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Langweilig

Langweilig

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Langweilig
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  • @Langweilig said:

    Well done

    A small complain or suggestion, candles should hide the gens aura permanently when put on top or at least for longer

  • All you can do is try to give your feedback on the ptb, but in 99% of the cases just saying it is a bad change or suggestions a fairer one won‘t help.

  • @FrenchBagels said:

    oh no!

    It’s not like there’s a certain boon that hides BOTH your aura and scratch marks! How can I survive without my automatic avoid playing the game and sit in the corner for hatch perk while I watch my teammate die!

    I‘m not playing distortion since I think it is a wasted perk slot, but it being like it was, was the only reason why you don‘t see aura reading perks every match. Also I‘m not complaining it‘s just my prediction.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426707/memento-moris-to-become-even-more-bloodpoint-offerings

    All they have to do, is to remove the yellow mori and keep the other 2 as they are.

    I don't need more bloodpoints, thank you.

    If they don’t do that it would be a shame

  • @Emeal said:

    Please bHVR your Offerings game HAS to be better than 'more bloodpoints'
    I cant be the only person who think the game has become disappointing in this department.

    Please say you are preparing some revolutionary changes in Offerings within this year. Do you need ideas??

    1. Offerings that add/ remove pallets.
    2. Offerings that break doors.
    3. Offerings that makes you able to break 5 doors by walking into them.
    4. Offerings that randomizes 1 perk of all players.

    You gotta be able to do more bHVR. For the Future of the Game.

    Agree bloodpoints offerings suck outside of cakes and I want to see cooler ideas as offerings

  • Why should she have infinte high haste for free. A power should not only be haste, especially with how much stuff she has in her kit. The only things I would have changed is removing the haste and undetectable and make deactivating drones not a useless feature.

    What is right and wrong is just an opinion.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797177#Comment_3797177

    She basically has nothing left now, need 3 scans to injure and break a survivor, and 4 to slow them down by 5%. Why would u play this killer anymore, clown's gas slows survivors down by 15%

    While I agree that she will be bad, the haste removal is one of the right nerfs tho, the others might be too much, but I‘m happy that they basically gutt her as someone who hates her.

  • @rydiafan said:

    I don't understand the trigger for Poised's new effect. What does "when you first start repairing a gen" mean? Is it when I initially start the repair action, and if so can I gen tap over and over to activate it constantly? Is it the first time I ever touch each gen? Is it when a gen is at 0% and I start repairing it?

    The first time you touch a gen in a match you see the aura of the killer

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797145#Comment_3797145

    I think it's been removed entirely based on the dev note.

    I hope so, that is the most annoying part of her kit.

  • I think the dev update is overall good. I like that skull merchant gets some nerf, that’s honestly my highlight.

    Here are some of my thoughts:

    Spoiler Spoiler Warning ▲▼

    Spoiler Warning

    Great:

    Team work perks (I would maybe remove the activation condition and make that you always have it in a 16m range to another player), Deathbound, Hex Crowed control, Skull merchant nerf (from someone who hates her)

    Good:

    We are gonna live forever, Quick gambit (It does not need the compensation nerfs), Lucky Star, Genetic limits (please leave its old effect as a part of this perk), Zanshin tactics (please leave its old effect as a part of this perk), Blood Echo (does probably not need the compensation nerf), Predator (wanted something different like seeing the aura of scratch marks through walls, still it is a better perk than before), Edit: Inner focus

    Bad:

    Dead man’s switch will be far too bad and using it on killers like Freddy and Sadako with mindgame addons was fun while it lasted.

    Mori offerings become bloodpoints offerings

    Distortion got overnerfed and I predict that aura reading perks will get out of hand soon


    The buffs will change nothing:

    Corrective Action, Poised (I would make that your scratch makes are always hidden near a completed generator)



    Don‘t know yet:

    Blood rush, Leverage, Thwack, Machine learning


    No opinion: Billy, Unknown and twins, Finisher mori

  • @KaTo1337 said:

    Horrible.

    ANOTHER FREDDY-NERF (Dead Mans Switch no longer triggers when you fake a teleport at a generator for a 2nd, 3rd or 4th time). So its basically a perk for every random killer, not for a unique killer design.

    Agree with the dead man switch part, it’s also bad for Sadako even tho it didn’t work well anymore since they introduced TV auras

  • @SoGo said:

    I think if an add-on becomes partially basekit, and the value of it after the changes would me minimal, the add-on should just change its function to something else

    Agree with that, but if it stays the same and it isn‘t a super strong addon and more a fun addon, then please leave it with the old numbers even tho you would get more out of it now.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796961#Comment_3796961

    You completely forget and ignore the fact that killers in most cases just instantly return to the hook to tunnel when the boom sound appears. It does not matter wether or not they have someone found already in most cases. This feature simply encourages tunneling and if behavior cares about the survivor experience, this would make it a lot less miserable. Killers could still easily tunnel, but they would be a bit more oblivious. We already had this in 2v8 and it didn‘t hinder killers tunneling capabilities, but there it was not as common and one factor was this.

    Harder would be the word and you would still see it in the hud and the aura of the hooked survivor. I‘m simply asking behavior to not encourage it.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796958#Comment_3796958

    Well, survivors shouldn't unhook until killer got in chase, or just wait as long as possible to work on gens.

    If killer is still searching, you are asking him to return…

    Survivors got increased timer for a reason, it's their issue, if they don't use it.

    You completely forget and ignore the fact that killers in most cases just instantly return to the hook to tunnel when the boom sound appears. It does not matter wether or not they have someone found already in most cases. This feature simply encourages tunneling and if behavior cares about the survivor experience, this would make it a lot less miserable. Killers could still easily tunnel, but they would be a bit more oblivious. We already had this in 2v8 and it didn‘t hinder killers tunneling capabilities, but there it was not as common and one factor was this.

  • @VomitMommy said:

    I can see it on HUD and when I have LoS on distance, it will be easier for me to see where you are running. It gets blocked by that black circle now for a reason.

    I can also see hook turn when unhooking starts.

    Well a good point, it gives survivors some advantage, but I think it would make the game a lot more enjoyable, when the game does not actively tell the killer „go back to the unhooked person to tunnel them out“. You know what I mean?

    I can also see hook turn when unhooking starts.

    No idea what you mean with that?

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796762#Comment_3796762

    It still reaches the same strength it does before it was nerfed, and it still reaches higher numbers than it did at 33%

    Pre nerf time 1.5s

    Post 1st nerf time 1.33s

    Post rework time 1.5s


    It still reaches the same total effect it reaches before

    when they do a basekit buff they nerf the addons so that it doesn't reach above or very far above what it did pre update

    My whole point is that you don‘t have to nerf addons, so they do barley anything and don’t go over their old values (that were possible before), especially when they are only fun addons and/or already underused.

    They could have just left reikos watch at 33% when buffing the base invisibility to 1.2s, so you can reach higher numbers than the old 1.5s. There is no reason not to and that is the same with many other killer addons. There is no reason to make addons do barely anything and not to get higher values than before. I‘m not arguing about those who clearly need nerfs when becoming basekit, but those who didn‘t get used before (which is the case with reikos watch after they nerfed it to 33%) and addons that are mainly used for fun instead of a competive advantage.

    it still reaches higher numbers than it did at 33%

    That is not my point, my point are the addon numbers and with the 1.2s basekit invisibility and the 33% on top you would get 1,596s invisibility, which would be slightly higher than it was in her first version and even with a 50% increase it would be fine (1,8s invisibility). I’m using Sadako as example, because she is my main killer and therefore she is easier as example for me, but there are enough other cases where addons get unnecessarily nerfed when something gets basekit.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426620/why-do-you-always-nerf-addons-very-much-when-making-them-partially-basekit

    Probably because they would be too strong or silly if they just make basekit buffs then left it exactly the same in most cases

    Look at pig and leather strap, they made 70% of it basekit and left 30% on the addon going from 2s to 1.3s and 0.3s reduction on the addon, if it was left the same it would be down to a 0.3s crouch time which would be silly to spam the charge attack off of, especially after the second round of basekit buffs making the basekit crouch time 1s basekit time and the addon only reduce it by 0.1s. A 0s crouch time into charge would just mean charging 24/7 for distance and all attacks.

    On sadako if it wasn't changed the current invisibility time it would give would be 1.8s (+50%), not seeing the killer 55% of the time on top of not seeing them at all outside of 24m is a big deal. But they still have the effects pre-nerf that you would using the addon or slightly more at the very least. Before all the updates you could get 1.5s visible and 1.5s invisible using the addon. After the updates you can get 1.5s visible and 1.5s invisible using the addon. The point is that you are no longer reliant on the addon for all of its effects because without it you still get 1.2s instead of only 1s but you don't get a massive buff or be able to double / triple down on its strength when you bring it but you get similar or the same strength before the update.

    I don‘t exactly get the stuff, where you were talking about pig, but if you mean being able to teabag as pig would be bad, then I disagree. I would love to be able to teabag.

    For Sadako I completely disagree. She was not reliant on the addon nor does she need it. It is basically only an addon that is for fun and being able to use the flicker. It would definitely not be op. She got still enough restrictions. Even when they left it at 33% I would be more than happy and it is really sad that they nerf an addon that is mainly for fun.

    I generally just think that many addons do not need any nerfs, because they weren‘t really strong before they got nerfed for no reason other than „It is basekit now, we don‘t want to make it a tiny bit more useful.“ They nerf for example also addons that weren‘t good nor used at all when buffing certain killers basekit. → One example would be doctors static blast addons. Literally no one used them before and they nerfed them so no one will use them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796637#Comment_3796637

    i think it depends add-on. order add-on for doctor was trash-tier before. so them nerfing under-performing add-on is kinda pointless. a good example strong set of add-on was demogorgon's barbed glasses and black heart. these add-on were among his best add-on and them buffing base-kit still makes these add-on's worth using.

    So judging from these two scenario's, add-on need already be good for them to be wanted. In Sadako's case, her invisibility was always bad and add-on didn't move needle for making it better. the entire invisibility mechanic flicker at loops needs overhaul for her. I already gave my idea for how they could make it relevant. simply take flicker invisibility on current m2 and put that as passive and take current invisible values and put that as M2. I don't think they're going change Sadako any time soon so it is pointless to talk about it unless she shows up on road map, than we'll start talking.

    I just wanted to give some examples, where the devs clearly did a mistake by nerfing like you said „underperforming addons“. I didn‘t mean any killer specifically and shure in sone cases it makes sense, but we have seen enough cases were it didn‘t, so I wanted to give my feedback to that. Which is they do not need to nerf every addon when they make something basekit, especially when it makes no sense.

  • I‘m honestly surprised how fast they gave him buffs. One year ago that would not have happened. Very good behavior.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796615#Comment_3796615

    I'm mainly just annoyed that they tend to not add the full addon basekit. It's always like half in a lot of cases.

    Imagine if they'd given Wraith like half of purple Windstorm back in the day, people would've been mad.

    They didn't do this with Dredge and it was amazing. He got the majority of the addons basekit, and in some cases even more, which made him feel so much better to play.

    Agree with that, but when they don‘t make that, I want the addons still to be worth running and not to be very minor.

  • @Iron_Cutlass said:

    Here is an easy way of explaining this.

    Imagine if playing playing a character with a X addon became so necessary that youd see X on that character for most of your games against them.

    If BHVR wanted to make X not feel necessary, they would take some of the values of X and make it basekit.

    In this instance, if they dont nerf X while making the value basekit, the values of the basekit changes stacks with X. People will still run X since it would still be the best addon to use, but now the strength of X is amplified by basekit changes.

    By nerfing X in this example, it discourages people from using it, while also giving them the benefits of X as a basekit effect. It promotes using a more diverse set of addons but still leaving room to use X if you want to, it creates a situation where you actively weight the cost and benefits of using X in comparison to Y or Z.

    Look at doctor for example. He got now a shorter static blast cooldown and now his addons, that reduce the cooldown even further, do like almost nothing even tho it is combined more than before. For Sadako they nerfed reikos watch (sorry took the wrong addon at first ring drawing) while making it party basekit, which was more of a fun addon than strong, but there was no reason not to give players a chance to go over the 1.5s invisibility and I haven‘t seen anyone run it ever since they nerfed it from 50%. Your so called variety actually decreases, when they make them partly basekit a lot of times (not always), afterwards those addons are not worth running at all (a lot of times). If they nerf the addons in away that they are not basically doing nothing, then it‘s fine, but that‘s often not the case.

  • In think you play generally with too dark settings

  • @Sow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795951#Comment_3795951

    Again going in circles. Mate agree to disagree. Simple and done. Move on. Cause this will never go anywhere. It's a literal bloody round about. Already covered and I already pointed out my counter argument to what you've said a few other times.

    Most complaints around Nightfall is the screen coverage and how hard it can be to see. Not saying it's the worst thing ever but it's clearly annoying to enough people that it's the number one complaint I've seen on nearly every god damn post/forum about Nightfall lol. Then you say well it "actually isn't" like that just somehow solves everything. Wow the best counter argument. Mate, you say Nightfall reduces how far you can look and others say they can see far. Y'all can't make a conclusive point to save your argument. Now it's not actually dark… lmao.

    I've clearly stated what the purpose of this feedback was.

    Mate you gotta be a troll. Cause this can't be real. No way you are actually serious lol. Of course you play him. I was wondering why are these guys so bloody defensive lol. Although it's all making perfect sense now. Enough said man lmao have fun cause you just decimated your whole argument. How? It's call bias. As a someone who plays Dredge and specifically for that Nightfall aspect. Of course you aren't going to favour someone saying something against it. If you don't understand that concept then I'm truly sorry I can't help you. 😅

    EDIT* Hope this helps but mate just for the sake off puns and just to end this on a bit of fun. "Stop the chase cause you trippin over pallets, face planting into windows." 👻

    POST EDIT* Funny enough I versed another Dredge and I think I have the perfect screenshots to show you why either you are using a Filter/shader whatever or your brightness is really high "or something". This is my vision during Nightfall. Spooky and really cool by design but this for 60 seconds every other minute gets tiresome. Oh and that person on hook killed themselves on purpose and then we got 3 downed cause Killer decided to slug. Also if you can notice not a single gen is done. Solo queue is totally the "same" as SWF lol. In most SWF I guarantee you would see at minimum 2-3 gens already done or almost done. What's the term they use, oh ya… "stop the cap!" Go ahead tell me this is "fine".

    Side note really ironic that the first time I try out Hyperfocus I get a dredge. Just my luck lol.

    https://us.v-cdn.net/6030815/uploads/WK4AYHJ6N2V3/20240910191754-1.jpg

    https://us.v-cdn.net/6030815/uploads/CG11EH1D7WE8/20240910191739-1.jpg

    https://us.v-cdn.net/6030815/uploads/0TXBMQPDDLKT/20240910191745-1.jpg

    https://us.v-cdn.net/6030815/uploads/DFGX0WGNK3FI/20240910191746-1.jpg

    https://us.v-cdn.net/6030815/uploads/N1I3JOHA1BRV/20240910191747-1.jpg

    https://us.v-cdn.net/6030815/uploads/9V13HXQE6DE5/20240910191752-1.jpg

    https://us.v-cdn.net/6030815/uploads/ISX41239K3OW/20240910191753-1.jpg

    You can play something and still give feedback, shure I‘m a bit biased, but not in a super you can‘t talk to me and I ignore everything way. I play a lot of survivor since killer has ages of que time.

    Your screenshots actually looks very bad and either I actually have higher brightness settings or I just don‘t have a problem with it. I honestly forgot that it makes the outer part of the screen completely black, but what I meant was that it doesn‘t make everything darker just reduces the range you can look. The inner part is probably still as bright as it normally would be, but please correct me if I’m wrong. It still doesn‘t make it darker, but gives you additionally a very small field of view (sorry for forgetting this part), which I can agree with you might be a bit too small.

    Stop the chase cause you trippin over pallets, face planting into windows

    No idea what that is supposed to mean?

  • Even when they need a nerf they always overnerfed them

  • @ppmd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426620/why-do-you-always-nerf-addons-very-much-when-making-them-partially-basekit

    They usually nerf addons when making addons basekit because they are incorporating the most used addons into the basekit. They are hoping to encourage addon variety and make the basekit fine afterward. If you just leave the old values, then it means killers could just continue to double down on these best addons and boost their performance further.

    Not all of those addons are the „Best“ addons. Many are just fun or make the killer feel better, but even when they are, they should make them completely basekit instead of just giving it almost no effect. Therefore I agree with @ReverseVelocity. Currently those nerfed addons have like almost no effect in many cases.

  • @YayC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794668#Comment_3794668

    No shot you are actually complaining about the current state of scamper… It holds literally 0 threat

    They could just remove scamper altogether and no one would notice. The only use is for traversal on lerry‘s

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795962#Comment_3795962

    I would like it, but this change would make boons even worse than they already are and on the other side many survivors would probably complain, which would lead to one of the fastest reverts.

    That exact thing was the reason why did I put in the boon range increase. To accomodate for the new, potentially less useful totem spots.

    That was not my reason. My reason was survivors would hate to search the corners of maps and would probably struggle to cleanse devour or … in time, because of the massively increased places where hexes could be.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796152#Comment_3796152

    Not really imo, it was easy and cheap.

    Oh no, I got outplayed. Press E

    But isn‘t the new deadhard stronger if you don‘t miss it. New dead hard gives a lot more distance by the sprint and the killer has to clean the weapon. With the old one you just got a short sprint, which made the killer miss, which didn’t give that much distance like current one.

    Back to topic. I want a gamemode with just old stuff and old perks so badly, where we have the prime version of every perk. Old dead hard was so much fun. I would want it back as a dodge perk without the invincibility.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795238#Comment_3795238

    You can simply make gaps in some structures like Badham has few spots, but they don't think about totems at all with map design, then just randomly place them around, which creates such terrible spawns.

    Leri's, Badham and some others have this. So totem is inside some small structure of grass, or boxes etc.

    You can also use corners of map, they don't need to be put in middle. I am pretty sure I would be able to find enough hiding spots on most maps, except Eyrie of Crows probably...

    You can simply make gaps in some structures like Badham has few spots, but they don't think about totems at all with map design, then just randomly place them around, which creates such terrible spawns.

    Leri's, Badham and some others have this. So totem is inside some small structure of grass, or boxes etc.

    Sadly you are right they do not really care about hexes and boons. I really hope they give boons and hexes some buffs in the next update since they said they want to make a lot of perks better there.

    Having the boons spawn like on those maps would be great, but it would still not do much on most maps when they are small. Those two maps are relatively big and have a lot of walls, which make hiding them better. The other maps simply do not have those advantages.

    You can also use corners of map, they don't need to be put in middle. I am pretty sure I would be able to find enough hiding spots on most maps, except Eyrie of Crows probably...

    I would like it, but this change would make boons even worse than they already are and on the other side many survivors would probably complain, which would lead to one of the fastest reverts.

  • I think it is fine, but I would also not say no to a small nerf to its range or nerfing it by buffing blindness, which I would prefer.

    It is a perk that many people need to play the game well and to have fun without spending a living in the game. Windows mainly helps to not having to memorize all maps and to identify the few pallets that maps have so you do not always run to a deadzone.

    If behavior really wants survivors to use other perks, they should try to give us new viable perks, instead of killing perks like they did some time ago commonly.

  • @Sow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794970#Comment_3794970

    I do appreciate him glowing and I do my best in those trials but after the 3rd nightfall my eyes just say screw it. My ADHD brain legitimately has a limit when dealing with Nightfall. After a few times my brain just shuts off and I zone out while running into things lol.

    I like the theme I really do but the narrow vision and how dark every thing is, makes focusing a chore. I don't find it fun feeling like I gotta shove my face to my monitor to see anything. Seriously if Nightfall was reduced 30% of it's screen coverage. I wouldn't even care about the timer. It's genuinely just how dark the screen gets. Even when I look to see if others are having issues with this. It's the same as me. The theme itself is not bad but the screen part is just annoying after awhile.

    Well I can understand you, but running into things and having a worse vision is honestly the whole point of this ability. Shure you get some other advantages like faster tp, but I mainly play him for the darkness.

    About it making the maps darker, it does not. Nightfall only reduce how far you can look and doesn‘t make anything darker even tho the black wall looks like it.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795409#Comment_3795409

    Like everything has to be only perfect for killers (Rant against behavior).

    I didn't really enjoy playing there even as survivor. Either it was killer who didn't have issue with hold W and we usually lost, or they struggled and it was easy win.

    I don't see how that is fun…

    Then as killer I have the easiest matches and only feel bad for survivors.

    Then make it harder for yourself, if you have such an issue with it. There is many ways how, but I don't think you really want to. It's not like BHVR needs to do it for you.

    Not being able to do anything now is even less fun. I do not like ending chases extremely fast on either side and to immediately die or kill survivors in a chase

    How am I supposed to make it harder? I’m not playing meta perks as killer or the best killers and I do not tunnel. I play what I find fun and swap many builds. Maps are already extremely easy as killer and instead of them making the few killers, who are actually bad better. They make every killer easy mode by making maps and their loops super easy.

    @Emeal said:

    I am not able to answer for bHVR why the map was changed, but lets critique the original.

    1. You could see 2/8 of all movements paths around the map unobstructed from one corner.
    2. From the same corner, you would be able to look down unobstructed half of all ways the Killer could come to you.
    3. Seeing the Killer down any hallway gives survivors a LONG headstart on a chase.

    The new changes fixes that.

    Yes, but why do they only fix killer issues and no survivor issues and why did they make some of the loops even worse instead of just adding those line of sight blockers? The map wasn’t bad for killer before and one of the stronger killer maps.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795445#Comment_3795445

    yep. i think general issue is that survivor in this map just hold-w 24/7 as head-start in front of the killer so killer realize their chases are too long because of pre-running, so they just camp hooks between hallways because chasing is impractical. as a result, the map has high kill-rate because of how strong hook camping is on this map.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795409#Comment_3795409

    the old maps are changing because they were too strong for current killer cast. it is easier for BVHR to weaken maps than it is for them to improve low-tier weak killers. so they're choosing former over latter.

    This is such a stupid way to balance the game since the better killers will perform even better now, so you have even less chances and then also buffing most killers every update is not the smartest move in combination.

    Having it super easy as killer isn‘t even fun and constant struggling as survivor at the same time…

    Midwitch wasn‘t even a map where killers struggled and it was actually a map that was better for weaker killers.

    @n000b51 said:

    @Langweilg :
    ' It wasn‘t a map where killers struggled.'
    Play it as Hillbilly, you will know the power of the Ctrl + W…
    And now in the hallways you have many obstacles to every powers, a strong pallet depending of the RNG. On 1st.floor survivors have a very strong pallet in a classromm that you don't have before. Just in the middle, the walls are very short and widely opened. They just have added a dead zone in the opposite side…
    Have you counted how many pallets you have on this map rn ? And for killers, many breakable walls are removed (thx God).
    IMO they have buffed this map for survivors tho'…

    Well hillbilly might not be able to use his power that well to travers, but it is still easier for him like for the other killers now.

    There might be a lot of pallets, which are needed, because of the size and other stuff, but there is still not enough stuff for survivors and now even less.

    So how exactly is this map better for survivors now? Loops are worse, (breakable walls are many gone which helped you to get a bit of distance, don‘t know wether or not most a re gone), the clutter slows down survivors massively and hinders them to prerun+to see the killer, so there is no improvement for survivors on a map that was already really good for killers.

    It shows again how much the devs hand hold the killers.

  • Wow!!! Tell me that you have no idea of the game without telling me.

    This perk currently isn‘t even good and you want to nerf it. LOL 😂.

    Imagine killer perks have the same restrictions like ds. Then most perks wouldn‘t even activate, because it would probably deactivate through tunneling.

  • I would be happy if they would at least make decent maps, that don‘t favor killers constantly and have terrible loops and 20 shortcuts for them. This game would then at least be fun while killers have still good abilities. Also hitboxes are very bad in this game, I get hit so many times, where it shouldn‘t have been a hit. Having nice perks would be nice, but I would much rather have good maps. Having nice perks and bad maps would change nothing (, only when the perks would be busted).

  • @VomitMommy said:

    It was not good for survivors? Well, depends on the killer.

    Main issue was how boring it could be. You literally got to run marathon there with easy LoS, so impossible to mind game.

    It was one of the highest kill rate maps for killers already. It wasn‘t a map where killers struggled.

    Main issue was how boring it could be. You literally got to run marathon there with easy LoS, so impossible to mind game.

    Like everything has to be only perfect for killers (Rant against behavior). There wasn’t much more survivors can do besides running, which is more and more behaviors balancing idea, but even that is too much now. They just put a small object next to a pallet and call it a day. The old pallets were so much more useful than the new ones and now the killer has an even easier time getting to survivors who can‘t know where the killer is. The map already suffered from a lack of windows, which makes you run out of pallets relatively fast.

    I find it extremely boring and unfun what behavior does to newer and old maps. They just put there no or almost useless loops, make it extremely small and give the killer 20 short cuts, so that they can‘t loop nor run away. Then as killer I have the easiest matches and only feel bad for survivors.

  • @VomitMommy said:

    Yeah, some are too weak and would need buffs, but I don't think that is main problem.

    Main issue is totem spawns. Spawns middle of nowhere visible from half of the map, spawns next to gens, guaranteed spawns easy to find, survivors spawning on top of hex...

    What is purpose of totem hunting perks at this point? I don't think any totem should be in a spot you can see from 4+ meters, it should be in spots you need to actively check to find them.

    The sad thing is they can‘t really improve the spawns by much, when maps become smaller and smaller and tinier. Since they did this totem spawns became worse and worse.

  • @Sow said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794958#Comment_3794958

    You don't have any problems dealing/surviving with nightfall or you don't have any problems how it's designed? Just curious.

    Both. When I know he is chasing I do gens otherwise I hide and when he chases me it is manageable even tho it can be tricky. He still glows in nightfall as long as that doesn‘t change, there ain’t really a problem for me. But it would be funny if he wouldn‘t glow.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794957#Comment_3794957

    Yeah it'd probably be achievable for a lot of people, but for those who it wouldn't be, it would become literally impossible to finish generators. I run Merciless a bit, and people do miss those skill checks, even without going against Doctor.

    It could also just reactivate after a certain time. Would be fine or?

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794949#Comment_3794949

    Understandable, though the killer can still hear the actual generator itself, just not the little repair sounds, they can still go kick it, and force survivors off regardless. Plus there are aura perks the killer can use to track them, and killer instinct. (Distortion is annoying though as killer, we will have to see how it goes once it gets changed soon).

    Appreciate the feedback!

    I also thought you meant the gens sound are 100% muted as well as the repairing sounds. I would want the gens being 100% silent, just working on them silently would be relatively useless.

    @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794946#Comment_3794946

    Thanks! I also wanted 100% silent repair progress for this perk, for some of the less used perks I like to add new strong effects mainly so it can be good for experienced or beginner players (the third idea) to make the discussion more interesting, so anyone can think on how they feel! Appreciate the feedback!

    I don‘t exactly get the last part, where you say (the third idea)…

    I meant that suppressing screams would be unnecessary when you working on the gen is silent and the gen is silent.

  • I don‘t have any problems with nightfall and I do not really like your suggestions.

  • Ok my mistake, but just having to hit the skill checks wouldn‘t be too difficult.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794778#Comment_3794778

    You'd end up with a pre-nerf Tinkerer situation. Especially considering that missing the skill check would ALWAYS regress it before the activation point.

    I thought gens can‘t regress when blocked?

    In the end it would still only force you to hit the skill checks, which isn‘t really hard.

    It could also just go on a cooldown for 25s after the gen gets unblocked and afterwards it reactivates.

  • I like it. Being 100% silent on gens is what I wanted from this perk for a long time and it working like bite the bullet would be a lot nicer. The third effect is nice, but I don‘t think it‘s needed.

    Edit: You could make that it gives all its effects to near by survivors as well like leader instead of only the silent part.

  • @GeneralV said:

    CoH did need a nerf, but the original Self-Care from before the healing changes in 2018 was absolutely fine as it was.

    They should have made COH 45% self heal and they should have given the killer Shattered hope basekit, so it would be perfectly fine.

  • Haddonfield needs to be reverted until they come up with a good rework. I don‘t understand why they put it to live when everyone agreed it was extremely unfair.

  • @Devil_hit11 said:

    i would rather they remove condition where it only triggers on a generator once. Make it work unlimited amount of times. it might be too powerful so i am not sure.

    This would be really nice.

  • @LadyOwO said:

    Well in solo queue it's pretty much needed because you can't always rely on your teammates to heal you so.....

    Yep, it‘s honestly frustrating how many times I follow teammates and they keep running and then I have to get healed on a open field. When I try to get behind cover they just leave :(

    I would really look forward to better self heals and heals in general.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794269#Comment_3794269

    God, no! That was the absolute worst part of if, and the other part was god-aweful, too. Don't do anything about this perk, it still is used a lot and many survivors still get so much millage out of it. A single use of it can cost the killer the game, we don't need the dashing part back. This alon was a big part of why playing killer felt so aweful back in pre-6.1

    Isn‘t the current version a lot stronger than the old one. You get a sprint burst and the killer has to clean it‘s weapon while the old one only gave a bit of distance. I don‘t want the invincible part, only the dash, which means the killer could still hit you. Besides those, old DH was only so good because of old maps and other old strong perks, it would probably not even be that good in todays dbd.

  • There is so much wrong. Like who would come up with the idea of boon circle of healing and exponential being too strong 😅. You waste so much more time setting them up and then walking there, that they do not even make up the time.

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