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HoodedWildKard

HoodedWildKard

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HoodedWildKard
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  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083126#Comment_4083126

    What is your perspective on @HoodedWildKard's take? Not necessarily the exact mechanics as described in the thread, but the concept of an additional objective to limit her power?

    They did reply to my original thread but didn't actually say anything about the changes I suggested. It was a longer more detailed version of their comment on this thread about reworking nurse.

  • @Mrpugalug916 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083318#Comment_4083318

    Its because they've been coddled by handholding mechanics and balance the game around the worst players. If they would just listen to their vet players, and balance the game around high mmr like every other game out there, the bad players would be forced to get better

    So on one hand you're saying they're handholding survivors and balancing around weaker players but on another that low mmr survivors are still dying constantly?

    Which is it? Because those two things don't really gel. Thing with dbd is, getting good with the survivor roll takes a very long time and is incredibly difficult, hundreds of hours. My suggestion is if you want to play surv and not have games like these, play as a swf. Soloq is notoriously bad because there is zero communication. You get people running for crossmap saves or multiple survs mobbing hook because they don't know if anyone else is going for the save.

    The game doesn't need to balance more around high mmr, anymore than it already is. You remove offhook endurance, nerf antitunnel perks etc then low mmr gets 10 times worse and new players won't put up with it. Player retention is already pretty bad because of how punishing the game is for new players, make it worse and you straight up won't see any many new players stick with the game.

  • @Slurp_Ramen said:

    Tell that to the P100 Lara who deli’d from across the map ran into to force a chase, miss her DH and then ds’d me wasting my time and pressure; causing me to draw the game with only 2 kills because their endgame was atrocious.

    And before you hit me with ‘just slug her’. She had unbreakable, like I was guessing and she stood up in front of me in end game and died. Also her duo MFT+WGLF, plot twist and conviction.

    If you’re wondering why killers are hard slugging, running quad slowdown, tunneling at 5 gens (cringe btw) this is why.

    I'm curious, how do you force chase? You realise you can just not engage and continue whatever chase you were already doing. When I'm killer if I have someone running at me off hook making an obvious ds play I just ignore or slug them.

    Even if they do have unbreakable, it can only be used once, so if you slug them, they waste their unbreakable and will be unable to trigger it usefully later on. It's still pressure.

    Tbh bully tactics like this usually throw the game pretty badly. Because by the sounds of it you did end up killing the lara and presumably most of the surv team.

  • @HoodedWildKard said:

    Haven't seen her for a while but had 3 nurse games in the last 2 days and been unpleasantly reminded how absolutely cracked and unpleasant to go against she is. Got me thinking, she's universally considered one of the S tier killers, probably the best and easiest to get good with. Her S tier brother blight is recieving a pretty major nerf in the near future, and I think she needs looking at as well.

    How to do it without absolutely gutting her? You can't really change her blink much without ruining it, and a full rework would just turn her into a totally different killer. So. Give her the xeno/wesker/nemesis/singularity treatment. Add a type of tool that spawns in the trial for her games that allows you to counter her power or supress it briefly.

    The issue with her is that she has no counterplay, you can try and mindgame her a little but against a good nurse that chase is going to end mucho quickly. So make something that allows survivors to get a bit of decent chase time against her to give people half a chance to do gens.

    Few different themed ideas:

    An aoe that supresses her power similar to the emp for singularity, (could be some sort of charm or like a photo of her husband) could also be placable like xenos turrets as a one shot counter that fizzles after and has to be replaced.

    An adrenaline syringe that can be used for speed bursts, maybe with 2/3 uses and a 20/30 second cool down in between. It's medically themed and adds an element of skill to countering her, making nurses consider speed bursts into planning blinks.

    Some kind of stealth tool to allow you to temporarily hide from her, like turn invisible for 2/3 seconds, again with multiple uses and a sizable cooldown.

    Fight fire with fire, a charm or artifact that allows the survivor to briefly copy nurses power and blink to avoid her. Probably a one shot.

    Bring back lightburn: perhaps add guaranteed torch spawns or a specialised item that allows survs to hinder nurse during a blink, requires good timing and skill.

    Would be interested to hear people's thoughts. I certainly don't want to see nurse gutted and nerfed into the ground. But it would be nice to have a bit of counterplay against her and not simply hope the nurse player is bad.

    Thread i made on this subject a while ago

    The tldr is basically i think she needs a counter built into the trials, in a similar vein to how enomorph, singularity, wesker/nemi etc all have their own counter items.

  • Can't say I think this would work well, I mean he is a serial killer. But aside from stalking people (we already have 2 killers that do that) he doesn't really have anything interesting or distinctive enough to make into an actual mechanic to base a killer ability around.

    He's also not a particularly scary presence i the way most dbd killers are. Doesn't really fit the vibe of a dbd, and any attempt to warp him to look like a proper killer in the realm would basically ruin his original character.

  • Main issue with bots is that they always run when they get a sniff of a terror radius. Regardless of if the killer is in chase or not. Undetectable basically doesn't work against them either they seem to have constant 360° all seeing vision.

  • I want to try using it, must be so satisfying to crack a 3 gen with it. Losing all the stacks to a hit makes it useless though. Not ever losing the stack would be a little OP though. Perhaps if on a hit you lose half/third of remaining stacks. Might make it more usable I.E. not a dead perk

  • Yeah it's not about being injured or not. It's the angle you hit the fault. If you hit it straight on you vault faster, vs if you hit it at a steep angle you vault slower.

  • @Chapero said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467684/what-does-toxicity-look-like-to-you

    The toxic part isn't the players. The toxic part is the game's awful balance.

    If the game were even remotely balanced, a huge amount of the hypocrisy within this community would disappear overnight.

    What I find even more toxic, however, is that the imbalance seems to fit perfectly with all the modern techniques of engagement optimization, behavioural design, intermittent reinforcement, compulsion loops, and psychological manipulation that the industry uses to maximize retention, spending, and recurring cycles of abandonment and return.

    At some point, it becomes difficult to believe that such an obvious imbalance still exists by accident, especially when it appears to benefit exactly the kinds of behaviours that a live-service game is designed to encourage.

    That's certainly a take

  • Happy birthday, and I know your pain, my toddler pulls that move all the time 🙃

  • @Skeleton23 said:

    I have to say its the Killer mains who i respect is Nurse Mains.

    Please this is my opinion. I find Nurse the hardest to play in the game and if I find a very good Nurse who isn't toxic and super chill. I can't play Nurse to save my life, I broke a controller playing her for a week straight. (Yes from raging)

    Been trying out nurse myself recently, since they added the collector skin. She's not the hardest killer to play, but she's definitely up there.

    Once you're familiar with survivor pathing she gets a lot easier as you can predict where people will go more easily. My advice is play aura builds. Gearhead and I'm All Ears are both excellent perks for her.

    Gearhead lets you figure out what gens are being worked and set up insta grab blinks. (very satisfying) and I'm All Ears allows for easy hits after survs vault and think they've broken LoS.

  • First off welcome to the forums. We're all mad here.

    And tbh I've been queueing a fair bit of standard 1v4 today and my mmr and queue times haven't been that bad. I think splitting the queue between 2 playlists never seems to have a particularly bad effect. Bumps queue times a bit for killers mainly.

    Even when 2v8 is up and need double the players for a match, in my area at least 1v4 queue isn't that much worse.

  • Horrible as they are to face, I respect blight mains, not an easy killer to master.

    I always respect anyone who mains weak or high skill ceiling killers. Twins, Skully, freddy, trapper etc

  • @CrypticGirl said:

    I'd say much of the same things you mentioned. Tunneling and slugging are indeed iffy ones. I get tunneling and slugging in late game to regain some pressure after a poor start. But you've got some Killers who will tunnel and slug for toxic purposes as well. I had a Ghoul tunnel me out because I'm a TTV (it was in their username). Another tunneled out a Sable and then became friendly with the rest of us (they declared in their username that they tunnel Sables).

    For slugging, you know there's slugging to avoid flashlight/pallet saves, and then those who play solely to bleed everyone out from the start. The latter is an example of toxic slugging.

    And then Survivors can also be toxic to each other as well, which is the most infuriating thing for me. They can pin you in corners and you can't do a thing about it. They can lead a Killer to their teammates. Sometimes it can be accidental, but if it happens throughout the match, you know it's no accident. And then the unhook spam. The devs say they've patched that out, but I've seen it happen after that.

    Oh yeah forgot to mention sandbagging and ratting ppl out. Not a fan of those. Making friends with killer is one thing but deliberately revealing another survivor, or hiding and doing nothing all game are both behaviours I hate.

  • @BlackRabies said:

    The only thing I've considered toxicity is the end game chat. Not even trying to play scummy and the other side constantly throws every slur and death threat just for playing my role.

    Sometimes I'm glad for being on xbox and not getting exposed to the egc. It doesn't sound pleasant. Although sometimes I am morbidly curious to know what PC players are screaming into the void about me after I've had a good killer game.

  • Bond is a little too strong, and open to abuse for my liking. I'd rather not see it be made basekit. Kindred on the other hand? That would be peak, as others have said remove the killer aura, and buff kindred with something else to make it still worth something . It would really help stop the solo q issues of people accidentally being left on hook to stage and killer snowballing because everybody mobbed hook at the same time going for the save.

  • Adding to the good advice above, twins really benefits from anti healing builds. I believe victor has addons that add haemorrhage and/or mangled (not 100% sure, haven't played twins in a while and cba to check right now 🤣)

    I quite like going for scourge hook builds, pain res and weeping wounds synergise well together.

    Thing with twins is they can apply a lot of pressure, particularly via slugging, not a popular tactic but hey, twins kit encourages it. Even without slugging, if you down one surv and instantly latch another with victor (say when you catch someone healing for instance) you tie up half of the team for a time. One hooked and the other running off and trying to remove victor, then requiring a heal, probably from another survivor, leaving only one to try to unhook. Really slows the survs down.

    Info perks work well too. Bbq is good for sending victor out after a hook so you can proxy camp it with charlotte, pressure a surv and instantly pressure hook when you get the notification. Discordance, gearhead both very useful for ambushing survs on gens with victor.

  • Looks fun, love the idea of the jumpscares. I've got reservations about the ranged attack though, looks very accurate and very fast. Might be hard to dodge. But I'd need to go against it myself before I decide if I hate it lol.

  • @MechWarrior3 said:

    Not normally. I have run a couple. Although I have a build called "BOOM!" Its Pop, Surge, Eruption and Pain Res. You hear a lot of explosions throughout the match. Its very fun lol.

    You should run that on ghostface with the driver's licence addon. I love running that with surge, catch a survivor lacking on a gen, mark boom instadown boom dms just for a little more visual chaos when they're forced off the gen.

  • @TheGoon224 said:

    this is just a genuine question to see how many people run slowdown or how many slowdown perks people normally run because I only bring one or none just because I think they slowdown the pace of the game and are just kinda boring.

    1 as a rule, 2+ if I'm feeling sweaty, 0 if I'm just using a meme build

  • @coldflame said:

    freddy is never getting new content due to rights issues

    jason is from jason univetse which doesn't include the freddy v jason movie

    Huh didn't realise they had licencing issues with freddy, shame.

    And tbh existing cannon doesn't really mean much in dbd. Just look at kaneki, the stranger things characters. Their iterations in dbd have all had their stories changed completely, so no reason that jason couldn't have that event, except for if they can't include freddy.

  • @MrBuffalo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081125#Comment_4081125

    Well seeing how they gave myers a giant lunge hopefully they dont do that for Jason 🤣

    Fingers crossed effort and thought was put into him.

    Yeah i hope so too. Such a big reveal it would be a shame for him to be a broken or lacklustre killer

  • @MrBuffalo said:

    Knowing modern day DbD

    Something that will either make him so strong no one will play against it or something very weak that no one will play.

    It's hard to find that decent middle ground 🤣

    I'm certainly interested to see how it is. I haven't really watched the jason movies but he strikes me as a pretty direct brutal killer in the vein of myers/nemesis.

  • Similar to legion really just a bit harder, ghouls will always get super easy hits on healthy survivors so healing is a bit of a waste of time. The main thing is juicing chase as hard as possible while injured, your pathing is very important, making sure you stay withing spitting distance of a pallet when they use traversal to get close so you can drop the pallet to delay them. Loop on safe palletswhile their leap is on cool down and use unsafe pallets just to buy enough time to reach a stronger tile.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4081011#Comment_4081011

    I don't… believe you, sorry.

    You either don't play killer that much or you're newer to the role, there's no other explanation.

    Resurgence is a broken perk, one of the most overpowered perks in the game. If you don't think so, you lack the game sense to understand.

    Not only does it synergize with the anti-camp feature, as killers don't typically want to hover around the hook very much, giving the survivors space to consistently make use of it.

    It also robs the killer of a ton of pressure. The survivor needing to take time to find healing is supposed to be slowdown for you. Or a risk/reward of staying injured in exchange for better gen efficiency. But the survivors simply don't need to make the choice, they can heal 4 seconds after being unhooked and be ready to take two hits after. Even if the survivor uses those hits in the most inefficient way possible, just holding W and not looping anything, it takes a large amount of time to re-down them after you find them again.

    No, Gift of Pain/Weeping Wounds does not help. I've tried it. It only slows down the heal a little, you need to be proxy camping to actually interrupt the heal. It's also a scourge hook, meaning it's RNG as to if you can even consistently make use of it or not, where Resurgence is available after every single unhook.

    You don't hear people complain about it often because, quite bluntly, most of the people on the forums and reddit are bad and only complain about the most obvious things like Sprint Burst and Dead Hard. Resurgence is like Vigil, it's silent in the way it breaks the game, you don't really notice it unless you have a firm grasp of the game's macro.

    You can believe or disbelieve whatever you like. I know how my games go and I know I play plenty of killer and perform well in my killer games. If you need to resort to thinly veiled insults against both me and the community on the forum at large? That says plenty.

    I never seem to have trouble with resurgence in my killer games, perhaps because i know when to push chases, when to drop chase to redirect and when to rotate back to hook to apply pressure at the right times.

    The point of weeping wounds is not the healing slowdown, it's the haemorrhage, if you pressure a resurgence user off hook for just a few seconds with a haemorrhage debuff they lose all value from the perk. At that point you can either commit for the tunnel or chase their unhooker instead.

    Like i said, simply need to agree to disagree, my stance isn't changing and yours definitely isn't. Beat just leave it at that, no sense arguing in circles.

  • No matter what bhvr did there were always going to be people who started whinging. Just a fact of life unfortunately.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080870#Comment_4080870

    Okay three things.

    One, the point again was that the benefit of the slugging-only playstyle is that it bypasses every single hook-related perk survivors have, not that any single hook perk is a problem on its own. Like if you hook a survivor, you have to deal with them having off-hook endurance at minimum and you can't be too close to them without them getting anti-camp, which they simply don't get when slugged. And it works. I don't think it's as good as many advocates say because it's very all-or-nothing and it gets hard countered by anti-slug perks, but it is a valid strategy to win.

    Two, if you haven't heard complaints about Resurgence, you haven't been paying attention. Otzdarva just listed it in his recent survivor tier list as a 5-star perk, one of the best survivors have, and in fact placed it as the 2nd best survivor perk overall. I played a game last night where I hooked someone and walked away slightly, and they were off the hook and healed before I could even turn around and make it back. If you don't understand what a gut punch that is to killer pressure, you don't play enough killer.

    And third, yes slippery meat. Yes, it's an extremely rare build to go against, but I have gone against it and it is absurdly strong. To bring up otzdarva again, he showcased it here:

    https://youtu.be/sgUW2SqpsC4?si=V4T5XrSiwnWmK858&t=1478

    Honestly seems crazy that people are applying that kind of logic. "Oh i won't do my main objective because some survivors might have perks that activate based on hooks" Going for a 4 man slug is always a braindead play unless survivors are equally braindead or you can insta down very quickly like bubba. To make it work really requires pretty intense consistent misplays from the survivors, doing stuff like swarming a hook or downed player.

    You don't have control of the match unless you down 3 players and have the last one in chase, heck even then it is possible to finish another player's recovery midchase and have one of you get away to res the others.

    As for resurgence, just because one streamer complains about something, even a high profile one like otz, doesn't mean it's broken or that community has an issue with it. The forum is a pretty good indicator of what the community at wide has issues with. You are literally the first person on here I've ever seen complain about it, and i have been here a while. I also play plenty of killer, and resurgence is a perk that's never given me trouble. It's damn good for sure, but not game breaking, good killers can play around quick heals. Then you have perk counters leverage, SH:Weeping wounds, coulraphobia, sloppy butcher. There are a plethora of anti healing perks that nix resurgence very effectively. As well as tunneling off hook.

    And yh that slippery meat build is mad, does take up half the perk slots and every offering slot though as well as requiring a 4 man swf.

    End of the day probably just going to have to agree to disagree, but hey if I keep winning survivor games on the back of killers trying to slug out I'm not complaining. I certainly don't bother doing it when I'm killer unless I'm in a situation where it's the only optimal play like i decribed before. And my killers games go perfectly fine more often than not.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080759#Comment_4080759

    Before I post this know that what I am posting is meant to be a nuanced explanation, not a condemnation of any of the perks I'm listing. In fact I think most of these perks are balanced or even healthy in a vacuum, except for one which I will get into.

    Perks which survivors benefit from when being unhooked: Resurgence, Dead Hard, Decisive Strike, Off the Record, Blood Rush

    Perks which reward survivors for unhooking their allies: Deliverance, We'll Make It, Babysitter, Borrowed Time

    Perks which benefit the survivors from being hooked: Kindred (the aura reading on the killer), Fast Track

    Perks which remove killer pressure from the killer related to hooked survivors: Reassurance, Shoulder the Burden, Camaraderie, Slippery Meat (with a luck build)

    Base-kit mechanics which the survivors benefit from related to hooks: Endurance, Anti-camp

    Perks and mechanics which make it difficult to hook in the first place: Boil Over, Breakout, Flip Flop, Power Struggle, Saboteur, flashlights, pallet stuns, other forms of stuns (Head On, Last Stand)

    I know the instinct is to go into why these perks aren't bad. Like "are you really complaining about Kindred" or "Who the hell runs Camaraderie?"

    But that's not the point, the point is that if you go for an all-slug playstyle, you deny value from all of these things simultaneously. Meanwhile the perks which counter slugging are few and rarely run. Unbreakable, We're Gonna Live Forever, Boon: Exponential, and that's really about it. And there's things you can do to make it even harder to pick up slugs, like Coulrophobia.

    In my honest opinion though, you could cut down on a lot of the slugging playstyle by nerfing the one perk which I think is the most problematic here: RESURGENCE.

    That perk gives SO MUCH VALUE to the survivor for being unhooked.

    This is such a weird swing.

    First off to come after resurgence as a perk is super odd, I've literally never heard anyone complain about it before. It doesn't progress the game for survivors, all it does is mitigates the reset time from being hooked. It is a very good perk but it's hardly game breaking. An altruistic heal takes 16 seconds. With resurgence that is halved, so lets be generous if you count the time it saves both survivors for half a heal it gains the survivor team 16 seconds of total. So much value? Hardly gamebreaking, and I don't see it used all that much. Rarely see it in my killer games and I have maybe 1 swf team mate who runs it semi regularly. And it has counterplay, haemorrhage messes with it if survivors don't try to heal right on the hook. (scourge hook weeping wounds anyone?) And ironically tunneling is also a hard counter to it, healing progress doesn't do anything for you if you wind up straight in chase.

    As for the rest of it. The whole objective of the game is at it's core based around 2 things. Getting generators done, and hooking. Survs need chase perks to avoid hooks, information perks to help tactical play, gen perks for achieving their main objective and hook/struggle related perks to mitigate the damage done by being hooked.

    For killers to explicitly not hook to avoid giving survivors an "advantage" from hook related perks is like wrecking your car so you don't have to pay for fuel. They are deliberately avoiding their actual objective to try and deny value from perks that for the most part either aren't used much, or can be nullified by not tunneling someone straight off hook. These perks need to be in the game, you can't not give survivors perks to help them recover from or avoid being hooked.

    Things like off hook endurance and anticamp are necessary because otherwise the game becomes a tunnel fest. Slugging as a response to these is a bad idea for 2 reasons.

    1. Going for a 4 man slug will usually backfire unless the survivorsare absolute mugs. I played against 2 killers who tried to do this yesterday, and both times we got gens done and 3 players out. With 2 players slugged it's so easy for them to crawl apart, recover and get insta revived by the 4th player while killer chases the third. Plus you have unbreakable, which more and more people are running now.

    2. Even if it does succeed, it devalues the win. If you get a 4 man slug you get less bp for hook actions and short games will not give much bp, not to mention it's super boring for both sides.

    P.s. slippery meat? really? I mean if you need to quote luck builds to point to why killers are slugging that's crazy. Anyone dumb enough to run luck builds deserves the extra 4 hook states they hand the killer.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080477#Comment_4080477

    Even without Fast Track, survivors have a lot of strong perks that activate from being unhooked or unhooking someone else. There's also the anti-camp feature and off-hook endurance effect. I mean there is a reason why survivors hate being slugged, it's because it's harder to recover from being slugged than being hooked. It's not like being on the floor is inherently any more boring than hanging from a hook, you can't play the game either way.

    That being said, I don't think slugging (as in all slug, no hook) is as strong as the advocates for the playstyle claim that it is. It's very all-or-nothing, you either clean sweep or you lose hard. And it gets countered much harder by anti-slug perks and good survivor macro play. It's just really hard for uncoordinated teams to deal with.

    This is such a weird argument I keep seeing. Like what perks actually help that much after being unhooked? Only ones i Can think of are anti tunnel perks like DS and BT. sure dead hard is a thing but that one actually rewards tunneling and can also be countered by exhaustion infliction or just baiting it. Survs have anti tunnel perks so killers are slugging in response? It doesn't make any sense to me whatsoever. Endurance doesn't really matter if you are really tunneling hard just insta hit off of hooka nd you only need one more hit for the down.

    Now that fast track is changed saying the game is punishing the killer for getting hooks isn't really valid. And slugging is a super bad idea, it usually backfires unless the survivors are braindead.

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080503#Comment_4080503

    I have been waiting since 16th may, they were faster before when i had issues with DLC back in 2025, responded within 48 hours mark..

    It happens. I've waited a month for tickets responses before with some games

  • @Wezqu said:

    This just reminds me of one of the last interactions I had in the recent 2v8. I was playing survivor and looped one of the killer Mastermind for a while and did do quite decent looping. Several times stood still behind loops to look at what the killer was going to do. Did no emoting or moving my head other than looking at him. Well he eventually downs me behind a pallet he breaks it and does two humping movements on me. I was like did he get annoyed? I asked in the end game chat as the match ended little bit after that if I got under his skin or something. The killer claimed he did it because I taunted him. I was like sorry if you thought so maybe I fat fingered the key but I did not emote on my own opinion. I was only standing still looking at him because I was looking what he is going to do like does he break the pallet, goes left or right so I know how I would play it. He apologized of humping me as he misread the situation. Said np and gl nx and so did he.

    I just thought to share this as it just shows people are not all doing things to annoy someone and people quite often read other persons actions as something they are not. For example some people stay on the door to do t-bag's genuinely thinking they are telling the killer "gg" or they want to give the hit for the killer for same reason. Still these are rare but not all do these things to be annoying they just are clueless of how it usually is perceived.

    Honestly a lot of killers equate survivors running a good chase with toxicity for some reason.

  • Honestly seems like a troll post, can't say it sounds good. Mechanics are out of whack, idk how he's supposed to inflict haemorrhage and deep wound before injuring the survivor.

    And don't really feel that franchise is a great fit for dbd.

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080563#Comment_4080563

    You dont even have to be good at great skill checks because stake out exists.

    Oh dang, yh that sounds like a solid perk combo. I don't have tapp but I'll have to keep an eye on the shrine for that one lol, must really go off on maps like midwich and gideons

  • @Aven_Fallen said:

    I mean, what exactly do you mean? Killer Regression Perks or Survivor Progression Perks?

    Killer Regression Perks are viable, you are fine with equipping one or two or you can go the easy route and use four. Which one depends on the Killer you are playing and the rest of your build, e.g. on Killers who need to break Pallets I prefer Brutal Strength and therefore like to use PGTW over Pain Res.

    Gen Progression Perks in general are not viable aside from Deja Vu (plus Resilience, but I would not really count that as a strict progression Perk, since I think it is mostly taken for the vault speed). The rest is pretty bad, mainly because their numbers are too low or they require to play in a suboptimal way due to activation conditions (e.g. Prove Thyself requires you to work with another Survivor, which overall slows down Gen Progress. And something like Overzealous lets you spend more time cleansing a Totem than you would realistically get out of the Perk).

    Idk hyperfocus gets used a fair bit. If you're good at great skill checks it can really give you a bump, synergises well with fogwise too

  • @Coffee2Go said:

    Upon trying to get in contact with a serious matter via tickets, they keep being voided with this response:

    Thank you for contacting Dead by Daylight support.

    There was a technical issue. We have escalated your request for further review from our team.

    I'd imagine presumably that means they'll get in contact at some point. Support services can be very slow.

  • @weskersplaything said:

    I play 60/40 killer/survivor. Are generator perks still viable? Which ones do you prefer?

    What kind of generator perks do you mean? Regression perks for killer? Gen rush perks for survivor? Or just any perk affecting gens in general?

  • @Wezqu said:

    That could be an oversight that its still the game. Maybe report it as a bug on the betahub reports and let Behavior decide if its intended or not. You have good argument why it should not.

    Just submitted. Be interesting to see the response. Guess it might have been this way for a while and nobody noticed.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080486#Comment_4080486

    its been confirmed by the devs that the community chapter will come later this year. Also i think based on the codename in some of the showm footage or concepts people made the conclusion its the upcoming chapter after the the anniversary Killer (also kinda confirming anniversary will not have two killers)

    Ah fair dos. Haven't been following announcements super closely.

  • Is it not going to be the community killer? Are they slated for a later release?

    Personally i hope not. The idea of a community created killer is a very cool concept and perhaps suitable for the decade anniversary. But the footage we've seen of it's gameplay and description of mechanics don't seem particularly exciting.

    I can see it being a big licence. Original killers are all well and good but there isn't really much hype for them because nobody knows who they are beforehand and I can't really think of any major killer characters from the game lore that people particularly want to see. But people get proper hyped for licenced killers

    There are a few licences that may be big enough for 10 anniversary release, jason and It seem the obvious choices. Maybe terrifier or slenderman.

  • @LinkToReality said:

    You say it's busted but it does less than a regular Ghoul grab, as that adds deep wound too.
    That said I know that is why a lot of people dislike Ghoul.

    It's a little different, ghoul can only use his grab to make you injured and deepwounded, he can't down you with it. you can use the wraith interaction to down people. If you're in chase with an injured surv while cloaked, you can trigger it to insta uncloak and get a small speedboost midchase.

    Very very situational I'll admit, needs an injured surv, tbtc active and a gen in los. But it is annoying as all hell when it happens.

    The other side of it is ghoul has to set up the power. Do do the injuring grab you have to do one kagune leap first so survs have time to react. (Not much mind you, I'm certainly not saying ghoul is healthy and his hitbox for the grab is ridiculous) but wraith's interaction totally bypasses his powers limitation. It allows you to instantly uncloak with zero slowdown.

  • @BongoBoys said:

    Am I trippin or what I thought this was patched

    Nah, they said they were looking into it, then just changed the description so that it's more obvious that that's how it works.

  • Yh me and my friends were having a lot of issues with our custom lobbies breaking yesterday and not being able to load into a match.

  • Yeah trickster was already distinctly mid, his knives are so easy to avoid if you pre run him. And now he can't fallback on trying to M1 anybody.

    His knives were strengthened yes but 6 hits is still quite a lot to get and it didn't strengthen his power enough to warrant slashing his speed like that. Killers that can get instant injuries at range like huntress, henry, deathslinger etc, or dash killers like blight can handle being 4.4 because their powers are usable around loops.

    I can see 4.5 m/s being a bit more fair for trickster but I don'tsee a huge issue with 4.6. According to nightlight his current killrate is sub 50%

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/467439/slugging-is-out-of-control

    Have you thought about maybe considering the reason that killers are slugging rather than just immediately going to "we need to get basekit mechanics to counter it"?

    Is there currently an underlying reason for slugging? A lot of people were quoting fast track but that's been changed now.

    As killer literally the only times I'll slug are if: i know my victim will struggle out thanks to a sabo play so I drop them to gain a little pressure instead, with 2 left if I'm sweating the 4k (I only ever do this for adepts, achievements or challenges) or if I down someone who's on death hook and I'm intending to spare them.

    There isn't really any overriding reason that I can think of for slugging as a standard tactic unless you're playing twins. It's not particularly fun and it often backfires. Had a deathslinger who was trying for the 4 man slug on gideons yesterday. He ended up losing so many potential hooks to us reviving his slugs we ended up getting 3 out.

  • Yeah lot of players are very bad at considering the thought process of the opposite side and just assume they'rebeing toxic. Most survivors usually get salty at the end of hatch games because they got beat and reckon the killer wasn't playing "fair". BM ing is so common from survs when they know they can survive.

    I'll usually make it clear I'm releasing them by either downing someone then carrying them to hatch (if they don't abandon) or making it clear beforehand that I'm friendly. If I'm outplayed without having the opportunity to do this I just don't bother going to gates, I'll just wander round looking for pallets and doors to break for a few more BP while the survs sit and wait for the end of the world at the gates. Weirdly enough when I'm playing for a 4k I don't many survs camping the hatch, they take it as soon as they see it lol.

  • @CorgiSploots said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080394#Comment_4080394

    Ehh tbh I think it's fine as it is. Short of my teammate afking I've rarely if ever had 2 escapes let alone 8. But I also notice a lot of killers not looking around/ not kicking the gen

    Oh I'm not saying it needs changing. I think it's mostly fine as it is. Just it's more reliant on the survivors skill base rather than killers.

  • @CorgiSploots said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080310#Comment_4080310

    The problem is BHVR is terrified of this for good reason. At our core we are just not a good game, we had something but they've snuffed the fun out of everything but the most efficient top builds. That's the reason 2v8 does so well. It's a free for all away from the horrible 1v4 formula. And the devs have recognized certain killers are just really bad for the mode and for once wisely took charge. Even without legion getting a 8k is easy as long as you patrol well and matches fly by as they should.

    Tbf the 2v8 feels more survior sided. If survs are good, can run a chase and actually do and split gens properly then you usually wind up getting 6 out at least.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4080330#Comment_4080330

    I admit I'm a filthy Springtrap main, as he's another killer that I feel isn't as puninshed for taking a moment to think, but I'll happily admit Demo does this better.

    The thing is, it requires a level of skill/familiarity with how to play Demo. If you're not great with portal placement, then you won't get the value you need, so survivors won't feel the need to clear them and boom, you're stuck in the efficiency arms race again. Once you get past a certain threshhold, I think Demo's design accomplishes what it needs to well.

    Yeah it definitely requires bit of finesse. And I've always thought springtrap's base kit is fairly similar to demo's just a bit more rigid.

  • @zonkednb said:

    <3

    Fully agreed. Games like this tend to be the best against any killer, but I feel Demogorgon is super well designed for facilitating this. Its power is decently effective in chase, but you can bait it, counter it, or give away a pallet at the cost of not getting the stun not as much distances as you would from other killers, making the game progressively more difficult. I'm always thinking against Demo, as opposed to hoping for an inexperienced player on certain high mobility killers.

    Its portals are a worthwhile secondary objective that slow the pace of the game down, as you either get survivors leaving gens to deny you, which takes time, or you have free reign to hop onto key pressure points at a moment's notice. This does actually allow for Demo to be a bit more choosy than other killers with a set up element.

    Demo deserves more play and certainly more credit. Even Wesker, king of 'fun' killers gets more haters than good old flower puppy, and if Demo was around more I feel more people would be writing up love letters like yourself.

    I really should play more Demogorgon. Thanks for the reminder.

    Mood. I really wish more people played demo, I play against them so rarely. But yeah it's so much more of a tactical killer. Glad to know I've got at least one more person running demo games 😁

  • Fun as it would be I doubt bhvr would get the licence. Honestly idk how you didn't mention the thriller outfit.

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