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Gandor

Gandor

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  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369505#Comment_3369505

    You're right.

    Now how do you make that solution consistently viable in a game where you can not directly communicate with your randomly selected teammates? You're asking for a level of trust and coordination that tends not to exist in the vast majority of dbd matches, especially at lower ranks which is probably where this is an actual problem.

    You don't. If it's you, then find any single survivor that still tries to do SOMETHING. And catch the chains for him. You don't need communication. You just need your team to not give up like totally immediately. Should be pretty doable

  • @Batusalen said:

    Oh look! Another killer thing survivors want to be able to counter for free! Nobody expected that!

    Are you really complaining someone would use perk that has 0,77% and after such buff would still be MISERABLY WORSE then even self-care (killer perk on it's own considering time), because it would barely nerf a little perk that has 10,59% usage rate (stats according to nightlight, because we have no better source)? Did I understand your comment right? Do we really want to have just 10 perks used on each side and the rest should be total garbage?

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369778#Comment_3369778

    I think you and me have a different definition of "survivor friendly". When I said "survivor friendly" I mean it is extremely easy to counter or avoid. But by your own definition, SM power don't bring any challenge to survivors as it is not a challenge at all to avoid or counter it. And I'm assuming that you meant "challenge" in "fun" for the survivor, but it should be a challenge for them because it gives an advantage to the killer. If you can completely nullify his power with ease, it's not an advantage.

    To put it as an example, it's like putting a rocket launcher in a shooting game that everytime you use it everyone would get a shield they can use by just holding a button to not being damage by it. Why the hell would I want to use the rocket launcher in the first place? What advantage would I get from something that doesn't matter how much damage it does, it would be countered easily by anyone? Well, that's SM power.

    So, I agree with you, but not in the way you meant.

    Again. I don't care how strong her ability is (to the point - if it's way too little or way too much, it hinders fun by this alone). The problem is, that the power is pure boring and promotes games that take way too long with nothing happening. Not survivor (or IMO also killer) friendly at all

  • @Milo said:

    Don't throw pallets when his power is on then? (also I think you're thinking of Julie's mixtape? The one that refills their power gauge when stunned, right?)

    Yes. Thx for correcting me. Yellow addon.

    As for your suggestion it is the only thing u can do (which is already in my post), but it's still far too little (basically your only counterplay is to prethrow pallets when ability is on cd which means the chase will be very short anyway, or find 1 of 2 loopable gyms that are still not that difficult for legion).

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369516#Comment_3369516

    So you're saying SWFs are unfun to play against and no Killer wants to get stomped by them?

    Psst. There's blight, nurse and spirit in game. Even 4man SWF don't stand much chance if these killers want to just win (and take their best stuff for that purpose)

  • Buf her chase. Make entering her zone more risky. Make it do some hindered once exposed. Make active area slightly larger. Just please remove her ability to camp so efficiently

  • @Emeal said:

    Its a perk good vs. a 3 Gen Killer.

    Good thing we aint got any of those.

    Only in SWF if whole team takes it. And at that point BNP does the same but much better. Useless perk

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369518#Comment_3369518

    Dude, 10 seconds to be exposed, visual cues for the radius on active and inactive, easy as hell to remove the drones and claw trap with the minigame (if it is inactive, just avoid the red scanner pass and go for it, you would hack it without even activating it). It's the most easy and avoidable power they put in a killer since Freddy at launch, and like I said in another comment with him at least you can argue that they didn't expect people to fail skillchecks on purpose to avoid it.

    We can talk about her 3gen and how it is hard for some SoloQ squad survivors to avoid it all you want, but her power being ridiculously weak and counterable is a fact. People also complained of Freddy while being ridiculous weak just because they didn't know how to counter his power and BHVR nerfed him anyways:

    https://www.youtube.com/watch?v=IXwqWxNKdOU

    And taking in count I saw post of people that somehow had difficulties figuring out how the minigame to hack the drones work... well, I have to say anything more?

    It's not survivor friendly no matter how you look at it. Survivor friendly power is something that engages. Something that brings challenge, but is possible to play around. Wesker is arguably good example. This? Sorry no. You discredited yourself. And "strength" of ability means nothing in face of being "survivor friendly"

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369742#Comment_3369742

    what's the point? Wiretap already exists and it shows killer aura around generator. with repressed alliance, its guaranteed amount of aura for looping. this version of the perk is easier to destroy and it has less potencial then haste perk. The perk having drawback is not ideal either, see No mither for example. This is only reliable haste perk to use currently for survivor during 5 generator sequence. blood pact and teamwork perk are awful perks for their haste. Hope works only end game. The reason why this perk is not used is because its limited 24 meter radius, not because haste is not good. its too situational just like other 2 boon perks(shadow step and exponential).

    Also, 2% is just not enough to make any difference. 2% in small radius is... A joke

  • @AetherBytes said:

    The reason tunneling is used so much is that, against effective squads, it's pretty much the only thing that works. You literally cannot remove tunneling until you can incentivize some other play style, and doing so will just make kill rates plummet.

    It works against all squads. Not just effective ones. Also it's the most natural thing to do (camp+tunnel). So here we are in this thread...

  • @Katzengott said:

    Swamp maps are the only left for visual reworks. Midwich just needs better hook rng.

    Midwitch needs better everything. The map is INCREDIBLY killer sided. Like off the charts killer sided. Hook RNG - while really unfair (provided RNG does it's thing - even hooks can be totally good for killer) is the ONLY saving grace for the map

  • @HungrySnek said:

    The main idea of boons is amazing. Strong effects that has to be put on a Totem and can get destroyed by the other side like hex perks. But here is the problem...Most of the boon perks are bad and one is too strong.

    Circle of Healing is a faster Self care for the whole Team which allows everyone in a trail to heal themselves or heal together in a really short time. The "Healing" aspect of the game is a problem on it's own because of how easy it is to heal yourself now compared to a few years ago

    But what about the other boons? Most of them are pretty useless because to get there effect the killer has to be in the boon radius too. Picking yourself up from the ground only works if you got chased inside the boon radius or near it. Having no scratchmarks or running a bit faster also only works when you get chased by the killer inside the boon. The killer will find the boon and destroy it.

    These perks need a rework and here is my following idea:

    The Range of the boon get's increased by 50% and the sound of the boon get's reduced by 25% to make it harder for the killer to spot the perk

    The effects of weaker boons can get buffed and I would even say Circle of healing can stay like it is now.

    When the survivor who placed the boon get's hooked the boon get's destroyed and after the survivor is unhooked they have to rekindle it.

    When the killer finds the boon and snuffs it out the perk has a 45s cooldown before you can place a new boon OR you have to find a different Totem

    CoH is MUCH slower selfcare that works for whole team. Try it yourself and measure your times from "killer is no longer on me" to "I am healthy" - take into considerations situations where there are no totem, their spawn is very weird, killer is chasing near boons, etc. I can guarantee you your average times will be vastly different from theoretical 21s. On the other hand for self care - real heal time would be very close to those theoretical 42s it takes.

    CoH is slow heal. The only thing working for it is, that some killers can't find it conveniently enough or some maps make the placement obnoxious.

  • @ThePolice said:

    They could make it so it increases the speed you are healed at (self care or by others) by 100% which is active until you are healed fully, this would have basically the same effect but would work around hemmorrhage

    It's not the same. It's a nerf to medkit self-heal. But it's still probably a buff overall

  • Oh please. Let them do anything with midwitch. The map is just pure awful.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369328#Comment_3369328

    Way to say a lot of words, without saying nothing. It is the same logic and you failed to explain why it is not. But the funny thing is all of those things can be changed to something that doesn't left the killer in the same place without even be a nerf to survivors, so even if it wasn't there is no reason to not do it:

    • Blast Mine can just blind the killer so he could still finish to kick the gen and start walking while the effects hits, not just simply "wait it out".
    • DS could add a boost in speed to the survivor instead of stunning for those 5 seconds. Yes, that survivor got away, but at least I can start go after another right away.
    • Survivors already gain an speed boost plus killers a cooldown to be able to attack again, why I need to be also slowed down so I can't even go to another survivor after a hit? More so when that hit was to a DH?
    • A long etc. with all the other "oppressive" things survivor can have and use in a match at the same time.

    That's why I said it is an "excuse", because if that was really it they could just reduce the time so "it's not so oppressive", change it to block the gen instead and do the same to other effects like that. So, the only real reason to that change is "survivors are crying like hell as it has no real counterplay, and god forbids something the killer do don't have a clear and easy counterplay so it's just a slight nuisance to them, so daddy BHVR would simply kill the perk and problem solved". If BHVR would have changed the effect to something equally useful for the killer, like blocking the gen, people would still be crying about Eruption and they know it.

    What I want to know is why they even bother to put it in the PTB in the first place. Technically, the reason to put it in there is if the change isn't good they should not put it in live and keep trying to change it. Do they pretend to say that anyone apart from the survivors main saw that change and said "Oh yeah, that new effect is super useful for any killer. Really good perk, to the live servers ASAP."? Because I don't believe it for a second.

    And to finish, with most games ending in 4-5 minutes what killers need right now is precisely a ton of flavors of "this gen can not be progressed". I think is time for BHVR to stop designing killer powers and perks for the good of survivors, because if SM being the killer with the most survivor friendly power they can think off is proof of something is of this mentality they have.

    SM being the killer with the most survivor friendly power

    You just totally discredited yourself. I can no longer take anything from you with straight face.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364998#Comment_3364998

    The issue is if Pinhead is standing on top of the box, survivors don't get a prompt to pick up the box at all it sounds like. They also can't do gens because chain hunt interrupts and incapacitates until they remove the chains which means they can't make repair progress during a prolonged chain hunt which means if ruin is up they will at best gens will take super long times to finish or just won't be doable at all.

    That's pretty much the standard for what gets considered hostage taking in dbd. At least in function if not intent.

    All you need is SINGLE person in a team that knows how to counter this. This single person will find some other survivor that would want to try to do a gen. But instead of doing the gen with him, all he needs to do is play catch with that other survivor's chains. That's it. Problem solved. The game lasts a little longer, but that pinhead can't ever possibly win and the game will not take even that long...

  • @Veinslay said:

    Maybe not cause of the war sanctions

    It does not need to be directly in russia. There are many neighboring countries that would solve the problem. For starters I would go somewhere like Georgia to fix 2 issues with 1 stone (Russian servers and middle east servers). It's far from perfect, but it would absolutely help the situation

  • And this is very much a shame. Getting Russian nurse feels absolutely hopeless, because you can't even say if he's cheating or not (you get such a hits it feels like cheating - but it's probably bad ping only). There's one thing in getting 150ms ping. There's another if it intermittently goes to 500 and then drops back to 80... Unfortunately very frequent experience.

  • From my experience the only trully horrible map for dredge with lockers is haddonfield. All the existing lockers are facing wrong direction and there are huge locker-free zones. Some extra lockers there would be cool

  • Anyway, spirit is fine-ish. Very strong killer, but she still has counterplay. The problem is recent bug that makes her audio not work properly. Once this is fixed, we will have reasonable killer

  • @kaiojiiyorii said:

    If anything I’d argu she needs a buff these days to keep up, I’d ever change the phase sound or buff her to normal movement speed if I’m honest as a spirit main, she’s a lot easyier to mind game and play around then others killers tbh, a high end wesker give you way more trouble then a spirit, only time she’s broken is with iridescent add one but that’s few and fare between as there so rare. Just like 4 brand new parts is broken. So as a 2000 hour spirit main I’d argu bring he up a bit. Granted almost every other killer needs way huger buffs and re works

    buff? She is 3rd strongest killer in game. With her best addons and capable hands, I would say maybe even #1

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366721/decisive-strike-change

    DS is already in a fine place. It has the potential to be powerful or not based on where you go down and how your team responds to you using the perk.

    What it sounds like you want is a "free escape". That's exactly what the perk was before and that is why the perk got nerfed.

    sure it is for killer main. The perk is dead so "it's fine"

  • 1, killer does not need to setup his hexes and waste 14s time doing so and X time finding totem

    2, hexes are map wide, boons are not

    3, survivors can't chase away killer

    4, hexes are stronger (or at least should be stronger) then boons

    They just can't work the same.

    @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367253/nerf-circle-of-healing-already

    Hexes and Boons need the same rules: killer/survivor can rekindle their totem perk indefinitely as long as the bones are not broken.

    Killers should have the base kit open to be able to kick a boon and destroy the bones.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365700#Comment_3365700

    Infinite healing required you to take the perk : self care for roughly 6 years.

    Infinite healing completely ruins the "hit and run" playstyle.

    Base kit killers should be able to break dull totems before they become boons. Shattered Hope should be : destroying all boon perks of the player whose totem was kicked on the first kick. That would be balanced.

    Imagine if you needed a boon perk to be able to cleanse a hex perk. That sounds broken right? That's because it is but that's how it works in survivor land.

    yes. Give us old old SC with 16s heal and I never ever ever will use CoH. Even old SC that was 32s (which many people called killer's perk at that point) was better then CoH and I never used boons while that version existed. But 42s (and pray to god killer can't apply mangled in any way) is just unreasonable. Do you realize the choise is between doing almost half a gen or getting one heal? That's just stupid.

    Also once again - 21s heal from CoH is just stupid. It's the same as saying old eruption slows down gen progress by 120s for each down. Meaning it can technically be true under ideal conditions, but in fact the time can be anything between 21s and never - with average time going somewhere around minute (because totem searcha and because killer can snuff the totem much quicker then you can set it up and because survivors also need to travel to it same as killer and because sometimes survivor just can't go to it without throwing himself at the killer and because sometimes there are just no totems in game)

  • The only good thing this patch in my eyes is shelter woods update (which helps as survivor, but gives me exactly nothing as killer).

    And I guess there are a few "ok" perks for both sides, but nothing I look forward to use.

    I actually hope nobody will use (at least in my games) the new killer, because it's unfun to play as or against (bad chases, only viable in super boring 3gen plays) - making this chapter as a whole so bad/boring, that the game would be in better state without it.

  • I never saw that being the case outside of midwitch. But I did saw saloon map that makes it almost impossible to pull of sabotage play, because on average there's 7-10 hooks within walking distance after picking up. 3-5hooks still in hooking distance after perfect sabotage play (killer walked to hook, didn't notice sabotage, hit sabotaging survivor, looked around for other hooks and was still able to use those next hooks).

    So overall there are just 2 hook-unfair maps that I know of - midwitch if you have bad RNG (too many hooks on one side spawning on top floor) - but this map favors killers just way too much and saloon.

  • The perk is most useful if killer guards his 3gen and refuse to chase. So remove ability to infinitely kick gens and then u can remove CoH.

    Make limits for CoH same as for kicking gens

  • That can happen only in midwitch under very unfortunate conditions (but midwitch generally favors killers the most out of all maps anyway).

    If you got your hook sabotaged, that's another thing and good play from survivors. You would probably call it unreasonable if survivors complained about your ability to chase them away from gen and being able to kick it (for base regression).

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365213#Comment_3365213

    Because losing should drop my rating. I shouldn't be facing survivors with more skill. SKILL BASED matchmaking...

    SBMM worked better, but then there were people, that were just too good and couldn't play the game. Current state is the compromise (and do not take it as I am happy with current state. IMO SBMM should be much strickter - but I understand, that different people have different opinions).

    Also - game should never ever ever kill you, just because tunneler (tunnel vision player) didn't get his way. Once this becomes the state of the game (instead of actually fixing the fact that real-tunneling survs is best strategy in game) - then that's exactly the time to move to another game.

  • Please. Don't just buff this killer. Don't go knight's way on it. The killer is horrible to play as and against. If you buff her, there will be some people that pick her up solely for the reason that she would become strong.

    Let's burry her instead. She - same as knight is horrible to play as/against. Let's not make her popular killer just to frustrate your survivor player base even more. Knight was already enough. Please let's go more in a direction of Wesker instead (and as a survivor I would much rather vs much stronger Wesker then boring knight or skull merchant - because fun is more then just wins/losses).

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364250#Comment_3364250

    I understand your points, they are valid.

    There is one thing however, DH is a singular perk that counts as both, hit negation AND mobility(CRAZY mobility at that!).

    Listen, if you use dead hard at the end of the match on my mace attack from Oni to flashlight save your downed fellow survivor I picked up thinking you were downed (because the game plays the "going down" sound on that??)

    Ok, that's ONE thing... fair. Well played. Next game let's try again.

    THE ISSUE is the WHOLE MATCH, that perk combined with SB and prove thyself allowed the whole team to rush gens with COMPLETE impunity, at toolbox speed, while packing 3 flashlights/flashbangs!

    it's assinine too think that Oni, of all killers, lacks the MOBILITY, and LETHALITY to pressure that crap.

    DH allows teams to skip healing entirely, because, I will say it again: DH is a guarateed health state with built-in SB... granted, only at higher levels of play.

    I don't care about the scrubs who can't pull it off, they would probably find a way to die on hook even if the devs opened the gate for them at the start of the trials and they would probably still cry about it here too.

    Ultimately, The perk has to stick to its lane, it's supposed to be an "Hit negation" perk, not an all end beat all perk.

    For it to be hit negation, you should be able to get somewhere after the hit. Like sure - it makes sense to remove shift-W for successful DH, but entirely removing any sprint would make it hardly useful.

    Maybe cutting the sprint time in half might make it still possible to get to next closest loop, but not far enough that killer looses chase.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363537#Comment_3363537

    Sure, as soon as we nerf gen rushes and medkits into the ground!

    Let's be real, as controversial as it may be, Tunneling and camping are just playstyles, strategies if you will. Some killers and/or build are better at it than others.

    In the end, these things are sort of... in a tug of war with each other.

    Survivors are too hard to down because they heal too fast? A counter-play for killers might be to camp a survivor or two and vice-versa...

    A killer is trying to camp a survivor? Quick, do a gen rushes to escape asap...

    Oh no... Killer is getting gen rush! quick, gotta tunnel a survivor out to mitigate their ability to do gens!

    It's all related, like it or not, its about a "balancing act" ... nerfing ANYTHING into the ground will NEVER work...

    It's about making sure that there are counter-plays and meaningful decision and skillfull plays to be made.

    The problem with Dead hard isn't the base concept of it ... tank a hit to prolong a chase ... sure!

    The problem is that perks does Mobility for survivors ... they will hug the killer in some instances and body block just for the speed boost... on purpose, not even caring about the chase or anything.

    It just do too many things in one, that's the problem.

    Sorry, but I see those things as exactly the same. Camp and tunnel are things that most annoy survivors, but give dopamine rush to killers (via more wins). DH annoys killers, but give dopamine rush to survivors (when they pull of some spectacular game that would be otherwise impossible).

    And if DH meant no speed boost - we would basically get to same situation as with current DS. It sure can help you - but you probably didn't really needed it if those 2s/1,8s would be enough to recover from that situation. Why would anyone use perk that is hard to get right and if it actually works - chances are high it will not help you anyway? Like we can maybe talk about shortening the speed boost - but it should still be enough to get to "something" - at least closest structure for the perk to make any sense.

  • If it's 1m, then there's no time to react. If it's more then 1m, then that survivor can throw the pallet regardless. The problem is when he's just at the edge of the pallet but not quite there. And we are talking about perk that can help you once per chase in this very specific situation - then sure it's strong perk, but what kind of usage would you consider fair if not this? Like make it so that in every single situation the perk can fail (spoiler it already can - you need very good timing and both sides need good and stable ping)?

    No other exhaustion perk (but smash hit that is universally considered worst exhaustion perk) will always have such a high chance to fail as DH (btw that's also the reason why I personally prefer balanced landing over DH - pure reliance and hope that the other side has good internet just feels too bad for me to ever use it again).

    Also I agree with Scott if we take community as whole - DH gives you extra option in situations where there's otherwise none. That will be always more interesting. Sure in higher MMR, it's more of a standard, because it gives you extra options you can usually use reasonably well (but DH usually fails spectacularly in mid-to-low MMR - meaning it fails more often then not for majority of player base).

    Also did you not ever encounter things like someone picking up person to your face with DH to survive that action? Or someone walking to hook with you, toolbox ready at hand, sabotaging after getting hit and DH-ing away right after? Or people going to hook taking extra hits bodyblocking way over their 1 health state? Or someone tanking exposed hit with DH for healthy person (say you use NOED or are camping iri head huntress)? Or any other situation where DH will bail you out - but you risk your skin in the process and getting the timing just slightly off can result in huge throw on survivor side? Because I see this "for fun" DH plays in higher MMR quite regularly - and as you can see most of those (sabo example excluded) don't need specific build for it (even if having such build sure helps).

    And things like these sure can annoy killers, but they are also reason why even survivors with many thousands of hours enjoy the game so much - these stupid plays are just best feeling ever when they are successful - and they can be so much fun, that you are able to put up with next 2 games where killer just camps his 3gen for 30mins straight.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363696#Comment_3363696

    Problem lies when you are in lunge range when they are reaching the pallet.

    Do you lunge? Eat Dead Hard. Do you now lunge because of Dead Hard? Eat the pallet or just continue the loop. On a non-dead hard situation, the killer can lunge and get the hit.

    Win-win situation for the survivor.

    Might I refer you back to my 2nd paragraph please? I just described exactly this situation. But if my explanation is lacking, maybe you would understand it better from Scott:

    https://www.youtube.com/watch?v=B_4SCwg74PY&t=2s


  • @Nos37 said:

    In that case, I hope no one finds out that Grim Embrace is a perk that exists in DbD...

    That perk blocks gen. It's not incapacitation. There are still quite a few things you can do while the perk is active. Unlike Eruption incapacitation...

  • All 4 without exception are neutral or fat buff to condemn sadako. So fat NO from my side.

    So long as condemn sadako exists, no buff should be considered for this killer (and vice versa)

  • @Mat_Sella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363590#Comment_3363590

    you cant bait out Dead Hard against any person who actually knows how to use Dead Hard, they will proceed to a loop that will force you to either not attack and they proceed to safety, or you hit them and they use Dead Hard...and they proceed to safety.

    You should watch videos on how almost frame perfect people can time their Dead Hards to the point where it looks like they didnt even press the button at all.

    Even if you dont use it to bait out, you can use it to bide the time to cross a pallet without injury, which in and of itself is massive.

    And exactly this is not true at all.

    You can guess they will use DH instead of dropping pallet and you can time it to that short time when DH animation ends, but pallet is not thrown. This favors survivors, but I have seen plenty killers (me included) get the timing right.

    Windows are even easier - if you guess he'll vault, you just do full distance lounge (once space is pressed he can't change it to E and he can't wait, because it would be midvault). If you guess he would use E, you just don't lounge at that window - and watch akward survivor's animation.

    If you win this guess, you get hit. If you loose it, survivor gets away.

  • @Mat_Sella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363568#Comment_3363568

    Not even close, you could never even pull a save to begin with, with a Bubba ready to Rev

    Against Trickster while the savior has Dead Hard, everyone is getting away. This also is only going to work once, since he would have to charge it up to begin with. And if he camps first thing...he's never going to have his power to be a threat at all.

    I have seen couple times 3 man save w 4 DH that went into main event. The result was fully occupied hooks in basement. Only 1 person got back from basement stairs (but not from main building). Not even Bubba can get this far this consistently (assuming main event is on demand)

  • Trickster right now is 2nd best camper in game right after bubba. Make this change and he would get #1 position. I acknowledge the killer is in a weak spot. But boy if he gets someone in the basement. Not even bubba can shred thue collective healthstates as quickly as trickster w main event (and if we remove lockers, it's absolute gg)

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362259#Comment_3362259

    After all, it comes to player's satisfaction. As Peanits and Dave Richard said, when something becomes "unfun" for a good portion of the playerbase or highly used invoking a negative gameplay experience, it requires changes.

    DbD should be a fun game for both parties, I feel like Dead Hard despite its skill required for each use, it has become problematic for the players again (not everyone to mention)

    Dead Hard highlights what the developers said:

    • high usage amount - check
    • unfun - check
    • (this is a bonus, speaking of the meta shake-up in 6.1.0 that didn't do anything on this perk alone, that's still in for 6 years)

    High usage amount - highly spammed in high mmr brackets

    Unfun - for a portion of the playerbase

    Admittedly not as bad as other perks in DbD's history but following the track.

    By this logic are we going to finally get camping and tunneling nerfed to ground? It checks out on all of your conditions.

    And actually DH helps against both of these things (especially when taking into account other survivors w DH trying to save against that camping bubba or taking DH hit while bodyblocking for tunneled person). Like DH is clearly not enough, but it's something.

  • I like current never sleeping pills. If you ever want to get 5th hit, never sleeping pills is the only option. Removi g it sounds like terrible idea to me.

    Anyway this addon does not sound one bit better. Current legion is already almost free to get 1st hit so why not make an addon that makes it completely free? Bad idea

  • @Monlyth said:

    The Game is what happens when you just throw pallets at a map to fix a flawed design. There's very little room for skill expression when most of the pallets are god pallets and there's seemingly ALWAYS another pallet you have to chew through, yet the map is so small and claustrophobic that the Killer still wins most matches anyway.

    All in all, not a great experience for either side. My advice would be, take out a bunch of pallets, and put in more windows/tiles to compensate.

    I actually like to go to this map when having pallet challenge - does not matter which side.

    And yes - the map is special, but it's far from one-sided (and as I said earlier - it on average favors killers, but sure it's not a rule - nurse/nemesis are very easy. Freddy and Clown very hard).

  • @FFirebrandd said:

    Weird thought... Hex: Ruin

    A Hex that affects the Generator Repair progress of all Survivors.

    For each Totem remaining in the environment, Hex: Ruin gains 1 Token.

    Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 50/75/100% + 10/15/20% per token of the normal Regression speed.

    Once any Survivor is killed by any means, Hex: Ruin deactivates and reverts its Hex Totem into a Dull Totem.

    I see some very nasty combo with pentimento and maybe even thrill of the hunt. This could actually be fun. Sounds reasonable

  • The point is, someone that takes ruin will not take CoB/Eruption combo, or will waste perkslot somewhere between those (as he can't apply both things). For this reason, I think it's perfectly OK to get at least 150% regression back. And I say that as survivor main

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361533#Comment_3361533

    Yikes, you're right, that is actually pretty unbalanced for the asymmetry of the game. If 50-win streaks go down with top end killer players, then top end survivor players should really only be getting around 12.5-win-streaks in SoloQ.

    It's almost like survivors are able to finish generators so fast that most of the killer roster is required to make an early jump to desperation tactics that everybody hates, tactics like tunneling, camping and slugging.

    Now here we are in this thread, where another survivor main is trying to suggest something that would intensify desperation tactics and result in an even worse gameplay experience? I don't think so.

    Even if I take your skewed view (which I don't) where 50=12,5. 550 winstreak on nurse and even 200 winstreak on "weak" sadako and 34 on soloQ. Best players there are. Yikes

  • I would very much like to see 150% ruin or even 200%. Ruin means there's no gen-kicking synergy. It's one perk slot that does well, but does not create stalement. Sure. Buff the perk back to at least 150% as a middle ground. Right now the perk is quite useless (or as an alternative - leave it be, nerf dhope and buff all hexes as a mechanic)

  • who is also problem in this regards. And both billy and bubba have 1 counter you can try - make them overheat and then rescue

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361780#Comment_3361780

    This is not how asymmetrical games work. As killer I can encounter those items every game. As survivor I know I'm not dealing with blighted crow on clown. There's no option to slap a mother daughter ring on dredge and zoom around.

    Powerful one time use items are more consistent on survivors than killers by the nature of the game. If you gut BNP you take a tool out of survivor hands. If you gut alch ring it does nothing to me because I don't play that dude. I'm just saying they aren't a coin with two sides. They're just two different coins entirely.

    I don't play BNP's so it does not bother me directly. But if one day I decide I want to win this game no matter what, I want to have the option. Same thing for killer. I don't use iri vial+VCR on my wesker and MDR+amulet on my spirit. But I want to have that option so long that survivors have BNP's.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362039#Comment_3362039

    And as shown in the screenshots I posted earlier in this thread, Garden of joy has a short unique rock wall, and a vertical dense wall of giant floating rocks (that only exist beyond the edges of the map). Garden of joy does have a unique wall, it's just in the form of a dense wall of floating rocks.

    Every map should have unique graphics that very clearly show where the edges of the map are. Your slope doesn't count. And having a bit of sparse vegetation doesn't count either. You would need something like a dense floating wall of vegetation, that clearly only exists beyond the walls of the map. Or a solid wall of something that also only exists at the edges of the map.

    And I can add that (super thick) fog with water would do the trick too, however we already do have fog in offerings - so it would need to have say unique color - defeating purpose of this thread.

    But the point stands - edge of the map should be easily distinguishable from the rest of the map. Otherwise people will try to chase at the edge by mistake. That would be very unfun experience

  • @qwertyuiopz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362233#Comment_3362233

    i would happily remove dead hard to have old ds back we need better anti tunnelling perks

    But current DH is also one of few anti-camp and anti-tunnel (of sorts, u need ds to reset bleeding) perks we have right now.

    To save against camping bubba - it's better to be injured and have DH ready. It's super hard, but possible. Without DH there's just adrenaline if it's last gen and maaaaybe soulguard/wglf (presumes pallet or flashlight without lightborn and very good team - not SWF exclusive this time). Styptic will not help this time because of long activation time+unhooking is conspicuous action.

    Even if I don't use DH, it would be very sad to loose it - because a lot of situations that are almost hopeless would become totally impossible.

    in OTR Comment by Gandor
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