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Gandor

Gandor

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Gandor
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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406869#Comment_3406869

    I’m not saying that heals need to take 90 second each, but I am saying that fully reverting the altruistic healing nerfs completely killed the entire purpose of the meta shakeup, which was to promote a chase oriented meta.

    And yes, all healing speeds should have been nerfed, so injuries could feel like they mattered, which was literally what the devs wrote in their original update. SWFs shouldn’t feel like it’s so free and easy to take hits for their teammates, whether it’s bodyblocking or hook sabos.

    Free and easy? We are clearly not playing the same game. Free and easy is taking spirit with good headser and MDR+amulet. That's free and easy. In this case it doesn't matter who you get against yourself (with maybe exception to team eternal, but I am not even 100% sure - depends on what they would take).

    And if the healing stayed the way it was proposed, the game would have VERY serious problems. And you would feel it very quickly. But it clearly shows that some people will not be happy until the game becomes so easy, that the other side will no longer want to play the game. For me it's already gone so far, that I will 4/3man or play killer. Let's just hope that I am an exception, because I want to wait for killer games just my 3 minutes the way it is now.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406794#Comment_3406794

    Medkits are supposed to be nerfed (like they are now), because the community demanded for the altruistic healing nerfs to be reverted, and forced all the nerfs to be thrown on self healing and medkits.

    The game would have been better off of altruistic healing speeds were allowed to be nerfed, and we could have a chase oriented meta….. But altruistic healing nerfs got reverted, so people should be forced to deal with nerfed medkits, because the healing nerfs need to go somewhere, and they aren’t allowed to go near altruistic healing.

    Chase oriented? U want nerf all healing. that's not chase oriented. That reduces all chases by 50%.

    To illustrate the point - if you make heals take 90s each, nobody would EVER heal. It would be plain stupid to do that. You would effectively remove 1 health state from game (not counting adrenaline, autodidact, inner healing as the only 3 exception to the rule). The result is, that ppl will just play injured - making chases much easier, because 1 mistake is all it takes to down person.

    Also this effectively removes all sabotage plays, because u can't play sabo without taking a hit (making the game very boring to me) - anyway, I don't even mind at this point very much. I play killer much more anyway - it's just so much easier.

  • @AverageAshEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406656#Comment_3406656

    you know what you also had back then? dead hard, double range nurse, 8 second heals with medkits, broken eyrie..

    I haven't used "new" DH ever (meaning whole no dash version). Barely ever used 8s green medkits heals (my most common was brown one), but sure - I tried double range nurse and played on eyrie (but I played on midwitch too or on old shelter woods).

    Anyway - one way or another, the game was much more interactive without those 2 killers.

  • It isn't fair. It's part of her rework at patch 5.5 if I remember correctly. Before this patch, she could have been stunned and fatigued so that both things did apply. Now? She gets a free pass - and if you stun her before fatigue, you are royally screwed, because she will get stunned only without fatigue = you get very little distance and are probably just going down.

    But at least nurse is slow M1 killer that just needs help. It would be a problem only if she was like S-tier killer or something /s

  • My group mainly use map offerings to not go to certain maps. Those are Lery's, Midwitch, RPD's. We cycle thru all the rest (one each until we repeat - this includes also killer-favoring maps like saloon) - it provides us also with diversity (because otherwise maps tend to repeat too much - and this is still true even with map repeat prevention in place).

    As killer, it's nice to see mirror meyers on lery's or midwitch. It's no fun if he finds himself on blood lodge. That's just... Not fun.


    I am putting it here to remind ppl that maps also have their benefits. All that's needed is to make them more equal for both sides

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406563#Comment_3406563

    Change Brown to +5%, Yellow to +20%, Green to +35%, and Purple to +50%. The range would feel much more meaningful that way.

    No it wouldn't. 99% chance you will not be using it on yourself anyway. Making brown with 99% certainty as good as purple medkit. This might be different (and I say might - it will probably still not matter) if altruistic healing could go up to +100%. But I still seriously doubt anyone would be using it on others consistently

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406131#Comment_3406131

    True, but keep in mind that many killers’ iri addons are trash and not impactful at all. I know you said “some of the killers’ Iri add-ons” so maybe you were already acknowledging this

    Keep in mind that in a game where 4man SWF brings 4 commodius with yellow charges and BNP, they still fall short if killer brings MDR+amulet (expecting both sides are competent). The difference is not huge, but it's still there.

    The point is - yes. BNP's are busted. So are (exactly as you said some) iri addons. In a fair game both of these (and not just spirit's) or none of these needs to go. Otherwise you just want for one side to be able to always win if they so decide (and it doesn't matter which side you decide to nerf - if it's BNP's, it's killers free wins. If it's only those busted iri addons, survivors have free wins)...

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406672#Comment_3406672

    That's why I didn't say 100%.

    Fact is you can't rely on it. This rework would make her so boring. I wouldn't think you could make her more boring than she is.

    Yay, something I can't control and another antiloop power. Basically new Nemesis.

    I know it's very subjective, but I don't really agree. I think you would be hard-pressed to make the killer more boring than it already is. The only thing I can think of is making the killer also AI controlled (so you only watch the match from her perspective). It wouldn't even change anything from surv's perspective BTW...

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406659#Comment_3406659

    Flashlight nerf isn't that big buff. It was hard to pull off. Most survivors have never done it in their life.

    Removal of exposed builds and range add-ons is bigger deal imo.

    I wouldn't nerf her more atm. Again, don't want to see next Billy from her.

    We could talk about some minor duration nerfs, but nothing big.

    Re-read what I wrote. Flashlight nerf IS A HUGE DEAL in HIGH MMR. The place where god nurses exists. It's not minor. It can be considered minor in low-to-mid MMR. That's 100% not the case in high MMR. Ask any bigger streamer about this. Ask any comp player about this. I am 100% sure everyone will say that it does matter in that environment (AKA the place where nurse is already too OP - because you can play very comfortably around baby nurse as is)

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406440#Comment_3406440

    So what you get exposed?

    You can simply run from loop she used dron at and when you are injured she is Legion, basically without power. Oh no, I am exposed. Oh wait, I was one hit already...

    Then she has dron at loop noone cares about instead of gen.

    Is it really that hard to have good chase against M1 killer?

    M1 killer with speed on steroids? Yes it is. 115% is ok. 120%? Well - most loops you are dead. After all the biggest strength of NOED is in speed boost and that's also just 3-5%... Another thing is - she has enough time around her 3gen to create a deadzone. So no - she is too strong with 3gen strat as is + it's super-duper boring

  • @DaddyMyers_Mori said:

    Hell no, zombies are 90% useless. I want reliable power, not rolling a dice every game.

    This would make her really boring.

    You have no idea. I have to work on 3 gens instead of 1 (and so there's huge time waste when moving around the map) because those 2 zombies always know when somebody is working on a gen and are just attracted to it.

    Just because you don't see the zombies or the fact they get hit very rarely, it doesn't mean they are worthless. The amount of information and slowdown is very valuable. It's like saying pinhead's box is useless, because you can't get survivors to forget about it so that it chain hunts them during chase for easy downs. Same thing applies - survivors just have to run for the box and hide a little and solve it wasting a lot of time...

  • @BooperDooper said:

    Nurse obviously is very overpowered, can shut down chases in an instant, 4 man slug at 5 gens. I mean supaalf is on like.. what.. 175 streak with her??? I don't know if she needs a complete rework or a long cooldown between blinks while making her base speed faster or what but something needs to change.

    Knight. The fact that you can essentially have 2 killers chasing you is insane, is he's in chase with you, his minion shouldn't also be chasing you, or they need a waaaay longer cooldown. I successfully avoid being downed by him or his minion, oh wait nevermind his minion is back here in 2 seconds. You can't loop him, you'll have killers on either side of you, and you can't hold w because he'll just quickly place down a minion in the distance. Either can't be chased by both or needs a long cooldown.

    Skull merchant just needs a complete power rework. Having a power that revolves around proxying the survivors objectives is such an unfun power to go against of even play for that matter. She is weak as hell in chases as all she can do is m1, but she can stop people extremely well from being able to progress the game. Solo q does not stand a chance at being able to coordinate enough to get past her 3 gen strategy, people end up in 30+ minute matches of basically making a tiny amount of progress, all survivors can do is either, make little progress, die or do nothing, even a swf struggle against her and this tactic.

    I'm also going to mention some weak killers here that could use some buffs, sadako, dredge, doctor, pig and plague, there more I'm sure but these are my tops ones I'd like to see do a little better.

    @Marius1234456918 said:

    If your saying that it is a problem that supaalf is on 174 wins in a row you need to keep in mind that the only killer that this is possible with is nurse. But there are swf teams who get 200 in a row aswell. So if your conclusion is that nurse needs to be nerfed because of high win streaks then swf also needs to be nerfed.

    Wait what? Did Supaalf reset his streak and got to 174 wins again? Because last time I checked (yes a few months ago), he was on 550+ wins on her (in a row of course).

    @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406307#Comment_3406307

    You can't really punish players for playing with friends. You kinda need them to keep game alive.

    SupaAlf is tournament level player, going against random survivors. Are you really surprised he is destroying them?

    Nurse got nerfed. She is still best killer, but removing range add-ons and changing to special attack were good changes.

    She is one of hardest killers. I wouldn't want her to get into Billy state, where your effort is basically not worth it.

    Why knight tho? He is not really that strong imo. So what he can down you with his power? I mean, that's what killer's power is for.

    Skull merchant can't chase, she is designed to be defending killer. It was bad idea to release her after knight, who had same playstyle. But that is result of survivors complaining about antiloop killers...

    About alf - you are not realy right. He was streamsnipped a few times by comp players. He made YT videos about it. A few times he was close to actually loosing the streak, but he always just won it again. Also... Most recently nurse got a huge buff in highest tiers - there is no longer any counterplay against her if you take flashlights - making her total beast again

  • @AverageAshEnjoyer said:

    i seriously dont know what you guys are on about. ITS BEEN THE SAME FOR 4 YEARS

    Half a year ago there was no skull merchant and knight. The game was MUCH more fun. I can't even fathom why I used to complain about bubba just guarding you in the basement. At least you had single fun chase back then...

  • But the point stands. There's very little difference between brown and purple. I don't think making brown trash-tier and purple god-tier is way to go, but considering most common use-case (self heal) makes them absolutely identical - the rarities makes very little sense.

    I am not saying make the purple self-heal 50% faster. It doesn't even need to be speed-based. There are other things that would make it valuable. Like making slightly less noise, mentioned skillcheck sizes, even simple things like additional bloodpoints or anything else. Just make the rarities matter at least a little

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406220#Comment_3406220

    Sure, she has counterplay since her nerf, but Iron will is also not a thing anymore, so it's almost impossible to double back while injured, unless you are Ace.

    I think author just keeps playing her wrong and use all her power all the time, but that's just bad.

    I don't think she needs any changes. I don't mind playing against her and she is kinda fun to play as.

    Oh she is very fun to play.

    I agree that her basekit is perfect and does not need changes. I am even ok with her yellow addons being much stronger then some killer's iri addons (even tho they are super basic in their effect). But I still think that her certain purple and pink addons need nerf (on the other hand, she does have absolutely awful addons too, but so long as pyramidhead exists in his current state, it does not even needs to be mentioned really).

    Also - with good headset, you don't need the survivor to be injured at all. Breathing and footsteps can be picked up - and if they walk on grass, that's a free hit.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404499#Comment_3404499

    Your skill is low. [2]

    I don't remember seeing good Spirit players lose a game over the last year. And this is usually with two yellow addons.

    I saw many god Blight players lost their games, but not Spirit. She has no counterplay in right hands.

    I wouldn't go as far. She most certainly has counterplay - it mostly consists of predropping+make her guess 50/50 and macro play. She can be played around - so long as she does not use MDR+amulet that is...

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406156#Comment_3406156

    Bubba? M1 killer? Really?

    Doc is M1 killer tho, but he is kinda noob stomper. Same like Pinhead

    Does he have some extra mobility? I don't use beastmarks or knife scratchers - so no extra mobility for me. That makes him M1 killer AFAIK.

    But sure. Let's check other killers I play - pinhead as mentioned is also extremely good this patch. Plague absolutely is M1 killer in case of survivors that don't give u power (minus one fountain - and I don't use apples if I don't want to win extra much). Legion feels super good, but nobody should be surprised with it. I haven't played ghostface this patch yet, but I presume he will also feel much better (yes, assumption in this case), with Dredge I had some bad games recently - but considering how little I play him these days - it can be just pure bad luck.

  • @Percival_nxs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405704#Comment_3405704

    Play Sadako, or another m1 killer, you cant chases anymore, gens fly no matter what

    I don't have her. But I had no problems playing Bubba or Doctor (both went perfectly well). Do you consider them something else then M1 killer?

  • And that's cool. If everyone saw the game the same, we would all be using just 1 killer with same 4 perks over and over. It's just that PR is still good and even if it's not unconditional now, it can be super-duper good if things align well (and not very bad if things are not just plain super-unlucky). But I understand that's not something everyone will be happy with

  • @BillyLiquid said:

    1) I dunno why Drop survivor mechanics works like now.... , it destroy the game like a sab or wiggler. I see a lot of players which drop the survivor when wiggle and camp him... why we need to play sabotage or wiggler ?.... there isnt reason... Maybe it can stay but takes one slot in killer perks so make it like a Perk but not for every killer -_-. 2) Now if you dont play premade and medkits are "balanced" you says to player PLAY PERKS FOR HEAL OR VISION or probably loose.... If you play in random team you can run 10minutes thought the map behind survivor and he doesnt heal you because he is new... Its really bad way. Make the freedom for survivors and killers. I am Playing for both sides but survivors are in handicap. I play Deathslinger with one yellow PERK and easy beat 90% of premades and random players.... And you boost killers again and again.I know minimal 3 friends which hate this update. When we speak about. Why we need to use Deadhard ? .... if you faill it ... its uselles. And lot of killers wait for the dead hard and know gameplay against deadhard. Its near uselles now (Recommended increase time of deadhard or give it back for 40seconds of exhausted only, no for Hooks conditions. This game was fun for both sides but you now do ways for win.... Dont make winning rules for this game. Make it Open for all builds in this updates a lot of perks will be unusable because if you want win you will need to play correct WAYS : make some heal perk , vision perk.... or rush gens.... Its really bad choice of balance guys. You do a lot of power to killers and destroy survivors side and game like a fun.

    My recommended solution for Increase a game fun and balance is:

    1) Drop Survivor when killer grasp him will be via Perk. (Next easy Perk for new killer)

    2) Dont do correct ways for the play and make more freedom of Builds. (Boons back, Deadhard Back)

    3) In future Make a Perks which boost ("or make a combo") with Old perks which lot of players dont play.

    4) Make a Events more often

    5) Add some new items & offerings for gameplay (New Mechanics will be big advantage) for example Wiggler Boost items, etc.

    I want to thanks for this game (work).I am one of the investors/ money supporters via cosmetics in game ,rifts etc. This game have big potential dont destroy it with bad decisions please. Still i like this game but now i thinking about Exit This game because fun goes to the background. How i say you try to do WAYS for CORRECT play.

    It's super hard to understand what you wrote. Would it be possible for you to find someone that would help fix some errors in what you wrote? Sincerely - I just don't understand what you wrote.

  • @IWasLrft2Die said:

    Pain res is not a good option tbh. Too situational. I'd rather have a weaker reduction that's more consistently guaranteed (say 10% or 15%) than a maybe 25% if conditions are just right with getting the right survivors at the right time at the right hooks. There are too many conditions on it to be worth it imo. Knock it down to lower return but allow more opportunities to trigger (not just 1st hook).

    I do think the killer gameplay does feel more forced to play mean and less gen defensive. I think it's still winnable on either side but I think the gameplay feels like there is less variety to choose from:/

    Hard disagree. If you manage to down 1st person before 1st gen pops, you delay first popping significantly. Chances are you will be able to repeat it again - and that is huge - survivors will now waste a lot of time on healing, unhooking and chasing. It's possible you will get 1 out by 3 gens left without any tunnel (going for 9hook for 1st one out) - because your start of the game went so well (provided you don't screw up now).

    Don't get me wrong. This is still nerf to the version before this patch. But saying the perk is now useless is... About as true as saying new corrupt (the version after 6.1) is now useless. That's just not true. And you will see it in usage rate. PR did not get the nerf CoB or OC got. It's still very good

  • @FFirebrandd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405701#Comment_3405701

    New Pain Res is beyond inconsistent. Sure 25% total regression sounds good on paper, but what happens if you activate it when no gen has more than 5%? You just used 25% of your tokens for next to no gain. No thanks. I'll pass.

    No Way Out isn't gen defense. It's a good perk but that's just... flat out not what it does.

    Corrupt is still good but it isn't and never has been enough gen defense on its own.

    Surge/Jolt has always been just kind of alright. The fact that it's now one of the best with only minor qol buffs is honestly pretty telling as to the overall state of gen defense.

    Thana with its whole 2% slowdown per survivor unless you get all 4? Really? That is borderline useless on anyone not named Legion or Plague and it's a bit questionable on them.

    Discordance is an info perk, not a gen defense perk.

    My build on most killers is now: deadlock, pain res, nowhere to hide and 4th depending on killer (dragon's is nice on spirit - mainly because of synergy with NtH, bamboozle on Bubba-like killers, corrupt on plague or other setup killers, etc). I have very good results with this. It feels nice. You just have to keep in mind probable gen progress across the board - but it's not hard

  • I wrote so in other thread, but I have 180 degree different experience. I practically stopped playing survivor as the patch landed (not entirely, but I limited it a lot). As a killer, I had most of my game 4-3K. A few 1K's. No 0K or 2K yet. This was on several distinct killers - M1 killers included.

    Survivor is now dead to me if it's not 4man SWF (and even this does not feel optimal). Killer feels much better ATM

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405568#Comment_3405568

    So just play injured? Then whole build is useless.

    No chase perks, no info perks, no slowdown.

    Ignore healing, focus gens and don't be greedy on pallets

    Sure. You can do that. As you said it's the best counter to it. But don't be surprised as a survivor to go down within 5s then (especially against stealthy killers)

  • @Th3Nightmare said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405572#Comment_3405572

    You've been lucky, because I could also do 4k or 3k against average players (potatoes) but I want to see you against random people, not PREMADES, but just people, people who more or less know how to play and do their main objective (gens), you'll explain to me , if you will have to play in another way such as: camping or tunneling, more competitively to balance the game, you cannot deny this, I have 6200 hours.

    I don't camp or tunnel (well - I don't track who I hooked last - so actually I do tunnel if I happen to find last hooked person). I also played more survivor (oh not this patch. I play MUCH more killer then survivor now). I don't play all the killers, but I do play also M1 killers and just today I had 4 games of doctor. 3x 4-3K and 1x 1K. I also played 3x spirit with brown addons (today only 3-4K). Also 2x bubba (both 4K). That about sums up my experience this patch. Yesterday was no different.

  • I've had quite a few 4K's and 3K's A few 1K's no 0K or 2K from the patch. If you know how to chase at least a little, the game feels much easier on killer. But it's true, that if you suck at chasing and just clutched on CoB+OC combo and kicking gens over and over - then yes - gens fly and the game is actually harder. But as I said - the game feels much easier as killer for me now

  • @Marius1234456918 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404923#Comment_3404923

    You know all sloppy is doing is reduce you r heal speed by 20% right? So if you base need to heal 24 sec its 28.4 with sloppy... idk about you but it doesn't Sound strong to me. And 4.8 sec longer heals is not worth a perk slot in my opinion.

    It's 25% for 30s heal. And there are builds which can make this valueable (depends on killer if he does that tho). Like having large TR build with colorphobia and then interrupting it makes those 6s (not 4.8s) very valuable (you just probably destroyed whole medkit - or at least eaten 1 self-heal from it). Or having nurses calling for the similiar result. Or being quick killer with enough aura reads for yet again same result.

    So no - it can (but does not need to) be quite game changing.

  • @KhrisCo said:

    The gen rush has been bad ever since the big perk changes last year. But now? It's even worse. That survival rate is going to go way up higher than it should be for sure. Prove Thyself is the perk that should have been nerfed first before anything else.

    Start to track your stats. Or check pages that do that them. IMO killer is becoming easier and easier

  • @[Deleted User] said:

    I was actually thinking about this last night. I think it would be funny if the killer could leave the trial too. Survivors are butt dancing like crazy and the killer strolls on past the survivors and keeps on walking. Match instantly ends for survivors if the killer does this.

    You would need some protection to not do this accidentally (you know even in gate area you can still get a kill). Otherwise I like the idea :)

  • I don't really like this idea. Having impactful perks (and also items/addons for that matter) means, that you have different playstyles. Different things you can/can't do. This promotes variety. This is even more visible on survivors. Base survivor can only chase with killer or do gen. With perks, you can distract them (like deception), you can hide better and try to play stealthy (distortion), you can try to save your teammates (saboteur/residual manifest), you can troll killers and play around that (blast mine), you can be team medic (things like autodidact/empathy or another variant being bottany/we will make it). All these things are not really that significant without perks.

    Perks having impact is a good thing. Problem is, if the game "forces you" into certain playstyle only (say it's not viable to take bamboozle, enduring, spirit fury and blood favor, because you just need your slowdown perks). Meaning ideally perks enable/highlight certain playstyle, but you are not really required to take any single perk in a game (meaning ideally all perks should have overall same average value (average meaning - if it does a lot, then it needs to be rare to actually pull off or niche in use) - where value by definition should be a little subjective term to promote variety between different players).

    This enhances the game and makes much more variety. I don't want every killer and every survivor be totally the same no matter what. That sounds boring.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404130#Comment_3404130

    Yes, players are restricted so that the Ready and Not Ready buttons cannot be pressed at the same time

    No game does that. If you're crying over a survivor who shook his head up and down quickly, don't play this game.

    I don't find this painful, I find it funny

    The point is - no matter what restrictions u impose, they will always get circumvented to get the point across - until u get into situation where it really hinders the game. So again - will you remove T-bags? If u do, then what about dodging? U sometimes need to rapidly crouch multiple times in a row against ranged killers... And about shaking head - if that's ok. Why does it bother you that survivors wait at gate and press a key on a keyboard (same argument about your head nods applies to this too)?

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404198#Comment_3404198

    And if you get the old BNP then killers get the old mori - you fell to the ground? Have a mori with no hooks required.

    Nope. I am fine the way it is. Just address 3gens that literally have all 3 of them within circle with 10m radius and the game is good. We don't need all the old busted things that were in game (and survivors had a lot more of those BTW).

    It's actually your argument that "it was always in game, so it's fine the way it is". There were busted things in game. Now they are not. So busted 3gens are also not OK (so long as we don't bring back busted counters for that)

  • @TonyXSplash said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404478#Comment_3404478

    You have to keep playing her after maybe 25 games then come back and comment.

    Oh. So go back in time? I have many many more games then just 25 :D

  • Before the patch dropped, I played spirit mainly with yellow addons. As it dropped, I changed them to brown ones, because I felt the game being too easy (exceptions do exists, like badham is still not super easy).

    As this patch dropped, I am expecting heavy nerfs to 3 best killers in game - spirit being #3 in that list. There's literally no room for any buffs to her

  • @RedSonSuperman23 said:

    I was hyped for the new update and all of a sudden I fooled myself. Its been 8 games n ive tried adding different perks and add ons. I used onryo, hag and ghostface and all I gotten was between quad n 1 k. Why? Ill tell you why.

    Survivors buffed perks ive been seeing a lot lately which are:

    1. Well make it

    2. Resilience

    3. Prove tyself

    4. Windows opportunity

    5. Balance landing

    6. Sprint burst

    7. Off the record

    8. Unbreakable

    9. Lithe

    10. Breakdown

    11. Hyperfocus

    12. Reasurrance

    Every game i get gen rushes, lots of swtfs, survivors looking and chasing ghostface while stalking, body blocks a lot, hags traps interupt im groups, long loops with pallets in middle harder enough that bloodlust doesnt show up till last min. Most of killers r completely nerfed n weak that doesnt last stopping from gen rush. Im so upset with this. Dont get me wrong I like playing both sides but if Im seeing survivors winning most of the time due to that, then its clear that killers r not same as balanced w survivors. I think this game its too survivors sided probably since the day they reworked ghostface n legion but then after things have gotten horribly to me. I felt like I wasted my whole time and money hoping devs come up with better balance, better perks even comunication but as far for 2023, I dont find this game fun and enjoyable at all.

    Get used to it. SoloQ is now so bad, that you will rarely see it.

    Anyway - it's a weird world out there. I see killers (mostly my games now, if I can't get 4man, I am not touching survivor) winning most of the games this patch. And it's much easier even if I go casually (I swapped yellow addons on spirit for brown ones and still get easier games). The only thing that can stop me now is too large/dense map. And even this means only "this time it will probably not be 4K again"

  • @MrDardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403915#Comment_3403915

    To be honest, If we raised base movement speed from Killer to 5.0 m/s and Survivor to 4.4 m/s, that would still have the same effect inside a chase but both would be better at map traversal.

    But still, I'm not to much of a fan of large maps as even with 10 % increased movement speed, it'd still be to large to cover. Weirdly enough, Coal Tower is one of the smallest maps, but 3-gens happen so rare there because the gens are decently split still. I'd rework maps like Azarov's Resting place or Suffocation Pit to not have that tight bottle neck in the middle.

    In theory yes, but in practice you are reducing survivor reaction time (all mind games are now easier) + lag hits feels like a bigger problem now (I was somewhere else on my screen - why did I get hit?) - so overall this would still be a noticeable killer buff (I presume other movement speeds - like killer abilities, would be adjusted in same manner as base movement speed)

  • @pigslittlepet said:

    Problem is this is how it used to be before coh. Those of us who were here will adapt and move on. For people who started after coh was added it's gonna be a hard crash back to reality. The perk held people's hand through low and mid tier mmr and now it's gone. Gonna be a rough transition back to normal for some people.

    Not true. 32s self care was not ideal, but it worked. If you are talking about even more veteran players, self care used to be 16s if I remember correctly.

  • @LeFreezy said:

    Greetings.

    CoH has always been mostly used by solo q players but with the recent update CoH became much more viable for the SWF's and (almost) useless for solo q players. Below I'll describe the possible changes that, to my mind, will be able to balance the current state of things concerning the CoH's usage.

    All Survivors benefit from the following effects when inside the Boon Totem's radius:

    • If a Survivor is injured, their Aura= will be revealed to all other survivors. When inside the Boon Totem's radius, an injured survivor will also be able to see auras of their teammates within 24/48/72 metres of their location.

    The lack of communication critically affects the life span and effeciency of solo q players. For example, you may wait for a heal for several minutes but no one will come. A little bit of knowledge about where are your teammates currentlymay solve this problem and allow injured survivors to not pointlessly wait for a heal.

    • Increases Altruistic Healing speeds by 25/50/75 % when not using a Med-Kit

    A healing speed when inside the boon totem's radius, imo, must be reverted to the pre-6.7.0 condition or even more. 8 sec. heals are ridiculous and they'll be definitely abused by a well-coordinated groups of survivors.

    Please let me know what do you think of these ideas.

    For me the perk is dead. The only use I would ever think of is ONLY for soloQ - to actually lure someone to heal me. When playing SWF, it just makes no sense from efficiency's POW. Reason - find totem, boon it and travel to it + used perk slot. Why would I ever do that, when I can skip all this and heal in the closest spot between me and my next mate? I am sure most of the time going to boon would take longer. If anything - just bring bottany and enjoy your guaranteed +50% speed (10.8s heal instead of 8s - yes. Just 2.8s difference, but huge investment time difference) without need to waste time with preparations.

    The perk makes 0 sense in (comms) SWF. Maybe in no-comms or soloQ. But there are still better options.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372731/the-new-gas-heaven-is-awful

    There is nothing wrong with this.

    DBD used to have this all the time and quite frankly it was one of the things that made the old/weak killers "work".

    Sure. No problem. Bring old BNP where I can delete single gen out of existence and it's perfectly OK.

    In current state? Hell no!

  • Don't change game to remove things like this. It would mean you would need to teleport and heal slugs if killer is walking over them (yet another BM thing, or maybe just survivor teleporting on the ground as the game does quite often). Huntress gets free hatchet hits because that's toxic T-bagging and absolutely not dodging. Both killer and survivor should be very restricted from looking up or down (they can't look down if they recently looked up) because that's also BM shaking the head at the other side etc.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402049#Comment_3402049

    How would you get 400% healing? CoH + 2 survivors healing = 4 c/s healing. There, just 1 perk and you don't even need any of the 3 people implied in the healing to be the one to bring it to the game and use it.

    8 seconds is for 2 people without CoH healing. 16 seconds / (1c/s * 2 survivors) = 8 seconds. CoH buffs healing in 100%, so one survivor would heal at 2 c/s so 8 seconds heal. You still have problems with simple maths, apparently.

    Boon searching has never be a problem because every map have one spawning besides a gen or just at plain sight in "the road". It has never being a problem even when people don't bring any type of totem aura reading perk or a map, why would it start being one now?

    Travel time would be a problem if it wasn't because you can bring multiple CoH, the aura is huge and normally you want to still hide from the killer, so you would always go to a remote place to heal instead of doing in the middle of the map. The only situation where this is maybe a problem is when killer drop chase so you are "alone", and in that case you can do what survivors without a medkit or CoH available is doing now that is go to the closest gen and if is someone there get healed, and if there is no one just repair the gen until you find it. It won't be any lost time for the survivors because it is already no time lost for the survivor.

    And a 4-5 minutes game is what most games take right know, no matter that you make 8 hooks one after another, because gen progression has being always too fast. Now survivors brings PT, Friendly Competition and BNP with toolboxes almost every game, and WoO to not even have to loop or mindgame, just go from pallet to pallet as then you force the killer to drop chase or having multiple gens done by the time he is going to hook you.

    So don't matter if there is 30 pallets or 20 in the map, the thing is I have a recording of me breaking 11 pallets in all the chases and still being unused pallets. Because again, people don't even try to loop or mindgame TLs anymore, they just go from pallet to pallet, and they know they aren't going out of pallets before the rest completes the gens.

    You claim non-stop that you play so much killer right now. Pick a M1 low mobility killer and then come and tell me how many chases you had that isn't the survivor pressing W to going to the next pallet over and over again and then count the number of PTs and WoO after the game.

    Either way, we will see how things goes tomorrow.

    Ok so your solution to 2 people traveling and wasting more time then they gain is make it 3 ppl traveling. Now you are becoming funny.

    Remember this post. I will write you in a month to see how many ppl use the perk - especially SWF. I presume some low soloQ (thanks to aura) usage will be there. But I am still totally convinced the perk is absolutely dead for SWF - even in your case - just go to gen and find someone there (so don't go to boon) - so you don't waste the time (correctly). Why would you move to CoH area when u can already heal next to gen and don't need to walk to it's (possibly distant) aura?

    Also I will tell you a secret how to counter WoO. Go for that person while he's around a few gens. Let him clear that part of map (break 3-8 pallets with him in that vicinity) - then leave him. Once you inevitably get the chase in that location again, you can face dbd gods themselves, but they will still go down - because the map will be already empty by that WoO user. Works especially well if you target part of the map that only has pallets and barely any window...

    As for slow M1 killers - I do use Bubba and win most (not all) games. No problem at all. Especially on pallet heavy maps like gideon.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402050#Comment_3402050

    Play killer, find a game without any medkit, and observe how many times more than 2 people are healing and how much time it takes for them to do so. In my experience, not so much. Equip an aura reading perk and notice how many times the healing is done besides gens and on unhook by altruistic. Most of the time. Record it and see how it still makes the game end in 4-5 minutes at max.

    The self healing removal would do almost nothing for the killer. The only ones that would see a problem are the people that overrely on it and brought medkits to every game. Someone like me that when play survivor usually brings a toolbox, I won't even notice and I never had a problem in getting healed, not that it took long for other to do so.

    But we will see what happens tomorrow.

    1, check again those games and count the time for how long those ppl are injured

    2, check how many of those people in your case are using DH (I presume the number will be close to 100%)

    We will see it today. I am more then convinced the game will become MUCH easier for killer now - especially lethal killers that are strong right now.

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402191#Comment_3402191

    Even considering basement bubba can still be dealt with, it's still possible to save.

    Sure. And killer can still win if devs change gen time to 30s. You can still snowball the game before it ends. But is it realistic?

  • @betelgeuseyes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402166#Comment_3402166

    No, that's not force, that's a choice. I mean like a killer perk that forces survivors to stop what they're doing somehow and save before next hook phase or death.

    Horrible idea considering basement bubba (and quite a few other killers like this) exists

  • @IWasLrft2Die said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401957#Comment_3401957

    Killer side has a lot more since a ton of the killer perks are just bad while survivors have fewer trash perks.

    Awakened awareness-larger range

    BBQ- bring BP bonus back

    Bloodhound- gain bloodlust slightly faster

    Brutal strength- add a slight bonus to damage kicking gens (such as an extra 3-5%)

    Deerstalker-faster pick up animation bonus

    Fire up- add a slight increase to movement speed per token (such as 0.5% increase)

    Hangmans trick- sabotaging survivor is inflicted with a negative status effect as well (mangled? Blind? Oblivious?)

    Hex crowd control- remove hex and make a generic cooldown perk

    Hex undying- add an additional hex to be cleansed

    Madgrit- successful attacks while carrying a survivor extends the wiggle timer

    Nemesis- any stuns or the survivor escapes your grasp triggers nemesis as well.

    Play with your food-tokens are only consumed on successful attacks

    Pain resonance- how it was before most recent patch notes

    Scourge hooks in general- add 2 more hooks and scourge hooks aren't lost from a sacrifice. Survivors are also given a better idea which hooks are scourge hooks

    Starstruck-3 second delay for exposed effect to be shown to survivors

    Territorial imperative- add 1-2 meter distance from a hook to also reveal a survivor

    Tinkerer- can trigger multiple times.

    There are a lot more perks that could be adjusted but these would make the perks worth running more without being must have perks

    A big killer streamer recently said. About 50% of killer perks are just bad. About 70% of survivor perks are just bad. I agree to that

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402148#Comment_3402148

    That data data also had nurse, spirit, and blight with the same kill rate as The Onryo so like.......... anyways I feel like we are getting off topic, my suggestion had to do with objective speed not kill rate as well as a refresh of the game. Do you honestly want to just hold m1 and hit space a few times and leave for the rest of this games life? What are some suggestions you might have for additional objectives, on either side?

    I don't care about that change. I do care about balance. If OP stated we want to change what is being done with the game so add this and adjust rest, then I would probably not even comment...

  • Sounds like an absolutely horrible idea. There would be literally 0 reason to EVER use lithe.

    The perk is good the way it is. It doesn't need buffs or nerfs. It's part of the skill to 99% it properly, not waste it when it's not needed and on the other hand not walk whole time to actually loose more time then you gain by it

  • @xPrinceHarlequinx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402127#Comment_3402127

    I'm sure there would definitely need to be tweaks to the numbers and I'm not against it. I was asked to give ideas as to what to do additionally and that's what I did. As far as kill rate, I believe that also includes new players (where the kill rate is going to be naturally inflated because that is where killers are especially strong) and people who kill themselves on hook, give up, etc. as there isn't a way to discern between that.

    On a non-balance note, it would also refresh the game a little bit and stop it from being an m1 simulator.

    Last stats said - average across all MMR 59% kill rate. High MMR (to clarify - 5% of best players on that killer - so this technically does not automatically mean top mmr if said killer is weak overall) it's actually 61%. So the opposite is true apparently.

  • I think it's fine. I know that I will still be using the perk as is (in contrast to overcharge which I used until now or CoB that I never unlocked). I don't mind it being scourge hook too. You have 3 chances to prop it on every survivor, so it's not even really limiting

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402113#Comment_3402113

    I have seen the patch notes and I know about the DH changes.

    Regardless dh when activated will still be extremely strong, and killer takes a huge L if a surv DHs then manages to escape chase as well. Admittedly it will be less prolific.

    We will see how many people will use it. I presume it will be used about as much as headon. So it's really a no-issue (if I am correct)

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