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JustAnotherNewbie

JustAnotherNewbie

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  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473177#Comment_3473177

    Watching the perk in action more. It's just Dead Hard for Distance, but when healthy. It doesn't also need to have a chance to give survivors BNPs and Syringes.

    It's hardly "just a meme perk".

    It's not DH for distance because you can't get it anytime you want. You have 25% chance to get that effect. You can also get exposed while healthy. So using this perk while healthy in a chase is pretty stupid. So no it's not DH for distance when healthy.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472924#Comment_3472924

    Chance of getting a BNP is 1/4 * 1/5 * 1/11 = 0.0045

    How would anyone "farm BNPs" off a 0.0045 probability ? Not to mention it causes the exhausted status effect and can't be used while injured or exhausted.

    Like there's no way you actually think that's a viable strategy, even if you're always healthy and hit the jackpot everytime you still need to wait 40s between each BNP, so no even in the most crazy scenario you can't possibly do a gen within 30 seconds.

    You can't get an item twice in a row. So there's no point entertaining this point. If you get an item, then after 40 seconds you're twice as likely to get an effect that is detrimental to you.

  • @CrusaderNella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472871#Comment_3472871

    Thing about rolling the dice is that sometimes you roll a six

    Imagine being mad about a meme perk (some people don't like Blastmine buff), when there's a lot more RNG in game like gen spawn, survivors spawning all 4 in the same tile and killer having Lethal Pursuer, survivors spawning separately on gens, getting 4% lucky with your own unhook that are way more impactful and happen way more often.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472919#Comment_3472919

    BNPs are getting nerfed, but the change is that they remove 10 seconds of progress on the gen. If survivors can farm BNPs off this perk, they can in theory reduce gens to have less than 30 seconds of solo repair to be completed.

    I think allow iri addons from this perk is going into danger terrority for a perk that comes off as memey.

    That's some crazy math here. Say you brought BNP and start a gen. You shave 10 seconds off. Then You activate your perk and get another BNP, you shave off 10 more secs (a little less than current BNP), now you are exhausted for 40 seconds and you can't get an item twice in a row. Your Scenario is not even likely. At most you could shave off 20 seconds.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471746#Comment_3471746

    Nope. I'm tunnelling because I play to win. Telling me not to use the best strategy just because I'm winning is like telling players in other games to go easier on their opponents because the enemy team is getting stomped. In games like CSGO, LoL, and Dota, the enemy team will NEVER go easy on you if you are getting crushed. They will just keep pushing their advantage to maximize their odds of winning. It's not toxic in the slightest. It's just playing to win.

    The main reason to tunnel a survivor out as early as possible is uncertainty and maximizing odds of winning. Say you have 2 hooks on a survivor and 1 gen is done, it's completely possible that you never see or catch that survivor again until 1 gen. Against coordinated swfs, this is a notable risk since they often split themselves up to hide survivors on death hook and and force the killer to chase survivors that haven't been hooked yet. A killer wouldn't know whether they were playing against a swf or not, so the only way to minimize that risk to do it always. Even against solos, it isn't a certainty that you will catch or find that survivor again, especially on large and strong maps. The play that maximizes odds of winning is tunelling them out at the first opportunity. Also, waiting longer to tunnel survivors out defeats the purpose of tunnelling. The point of killing a survivor early is reducing their gen and healing speeds. The longer you wait to tunnel, the less value you get from tunnelling.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471751#Comment_3471751

    They mention as being a potentially effective or viable strategy but they've never outright mentioned how effective it was. It was more so them acknowledging as a strategy but not commenting on its strength.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471770#Comment_3471770

    "The problem isn't for those strategies to exist, is that any killer can do them fairly well that they can be super strong against a lot of survivor teams. (not just baby survivors). Imagine if everyone who picked up Nurse or Blight could play them half-decent from the get go."

    I don't see why tunnelling being easily accesible is a problem. I also disagree with your argument since tunnelling effectively is closely related to a killer's chasing skills. For example, tunnelling is easy for anyone to do but if a unskilled killer tried to tunnel a survivor much better than them, they would get looped for multiple gens.

    "If more killers played in this way every game, then those strategies would be addressed a lot sooner."

    Tunnelling is one of the most prevalent strategies in the game.

    "I don't think survivors want to remove the effectiveness of those strategies, as people who are not heavily biased know that against strong survivors you need something other than Nurse/Blight/Spirit, but them having no difficulty to do makes them accessible to every skill level and tunneling/camping are a lot more intuitive for players than looping is."

    Fairly sure most survivors would want tunnelling completely killed off if possible. Like, do you see any other comment in this thread from a survivor supporting tunnelling?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471865#Comment_3471865

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472182#Comment_3472182

    There's actually heavy hyprocrisy in your comments. You mention that tunnelling is a "legitimate strategy" but go on to say tunnelling results in the killer in the killer being boosted in MMR. Why would I be boosted if I was using a legitimate strategy? The reality is that you don't see it as a legitimate strategy. If you really saw it that way, you would treat it like any other skill or strategy and see it as a normal skill in the killer skill set. Think of it this way, looping is a legitimate strategy. Now replace everything you said about tunnelling with looping and it's clear that you don't view tunnelling as a legitimate strategy.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472041#Comment_3472041

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471981#Comment_3471981

    I've never hated or blamed survivors for running strong strategies and perks like gen rushing, pre-nerf Dead Hard, and pre-nerf DS. I've always blamed the dev for making them strong and not fixing it. It's the same argument I'm making here. Killers shouldn't be hated for tunnelling since they are just playing optimally. It's the dev's fault for making it strong in the first place. If you've ever played any other competitive game, like LoL and Dota, you would think the same way. You don't blame a person for picking a strong Champion/Hero. You blame the devs for making it strong and ask them to fix it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472045#Comment_3472045

    You're missing the point here. As you've said, it is difficult to further disincentive tunnelling. What they need to do is incentivize not camping, e.g. giving bonuses to a killer for chasing a different survivor, something like Grim Embrace. This brings the power level of not tunnelling closer to tunnelling and makes it less necessary for killers.

    Games like LoL though have a ban system as well as the ability to counter pick champions. DBD has no such feature for the survivor side. Killers can counter survivor items. Also games like LoL also balance on levels that are not pro. So broken things that don't work on a pro level but can be overpowered on other levels get addressed anyway. Also League has way better matchmaking than DBD and it also gives teams tools to communicate without voicechat. SO perhaps since we're using it as an example we have to follow suit and give survivors a ping system.


    There's a reason why champions like Azir are bad in low levels and strong in higher levels, because there's skill involved. When there are champions that are strong both on a low and high skill level, they usually get addressed. Doesn't mean bad players don't lose with this champion more than higher skilled players. The same could be said about strategies. if a strategy is so strong for both low and high skill Killers maybe it should be looked at.

    Tunneling and Camping are not that hard to think of, because the come naturally to killers. Survivors don't know to loop or use windows etc. and to loop effectively anyway you need to know the maps decently. Survivors' instinct at that level is to usually run in a straight line.


    So yeah, for a survivor to be better than a killer in chase means they need to have at least 2 times as many hours as them (maybe even more at lower levels). And your argument could be used for any strong strategy to claim that things should work out ok as long as survivors are better (although you mean way better) than the killer. Which this should be the default anyway? If there's a perk combo/strategy that can by-pass that skill gap, maybe it's too strong after all? What's so difficult to understand about that?


    Of course people who will care about winning that they'll play anything look for opportunities to play broken stuff (I mean pros do that all the time). So perhaps to you it's just part of the game that should exist because it rewards you the most.

  • Spine Chill was always gonna be temporary. The problem is that it has no use at all after the change. It's not even a perk anymore. Might become even worse than No Mither.

  • @TheRealConsent said:

    Hatch keys are already a cheese mechanic. Its practically a free win.

    Imagine you're a killer, you kill 3 people. You should win, right?

    Wrong, according to BHVR.

    Now the survivor and you play a 50/50 RNG game to find the hatch for you to get the deserved 4k and for the survivor to get a free escape.

    Oh you found the hatch? Geat. Close it, patrol the gates.

    The guy leaves through the hatch.

    Nice. Even after defeating the team, and beating the RNG, i dont get my 4k. Why? Because some selfish ######### brought a key.

    With 3 kills you already won and your MMR increases as well.

    Even survivors consider it a win when 3 of them are out.

  • Corrective Action is appropriate only when playing with your friends who are new to the game and even then it might enforce some bad habits since you are there to fix their mistake. It also makes people group up on gens which is not great already, let alone its effect. If your teammates are even a little bit competent it's a useless perk unfortunately.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471791#Comment_3471791

    I'm going to have to hard disagree. The meta for the past few years has literally been gen regression. There's no way you claim damaging gens is unnecessary. Also, Pop Goes the Weasel and No Where To Hide are meta currently and requires kicking gens. Trail of Torment will likely also become meta next patch. There are also some killers, like Wraith and Skull Merchant, that are heavily reliant on kicking gens.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471818#Comment_3471818

    Fairly sure BHVR has said in the past that they don't design the game to need to run one perk to counter another. Here's one example https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458720/#Comment_3458720

    I didn't tell you to run Jolt to counter Blastmine, I said Jolt is pretty strong atm. So it's by default a better choice for gen regression than running Overcharge, CoB etc.

    Pain Res is also good atm. The only decent gen-kicking perk that's left is Pop Goes the Weasel. Not saying the rest are bad, they're just not as strong as they were, so other perks have taken their place.


    I see a lot more Wraiths run Jolt than gen kicking perks.


    I also see a lot more killers running Plaything/Pentimento to force survivors to do totems as an alternative method of slowdown.

  • @Jarky said:

    You've basically answered this yourself - it's an inconsistency. There isn't really any clear cut definition of what a 'Killer Belonging' is when it comes to their powers or if their powers should or shouldn't be tracked.

    Nemesis' Zombies can't be tracked with a map, and neither can lockers (which I presume you mean when it comes to Dredge).

    You could flag these as bugs but I don't know if BHVR consider them bugs or intentional design choices.

    Would be nice if it was more consistent. I think all those things should count as killer belongings. I understand Nemesis' zombies can be hard to code, but they indeed are killer belongings.


    Lockers can also be considered killer belongings for Huntress and Trickster (although they are probably like gens, so even generally they should be considered imo).

  • I don't play killer often, when I do I go with the intention to win I guess?


    But if survivors are getting stomped or someone DC's I feel bad and don't go as hard usually. Or if they do cute stuff we just play around. I guess my bias as a survivor player still shows sometimes.

  • Idk, sometimes I do get weirded out but I don't have the experience to tell for sure. Also doesn't help that my controller does weird things and I run slower many times (button is probably malfunctioning).

  • @Aven_Fallen said:

    It all depends on how she is played. If the Artist-player is going for more long-ranged Snipes, she is fun to play and fun to verse. But the majority dont play her like that.

    Most of the time it is "Place a crow at a Loop to force the Survivor to leave"... And that on repeat. The only counter the Survivor has is to shift W, which is boring for both sides. While it is effective to use her Crows like this it is boring over time, because you dont really outplay the Survivor, you just catch up at some point because you are faster than them.

    I think if more players would go for more long-ranged Snipes, she would be more fun to play for Artist-players and also more fun to verse. But on the other hand, players who play her mainly for her Anti-Loop cannot be blamed, it is BHVRs fault to create such a design.

    I think if her add-ons gave her that option she would be played like that more often. I would love it if we had the option to play her either as an anti-loop killer or a sniper primarily.

    I checked her add-ons just in case I am missing something, but there's no add-on to make her place her crow(s) faster. And it could limit how many crow(s) you can place with it. So you could throw it out faster when you see a sniping opportunity. Just my opinion.


    I'm not that good of a killer player, so I dunno if what I'm suggesting would be a good idea or broken, but the add-ons could be changed to incentivize that playstyle.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472537#Comment_3472537

    My point is, camping and tunneling will be nerfed in future and then Killers will be buffed I think. It's like a prediction, a quess.

    You can still tunnel, proxy-camp, slug, 3-gen and skip hook states. The devs are not removing these entirely. They are just trying to make them more gated. Someone who does not know to count to 10 after an unhook obviously got nerfed when BT became basekit. But Killers who were facing survivors who brought BT (and since BT was meta, it means tunneling has been happening for a long time) already knew the timing. Good killers didn't lose anything from their strategy, perhaps the nerf was freeing 3-4 BT perkslots for survivors finally, so they can bring a different perk.


    Most killers don't face-camp, unless it's endgame but they do proxy-camp if they care at all about winning. And that can actually be a lot stronger since you have 2 survivors at the same place. Forcing survivors to trade hooks, also saves you time from finding a new one and chasing them all over again.


    But good ol' tunneling and face-camping were so intuitive that even a baby killer knew to do them without the game telling them so. So with the new changes, you actually get punished for being inexperienced, which should not be a bad thing.


    High level killers still have those tools in their arsenal.

  • @Chomperka said:

    Dude it’s just aura perk, how can it be op? Doesn’t give you any adventage in chasing. This perk is fine, of course it’s broken in the hands of blight of nurse, but what’s not broken in their hands?

    I mean, if it helps you find survivors who are scared and would rather not get chased, that's a pretty big chase advantage it gives.

  • @Rogue11 said:

    The aura should be based on the gens location, not the killer's. Blight shouldn't get to rush halfway across the map and get effectively 100's of meter range auras from it.

    I thought it was based on the gen's location. It's not? Wow.

  • I like the change, but yes. It does make other perks obsolete. Maybe made for this should give the endurance part to WGLF so it works with healing in general.


    And Soul Guard might need a small update, as well as Blood Pact.

  • I like her a lot (although I play survivor majority of the time). If you could play her more as sort of a sniper she would be more fun. Her iri add-ons are pretty useless and generally her add-ons are on the boring side (except the one that can swarm two people at the same time). Wish we could get like some reworks to her add ons.


    It would be cool if she had an add-on that made her ability go through targets and swarm anyone in is path (not stop at the first one), or an Iri add on (instead of the one that exposes), that can make your crows injure after they pass like the first wall but maybe make the swarm thinner. That would actually be strong and make her play more like a sniper.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471908#Comment_3471908

    yep. with buckle up, killer lose ability to pressure survivors with slugs because they cannot tactically camp slugs safely to keep people on floor so slugging is even less rewarding then before on most killers. that perk is almost as strong as unbreakable to deter slugging. its like old borrow time that used to work on hooks for slugging. So if slugging ever get buffed to rewarding bleeding out survivors aka rewarding for killer to slug then this perk will be a big issue. killer will not complain about this perk but later down line, this perk could be meta. twins and sadako will dislike going against this perk.

    That's why they're changing it, so maybe it becomes something more than a troll pick.

  • Perhaps We're Gonna Live Forever should just get Made for This' healing part, since it's way overtuned. That way WGLF can give endurance to any healing action and MFT can just give haste.

  • You don't even have to kick gens anymore. Jolt is pretty strong atm.

  • I just had a Nemesis game were he kept slugging us and letting us bleed out at 4 gens. I don't understand why waste our time.

  • @adsads123123123123 said:

    https://us.v-cdn.net/6030815/uploads/Y2EGEAYCOM7A/image.png

    The stats are there to prove it. I don't want to see any survivors denying it's a legitimate strategy or toxic now.

    https://forums.bhvr.com/dead-by-daylight/kb/articles/397

    The problem isn't for those strategies to exist, is that any killer can do them fairly well that they can be super strong against a lot of survivor teams. (not just baby survivors). Imagine if everyone who picked up Nurse or Blight could play them half-decent from the get go.


    If more killers played in this way every game, then those strategies would be addressed a lot sooner. I don't think survivors want to remove the effectiveness of those strategies, as people who are not heavily biased know that against strong survivors you need something other than Nurse/Blight/Spirit, but them having no difficulty to do makes them accessible to every skill level and tunneling/camping are a lot more intuitive for players than looping is.


    For example (although Spirit's add-ons got addressed). Her MDR add-on gave her a lot of power but unless you were a good Spirit player you could not make that great use of it. But pairing it with Dried Cherry Blossom basically negated its weakness. So while MDR on its own was skillful enough, anyone could play Spirit like a menace with Dried Cherry Blossom, which is stupid.

    So if mechanics that are strong are easy to for every skill level then I don't think people should be silenced. In many games you accept strong characters/strategies because usually they are gated behind some kind of skill or experience. At least that's my take on this whole thing.

  • @Alen_Starkly said:

    I definitely agree. Calm Spirit is such a niche perk, I almost never see anyone running it. The penalty is really undeserved, it makes the perk favor the killer more than the survivor running it (unless the killer has a way to make survivors scream consistently)

    I can think of a couple situation where running it would be a good thing, not very common mind you, but the perk gives itself away immediately once you get hit. I would prefer it if getting hit was an exception and all the other times you didn't scream if something made you.

  • @Saiph said:

    To be fair the BP bonus was stupid. You could spend 30 sec on a generator in coop and get as many bloodpoints as someone who did 2 entire gens by themselves. And because the bonus is included in the scoreboard you'll be almost always top score without doing anything, just because you equipped a perk.

    Though I wish they would increase overall BPs for generators in compensation. Especially solo'ing gens. Currently doing gens solo gives the least amount of BPs despite it being the optimal way to play.

    Yeah, it feels really bad to do 2-3 gens alone and end up with the least BP on the team.

  • @Aven_Fallen said:

    It doesnt. They know that Smash Hit is bad but they cannot really fix it when it requires a Pallet Stun to be active. So they reduced the Exhaustion-Time. This does not change the fact that Killers can just respect Pallets or that some Killers are less likely to get stunned to begin with, making Smash Hit even weaker against those.

    They could start with making it work with all stuns perhaps? there's not even that many. Flashlight blind when killer carries survivor and Blastmine. What other stun am I missing?


    Imagine if Smash Hit made pallets untargetable for 5 seconds and the killer just had to chase you. It might actually be useful. Or maybe make the stun last longer? (reverse Enduring).

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471269#Comment_3471269

    if you dont mind me asking, who would this be? is it otzdarva?

    No, not Otzdarva. He was also for hook grabs being removed.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471326#Comment_3471326

    I really don't get why the devs think reducing Cherry Blossom distance by 1m will have any effect. It's like they don't realize that the problem lies with spirit getting killer instinct while phasing.

    Yeah, basically this add-on takes away Spirit's only weakness. At least for the meh to average Spirits. The good Spirit players probably don't care for me).

  • @Roaroftime said:

    Well clearly these devs have an equal hatred towards spine chill as the others even tho it’s such an unproblematic and barely used perk…

    I see it plenty from people who keep hiding all game. Good riddance to them. (they don't even commit to their gens until they're 200% sure the killer is nowhere near close).

  • Might give her a try. Really like the idea of Sadako, but her gameplay isn't the most exciting.

  • I think Prove Thyself nerf is uncalled for. Especially now that BNP is getting nerfed.


    Smash Hit's problem has always been that pallet's are a finite source.


    Saboteur's problem wasn't just its duration, but the fact that the perk goes on cooldown when interrupted. (and the cooldown remained the same on tier 3)


    What's the point of Spine Chill now?

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471239#Comment_3471239

    I agree that the speed of opening the chest and reducing the noise of the chest by 8 meters should be at all times, whether you are injured or not

    Regarding the guarantee of med-kit equipment only when injured

    Who would have thought that reducing the noise of only opening the chest during an injury would be a good idea?

    Literally the sound of the survivor during the injury is louder than the sound of opening the box

    Some changes don't make sense. They want to diversify the perks survivors bring, but if they believe having 80% opening speed of chests (that you have to find mind you) is OP in anyway, then ofc people will run perks like old DH, Adrenaline, SB, Made for this etc.


    I'm just trying to come up with a scenario where Pharmacy is OP, especially now that self-healing has gotten nerfed.

  • Because searching a chest while healthy is less risk than searching one while injured?

    I mean you make grunts of pain so...

  • You also can't bodyblock for your teammate. David got marked by Ghostface and I tried to bodyblock for him and he just exposed me with the event ability.

  • @nars said:

    Any speed perk: 3s of 6m/s. killer moves at 4.4/4.6m/s.

    (6 - 4.4)3 = 4.8m of distance, 12s to regain.

    (6 - 4.6)3 = 4.2m of distance, 7s to regain.

    So at minimum you gain an instant 7s chasetime increase.

    Head on: 3s where the killer cant move and you can. 3 x 4 = 12m of distance, almost 4 times that of a speed perk. You gain a lot more distance for a head on proc but its incredibly hard to do.

    Killer is stunned for 3 seconds, but you also lose time because you are locked into animation. Kind of how DS being a 3 second stun doesn't tell the whole story, since you're also locked in animation.


    That's why I suggested you exit animation should be faster.


    It's the same reason Balanced Landing reduces the stagger when you fall.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471220#Comment_3471220

    Oh ok I missed that part. Still though you would have to wait for the get in locker animation to finish, so even if getting out was twice as fast lets say you still cannot use that if the killer is near enough because you will just get grabbed or hit making your perk a determent.

    It is also too similar to head on and if it was to be made into a perk that could work it literally becomes a better head on you can just use instead of having to setup. Its not even that it would be op, I just think that head on serves this purpose in a much more interesting way.

    The point of this perk is to use it to extend a chase when you avoid a hit by getting into a locker (say Nurse blinking, Oni in rage mode etc.) and you have nothing else around. Since Lockers are not a finite resource it might have some uses. Plus even if it's not that great it'll just be on the same level as Overcome and Smash hit.


    You can combo Head on with perks like Flashbang much better than this, and head on also allows you to save your teammates if the killer picks up in your range.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/381864/how-come-we-dont-have-an-exhaustion-after-exiting-lockers-not-head-on

    I feel like such a perk would just be a worse lithe, since going in and out of a locker takes up a second or so of your time and you legit cannot do it in a chase unlike lithe and its quite risky especially if you are healthy since you can get grabbed for free.

    That's why I said the rushed exit should be faster. If it were to take the same amount of time as now there obviously would be no point in such a perk.


    Balanced Landing has a similar feature in that your stagger when dropping off of a height is reduced.

  • @Seraphor said:

    But, stunning the killer does give you a comparative speed boost. Making the killer slower or making YOU faster are effectively the same thing in a chase.

    You still need to charge it though and it can't be used in the same way I suggested. Whereas what I have in mind activates instantly once you fast exit the locker.

    Head on requires more preparation.

  • I have mixed feelings. I feel a sense of pride when she leaves me to go chase someone else but then my teammates die soon after. For some reason Nurses really fit my style, more so than M1 killers, but that's probably cause not that great and they cannot rely on Bloodlust for the most part. Just yesterday this same thing happened and we all died. Claud also threw cause while in chase she decided to farm meg, when she could just leave and let me save.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471019#Comment_3471019

    Imagine repairing generators completely quietly but 30% slower

    I don't want to imagine Meg/Claud running this perk along with Urban Evasion, Spine Chill and Quick and Quiet. Those gens are never getting done.

  • @Boons123 said:

    Agree, so far I do not know what is the purpose of slowing down

    Instead of using it more, I used it less

    Imagine the killer brings hexes and you have Calm Spirit, good luck taking forever to cleanse those.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470740#Comment_3470740

    In my experience it’s the opposite.

    Ada players are usually pretty skilled players whereas Jill and Rebecca players have no idea what they are doing.

    If there’s any survivor I expect to see running full meta, it’s Ada.

    Leon and Claire are always the weakest link though.

    I completely agree with you. My experience has been very similar as well.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470724#Comment_3470724

    idk, honestly it's just Leon and Ada. Rebecca and Jill players are usually average or even high level, legendary skins are also usually good for obvious reasons. I don't really think license characters any different from originals.

    Laurie is usually little below then averages.

    Cheryl is definitely higher then average, although weird enough her legendaries tend to be worse players.

    Ash is also usually higher then average.

    Yoichi, Tapp and Quentin are quite rare, but i wouldn't say they're bad players, also average.

    I have the worst exoerience with Rebecca's. More then Leon in fact.

  • @Phantom_ said:

    Sounds like a new player. I've seen Fengs and Blendettes do that so much that I dodge every lobby with Fengs, but also for other reasons. Feng players are truly something else.

    I've only had Leon bodyblock me from exit gate in RPD though.

  • @Phantom_ said:

    Sounds like a new player. I've seen Fengs and Blendettes do that so much that I dodge every lobby with Fengs, but also for other reasons. Feng players are truly something else.

    He was prestige 3, kind of hard to believe.

  • Yes, it will. Because everything gets changed at some point to make the game fresh again.

  • Slugging for the 4k should be removed or have a higher risk.

    The whole basekit UB was bad for the whole team, but it would make sense to activate once two survivors are left.


    The game doesn't reward skillful players (both survivor and killer) who actually interact, it instead rewards those who play as uninteractive as possible (doing gens only when it's safe and then hiding, never getting aggro, not engaging in chases etc.). The Unbroken emblem should change. You should lose points if you go unhooked all game and your whole team dies. If you use your hook states as resources and get as many out as possible, that should count as a positive score. If you all survive and you never got hooked that should also be an Iri emblem. it's just stupid that the game rewards you for being so selfish, when at this point we've come to the conclusion that even hook states are resources to be used.


    Killers in my games seem to hate survivors who are decent/good to chase and majority of the time they give hatch or exit gates to the person that deserves it less (usually the guy who's been hiding for the majority of the game and never takes aggro).

  • I don't think it's necessary to reveal everyone's sexual orientation. If they reveal for some more it wouldn't be a bad thing, just please don't make the tomboys lesbian and the flamboyant guys gay. It's really silly.


    After all, sexual relationships aren't really the focus of the game, just like I don't need to know if they have any weird or obscure fetishes. If the game was a visual novel revolving around their every day lives, it would be more relevant imo.

  • Pretty cool outfit.

  • @gilgamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464940#Comment_3464940

    The problem isn't the "genrush meta" the problem is map design and survivors spawning on 4 different corners of a map which basically garuntees you lose 2 gens before you get 1 hook. Losing 2 gens is anything but unwinnable but it makes the rest of the match much more stressful

    It's more common for at least 2 survivors to spawn in the same tile than what you just said happens. I know, I've seen it. I've also seen LP users pass me over when I am running to a more central gen to go to the people 2/3-manning a gen.

    Plus survivors don't spawn on opposite ends, the usually spawn on the same side, so if everyone does a gen they probably just gave you the easiest 3-gen.

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