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Kaitsja

Kaitsja

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  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506416#Comment_3506416

    Right, in 5 years of play I consistently get lucky with the 4K. Makes sense. And no, thanks, I will play however I want. You don’t dictate what I can do.

    I don't have a history of your games that I can just coveniently pull out of thin air to narrow down the possible reasons why you consistently 3-4k by tunneling. I also don't have any idea how long you've been playing the game for. I'm not omniscient.

    Like I said, by all means play how you want to. Not dictating what you can and can't do, but I'm also not going to refrain from pointing out that deriving your fun from ruining the experience for others just means that you don't find the game itself fun.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506425#Comment_3506425

    Whether the devs allow it or not in the rules is irrelevant to the definition of cheating. Whether devs allow it or not simply determines whether an action is punishable or not. I've already said this to the last 5 people. I understand that many people tend to use the word "cheating" incorrectly on average but that does not change its definition.

    And no, that definition is not solely contextual in the case of law.

    Screenshot_20230807-041042_Chrome.jpg

    Yes it is. Also, once again, neither the player base nor google defines the rules of the game. It is not a matter of whether or not it is "allowed", but a matter of definition. By definition, playing with friends and communicating with them is not only not cheating, nor unfair, but is officially endorsed by BHVR and falls within the confines of the rules of the game.

    If something doesn't break the established rules of the game, it isn't cheating. The definition of cheating requires context, and cannot be used in the broadest sense of the word. To cheat is to break an established set of rules. Rules which you agreed to abide by.

  • @miniwengsel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501488#Comment_3501488

    No I would say like min 90% of the WoO usesers dont try to lern anything, they can just see everything and only need to run to the loops. It takes the skill componant out of playing survivor. If you nerf WoO all users of this perk wouldnt last 15 seconds in chase.

    Windows doesn't make someone good at looping. Most pallets are quite visible. I have poor memory, and even after the 1500 hours I've accumulated playing dbd I still can't remember the location of every single pallet, structure and totem on the map.

    It also isn't the EZ Mode you make it out to be. Here's a scenario where a new player wouldn't understand how to use the information the perk is providing.

    Map is (probably) Shelter Woods. There's a pallet between two rocks, and adjacent to it is a L-T wall. So the setup would look something a little like this L T ÷

    Not exactly the best visual representation, but I'm on mobile so you'll have to use your imagination.

  • No. Absolutely not. Vote kicks are susceptible to abuse and would be unfair for the person being voted against.

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506139#Comment_3506139

    thats true , but some regions had no server nearby and you cant prevent those player from actual getting into the game.

    tell BHVR to actually implement server across more regions and them you can complain about high ping killers.

    because right now there is a lot of countries with baseline "100ms - 200 ms" on 2023 due to the lack of Dedicated Servers.

    As unfortunate as it is, those people just shouldn't play. They should, instead, actively push for a server to be added for their region.

  • I typically end up being hook neighbours with someone, that's how close hooks are to each other. If anything, I think we could extend the distance between hooks by about 4 meters.

    Hook deadzones should be fixed, but hooks breaking on sacrifice should stay. It's up to you as killer to manage your hooks.

  • @Seraphor said:

    Why is every suggested MFT nerf something that completely obliterates the perk?

    Do you want Sprint Burst and Lithe to be the only Exhaustion perks you ever see?

    1. Make MFT a true Exhaustion perk. While injured you're exhausted, so you can no longer combo MFT into another Exhaustion perk.
    2. Make MFT only trigger during chase. So that you can't gain distance with it before you trigger a chase and you will shave off a little distance from pre-running. This also gives killers a work around besides Bloodlust, drop chase. This predominantly helps stealth killers who are all M1 killers.
    3. Drop the value from 3% down to 2% haste. Instead of extending any given chase by 20%, you'll extend it by 13%, far more manageable but still useful in the hands of a skilled looper. (while you're at it, buff Dark Theory to 3% in return)

    Any two of these would be a fair nerf, while still maintaining MFT as a new meta perk. All three might be a bit too much.

    Dark Theory could be 5% haste and people still wouldn't use it. I don't know why anyone thinks buffing Dark Theory would result in people running it.

    The 2% haste isn't what makes it bad, it's that you have to find a totem (Time spent not on a gen), take the time to set up a boon (Time spent not on a gen), then to get any value from it you have to be chased within the boon's radius, and as the match progresses you either have to continually lead the killer back to the zone or move the boon.

    That's a lot of effort that could be better spent working on a generator.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506152#Comment_3506152

    Unfair: not based on or behaving according to the principles of equality and justice

    Google definition. I guess the case is still open.

    That's a contextual definiton relating to law.

  • @FreddyVoorhees said:

    It is obvious cheating . Did devs give killers something to balance this ? Or should killers be able to use external apps as well to counter this ? Its absolutely fair.

    Devs may not know if swf is using chat but nevertheless there should be something to counter this for killers. Some basekit buff that depends on how many players are grouped regardless if they use chat or not. If swf group is not using chat (very rare) they should be fine with killer buffs as nobody is stopping them to use the voice chat in the first place. I mean imagine being carried by the killer and you shout to a person on the other side of the map , the killer will obviously hear you.

    Either buffs against groups or at least disclose what external apps killers are allowed to use too.

    It isn't cheating. That's the official stance from bhvr. Buffs against groups wouldn't work, as those buffs would have to be limited to informational perks only.

    @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505847#Comment_3505847

    Cheating: act dishonestly or unfairly in order to gain an advantage, especially in a game or examination.

    The game is not balanced around SWF, so it is in fact an unfair advantage.

    You can keep repeating how they allow SWF but that is irrelevant. Whether or not something is allowed is not part of the definition.

    The game not being balanced around SWF does not make playing and communicating with friends cheating, nor does it make it an unfair advantage.

    @Blueberry said:

    Most people will not call it cheating because the devs allow it, however, whether they allow it or not has zero to do with what the actual definition of cheating is.

    Cheating is defined as simply an unfair advantage.

    So, is the game balanced around swf? The answer is no.

    So if it is an advantage that the game is not balanced around, then it is in fact an unfair advantage.

    IE, it would be considered cheating by definition. It's just "cheating" that you won't be banned or anything for since it's allowed.

    I'm not arguing that we should do away with SWF or anything, just simply pointing out that by definition it would be considered cheating.

    BHVR makes and decides the rules, not the player base. The game was developed with SWF in mind, and it is expected that those players will use external applications to communicate with each other. Thus it is not cheating.

  • There's really no definitive answer to that. Maybe the survivors aren't that good. Maybe it's just rng in your favor each time. Maybe it's just a bunch of uncoordinated solos instead of a 4-man swf.

    By all means, play how you want to, but if the only way you have fun is by ruining the game for others, move on to a different game.

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506025#Comment_3506025

    If it's not always the most effective strategy, then how did Momo7 achieve 1000 winstreak by tunneling out the first person he finds every single match?

    If you are not too great at chase or face players far stronger than you, then tunneling can be ineffective and make you lose. But you would have likely lost these matches regardless.

    If you are really good at 1v1 and can end chases very quickly against any player, then tunneling is the best strategy that skyrockets your chances to win. The goal is to get better at that 1v1 and tunneling helps with learning that.

    You're really worshipping a guy who goes out of their way to play the game in the most boring way possible. Tunneling isn't always the most effective strategy. Sometimes the survivors are simply better. Sometimes you get genrushed. Sometimes you get bad map RNG.

    As for how Momo got his 1000 winstreak by tunneling out the first survivor he finds, I wouldn't know since I don't really care all that much about streamers.

  • @woundcowboy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505067#Comment_3505067

    Another huge post that says absolutely nothing. As someone who rarely loses with Nurse, I can tell you that tunneling is a high level strategy, especially if you aren’t playing Nurse. The best scenario for killer early on is getting a fast down and hooking a survivor near a few gens. You then defend that area for the rest of the game and get someone out of the match as soon as possible.

    A huge post that talks about how tunneling isn't always the most effective strategy, and that more often than not, just playing naturally nets you more kills consistently than tunneling does.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505364#Comment_3505364

    This is my problem with the Perk. It helps survivors that are good exponentially more and kicks killers that need help in the stomach.

    You do know they could accomplish the same thing with SB, right? MfT is inferior to exhaustion perks, but is a great alternative for people who don't want to have to run an exhaustion perk.

    Good survivors who are already good at looping make a joke out of weaker killers anyway. What we really need is for those weaker killers to be revisited. Trapper, Doc, Myers, Pig, and any other weaker killer you can think of all have outdated designs and should be revisited at some point to be brought up to the level of Wesker.

    I'd consider Wesker to be weaker than Blight and Nurse.

    @WaveyTrey said:

    The fact there was a whole argument about how busted Dark Theory would be if it was higher than 2%... MFT is a constant 3%. Where are the whistle blowers? Enjoying MFT… Haha.

    What I started doing? Play Knight and Skull Merchant. If players are abusing a busted Haste perk to win then just stop chasing them. Tunnel, Camp, and use killers that shut them down. You don’t get to play because you want to play with toxicity. Skull Merchant. Insta-DC. I love it. I might main her now.

    I’ve been running Blood Favor, Crowd Control, Pentimento, and Thrill on all my M1 killers. Surprised to say this works. Shut down their resources to get downs early. They take almost 30 seconds to cleanse. If they don’t cleanse Thrill relight the totems to keep Thrill strong. If they cleanse Thrill relight them mid game.

    Dark Theory could be 5% and people still wouldn't run it. Boons in general aren't great, with the exception of pre-nerf CoH. It takes time to set them up, and then if you want to take advantage of them you need to be in their radius. This means you have to move the boon around as the match progresses. Especially if it's a big map like Mother's Dwelling.

    People aren't abusing a busted haste perk to win. I remember the days when it was Sprint Burst meta, but at no point did I consider it "busted" or that the survivors were abusing it to win. Using a perk isn't toxic. People don't want to play against Skull Merchant because it makes for boring games.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505165#Comment_3505165

    Well ghosty is not that much about the chase when injured and can Mindgame with no terror radius.

    Plague can use the red vomit which destroys survivors on a regular basis.

    Made for this becomes a problem for m1 oriented killers against good survivors that understand pathing and structures.

    Killers like Pig, Myers, Trapper, Wraith, Freddy, Doc, clown (to some extend) and ghosty (when survivor is injured and the structure let's the survivor see Ghostface) come to mind.

    I'm used to basically not having a power as Ghostie, so instead I just run Endurance + Spirit Fury. You'd be amazed at how many times it gets survivors.

    Plague is another killer where I basically have no power thanks to survivors not cleansing. My go-to strategy the 3-gen, except that I don't try to create a 3-gen. It just kind of happens naturally, weirdly enough.

    I did the same thing with pre-rework Sadako. Made for This is only good in the hands of survivors who are already good and would otherwise loop you for a long while.

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505067#Comment_3505067

    Literally false. I play at max MMR (which is isn't hard to reach as killer), and every time I tunnel, my chances of winning increase by a lot. It is acknowleded by everyone, even the best players, that tunneling is the most efficient strategy. I track my matches and see that when I hard tunnel at 5 gens, my chances of winning or getting more kills increase dramatically.

    1 less survivor means 1 less person repairing gens, 1 less person to open the exit gates, 1 less person bodyblocking or pallet/flashlight saving, 1 less person for hook rescues, 1 less to keep track of.

    Momo7, the best Blight player in the world, achieved 1000 winsteak by hard tunneling 1 guy out every single match to turn it into a 3v1 as soon as possible. Does that mean that Momo is a weak player, since he has to resort to tunneling?

    Anyone who says that tunneling is a bad strategy is simply on good-boy copium. If it was, nobody would be doing it and nobody would be complaining about it.

    It's not false, but if you're already max MMR then I suppose it doesn't really matter.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505093#Comment_3505093

    No it isn’t. His main power is to prevent actions, such as window vaults and pallets drops.

    Static Blast is the only tracking aspect of his kit and it has a 60 second cool down. And even then it’s often used to pressure people off gens.

    He does have a chase power, but MfT makes it near useless because his movement speed is reduced while he charges his shock. This normally isn’t an issue, but with MfT you can’t catch up because the 3% makes it take longer to catch up that by the time he is in range the effects of his shock have worn off and they can perform actions again.

    Doctor is without a doubt the killer hurt by Made for This the most. Maybe saying his power is non-existent was bit extreme, but he is definitely weaker with MfT in the game.

    Static Blast can hit multiple survivors, and yes his power can be used in chase to prevent survivors from dropping a pallet or vaulting, but that doesn't mean that's the primary function of his power. What does shocking survivors do? Inflict Madness. What does Madness do? Mostly nothing. It lets you track survivors with the right add-ons.

    I agree that MfT harms Doc, but then it's not like there aren't other perks that can effectively do the same thing. A lot of Doc players I see find a survivor, and just shock them constantly like it's going to do something. Maybe all killers should have an add-on that inflicts exhausted. Then it'd simply be a matter of giving up an add-on slot.

    Personally, I've had no issues against MfT as Plague or Ghostface.

  • Keep the exhaustion penalty, but buff it to 90%.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505038#Comment_3505038

    The problem is that Doctor can’t really do that. Yes he can pressure the gens, but you won’t be getting any downs unless the survivors screw up big. Other killers can make use of the survivors mistake and get a stealth down or catch up and quickly down them, but Doc can’t. If you play like this as Doctor you have virtually no power because you waste too much time shocking people with MfT.

    This play style is good, but Doctor is just too handicapped to make it work. The OP wants to play Doctor but they can’t because MfT makes Doc’s power non-existent. That’s the problem, that a killer is so hard-countered by a perk that they are better off not even using it.

    MfT doesn't make Doc's power non-existent. The primary purpose of it is to track survivors. It would have to be a chase power in order for MfT to make it non-existent.

  • @BillToLast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504605#Comment_3504605

    It's most efficient strategy that significantly increases the chance to win, simple as that.

    Yes, it's the most effective strategy for winning but that only applies to mid and low MMR. At high MMR, survivors play around this and will loop you for days while your gens go brrr.

    A lot of people talk about how gens fly, so they need to tunnel but they never stop to consider what they're doing wrong. Remember, the survivors ultimate goal is to repair the generators. If you aren't defending your generators because you think a down is more valuable, you're playing the game wrong (At least in mid MMR anyway).

    At low MMR, survivors will hide when they hear a terror radius. More competent survivors will see that you're busy chasing someone else and work on a generator that's only 12m away from your location. Tunneling won't make you better at the game. Against competent survivors, you'll find that you can lose two - three gens in the first chase, which means they looped you for over a minute.

    Remember, it takes 90 seconds solo to repair a generator. Around 50 for two survivors. With a 2 - 1 Split, that's a total of 140 seconds. If the pair then moves onto another generator, they'll likely get halfway through that third generator by time you down them. At best, you walk away with 1 kill and three escapes.

    Tunneling simply isn't fun because the game is balanced around survivors having three hook states and two health states. Tunneling sucks the fun out of the match for one person, and honestly, if that's how you want to play then you really should just move on to a different game instead of deriving your fun from ruining the experience for others. At the end of the day, you're playing against actual people and not bots.

  • The Mummy.

    It'd be a great chapter with Brendan Fraser voicing Rick O'Connel, and we could have Imhotep as the killer with a desert themed map with cats instead of crows.

  • @Killing_Time said:

    So I'm a doctor player at heart but I've been getting blitzed by MFT swf teams. How do you beat this app? I watched Herman (the best doctor player) get destroyed left and right also. It seems like I'm useless at a loop using an m1 killer

    While watching a player who's regarded as the best at a specific killer can help with your gameplay by teaching you techniques, it's worth bearing in mind that they might be in a completely different skill bracket to you.

    That being said, you want to know how to beat players running MfT? It's not great on long stretches where there's no resources. Focus on gen defense and getting downs will come naturally. The more pressure you apply, the more survivors will begin to make mistakes and exhaust their available resources.

    Chases are important, but don't forget that the survivors ultimate goal is to repair the generators to power the gates and escape. You want to focus on preventing that. Don't worry too much about your first two gens. There are 7 generators total in a match. If you try to defend all 7, you'll spread yourself too thin.

  • I like Otz, and I like his content. But I take his opinions with a grain of salt. I like Tru3 and his content, but I take his opinions with a grain of salt. Just because somebody is good at the game, doesn't necessarily mean they know what's best for the game.

    Maps are gradually being worked on to be fairer towards both sides, which is great since maps are one of the biggest contributers towards the game being x-sided.

    Overall, the game doesn't favor either side. At low MMR, it favors the killer. At mid MMR, it comes down to whichever side is more skilled. At high MMR, it favors survivors. If the game were to be balanced around high MMR, lesser skilled players would be expected to play perfectly in order to get a win and would likely lose more than they win.

  • Ghostface and Plague. I very rarely play Killer, however.

  • @Meepy13 said:

    Make it 2 mins always or something, having someone you can't pick up because they'll wiggle out slowly crawl towards the exit gate over the course of 3.5 minutes feels awful

    Just take the L. Either you were outplayed, or you made an error with your hooks. In either instance, the survivor deserves the escape.

  • @Exxodus21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502133#Comment_3502133

    What started this whole discussion is the fact the devs said the reason they slow down the timer when a survivor is downed or hooked is to help them get last minutes saves and escapes. My point is there shouldn't be a mechanic to help one side or the other, even if that means reworking the EGC entirely.

    The timer is slowed when someone is either hooked or downed to encourage survivors to get last minute saves and escapes, rather than just leaving them behind. Again, I remind you that EGC exists only as a means to prevent the game from being held hostage. Nothing more, nothing less.

    There's nothing wrong with the way the EGC timer currently works. People using plot twist to slow the timer down is odd considering you can just 99 the gates and not have to deal with the timer to begin with.

  • Scott Jund made a video explaining how he thinks the Haste effect is fine, but the Endurance isn't. I recall Otz saying the perk is very strong, but not overpowered. Haste stacking is a problem, and the endurance while using MFT is a problem. Remove both, and the perk could be considered to be in a good spot balance-wise.

  • @Akumakaji said:

    This perk is giving me throwbacks to pre 6.1, where one single over-tuned perk ruined game after game after game. Most loops are already save enough and require you to mindlessly play ring around the rosy, but with MFT you literally die a bit inside with each and every loop and you can do nothing: if you bloodlust, you get a pallet to the face and they zoom off, if you respect the pallet, they can greed the loop ad infinitum and if you break off chase, you don't even get to remove the pallet and its stays up for more "fun and engaging rings around the rosy". How fun.

    Which makes maps the problem. Something they are addressing. Have you not seen the changes to Coldwind?

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501913#Comment_3501913

    As if survivors being able to control when EGC starts not enough of a survivor sided EGC mechanic already.

    Teammate on hook before when the last gen pops? time to 99 the gate so we get an insta gate open and no EGC pressure!

    Your post history tells me you're one of the most Survivor biased person on this forum, if you're unable to see balance for what it is, dont be giving your biased opinion.

    It's really not survivor-sided. EGC only exists to prevent the game from being held hostage. It is not there as a means for survivors to get last-minute saves, nor for the killer to get last-minute kills. Without it, survivors would just open the gates.

    Remember that prior to EGC, the only reason to 99 the gates was Blood Warden.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501189#Comment_3501189

    yes right because 2 to 4 minutes aren-t enough to save someone + you don't have to deal with dying literally on the edge of the gate cuz 99 while being chased by the killer

    open the gates

    Not always, no. Sometimes it costs somebody else a hook state in order to rescue someone during the endgame. Sometimes it takes multiple trades. Having the gates opened can result in somebody getting left behind in the endgame, which never feels good.

    I believe I've sufficiently made my case in regards to 99ing the gates.

  • Does anybody actually enjoy playing against 3-gen Skull Merchant? It's not engaging. It's not fun. It's just a boring stalemate where neither side gets anything done. I'd much rather see SM's power shifted away from defending generators to being better in chase.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501189#Comment_3501189

    So does slugging for the 4k. It allows the killer to look for the last survivor.

    Denying the opponent an advantageous gamestate by not finishing a certain action seems to be fine for survivors (not opening gate to delay egc) while its bad when killers do it ( not hooking to delay hatch).

    Love this community bias.

    Slugging for the 4k isn't really a strategic play. The odds of the survivor finding the hatch before either you find them or you find the hatch first are actually fairly slim.

    This is in contrast to 99ing the gates which actually does hold strategic value. To go back for a rescue is risky because the killer doesn't have any gens to protect. They only need to defend their hook. Any sort of hesitation is more than likely to result in either another hooked survivor or a trade. Games that were a sure-win can just as easily turn into a win for the killer if the survivors play it wrong.

  • @egg_ said:

    It's fine like this. It's time for survivors to start opening gates instead of 99ing them

    99ing the gates holds strategic value, as it allows survivors to get rescues without the added pressure of a timer.

  • @Gorgonia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497990#Comment_3497990

    You are sending me to a new perk with an auditory warning…

    Which, as I pointed out, you'd be looking to keep your eye on the icon to see if it goes on cooldown instead of listening for the auditory warning.

    @Gorgonia said:

    SC as it was helped us get awareness that we couldn’t get by other means because we can’t hear. I can’t hear the wraith’s bell, if it’s on my right side for example. And I can look around, yes, and I do, but it is always too late. So I can’t play against stealth killers now, I died too fast because I feel like in a void.

    I sympathise with you, but SC working through walls needs to stay gone. For you, it's an accessibility tool, but the same cannot be said for everyone.

  • I don't see it being F13, it feels like it's far too soon. I don't like the idea of Alien, just doesn't feel like it fits dbd, but then again who knows? Guess we'll just have to wait and see. Better not be FNAF though.

  • Wouldn't mind having Brendan Fraser in the game. Would love to see a "The Mummy" chapter.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497386#Comment_3497386

    I remember that. But Spine Chill was the only counter for stealth killers. There’s really no counter now, and saying ‘just listen for his cloak bro’ (or some other faint killer-reliant audio cue) doesn’t work because there are ambient noises that overshadow it. Like a generator being repaired. And tbf the only stealth killer that you can consistently catch by looking around is Myers. By the time you’ve seen the others they’re usually in striking range.

    It wasn't the only counter. Premonition is a general survivor perk and functions like SC but instead of just sitting on a gen watching the SC icon, you have to pan your camera.

    Is it perfect? Hardly. But what's the point of not having a terror radius if survivors just SB away when you're within 32m and getting closer? We have like 3 actual stealth killers, and they have zero chase power. If people want the previous iteration of SC back, then stealth killers need to have chase power instead of being relegated to M1 Killers.

  • Yeah, definitely provided it were a toggle in the settings rather than a separate game mode altogether.

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495599#Comment_3495599

    'Hard Counter' is debatable, most stealth killers suffer more on their own powers than what Spine chill can possibly do.

    Even then with previous Spine Chill you could gain a couple seconds to let go of a gen or a heal AT BEST, and when you consider that it only works with like 3-4 killers it was hardly worth the perk slot.

    Now the value you are getting for this perk is info you can get by opening your eyes and looking at your surroundings.

    The previous iteration of spine chill alerted you if the killer was within 32m, regardless of whether or not they were looking at you, and was accurate down to the meter. Before that, the killer only had to be looking in your general direction for it to light up regardless of whether or not they could actually see you.

    This was a huge counter to stealth killers. We don't need to go back to that, especially not with all the information we have now. Nobody's in chase, but Spine Chill is telling you the killer is within 32m and getting closer? Hide or Sprint Burst away before the killer can reach the gen.

  • @Gorgonia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497382#Comment_3497382

    How can I hear Ghostface’s cloak if I’m deaf? Enlighten me

    @Gorgonia said:

    I just tried to play a game and I use SC because my right ear can barely hear and the heart is not reliable. Now I find SC doesn’t work at all, not even when the killer is looking at you.

    way to kill the game again for some of us

    SC is likely bugged right now if the perk isn't notifying you when the killer is looking directly at you.

    It's simply not healthy for a single perk to hard counter an entire category of killers, and SC did exactly that. The visual heartbeat is plenty accurate. Bigger size and intensity means closer, smaller size and intensity means further.

    As for the issue of not being able to hear his cloak because you're hearing impaired, see below. In your case, you'd watch for it to go on cooldown.

    Premonition

    You have the undeniable capability to sense danger.

    • Receive an auditory warning upon looking in the Killer's direction within a 45 ° cone within 36 metres.

    Premonition has a cool-down of 60/45/30 seconds each time it activates.

  • Do you just not understand how metas work? There will always be a killer meta, just as there will always be a survivor meta.

    On the subject of high-very high skilled players, the game is not balanced around those players. The majority of changes made for this game are aimed at the lower end of the skill scale.

    @Chadku said:

    MFT needs a maximum duration and a way to regain charges.

    For ex. 15s of running at 103% speeds and by standing still you regain 0.5s back to it.

    That's just a worse version of Overcome.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496175#Comment_3496175

    Tbf people view survivor & killer perks differently in this game. Killer perks are meant to enhance a killer’s gaming experience and give them an edge in trials. Survivor perks exist to create goofy effects that shouldn’t really tilt the match. If they do, it should be in a way that handicaps survivors. That’s why you see so many threads where people ask for survivor perks to be weakened but say killer perks should be buffed. Or threads where people try to convince survivors to run poor quality perks (like Boons). It’s also why that person you’re responding to basically said SC should only work when you can see the killer and the killer can see you, even though you’d be better off running an aura-reading perk.

    I started out as a killer main. I currently main survivor. I remember quite well how it was all but impossible to sneak up on survivors as Ghostface due to Spine Chill. Combine that with Sprint Burst, and the killer finds that the survivor(s) on that gen are long gone.

    Throw on Resilience, and now you've got vault speed build. You know what the counterplay was? Don't look at the survivor during chase. Approach gens without looking at the generator. That's not sufficient counterplay for a perk that merely requires the killer be looking in your general direction.

  • @Hex_this said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496126#Comment_3496126

    Forgive me if I'm wrong here but isn't the point of a balanced game where things can be countered on both sides so there's a balance? If the only counter to stealth killers is one perk then isn't that fine?

    Perks are there to counter things and work in your favour and to be honest as a Ghostface main I've never had problems with survs running SC though that might be just my own experience.

    Like yeah the nerf happened and I'm getting used to it now but isn't the point of perks to counter something?

    You're not wrong that the point of a balanced game is for things to have counters, but the counterplay to Spine Chill was to awkwardly crab walk to generators so as to avoid alerting the survivors to your approach, and to avoid looking at the survivor you're chasing.

    There are counters to stealth killers. One of which is a perk called Premonition. Other counters come down to being observant. With Ghostface, you can hear the sound of his cloak flapping about when he's close enough. Myers, you can hear his breathing. Pig, you can hear the rustling of grass.

    Stealth Killers are very much lacking in power if they can't use their stealth. They're basically just an M1 killer with no power at that point. SC was way too strong, and too much of a hard counter against stealth killers, and M1 killers in general.

  • Spine Chill has ended up exactly where it should be. We have an accessibility tool that serves the same purpose for the hearing impaired, which means Spine Chill no longer needs to hard counter stealth killers.

    The perk is probably bugged right now, but there really isn't any reason it should notify you when the killer doesn't have LoS on you but is looking in your direction. This just hurts Myers, Ghostface and Pig since you can just sprint burst away.

  • I think right now Sadako is strong, but fairly balanced due to the counterplay surrounding the condemned playstyle.

  • I have terrible memory, and cannot do without Windows of Opportunity.

  • As a Kate main, the clown cosplay is a "No" from me. The others are cool I guess. Especially that Yun-Jin one.

  • Killers:

    The main problem with killers is that they don't have time, which means they constantly have to rush and resort to uninteresting tactics like camping and tunneling, since camping and tunneling were nerfed in the in the previous thread in this one, we'll be looking into encouraging some tactics and reducing the haste of generators

    This simply isn't true. Even averaging 30 second chases, start to finish, 7 seconds to hook a survivor, that still leaves a good 15 seconds to push survivors off a gen and that's assuming you have no regression perks.

    Basekit Corrupt: All Generators are blocked at the start of the trial for 30 seconds. Deactivates when a survivor is put in the dying state.


    Hooks: Upon hooking a survivor, gain a 10% haste effect for 5 seconds and see the aura of a survivor further than 50m away from the hook.

    Again, no. The first is too long. I'd accept 15 seconds basekit corrupt. The second is too powerful. 10% haste for hooking a survivor is a massive buff to killers who really don't need it.

    Hit and Run:

    A survivor injured by a standard attack will receive a 15% penalty to action speeds

    A survivor injured by a special attack will receive a 5% penalty to action speeds.

    This does nothing to combat tunneling and just needlessly punishes survivors while giving the killer a major legup. It also does nothing for the hit and run playstyle.

    Genrush nerfs:

    Toolboxes and toolbox addons have 50% less repair speed and 25% fewer charges.


    Perks that increase repair speed are 50% less effective.


    Built to Last doesn't work on repair kit and toolbox


    Deja Vu: No longer grants a repair speed bonus, all survivors see the auras of the last four generators.


    Number of generators increased from 7 to 8.

    I'm not sure you understand how big those nerfs are. What survivors get in return doesn't make up for this.

    I'm too tired to keep pointing out the flaws so I'm gonna leave it at that. TL;DR: Killers need to spend more time polishing their basic skills instead of prioritising chases and downs over defending their generators.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488753#Comment_3488753

    I mean it would be nice of them to mention which killers they are trying to biff, but let's not forget that those are also basekit buffs for Nurses and Blights, which is insane.

    And everytime people wanna buff killers they always mean M1 killers, but forget all the in between ones who may not have much trouble of have other ways to slow down the game through their power.

    I've seen their other thread and this is almost nothing but basekit buffs for killers with significant nerfs for survivors.

  • ITT: How to make survivors stop playing the game altogether.

    Killers don't have a lack of time. Even averaging 30 second chases, start to finish, 7 seconds to hook a survivor, that still leaves a good 15 seconds to push survivors off a gen and that's assuming you have no regression perks.

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