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GoodBoyKaru

GoodBoyKaru

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GoodBoyKaru
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  • Seehund Samstag und Sonntag

    Manatee Montag

    And now Dugong Dienstag

  • I don't even want to discuss who the licence could be I just want to pop in and say that if this game can survive releasing Twins into Trickster into the original Resident Evil chapter (all of which came with bugs that made the game literally unplayable), and then they can make Artist into Sadako and come out with an original anniversary, and they still can't manage to kill the game, then at this point the licence could literally be anyone and the game would thrive.

    Like, at this point it genuinely feels like some of these chapters would've been the final nail in the coffin for a lot of games, yet dbd is still hanging in there.

  • i suppose i should join in on Manatee Monday too

    image.png


  • Tbh I'd rather they fix the problems with the kits and have every killer have terrible addons than have terrible kits with mandatory addons to fix the glaring holes

  • @Mooks said:

    Seekuh Montag doesn’t sound as nice, but Manati Montag is still the same thing in German.

    https://us.v-cdn.net/6030815/uploads/KF8HMOV1VCPY/84aa2319-642f-4f99-975c-35417c9edbee.jpeg

    Ik but Sea Cow sounds so adorable I genuinely can't get over it

    (Manatee Monday is a wonderful addition to the calendar)

  • Good news: at some point between making this post and today, it has been fixed.

    image.png


  • @MrDardon said:

    Am I like the only person on the planet who enjoys vsing the Knight?

    Anyways, all you can really do is hold forward as long as you can and try to stay out of LoS of the Guards once he places them. If you're cornered, try detaching from the loop and try using LoS blockers while doing so. Hard to explain but I usually do that and it works quite well.

    yes, i think you are

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374942#Comment_3374942

    I don’t see any police here to stop me 😈

    also wait until Seal Monday 😈😈😈

    But Seehund Montag doesnt sound as good as Seehund Samstag und Seehund Sonntag </3

  • Because she slays too hard

    Untitled Image


  • Bhvr nerfing COH then bringing this out in its place 🥰

  • @HoodedWildKard said:

    If they did another stranger things chapter everybody would lose their minds and open their wallets.

    tbh netflix could use the money to give us s2 of lockwood + co as well so absolutely i would

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373296#Comment_3373296

    I wouldn't.

    He's got a strong and viable kit and he's pretty fun to play and to play against. Like, I'd rather play against Nemesis than at least half the cast. Is that a compliment to Nemy or an insult to the rest of the cast? Idk.

    Also, yes, he did kinda break my mf xbox which I am still salty about.

    RE Chapter was very hype but unfortunately, it did kinda flop on release. I think retrospectively, it was a good chapter now that those issues have been mostly fixed.

    Tbh I'd say that you'd rather play against Nemesis than half the cast is an insult to the other half of the cast 💃🕳️

    He released at a time when we were getting a lot of anti-loop no mobility killers. We were right off the back of Trickster, one of the worst received killers on release, and right before that we had Twins, and I don't think I need to elaborate that point further.

    I'd argue that Pinhead was a far more refreshing character because he brought something that had been missing since Pig- for reference she released before 2nd anniversary- which was a second objective for survivors to complete (the Box). Plague and Demo sort of had this, but they could be easily ignored (and not cleansing was actually the best plan against Plague), and ignoring the Box is usually a terrible idea.

    In retrospect, I can agree Nemesis isn't as much of a flop as other killers, and is less frustrating to play as and against as a lot of the cast, but releasing him after Twins and Trickster wasn't the best move considering his kit.

  • @Nos37 said:

    The next in line is the anniversary killer.

    When was the last anniversary dud?

    I'd argue Nemesis was a dud because of a pretty uninspired and dull kit that had quite a few bugs and literally broke over half of the playerbase's machines but even then looking at Twins, Knight, Skull Merchant, Artist, (and as much as it pains me to say, Sadako), he's still not even close to the biggest flop killer we've had.

  • I'm glad to see that Skull Merchant has taken the spot of the one good killer prestige we're getting until 7th Anniversary

  • @Neltaxis said:

    Trail of torment shouldn't be notified to survivors.

    Neither should overcharge (or any survivors perks like wiretap).

    Just learn to play instead of asking for more assistance.

    Notice how nobody asked to see the auras of the affected gens, especially with Trail of Torment (there was actually a large fuss around TOT doing just that because it was too handholdey) like you're just making up arguments here

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372404#Comment_3372404

    Then why it's so popular? This is the main question: if there are better perks out there, why most of the survivors out there will take this perk instead of choosing another exhaustion perk?

    Because... There aren't better options. "It isn't this godly perk that people make it out to be" and "DH is the best survivor perk" aren't mutually exclusive when the other options are all weaker than it.

  • @MrDardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371861#Comment_3371861

    Right? I think loopwise the map is in a okay'ish spot, but you can't see anything from far away because the map is way to big, it all disappears into the render distance.

    And for it's size, the main building is laughably small and irrelevant. It feels like old Blood Lodge, but orange.

    Imagine if they actually optimised the fog and then used it to hide the poor render distance on that map while also bringing back one of the main aesthetic points of the game.

  • @Wewantjason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371511#Comment_3371511

    Literally in the middle of p100ing vittorio but go off

    also what’s incorrect? Cry all you want. They kill switched dredge. They allowed the ormond bug. Period. Are you rude or just enjoy starting arguments? Tell me what’s incorrect about what I said.

    What was incorrect about what you said? Well,

    "We have some pretty strict criteria before we temporarily remove content from the game and it has to be something that's considered game breaking. The map issues around Ormond and Dead Dawg Saloon were not game breaking, both killers and survivors could go up the rocks/cart, Spirit was not game breaking, the game could be played although the audio issue did affect her strength somewhat, it didn't make the game unplayable. Dredge being invisible was extreme and was something that was starting to be abused - so yes, this needed to be kill switched."

    As per @Mandy about 2 comment above yours.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367853#Comment_3367853

    When killer perks get nerfed, they usually get nerfed so hard, that they completely vanish. Or when was the last time you´ve seen Ruin or Undying?

    Meanwhile, when survivor perks get nerfed, they still remain the most used perks like CoH or DH.

    COH and DH I will completely agree with you on, however I'd like to point out that Undying remained meta even after it's nerf because Ruin was simply that good (and was then overnerfed into oblivion, taking out Undying with it because no hex perk is worth the slot anymore, let alone 2 of them). Also, I'd like to point out that DS and IW, arguably some of the strongest survivor perks pre-6.1.0, have both been hit with the nerf hammer so hard they fell out of basically any and all use.

  • @Krazzik said:

    Hmm, I can understand that going back and updating it may be unfair for people who has already gotten it but I do simply think that BHVR should just go back and add more DLC into it while keeping the price the same.

    £3.87 saving for buying that much DLC is pretty crap. It defeats the point of even buying all of it in bulk because the saving is so small. Add the rest of the original DLC (minus SM) in there for the same price and it actually becomes much better value and an actual enticing thing for new people to buy to start off with a bunch of characters unlocked. Big DLC packs like that are supposed to offer a good deal to make up for the fact you're buying so much at once.

    Add the rest of the original DLC (minus SM) in there for the same price and it actually becomes much better value and an actual enticing thing for new people to buy to start off with a bunch of characters unlocked

    And I completely agree. But now imagine being someone who purchased every DLC up to the release of the Expansion Pack, only to be spat on by BHVR for doing so. Thanks for your support, we'll now give original content away to people who haven't supported us as much as you have but you can either pay us another £50 or you can keep buying separated chapters while those that have given us no monetary investment prior to this point will get it for free!

    I know that I'd be absolutely fuming, and would probably just never purchase another original DLC for money again, especially because shards are an option. I can't imagine too many others would be happy about it, either.

    For the sake of their long-term sustainability, it just makes more sense not to do that, or to increase the price of the Pack for every bit of new content added (and then I suppose slowly increase the discount for getting the Ultimate Edition from more than 13% off), but to those who already bought the pack before more content was added they wouldn't be able to reap the benefits because that again would be unfair, which then makes it a lot more effort than it's worth.

    I just don't see it as a financially viable alternative. I completely agree that the Ultimate Edition as it is isn't worth it, but outside of decreasing the discount of the bundle I don't see how they can realistically improve it without spitting in the face of all long-term players who have chosen to support them and their game.

  • I'd like to preface this by saying all prices are in GBP as that's where my Steam account is located. Moreover, I decided not to look at any sales minus the bonus you get for purchasing the Ultimate Edition Bundle.

    image.png

    The reason for this is because the Ultimate Edition released during the 5th Anniversary, and grants access to the Survivor Expansion Pack and Killer Expansion Pack DLCs each, which grant access to all original survivors and killers up to their time of release respectively. It would cost BHVR money to grant post-purchase access to future original content to those who purchased the Expansion Pass, and would also be incredibly unfair to those who had supported the game by purchasing chapters before the Expansion Pass released, as they would have to keep spending money or throw an additional ~£50 out there just to gain access to all future original content. If they didn't do that, and just kept updating the Expansion Pass in future, the price tag would steadily climb and become steeper and steeper, potentially scaring away new players.

    Because of this, I genuinely think it's the fairest and smartest business decision, given the service model of the game, to just keep the Ultimate Edition as is, and maybe release an Ultimate Ultimate Edition in the future with more originals DLCs included.

  • @Tostapane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365198#Comment_3365198

    How he was blunt? He just expressed his opinion about this thread without insulting anyone (unlike you)... Now even the freedom of speech isn't allowed?

    Freedom of speech has never been allowed on these forums lmao it's run by a private company with privately hired moderators to enforce rules the company decides on. Freedom of speech as is constantly parroted only applies to citizens under a government, and BHVR is not a government and so has no requirement to adhear to those rules.

  • @Wewantjason said:

    Dredge impacts survivors so he was killswitched

    ormond impacts killers so it’s fine

    it’s not really surprising at this point

    Which is why Spirit has been left in the game, because the bug that basically unnerfs her doesn't affect survivors at all (or maybe it's because it isn't gamebreaking and thus doesn't meet the criteria to use the kill switch but that's just not as divisive of an argument is it)

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367853#Comment_3367853

    And Dead Hard quickly reasserted itself into the meta despite being 'nerfed'.

    https://us.v-cdn.net/6030815/uploads/LGHXT6CJQBMY/dead-hard-is-overpowered.jpg

    A match where literally every survivor had Dead Hard just tonight.

    Dead Hard got nerfed with a scalpel. Eruption meanwhile no longer has any real use since the main reason to use it was not the regression, it was the Incapacitation. The aura reading it has now is an utter joke and useless for most Killers.

    But that wasn't what was mentioned.

    You said "while overpowered survivor meta perks that have been meta for six years like Dead Hard go unnerfed."

    Dead Hard has been nerfed within the last year. It has not gone unnerfed.

    Hope this helps!

  • 6.1.0 nerfed DH and that came out less than a year ago. BHVR have had a glacial speed towards balance for almost 7 yeses now and yet the game is still going. Hope this helps!

  • No, if anything there's a system in place to prevent the same map twice in a row, and reduce it's likelihood of appearing for the next few games. Unless they managed to bug that one too.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364448#Comment_3364448

    "Also, please don't call me Karu. Thanks."

    Okay..? but that's your name and I am not calling you "good boy". So ,confused on that

    "But why?

    Most status effects on powers come from addons. Every killer would therefore have like a green rarity addon that's "Whenever hit by the power, apply Incapacitated for 10 seconds", just like Huntress does. And it'd be useless.

    -no. Unless you just went into a game with zero perks, add-ons and some perks coincide but that obviously doesn't happen a lot. People are gonna bring perks, like Eruption, etc and join them with the add ons, but my point is status effects do not mostly come from add ons, they come from both just as much.

    -As to the usefulness? that's part of my post's reason. It's here and pushed back because of the nerf, Is this not the place to ask why we can't have it in a different set up but make it not as frustrating and powerful in theory.

    ".There's simply no way to make a status effect like Incapacitated fair on every killer when you have differences in power level between Trapper, Sadako, Pig, Blight, Nurse, and Spirit."

    -Which is why I am asking the question here of are we just gonna forget its there or can killers actually use it in a different less frustrating form. Make it do something else instead of locking you from doing gens?, that was my point. Alter it but not get RID of it so killers just can't use it now. Or few can

    "I want the game to evolve in a fun, meaningful way. Giving every killer the ability to lock certain players out of the game just wouldn't be fun, imho, or it'd be absolutely useless and wouldn't be used. There's almost no middle ground because of exactly how Incapacitated actually functions."

    -Meaningful? I don't see how keeping the same mode of gameplay the same until its dead when we could be sitting here mixing the gen trials with maybe some other types of trials to escape or open the exits. More places to hide, more mori's to choose from if the killer wins so it's not working towards the same kill x4. Advocate for something great i say, not keeping this game stagnant in it's features. There's way too much room

    "Doctor has a Status Effect exclusive to him- madness. I don't see why we can't have Incapacitated- one of the strongest Status Effects in DBD- also relegated to powers exclusively to ensure it remains balanced and fair."

    -Yes, before people knew that Incapacitated was good to take, Doctor was first. I don't like him personally, i just enjoy the fact he stops survivors which no other killer does like the doctor. Regulating balance in that sense wouldn't make sense for Nemesis's case because the eruption made it easier to travel to the gens since he doesn't quite have the coverage doctor does and the same goes for other walking-non travel killers.

    Arguably, if they made a perk that effects madness in someway, it just another useful status defect. We've already added the sick/poisoned effect with like 3 different killers now.

    Firstly, just use GBK. It's easier to type, it doesn't make me horrifically uncomfortable, and you don't have to worry.

    Secondly, I admit to being wrong that status effects mostly come from addons. However, I also don't think I explained myself particularly clearly, so I'll try and explain what I think I meant.

    Incapacitated, as it currently works now, is incredibly strong or incredibly weak with essentially no middle ground. Therefore, I don't think it should be liberally applied to perks, because there's such a massive difference in skill level that it wouldn't be at all balanced or fair. There's no way to make a perk that causes Incapacitated balanced on Blight and Nurse while also balanced on Sadako and Skull Merchant. Therefore, the best course of action would be to apply it only through power useage, to ensure that it's balance can be specifically tweaked on a case by case basis to stop exactly this problem.

    The only issue is this then leads to another problem. On powers, most status effects come from addons, and usually there's a brown, yellow, green, and purple addon that applies one status effect (obviously, this changes from killer to killer, but that's the general rule I've observed). Therefore, in order to give it to most killers while avoiding what I'm going to call the Perk Problem, you run into another issue: it just isn't that good on most powers.

    A lot of powers are used in a chase, particularly when applying status effects. For example, Nurse, Billy, Wraith, Huntress, Legion, Twins, Pinhead, Nemesis, etc (and yes I'm aware I've listed the 2 that have Incapacitated in their kit by default)- their addons all allow them to apply status effects via hitting a survivor with their power. But when used in this way to apply a status effect, Incapacitated just isn't that good- simply look at Huntress. Applying a status effect that doesn't let you progress the trial to players who already aren't progressing the trial isn't much help, and you can't make the duration long enough to have a meaningful effect because when that happens we get the Eruption Issue™ all over again. Therefore, it'd only work on a certain few killers, who apply Status Effects via addons or their power passively. Think Doctor, Sadako, Pig.

    But a lot of these killers wouldn't benefit from that, either. Sadako would gain a great benefit from applying it in a certain area around her TVs, but that would just encourage survivors to turn it off and she'd be locked out of her power. Players with a party hat against Pig already aren't progressing the game. Doctor essentially has Incapacitated via Madness 3.

    Therefore, it just doesn't seem worth it. Because of the nature of the Status Effect, it doesn't make sense balance wise to put it on a perk, and on a lot of killers it'd either be broken or useless.

    That's why I said that it'd make more sense to just remain attached to certain powers. It's far easier to regulate and control if it's only an effect on a few rather than if it's everywhere.

    And as to changing what it does- what are you really even accomplishing there? Why not just implement another Status Effect instead?

    Finally, as to why I'm not advocating for new game modes and the like, it's because this isn't the thread for it. To express my opinions on that topic, I'd go to a thread about that topic, not to one on the careful balance and integration of Eruption (back) into the game. I'm capable of having feelings on both topics simultaneously.

    I hope this comment helped clear up what I meant, because lord knows I didn't make it easy for you to understand.

    Anyway I'm going to sleep lmao 💃

  • Unfortunately I reckon there's probably some bugs because I've definitely had some year-long screams in live.

    I'll go digging through bug reports in a bit and if there isn't one made I'll open one

  • Dbd players when a woman is overly confident to the point of egotistical and it shows in how she walks and acts

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363065#Comment_3363065

    Karu you speak as though others don't actively test things and play like you before making a post. I don't agree with you at all, you saying the killers powers are practical and fair is bunch of bull #########. Doesn't make it true and if you can maybe provide more context instead of a blank statement to these things it would help me understand. It feels like you've never played killers against skilled survivors? If you did you'd know a good handful need quality of life, especially twins as you mentioned.

    "That's one of the major reasons, imo. Also that there's a high skill floor, there's often a lot of required M1 gameplay, they highly encourage a boring gameplay style, and making mistakes is really punishing. Their relative strength level actually ranks fairly low". --theres no skill floor after you've played the same mode for years and years just alter it with slightly different powers, that's a lot of players right now.

    "Also, again, Pinhead Chain Hunt gives so much value that there's builds and playstyle dedicated to forcing as many Chain Hunts as possible while tunneling to make an easy 3v1. Bring chained, even if Pinhead is nowhere near, applies Incapacitated. This makes doing anything challenging, and makes healing with Sloppy Butcher equipped genuinely impossible."

    -you're talking about a specific killer and a specific build in a specific instance. When I said practical and fair use I meant have incapacitated be able to be used in a fair way by most other killers. not have to pay for a dlc. Idk what survivors you go against but I think that's def an issue on your end. instead of implying i must suck ,maybe there's others and not just you who has a lot of hours on this game. The fact you defend such mediocre stale powers' at this point and do not want the game to evolve makes me cringe and not take you seriously lol

    "I meant have incapacitated be able to be used in a fair way by most other killers"

    But why?

    Most status effects on powers come from addons. Every killer would therefore have like a green rarity addon that's "Whenever hit by the power, apply Incapacitated for 10 seconds", just like Huntress does. And it'd be useless.

    There's simply no way to make a status effect like Incapacitated fair on every killer when you have differences in power level between Trapper, Sadako, Pig, Blight, Nurse, and Spirit.

    I want the game to evolve in a fun, meaningful way. Giving every killer the ability to lock certain players out of the game just wouldn't be fun, imho, or it'd be absolutely useless and wouldn't be used. There's almost no middle ground because of exactly how Incapacitated actually functions.

    Doctor has a Status Effect exclusive to him- madness. I don't see why we can't have Incapacitated- one of the strongest Status Effects in DBD- also relegated to powers exclusively to ensure it remains balanced and fair.

    Also, please don't call me Karu. Thanks.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363375#Comment_3363375

    Once upon a time SB had a 20 second cooldown and you could get the perk back while running (and yes there were people who quit when the 20 second timer was changed- exhaustion didn't come till much later).

    You would be just about to lunge at someone and bam off they go. As a matter of fact I can tell you that it usually took about 16-17 seconds to catch up to the player who had SB. This left a very small margin of time to catch up to someone using the perk. Something to note about this time : the tip of your lunge attack actually had longer reach than what we have now. That is not to say things were easier as I can assure you that the terrain in 2016 was monstrous to chase someone around unless you were Billy.

    Mechanically Sprint Burst usually only gets you 5-7 seconds of distance on average unless you are on a slow killer and the survivor does something to make more distance : like vault a drop at Mid staircase.

    Last night I played against someone using DH at the upper end of the player skill spectrum. He looped for a while before he needed a pallet. Then he got hit. Then he used DH and threw two more pallets. This wasted over a minute. No other exhaustion perk in the game can compare to that.

    Let's say you had a 2016 level of sprint burst and you got ~16 seconds (you cant anymore b/c every vault is no longer a fast vault). You would mechanically be behind to the tune of 44 seconds as a result of one DH.

    SB had a 20 second cooldown between the days of the 16th and the 29th of June 2016, as it was nerfed in patch 1.0.2. If people were quitting during early dbd, it sure as hell wasn't because SB was nerfed.

    And nowhere in that comment do you disprove what my comment was about- that I provided objective numbers as to how much distance exactly one would gain from using both perks, and then said that there was no realistic way to measure any of the other variables so I made sure to state there was much more to the story than just these numbers. Which you tried to criticise me on, and in order to do so you completely ignored an entire clause of a sentence adding major context, before now... Agreeing with the conclusion I came to initially.

    Make it make sense

  • omg i know exactly what im doing now

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362525#Comment_3362525

    Those are very interesting numbers.

    How do the values change with STBL stacks?

    Hi! I promise I wasn't ignoring you, I was just out of the house most of yesterday and wanted to do these on my computer, because it's easier to screenshot and I cannot imagine having done this on my notes app.

    image.png

    (If people find issue with my workings out, I will gladly explain my thought process- it's entirely possible I did these calculations incorrectly, because maths isn't my strongest point).

  • Also if he's camping the box and not moving or solving it, making solving a chain hunt impossible, then it's technically possible to power through gens provided Ruin isn't in play (even if it is, it may be possible, but just very very difficult).

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362525#Comment_3362525

    -"Dead Hard is the clear winner."

    But your numbers do not reflect the actual distance you can get.

    With SB you run in the killers face and he knows you have no tricks left. They get in lunge range and swing immediately.

    With DH you get to loop and then you get distance so you can loop some more. In the right terrain DH can turn a 20 second chase into a 40 or 60 second chase. You will never do that with SB.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363348#Comment_3363348

    -"Nothing is worse than 4 good SB users if you are playing a weaker killer"

    When you say weaker I assume you mean : moves slowly and/or m1 killer.

    We should just make all the killers either have teleports, a movement speed power or be 120% speed.

    Take every killer that has no movement power or teleport power and give them a 5% speed boost. Now they suck a lot less. "But that would break looping". The killers literally have no option at most safe loops so giving them more speed would make them fair again.

    This is why I said, right before what you quoted, "In simply numbers, then". Meaning there is more to the story, more nuance to the situation, far more variables than can be calculated in a simple mathematical formula. Depending on the situation, Sprint Burst can be substantially stronger, or one Dead Hard can be the single deciding factor between winning and losing a game. There's too many things that can happen in a game to quantify into one equation, which is why I didn't try to, and why I specified that I didn't try to do just that, because I'd be there for forever and a day and still wouldn't come up with an accurate number for an objective winner.

    Because there isn't an objective winner.

    Both SB and DH are very strong perks, and while I'd say DH is better due to its versatility I cannot completely ignore the low skill floor and easy accessibility of SB.

    I'd rather face 4x DH than 4x SB, because chances are with 4x DH users at least 1 will mess it up, and I'll be able to capitalise on that mistake. With 4x SB users, because it's so easy to use and can make any desdzone completely irrelevant (SB turns Saloon from a killer sided map to literally nothing but the main building, which is heavily survivor favoured, for example).

    More happens in each situation than can be put into variables and formulas. But OP asked which perk gives more distance, so I specified limitations and gave some objectively correct numbers.

  • @TigerSnake said:

    Didn’t some guy say he wanted to see more DH discussion posts? That probably means DH is currently not on the radar to get changed anytime soon. Which is ridiculous.

    Peanits? No he literally said that DH wasn't on the radar when planning changes for this update, because it wasn't yet a contentious issue. People were still in the "Wait and find out, maybe it's fine, people are really bad at using it right now" stage and a lot of players overreacted and abandoned the perk meaning useage rates plummeted. This was in stark contrast to Eruption, which was incredibly easy to use, bullied solo queue substantially more than SWF, slotted well into the other meta slowdown perks (unlike before when RuinDying was meta), and was seeing high useage rates within days of 6.1.0 dropping. Update changes get planned out months in advance, and Eruption was slated to be changed next patch instead, but was brought forward because they overestimated how much bandwidth it would use.

    As time has gone on, DH has risen in useage and complaint level because people realised maybe they overreacted when saying the perk was absolutely dumpstered, and subsequently it's returning back to the meta with a vengeance. That's why Eruption was changed so quickly (for BHVR standards- it has been nearly 8 months) and why DH isn't yet in line for another change this update.

  • This genuinely feels so much like bad satire but I'll bite.

    Couldn't you just... Change your name. And put them into your display name. Because you can't chat on consoles.

  • @SpaghettiYOLO said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363313#Comment_3363313

    Well, totems can be looked at like that now since hands are held if NOED is used. Totems very much were a second objective before the hand holding if you didn't want to possibly encounter NOED. Maps and amount of perks that help find totems make any argument against totems being 'hard to find' invalid. But now, yeah, no need to do totems and there's zero pressure if NOED is being used unless the killer manages to get a hook right next to it. And even then, it's not always a guarantee as someone with hooks could easily go for unhook and get downed while someone else cleanses it, thereby removing any pressure it was creating.

    I only used NOED on endgame builds, so it's not like I frequently used it. But I've only used it since the change if it's come up on a perk roulette game. Terminus replaced it, which works just as well as long as exit gates aren't open. But if they are, that means a Blood Warden play can now happen. So basically nothing really changed outside of a perk that forces survivors to open the gate so they can heal. All because people couldn't be bothered to cleanse a totem when they saw it and killer wasn't near. And the whole gen time argument is silly as well with the amount of repair speed perks, so again, hands being held for no reason. Just saying.

    My favourite part about the noed changes is that it did absolutely nothing to change the major issues with the perk and instead just was like "Oh nah yk what we'll just add a beacon to find it after it's activated that'll do" like there wasn't a bunch of other, far more creative nerfs, changes, and reworks that could've happened.

  • @stonedcandle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363043#Comment_3363043

    Then how do you think the developers should give killers a way to slow down survivors working on generators? Because that's the only objective survivors have and stopping them from doing it is one of five objectives the killer has. So killers have to have a way to slow it down and since everyone cries about gen slow down perks too what other options are there?

    There has to be a way for the killer to stop survivors from doing gens outside of hooks and chases because you've got 3 other people working on gens while you're doing that.

    If anything they need more incapacitating effects along the lines of pre-buffed Eruption. There need to be more ways to keep survivors off generators to move away from the killer meta we have.

    There can be healthy forms of game delay without literally locking players out of playing the game for 25 seconds without any reasonable counterplay except for "Do not play solo queue".

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363053#Comment_3363053

    my point still stands. are we just gonna pretend it doesnt exist because of crying survivors? or are we gonna get to use it in a different practical fair form?

    Killer powers are practical and fair, end of story.

    Madness is exclusive to a killer power. It's practical and fair. Incapacitated can be too.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363052#Comment_3363052

    since you're such a dbd genius you'd know viktor having that ability does very little for you and even survivors just keep him on their back

    theres a reason why Twins aren't played.

    Because they're a buggy clunky mess who breaks every 3 seconds and there's a 75% chance of getting a gamebreaking glitch that locks you out of playing the game?

    That's one of the major reasons, imo. Also that there's a high skill floor, there's often a lot of required M1 gameplay, they highly encourage a boring gameplay style, and making mistakes is really punishing. Their relative strength level actually ranks fairly low.

    Tunneling is strong because it forces the match into a 3v1 instead of a 4v1. You mean to tell me that doing that without the extra commitment of going through BT, Bodyblocking, and the entire first chase where most resources are up on the map doesn't give you value?

    (maybe it doesn't when COH is around but tbh that perk singlehandedly nullifies over half of the roster so maybe that's not a Twins issue).

    Also, again, Pinhead Chain Hunt gives so much value that there's builds and playstyle dedicated to forcing as many Chain Hunts as possible while tunneling to make an easy 3v1. Bring chained, even if Pinhead is nowhere near, applies Incapacitated. This makes doing anything challenging, and makes healing with Sloppy Butcher equipped genuinely impossible.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363040#Comment_3363040

    My point exactly but i'll elaborate, are we ever gonna get a PRACTICAL use from it after tomorrow? None of these happen in regular games like eruptions presence

    So... You've never pounced on a healthy Survivor as Victor before? You've never interrupted a survivor via a Chain Hunt as Pinhead?

    That sounds like a you problem, tbh.

    They won't have a presence like eruption? GOOD. Anything that has that level of presence (obligatory "on both sides" comment even though that isn't the debate here) should be dealt with.

  • Twins.

    Doctor has a status effect all to himself- madness. Twins released before Nemesis. The status effect icon for Incapacitated is literally Victor's hands.

    Bhvr may not treat them like it, but the Twins do actually still exist.

  • Bro I've been through the absolute wringer these past 4 years I'm so glad it's starting to get better too 😭😭

  • I like the perks. I don't think they're meta defining, but they don't have to be. All I want is for them to be fun.

    I like the perk changes. I'm glad Eruption isn't gone entirely but will also no longer lock me out of playing the game for 30 seconds.

    I love that Shelter Woods has a purpose now.

    I think the killers power is neat- it reminds me of Deathgarden Bloodharvest.

    I like that we're getting twin survivors. It's been something I've wanted for a long time.

    And it's coming out at a time in my life where I'm able to spend a bit more and I'm just overall feeling a lot better than even 6 months ago, so I'll absolutely be buying it D1.

  • Sprint Burst gives you 3 seconds of moving at 6m/s. A killer that isn't the Nurse moves at either 4.4m/s or 4.6m/s, meaning that a survivor will gain 1.6m or 1.4m of distance every second, meaning they gain 4.8m or 4.2m of distance over the course of the 3 seconds respectively.

    Dead Hard gives the survivor a speed boost of 6m/s over 1.8s (successful attack), however during the attack cooldown killers slow down to 0.575m/s over 2.7 seconds.

    Therefore, during the initial 1.8s of 6m/s, a survivor gains 5.425m of distance each second, meaning they gain 9.765m of distance. For the remaining 0.9s they gain 3.425m of distance, leading to 3.0825m of distance, for a grand total of 12.8475m.

    In simply numbers, then, Dead Hard is the clear winner.

    The difference comes from Sprint Burst being able to be used much easier (you press and hold a button, as opposed to timing the perk), and being able to be activated wherever. The killer doesn't have to be right behind you, so you can use it to excentuate an already large lead, allowing you to reach a safe structure from a deadzone just like DH can except without the hassle of being injured or timing.

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