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Kaitsja

Kaitsja

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  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592031#Comment_3592031

    I agree. We already have the stick (Borrowed Time and anti-tunnel perks), but there's no carrot.

    There's literally no reward that could be given to a killer that is both balanced and equal to the pressure created by removing one survivor from the match.

    4 Survivors. One in chase, three on gens. Hook one, now you have two on gens, one going for the save.

    3 Survivors. One in chase, two on gens. Hook one, now you have one on a gen, one going for the save.

    It takes 90 seconds to complete a gen solo, compared to the roughly 53 seconds it takes two people. By removing one survivor from the equation, you have permanent slowdown.

  • @Malkhrim said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592225#Comment_3592225

    4.85% is still better usage rate than many other survivor perks. It's a perk that require's skill to have some value now, contrary to before, when it was a free escape from killer ticket. On high-skill play, it's still a meta perk. It doesn't need a buff.

    "Don't tunnel and you won't have a problem with them" is not true, and that has been said time and time again, for years. As I already said in my previous comment, both DS and OTR can be weaponized. Skilled survivors know ways of using it to bodyblock for teammates, take protection hits, make the killer target them or even induce a grab. If DS was buffed, this kind of uses for the perk combo would get buffed too.

    And while you can't always pick where you get downed, you should always be looking to be near pallets or windows, skilled survivors can do that consistently and even make sure they go down under a pallet with some frequency. If you got downed in a dead zone, that's on you. You shouldn't be there in first place.

    The only way DS can be weaponised is if you're dumb enough to fall for the most obvious bait in the world. This isn't like old ds where the survivor could freely work on a gen or go for a save right in your face. It's disabled by conspicuous actions.

    OTR can be weaponised, sure, but that's two survivors not on gens. That's literally free pressure. If a survivor wants to waste their endurance to body block instead of helping their team do gens, more the fool them.

    Also, the statistics don't support your claim that DS is meta. Windows has a 33.67% usage rate, followed by Adrenaline at 26.06%, Resilience at 19.88%, and Lithe at 17.79%. That's just the top 4. DS doesn't even make top 10.

    You forget that the game does not revolve around high skill play, so it really doesn't matter if the best players can do something consistently if the rest of the player base can't. It doesn't need to be a more skillful interaction when it's an anti-tunnel perk. It literally only gets value if you're being tunneled.

  • @MikaelaWantsYourBoon said:

    The Thing.

    People are saying he would not work because of SWFs.

    But people said Pinhead and Sadako would not work too since they both don't use any weapons.

    People also said Chucky would not work too but here we are.

    So i want to get the Thing. He would bring pretty unique and fun power.

    This.

    Also, I want The Mummy as a chapter. Complete with Brendan Fraser as Rick O'Connell, Rachel Weisz as Evie, and Arnold Vosloo as High Priest Imhotep.

    Idk what their perks could be, but I think the chapter would be hugely successful.

  • Are we seriously back to complaining about gen tapping? The answer is no.

  • I generally always let the last person go. If someone seemed particularly fresh or bad at the game, I'll let them go.

    I don't tunnel, so I always let the unhooked survivor heal up. If they hop on a gen or try to blind me, then I hook them again. I hold a mean 3-gen as Ghostface, so whoever's still alive when that final gen pops gets to go free.

  • @bornagain234 said:

    The problem is how out of control 4 survivors can be, especially good ones. Look at why killers do it and fix that, instead of all these basekit skills.

    Go try get 12 hooks at high mmr.

    You can fix it technically by making DS have a 30 second stun.

    The reasons are myriad and varied. Some will chalk it up to efficiency, others will make excuses by saying gens go too fast.

    There is no singular reason why killers tunnel. To fix all of the reasons why they tunnel would make the game significantly worse. Gens go too fast? Slap those bad boys up to 120 seconds. Maps too big for killers without mobility? Shrink 'em. Loops are too strong? Make them weaker.

    With just those 3 changes, killer gameplay is improved. Easy 4ks every round, but I guarantee you killers would still tunnel.

    Survivors would have to play perfectly in order to escape, while even a baby killer could get a 4k with the minimum amount of effort.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592131#Comment_3592131

    Throw in that the only Boon perk worth anything was thoroughly removed from the game and healing was severely weakened. Survivors literally have no reason to prioritize anything other than gens. Gens aren’t faster; survivors just aren’t ******* around with nonessential gameplay elements anymore.

    This is something that merits discussion, actually. Something the player base, in general, seems to forget is that there are consequences to changes.

    Self-care was nerfed before CoH got nuked from orbit, and then medkits got nerfed too. Boons didn't really work out as a concept since they were either too powerful (CoH) or too niche (Dark Theory).

    There really is absolutely no reason anymore for Survivors to do anything other than gens, and it's as a result of those changes.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592048#Comment_3592048

    Although id argue having other stipulations to deactivate a hex perk because "they are already winning" goes against the whole point of hexs as a whole. They can be cleansed thats the counterplay which deactivates them permaently.

    I think we could have a middle ground where perks like Ruin lose power as survivors get eliminated. For example, with 4 Survivors it would be 200%, 3 survivors 150%, 2 survivors 100% and then it deactivates when there's only one survivor left since you've basically won at that point.

  • @pale_hispanic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397836/do-you-think-with-the-raise-of-tunneling-do-you-think-they-should-put-ds-back-to-its-original-state

    Buff it to 4 second stun at first, then to 5 if that proves to be too useless. Also maybe they can increase the duration to 80 seconds like OTR, but that might mean stacking them would be too much.

    Remember that both OTR and DS deactivate if the survivor performs a conspicuous action. So if a survivor wants to preserve their endurance and DS, they can't do a gen.

    That's one survivor not doing gens. That's a massive W for the killer. They chase someone else, now that's two people not doing gens.

  • @Malkhrim said:

    NO. Never, ever. DS was the most problematic perk in the game for years. It's actually in a good spot now. 5 seconds gave enough time for the survivors to get so much distance it was pretty much a free escape away from the killer, even at dead zones. Now all you have to do is make sure you're near a pallet or window when you go down. You are not supposed to be in a dead zone to begin with.

    Skilled survivors get value out of DS all the time, and have ways to weaponize it, to pretty much force or at least induce the killer to take the stun. Buffing it would also buff this kind of uses of it, which was already quite strong in the past, and today it would be used ON TOP OF OFF THE RECORD, so it would be even stronger. There's no need for that. DS+OTR as it is now can already waste a lot of time from a tunneling killer.

    By the way, anti-tunneling DS wasn't its "original state". The actual original DS was even more broken and problematic, triggering every time the player got picked up before it was used, no need to get hooked first.

    DS is not in a good spot currently, considering that it has a 4.85% usage rate according to Nightlight. So I wouldn't say that "skilled survivors get value out of DS all the time."

    Also, I don't know why you talk about DS synergising with OTR like that's a bad thing. They're anti-tunnel perks. Don't tunnel and you won't have a problem with them.

    DS needs to go back to 5 seconds. You don't pick where you get downed. Sometimes you'll be at a pallet or a window, and sometimes you won't. There was no need to reduce the stun duration.

  • @I_Cant_Loop said:

    I play each side about 50/50 and I know how much it sucks to get tunneled. I also know how difficult it is to get even one kill without tunneling against efficient, coordinated teams. so I understand why killers do it. Even 2-man SWF or good solo q teams can coordinate pretty effectively with the HUD info that survivors get now. Survivors have already gotten basekit tools to make tunneling much more difficult. Some players won't be happy unless they escape 95% of their matches and the killer has to get 12 hooks for a win. The devs are smart enough to understand that making these players happy means no more killer players.

    I think tunneling still needs to be addressed, but further basekit changes aren't the way to go. I think buffing DS in exchange for buffing some of the regression perks would go a long way to reducing the likelihood that a survivor will be tunneled for efficiency's sake.

  • @Gastongard said:

    Its still useful, its not OP as it was in the past, but its useful. Why all the perks need to be OP in order to work? Have you seen DH? you need to time that perfectly in order to make it work, most of the time its just a missed slot. We need to stop complaining about this somehow balanced perks and start asking for buffs for the other 80%~ perks slots which now are mostly useless and no one seems to use, both for survis and killers. We have like 250 perks and everyone runs the same 10-15, because how useless the other rest are.

    Sure, it's useful in the sense that it can get value against really bad survivors but the same can be said about pretty much any perk.

    Hex perks, in particular, need to be strong to be worth the perk slot. To start with, they can be removed from play within the first 20 seconds of the match. If they aren't strong, then survivors are likely to ignore the hex for the majority of the game. This is the case with Third Seal.

    Even when Hex perks are strong, as is the case with Devour, you still run the risk of not getting value out of the perk because it was cleansed in the first minute of the match.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592031#Comment_3592031

    it will. When better option appears, it replaces older worse option, even if the latter doesnt change at all. If dev give something that grants same amount of advantage as tunneling, without disrupting other people gameplay (and main problem of tunneling doesnt that it gives too much advantage to killer, but that it gives extremely negative experience to tunelled person, especially if he is lower skill then the killer), most people will use it.

    It won't. Tunneling makes the game easier. It may not be fun for the person on the receiving end, but it is the most efficient way to play the game.

    The only way to have killers not tunnel via a reward system would be to have something that is equal to the value of permanent slowdown. There is no possible reward that could be equal to that value while also being balanced.

    If you reward the killer for not tunneling with generator slowdown, survivors will quit en masse. But if you punish the killer for tunneling with faster gen progression, killers will quit en masse.

  • @Gastongard said:

    Its still useful, its not OP as it was in the past, but its useful. Why all the perks need to be OP in order to work? Have you seen DH? you need to time that perfectly in order to make it work, most of the time its just a missed slot. We need to stop complaining about this somehow balanced perks and start asking for buffs for the other 80%~ perks slots which now are mostly useless and no one seems to use, both for survis and killers. We have like 250 perks and everyone runs the same 10-15, because how useless the other rest are.

    It's inevitable that there will be more than a few situational or niche perks. We can't simply buff all the other perks, since that leads to power creep.

    We should be looking at things objectively. For example, did Decisive Strike need the extra nerf that reduced the stun duration from 5s to 3s? No.

    Did Ruin need to have its regression speed halved in addition to deactivating when the first survivor is killed? No.

    These changes were excessive, and senseless. These perks were fine and didn't need further nerfs. As a Hex perk, Ruin is totally worthless. Survivors can ignore it, and if you eliminate someone early then you've just wasted a perk slot.

  • @Chomperka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591433#Comment_3591433

    no, that punishes killer for doing his objection. Like, if someone intentionally bites killer by constantly flashlighting, spamming loud actions, bodyblocking etc...? Killer hooks him-other survivors the bonuses and toxic person is the winning one. Amazing. You should reward killer for not tunneling, but punishing just means survivors will abuse it hard.

    Rewarding the killer for not tunneling isn't going to make them not tunnel. You need both the carrot and the stick. Without the stick, there's no reason to take the carrot.

  • Halving the regression speed was a senseless nerf.

  • @NerfedFreddy said:

    Solution is quite simple. Survivor off hook gets +5% haste effect for next 60s or until gen is touched by the survivor or other survivor is hooked. It will encourage killers go for different survivors instead of just waiting out and go for easy prey off hook.

    This is not the answer. Haste is extremely powerful, and as we've seen with MFT, needs to have equally strong downsides. It also only hurts M1 killers, but will do nothing to stop Billy, Huntress, Spirit, Nurse, Blight, Wesker, etc.

  • Buff DS back to 5s stun duration. DS lasts infinitely after being unhooked and can be used once per hook state but still deactivates upon performing a conspicious action, and deactivates when the gates are powered.

    Revert the CoB and Ruin nerfs to make kicking gens feel worthwhile again. Revert Pain Res to its original state, but survivors won't scream when the gen explodes and it only applies once per survivor. This prevents it from synergising with DMS and from being too oppressive as the match progresses.

    This gives killers incentive to avoid tunneling, slows down gens, makes DS useful again, makes gen regression perks useful again, and overall is healthier for the game.

    If Ruin becomes too oppressive, it can have its effect weaken as the trial progresses rather than outright disabling it when a survivor dies. Hex perks should be strong. If they aren't strong, like Third Seal, good survivors will simply ignore the Hex and just remain glued to gens.

  • @UndeddJester said:

    Anyone else suffering from Schrodinger's Decisive Strike? Simultaneously a perk and not a perk at the same time? When you take it, you don't get tunneled, whenever you don't take it, the Killer comes for you specifically like you owe him money...

    I just had 2 games back to back, where I saw on my HUD the Killer found and ran past 3 of my teammates, got the wiggles and everything... and kept dropping chase until he found me...

    I dunno who's cereal I spat in, but I actually managed to loop them both times through 2-3 gens, but it didn't matter, they we all over me like a Fat Cat on a pack of Dreamies. 🤣🤣🤣

    Yeah, this happens with Unbreakable too.

    Had a few games where killers slugged, brought UB for the next match, only to not be slugged. My disappointment was immeasurable, and my day was ruined.

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591778#Comment_3591778

    Ok....

    Gen regression is to slow... so rather then kick a Gen we chose to chase someone we see on matter Hook States (cause we can't see them)

    We have little way to increase that... giving how they nerfed Gen regression perks

    Also Survivors hated the Gen Kick Meta... but look at what we have now

    IIRC Eruption was a large contributor as to why Survivors hated the gen kick meta.

    I think they overdid it with the nerfs to CoB and Ruin. I think both these perks, pre-nerf, were fine and didn't really deserve the nerf.

  • @RaSavage42 said:

    Yea they should...

    Seems Tunneling is the playstyle used by a lot of Killer players do

    But have we looked into why they do Tunnel...

    1) Gens are too fast... so Kills got to be fast

    2) Bodyblocking- having the focus shift onto who just came off of the hook

    3) Survivors teabagging at the exit gates... that takes a toll on players mental

    Can we stop using the excuse that gens are too fast?

    The time it takes to complete a generator solo was increased to 90 seconds, because "gens go too fast". It did nothing to put a damper on tunneling. I think people opt to tunnel because it's easier than going for 12 hooks and prioritising gen defense.

    Even if generators took 120 seconds to complete solo, killers would still say that gens go too fast and that's why they have to tunnel.

  • In a perfect world, the ideal match would be one where 2/4 survivors are at the same skill level as the killer, while the remaining 2 are slightly below the killer's skill level. This would, hypothetically, allow for a 6 hook game where the killer walks away with a 2k and two of the survivors escape.

    MMR is best when it's strict. At some point, people who play competitively have to ask themselves why they're playing. There's no proverbial carrot for them to chase. They've already proven how good they are. So, if they aren't playing for fun, what are they playing for?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588448#Comment_3588448

    Killer seeing survivors. Survivors switching to 4 flashlights in the last second. Seeing players Prestige. Judging if the survivors are a SWF.

    Mandy has suggested that the only solution to these issues is to skip the pregame lobby entirely and that they may possibly consider testing it.

    And frankly, viewing the killers ping is in the same ballpark as dislaying SWFs. It's a free ticket to lobby dodge, ensuring that killers without top tier Internet never get to play. And if they wanted to enforce a maximum ping they could just make it a requirement before you enter the queue in the first place.

    Just show killers ping when you "pause" during a match. Eg. [KILLER] 49ms

    Shouldn't be too complex. You can already see the ping of the other survivors you're in a match with.

    @clowninabout said:

    Can we see the survivors ping too in that case? I've seen many survivors rubber banding all over the place with very high ping.

    Isn't this already a thing? It's been awhile since I last played killer, but I believe you can see survivor's ping in-match. Feel free to correct me if I'm wrong, though.

  • Would be rather useless. There's rarely a situation where you're not going to be near a hook.

  • @Rickprado said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584782#Comment_3584782

    1 time of this recover from ground being abuses can be enough for a killer to lose a match. For forever slugging, i prefer they give Finisher Mori - the match ends and everyone is out to the next one.

    90 seconds is a minute and a half. That's how long it takes a survivor to complete a generator solo without any gen perks or toolboxes. There would be room for abuse if it were significantly shorter, but it's not.

  • @sizzlingmario4 said:

    Nah. No form of self-pickup should be basekit under any circumstances. When there are only 2 survivors left and one is slugged, then the slugged survivor should be able to give up and bleed out early after 30 seconds so the game can come to a conclusion, and Knockout should be reworked as it’s too oppressive against solo queue. But slugging as a whole is not a problem.

    See, I disagree with this. It takes 240 seconds for a survivor to bleed out. If they haven't been picked up after 90 seconds, it's safe to assume they aren't going to be picked up.

    @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3584750#Comment_3584750

    This literally could deny the killer of the 4K. What if you k/o’d yourself after being slugged and the final survivor found hatch? Like the killer doesn’t get their 4K.

    This is silly. You don't need to slug for the 4k. Doing so gives you the guarantee that the last remaining survivor won't get hatch, but you are far more likely to find hatch as killer than you are as survivor. Survivor has to search for hatch while avoiding the killer. Killer doesn't have to search for the survivor while also trying to locate hatch.

  • @[Deleted User] said:

    That's actually a good question. I know you get 10K for Ash IV but not sure if you have to at least play that role once in the month to get the reward.

    You do not, afaik. However, you do need to login at least once after the rank reset to claim your rewards. They do not carry over to future rank resets.

    @BooperDooper said:

    Your grade resets every month regardless of when you have or haven't logged in. If you haven't played that whole month you wouldn't have gotten a higher grade to get any rewards. And grades differ from side to side, so you can be iri 1 on killer and get a million bloodpoints as a reward and not have touched survivor, therefore getting 0 rewards from your survivor grade.

    But correct me if I'm wrong anyone, but that's my understanding

    This is correct. You get rank reset rewards for both sides.

  • @please_explain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583389#Comment_3583389

    Exactly my point you could not help yourself but try to taunt me at the end of your reply. Now I know for sure you're not as innocent as you make it out to be lmao.

    Why do you assume that killers are only ever toxic when survivors are toxic to them? I've had plenty of matches where a killer has face camped me and hit me on the hook repeatedly. My crime? Existing.

    Further, if you do this in response to getting t-bagged, then you really need to touch grass. Responding to BM with BM makes you just as bad as them.

    I have about a thousand less than you, but I've played long enough to know that people don't need reasons to BM.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578484#Comment_3578484

    Maybe not the sole reason, but the major reason, imo. Current Mft just synergizes way to well with the other meta perks. You are injured? Nice, now BOTH mft and resi work for you. Mfts haste allows you to being chased longer, so less reason to heal at all. With longer chases, you have more possibility to autpilot with windows. And bc you do not heal all game, you likely get to end game sooner, where your hope waits to disgustingly stack its haste effect.

    Sure the no-heal-approach works without mft as well, but it is significantly riskier. Mft takes the risk away, and makes the playstyle available / viable for nearly every non-potatoe survivor.

    Yes, medkits were nerfed, but SOLELY for self heals! For altruistic heals, the medkits are now even faster than before! The same with CoH, self-heals removed, but altruistic heals got buffed (faster speed). Before the nerf, you could have medkits healing yourself 3 times with insane speed. That was totally busted (for a LONG time) and certainly needed adjustments. Self-healing is a massive tool, such a thing should be restricted in some way.

    So even though altrusitic heals can be easier and faster now, no one heals. They rather sit the whole game at gens injured and be out of a game in 5 minutes, than doing something "suboptimal" like cleansing, looting or apparently healing. A bit like playing no-cleanse Plague rounds every game, one of the dullest experiences you can have in this game. Voluntarily. I just don't get it.

    You're forgetting a very important detail about the medkits. The healing speed nerf is fine. Not an issue. The problem was the change that made all medkits have the same amount of charges. You bring a medkit, you get one full heal out of it.

    But self-care was also nerfed prior to that patch. CoH was also gutted. So, what option do survivors have left? Altruistic healing. But there's no guarantee a teammate will heal you unless you're in a swf.

    Yes, MFT contributed quite a bit towards the no heal meta, but it was also the other factors that just made healing objectively worse.

    I'm not opposed to adding downsides to the perk that keep it strong but prevent it from synergising with Resi and Hope, but I am opposed to the current nerf to it which is to have it only function in Deep Wound. This doesn't eliminate the Haste stacking either. You'll have OTR + MFT + Lithe + Hope + Styptic all synergising. OTR doesn't work once the last gen is done, but that's where Styptic gets to shine.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581004#Comment_3581004

    Ignore them.

    Its a huge advantage.

    I play with a person sitting next to me in a SWF. Its a whole different world from solo.

    It's a huge advantage over solo, sure. But is it as hugely advantageous over killer as EvilBarney seems to believe? No. Just as not all solo's are baby survivors, not all swfs are good at communicating. The assumption is that all swfs are 4-mans, but the reality is that the majority are duo's.

  • @EvilBarney666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580994#Comment_3580994

    So, let's say your playing pallet Freddy. A group of solos will not know that someone fell for a fake pallet. A swf says, hey guys it's fake pallet Freddy. Throw them early. Now the whole team knows and it stops the killers surprise factor.

    A killer runs knockout. Solos would have no idea where the downd person is. Swf, hey guys im down at the killer shack.

    See. That's the advantage I am talking about. Regardless of skill of either side. It's an advantage that the killer gets nothing in compensation for. They just have to deal with it.

    Knockout's strength is that it's a slugging perk. Of course it's an advantage that swfs can communicate their location, but is it not also an advantage for the killer that knockout hides the downed survivor's aura?

    As for Pallet Freddy, long-time players can tell which pallets are real and which pallets are extras. Pallet Freddy's advantage isn't in the early game. Pallet Freddy's advantage grows as the game progresses and there are fewer pallets, so it becomes harder to remember which ones you have thrown and which ones you haven't. Early-game, you know which pallets are where.

    You're assuming that every swf is a 4-man, when 4-man's are actually few and far between. Trios are more common than 4-man's, but less common than duos, and duos account for the majority of swfs.

    Experience trumps communication unless it's a 4-man squad running all meta perks and using the clock callout system to keep tabs on the killer at all times.

    Killer doesn't get anything to compensate for swf because it's a balancing nightmare. If you buff killer to be able to handle 4-mans, then the solo and duo experience becomes significantly worse. If you nerf swfs, then you're punishing people for playing with their friends. If you let killer know who's in a swf before the match starts, 90% of killers will lobby dodge.

  • @EvilBarney666 said:

    Swf especially with comms is an advantage. Weather or not they are just friends chilling or sweat squads. Its still an advantage.

    The killers have no compensation for the communication and coordination of a swf. But the swf should not be punished for playing with friends.

    The killer players want to opt out of swf. The survivors say, well swf would never get a match. Why do you think that is? There is a disparity there.

    I do not know what BHVR could do to even it out. I doubt they will do anything as the survivors are the bread and butter of DBD. They are the majority. In any business you cater to your majority.

    Just makes sense.

    There is nothing that could be done to "even it out". People who complain about swf blame every loss on anything but their own gameplay.

    Comms are not the advantage people think it is. Communication is a skill. Being able to communicate effectively is a skill. If you cannot convey succinct, precise information, your communication isn't advantageous.

  • Not too sure about stealth. A big part of stealth killers is having appropriate counterplay. Probably be a chase-oriented killer. The best way to design Chucky's gameplay would be similar to Twins.

  • I think this teaser is a red herring. It seems odd to me that we've got Legion's Knife, Clown's Knife, Trickster's Knife and what appears to be the silhouette of Myers' Knife. This doesn't seem like it would be a very good way to tease Chucky, and it's definitely not Springtrap.

  • I'm not convinced this is the Chapter 30 teaser. I think it's more likely to be a Myers Rework. I don't think that Chucky would be a "Silly" addition to dbd. I just don't see how they could make him work as an independent killer when he's relatively the same height as Victor.

    Victor only works because of Charlotte, so in order to make Chucky work without sizing him up they'd have to go the Twins route.

  • @ohheyitsbobcat said:

    Stranger Things pt.2 seems like a much bigger chance now and the likely candidate.

    Predator was a strong possibility but I'm leaning more towards ST now. As mentioned above it'd be pretty weird to bring ST back right before a chapter release and have the killer not be related. It'd take massive hype away from the chapter while a pt.2 would only bring extra hype.

    Saw pt.2 is still unlikely, the posts were almost certainly because of the movie.

    I don't think it's FNAF. BHVR has never done a movie/Killer release in tandem. First time for everything I guess but still seems unlikely for this chapter.

    Other Big L movies are Jason, IT, Candyman and Chucky which we have no reason to believe.

    Indie wise there is Slender and Amnesia which again we have no reason to believe.

    Bigger game wise there is RE pt.3 and maybe Fatal Frame? I'm not actually sure how popular that series is; only that there is a bunch of games. Again all unlikely.

    I'm probably missing a few more big L's but that's most of the hot choices from memory.

    My first guess now is ST pt.2 followed by Predator as my second choice. Everything else seems unlikely with what we know at least.

    Stranger things pt. 2 is definitely up there in terms of likelihood, but I don't see ST as being iconic. I feel like Predator is the most likely answer, but I'll be happy with whatever it is as long as it isn't FNAF.

  • @CaulDrohn said:

    The nerf was totally justified. Mft is the sole reason for the current no heal meta, it just worked too well with Resilience, Hope, Windows and alike. Take its universal utility away and we hopefully see some more variety in survivor loudouts again.

    The approach of linking the haste to deep wound is a really interesting approach, I guess no one expected that. It creates great synergy with anti-tunneling effects (BT + OTR), and rewards skillful play (using DH or Mft Endurance effect successfully). But I feel the 3% haste will not be enough anymore, given how situational the perk will be.

    Since it will work so well in tunneling situations, I thought, why not buff the haste to 5% as compensation, to make it a try anti-tunneling perk? So the killer would have to think twice whether they want to chase someone in deep wound or not. It's still just a temporarily haste, though, since the surv will have to mend eventually to do something other that running. The only real issue I see with this approch is FTP + BU, but that should be changed regardless.

    As an alternative to the haste, I thought that Mft could work like Overcome, but for endurance hits. So when you are hit into deep wound, you would get an increased on-hit speed boost, causing exhaustion. But that would remove synergy with other exhaustion perks, most notably dead hard, so I think haste without the exhaustion restriction is the better approach.

    It's really not the sole reason for the current no heal meta. That was brought about when they decided nerfing medkits after self-care had already been nerfed (again), and absolutely gutting CoH was a brilliant idea.

    I feel like they need to pick a lane: Encourage survivors to heal more often, which keeps them off gens, or encourage survivors to heal less, which keeps them on gens.

  • @[Deleted User] said:

    While I agree visible prestige shouldn't be a thing (pre game)

    Personally i'd remove the entire pre game lobby & fix lobby dodging in one fell swoop.

    Survivors also drop out for silly reasons not just killers with the lobby removed maybe then mmr would have a chance to sink or swim or at least give the devs a better idea on how its working & improve performance.

    Even with no prestige lobbies are dodged gor cosmetics, items, charcters, player names, list goes on & on.

    Sure they'll be an initial rise in dc's or players giving up but they wanna eat the ban thats on them let the rest of us have at least a chance of a more reasonable game

    This is a great solution. Because even if we were to keep the pre-game lobby and hide prestige, killers would just find different reasons to dodge. "That cosmetic's toxic", "They're definitely a 4-man", "Basic skin Dwight? Toxic." or dodge because of items.

    Survivors dodge for silly reasons, too, but killer gets to see what the survivors brought, their characters, and their prestige levels.

  • Yes, it was overnerfed.

    The perk was strong, yes, but the majority of players using the perk weren't getting value out of the endurance side of the perk. They were able to get value out of the 3% because it was a non-exhaustion perk that was the difference between making a pallet/vault instead of coming up just short.

    I would've preferred the Endurance side to be removed from it and added a repair speed penalty while injured to prevent it from synergising with Resilience, and also removed haste stacking to prevent it from synergising with Hope.

    Now, the perk screws over killers with built-in Deep Wound, and the options for survivors to trigger it are OTR (Twice per match), Dead Hard (Twice per match), Styptic (Once per match), Basekit BT (Twice per match). The odds of uncoordinated solo's/duo's getting value out of the endurance from healing is going to be rather low. It's just going to be a Win Harder perk for 4-mans, and it will still stack with Hope.

    I don't really care that it got nerfed, I'm just disappointed this is the direction they chose.

  • @supersonic853 said:

    "Even a small speed boost can make a big difference in the right hands, making some Survivors very difficult to catch. Since Made For This would activate as soon as a Survivor became injured, this Perk would often be unavoidable. To make this fairer and create opportunities for Killers to play around it, we have added an additional condition to the Haste effect.

    After healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds (unchanged). While you are affected by Deep Wounds, you run 3% faster. Since this is much more situational, this effect now applies while Exhausted as well.

    With this change, the Killer can potentially prevent Made For This’ speed boost from activating entirely by avoiding inflicting Deep Wounds on that Survivor. This also ties both of Made For This’ effects together, granting a way to gain Deep Wounds in order to make use of the Haste effect."

    I was on the fence even as a killer the 3% was fine. It was just the endurance ontop of it that made it nuts (as well as haste stacking). Now i rarely will see myself running into this perk with the way i play i guess. @Aven_Fallen sorry for your loss. How's everyone else feel for this?

    Disappointed. On the one hand, it's not a big loss, on the other it hurts to have the only non-exhaustion perk that isn't a boon nerfed to the point of uselessness. Now, everyone's going to go back to their exhaustion perks and people are going to blame their losses on those instead.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558964#Comment_3558964

    what???

    EDIT: Only possible thing I can think of is you either meant to reply to some one else or HEAVILY misinterpreted what I was saying because the biggest whiner is quite possibly one of my least favorite content creators

    They quoted the wrong post. Pretty sure they meant to quote this post instead.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558661#Comment_3558661

    The problem with that though?

    Every single time something comes out, that forces survivors to NOT do gens, they whine and complain until that thing gets nerfed (usually takes like a year, but they still complain about it constantly):

    I.E.

    • Old ruin actually being usable
    • The new "All hex build" with plaything/pentimento/devour/haunted ground (not yet nerfed but look around you'll see threads complaining about plaything)
    • Sadako (not yet nerfed, but everyone still complains constantly about her)
    • Skull merchant, forcing survivors to not gen rush for fear of that 3gen (watch some tru3ta1ent videos of him destroying 3-gen SM as a survivor)
    • Pinhead box, constant complaining that the box is "too hard to deal with"
    • Wesker, constant complaining about having to cleanse his power after being unhooked.
    • Pre-nerf freddy, constant complaining about his teleport.

    Basically anything that forces a survivor to not just tunnel a gen until they hear a heartbeat is complained about until it is eventually nerfed.


  • @Maperson said:

    It’s what they always do, make killers seem strong so everyone buys them, then it comes the nerf hammer after that

    Again, Xeno wasn't nerfed. Xeno was reverted due to the missed attack cooldown being bugged. Survivors weren't making distance when Xeno whiffed a tail attack. Xeno's tail attack is now bugged in a way that's detrimental to the killer. Hopefully it gets fixed soon.

  • As a Enduring Spirit Fury user, I eat every third pallet.

  • @CLHL said:

    The game is able to detect when a bodyblock has been performed, there are achievements and perks that count them, so it's possible to disable the endurance when used with this intention. But I wouldn't expect them to change it.

    It's proximity based. You have to be within a certain range of an injured survivor.

  • @pizzavessel15 said:

    he was hard nerfed because survivors complained, and his tail is bugged to hell right now. his tail can touch a survivor, and nothing will happen.

    Xeno wasn't hard nerfed because of survivors complaining. She was reverted to PTB state due to a bug that gave her effectively no cooldown on a missed attack.

  • @Raconteurminator said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554106#Comment_3554106

    Trickster slows down to use his power, but unlike Huntress is actually terrible at hitting at increased ranges. When he's throwing knives, the Survivor is gaining distance. MFT increases that distance and makes subsequent knives harder to land, potentially allowing that Survivor to reach a LoS-blocker and avoid a laceration altogether.

    Say the Survivor is in a good spot to hit with knives. You use your power, slow down, hit them a few times. MFT gets them out of your effective range quicker and increases the time it takes you to get back into that effective range once you stop using your power. You either have to expend ammo on increasingly riskier shots to secure a damage state you might have been otherwise able to get relatively easily or you drop your power earlier and get less hits in order to stay at a competitive distance and hope they don't reach cover. He's significantly affected by MFT even outside of loops, unless the Survivor is just holding W and not attempting to dodge to some degree, that is.

    The vast majority of chases do involve loops, so it wouldn't even matter if he was fine outside of them, because he's so heavily shut down at a lot of those said same loops.

    The survivor isn't gaining so much distance that they're guaranteed to reach a LoS blocker. He's not significantly affected by MFT outside of loops. If Trickster isn't able to hit a survivor out in the open who's "dodging", then that's on the player for having poor aim. That's not a MFT problem.

    While it's true that chases do involve loops, you don't often start a chase at a loop. Trickster has more than enough ammo to zone survivors. Trickster is not heavily affected by MFT.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554064#Comment_3554064

    Huntress? Trickster? Hag? Just about any killer without a mobility or slowdown power?

    The only time it affects Huntress and Trickster is at loops, and you can't always guarantee you'll be at a loop. Hag just doesn't care about it. The 20% chase extension assumes the survivor already has a headstart. This doesn't apply to Hag's traps, since if you lunge straight off teleport you get the down.

  • @lav3 said:

    To all MFT defenders:

    If you think the perk is fine, you are just bad at the game.

    Anybody using MFT and getting value out of it is actually good at the game, since if they were bad, they wouldn't get value out of the perk.

  • @dbdthegame said:

    5 months that this garbage perk is still in the game, unchanged, gifting survivors everywhere a free 3% haste effortlessly. How much longer?

    Not sure on the "how much longer" part, but they have acknowledged that they're seeing it used a lot and are looking at making changes to it. No ETA was given. Instead of beating a dead horse, maybe you should just have some patience.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552240#Comment_3552240

    Watched my teammate getting hooked in the basement, kindred activated and everyone could see Bubbas aura vanish in the basement. Next thing I see is Nea running straight to the basement...

    Yeah that "killer is camping" call out sounds kinda like what could have made a difference here.

    In that particular case, I'd say Nea doesn't understand how kindred works or how undetectable works and probably wouldn't understand what camping is.

    Even without kindred, if I see someone getting carried to basement by Bubba or Huntress, I wait nearby to see if they exit basement. If they don't, I know they're camping.

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