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Ithiria

Ithiria

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Ithiria
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  • @madoniflicks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488523#Comment_3488523

    I think that it is beside the point.

    I could care less that they get BPs or not, that does not even remotely affects me as a killer.

    I am tired of seeing generators popping within 45 seconds or less.

    You won't see 45s 3 man proves very often with the BPs gone


    I don't think it was ever an S-tier perk, its value only really shines when 3 hit a gen in late game. People ran it so often because they loved maxing their bloodpoints from one coop gen.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491008#Comment_3491008

    We'll Make It doesn't have a crazy condition to activate it. Simply unhook. I get left to go second a lot in solo queue so I don't feel like there's big competition on who will go unhook. It also helps prevent tunneling because you can pop off the heal before the killer returns.

    Why would you even bring a medkit if you're running Botany Knowledge? That's your own fault.

    Circle of Healing has a terrible info component. I simply do not care about a teammate's aura highlighted to me on the opposite side of the map. The longer they sit there waiting for a heal, the less time they spend on gens. Also, the time you spend booning and actually finding a totem could've been coverted to generator progress.

    I'd rather have perks that don't require you to be in range of a totem, in the corner of the map, and still speed up healing by a decent enough percentage.

    That's the opposite of my experience, many times, going for the unhook would be throwing because two of my teammates aren't on gens and I am.


    I'm not saying we'll make it is bad either, I run it a lot. It just isn't without drawbacks.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491014#Comment_3491014

    Or you can work on gens instead and get out before you need the boon. And that still ignores the value of spare perk slot for something actually useful

    Sometimes if you work on gens instead of resetting with teammates you will just lose because they'll just quickly go down one after another.


    I know this isn't always the case, and sometimes you do just need to hit the last gens, but I'm not claiming Circle is S-tier. I think it's a solid B-tier perk. There's much worse, and I tend to not even run full-meta anyhow.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491008#Comment_3491008

    Time investment of searching for totem and then booning make it not worth it.

    IMO there's only 1 good boon left and even that has conditions - strong swf, flashlights/sabotage and hard to access spot for killer - exponential.

    All the other boons are weak now (CoH because investment, shadowstep because investment and so limited area), or outright useless (dark theory has investment for benefit you can't ever notice)

    Searching is the problem, and actually was even when CoH was OP. Some people would throw games spending like 40 seconds tryna find one that isn't in a terrible location.


    You really should just mind the map when exploring, checking crannies you know bones can be when you're passing by doesn't take much time when you're traversing the map looking for gens.


    You also shouldn't boon early on, it's not necessary. When I put Circle into my builds I tend to boon if it looks like we're gonna have several players be injured, in which case it's very worth the time since it makes resetting much quicker even in the face of sloppy.

  • @mikewelk said:

    I keep forgetting Circle of Healing exists in solo queue so when I randomly see my teammates aura I get so confused because I don't run Empathy. It's practically useless now and silly to run. We'll Make It and Botany Knowledge is so much better.

    I disagree, We'll Make It has an activation condition that is very problematic in solo queue (and doesn't do anything for you) and botany knowledge messes with your medkit if you bring one


    Additionally, CoH has that info component, I think it's pretty valuable to know when an injured teammate is there or if your teammates are resetting (and you yourself are injured.)


    Getting alright heals and alright information for one perk isn't a bad deal, however, you do want to make sure you boon in a deadzone or a really strong spot so you don't waste your time booning.

  • It'd likely be much more fruitful to evaluate why certain killers are rarely picked than dangle these carrots that would, in practice, make players feel like they're being punished for playing their favorite killers.

  • @MikaelaWantsYourBoon said:

    I just disagree with op.

    Sometimes we are getting boring and weak killers. But then we are getting interesting and fun killers. Sometimes strong killers. It's good for DbD trying to make different type killers.

    And the newest killer, the Singularity is not weak btw, he is easy A tier killer. But his power is clunky to control and honestly i found him so boring.

    Singularity's pretty close to being fun imo


    He's just mechanically extremely obnoxious to play. Placing cams is a pain due to its collision, using cams is a pain because of the narrow FOV, the switch time, and that you have to hold on a survivor for a half second to place it on him.


    It's pretty fine on open maps, torture on indoor maps. Especially lerys.

  • IIRC they said they tried it and thought it was too exploitable


    Like you could use it to grief pretty easily.

  • Is there any game that handles high latencies like this well? Networking like this usually is making explicit decisions rather than just being like... badly made.


    "Fixing" it would probably make the game very unfair for a high latency killer, which also isn't good and will hurt innocent people who aren't exploiting VPNs for an advantage. Right now, survivors do teleport around a bit when you have high ping, but hitting them feels normal.


    Really not sure how a game fixes VPN abuse without hurting innocent people, maybe that is the best option though.

  • >NOED is useless nowadays and you can't counter multiple adrenalines with it (the Hex will be cleansed before your next down), and Terminus is just another useless meme perk because the gates can be insta opened in the next 20 seconds after the last generator is done.


    Also as a terminus lover, I have to say that you're dead-wrong.


    Bring no way out and play a killer who can get multiple people injured like Wesker and it's fantastic. Survivors often won't stick around if they get the gates open in that case because they're afraid of blood warden. NOED is also usually a free kill, if you can hook a survivor somewhat near the NOED it's impossible to save.

  • All Windows really does is expose how bad the game is for m1 killers, nerfing the perk is really a bandaid over a gushing wound that is map design and weak powers.


    That said I didn't really agree with the buff it got either, I thought it showing everything and disabling once you fast vault was pretty fair.

  • The Tolkien estate is usually very tight with their license, so its probably one of the least likely licenses.

    in Fantasy? Comment by Ithiria
  • A PC that can run dead by daylight reasonably well is much less than that, even the steam deck can run DBD now at a solid 60 on medium settings.



    But still, not saying that this wouldn't be a great thing for players, especially for killers. People focus on huntress but if you spun a killer successfully, odds are they were using a controller cause things like that and other FOV things are so much more obnoxious to deal with if you don't have a mouse.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448885#Comment_3448885

    They will never rebuff anything. This is the same argument that gets floated when people say "they can do X and Y and then low tier killers can be buffed!"

    It simply won't happen. Any three gen "solution" they come up with will hurt lower tier killers the most. Just like how low tier killers aren't allowed to gain pressure by securing hook stages anymore.

    They just re-buffed pop a bit, along with them having buffed a lot of regression perks last year and those generic buffs.


    And weaker killers shouldn't depend on perks to fix themselves anyways. Their basekits and maps need to be evaluated instead.

    >Just like how low tier killers aren't allowed to gain pressure by securing hook stages anymore.


    The anti-camp mechanic won't apply if you're just opportunistically securing stages

  • With a lot of these things, I think it's a wait and see type deal.


    Who knows, regression could be buffable again if some of there's "anti 3-gen" measures put into the game that make it so that they wouldn't enable stalling the game forever.



    Also I don't agree with you on trapper and hag, yes, they lock down part of the map, but they usually don't win just by regressing gens infinitely. They win through survivor mistakes in your web that result in multiple downs e.g. when trying to save. If it were about regressing gens forever, then yeah, that would be bad and needs to go imo.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448190#Comment_3448190

    I don't think that's what toxicity is widely regarded as being. Generally it's reserved for folks being rude to one another.

    People say "toxic" in reference to game design all the time

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448163#Comment_3448163

    I agree with you but I'm sorry- toxic? Is the music being mean to you?

    Did you read the rest of what I said?


    A lot of gamers in general damage their hearing by turning their headphones up to better hear things, and this is exacerbated by loud ambient music and music, in particular when certain killers have music that's a lot louder than others. Like imagine you have it set so you can hear survivors decently outside of chase, and then when you get in the chase, the music absolutely starts blasting, that's really uncomfortable.


    Personally I just use a compressor to deal with the problem on my end, similarly as to how I use filters to deal with excessively dark maps like Garden of Joy.


    I don't actually think I'd agree with making it an option to turn off chase music, it probably would be way too hard to escape the killer if they could hear you perfectly, but I think some of the louder chase musics should be looked at and tuned down.

  • People often say that chase music exists is a balancing measure, as without it it'd be virtually impossible to escape the killer since it'd be vastly easier to hear your footsteps and breathing.


    I have no been able to find a primary source on this, but given how prolific the rumor is, I'd err on assuming that it is how the devs see the game. It would not be coincidental that nurse's rework recently gave her some of the loudest music in the game, and that the "music" option doesn't affect it.


    So if that's the case this is unlikely. I do agree with you though, I think this is implemented in a really toxic way where different chase musics are much louder than others, which encourages players to turn up their sound to be able to hear footsteps and the like, damaging their hearing.

  • @JustifiedOne said:

    I really like to use the Huntress's hatchets but if I'm being honest. They're overkill. I aimed at one player, they ducked, but the hatchet continued to fly and hit a survivor almost at the edge of the map. I was stunned, and didn't even hook her. At a certain distance ranged weapons should stop working. If there are limits can you please fix the bug associated with the description match above. (Xbox)

    Death Slingers gun has a limit and I believe to better encapsulate a real experience, all ranged weapons need to have limitations. Axe throwing in real life has a limit of roughly 20 to 25 meters for experts. Knives have a limit in real life of 5 to 7 meters for robust throwers.

    I understand the game is not real life, but they need limitations. Those unexpected hits are not fun for anyone.

    >I understand the game is not real life, but they need limitations. Those unexpected hits are not fun for anyone.



    Those hits are literally some of the most funny parts of the game and I think most people who play as those killers would agree.


    You won't get hit by a cross-map hatchet by accident if you pay attention too.

  • @Chilli_man2400 said:

    Sounds good but it would actually encourage camping cause it takes 2 minutes for someone on hook to die. If all gens are blocked for 60 seconds you can literally camp the hooked guy with no consequences.

    This is probably why they don't buff it, yeah.


    I think an ok buff would be if every survivor had their aura revealed for 10 seconds instead of just the obsession

  • Given that you instantly die when you fail two, I think hook suicides is intended and unlikely to go.

  • @Emeal said:

    idk, they almost literally promised to preserve proxy camping in the online post about this.

    https://us.v-cdn.net/6030815/uploads/3V5NBZH8U71U/image.png

    https://deadbydaylight.com/news/anniversary-gameplay-updates/

    You would need to argue your case to bHVR why Proxy Camping is problematic to convince them like FaceCamping has been.

    As a Killer, I think ProxyCamping is fair strategy.

    I mean, it is a bit strange when facecamping is a weak strategy compared to proxy camping


    Probably less fun to go against, but still.

  • @StickySlasher30 said:

    I know he is perfectly fine the way he is now, but some changes that wouldnt spike his potential too much would be really appreciated like:

    • He currently have 5-6 good addons, and most of these are the ones who affects Shredding. Portal sealing, traversing speed and bigger Killer Instinct arent good
    • His Undetectable could work right. RN even if he is affected by Undetectable after emerging, you can hear his footsteps very clear
    • His Undetectable after emerging from a portal could go to 5-6 seconds maybe

    That undetectable thing is intended


    Dredge gets undetectable too but still produces a lot of noise, they aren't meant to be true stealth killers even with it IIRC.

  • Legion isn't actually that good because his games can often be on the longer end



    Blight games are fast

  • @Jace233 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421406#Comment_3421406

    I have always said these things. The devs are dogcrap, the community are human garbage, and the game will eventually die once a more competent indie dev team just pastes the good parts of DBD formula into their own game.

    So far because indie dev teams are also such human garbage like most of you, it hasn't happened, but one day it probably will as doing this stuff lowers in cost I imagine.

    Funny, that you think the cost of making a game has gone done

  • Now that flashlight interactions are going away I don't see a reason why not, though I also don't really see a reason why, in most cases they're just worse than flashlights and I think it's kind of cool to have limited items like that.


    I mention interactions because flashbangs/firecrackers against wraith are borderline cyberbullying lmao.

  • Doubt it's going to happen, the devs use chase music as a "balancing tool."

  • A lot of this is too much imo



    I don't think pig needs much work at all. I think a 24m terror radius, a bit faster crouching movement speed, and moving the roar to the start of the attack alone would do a lot for her.


    She's also the kind of killer that you have to be careful with buffing because she statistically performs really well, and perk setups like plaything sloppy with tampered timer are actual cancer to play against.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401496#Comment_3401496

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

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


    That's not referring to the concept of GoJ having windows, it's referring to how strong the window loops are. I want the window loops taken down a peg, not for the whole building to lack windows lol.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401457#Comment_3401457

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

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

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

    2 pallets is pretty normal for main buildings.

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


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

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


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

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

  • >🔎 Consensus: The majority of players that play BOTH sides disliked that locker saves were COMPLETELY removed.


    I really don't know if this was true? I imagine killer players were really happy about it, and most survivors didn't even notice because it was mostly just done by bully squads and really high-skill SWFs, which the vast majority of survivors don't play in.


    Personally I think it's pretty annoying when you have to go after the survivor who wants to do a save because you're left with no options, because if you're playing a weak killer you just don't have a choice but to give up the down you justly just got.


    I think overall you also really exaggerate how useful flashlights are when it comes to preventing tunneling, a lot of cases it's only really reliable against wraiths using flashbangs (since you can catch him in situations he can't escape.)


    And hag demonstrates an inherent problem with flashlight interactions, if they're super niche, well, they become rarely useful oddities. If they're important, like with Hag, then it creates a bad situation where you can lose simply because you didn't know you were playing against a hag before you got a hag.

  • It was a very weird backhanded buff, much like Calm Spirit got too.


    If medkits are gonna be bad for self-heals I don't think it'd be OP to revert it to its old way of working and making it work on every chest, it would still be a net time loss to do so.

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

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397581#Comment_3397581

    In which games, core gameplay is based around field of view? Name me few please.

    I don't recall any game that "what can You see" is part of game premise, and fov slider is available.

    Apex, counterstrike, quake, halo. warzone


    I find the term "core gameplay" a bit weird here too, FOV in DBD mostly impacts FOV techs, of which there aren't many. Some of these games like Apex and Quake have a lot of mobility where a low FOV can straight up make it hard to track targets in close range, whereas DBD doesn't feature much mobility.

  • I don't like caps because it makes the game boring if you can't come up with any wild combinations.


    What's better is to balance things out so that in order to get those combinations, you have to give up a lot. Like if you want a crazy medkit you don't get to have many charges on it.


    Caps don't really fix slowdown either, stuff like stacking penti+gift of pain is really niche. The best slowdown is just flat regression or blockage.

  • They aren't going to remove non-sabo, and aren't gonna make them useless.


    I do think at minimum toolbox skillchecks shouldn't work with hyperfocus. Simple premise, toolboxes give you more skillchecks which synergizes very well with hyperfocus, and BNP skillchecks also synergize with it. This is bad imo. Without the toolbox interaction I think hyperfocus is actually a balanced perk.


    Perhaps for further changes, a generator could be made to only take one BNP ever. If you have 4 BNPs, you have to use them on different gens. This is still insanely strong, but what makes BNPs transcendently strong is when you have multiple and use it when there's only one or two gens left.


    A luxury change would be to make BNP consume the entire toolbox once you right click a gen. I don't think BHVR would do this though because it means if you brought a BNP the rest of the toolbox is irrelevant.

  • @Archael said:

    I agree that fov slider is very important in games in terms of accesibility. But in dbd it is not only affecting accesibility but also gameplay mechanics, this is why we cannot have the slider.

    Why are you under the illusion that FOV doesn't affect gameplay in other games?


    Yet they still include it. They just cap it to reasonable values.

  • I always wished background player had its old effect but reversed, or even complimentary, where both unhooker and unhookee got a 4-second sprint burst.



    Something to counter killers like wesker who love to just run back to hook the moment they hear the notification.

  • I died once in borgo because of bubbles, deathslinger hooked my teammate like 40 meters away while I was working on the door, and managed to hide completely behind it until he was in range to shoot me.

  • "Unfun doesn't mean it's a bad mechanic"- Common arguments like "It's also not fun when you get pallet stunned or when you get flashlight saved" are found here. The reason these are different is because they take skill to do. They got a pallet stun because they played the pallet right. They got a flashlight save because they hid near their downed friend without getting caught.


    If you think Dead Hard is some incredibly difficult mechanic, if you think playing around DH is some galaxy-brained mindgame, I have bad news for you: Parries aren't that skillful. The Killer swung, and the Survivor pressed a button, and now the Killer loses. Moreover, the Killer often had to make a skilled play to be in a position to get a hit in the first place, and then it gets canceled because the Survivor pressed E.


    The WoW equivalent to Dead Hard is the Monk's Touch Of Karma, which shields you and redirects damage to your opponent while the shield is up; the correct play is usually to wait it out. Is it considered some incredible display of skill or thrilling, tense gameplay when the Monk presses Touch of Karma, and when their opponent stops hitting them and waits in response? No. At best, it's just another play. And this is in a game that was designed from the ground up, from day one, with mechanics like this in mind, unlike Dead By Daylight.

    WoW's an RPG with continuous damage and focus on DPS, so can't really be compared to DBD imo.

    Especially because WoW's main "competitive PVP" component is arena, where it's 3v3. You're either a ranged class, or a melee class which often has mobility tools, so you can easily swap targets in no time too. Just as well, you have your own survival abilities. Some classes can unironically just become completely invincible, so the entire meta in PVP is understanding what cooldowns your enemy has and working around them. So touch of karma doesn't stand out, it's really good, but it's a small part of a class's entire kit.


    There actually aren't any games you can make good comparisons towards. Fighting games often have parries, but those exist to punish predictable play and are higher risk than simply blocking. Parries are pretty controversial in fighting games still, but when well-balanced whiffing a parry results in stun that opens you up to take even more damage. In DBD you already were going to go down, so it's not really that risky.


    And even then the problem is that DBD is just an asymmetrical game so we can't have that sort of balance. If dead hard for example let you ignore damage when used correctly when healthy, but gave a window where you could be insta-downed if you miss it, it'd still be really obnoxious for killers that have no choice but to highly telegraph their attacks.

  • @Technature said:

    The problem is that the devs were repeatedly told that players want more objectives.

    And their response to this was boons, resulting in a year and a half of that ######### NOISE knowing full well that if I'm not Nurse, Blight, or Plague I can go ######### myself.

    I'm terrified of what they might come up with for "interactivity".

    It's not even boons being a pain for killers


    They've release many killers who have extra objectives, and the reception to them by survivors usually range from neutral to negative.

    The most hated one is Pinhead's box, because it requires a bit of coordination to handle. Skull merchant's is very annoying too since it's so free for her, and disabling a drone does very little since it takes very little time to replace it if she's using it to defend something. Pig's just removes you from the game for awhile, and can be extremely infuriating if found and messed with (esp. in conjunction with addons.)


    So yeah, if I was developing the game, I'd probably be scared of adding extra objectives to every game. It seems really hard to do without upsetting a bunch of people.

  • @ProudRinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387808#Comment_3387808

    Wanting to be able to use your power for longer and have a shorter cooldown isn’t asking for a “buff”.

    still, i would like to see short bursting resulting in a longer cooldown to punish bad uses e.g ( spamming it, short bursting excessively which is really boring omg ) of Spirit’s power and longer phases incurring a shorter cooldown which would be better and reward good and efficient use of Spirit’s power.

    That is a buff though

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387734#Comment_3387734

    It is a bad thing since they left Gen Speed Perks, Tool Boxes, and BNP unchanged yet again. I have seen nothing but Purple Tool Boxes with BNP just the best addons and never heal. If you don't play a good Travel based Killer that can have map coverage then you'll lose the Gen Pressure advantage.

    What we see on the PTB isn't necessarily what people will do in the real game.


    I doubt most players will be using BNPs, they never did, just like how we weren't seeing all 4 survivors running green medkits with the 16 charge addon and syringes when that was nerfed.


    For the average player playing unhealed will be a really quick way to get themselves killed, so while some really good players will ignore healing and just hit gens, most probably won't. Especially in deadzones.

    1. STBFL with the base hit recovery changes enables the camping and tunneling playstyle

    The basekit changes really didn't do much in regards to this, it's really marginal and didn't enable anything new imo. Nerfing STBFL would be absolutely brutal for weak killers as well. Best temporary thing to do would actually be to just remove healthy hook grabs, that way you can just run up and save someone, taking the trade, rather than risking getting grabbed and him camping two hooks instead.

    Hook grabs are a really badly written mechanic anyhow, since windows and lockers aren't cancellable actions grabs work well with those and are fun. But with hooks it's not fun.

    1. Perks like Merciless Pain Resonance overlap with similliar like Pop goes the weasel and make it obselete (pop was healther for the game, didnt enable tunneling as encouraged you to pressure gens directly)

    Sadly this is somewhat necessary to keep introducing new perks, there's only so many ways to affect the game that perks are going to end up competing in the same space. I do agree though on pop vs. pain res, one downside pop had over pain resonance is that it does actually require you to go use it, which often gave a chance to unhook and let someone get away. New pain res actually has some potential at least, should play a loud noise notification where it triggers if it's gonna be limited to one use per survivor imo.

    I wouldn't say merciless is poorly designed though, it actually synergizes with old perks pretty well giving more options. Tinkerer's was great with pop, but now tinkerers is also great with merciless.

    1. Decisive Strikes absence in the meta has highlighted a huge issue in the base gameplay (how large an issue tunneling is without it)

    I'm actually not sure if killers wouldn't tunnel if DS was still 5 seconds, they'd probably just eat it even if you do some insane stuff like buffing basekit BT to work like MoM (no deep wound) so that hitting someone with BT doesn't ruin OTR's anti-tunneling power. Killers tunnel because they feel it's more necessary nowadays and there aren't incentives like BBQ and Pipping to not do it (since you max out iri 1 quickly and don't have to "maintain your rank.")


    I mean that's what they do in comp for example, they never cared about DS, they just ran right through it to get people out of the game even with their teammates doing bodyblocks. It's always been the most powerful tactic and I wouldn't be surprised if BBQ was the most effective thing at suppressing it lol.

  • This is pretty hard to implement because there's 4 survivors though, we can only speculate on how blocks will be distributed, but depending on that it might not increase queue times that much. When it comes to SWFs though, if every player in a SWF has their own block then they can block nurse, blight, spirit, and whatever 4th killer they think is best, and have drastically easier games which would be very unfair. If the entire SWF could only block 1 killer together, that might work, but I doubt BHVR wants to implement snowflake mechanics like that for SWFs.


    Most games that let you block characters like Dota, League, do it in a lobby after matchmaking is done. And obviously, both teams get to do blocking to make things fair. This doesn't really work with current dead by daylight, you can't make it fair as-is.


    A lot of people assume that it'd become impossible to find games as nurses and blights, but I dunno. I think the most common blocks would be skull merchant, legion, plague, hag, etc., especially if you only get one block. If you just block nurse blights will eat you instead, so it's futile to block the meta rather than the killer you can't stand most.

  • Most people aren't used to 6-second heals, those sorts of medkits are really rare, and the absurd combo with botany knowledge was nerfed pretty heavily by requiring charge addons + built to last to be notable. Still busted, but rare.


    Most people were doing like, 15 second self heals with skillchecks, or infinite CoH 30 second heals.


    People are also scared of Sloppy Butcher becoming super common again too, since it's multiplicative the healing nerf will be extra painful with it.

  • @ehe said:

    Actually this is a bad update...

    • all killer regression gutted
    • survivor healing 24 seconds base, leading to sloppy meta. If we nerf sloppy btw, killers will just have no slowdown at all???
    • Yes save billy bhvr
    • buffed nurse
    • nerfed hag again
    • gutted medkits
    • gutted medkit addons
    • overall guttage of everything

    You say all killer regression gutted as if that's not a good thing


    Especially the likes of CoB, overcharge which are spammable and free. Least old ruin pop required you to actively push people off gens and get hooks.


    Lil iffy on how they're handling pain res, but we'll see.

  • It's eh right now, and will probably be decent, I don't think it'll be super duper common though.



    If you've used autodidact before you already know what its drawbacks are, and they aren't going away. Everyone talks about its RNG but that's only half of it, and will actually get better due to heal time increasing. The other half is that the way the game pans out can screw you. If you don't force yourself to do the first unhook and can't safely heal them alone you can become a huge detriment to the team later on when you have to heal someone at an important time and it takes like 45 seconds.


    So really, that means that its best moment to shine is against killers who employ hit-n-run tactics, since then you'll get 5 stacks quickly and have tons of opportunity to use them. It's already really good in those cases, the most use I've gotten out of it was against 3-genning skull merchants. But who knows what killers will do in most games, if you're just unhooking and healing then it still might not be worth it.

  • @LGTV said:

    Man, i decided to stop playing seriously like a year ago after a big break. Now i play really rarely and usually for short periods. I played a game a couple of minutes after 12am and got paired with some survivors. I knew it was going to be a fun match from the looks of their 2 Fengs, Mikaela and Yui.

    I played a clown with a really lame and weak build containing: Fire Up, STBF, No way out and Remember Me. With robin feather and VHS tape. The match from the start wasn't going into my odds, which i really knew becouse my build was meant to go off in late game or even end game.

    The first thing i noticed and really annoyed me is that whenever i hit someone and left them for 10 seconds, they were already healed. It was really stupid and annoying. And so, with me being annoyed and with no pressure, i decided to do something survivors hate... you know it, you love it, it's camping. (No tunneling included)

    4k'd and got trashed on by survivors, man i wish i had OBS on. The names i got called were so funny i couldn't hold my laugh and almost woke everyone in my house up.

    Yeah, i camped, i am not ashamed that i played for the win becouse if survivors can bring medkits and stupidly OP perks to self heal after 10 seconds of a dropped chase, why should i care for their fun?

    You see, the whole story here im telling not to just tell it and make fun of theese guys, im writing it here so BHVR sees that they need to make changes in healing.

    The problem is, as much as i dont care anymore about survivors fun, making 24 seconds are not bad, but the bad thing is when its paired with sloppy butcher and coulrophobia.

    One more thing that could possibly make it is making medkits one time use and weaker healing speed and leave 16 seconds heal. Basically destroy medkits and leave normal healing times. That would prevent situations like me leaving survivor for 10 seconds and seeing them heal up right after, but also leave some fun for survivors.

    They were never going to remove an entire class of addon like that to force all medkits to only ever be one heal, most likely.


    My main issue with the changes is that altruistic heals should be 16s, and some killer anti-heal perks will need compensatory nerfs too. But we'll see how this plays out.



    Also just to be clear this isn't a survivor thing lmao. Most killers run good builds, and a lot tunnel and camp too even against casual teams, while both survivors and killers say that they have to do it because the other side is evil. This is just a game where if one side doesn't match the intensity of the other it results in a mean stomp. I'd argue killers can do this even more than survivors can, the highest killer win streaks are like 700~ish whereas the best SWF streak I've ever heard of was about 200.


    You don't have to care about the survivors fun (unless you're going out of your way to do it like slugging for no reason or body blocking for eternity) but you shouldn't see yourself as a victim at their hands either.

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