40% so they put 20% into base-kit and weakened brutal to 20%.

    In soloQ you will not notice it, because chased person should be far away from gens - so basically you can only guess by what killer it is (DS is almost guaranteed) or if someone went down too quickly after first hit.

    So again - not counting soloQ, the perk is fine.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475455#Comment_3475455

    How do you lose? Infinite loops, pallets everywhere, 50 second gens. Anti-facecamping mechanic. Next you'll want a mechanic where when you get hooked, the killer is forced to rush all the way across the board. They just make it easier and easier for you.

    Play it and stop being so theoretical. The game has exactly 0 infinite loops by default (killer can unlock exactly one). Gens take 90s which is far cry from 60s the OG game had. Pallets are constantly being removed - you would absolutely not recognize how the game looked like 7 years ago.

    I will repeat myself - try playing soloQ at least for a week (sure, if you play 1-2 games as survivor - you will have low MMR and the game will be easy - but come back in a week and repeat then judge the game) and at least 2hrs a day - you will very quickly realize how big of a nonsense those "infinites" you are talking about are.

  • As surv main I don't mind the perk one bit.

    The only issue with the perk is information. I think obsession should know the perk is in game at least after 5th stack is gained - possibly even sooner.

    Taking stacks from killer is the side-quest and reasonable counter.

    And if you need to nuke it (I still don't think it necessary), then all you "have to" do is count m2 hits for loosing stacks (so there's no way around hitting obsession).

  • I gave up on her. She is just pure pain. Let her get all the kills she wants. I go next game. Better to have 3 fun games then 1 of pure pain (and I am absolutely not talking about how strong she is. Because quite frankly - who cares? The game is snooze fest even if u win it)

  • I respectfully disagree. I love this event. For both sides. Even exposed doesn't bother me as loosing bloodlust is not that hard

  • Oh. So for 4K you did loose pip. Wait. No. You didn't. I thought we were talking about loosing pips for good performance. Not almost getting extra pip for good performance.

    @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474923#Comment_3474923

    You nailed it. The game is getting ridiculously easy for survivors. At the same time they continue to make more and more negative rules for killers that make no sense, like a anti-camping mechanic when there are already a bunch of anti-camping mechanics.

    @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474926#Comment_3474926

    it already is, all the slowdown is gone and maps play themselfs at this point. yet, SOMEHOW the kill rates are really high according to bhvr??? like i don't mean to be rude or mean but survivors just SUCK if they're dieing is this current state of the game it baffles me how the kill rates are still so high it really does

    Try to play survivor for some time - especially soloQ. I give it a week of intense playing for you to change your mind completely. SoloQ is the weakest role in the game. Even bad killers (even though they are close) are not as bad as soloQ (thanks to current matchmaking that just thinks it's good idea to give 1 brand new player into match with 3 skilled survivors and 1 skilled killer for super-easy tunnel-into-ez-win).

  • @Devil_hit11 said:

    not necessarily. in practice corrupt intervention has had no counter until now. if you stealth, you provide the killer slowdown. if you do not stealth then corrupt improves killers early game. plot twist opens up the door for survivor to counter the perk making the perk more risky to run. corrupt will no longer guaranteed value if a counter is introduced. The problem is that no mither is too bad of drawback for players to run the perk. This means that BVHR might invent perks in future that cost 1 health-state to activate but provide some bonus which could be paired with plot twist to counter corrupt intervention in the future.

    In this future scenario if you are indeed right, then I would agree there's a need to fix corrupt.

    Right now? I don't think so. I am pretty certain people will pick plot twist to meme around more then to actually help them (because other options to self-heal are just stronger at this time). I would not be surprised to actually see no-mither+plot twist in games just for this gimmick - to annoy killer. But it absolutely won't be net negative for killer. I don't see this as an issue right now. But you are right - new perks should be monitored for this possible interaction.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474383#Comment_3474383

    Better than having a gen pop before I find a single survivor.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471725#Comment_3471725

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471728#Comment_3471728

    Prove Thyself is very strong in the early and late stages of the game where it is very likely for survivors to be grouped together. If all survivors spawn together on a large map, they can quickly rush a gen before I even find them. This is strong since it's basically like starting the game with 4 gens. In the late stages, survivors are more likely to be grouped on the same gen since there are less total gens. There is also a risk of a 3 gen, which Prove Thyself is very important for breaking. In these scenarios, Prove Thyself gives far more gen speed than any other perk. If Prove Thyself wasn't strong, the nerf shouldn't bother you much.

    Well if you think that, that's your right. As I said already - as a survivor I would be even happier if devs outright burried the perk. It's totally overrated and even the case you mentioned at the start of the game is a mistake - you should always spread out. The only good usage of the perk is for very last generator, or if indeed killer is holding his 3gen (which again should boil into killer holding his last generator - you should take those other gens if killer is not defending them). And even in this case, it's still less then 7s saved as a hypothetical maximum for 2 people. That's less slowdown then using blast mine 2x per match.

    Also - last time I played bubba - the game looked to be won. 4 hooks, 5 gens to go. 2 seconds later, 4 hooks, 2gens to go. Just 2 seconds changed my perspective of I almost certainly won the game into the game is still very much on. If those survivors had proof, I would have much easier time with them. They would group and that means they would most certainly die for that once I found them. Even if they didn't, finding the group means disturbing multiple survivors.

    So overall as survivor main - nerf proof even more. Make it as useless as friendly competition. Get rid of it. Burry it. It's bad for survivor team anyway even though it's popular.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474690#Comment_3474690

    I don't know in what fantasy land one needs to be to make such a claim.

    most killers have kill rates well under 60%

    which means, on average, its half-and-half, so a coin toss.

    but hey, its numbers, I guess those can be hard for some people, no offence.

    60% is half half 😁 and there absolutely are no blight mains with 1000 wins in a row....

    Here we go again. Count my wins and make them even with other side wins. But losses are an exemption. They absolutely can't be even, because that would spoil my fun. Rather take my losses AND draws and match that with the other's side losses - because I just deserve that. Also that's fair thing and saying this absolutely does not make me entitled.

  • Yes. It's your fault. You should have been worse in chase. That way you would have piped. Alternatively you should have asked killer to chase somebody else, because that totally is an option /s

  • Ah right. Because it's fair to win 1000 games in a row. So balanced. 100% winrate is the only acceptable result for some killer mains - even in game with huge RNG factor

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379990/bhvr-gonna-do-anything-about-gen-rush

    bro people need to stop telling us about Solo Q vs SWF.

    the reality is, the game is played AND SHOULD BE BALANCED around SWF, if you play Solo Q, its on you.

    the whole point is that this game is meant to reward survivors that works as a team... but right now, the "reward" is just, free wins after free wins... with almost no effort.

    everything is constantly being nerfed on the killer side and after years of saying DH should be nerfed... they nerf it but then turn around and IMMEDIATELY release MFT, what the actual ...

    Sure. But killers should be all balanced around C33+alch ring blight. It's killer's choice (more then soloQ being able to just spawn a few friends) to play M1 killer instead of S-tier one. Same logic. Same free wins for killer

  • Right. 1 survivor being a liability is no issue at all. That's why nobody in this game tunnels and there are exactly 0 threads about need to solve the issue /s

    Sure corrupt is absolutely more essential then early 3v1. And cowshed is fair, clown is the strongest killer in game and SWF desperately need buffs

  • @fulltonon said:

    CoH no point now? I hardly doubt it, two heals and it will be net gain.

    I see you live in a world full of theory. Where's moving (to CoH area) time? Where's searching time? 2 heals absolutely do NOT make it net gain (in anything, but laboratory conditions). Not to mention altruistic healing requires 0 perk slots. CoH requires 1 AND all the things altruistic healing already needed. There's a very good reason it's usage rate has fallen so much.

    @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471103#Comment_3471103

    What? it took 32s. It healed you at 50% the normal healing rate, making it 32s.

    It took 21s, because CoH also sped up all healings - itself included

  • Basically - make sure looping is not a thing, but killers can't get anyone at the start of chase. No. I don't like it one bit. It would 100% change the game for worse

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473615#Comment_3473615

    It's free distance with nothing but a 0.5 second channel that barely gives you any kind of slow-down. It's an on-demand free escape from a lunge or leap to a pallet/window whose only potential drawback, 12 seconds of Exposed, barely puts you at any risk when you can just vault the window or throw the pallet you got to for free and depending on RNG you'll get a free commodious or syringe instead of any sort of punishment.

    Not that good, though.

    The important thing is - comparing it to lithe/sprint/mft/balanced/new smash hit/overcome/.... And I would say it would definitely NOT land at the top of those power wise (sure, it's absolutely also not as bad as old smash hit). Fun-wise, it would actually probably get to the top though.

    It's not that free, if it removes other perks that in fact ARE free distance (and exhaustion perks were always class of perks that gave "free" distance - which is needed to at least partially counter dead zones that killers can create).

  • @robrob909 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471699#Comment_3471699

    Huh no way you included Medkits and didn’t mention nearly every perk but jolt getting nerfed. Survivors brain logic is wild

    2 of those challenges were before genkick and right after genkick. Those perks were NOT used for the results I was talking about...

  • @LiveBritishReaction said:

    Meanwhile Nic Cage's new exhaustion perk is literally old Dead Hard but uninjured.

    You get 0.5s warning instead of 0s of warning. It takes 2s (4s if you are lucky) instead of 0.5s, you make 2m (or 4m if lucky) extra distance instead of 4m, you can be hit during the thing (so no going thru hatchets, trapper traps, doctor's shocks, etc). And also old DH absolutely made you exposed for a short time. Yes. Exactly the same thing...

    The amount of overreaction on every even remotely useful perk for survivor is insane

  • I waited until the very end to figure out which side has it bad playing the map. On one hand there's 3-4gen guarantee (both on shack and on main side of map), on the other strong mid section and 1 good structure on each side.

    IDK but the map feels quite balanced and both sides can technically argue how other-side-sided the map is...

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473096#Comment_3473096

    Just get decent SWF group, all use meta perks with 4 adrenalines and here you go. SWF never needed BNP or Instaheal to win.

    It's completely fine to talk about those addons, but they are not reason to not nerf something else. Some best things killers could do got already nerfed. Are you saying they were supposed to nerf every strong addon killers have before they get to BNP?

    Double iri plague is strong, but you can just mass cleanse as soon you found out she has iri seal addon. I don't really think that needs a nerf.

    Pinhead? His iri is decent, but not really broken. I am really not worried about Pinhead while playing in group and you are probably dead anyway as soloQ against Pinhead.

    Myers, double Iri is meme. Piece is broken for sure. Daddy needs his rework.

    Blight is most likely next on chopping board.

    But that doesn't change that way more killers don't have nuclear option in addons. You have few that does.

    From what is left I think Blight needs addon nerfs, Myers needs rework, Clown needs rework.

    I am fine with rest.

    No. I said it already a few times in the past. Both sides should have nuclear options, or ideally none of them. And fixing everyone and then BNP's is the exactly same problem, as fixing BNP's and then everything else.

    Alas, devs decided it's actually good idea to do this step by step (which I don't agree with, but all I can do is say so).

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472765#Comment_3472765

    I wouldn't call this countered.

    You have only few killers that have this.

    Survivors can bring this each game, but not all killers can do it.

    Most killers are happy if they have two useful addons.

    Spirit add-ons just got nerfed so they are clearly working on it. Nurse add-ons were nerfed too.

    Don't act like strong things on killer side are untouched.

    Sure. Not all. But Blight, Plague, Meyers, Pinhead and quite a number of others still have it. No survivor can have such a thing now

  • Ok. I just tried that out. Those 0,2s are for some reason enough to force hook trade. That's absolutely HUGE buff. I am very satisfied with this buff right now

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472793#Comment_3472793

    I don't mind double iri Myers. You can see it coming mile away and just go into lockers.

    Piece is broken and I think it should be nuked and buff his basekit.

    I do mind double iri a little, but not enough to be really worried about it. There are many more things that are absolutely much more broken than that. TPiece is just unfair tho

  • @Emeal said:

    You wanna skip a generator with an offering? that does not seem fair mate.

    You misunderstood. This is pure killer buff - the hatch would become unopenable - so basically it would allow killer to find it easier. Like it's not very consequential as hatch/main offerings already exist and do the same thing better, but if anything, this is just a pure (miniscule) buff to killer (because if both sides know hatch position, then killer can stand on it, but survivor can't force killer away from the spot)

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471563#Comment_3471563

    How often you see Myers? Let alone tombstone myers.

    I haven't seen tombstone piece meyers this year and maybe 5 total played against. Usually it's meme either mirror or full iri. Nothing new mori addons are broken. I have said multiple times to nuke those addons and buff basekit.

    New BNP is kinda interesting, because it basically brings back old gen speed. So it's kinda funny how it also nerfs killer's slowdown perks. It's still going to be really good addon to use, but won't be that insane. I don't consider that an issue.

    Why do you think killers would win all games? If you talk about tournament level, survivors are restricted by their rules way more than simple BNP nerf and still get escapes.

    You are not going to see those perk changes that much, except Prove thyself of course.

    So main changes:

    -survivor bots

    -BNP nerfed (you will still see it)

    -Prove thyself nerfed (almost noone will use it)

    -removed graps

    It simply doesn't seem that killer sided for me. For average player base, this patch will improve games for both sides imo.

    Oh. And I forgot to answer to you. Sure, tpiece meyers is kinda rare, but at least for me not as rare as for you. I would say I see him about 1x per week, maybe little less. But it is still almost always 4k (or 3k+hatch)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471749#Comment_3471749

    i mean that is how you sabo. you let killer hit you, you sabo hook, usually used with alex toolbox with speed add-on's then killer recovery and your press DH. Sabo kinda gutted when DH got nerfed. this buff to jake's sabo perk does not change anything. toolbox is still better then the perk and sabo is too situational to use now because it often means you will get tunneled.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471771#Comment_3471771

    Point 3 would make the perk OP. It would allow survivor to get hit, sabo toolbox and get away. That's unfair

    that was already possible with DH. you can get hit during sabo with alex box, sabo hook in front of the killer and then DH at last second freeing survivor. that strategy got nerfed when DH received its negative changes, not that anyone was using sabo when it was possible. its strategy that been dead ever since they remove ability for hooks to be destroyed permanently. only try-hard SWF would sometimes use it when they are going for flawless escape(0 hook on the entire team) to bully killers.

    You don't need to be in swf to pull that off. SoloQ can do the exactly same thing.

    Yes, DH synergy is practically gone and MoM takes too long to charge. This saboteur buff also does nothing about it, because you correctly said you need alexis with speed addons to pull that off.

    To have chance at it with just saboteur, the speedup would at least need to be 0,4s or 0,25s+you would need resilience (but at this point you invested too many perk slots for a weird gimmick).

    But if they sped it up by 0,3s, then you would have enough time to sabotage (and go down) after getting hit - forcing trade before hooking (which is kind of anti-tunneling measure for forced hook spread). But they sped it up just by 0,2s, so no change here (provided you don't also invest another perk slot in resilience for just a possible hook trade).

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471791#Comment_3471791

    I'm going to have to hard disagree. The meta for the past few years has literally been gen regression. There's no way you claim damaging gens is unnecessary. Also, Pop Goes the Weasel and No Where To Hide are meta currently and requires kicking gens. Trail of Torment will likely also become meta next patch. There are also some killers, like Wraith and Skull Merchant, that are heavily reliant on kicking gens.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471818#Comment_3471818

    Fairly sure BHVR has said in the past that they don't design the game to need to run one perk to counter another. Here's one example https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458720/#Comment_3458720

    I didn't say it's unnecessary. I said there are good options around it - especially, because gen kick meta is dead. I even wrote you good alternatives that are perfectly viable option, where you won't ever need to kick the gen (making blast mine wasted perk slot against you)

  • @Coder said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472740#Comment_3472740

    The image is anecdotic. I could have used the Nurse portrait and it would still be the same, we all know why she needs a rework. If you don't, maybe it's because you main nurse and enjoy stomping on solos with minimum effort and/or you just don't care.

    Talking about stomping solos, there are better killers for the job. Like pinhead. Nurse is still hard (but can easily stomp even good SWF once mastered)

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