Langweilig
Langweilig
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/433969/my-sadako-onryo-christmas-wishlist
I like the merciless storm change! (My favorite perk in the entire game) heh
Also one of my favorite perks sadly my survivors rarely miss the skill checks anymore.
Thanks for the comment my friend.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848774#Comment_3848774
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848793#Comment_3848793
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848946#Comment_3848946
Problem with removing the Penalty, what do we do with Hardened?
Of course Thrill of the Hunt is now brutal on this perk, but if it flat stops all screams with no downside or trade off, there is no room for any other survivor scream perk to exist.
On a side note, I have felt for a while that a nice buff to both Hardened and Calm Spirit is to remove falling yelps.
Obviously that is part of Balanced Landing, but this would be a situationally decent buff for both perks.
We can just removed the penalty for calm spirit and the conditions for hardened. I wouldn’t worry about buffing one perk only so another bad perk doesn’t get outclassed.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848875#Comment_3848875
It's not really counterplay when you have to take longer than half a generator to cleanse a dull totem before you can even start attempting to remove the actual threat my guy.
It's been long known that doing totems for points is a throw... and that's at a mere 14s. Making it a mandatory 47s? That's busted. Imagine if you play a game of survivor where you spend 45 seconds doing literally nothing, and that isn't even including search time. I would call that a throw, and expect to lose as survivor in that scenario, wouldn't you?
That is the value of Hex perks, when sufficiently strong they grind the game to a halt as survivors look for them, and forces survivors to take risks removing them while the killer defends them, and that's the key, defend them... TotH makes it so monumentally easy to defend them even Demogorgon was nerfed so he couldn't do it with add-ons… only for it basically be made also doable for any map mobile killer.
All hex perks have been balanced with the idea of having to find and cleanse them in 14s. As I said, if raw slowdown on cleanse time is needed for Hexes to be viable, we should be looking at the base cleanse number, not make 1 perk grant more than triple the time it takes to cleanse a Totem.
12% might be OK, but it's still a boring change, taking it to 35s to cleanse a Totem. Thats better cause at least Counterforce would actually do somethi vs. that, but it's not very interesting.
I don’t disagree with 47s being too much and boring, but it got counterplay, which is cleansing dull totems.
Before the buff this perk was not really good and it wasn’t worth being a hex at all.
12% might be OK, but it's still a boring change, taking it to 35s to cleanse a Totem. Thats better cause at least Counterforce would actually do somethi vs. that, but it's not very interesting.
I hope they either make it no longer a hex perk with 10% slower cleansing speed by each totem or give it an interesting secondary effect like my idea above.
Counterforce is a terrible perk in my opinion, I wouldn’t even use it if Thrill of the hunt became meta.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848875#Comment_3848875
No, this secondary effect is also huge, especially repairing part - it's insta-half pentimento at the start of the match.
Currently this perk has nothing to offer without other perks. It shouldn’t rely on using other perks.
On the other hand it is a hex, which should have a strong effect, which it didn’t have before the buff.
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I don´t like either of the suggestions. It also got counterplay already, just cleanse the dull totems. The killer won´t protect them.
I only hope they give it something in return when it gets nerfed. 12% per totem would be fine or what I hope for as secondary effect if they return it back to 10%:
- Reduces the healing, repairing and sabataging speed by 3% for each remaining Totem.
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Du findest die sogar ingame unter dem news tab
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I don’t understand why they haven’t removed this penalty.
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Yep, the gen spawns are ridiculous. The killer never has to leave the forest and can just camp the gens. On top of that the loops are also very weak.
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If this indicates something, it is how unbalanced all the other maps are, because you have to use offerings to have a fair chance. All reworked maps are very killer sided and suck to play on.
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@Dwight_Fairfield said:
For Mikey there's three main things I want;
- Buff the stalk up close multiplier to at least 0.6
- Change the stalk conditions on the iri add ons. The current is far too harsh.
- Please give us an activation prompt for tier 3
I want a 0-8m terror radius in Tier 2.
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@ReverseVelocity said:
What if it went back to 10%, but was no longer a Hex? It'd still have the counterplay of getting rid of dulls to lessen the penalty, while not having massive penalties to speed like the current iteration does.
It might still have problematic synergy with Pentimento, but that perk is probably one of the most unhealthy perks in the game currently and needs addressing itself. You could just make it not work with Rekindled Totems for the time being.
Could be an idea worth considering, I'm not sure.
I would also be fine with that. I just hope they do not only revert it. I never understood why it is a hex.
Why exactly is pentimento problematic? You need two or more perks just to get some slowdown, which can easily get removed by survivors.
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@Devil_hit11 said:
let's do some math here.
14/0.3 = 46.66 / 0 cleanses
14/0.44 = 31.67 second to cleanse a totem /1 cleanses
14/0.58 = 24.1 seconds /2 cleanse
14/0.72 = 19.2 /3 cleanses
14/0.86 = 16.2 / 4 cleanses
the value of the perk dramatically goes down after 2 cleanses. if 4 survivors start cleansing 4 different dull or hex totems, there is very little possibility that the killer can interrupt all 4 cleanses. It's like trying to defend 7 gens. the killer can only be at one place but survivor can be in 4 places at once on 4 different corners of the map.
With detective hutch+map with Crystal bead, you can finish 1 gen and show all the totems to your teammate via aura. even soloq can cleanse totems very easily. So all you do is rush gens at the start and than cleanse the totem as a team by splitting up.
furthermore, Many hexes don't do anything even if they left up entire game. Hex:Lullaby is easy to land skill-checks. Ruin has slow regression that you can rush gens and entirely ignore the perk. Blood favor is hold-w after a hit. Crowd control abusable by blocking irrelevant windows. Hex:plaything doesn't need to be cleansed. if no one cleanses, you won't deal hex:penti. NOED is NOED.
the only hex perk that stands chance to produce impact if entirely ignored is devour hope. even this perk can be defeated by rushing gens and being good at the chase but let's you don't want to take chances. it is still possible cleanse all the totems under devour hope.
you can also muti-cleanse without a map because realistically… your going find some dull totems or hex totems if all 4 survivor look for totems. perk does not need nerf. player need to use their brain a bit to counter it. it is like any time BVHR remotely makes hex totems a mild inconvenience to get rid of, everyone jumps ship that they need to be weaker and easy to remove…
I think you’ve seen the threads about “revert the buff” too.
I just hope, they give it something in return and don’t just revert it.
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@SoGo said:
So, the changes from PTB to live were minimal. Most of the feedback was ignored and multiple issues still remain. In this post, I'll go over them and try to fix them. If it's not in this post, then it means I see it as a good change or I'm indifferent to it.
The Houndmaster - Basekit:
1.) Chase:
• Increase the grab radius Snug has, it's way too thin.
• Make his hitbox smaller, so he doesn't get caught on everything.
• Allow Snug to adjust his position during a Redirect.
• Increase Snug's pulling strength, survivors can overpower him quite easily.
• Fix all the bugs associated with it.2.) Search:
• Mostly fine, as bugs are the only thing that is ruining it. Fix the bugs that cause Snug to take a scenic route, marker bugs, ect.
• But, one buff that should be made to the Search Path: Make the speed boost linger for a bit after leaving it, making it more lenient. Currently, you have to follow it exactly to get value, which feels awful.3.) Houndsense:
• Add more benefits to it (Examples: louder noises regardless of state, denser scratch marks and brighter blood pools, survivors affected by it being easier to grab...).The Houndmaster - Add-ons:
She has a lot of bad ones which should get new effects or buffs, such as:
Torn Novel (Rework):
• Allows you to Redirect Chase TwiceShip Figurehead (Additional effect):
• Decreases the Lullaby range of the dog by 50%Spiked Collar (Buff):
• Now it applies Mangled and Hemorrhage for 70 seconds (was 45).Training Bell (Rework):
• Increases Houndsense duration by 60%Waterskin (Rework):
• Upon stunning Snug with a pallet, the pallet breaks.Barley Meal (Rework):
• Increases the dog's speed by 10%Belaying Pins (Buff):
• Now it applies Oblivious for 45 seconds (was 20).Smoked Snapper (Buff):
• Reduces the power cooldown by 20% (was 5).Creature's Bone (Rework):
• Increases the Houndsense radius by 20%.Sticky Pitch (Rework):
• Increases the Dog's speed during a Redirect by 50%Her perks aren't that bad, her survivor counterpart, however....
Taurie Cain - Perks:
Invocation: Treacherous Crows
It's awful. It's a condition stacked on a drawback with a mid reward. So, the changes I'd do are:
• Remove the terror radius requirement.
• Replace the permanent Broken with Oblivious.
• Now, joining an Invocation doesn't speed it up. Instead, the final effect is enhanced if a player joins in. In this perk's case, for each survivor that joins the process for 15 or more seconds, the length of the aura reading is increased by 0,5 seconds.Clean Break:
A perk so niche it hurts. The 60 seconds of being Broken, plus the fact any healing perk reduces the time this perk "saves".
• Reduce the Broken duration to 60/50/40 seconds.Shoulder the Burden:
Honestly, I don't know what to do with this one. One thing I do know though, is that the Exposed drawback is not really good.
• Replace the Exposed with a 10/15/20 second aura reveal.
• Make it so multiple instances of the same perk cannot be stacked on the same person.Now, unto the smaller changes.
Killer Tweaks:
The Shape:
I already made a discussion about him, so here:
The Good Guy - Add-ons:
Rat Poison (Rework):
• Successful Slice and Dice attacks inflict Broken for 30 seconds.The Dark Lord - Basekit:
• Decrease the Hellfire cooldown back to 7 seconds.
Killer perks:
Weave Attunement:
• Increase the range back to 12 meters.Human Greed:
• Now also reveals opened chests.
• The duration of the aura reading is now infinite as long as there is someone in the radius.Hex: Thrill of the Hunt:
Unfortunately, the value is a tad too much atm, especially thanks to Doctor and Hex: Face the Darkness.
• Reduce the debuff per totem to 8/10/12%.Survivor perks:
Invocation: Weaving Spiders:
• Replace the permanent Broken with Exposed.
• Same change to joining in on the ritual as Invocation: TC. The effect for joining in is this: Joining the Invocation process for more than 10 seconds further decreases the amount of charges on each gen by 3.
• Now, the effect is postponed if a gen is blocked.Scene Partner:
• You can preform actions while it's active now.What are your thoughts on these changes?
I don’t agree with shoulder the burden can only activate once on the same survivor. Trading hook stages can already backfire very badly. The change with the aura seems good.
They should remove the cooldown of human greed as well.
Thrill of the hunt could get a secondary effect if they nerf it. - Reduces gen repairing speed, healing speed and sabotaging speed by 3% for each remaining dull/hex totem.
Weaving spider should cost one hook state like shoulder of the burden gives one away.
Agree with most of the rest.
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I would make it stop upon starting a chase, but other than that, it sounds good.
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As long as boons are garbage, NOPE
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👍
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@Devil_hit11 said:
let's do some math here.
14/0.44 = 31.67 second to cleanse a totem /0 cleanses
14/0.58 = 24.1 seconds /1 cleanse
14/0.72 = 19.2 /2 cleanses
14/0.86 = 16.2 / 3 cleanses
the value of the perk dramatically goes down after 2 cleanses. if 4 survivors start cleansing 4 different dull or hex totems, there is very little possibility that the killer can interrupt all 4 cleanses. It's like trying to defend 7 gens. the killer can only be at one place but survivor can be in 4 places at once on 4 different corners of the map.
With detective hutch+map with Crystal bead, you can finish 1 gen and show all the totems to your teammate via aura. even soloq can cleanse totems very easily. So all you do is rush gens at the start and than cleanse the totem as a team by splitting up.
furthermore, Many hexes don't do anything even if they left up entire game. Hex:Lullaby is easy to land skill-checks. Ruin has slow regression that you can rush gens and entirely ignore the perk. Blood favor is hold-w after a hit. Crowd control abusable by blocking irrelevant windows. Hex:plaything doesn't need to be cleansed. if no one cleanses, you won't deal hex:penti. NOED is NOED.
the only hex perk that stands chance to produce impact if entirely ignored is devour hope. even this perk can be defeated by rushing gens and being good at the chase but let's you don't want to take chances. it is still possible cleanse all the totems under devour hope.
you can also muti-cleanse without a map because realistically… your going find some dull totems or hex totems if all 4 survivor look for totems. perk does not need nerf. player need to use their brain a bit to counter it. it is like any time BVHR remotely makes hex totems a mild inconvenience to get rid of, everyone jumps ship that they need to be weaker and easy to remove…
Hex:Lullaby is easy to land skill-checks
Disagree, very annoying perk.
Crowed control and Blood favor are both good perks.
perk does not need nerf.
I’ve not said it needs, what I said was: If they nerf it, they shouldn’t completly revert the buff and add a secondary effect.
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Welcome
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847871#Comment_3847871
yeah, i was never a fan of this perk.
i honestly dislike the concept of hexes a lot, it's not a fun kind of gambling. wish that a bunch of hex perks werent hex and balanced normally.
The gamble is fine as long as the effects are at least high risk - high reward, but there lies the problem. Most of them are high risk - medium/low reward.
Retribution and Two can play are hexes, that I wished hex didn’t spawn a hex totem.
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@Toystory3Monkey said:
wouldve been nice if they made thrill much weaker, but made it so it isnt a hex. current one is horrendous
it's annoying to gamble your hex protection on a hex that can be broken first.
They could add a secondary effect, that makes healing, sabotaging and gens slower by 3% for each remaining totem. Then it would be a good hex.
I agree with your point tho, I would just prefer they buff it in a more interesting way, so it can shine on its own.
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IMG_6031.jpeg IMG_6030.jpeg IMG_6029.jpeg@Iron_Cutlass said:
Im away from my gaming PC since Im currently focusing on painting and visiting family for the holidays… can someone please provide a photo so I can see what they are talking about?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847707#Comment_3847707
And at this point the game is lost. Seriously, Survivors dont have that much time anymore to do Side Objectives. If you spend your time cleansing Totems the whole game, the game is basically lost. But yay, you can cleanse Totems in seconds afterwards, cool.
I used thrill of the hunt, ruin, thana (for extra slow cleansing speed) and the scream perk from knight on Sadako yesterday. The survivors wasted like 3mins to cleans one totem and the game was on paused while they tried to remove one. In the end I won with 3 gens remaining, but I’ve decided to let the last two go.
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That’s a cool buff
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847233#Comment_3847233
Shoulder the burden, the new perk that enables survivors to trade hookstages.
Thanks
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@Mandy can you look into this please and tell us whether or not it is still bugged?
@jokere98 said:
https://www.youtube.com/watch?v=q7HiIGq1uaw&ab_channel=JCglitchmaster
there are some bad news…
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@SuspiciousBrownie said:
I’ve been playing a lot of survivor ever since this perk dropped an I have to say it has single handedly won us so many games. Even when killers have one gen left and are desperately trying to get one kill to try and bring the game back it doesn’t matter.
People may not realize it but I’m calling it now this is the new meta pick. If you want to win you WILL bring this perk. Forcing a killer to spread hooks in this tunnel meta is just so strong. I won 9 out of 13 matches today 3-4 person outs
Which perk is meant by STB?
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It is still a shame, that they removed demos only unique addon (lifeguard whistle). The other addon nerfs were also extremely unnecessary.
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@jasonq500 said:
Heres the previous version from the ptb
https://youtu.be/sMWWxYSdUlA?si=S7ovtsO89DqbrHRL
And here's the current version
https://youtu.be/OAMOuyuYQ3A?si=HhzXyznAK7aowq8K
Not gonna lie, I vastly prefer the ptb version since the accordion literally gives the chase more personality
The new one feels so bland and boring
Please revert to the ptb version
Why can’t I play the video? It says I have to sign in, but why?
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If blocking maps becomes a common thing, I will take a long break. I use them to play on maps, that I like aesthetically and to not play unfun one sided maps like haddonfield all the time. Map offerings make this game a lot more enjoyable for me.
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👍
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She is very difficult to play. Give players some time to learn her. It’s too early to say how good she is.
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@Vishlumbra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846365#Comment_3846365
Found it! yey. Perhaps a buff will be coming soon :P
I hope so
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It’s written in the patch notes
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Finally, thank you devs❤️
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@Emeal said:
Whats the source for this?
This post is probably a reaction to the guy, that spams the Arabic community needs a server.
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@ratcoffee said:
They nerfed shoulder the burden in a way that doesn't significantly change much for SWF but makes it even less viable in solo, while still rewarding the proxy camping → tunneling strat it's supposed to punish (if the killer pays attention)
lol. lmao, even. rofl, if you will.
Pretty ironic this change if you think about it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845905#Comment_3845905
The Lunge-Perk is veeery specific. Coup the Grace is just better overall IMO.
But I agree with the Healing-Perk. I dont think it is very strong, but it is one of the Perks a Doctor-Player can run to make Survivors go next as fast as possible.
Not even doctor can make the healing perk work effectively, because it requires medkits or self healing perks. Even when someone has a medkit it will only work once.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845913#Comment_3845913
This.
It seems to me that the idea nowadays is to make every survivor perk equally mediocre, so you can run whatever you choose to run and not feel the difference.
And I really don't like it.
It don’t like too my friend
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@Vishlumbra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845901#Comment_3845901
Let me explain clearly why Shoulder the Burden adds extra hook stages to the game:
- How Hook Stages Normally Work
- Every survivor has 3 hook stages:
- First Hook → Second Hook → Death Hook.
- The killer needs 12 hooks total (3 hooks per survivor) to kill all 4 survivors.
- Every survivor has 3 hook stages:
- What Shoulder the Burden Does
- When a survivor is unhooked, they can give one of their hook stages back to the person who unhooked them.
- For example, if someone is on their second hook (death hook), they can use the perk to go back to their first hook state while giving the unhooker an additional hook stage.
- How This Adds Extra Hooks
- The killer now has to hook the unhooked survivor again to get them back to their second stage.
- They also have to hook the unhooker again to reclaim the stage they gained.
- This means the killer ends up needing more than 3 hooks per survivor, increasing the total hooks required to eliminate the team.
- Maximum Impact
- If one survivor uses Shoulder the Burden, it can add 2 extra hook stages (one for the unhooked survivor, one for the unhooker).
- If two survivors use it, it can add 4 extra hook stages.
- If all four survivors use it perfectly, the killer could need up to 20 hooks instead of 12.
- Why It’s Significant
- The perk recycles hook stages, making the killer's job harder because they have to hook survivors many more times than usual to secure kills.
It doesn’t increase the amount of hook stages. All survivors still have 12 hook stages shared between them. It only gives one hook stage from one survivor to another.
- How Hook Stages Normally Work
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I gave up on new perks. It seems to me like the devs don’t want to introduce new strong perks for survivors (and killers). The best we can get are okayish perks.
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Stop spam creating thousands of accounts. Please!!!!
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This perk is extremely bad. I really don’t understand the drama.
Nobody will ever use it, because it isn’t worth it loosing 1 or 2 hook stages, so another person gets one more hook stage.
Even without the exposed it could backfire extremely to a point of not being good.
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@MechWarrior3 said:
The devs said the update was a surprise. Likely so they could enjoy the holidays with their families so they released it early for us.
I hope we get a developer update today or tomorrow.
What do you mean with the update was a surprise? Don’t they plan their new chapters one year ahead?
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I don’t think we will get one anymore 😭
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Haddonfield is the only map, I don’t even try to win on. Either the killer lets me do gens or he kills me. What’s the point of getting chased, when I have nothing to use! Literally the only time I won on this map, was when the killer was incredibly bad.
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I hope they bring back old Freddy, where you had to pull survivors into the dream world, with the current teleport and his dream pallets should spawn passively in the dream world.
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Lery’s would be thick.
I hope they bring in Sadako.
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I want its old main building back. The current one is so trash.
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Please don’t extend it. I want to play killer without waiting 20 million years.