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Gandor

Gandor

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Gandor
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  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402124#Comment_3402124

    Yes, it's ok. Same as Oni's speed addons, as Bubba's speed addons, as Billy's speed addons. Useful? Yes. OP? Definitely not.

    Oni +41% of BASE movement speed. Or almost 21% with both addons.

    Bubba 5% of movement speed.

    Now compare that again to +50% ability speed. If you normalize it to Oni's speed, then I am totally OK with those (still very strong) addons

  • So the gens will go to 50s then to balance this out? Just a reminder - kill rate is already 60+%

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402103#Comment_3402103

    Alc Ring, C33, Vial. Only 3 OP addons. If you are about to add speed addons in this list, i'm glad to hear why, because i still haven't heard a single argument why they need changes.

    if you think +50% speed is absolutely OK to a ability, that is already 230% movement speed, then I don't know what to tell you

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372478/what-are-some-perks-you-d-like-to-see-buffed

    Cool ideas. Except the iron will suggestion.

    No pain grunts after a successful dead hard is insane.

    What perk? Ah. You haven't seen patch notes yet.

    @[Deleted User] said:

    Hex: Crowd Control, it simply doesn't do enough to be warranted with it's Hex status. It's main problem is unlike Bamboozle the killer is on the wrong side of the vault when it activates with the addition of several vault heavy map's making it redundant even without it's totem being broken. The only time this perk seem's like it's Hex status come's into play is if you catch more than one survivor in the few rare spot's such as the Vat drop down in gideon's. It's not really woth being a Hex, that nothing would really change if they took the Hex condition away. Instead of that let's keep it a Hex and try some thing's.

    There's no guarntee any of the number suggestion's will be decent on either side of the scale, Hex perk's are tricky to balance, but that's what ptb's are for.

    It could provide a 5% haste effect as long as an entity blocker is up (maybe stackable to a point with each entity blocker active, possibly too much doing that), since it doesn't change much how a structure is played or provide any opportunities to work with killer power's outside of Blght or Nurse. But a haste effect would allow killer's to move around the structure's and reduce the chase time slightly while it's up.

    An alternative alteration would be increasing vaulting speed drasticly by 100% for exmple, doesn't block the window's unless survivors take them in chase, but provide's something more towards it being a Hex while tying into the window vault aspect. issue is that make's it just Bamboozle Hex edition which isn't a great idea in any aspect.

    It shouldn't pre-block window vault's until broken, that would be rather ridiculous yet dull at the same time. If it did have to, it would work better based on proximity in a active chase. For example once the survivor pass's 20m's all vault's within the terror radius become blocked until the vault's no longer in the terror radius or the chase ends. Or alternativly, when a survivor take's a vault in chase all vault's within a ceratin distance become pre-blocked as well.

    Adding this post thought, but the killer perk's that activate only when a generator is completed (aside from Deadlock and Bitter murmur), Claustrophobia, Coup De Grace and maybe Fire Up need something. These perk's are heavily limited, i don't know how to improve Claustrophobia outside of a complete re-work, but perk's that can only be activated a total of 5 time's need to do something that warrant's that limit.

    Coup for instance can currently only be used for 2 and half chases total spread out over an entire match, for what it does it's pretty bad, it either need's to provide more stack's or lunge distance for the restriction it has, or be changed to earn token's a different way.

    Fire Up, could maybe have a 80% (if not, 50%) speed increase in pick-up/drop action's across all 3 tiers, this way the perk ran by itself provides something for the entire match, instead of just being ran with other action speed increase perk's.

    Coup could be changed in a way, that it does not loose token until you get value - meaning you loose token only if you lounge for distance that is longer than base distance + you actually get hit. That sounds reasonable (also with 5 token thing).

    @Remedicist said:

    Insidious

    • When the killer is standing still, their TR will begin to decrease to 0m. The killer will become fully undetectable after 2 seconds
    • The status effect lingers for 2/4/6 seconds after moving, performing an action, or using a killer's power, and the TR will reappear afterwards

    Furtive Chase

    • Whenever the obsession is hooked, a token is gained up to a maximum of 4/5/6 tokens
    • Each token reduces the TR by 4m when not in chase. The red stain is normal when not in chase
    • Each token reduces the red stain length by 12% when in chase. The TR is normal when in chase
    • When a survivor unhooks the obsession, the rescuer becomes the new obsession

    Beast of Prey

    • After breaking a wall or pallet, gain the undetectable status effect for 10/15/20 seconds

    Shadowborn

    • Begin the trial with the undetectable status effect
    • Effect lasts for 60/90/120 seconds (maybe the effect would immediately end when a survivor is downed too - maybe not)

    Your furtive chase would be straight-up OP for some killers - specifically slinger and some killers like Bubba. But it would be super good perk on every single killer (red stain is huge, no TR is conditionally on killer even bigger thing).

    But I like your Insidious change.

  • EGC deactivation was just stupid. This is good change.

    But 3s stun? Let's hope you are facing one of the weak killers, because otherwise you just wasted perk slot even if the killer is absolutely fulfilling the perk's niche (is tunneling you right off hook). Conditional 6s chase prolongation is just not worth a perk slot.

  • @pigslittlepet said:

    I agree. Nerf alchemist ring and move on. Please don't touch his base power. He is strong but not overpowered. He has counterplay. It's hard but doable.

    He has 5 addons that are OP. Yes. 5. Compare it to pyramidhead and you understand how weird this game can get

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401888#Comment_3401888

    Then why can Oni chose when to use it? Oni could also refuse to absorb the last orb and the power only fills up to 98% or so by itself. Clearly a skill issue if they can't do it.

    https://forums.bhvr.com/dead-by-daylight/discussion/372214/myers-should-have-a-button-for-activating-t3

    I have been wanting this since the Oni's release. They even had an audio file for Myers stalking you in EWI when he was close to the tier up back in 2016. They could add that for the EWIII is ready sound cue.

    This is just wrong argument. Healthy survivor you are watching from distance does not provide orb. But u can stalk whoever u want no matter if healthy or not. This is just not comparable.


    Anyway - it's time to remove both tombstones and buff the killer properly. It always comes to the same debate. This killer can't be buffed or changed, because he has those 2 addons (especially tombstone piece)

  • Why would anyone want to buff 3rd strongest killer in the game? And yes - no chase music most definitely IS buff and not QOL

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401442#Comment_3401442

    Healing would still be the same as altruistic healing hasn't being nerfed, and DH would still be the same unless you are tunneled hard every single hook. So in any case, they would perform exactly as before.

    Self healing was 100% stronger then altruistic healing. Loosing it will 100% leave a mark. You must be on copium to say otherwise.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401463#Comment_3401463

    Yeah, with healing as low as 4 seconds with CoH, DH being the exact same problem as before unless you hard tunnel every single hooked survivor, no effective regression and gens getting done in 4-5 minutes max while you are breaking the pallet number 11 out of 30 I'm sure most of the killers are going to do soooo good in this patch.

    4 seconds would mean you somehow got 400% healing speed - or said in a different way - +300% from perks. I have no idea how you would get that. CoH gives you only +100% which results in 8s heal for 2 ppl instead of 16s heal.

    Also as said previously - I seriously doubt anyone will be using CoH in a month (or at minimum anyone outside of soloQ or no comms SWF), because totem search time + boon time and then later travel-to-active-boon-time for 2 people will together be always longer then -8s you get from +100% altruism heal. Just wait and see the perk go down to "reactive healing" usage (it makes sense only for soloQ for the aura for other people to know they should go to the area to heal someone else).

    Also - the gens done in 4-5 mins means you are terrible chaser = you are loosing A HELL OF A LOT even this patch. Or you are holding your 3gen until the other side surrenders - so this is actually one of a few positive things from this patch - you can't hold 3gen indefinitely any more even if you are not able to land a hit in a full minute repeatedly.

    Also - what map contains 30 pallets? AFAIK most pallets in game is around 25 and that is the game - map that contains nothing else but pallets and 3 usable (not even good) windows + 4 trash ones.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401438#Comment_3401438

    There are though: Garden of Joy, Swamp and Badham still have them, they don't always spawn but they exist. Edit: I forgot Borgo and DDS.

    Again. Not infinites. They can buy a lot of time, but they are not infinite. Same as saloon one

  • @Ithiria said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401467#Comment_3401467

    2 pallets is pretty normal for main buildings.

    And even Ormond with its four isn't as good as Garden of Joy's main.

    I think making the rest of Garden of Joy much worse will leave it a frustrating map, though the map does have too many pallets, yeah. I think just making the fillers less reliable would do a lot, especially stuff like the parking lot which is 100% guaranteed.

    Or, alternatively, nerf the maze tiles so they spawn garbage tiles. It'd be an alright tradeoff to have a lot of filler pallets but pretty bad maze tiles. Right now, the RNG is very free-floating and tends to spawn multiple good jungle gyms. None of the mazes on shack side are even capable of spawning such tiles as L-T walls.

    But really, I don't think that much needs to be done to main building to make it a lot better. On the bottom floor, make only one of the two back windows spawn, cause linking them is great. If that's still too strong, add a breakable wall near the pallet-way back. If you get the kitchen window, it still links to the maze tile and is still strong.

    Top window could be nerfed with a breakable wall in the room to the left that would let the killer just drop to the ground, although I don't actually think the upstairs windows need nerfed. I think it's okay for that gen to be really safe.

    You said remove ALL WINDOWS. Which main contains JUST 2 pallets and nothing more? Even Torment creek contains 2 pallets AND a window.

  • @Ithiria said:

    Loops like Garden of Joy's main windows shouldn't exist, period.

    GoJ should have a dead zone called main building then? The structure has 2 pallets and that's it.

    To make that map fair, all it needs is 1/2 reduction of all the filler pallets. Then it's OK.

    However this change should come with balancing of midwitch too. Add 4 vault locations to those 8 long-ass halls and that should level the playing field a little

  • The difference is, that when the patch lands, kill rate will skyrocket. And you are still complaining....

  • Most effective tactics available. And bringing one of these 3 killers is most effective tactics available AKA META.

    Anyway - after next patch, these 3 will definitely overperform. None of those 3 needed gen regression perks and they were best killers anyway - so loosing gen regression does not matter for them. On the other hand being injured helps them a lot + DH nerf on top of it. So yes. I am sure they will now overperform a lot

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400908#Comment_3400908

    That's a bit dramatic. They already changed a lot of the PTB nerfs, and maybe they will again afterward. My point has to do with infinite windows on maps, not the entire survivor gameplay or every window and so on. If you had actually read what I'd suggested you would've gotten that.

    There's no infinite on any map any more. There used to be one on old Headonfield that allowed you to literally be on that window literally whole game until game shut down (this one got fixed even before the map got shut down).

    There's no such a thing in game any more. The closest thing to it is dead dawg saloon main if u know how to fast vault from that difficult side that one window and use it with the other one on bottom floor - but even in this case killers gains a distance a little.

  • I play most of the killers. And especially basement killers do super good on rotten field

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399433#Comment_3399433

    That's not a nerf to survivors but to the maps that are unbalanced.

    Let's see if devs will need to revert the changes first before you put final nail into the coffin for survivor gameplay...

  • @Johnagon_Infinity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400853#Comment_3400853

    Mother's Dwelling, Gideon, Family Res, Badham 1-5, Rotten, Cowshed, Rancid, Torment, Thompson, Blood Lodge, Gas Heaven, Ormand, Borgo, GoJ, Eyrie, Groaning, Suffo, Shelter Woods, Disturbed Ward, Father Campbell's Chapel are too busy talking for those other maps to get a word in.

    Gideon is killer sided. Once they changed it from 34 pallets to 25, it's generally killer sided. Especially for nurse, nemesis and legion w certain build + it suffers from indoor map complex. Even Otz agrees to this.

    Rotten fields have 7 pallets and so are also killer sided.

    Family residence is survivor sided in what realm? Torment has very low density of things to loop making it easy for huge number of killers to get hit before u can move to another one (exactly the opposite of what OP said btw).

    Blood lodge and gas heaven are just getting rework to make it easier for killers.

    Suffo has one of the most nasty 3gens no matter what - which survivors can't even identify from a get-go. So again. Free killer win if he decides to camp it.

    Shelter has main, shack and filler pallets. 1/2 of the map is totally killer sided, the other is surv sided. I have no idea how you can say it's just surv sided map.


    Also if all the maps are so much survivor sided. How is it possible, that killers for a long time now have above 60% kill rate? This does not compute.

  • It's the same question as asking for survivors to be able to tone down moaning - but for everyone. It would bring huge advantage for killers in chase breaking the game

  • Sure. Connected pallets and strong loops. Midwitch, wretched shop, wrecker's yard, Lery's, both RPD's etc would like a word with you guys

  • Yes. It's sad they decided to remove interactions instead of adding more.

  • @randonly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400104#Comment_3400104

    You end up promoting a taboo-centric fallacy that systems can't be messed with because they've always been the form x y z. So, Just because plague is an m1 killer doesn't mean that she's intrinsically weak and this already works as a form of counterplay. By the game's stats, m1 killers have high kill-rates, like sadako. So, saying that the killer is m1 bc of that, is weak and using that as a basic justification, it's the same as nothing.

    And her power in its basic form already does a lot that goes beyond being a mere m1 killer, so, it does not bring any disadvantage to her, on the contrary, it brings advantages of leaving everyone broken without having to aim or be physically present near the survivor, in addition to serving as a track on survivors and infecting scenery and generators, and if you using the pools as survivor, you give >>MORE ADVANTAGE<< to her, plus the ease of stacking with slowdown gen perks like thana which remains strong on her aroun 3-gen.

    So, in short, all m1 killers work around loops just like plague, and not giving access to her AOE is not COUNTER, because you already find yourself at a disadvantage just by her basic power as survivor, it's like giving NOED to all m1 as a pig or trap and some way to track survivors and if they cleanse the totem, you can turn these killers into ranged ones.

    Anyway, broken is not enough to describe it.

    Believe me I am not. I for example think that nurse shiuld be severely nerfed again - and she should not stay as indisputed best killer in this game, because it was always this way...

    Sadako is not pure M1 killer either (she is, but not in a sense that she has no power in loops). Her invisibility can force you to guess where she is making her a good chunk stronger then plague without power. Same can be said about just anyone, but legion (but he has cheap injures too).

    Also IMO strength of NOED is more in those 5% speed, then in instadown. The reason is, that those 5% are enough to make killers outright win all the 50/50 loops (majority of them). So giving killer instadown vs giving killer NOED are 2 very different things in my eyes...

    Anyway, this is just my experience with the game - and for these reasons I don't see plague being overpowered (or weak for that matter). Feel free to disagree. You have full right to do that :)

  • As @Emeal hinted. Wesker is very well made killer. He is not super strong even. Just very cool. On the other gand you have twins - very strong killer in current state, but too clunky to be enjoyed by everyone. Or say Artist - super strong killer (top 5 in game) that almost nobody plays for her boring gameplay.

    Meaning it's not about balance and tweaking things would not help (only make well made killers miserable to play). You actually need to address pain points of other killers without just outright buffing them until they are played enough (because that would create just OP boring killers). But fixing pain points of killers is hard thing and needs to be tackled individually.

  • @DaddyMyers_Mori said:

    Well, if you need 4k and don't want to gamble, this is way to go. Simple as that

    what is worse imo are two last survivors hiding, ignoring gens and hoping I am going to find other survivor first. I have been stuck in games like this several times. Record they had was almost 40 minutes of hiding. I was just watching anime and randomly running around map...

    As a survivor, you are going to at least bleed out, so it will end quite soon.

    We definetly don't need keys back or anything like that. That was so annoying time to play killer.

    This happens if you give 0% chance for escape. This is reason why hatch exists in the game and why EGC was introduced at one point (to just naturally force the game into conclusion).

    If there are 2 solo players, they are actually playing the game to maximize their chance of escape - as doing their objectives is death sentence, the best thing they CAN do is actually hide until the other one is found and killed (or bled out if killer decides to slug). The solution is to actually change the game so, that there is some (at least random) chance to escape when the game is doomed.

    Like for example - say that hatch spawns for last 2 survivors, but only 1 can get out. Once this single survivor gets out, hatch closes and EGC starts (if killer finds it, EGC can start right away). Now it's about gate spawn/luck if last one can get out. I don't think this solution is the best one, because it artificially nerfs killer's kill rate (especially if killer found the hatch first) too much (too much RNG and possible escapes), but it's one of the things that would absolutely solve this issue.

    in Hatch Comment by Gandor
  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400104#Comment_3400104

    Ok let’s try this again. I’m not talking about a single hit…. I’m talking about fully inhaling an entire action bar of puke, and puking the entire action bar, where my screen shows the puke hitting the survivor, and I’m hearing the survivor make “getting puked on” noises. So we’re talking about over 1 full second of Plague hitting a survivor, but the game not registering the hits.

    When the puke bugs, she could even shake her camera from side to side, so the puke sweeps such a large area that it’s just not possible for the survivor to dodge the puke….. but the game still sometimes doesn’t register the puke hits.

    Ok. Of course I agree to that one. And even if I do play plague quite some (not a lot lot), it never happened to me. So I never knew something like this could happen.

    Actually it would be best to have a clip about it and report it in bug section of this forum. I absolutely agree that outright bugs like that should be fixed

  • The thing is that the premise is not true. From my experienced veteran SURVIVORS like chill games. Killers (there are exceptions - like most of Billy mains) don't want chill games. They want to just 4K. That's it. Nothing else matters. If you make the game truly balanced (50% kill rate), they will not like it and will complain A LOT

  • It doesn't matter. The perks are bad anyway - they require you to group up very closely = filling killer's dream for chases (2 for 1 + you can't effectively use windows/pallets/etc + players bodyblocking each other). Let those perk die with the rest of them like most survivor perks do. There's no redeeming them anyway.

  • @randonly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399585#Comment_3399585

    She can even be in a "good" spot between swf that has in-game communication to share her location.

    But among Solo Survivors, an average plague can easily dominate the match with little effort using 3-gen strat, and there is no way to avoid being infected, since the addon combo leaves the generators infected for more than 1 minute.

    Anyway, it forces everyone into a lose-lose situation, and in the best of analogies it's like playing with noed the whole game without being able to cleanse the totem, because if it's going to be worse, what eventually in soloQ do you have to do to save a hooked person with everyone infected.

    2 core healthy state is fundamental in the game, specially in SoloQ, given nobody have radar on the killer to play safe and share among others basic things like correct positioning in chases, build used by the killer, etc.

    it's no wonder she's in the top 5% MMR with the highest kill-rate, given that most lobbys are Solo survivors.

    And I almost forgot, if by chance you dominate the match and manage to win in SoloQ against the plague, you can forget about pip (at least in silver rank and up), since your emblem in the benevolent category is practically zero.

    I agree with PIPs.

    Don't agree with single health state - the thing is, if you don't cleanse, her only power is basically "you are injured whole match". So the game has 2 equal things broken - killer has no power being true and pure M1 killer only, but you have just 1 health state instead of 2 (with exception to her 1 fountain or 2-3 with addons). IDK, but that sounds fair to me. Like don't get me wrong - she is very strong. But it's not like you autoloose against her without any possible counter.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399585#Comment_3399585

    If my screen shows me do an entire full puke on a survivor, and the survivor is making “getting puked on noises”, then this goes well beyond normal validation rules.

    This is well beyond the “it looks like I clipped a survivor for 0.25 seconds of corrupted puke, but they didn’t get hit”, this is entire pukes we’re talking about.

    That's what I said. In my screen, I see that I jumped the window and went way far away from it. But even if this is the case, killer is still able to hit/down me which is pure and utmost bullshit... There's no going around this - there will always be someone that gets screwed over by bad ping.

    The only fair thing that can be done is to actually split it between both sides - so each side gets screwed over a little, but none of the sides gets screwed over a lot (also if 1 side gets screwed over a lot and the other side just benefits - you get the problem of people intentionally VPN-ing into distant servers just to have bad ping=easy games)

  • Plague is in a good spot. No changes needed.

    @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399426#Comment_3399426

    Yes! I swear this happens to me, where I’m clearly hitting a survivor with a bunch of puke, the survivor is making the “I’m getting puked on” noises, but they aren’t getting infected.

    I’m not even sure if it’s some sort of latency issue, or if Plague’s puke infection code has bugs, and sometimes just doesn’t work.

    @Canas said:

    Plague's greatest issue is the godawful hitbox for her puke projectiles, I swear they keep hitting survivors since I can hear them scream but they don't get infected at all. And it's even worse if you get this type of issue while trying to use her corrupt purge.

    @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399322#Comment_3399322

    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.

    No. She is fine the way she is. It's good one of the abilities actually behaves as if it has server validation. This way inevitable "benefits" of bad ping are evenly split between killer and survivor (usually as survivor you can get hit 3 steps away from window, because vpn + worse reaction time for survivor). With plague u don't get unfair hit, but still get unfair reaction time to make up for it.

  • This map is broken on hooks. You can have literally 2 hooks in 1 small room (not even far corners of them) - making the distance 100% break the promised minimum hook distance (I have seen hooks to be in aproximately 5m apart from each other).

    I presume your problem comes from survivor bringing boil over so you overlooked a hook that was close to you, or alternatively you got like extremely bad RNG

  • @PowZapBamWoofMeow said:

    Dear BHVR,

    I quit your game 2 years ago because playing Killer was too stressful and I was too emotionally invested.

    Came back in December, and the Killer experience is slightly improved, and haven’t stopped since. Every month I play survivor for 2 weeks and get Iri 1 EASILY. Getting Killer to Iri 1? Doable, but not as easy. I’m talking playing NOTHING but Twins for 2 weeks straight.

    HOWEVER, with all the upsides, you really need to address and rework your killers who are not named Blight and Nurse. This is nothing new, obviously.

    Remember: killer voices are outnumbered by the vocal majority that are the survivors.

    As a Twins main, with a prestige level higher than 30, who plays on console, I would like to address a few things I find are most important.

    Anyone playing Killer, who has good skills, should be able to pick ANY killer, equip ANY 4 perks (vs 17 survivor perks (BT basekit) plus potentially an additional 4 items & 8 addons) and get 2 kills every single time against GOOD survivors. Login, play killer, play well, and “win” with a 2K every time. 0K and 4K should be rare outliers.

    The PIP system needs to be reworked. I play to get to Iri 1 on both sides every month. I play well as Twins using no hexes or gen regression and solely utility., I get 20k+ final match points consistently, sometimes 30k, yet too many times at the Iri ranks I get 0 pips. This is unacceptable. Allow me to give you an example: I played ~4hours today. Started with Iri IV and 2 pips. I zero pipped almost every game (against good survivors probably SWFs) and even de-pipped twice. Finally later at night I got my 2 pips back against not so skilled players. That’s not fun for anyone. I don’t want easy wins. I like a challenge and should be rewarded not only with BP’s but a 1-2k with 20k+ BP should GUARANTEE a pip.

    Make the stressful, micromanaging killer experience more rewarding by making the pip system more forgiving, thus allowing us killers to pip up easier and get more BP’s.

    Please also fix survivors DC’s to count as Kills.

    I’m doing my best as a Twins main. I can’t help it if I only get 3 hooks and 0 kills when the survivors are just as good individually as I am. Not to mention 1 mistake and we killers get punished.

    Remeber: it’s 1 skilled player vs 4 others of equal skill. You need to account for this and make better adjustments somehow.

    It’s also time to give the killer 1-2 additional perk slots. To prevent abuse such as running too many gen regression perks, you simply place the perks into categories, then allow X number of gen regression perks, hex perks, etc. to be slotted. I’m sure you can figure it out.

    Lastly, please not only rework your killers, but especially Twins. Why do we get punished for swapping between Charlotte & Victor? Not to mention addons like Toy Sword that are useless now.

    In conclusion, while the killer experience has improved, it some ways it has not abs has remained the same. Not to mention all the useless killer addons and unbalanced, large maps that often favor survivors.

    If you could just make the killer experience more rewarding somehow so that all the stress pays off even if we only get 1-2K. If I pipped more often and was rewarded for my good play, I’d hardly ever come here and complain.

    One final thing: I rarely tunnel and camp. Hardly ever disconnect myself.

    I hope you’ll take my thoughts into consideration.

    Thank you.

    @crogers271 said:

    Every month I play survivor for 2 weeks and get Iri 1 EASILY. Getting Killer to Iri 1? Doable, but not as easy. I’m talking playing NOTHING but Twins for 2 weeks straight.

    I have the opposite experience. Main survivor, but almost never get to Iri 1, but have gotten it with killer with little problem. But I play a variety of killers and am pretty relaxed unless I'm trying to get those last couple iri ranks.

    Anyone playing Killer, who has good skills, should be able to pick ANY killer, equip ANY 4 perks (vs 17 survivor perks (BT basekit) plus potentially an additional 4 items & 8 addons) and get 2 kills every single time against GOOD survivors. Login, play killer, play well, and “win” with a 2K every time. 0K and 4K should be rare outliers.

    Conceptually I understand what you are going for, but I think its unrealistic. There is no way you could make such a wide variety of killers and perks and have all of them be equally balanced or useful., especially given the game's asymmetrical nature.

    As for the 2k goal, two issues.

    1: The game design is not 2ks (even it was the average across games). It is a snowball type game where a mistake on one side can quickly change the match. You'd need a radically different game design to accomplish this.

    2: Each individual game is not meant to be perfectly balanced. Maybe you have a bad/good map, maybe the other side brought just the right perks to counter you, maybe you just misplayed a mind game or played one perfectly, etc. The variety makes the game much more fun. Look to longer term results and don't stress any single game.

    It's as if I was writing that reply. Exactly the same experience. 5 days of killer into Iri1, and only yesterday on survivor (and I am talking about MANY more games for survivor to reach iri1 - especially considering soloQ and the love to suicide on hook = automatic depip for you, because you will not get chance to do enough to safety pip, or if you get camped/tunnel right at the start the game for exactly the same thing.

    @Dreamnomad said:

    "Anyone playing Killer, who has good skills, should be able to pick ANY killer, equip ANY 4 perks (vs 17 survivor perks (BT basekit) plus potentially an additional 4 items & 8 addons) and get 2 kills every single time against GOOD survivors. Login, play killer, play well, and “win” with a 2K every time. 0K and 4K should be rare outliers."

    Dude, if this is seriously your expectation then you will inevitably be let down. It isn't even a realistic goal.

    Also this part quoted by @Dreamnomad . So you consider it fair, that if you have same skill in the game as 4 survivors. But those 4 survivors all brought best medkits and best toolboxes, most sweaty builds and all - while you take Freddy with territorial imperative, bloodhound, whispers and hangman's trick - that you should be able to 2K that game? That does not sound fair to me even a little...

  • @pigslittlepet said:

    I like your idea but I think it should activate when the killer hasn't been in chase for 3 4 minutes. I have a member of my swf who is the gen jockey. He's ######### at chase but he has a knack for never being found. He quietly does tons of gen progress but never gets found while we run the killer. I don't want to see him suffer just because he did his part of the job.

    The perk is in game for a VERY VERY long time. Almost nobody ever uses it, because all the aura perks are actually better in normal gameplay (with whispers - you need to triangulate position of the survivor that can actually move - that takes quite some time - making it to a large part useless perk compared to every other option). If endgame hiding is such a problem for you, this perk is excellent suggestion.

    However if you still want to play the game with 4 useful perks, I would suggest you darkness revealed instead - whenever you open locker, all survivors in their vicinity will be shown to you (but not ppl in lockers and not people with distortion while they still have some stacks left (but you are draining them a little quicker this way then they can charge them) and not people that hide far away from lockers). It's less useful then whispers for endgame, but it's actually much more useful during normal games.

  • I think this will not be such a hot topic once new bloodweb comes live. If you played for some time, then getting a lot of bloodpoints before new killer/survivor is released is not such a big deal. This thing would only help newer players and at the same time make bloodpoints that much more meaningless - so I doubt they will be willing to do that

  • @CheesyBabyBoi said:

    its gotten to the point where its actually not even fun how powerful it is. Bare, and i mean BARE minimum make it do just a single shot of damage, not the whole deal.

    I played for the longest time not even knowing you could sprint smash, and i did absolutely fine. He plays on about the same level as any other killer without it.

    Remove it from the game. Its stupid.

    (im killer main this is from exclusively killer perspective)

    P.S. Im not gonna even use it while playing him anymore, on purpose. it sucks and get rid of it

    EDIT For example, @ImmersedNurse, i should specify that i almost always run him with MAX SPEED enabled in addons. If this for some reason makes a huge difference, i honestly wouldnt doubt it. But like still, playing in a way where you KNOW you can mid sprint down, makes him unfair in the same levels as the Cannibal for im pretty sure about the same reasons. (ive never played)

    @Iron_Cutlass I see you, the main difference between those two killers and the Oni is the Oni has EXCEPTIONAL Mobility and Maneuverability. Its practically impossible to get yourself caught in a corner or to plant yourself into a wall unless you actually do it on purpose. That paired with the fact that you can instant down on command, and arent stopped if you angle it wrong and can just try again, means that i personally have NEVER to my memory missed a sprint down shot.

    Again, the point here is that i hate it because im really good at it. if youre not in the same boat, thats great, but if you could add more than just 'your opinion is unique and therefor irrelevant' that would be great

    +The issue that led to this being a big thing for me is I used the sprint smash plenty, and got 4k after 4k after 3k after 4k and the survivors never were at a skill level to be able to deal with me. Maybe thats an issue with matchmaking, maybe thats unfortunate timing, i dont know. Just now, i got a max hook 1k without using the sprint smash against a very effective team (okay maybe i used it once but the guy was getting on my nerves he knew he deserved it) This is the way i think it should be. Not the unstoppable beast he can be when you use the stuff.

    Well. As a survivor main that actually mained Oni for a short time when playing killer... This one is absolutely fine.

    • Good squad can deny his power for a long time (absolutely not the whole match as stated above - those are not public matches and I consider competitive just an outlier for core game) - until 2-3 gens actually pop.
    • There are loops that are perfect negation to him. It can't be too short, but it can't be too long. Perfect example for this one is map Ironworks of Misery and next to main loop long-ish crates with single pallet. No Oni can actually use his demon strike on that one and get the survivor (if the survivor is not outright throwing)
    • there are a LOT of opportunities for mind games (also this is one of the reasons I hate the idea of higher FoV/FoV slider for killers) - a good survivor will abuse your expectation of what he will do and hide behind a barrel (basically on a plain sight) or run out from behind a corner just as you are entering it - perfectly abusable on jungle gyms (and others conditionally too - for example I have seen a lot of LT's that allowed it, but also a lot of LT's that are easy for Oni)
    • Some filler pallets (they are not created equal - other fillers are death sentence) are very strong against his dash as it gives a lot of opportunities to dodge him + just move around as you recover

    Overall his ability is one of the strongest in the game. But it's also very limited (in this regards same as plague). But even if it's strong, it still allows counterplay and mind games. This feels healthy to me. I see no reason why this should be changed. There are other things that are just pure unfair in the game (C33, tombstone piece, MDR, BNP's ...). Oni's ability 100% does not belong to that list.

    Also - I presume you haven't played like too many games with the killer. Wait some time until your MMR adjusts and try to play at prime time where best survivors actually play (say at 8pm on Friday). You will be humbled very soon and very quickly (the only other alternative is, that you are insanely cracked at the killer - but that does not seem likely as I am sure you would know about demon strike in dash).

  • 2,5s stun on blind is... A LOT LOT. That would be broken. Even 1s would make the perk instant meta. Like the perk is on weak side. But all it needs is like maybe green flashlight or as mentioned above - longer blindness

  • @TonyXSplash said:

    Her power is useless. She is not invincible while phasing because survivors know exactly where she is and can just camp pallets. You don’t have much time with your Phase because it only last 5 seconds and TAKES 15 SECONDS TO RECHARGE!

    Please remove the directional Phase sound it makes her power useless!!!

    I have to respect pallets EVEN WHILE I AM PHASING!!!

    I am just purely buffled. I do play spirit a lot. In my personal opinion (yes, not many ppl share it) - if you allow all the busted addons in game - then she in my eyes is THE strongest killer in the whole game (but you have to be skilled and use MDR+amulet, but admittedly C33+alch ring are not far behind). Without these, she is still in my opinion 3rd strongest killer in game. Right after Nurse and Blight and right before Artist and Oni...

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398905#Comment_3398905

    I run into an average of 2 BNPs per game. The games that there is no BNP in, a survivor will typically dc/suicide on first hook.

    You must be very unlucky. Most of my lobbies contain medkit or flashlight. It's far more likely survivor will bring nothing at all then BNP.

  • @verysleepy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398532#Comment_3398532

    You mean Killer and Killer right?

    Survivors get 16 meta perks that stack into absolutely busted combinations when a killer needs 8+ hooks.

    Killer gets 4.

    So this would only apply to killer. Survivor doesn't need an extra 4 perks.

    sure. That's the reason why official stats will say 61% kill rate. Because killers are slower then survivor. Killer can't be removed from game. Killer will be on time out on hook. Killer needs to heal etc.

    Where are these comments comming from? I can already feel it when playing on killer. On average the games are way easier then on survivor

  • @Veroles said:

    What i can say is, that the main building area is very strong as survivor against killers with no true chase power, but that's it. I have games where a lot spawns for survivors and sometimes it seems to prefer the killer.

    Exactly! Main is VERY strong. Areas outside of main (and shack) are absolutely not

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398561#Comment_3398561

    I played it today as M1 Killer and I am telling you this map is survivor sided for sure. I had long chases because there are now so many pallets, almost no dead zones and everything is packed together. It was pretty bad.

    IDK. But I don't have problems with the map as killer and I don't do like extremely good on it as survivor too. Like I can understand if you are pure M1 without any antiloop, got Windows user and just refuse to let the chase be. But the map still has good potential for creating pure deadzones. There are not that many windows in the map (just stay away from main and maybe shack if u can't efficiently loop it) so once somebody clears a pallet, there's a good chance next chase will be very quick one in that spot

  • Like shelter woods is definitely less killer sided. But I would 100% not call it survivor sided. The map is large, but considering it's size it doesn't have much. Filler pallets, shack and main. Find anybody outside of main or shack and chances are the chase will not take too long. Survivor sided map is garden of joy. This one is like Headonfield - favors both sides equally (depending on circumstance/position)

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398016#Comment_3398016

    Soul Guard + No Mither means killer can't easily camp you on the ground, as you also get a free health state to get away with.

    True. But I have yet to see a killer that slugs long enough for no mither to be useful for pickups (as it's so telegraphed). But sure, I am not counting 4man sabo squads on midwitch or that short time with boil over fiasko and old RPD's library...

  • Idk, but I win most of my killer games. They feel much easier then survivor games as is. Sure I don't play all killers, but from my M1 killers, I have very good results with legion, plague, doctor, hag, cannibal (and I never camp with him - not counting endgame ofcourse). I don't do bad with dredge, clown or ghost face either. But the main difference comes when I pick one of my stronger killers - like spirit and pinhead are most of the times won game (occasional group of genrushers or very skilled players do come that beat me). I don't need the games to be even easier on killer's side.

    Also it took me about 5days to get iri1 on killer. My survivor is still only iri2. And I play survivor more. So again - i see no reason for more survivor nerfs (especially considering next patch that will raise my kill rate even more).

  • I don't think killrate is the issue (as killer I have good results and as survivor - the role I play more - the escape rate is well below 50%).

    Just adding 2 more gens would actually break things, because now I could take any killer, equip no way out and deadlock (possibly also NOED), bruteforce 1st chase and then camp everyone to death (especially with 1-hit killers/addons) for easy 3-4k every single game.

    Meaning adding more gens would require other things to be changed. And there would need to be a lit of changes (basically making current camp AND tunnel absolutely impossible)

  • @Johnagon_Infinity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398073#Comment_3398073

    This would still be a useful chase perk. People will run WoO regardless of this perks existence within the game. It's like when people say "New Dead Hard just encourages tunneling." Tunneling will always be viable. WoO will always be useful. The ability to break undropped pallets would make some of these broken, OP loops more manageable for M1 killers.

    Oh it will raise kill rate. That I am sure of. The thing is - if it leaves the taste of "what is this bullshit", then maybe it's not the way to go?

    Imagine if survivors had a perk that could construct (even trash) filler loop. Or if they could repair pallets. Would you be ok with that? Because me as a killer would absolutely not be ok with bloodlusting shack for a long time just so that survivor throws that pallet just to see it back in game in next chase.

  • 12 hooks is IMO not a good example. I consider the game fair if killer leaves the hook giving opportunity to unhook and if he also gives chance for unhooked survivor to hide to recover (heal).

    On survivor's side, it's to not bring genrush build.

    Then it boils down to killer being able to wrap up chases in timely manner, being able to disrupt survivors and for survivors to loop and be able to help each other (bodyblock if needed, maybe flash/sabo save if possible).

    If one side is more consistent in this, they should win every game.

    This is ideal scenario. If the game is a little tilted out of this, than that's fine. Problem starts to appear if survivors just genrush with commodius and BNP's while killer just face/proxy camps his hook and then hard tunnels.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397475#Comment_3397475

    Solidarity heal you when you heal other. My selfcare is to give you a Brown medkit when you heal other, so you can use it later. Not a good comparison.

    Your version just makes no sense, because you don't have efficiency and you don't have self-reliance. You need to heal someone at least twice (and at least 1x out of it alone) for a single heal

    You miss the point, completely.

    Devs recognize self heal is the strongest ability for survivors, come with unlimited use, which come with the least efficient as possible in return, to the point its a waste of a perk slot. My idea is to make it strong, which has to be limited use.

    I think you also miss the point that after you Selfcare, you can recharge the perk by healing others again. Its not one time use. Perhaps you brought the line "Unbreakable: Then the perk disable" into Selfcare description?

    If your version would be 1-time usage, it would be just worse old pharmacy.

    And again. Soul and main reason why SC exists IS self heal. There's nothing wrong with self healing so long as other options are more efficient. 40s SC would be fine (you break even if you have to walk for 8s before someone starts to heal you, but you still pay for it with perk slot and higher chance to get interrupted). Ppl would use it only if they can't find another survivor.

    Your version of perk is worse, because it's not about self-reliance (soul of the perk), but efficiency. For efficiency there are other perks. Solidarity (in case of healing, but you can also mention hyperfocus if we talk gens) being good example.

  • @Johnagon_Infinity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397808#Comment_3397808

    How is this a bad perk idea? There's plenty of b-tier chase perks in the game already. This perk design would reward smart usage. Sure, you could use it to take out shack. Or you could use it to destroy one of the million filler pallets that some maps get. On a map like Gideon -- which is a garbage map design anyway -- this is almost a wasted perk slot. On a map like Wreckers, it would be a great perk.

    Exactly. That's the reason why I don't like the perk. Also this perk would be also indirect buff to WoO, because u will just never know. Because of a perk that changes interactions from observing your surrounding to just pure luck.

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398057#Comment_3398057

    You have a layer of endurance(Dh,OtR,basekit or even BT if you are brave enough) meant to help you out.If that is somehow not enough,DS can be added on top.Also even old Ds against nurse or blight didn't do much,and as mentioned previously its not meant to give you distance anymore,just to allow you to continue looping a nearby strucutre/tile,while also buying your teammates time to come and bodyblock for you.

    Old Ds reset your whole chase. It did much. You could actually relocate to a tile that made more sense. Current DS is almost useless (well it helps against weak killers and it resets your deep wound status so you could use DH - which will no longer work in new patch - making the perk about as useful as say solidarity - meaning it's not totally useless, but chances are high it will not change anything in the match).

    As for the other mentioned perks. BT helps against campers so you at least can get to a stage where u r tunneled instead. OtR is perfect anti-tunneling perk, that works only if you are being tunneled without being camped (camping w tunneling change the perk to just distortion and iron will for 80s). Personally - I don't like the perk for this reason (it's wasted if killer is "fair" and it does nothing if killer really wants to tunnel hard). DH is getting fat nerf and considering you were at mercy of ping even before this change + same as OtR it will not help you against camping tunneler (or blood echo. Or slinger. Or legion. Or pinhead w original pain. Or.....) The perk is so limited now, that it hardly makes sense.

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