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Iron_Cutlass

Iron_Cutlass

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Iron_Cutlass
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  • @Emelyne said:

    Ps4....

    And as i said i know about the checks, but since i came back to the game today, everytime i check, the gen still explode.

    Its like if there was a perk where if we dont precisely check on the exact spot like we need to do sometimes, but now its like that All the time so i cant even play.

    Was there a new perk added for killers where survivors not only have to check, but to check the super precise little bar thats within the check??

    If so is there a survivor perk to counter it???

    Because its permanent.

    I gtg sleep right now but ill be checking back here tommorrow.

    Thank you very much.

    This sounds like Overcharge, which is in the current meta.

    Whenever a Killer kicks a Generator, it starts to regress at 75% speed, but rises to 200% regression over 30 seconds. The next Survivor to get on that generator gets a very difficult Skill Check which causes the Generator to lose 5% progression if it is failed.

    But if it has to do with normal Skill Checks, I would recommend running the perk Technician or a Toolbox with the anti-Skill Check addon. They are of course not permanent solutions but can help while you solve what the issue is.

  • @CheesyBabyBoi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304078#Comment_3304078

    thanks for insulting my intelligence dont do it again thanks :D

    • fair, chill out, i got it
    • I said i got it chill
    • fair
    • thats great but irrelevant
    • fair
    • i guess this is fair but i also addressed this

    The only reason i made this big thing is because the 4 man swf ALL had this perk, and it was the only perk they all had in common, and they were the elite sweaty gamer type. Also, /CONSTRUCTIVE/ criticism would be great, like how nearly my entire post was about suggestions and not how i hate everything.

    My apologizes since I had not seen the other reply you made to another person (however I do think you should edit the original post to clear up any misinformation from it, since some people in the community are prone to taking misinformation and using it constantly, not specifying who though as to not start a fight).

    I mean even in normal matches, I rarely see OTR. It helps with tunneling, but if you are being tunneled, you are still going to go down regardless, and probably not escape anyways, they want you dead and an extra hit in most cases isnt going to stop that. And with DS being gutted, you are basically forced to use OTR if you dont want to be hard tunneled out of the match.

    If anything, I feel like Dead Hard is better in the sense that it acts like an extra hit like OTR but can be used at anytime you really need it. Which when you look at DH from that mindset, it makes sense as to why it is more used than OTR by a huge margin. I mean DH went from 50% usage rate (pre- 6.1.0 Patch) to 30% usage rate (now), still remaining one of the most used perks in the game for a reason (being that it still remains a multi-purpose perk).

  • @CheesyBabyBoi said:

    honestly its old meta people just didnt care enough

    BUT, having aura invisible for duration AND endurance set, for 80 Seconds?? too much.

    + The way endurance is put here, it sounds like if you heal the deep wound before you're hit again, and the timer is still running, you can take as many hits as you can recover from while the perk is active, which is dumb

    + the perk is an infinite counter to other aura-counter perks, like Undying or Shattered Hope, and thats also dumb

    so far thats two(2) dumb things which is one dumb thing too many. My proposals:

    ~ Disable the whole perk after getting hit by a killer and/or an attempt at revealing their aura, notwithstanding the actual attempt(your aura is hidden from the killer ONCE; you are saved with endurance ONCE)

    ~ The same as the previous but the different bonuses are set into different sets, so you can have your aura hidden once and you retain endurance--vice versa

    ~ Replace one of the relevant bonuses with something like 5% speed boost that lasts duration, immediate removal of negative effects (or just exhausted, or whatever) and/or remove blood trails for duration, all of which honestly seem more appropriate for something called 'Off the Record' anyway, instead of endurance which is "Once you get back ON the record, youre protected because youre supposed to be OFF The-- whatever you get it i dont like it

    + OH Also dumb thing #3: this perk is set so if you get hooked, either you die, or it activates for free and nothing stops it except the objectives are completed, which is the one thing the perk grants you to be able to do; complete the objectives unhindered, after which the perk becomes practically useless anyway.

    AND fun fact running this perk makes something like Borrowed Time just completely irrelevant which is dumb so it should be changed at least for that

    ~ So make it more complicated or special scenario for this perk to be activated, like maybe when rescued from your second hook only, or only if the killer is a certain distance away, or you have to dismantle a totem and only after you do so does it activate on unhook, some way so that it isnt guaranteed every time no matter what; maybe if you do a certain thing like be the one to complete a generator, or cleanse, or heal other survivors for any or certain percent that it immediately disables the perk forever--WHICH would be cOOL to also disable the perk while its active! genius

    oh also if youre cool with just letting the meta be the meta for a phat minute i guess thats okay, but the megamax tryhard swf team had 4 stack of OTR so its up there

    You clearly dont know how this perk works (you made several wrong assumptions that could easily be corrected with a simple Google search), so allow me to explain it:

    • When a survivor is unhooked, Off The Record activates. The Endurance status is applied immediately from the unhook and applies separately from the perk itself.
    • If you get hit with any form of Endurance while Off The Record is active, you will be put into Deep Wounds and lose the Endurance status. Mending with Off The Record active does not reapply the Endurance effect. This means if you literally hit a Survivor that was just unhooked (with basekit BT) they will lose the Off The Record Endurance until they are hooked again.
    • Off The Record's Endurance is removed upon doing any action that progresses the game (so it literally only stops tunneling), so no it does not "let you complete the objectives unhindered".
    • Off The Record does not work at all during Endgame, if you already have the Endurance from Off The Record and the final generator is completed, you lose it (this was originally intended with the perk but it was bugged for some time).
    • BT is not entirely useless with Off The Record since BT still applies the extended Haste duration from the unhook (since BT, ya know, has two effects now).
    • Aura Reading is meant to have it's counters, and if you get countered by Off The Record, that is your fault for putting too many eggs in a single basket. Dont get me wrong, I love full on Aura Reading builds, but I dont get mad when they get countered by other perks because I already know the risks associated with Aura Reading builds.
  • What version of DBD are you playing on?

    Do you hear the skill check notifications before the generator explodes?

    And what perks are the Killers bringing?


    I ask this because the Killer meta revolves around Eruption, Overcharge, and Call of Brine, but sometimes Killers run perks like Jolt or SH: Pain Res to pair with it for extra regression, which can result in generators regressing a lot and exploding.

    Sometimes DBD has issues with generating a skill check prompt as well, but it still generates the skill check itself, meaning you basically get a "ghost skill check" that is impossible to complete which will always result in the generator exploding and losing progress.

    You can also get skill checks when getting off of a generator which causes it to instantly explode and lose progress (indeed a frustrating mechanic).

    There are multiple possible reasons.

  • @ByeByeQ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303757#Comment_3303757

    Many people are saying that only newbs and SoloQs are running WoO when that's just not true. I frequently see SWF members running it too.

    My problem with WoO is that survivors can pretty much turn their brain off and run to the next yellow aura. If the perk wasn't always on at least they'd have to try to do some memorization and planning then it would be much more healthy.

    That feels less of an issue of the perk, and more of an issue with the maps itself, since Survivors could theoretically just do the same without WoO to begin with.

    I mean, look at a map like Garden of Joy Pain, that map is known for chaining tiles and a strong main building. Running from pallet to pallet would not be the product of WoO in that instance because the map itself is just poorly design and Survivors will do it anyways.

  • @ByeByeQ said:

    Getting laughed at in the other thread has inspired me to play Devil's Advocate and make this thread. I don't really care but this should be entertaining so why not?

    I am not calling for it to be nerfed, I firmly believe it will get nerfed sooner rather than later. If 6.1.0 taught me anything it's that BHVR's idea of "balance" is based on usage rates more than anything else.

    https://us.v-cdn.net/6030815/uploads/OH1I5ASB7ZLR/image.png

    And currently Windows is the second-highest used survivor perk in DbD, only beaten by Dead Hard. According to one source at least.

    Should it be nerfed? Not really, it's just an information perk and can be countered by blindness.

    However, should it always be on all the time without any condition whatsoever? Should survivors be able to drop 5 pallets in one chase and still be shown where the next one is? Does it encourage interesting gameplay from survivors because it is always on? I think the answers to all these questions is no.

    Merry Christmas everyone.

    I think Windows having such high usage rate is a product of literally having no information in SoloQ.

    I cant tell you how many times Ive ran myself into a complete deadzone because my teammates used all the pallets nearby, and Windows solves that issue.

    In SWF, you can at least call out what pallets youve used. In SoloQ, the lack of information just really leaves more to be desired.

    As for someone "dropping 5 pallets in one chase", if you dont like it, you dont have to chase that survivor, just drop chase and go for someone else. Or continue to chase them and burn through all the resources the Survivors have. Either one works. But I digress.

  • I dont think this is a matter of SoloQ being better, I think this is entirely about being around people who are toxic and controlling of you. SoloQ in this instance seems like a way of escaping that.

    I think it might be best if you tell them how you feel about the situation, and if things still continue or even get worse, I would cut ties from them.

    But this an outsider point of view, so I could just be improperly interrupting the information you have given.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302615#Comment_3302615

    Killer version, barring certain killers (IE Doctor), is not really useful, as Survivors lead the chase.

    Even though Survivors can lead the chase, Killers to have the ability to zone Survivors away from certain structures, which is why I find Zanshin Tactics to be a decent perk on any killer with moderate anti-loop.

    I mean Windows of Opportunity is still definitely better than Zanshin Tactics, but I feel like people really undervalue Zanshin Tactics since it's a ye ole case of "well there are better perks you could run".

  • @Problematic123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302142#Comment_3302142

    I tried to search but there is not that kind of setting in Ps5. Even googled it. But if you manage to find it I would appreciate if you link it!

    Idk then, I might ask one of my friends who has a PS5 if they can help, I'll try to keep you updated then!

  • @HugTheHag said:

    Surprised you didn't touch on the fact that newly released characters will never have their perks in the shrine before months, sometimes a year. Statistically, if it was truly random, I feel like at some point there'd be chances of them arriving earlier on the Shrine.

    That being said, I don't completely agree with you on your math. I feel like most people buy the first tier of the perk for 2K and then level up their main (or whichever character they want it on) to get it to tier 3. I know my mains on both roles already have alll tier 3 perks available to them through prestiged characters or past shrines, so if I bought one on the shrine I'd have to spend max 30k bloodpoints to get the perk up to tier 3, and that's just one killer game's worth of bp.

    It's still not completely "worth it" to buy on the shrine, but I don't think it's meant to be.

    I still bought tier 1 Chili & Franklin's recently on the shrine, rather than buying Leatherface, but that's also because I don't plan on buying him, and if I did it would have just been for these 2 perks.

    I already stated how perks normally dont release after new content releases in the final 2 paragraphs.

    I also made it a key idea to point out how a decent portion of perks (for both Killer and Survivor, licensed and non-licensed) have not even made it in the Shrine of Secrets at all. It's also important to note that when a Tome is active, perks needed for Tome Challenges are thrown into the Shrine, effectively reducing the odds of getting the perks you need even more.

    As I stated before, the Shrine of Secrets is laughably bad.

  • I hope this doesnt come off the wrong way, but since you do have your Twitch in your name, I decided it would at least be a good idea to watch your most recent VOD.

    • First Match: Legion - 2K (Tie) - 15 minute match - claims the opposing side is cheating because they did Gallows Generator too fast, but you never really defended the Generator since you were distracted on defending another Generator.
    • Second Match: Ghostface - 0K (Lose) - 17 minute match - claims the Ada is cheating because you failed to count out BT... I literally dont know what to tell you other than pay attention to their movement speed since Haste can indicate when the BT ends.
    • Third Match: Nemesis - 3K (Win) - 14 minute match - claims the Rebecca is cheating because they got hatch when you couldnt see them, but they had Sprint Burst so they could have left the area when you were checking lockers at Shack.
    • Fourth Match: Nemesis - 0K (Lose) - 6 minute match - claims the opposing side is cheating because they did a Generator near a zombie (ignoring the fact that Nemesis's zombie AI is horrible), and also because they did another Generator (which was nowhere near a zombie but you claimed that it was)
    • Fifth Match: Survivor so we are ignoring for the time being since the focus of this is on Killer.
    • Sixth Match: Survivor so we are ignoring for the time being since the focus of this is on Killer.
    • Seventh Match: Deathslinger - 3K (Win) - 19 minute match - complains about Rebecca getting the hatch saying that Survivors need a nerf?
    • Eight Match: Sadako - 4K (Win) - 20 minute match - makes a lot of mistakes and wins but constantly complains that it is the Vittorio's fault, BMs them on hook and talks ---- about them for a majority of the match.
    • This means of all the matches played in your last VOD: You Won 3 | You Lost 2 | You Tied 1

    Simply put. Why am I even posting all of this to begin with? You are a TTV, you have the options to sit here and look back the VODs you post, and instead of complaining on the forums despite winning most of your matches or accusing people of cheating and reporting them for literally no reason, you can look back at the VODs and learn and grow as a player.

    I use to be in the same mindset that everything else is the problem a year ago, but Ive come to learn that it was me that was causing me to lose half the time; it takes steps to leave that mindset of "everyone or everything else is the problem". Everyone makes mistakes man, just try to learn from them. <3

  • @Problematic123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301358#Comment_3301358

    I havent seen a setting that could change those things. Could you link it maybe?

    They should be in your Controller settings (in your PS5's settings menu), some games also provide more settings in their "Controls" section as well to cater to this, some might require directly modifying the game itself which is tied to changing the settings for the game itself through the Playstation Main Menu (and Game Selection Menu).

    And if your Controller does not experience any form of drift, reducing the Controller Deadzones in Controller and "Control" settings can help with tracking and movement in several different games. You can also try that.

    This is based on general advice that helped me with movement not being right on Console, since I had a similar issue when playing on Console. I moved to PC recently so I dont really have those issues anymore.

    Since I dont own a PS5 myself, I am only estimating where to find this based off of my PS4. Hopefully this helps a bit.

  • Ive been waiting for a really long time for that to come back, I love the icey glow on it.

  • @Edilibs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300101#Comment_3300101

    Of course! I come from the fgc (fighting game community) and we only asses the highest level period because strong players best represent they're characters so this is a give in!

    So strong Sadako's will wreck strong survivors (not swf) or at least draw even with them (2k 2 escape)! We see the problem with dbd and why conversations like this seemingly go back and forth or nowhere..its because most people are bad at dbd, that much we can agree on!

    So Sadako is only good against SoloQ and only good because people are bad at DBD? That is the only take away from what you have said. Which honestly kind of shows the flaws of DBD.

    Sadako is poorly designed in that regard, since her effectiveness dies with SWF or when facing half decent survivors. Which is something you quite literally cant argue against since you literally said it yourself.

    This is ignoring the fact that most people I see playing Sadako often rely on using the Iridescent and Green Condemned addons (which I have no issue with personally since I know how to counter the Condemned playstyle).

    The main takeaway from this (which is my opinion), is that I wish Sadako was just better overall, and sitting here and saying "Sadako is top tier" is not help Sadako get any closer to being a better killer instead of "le SoloQ Destroyer" since that is just bad design imo (reason why I dont like Eruption).

  • I think you missed my point.

    Their strength is similar to old Hex Perks, they have RNG involved with them, but provide a decently strong effect; but if you literally removed all RNG and weakened them, why would run them over other perks?

    Gift of Pain dropped to 10%, still has Hemorrhage and Mangled... why not just use Sloppy Butcher since it applies on hit instead of on hook, which is just better imo.

    Pain Res dropped to 10% regression on the most completed generator... why not just use PGTW, since you can apply 20% current regression to the generator that you choose... why not just use Jolt which applies 10% regression on down to multiple generators close by.

    I would just much rather have SHs remain the way they are then nerfing them for the sake of consistency, especially when nerfing them would just make them worse versions of existing perks anyways.

  • In my opinion, what would be the point in Scourge Hooks if they didnt have a bit of RNG to them?

    Like what would separate SH: Pain Res from a perk like Pop Goes The Weasel?

    What makes Scourge Hooks, well, Scourge Hooks, is their randomness. Sometimes you have access to them, which provide a powerful effect, but otherwise if you dont, you dont get access to them. You can bring perks to reduce how impact that randomness can be, such as Agitation or Iron Grasp, but the randomness will still affect when and where you can use them.

  • @Problematic123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300491#Comment_3300491

    So you mean that is the problem? That you have to push it fully that's why there is movement speed issue?

    DBD on Controller (mostly Next-Gen Consoles) have a dynamic way to tell the amount input for the Joysticks and the Front Bumpers (L1, L2, R1, R2). It can affect gameplay but can also be changed in your PS5's settings (I believe, I dont personally have a PS5 but I think there is a way to turn it off).

  • @Brimp said:

    Because if they do they would have to optimize it and you know how that goes already...

    Console would explode (again) if that were to happen.

    But if BHVR were to optimize it properly, I would absolutely love to have it in the game, just something to make each match feel more unique than the last.

  • I think it might be best that you take a break from the game. Nobody but yourself is forcing you to play, and if you are feeling frustrated with the game, it might be best to just stop playing for a bit.

    I, personally, go and play a different game if I am feeling upset, sometimes I even go outside on a walk, or relax and watch some YouTube. I would recommend the same, it can help a lot.

  • For Killer:

    Call of Brine, Overcharge, Eruption, Any other regression perk (Jolt and SH: Pain Res are the most popular among those picks).

    Since you are mostly kicking Generators, perks like No Where To Hide also fit really well into the meta.

    For Survivors:

    Off The Record, DH or Lithe, Adrenaline, Prove Thyself (make sure to bring a toolbox since Eruption is a pain in the rear).

    Kindred, of course, still fits into the meta but considering how every other update it is bugged I would not recommend it.

    Ive also seen some people use Decisive Strike but it is not favorable anymore since you have to put yourself in a position to use it due to the 3 second stun, which obviously cant be done sometimes because of deadzones.

  • @Tsulan said:

    Someone else noticed, that as killer you only get a gg when you lose? Feels almost like a git gud instead of good game.

    This could just be me, but I always put "GGWP everyone <3" if I win or lose as Survivor and Killer, and I normally get GGs back. A majority of DBD players are on a variety of different platforms, so the main reason why you dont see Post-Game Chat activity is because of that.

  • Im so glad someone pointed this out. The gaps between scratch marks and how dull they seem just makes them way harder to track. And being partly colorblind, on maps like Borgo, it can be borderline impossible to track Survivors.

  • I think adjusting the perks to be a bit better would be a better change.

    • Dead Hard needs the 0.2 second start up animation (but no Endurance effect) to be removed because it feels bad to get hit through Dead Hard because you timed it too well.
    • DS needs to have it's animation fixed so you instantly get off the Killer's back instead of going through all of that animation stuff. Maybe it can also give Haste as well to provide the same distance but not be a 5 second stun since 5 second stuns are absurd. (I dont really tunnel so this does not affect me anyways.)
    • Boil Over can maybe show all survivors the aura of nearby hooks and the Killer to other Survivors, so maybe Survivors will be more likely to take hits so you can wiggle off. Boil Over is annoying, like really annoying, but it doesnt make the perk too strong, and still fits it's gimmick.

    This is also ignoring the fact that ya know, tunneling will never actually go away unless the game directly changes it. Perks just bandaid the issue.

  • @Grandpa_Crack_Pipe said:

    I check Twitch and get disappointed because they're never streaming.

    Either that or their Twitch literally doesnt exist. Sometimes people put TTV in their name but dont have a Twitch account at all.

    Honestly, some TTVs are toxic, but I like to look at the VODs and see what areas I can improve at.

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3299631#Comment_3299631

    You are patronizing me and being sarcastic.You worded everything in a way to make me look as if I had know Idea what I was talking about.You never mentioned having more information doesn't help swf but exclaim that it will help solo que ? How does having more information help solo que with Eruption.It doesn't you already have a perk that can help predict if someone goes down like Bond and there's probably an aura perk that let's survivors see if the killer does a hit action.

    You didn't try to understand anything,I've said on how more information could be harmful to killer and the game itself.

    You can't force your team to be a better team.

    My thing is how does having information help you ,with eruption which you said seems to be the problem?I take it you've been playing a while and you know what the status icons do.You also should know by now for yourself how to assess your team if, killer kicks the gen and chases the weakest on the team you most likely can predict when and how fast they'll go down.But I like I said none of that helps you with better teammates unless you're matched with better teammates.Theres a half a dozen perks that gives you information, which is already TMI as it is.Knowinghow much gen progress is being done when gens is the killers secondary objective that's like me knowing how much percentage you have while doing a totem and who's on the totem and location of totem

    But I'm tired of arguing with you over something you know that will hurt this game and killer side

    I mean I havent been trying to be patronizing, but to be fair, it's probably just me being annoyed for having to say the same things over and over, but I can explain it again if you want.

    SWF has vocal communication, meaning they can relay information to one another without need prompts or perks to do so. SWF rarely use information perks such as aura reading because of it. Simple call outs like "Im injured and at shack" followed by "Im near shack, Ill go and heal you" completely remove perks like Empathy or Empathic Connection from being useful, since you can simple locate where you are.

    When it comes to basekit aura reading, most people just want Kindred, as for me, I only want basekit Kindred, but I can understand why people want Generator aura reading, that is not my cup of tea, however I never mentioned my full opinion on such. Kindred basekit fixes a lot of the issues that SoloQ goes through when making a hook save. SWF can easily just say "I am going for the unhook" while SoloQ does not have that luxury. Often in SoloQ, time is wasted since Survivors run all the way across the map just to realize that their other teammate was getting the unhook; or the alternative of nobody going for the save and reaching second hook stage or dying on hook. This issue can often waste so much time for the team and lead to matches where literally nothing gets done.

    As for Eruption, information perks do not help against Eruption. I have made other posts (which I reckon you havent checked out, but to be fair most people dont look at other people's profiles), where I suggested that Eruption does not cause Incapacitated and instead blocks all Generators affected by it for 20 seconds automatically. This new effect would make if effective against SWF since it's effect will always proc, but not the bane of SoloQ since Survivors can heal, do totems, or work on Archives in the process. It would be similar to SH: Pain Res and Dead Man's Switch but would affect multiple Generators at the cost of having to kick them first, providing a nice balancing area for it.

    Realistically all of the changes I just listed (and explained why they are impactful as well) are aimed towards having major effects upon SoloQ for making them better to deal with. Im not saying that this is an "end all be all" for everything. Killer and Survivor has a whole still need tweaks to put the game in a more balanced position.

    I want to push the game to where Killers dont need slowdown to do well, slowdown can help, but basekit should be decent and helpful enough to reward Killers for playing well. I also want SoloQ to not be forced to run information perks, such as Kindred, Empathy, or Bond to be able to basically play the game normally; this is ignoring the fact that these perks are often bugged in the recent updates and dont work as intended.

    Ive also suggested buffing awful Killer powers, as many Killers do not have good powers compared to the high-tier Killers, if you even go through my posts (which again, I can understand if you didnt), I have suggested minor buffs, addon reworks, etc for many Killers, as well as bringing community feedback forwards to spark public discussion on such.

    Im not trying to "hurt the game and hurt Killers" when I have literally been suggesting changes for both sides this entire thread (and out of this thread), both which push the game into a healthier direction. I really care about this game, I play both sides and want it to be as enjoyable for both sides. I really just dont want to see this game go into a bad direction, or make a hasty change without consideration (which is why I try to reflect the pros and cons of additions); which with the recent updates have felt that way.

    Again, you could say this is very opinionated, since everyone has a different experience with this game. But I have been playing the game for a really long time, I enjoy it, not as much as I use to, but I do enjoy it. Im not saying "let's go back to old DBD" since old DBD was worse, but I just want to fix overlying flaws with the game.

  • @CosmicParagon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298508#Comment_3298508

    Calling the kick and cooldown changes basekit pop and STBFL is such a laughably stupid take it's not even funny.

    It's small changes, but it still does help Killers.

    2.5% of Generator progress is not good at all, it is laughably bad I will admit, but we really dont know if they will get buffed in the future, or new perks will modify and buff that %. But the reduced Break Action time from the basekit changes in junction with the current Generator-Kicking meta kind of put it in a spot where that extra 2.5% is not that bad in my opinion. It's free extra regression after all.

    As for Cooldown changes, I personally think it to be more impactful than people make it out to be. 10% reduced Hit Cooldown reduced a lot of the distance Survivors could make. Combine it with the reduce Speed Boost on hit, Survivors arent going to go for risky plays with the Speed Boost and Cooldowns; and holding W is made less effective.

    Part of me though, wishes that we went back to a hooking meta and that basekit Generator-Kicking regression was made better (maybe 10%), Pop Goes can double the effect after hooking a Survivor and even go back to total Generator progress and not current.

    Idk, just throwing some ideas in the air. I just really like the old meta in the sense that people were rewarded for actively progressing the game with hooks. It made me feel good as Killer since I was rewarded for playing well. But to each their own I guess.

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298760#Comment_3298760

    I don't know why you insulting me, like you've been doing in every post I've just listed the views and opinions I have.If you disagree that's fine, but don't insult me over a difference of a opinion.So I'm going to end this conversation because it's multiple people who seem like they don't understand what I'm saying.Im only supposed to accept the opinions of everyone else apparently.I have nothing further to say ,so go about your business

    Im just going to step in and say that I have never been insulting you directly. I have only used metaphors and figurative language to express basic ideas. You made an outrageous claim about me, so I corrected you and used a figurative language to describe the situation and how wildly wrong you were to come to said conclusions.

    Also nobody is saying that you cant have different opinions, we are just pointing out very clear flaws in the ideas you have presented, as well as pointing out how a lot of your replies seem to be thrown in there with no coherent connection to the actual conversation or subjects that matter. But as for the flaws I pointed it, the intention is not to sit here and change your mindset, the entire point is realizing that it is "a solution" but not the "best solution".

    (I hope this makes sense.)

    I was going to end it with my last reply but I refuse to sit here and have someone saying that I threw "insults" their way when I never did nor would it be my intention. All Ive done is tried to provide a logical way of breaking down some issues and flaws with your statements since I personally love breaking things down into smaller pieces and explaining them.

    (The last thing I would do is intentionally slander or insult someone over an opinion, I have decency ya know.)

    I hope you improve as a player and come to enjoy the game a lot more (I dont mean that in a negative way), if you having a rough experience with Killer, I would always recommend taking a break from the game. If you are already feeling frustrated, nobody is forcing you to play but yourself, so it's often best to remind yourself that you can do other things if you arent enjoying yourself.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298756#Comment_3298756

    Tell me. If BHVR were to add a chat wheel to DbD for Survivors to be able to tell each other:

    "I'm on a gen! (75%)"

    "The killer is near me!"

    "Healing! (50%)"

    "Hex Totem here!"

    and/or they added little status icons to show what action a Survivor is doing. Like repairing, cleansing, blessing, being chased, etc.

    how in the world does that buff SWF? The only way I can possibly see it, is they receive information .2 seconds faster than before, mean while Solo Q still has no idea what the hell is going on.

    Ive made this point several times. Nice to say other people can convey my point in a better way than I could put it, because the way I put it was pretty convoluted! :D

  • At times, I question why Inner Focus is even a perk. Most of the time you are better off running Empathy if you want to tell if someone is in chase.

    But overall, I think the range requirement for Inner Focus is what really holds back the perk, other than on Midwich you will rarely get value from the perk purely from the range alone.

  • Hemophobia is one I hate more, realistically the only way to get it done is if the Killer is just really bad or AFK, no other way.

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298717#Comment_3298717

    Oh literally have much grounds to pretty much say alot about the perks and the add-ons.You read back what I've said so, I really know your opinion so I'm guessing you want solo q to receive another buff,so your swf group bully's a killer in high MMR ,let guess your another one solo q and just need extra information

    Most of time being verbal and making calls just in time can be a lot of pressure,but if a swf group now knows for them selves without a friend telling them they receive information faster ,I know that you're in the gen has eruption,I decide to let go because maybe you were going down.Eruption goes off but I don't get you incapacitated, which defeats the entire purpose of the perk.Your not supposed to know what's going on, but with the faster information for your able to react quicker for yourself than someone telling anything.

    Gen progress your supposed to be lost unknowing lack of communication swf is there but it's not perfect but with knowing how much a gen is being worked on and knowing team is in chase automatically the info you received from the HUD your able to probably finish your gen and their gen robbing the killer yet again of opportunity.You want all of these things but when a counter is purposed to slow down the game for killers and at least ensure a draw or complete victory you automatically oppose

    Without even blinking an eye toward any other perk that could become basekit you sound like you just want what you want.This will not change solo que.Theres an icon that show healthy, injured,dying state.If there injured most they were working on a gen.Thats something you couldn't figure out

    But nope just buff solo que , and not consider how the game

    My dude, I mostly play Killer and SoloQ. Im not trying to "using SWF to bully the Killer" or whatever tinfoil hat conspiracy theory you want to come up with. In fact, I have mostly been playing Killer recently because SoloQ is too horrible to play in it's current state. Jumping to outrageous conclusions and claims because you lack the ability to understand what I am saying does not make your points look good.

    "But nope, just buff SoloQ and not consider how the game is affected," but I literally am, Ive said this several times and I dont know how many more times I have to repeat this. Aura reading basekit has no affect upon SWF. Aura reading basekit only helps SoloQ. I, along with several others, have been making reasonable arguments yet you still insist on ignoring this.

    If you want to continue to rant and complain, go ahead. Im not discussing this further, you are a waste of my time and everyone else's time.

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298677#Comment_3298677

    Yeah I know this killer was not the best but he has been playing a while two have Eruption,CoB,and the cosmetic ,yes I know it's in store but it has been out a while plus he could have killed the Jane

    This isn't about boons,which CoH has no cool down lol ,but my point is that he did kick gens maybe he didn't get downs because they we're actually good.

    and that's my main point if survivors are decent enough,then perks like eruption want effect them.In solo q the one teammate who gets hit and stands there and goes down will always happen.Eruption will also happen but if you know this now why let it trigger against you? You could simply step off the gen and hide for a few seconds if the killer did not hear a scream most likely he want becoming to that gen because,they assume it's regressing

    I don't know if you understand my post ,this is about everything the solo q buff,they eruption nerf all of it plays apart in weakening killers now if that was obviously a three man swf ,if swfs are good enough not even slow down perks work.Its not about me getting basekit NOED it's about how things shouldn't change.If everyone just stopped complaining about one side the game would still be old DBD which was in a better condition people who wanted to be in yellow ranks stayed in yellow or silver people who wanted to be in red ranks went to the red ranks it was a lot simpler.

    Killers may have received minor number adjustments but how does that help that killer we just watched against a good team.Im saying people should leave well enough along ,you got your perks I got mine

    1. "Yea I know this Killer was not the best but he has been playing a while to have Eruption, Call of Brine, and the cosmetic," you do realize that people dont play the game everyday. Having perks and cosmetics does not equate to skill. The Wraith played poorly and lost, and it is still horrible example nonetheless.
    2. Good teams are rare and hard to come by. Most of my killer matches usually end in 3Ks and 2Ks (I always give hatch so never 4Ks).
    3. "Maybe he didnt get downs because they were actually good," but it's Suffocation Pit, a map that is known to be horrible for most M1 killers. And yet again, Wraith's power is not that good in chase.
    4. "My main point is if the survivors are decent enough, then perks like Eruption wont effect them," I mean, if the Wraith never kicked Generators, or never pressured Generators, then Generator-Kicking perks are useless. They played poorly and lost, that still does not make it a good example.
    5. "Eruption will also happen but if you know this now why let it trigger against you?" because SoloQ cant do anything against Eruption. I dont have telepathy, I cant always predict when my teammates will go down if they are across the map.
    6. The Wraith would know the Generator is being worked on from Call of Brine since CoB provides a Loud Noise Notification from Skill Checks, "the Wraith assumed it's regressing" is a horrible argument.
    7. "That was obviously a 3-man SWF" proof?
    8. "If everyone stopped complaining about one side the game would still be old DBD", yet you are complaining about potential Survivors buffs and want to buff Killers even more without even considering how it would affect the game.
    9. "Killers may have received minor number adjustments but how does that help that Killer we just watched against a good team," I have no issue with chasing Survivors myself. M2 Only Billy, no problem. Sadako, no problem. Ghostface or Clown, literally no issues.
    10. "Im saying people should leave well enough alone, you got your perks, I got mine," then what the hell is the point in this entire post? "Im saying people should leave well enough alone," yet you want basekit NOED. "Im saying people should leave well enough alone," but you bring up Circle of Healing for no damn reason. You have no room to speak on such.
    • 2:05 - Match starts.
    • 2:25 - Starting to light Boon (20 seconds wasted when spawning close to a Generator).
    • 2:45 - Cancels Blessing because the Wraith walks by, wasting 20 more seconds not on a Generator (Wraith does not uncloak and chase you, huge mistake on their part).
    • 2:49 - Starts to relight the Boon, the delay between wastes 4 more seconds not on a Generator (starts emoting for no reason).
    • 3:03 - Gets done setting up the Boon.
    • 3:05 - 1 minute into the match and you have yet to touch a single Generator, Wraith has yet to get into a chase and injure someone.
    • 3:15 - You run by a Generator being repaired and Urban Evasion behind an object, you have still yet to repair a Generator.
    • 3:32 - Starts to open a Chest.
    • 3:49 - You start to light another Boon despite your Boon still being active.
    • 3:53 - Wraith gets their first hit in the match.
    • 4:25 - You start to light another Boon despite your Boon still being active. First Generator is completed (which took 200 seconds since the start of the match).
    • 5:05 - You start to light another Boon despite your Boon still being active.
    • 5:50 - You start to light another Boon despite your Boon still being active. Wraith gets their first down of the match (since the Killer has Eruption, they have made no attempt to pressure Generators, and you have still yet to touch a single Generator).
    • 6:53 - You get on a Generator for the first time of the match.

    The Wraith was clearly struggling this match, but I dont think it has to do with Boons. If you payed attention to the HUD, you would have noticed that up until this point, the Wraith struggled in chase. The were really slow to getting hits and downs.

    But Id argue that Boons were a direct hinderance to your team that match. You spent nearly 5 minutes of the match Urban Evasion'ing around and lighting Boons. Those 5 minutes could have been used to complete generators, and with 3 generators still remaining up until 6:53, you could have completed the remaining 3 generators on your own in that amount of time.

    Wraith also bringing in Eruption, yet you really never hear it proc it's effect (since it makes Survivors scream) earlier into the match. Wraith is the not kicking and pressure Generators and is struggling to pressure Survivors. Which can happen sometimes, but is normally the effect of the Killer misplaying.

    Again, this guy losing has nothing to do with Boons. To be honest, Im not even sure why you brought up Boons in an argument about basekit perks. It feels like you are just complaining for the sake of complaining now. "Why cant I have this if they have this?" type of stuff.

  • @DashMonsta008XV said:

    I thought we were here to sacrifice survivors not give legitimate coordinated teams entitled escapes.They more information on HUD isn't the only thing being asked for.

    Isn't there a tread saying slugging must be changed and the only way is to give survivors unbreakable for basekit so not only can they pick themselves up on top of that you want a aura basekit.The killer isn't allowed to have NOED as basekit? One thing help which again would only be the same fourth perk because one perk will become dead end game if not two.

    Also if a survivor isn't injured because there's multiple boons,what good is terminus.You keep bringing up solo q but negate the fact that swf the 85% will be stronger

    It's already stressful as killer,why can't killers have one thing that helps out.

    Solo q is more of free 4 all.It's anyone's game, that's the randomness of solo q.Getting a perk basekit does not change how people will play and still does not ensure you an escape.

    The only people who benefit from this is teams which you will face often if you have high MMR so killers should keep struggling and blame BHVR but give survivors 7 perks ok sure

    Since you clearly dont understand what people are saying, let me break it down for you. I even formatted it to make is easier for you (wowie). I put a quote of what you said (correcting some grammar since some of it is borderline unreadable due to broken English) and below it are bullet points that explain things for you.

    "I thought we were here to sacrifice Survivors, not give legitimate coordinated teams entitled escapes. The more information on HUD isnt the only thing being asked for."

    • Killers are here to kill. Survivors are here to survive. The game has a balance between the two sides, you cant have Survivors being killed too much, otherwise Survivors would quit the game (and they are). You cant have Survivors escaping too much, otherwise Killers would quit the game (which they were prior to Patch 6.1.0). Since SoloQ is in literally the worst state it has ever been, they need help to perform better.

    "Isnt there a thread saying slugging must be changed and the only way is to give survivors Unbreakable for basekit so not only can they pick themselves up on top of that you want an aura basekit."

    • When did anyone in this thread ever mention wanting Unbreakable basekit? You are mentioning a completely different thread that has nothing to do with this thread. Another thing, is the thread you are mentioning is talking about Killers slugging all 4 Survivors to death to waste their time (BM), which you blatantly ignoring.
    • The basekit aura reading argument does not buff SWFs, it only helps SoloQ, how hard is it to understand. If someone is a SWF, guess what... they can just call out where they are. Basekit aura reading does the exact same thing but help out SoloQ, which btw, SoloQ is a majority of the Survivor playerbase to begin with.

    "The killer isnt allowed to have NOED as basekit? (I honestly cant even read the following sentence since it is broken English, no offense.)"

    • Because the root of the issue is entirely based around Killers having awful Killer powers. Buff the weak Killers, tone down the strongest Killers, and you have a middle area where Killers are balanced in terms of their powers. How hard is it to understand this?

    "Also survivors arent injured because there are multiple boons, what good is Terminus. You keep bringing up SoloQ but negate the fact the fact that SWF will be 85% stronger."

    • HOW MANY TIMES DO I HAVE TO SAY THIS?!?! Aura reading perks as basekit will NOT buff SWF, because SWF already can communication information to begin with. That's what makes SWF so powerful in the first place, information, basekit information doesnt change a damn thing.
    • Also, yet again, a majority of the playerbase for Survivor is SoloQ. You rarely face 4-man SWFs every match. I seriously dont get how people think that every match they lose is the result of SWF (actually, probably because Tru3Talent spouts this constantly, nvm, I do know).

    "It's already stressful as Killer, why cant Killers have one thing that helps out."

    • Wow, it's almost as if Patch 6.1.0 gave you several things to help out. You got basekit Brutal Strength, basekit PGTW, basekit STBFL, increase Generator repair times, and decreased Speed Bursts from injured Survivors. 5 WHOLE BASEKIT CHANGES TO KILLER, yet you ignore this.

    "SoloQ is more of a Free For All, it's anyone's game, that's the randomness of SoloQ. Getting a perk basekit does not change how people will play and still does not ensure you escape."

    • Survivor A, Survivor B, and Survivor C are working on generators. Survivor D goes down in a chase quickly. Nobody is using Kindred. After some time, all Survivors notice an unhook has yet to occur. Survivor A and Survivor B go to unhook Survivor D, with Survivor C being the only person to be on a generator. Survivor A realizes that Survivor B has just gone for an unhook and that all their time spent running to the hook was wasted time. This is a common occurrence in SoloQ, and this can be changed with Kindred basekit.
    • Also if "still does not ensure you escape", surely you would have no issue with this perk being basekit then? :)

    "The only people who benefit from this is teams that you face often at high MMR, so Killers should keep struggling and blame BHVR? and give Survivors 7 perks? Okay sure. (A bit more broken English but I did my best with this.)"

    • Nobody is saying to give Survivors 7 perks. Yet again, Id like to direct your attention to an earlier point I made, Patch 6.1.0 gave 5 whole basekit effects to buff Killers, while Survivors only got 1 basekit effect. Youre entire argument makes literally no sense when Killers inherently got more. You LOVE to ignore this, but make up things out of thin air.
    • Also high MMR is another horrible argument because the softcap for MRR is 1600 Rating. For perspective, the MMR of new players is 1000 Rating. Due to the MMR having a wide range of MMR ratings you can get paired with, it is very much possible to get paired with and against somewhat new players at moderate to high MMR ranges due to how low the softcap for MMR is set. Combine the fact that the MMR softcap is so low with SoloQ matchmaking, you often rarely face good teams (coming from someone who plays a lot of Killer and knows from experience).
  • "You guys want the hand holding," but you want a basekit perk as well?

    This is the thing I dont get, you think basekit Kindred or Generator progress reading is an "hand holding" but dont draw the line with Killers?

    Here is a consideration, maybe instead of introducing perks as basekit for Killer, you can instead improve upon the large amount of awful Killer powers that exist, basekit NOED is just slapping a bandaid on the issue (and directly buffs strong killers like Nurse and Spirit).

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298508#Comment_3298508

    So what is your point exactly? How can a horror game exist if there is no fear but only supposed to be a plaything,come on man you can't be that oblivious.I don't understand they shouldn't even have aura perks to begin with which completely breaks the immersion

    Horror Games have their Horror aspects fall off over time. The more you play the game, the more naturally desensitized to it people naturally are. You cant force people to feel Horror or Dread that arent going to feel it.

    Look at any Horror Game speedrun, do you seem them scaried? Better yet, Resident Evil games use to scare me a lot as a kid, but nowadays I play them for fun because they are not only good games but they just arent scary to me anymore.

    Im really tired of seeing "well Survivors arent scared anymore to the Killer" when they will never be scared to Killers if they already arent. Making the game more unbalanced will never solve that.

    1. A majority of the community does not play in a 4-man SWF. A majority of matches have SoloQ, and a mix of Split SWFs (2-man; 3-man).
    2. Base Kindred would literally not change SWF, since SWF can communicate when they are going for the save and such. This change would literally only affect SoloQ.
    3. Seeing Generator progression would literally not change SWF, since SWF can coordinate what Generators are being worked on and how much progress they have. This change would literally only affect SoloQ.
    4. "Survivors get 5 perks when you include basekit BT", Ive seen this argument a lot, but it literally ignores the 6.1.0 Patch that gave all Killers basekit Brutal Strength, PGTW, and STBFL, on top of reducing the Speed Burst you get from being injured.
    5. "So NOED should become basekit for all killers after last Generator. This counters a lot of second chances and things like Adrenaline alone with instantly healing each other where as the killer can't secure one kill after the last gen." So then what would be the point in running Adrenaline, or hell, any Endgame Perk as Survivor? NOED and Terminus are literally designed to counter Endgame Perks, a single one completely shuts down all use they have. And Endgame Perks are fine for both sides, making either side have them as Basekit becomes problematic.
    6. "How do I secure the kill with a fully healed Survivor that I have to chase and Killers hang around hooks on last Generator, this would promote less camping and tunneling during Endgame because the Killer will be more inclined to chase other Survivors." It literally doesnt matter what you change, people will camp and tunnel if they are winning or losing, if it's 1 Generator remaining or 5 Generators remaining, it literally doesnt matter.


  • @solarjin1 said:

    Let them fight for that imaginary number in the sky. They wanna believe they are consistently going up against the best to validate their skills. MMR definitely non existing...u can watch almost any killer streak and see over half the teams fold instantly. In my opinion majority of survivors are just bad (probably due to large amount casual players who just wanna have fun and not really learn everything)

    Keep in mind Survivor overall has a huger skill gap than Killer.

    Even with having a nearly even split of time spent on Killer and Survivor, I find myself being better at Killer than Survivor because Killer does not have to learn as much.

    Better yet, you can also consistently focus on your skill growth throughout the match since you can not only be more active in the game longer but also not have to worry about an entire team's safety while doing it. Survivors spend a lot of time doing pointless tasks that often hinder the learning growth or just dont contribute to learning growth, because the game itself is built around it.

    The only time youll ever see someone be insanely good at survivor is dumping thousands of hours into the game because by then have the time invested into those important aspects of the game to actually understand everything from a mechanically and mental sense. All of those pointless tasks become trivial, Archives become meaningless, etc.

    With Killer, every decision matters and directly leads to you growing as a player, everything down to the macro and micro game, and since there is less to learn inherently the skill ceiling for most Killers (considering their powers) is quite low. Part of this has to do with BHVR removing techs (or exploits in a sense) that made Killer more dynamic and provided more to learn.

    None of this is to say that Killer or Survivor is easier or harder, the main point is to address that Survivor has a lot more moving parts, and cluttered meaningless tasks that players have to go through in order to improve. It's why most Survivors, hell, even myself, are completely garbage at the game, and this is entirely ignoring that 95% of matches are holding M1 for 90 seconds on generator to begin with, which also is not inherently helping someone learn the game either.

  • Dark Devotion. Mad Grit.

    Idk. There is just something about these perks that I really enjoy, Dark Devotion is just fun for both sides, and allows for dumb gimmick builds or for big brain TR plays. And Mad Grit is just a perk I enjoy a lot, even against SWFs this perk has gotten me a lot more pressure as killer.

    Self-Preservation.

    Behold, my favorite perk for Flashlight saves! I really feel like DBD players who just go for Flashlight saves really undervalue this perk since it has created so many opportunities for FSs.

  • @WeakestNurseMain said:

    I just watched a Scott Jund video where he talked about what role is easier, where he concluded that killer is easier at the moment, I disagree with this however, and that's really because of one reason:

    It's Dead By Daylight.

    The game is just too random, sometimes you can get the sweatiest players known to man, sometimes you face a 12 year old playing on switch with one side of their headphones not working. Combine this with the wide array of killers with different skill ceilings/floors, and you just can't say one side is harder. Tell me with a straight face that looping a Sadako on the game for 2 minutes is harder that playing as that Sadako. You can say that as a whole, most killers are easy to play if you stack gen regression and hardcore tunnel, but you can flip this on it's head by playing in a SWF and just having 2 players bring toolboxes, Built to Last, and Prove Thyself while sticking to gens like flea's while one player Shift W's to every pallet and pre-drops it.

    This completely ignores SoloQ.

    At least with killer, I feel like I can actually do something, and that I have some power to turn the tides in my favor even if I do not have the advantage. Even against some top tier SWFs, I often lose because of my mistakes adding up over time and less of what the other side brings, with minor exceptions. Most of the time in SoloQ, my soul just evaporate as I go into "there is no way I am escaping any of my matches".

    With SoloQ, being forced to play by myself in a team based game with no communication is among the worst experience, especially when one person is licking paint off the wall of shack, another teammate is Sprint Bursting into a tree and getting a concussion while in chase, Im the only one doing generators, and the only other teammate thinks it's a good idea to literally Self-Care in the corner of the map against Sloppy Butcher.

    I know a lot of people like to pretend that they face 4-man SWFs every match and BNPs are brought in literally every game but the harsh reality of DBD is that the randomness of DBD is neither for or against a specific side. Killer can have bad RNG, SoloQ can have bad matchmaking, and SWF can still deal with insane players that destroy them.

    I mean literally look at the generator kicking meta we are in, it mostly benefits going against SoloQ and split SWFs (aka, not 4-man SWFs) because that is the primary demographic of the survivor playerbase anyways. There is a reason why everyone despises Eruption and the only people who defend it either play exclusively in 4-man SWFs or only play killer, and I normally hate saying stuff like that but at this point it is true.

    All of this being said, Im not going to leave it off with doom and gloom. SoloQ can sometimes bless you with good teammates, and it feels good to have matches like that, like it feels absolutely amazing. I sometimes have SoloQ matches I really enjoy, but as I said before, most, my soul just evaporates.

    Overall, if you want my two cents, the game is not sided in anyone's favor, but there are some problematic and/or unfun things on both sides regardless of such, but from a general gameplay perspective, it is not sided towards either side. And since it is not favored for anyone, there is no "easier role" in a sense. You can have stressful matches of survivor (SoloQ), SWF, and as killer, it just happens sometimes. I think the more subjective stance to take is "what is the more unfun role", which would depend on who you ask, for me, SoloQ is the most unfun thing ever.

  • Based on what you have said, I think it is a bug where the Endurance status never went away despite taking a hit. I say this since it seems like you took a hit for the unhooker, and the Endurance effect does not work if you are already in Deep Wound (which you would be if you took a hit) which is why you went down, but the unhook Endurance should have been removed as a status if you already took a hit.

    If by chance this is a bug, I would recommend using some sort of capture software (I use OBS for PC, SHAREFactory for PS4/5, not sure about Xbox or Switch) and record whenever you see this bug happen so you can file a proper bug report. 👍️


  • @TigerSnake said:

    I can’t believe we’ve gotten to the point where people are complaining about 3 gens.

    It’s a valid strategy that’s been in the game for ages and can snowball a win for the killer. Now everyone’s crying about it and says we should eliminate it. It’s silly.

    Survivors hate getting camped/tunneled out cause they don’t feel like it gives them a fair chance to “play the game”, and have said for ages to just “pressure gens” and you won’t have to do that. But then when we finally get some good perks that allow us to “pressure gens”, we’re also not allowed to maintain a 3 gen cause it’s boring too??? Like, what do survivors expect us to do? Get looped for 5 gens so everyone else can complete all the gens in a 5 minute game? The entitlement’s ridiculous.

    I do think that Eruption and CoB are a little overtuned atm and need to be toned down to make 3 gens a little less extreme, but come on. In a game where survivors are inherently favored in chases and gens can get done extremely quickly, this is ridiculous. It’s not holding the game hostage to defend gens and delay gens being done as much as possible. God forbid the killer using good strategy and not just mindlessly committing to chases that are away from where gens are being done at.

    Nobody is complaining about 3-gens.

    What people are complaining about is how you can use 3-gens to take the game hostage. And ever since it has blown up on social media that stuff like this is possible, a lot of my recent matches end in 40+ minute stalemate matches where the killer refuses to hook or kill survivors, and survivors cannot complete their objective.

    It's boring, it's not fun, and is against the rules to do so but honestly I cant be bothered to record and upload 20+ minute matches because it would kill my internet, and most of the time I just end up DCing because the 5 and 15 minute DC penalty is quicker than waiting out a 60 minute match timer.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294178#Comment_3294178

    Because the difference in the Doc refusing to chase to keep everyone in t3 or Survivors hiding not doing Gens and what the Knight is doing or any Killer who has a 3-Gen lock is that defending Gens is part of their objective. They can't punish a player who won't take the bait and be dragged away into a dead zone by a Survivor knowing there are other Survivors waiting to pounce.

    It's a sad truth so the only recourse is to look at the strategy of the perk combos in question....the easiest to help break it is to remove the status effect from Eruption. That would actually help out a lot tbh and make CoB and Overcharge manageable.

    Their objective is yet again to kill survivors. Protecting generators buys you time to prevent survivors from leaving, but literally the objective for killers is to KILL. You can use a 3-gen strategy, but you still need to progress the game towards killing the survivors, because it is literally your objective.

    If you go around, only kick generators, down survivors every now and then but only for regression and never hook, you are not progressing your objective of killing survivors. You are not progressing the game through hook states either. You are just taking the game hostage.

    Im tired of this mental gymnastics people go through of "protecting generators but never killing the survivors is fine" and "hour long matches are fine because all survivors die when the match timer ends". We all know it is BS, we all know it is against the rules of the game, we all know it is taking the game hostage, stop pretending like it isnt, ffs.

  • @EntitySpawn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293674#Comment_3293674

    Sounds like matchmaking isnt working then because those players should match with and against similar players.

    Not saying everyone has to play well, but you shouldn't change things to suit those people as it impacts anyone who does put in effort and plays more. You cant expect to do amazing at games in a few hours a week especially if you arent trying.

    Not saying people cant go in trying to have fun but they shouldn't dictate how the game should go if they arent trying as much as their opponent for example.

    So those players should be asking for a better SBMM instead

    It should be said. It has nothing to do with winning, it has entirely to do with having fun.

    Sometimes people win and have fun, sometimes people lose and have fun. But there are things in DBD that just are mechanically unfun to deal with for both sides. I think it's a matter of BHVR removing those unfun elements. (That being said, they sometimes do a horrible job at that since they either introduce more unfun elements or remove fun elements to the game.)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292190#Comment_3292190

    Survivors can 3-gen themselves, but I think people often forget that the killer has the power to force a 3-gen since the beginning. I mean, it's literally how most trap killers win anyways, because they otherwise cannot protect a wide generator spread (neither can most other killers).

    You answered your own question in opening post. "Serious question, how is this fun."

    Its not fun playing weak killers that have weak chase potential to be easily outplayed by survivors. Seriously, Take the new killer, the Knight. Why would a killer player roam around the map looking for chases with such a s** chase power? Most of killer powers are just plagued with drawbacks and survivor-fun mechanics. Your expecting trapper to fly around the map chasing people with no ability and hoping that he magically 3-4k's. You have to make killer power entertaining for killer player to use in order for killer player to entertain you in the chase. So far, they have only made killer entertaining for the survivor to go against but forgot the killer player playing the killer. inadequate chasing power to pressure the map results in 3 gen gameplay.

    In the same thing you quoted, I even presented game design solutions which could help balance the game better. But here is the ideal direction to go with the game:

    ~Maps can be made smaller (maps like Mother's Dwelling are too big to even be in the game the way they are) so map reworks are definitely needed. This can also be used as an opportunity to balance out survivor-sided and killer-sided maps to make them more balanced and fair for both sides.

    ~Killers can get increased movement speed after hooking a survivor, this movement speed will go away upon entering a chase. This will reward killers since they can now pressure different areas of the map easier, and since you get it off of hooking survivors, killers will be incentivized to progress their objective and pressure multiple generators and survivors.

    ~Increasing basekit kick regression, buffing hook-based regression/slowdown, nerfing passive slowdown; this will forced killers to progress the game and solve issues with the killer taking the game hostage. Furthermore, they were just overall more healthy for both sides, killers will feel rewarded for playing well.

    ~Trap Killers need reworks to their powers to make them more interesting for both sides. A lot of people find Trap Killers boring to play as due to the amount of set up time, combined with the fact that all that set up can still be denied any form of reward. A lot of people find Trap Killers boring to face against due to them never really interacting with most of the map. Something needs to change there imo.

    ~Generator Speed-up for Survivors needs to be nerfed, most notably Toolboxes and BNPs. Perk reworks can be in order to change perks to have more viability in different aspects of the game.

    ~SoloQ quality of life and basekit information perks. Many perks that are also only effective against SoloQ can also receive buffs and changes to make them better for dealing with SWFs. Make the game have more emphasis on playing as a team overall, and perks focused on playing against a team instead of individual players.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3290238#Comment_3290238

    Nowhere in that screenshot does the phrase "play normally" show up. You tried to cite what I said, then moved the goalposts.

    How am I moving the goalpost? Please explain and elaborate for the class.

    Since I clearly stated what "play normally" meant after you jumped to conclusions about what I meant. And I used the screenshot to explain what is and isnt against the rules.

    You assumed "play normally" meant "you cant camp, tunnel, or slug" when I never mentioned that, this entire post has been about taking the game hostage. So I said that "playing normally means not taking the game hostage and following the rules", because that is literally what I meant to begin with.

    No goalposts were moved, I just corrected your wrong assumption of what I meant.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292190#Comment_3292190

    And I literally wrote ‘people’. I never mentioned you. Anyway, like I wrote, I have no investment in this. Only replying to clear that up.

    I never said that you said me in particular, Im just saying the original point in the post is about camping a 3-gen from the start. Im really not sure why people would divulge it into 3-gens in general since if the survivors 3-gen themselves it is there fault most of the time.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3290476#Comment_3290476

    Killers in general get insulted over anything. If no matter what you do is going to end up with someone insulting you, might as well play to win.

    I mean, I think everyone gets insulted, not that long ago I got post-game harassment from a killer for solving the box (it was Pinhead) and ending their Chain Hunt, which ended up getting a 3-man out as a result. The killer spent the entire time nodding "no" at me on hook and even when I was dead on hook they kept doing it.

    I just think since you see 4 survivors and 1 killer, since there are generally more survivors, you see more survivors harassing the killer, but the % of people harassing the other side is the same. Same %, just one has a higher population.

    Idk if this makes sense. I hope it does.

  • I really feel like the Slowdown is unhealthy for the game because of how it is basically needed, but also the current meta of slowdown does not reward players for going for hooks. You kind of just get the slowdown then and there.

    Old Pop Goes and Pain Res were amazing because survivors had to hook survivors to get them, you had to actually play and interact with survivors.

    But also, if slowdown was turned down, but the basekit generator % lost was increased, I would be perfectly happy. The 2.5% lost is basically worthless.

    I think the ideal rework would be generators lost 10% progress when you kick them, Pop Goes The Weasel causes the progress lost to be doubled if you hooked a unique survivor than the one that was last unhooked.

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