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List_of_concerns

List_of_concerns

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  • @Reborn2020

    1.) I'd say most of the time 2 of the 3 possible randoms are also red ranked. (I solo queue.)

    2.) How do I say this as clearly as I possibly can? Absolutely not ######### worth it! Matches in the red ranks are typically decided (won or lost) in an uncomfortably short amount of time. Almost every Killer at every rank tries to cheese a victory (if they have access to cheesy builds), but it's especially prevalent in red ranks (because they typically have all the perks unlocked). Mistakes will be punished the fullest extent, even if that means the match is over in less than four minutes. Blood points and Pips are not a concern for red ranked players. It's either play the hero all match (flashlight saves/sabo saves) or get four kills (proxy camp/intercept anyone that dares look at a hooked survivor) ... period.

    I guess what I'm getting at is there is either very little mercy or none at all for the other side. It's not a very pleasurable experience unless you like being trolled 75% of the time. 🤢🤮

    P.S. 2000hrs+ play time on Steam/PC

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1265990#Comment_1265990

    Thanks. I'm sure you'll catch some flak for a couple of these, although I understand where you're coming from.

    I know you didn't include everything, so this is just one last brief question. Did you include also stacked slowdown builds? Examples Plague/Legion + ruin + thana + corrupt (or dying light, pop, etc.).

    I'm sure an alarming percentage of folks with disagree with my assessment(s). (I'd have a nice chuckle if that percentage syncs up with the percentage of cheesy matches I've had. It wouldn't prove anything, but it'd sure be a heartwarming coincidence.)

    Anyways, to answer your question, I did not include "forever builds" or stacked slowdown builds in my cheese category.

    While those builds may be cheesy, they are limited to a small pool of Killers that aren't very popular (in my experience). I don't feel "as cheated" when a match drags on forever versus when it has been cut short due to some snowballing effect that was granted by abusing cheesy strategies.

    While we're on the subject, Survivors are perfectly capable of cheesing themselves too. I can't tell you how many times two or more survivors are at a 99% gate, they go back for the last Survivor, and they give the Killer a free pip/double pip instead of accepting the 2+ Escape.

    This is unrelated, but I just want to mention that many Killer posts I've seen complain about generator speed/Trial speed. Cheesy strategies snowball victories before four generators are completed (two gens still remain unfinished). Which side has the faster win condition? Obviously, it goes both ways, but all you need to remember as Killer is this little nugget: The other Survivors would rather fly into the Sun than let someone reach the next hook state. They can't all have Borrowed Time, right? 🤣

  • @PrettyFaceKate said:

    Thanks for taking the time to do this.

    Could you elaborate on what you classified as these, please?

    Cheesy Build(s), Strategies

    Sure, I can list a few. I don't want to list them all because this might become a novel very easily. Keep in mind, you don't have to be successful for your strategy to be considered cheesy. Cheesy =/= Pip or 4K (I don't know how you personally measure success).

    There's the classic cheese:

    Insidious + The Cannibal. Camping + any Perks. (My favorite camping technique, that I've seen, is what I like to call "The Yo-Yo". You leave the hook to about 25m, come right back, repeat. It's typically used to defend a basement hook. It's extra spicy cheese if you're playing a Killer that is immune to Borrowed Time at that range.)

    Some extremely common cheeses include:

    Nemesis + Play With Your Food + The Cannibal. Infectious Fright + The Nurse, The Hillbilly, or The Oni. (All of the Infectious Fright examples are extra spicy cheese if you combine them with Monitor & Abuse for the extra detection range.) Make Your Choice + Deer Lung + Rotten Green Tripe + The Demogorgon.

    Finally, there's the rare cheese reserved only for your "most enjoyable" Trials:

    Iridescent Head + Infantry Belt + The Huntress. Red Head's Finger + The Clown. Jigsaw's Sketch + Crate of Gears/Tampered Timer + The Pig.

    I think that's enough examples. More often than not, everyone either black pips or depips when these cheesy strategies or builds are used. I don't see the point.

  • @Feiten said:

    I'm mad i don't see flip flop or boil over used more. So many interesting perks but most r1 survivors use the same predictable builds...

    Maybe people would use flip flop or boil over if the hooks weren't "patched" to be located right next to each other.

  • What charms?! 🤣 Joking aside... I never notice them. Any cosmetic "upgrades" should be obvious and charms are practically invisible to the untrained eye.

  • @DetailedDetriment said:

    This would be another form of toxic killer behavior. Besides, you have always had to work for the mori; just giving it away is pathetic.

    I'm not sure I understand the point you are trying to make. Could you elaborate?

    I wasn't aware that using a Cypress Memento Mori was considered toxic behavior. It's the least intrusive Memento Mori available. You work for a Memento Mori because you have to purchase it in the Bloodweb? You work for it because you have to equip it?

  • @yutycorn said:

    Moris and keys are such iffy topics e.o

    Personally I love the idea of making the yellow a part of basekit. I prefer being moried over hook n dead, but I also don't want the other two moris removed or nerfed or both. Changed, yes, but I don't know if I want to see them just gone. However, it'd be necessary to remove them if the yellow became base kit, because of the valid point you bring up --no one likes their match ending early. I love Devour Hope, but DH is a totem perk and is as totem perks should be; very high risk, high reward.

    Perhaps make it so the green Mori requires two hook stages and the ebony requires every survivor to be hooked at least once before anyone can get mori'ed.

    Personally, I liked the podcast with OhTofu, Otz, Ralph, and Pug, when they covered keys and Moris for like 5 minutes -- one thing sticking out;

    Don't make changes to one side: balance/nerf/buff without doing the same to the other side: balance/nerf/buff.

    Great post though! Well thought it <3

    Moris and Keys do seem very controversial.

    I don't want to see all of the Memento Moris removed either. I've considered a few new changes. Your note and/or quote from the Podcast has made me reconsider a few things. I'll be sure to edit this post soon.

    I can't change the fact that nobody likes having their Trial ended prematurely.

    Thanks for the suggestions! 😁

  • @Freudentrauma said:

    I agree with part 1. Making the Cypress Memento Mori kill base kit would shortened games that are already over and reward killers. Would be a good change.

    But I have to disagree with the the other suggestions. It would work, but I think it's kinda a waste of potential and I would rather see Moris reworked in a fun way than just basicly removed/nerfed. And I think there is a lot potential considering that there is only one Killer offering per game, which should allow it to even change the rules of the game? Why not make the Ebony Memento Mori disable sacrifice and keep each survivor in hook state 1, but give the killer tokens foreach hook state, which grand him kills at one point e.g.?

    That's something I would rather see.

    @Freudentrauma

    I'm pleased that you agree with the first change. I'm aware the other changes may seem like a nerf, but I'd be willing to make that sacrifice if it meant that we could witness the Memento Mori Kills more often. I tried to establish a middle ground or a series of changes that wouldn't frustrate either role.

    Also, I'm not sure if I'm interpreting your suggestion correctly. Are you suggesting that the Ebony Memento Mori could function similar to Hex: Devour Hope?

  • @NoMitherPlayer said:

    https://forum.deadbydaylight.com/en/discussion/133102/would-you-enjoy-always-having-the-option-to-kill-the-last-survivor

    This would be great to see but I've to agree with Fibijean. This would be unfair in 99% of the situations, survivors can clutch it!

    I also think this would be great to see.

    If you're the last survivor, and you've just been downed (put into the dying state), how could you escape? The Killer is right next to you, so Unbreakable would not save you. You're not going to win a race to the hatch while you're on the ground. Hooks have been revamped to be closer together, so wiggling will not save you.

    Other than using Decisive Strike, how could you escape? What are these other situations?

  • @Mikeasaurus said:

    I kinda wish Moris would be used more. They're so much more entertaining than the usual hook and dead. I'd be happy with a change like this overall.

    I couldn't agree more! 😁

  • @xWoods831 said:

    Thanks again if you take a chance to comment.

    I'd have to say all roads lead to Fungoose. He is a self proclaimed "educational streamer". You can learn a lot very quickly from watching his content.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123295#Comment_1123295

    Let me finish this up so we're 100% clear... i'll answer all three of these below in their own sub-section like before.

    • [Number 1] ("a Mori isn't supposed to be a base-kit feature" & "wasn't it's intentional feature since it's an offering from the get-go" Isn't Dead by Daylight is a live game where things are constantly changing? Are the Memento Mori untouchable?)
    • [Answer] (The Memento Mori's are not untouchable, since the Ruin change has proven an age old concept can be changed, but the Mori concept is so controversial that it's hard to really touch it without having one side be displeased with the change. Even the Ruin change still has a lot of backlash behind it... Most players agree Ivories are a reasonable alternative to Ebonies, but removing Ebonies would for sure cause a stir somewhere in the community. Is a change possible though? Absolutely. Will we see one soon? I doubt it at this current time.)
    • [Number 2] ("Having it as a base-kit feature isn't entirely broken, since it's a Cypress Memento Mori we're talking about" If it isn't broken, couldn't we allow for such a change?)
    • [Answer] (My entire point was to show you why it would be pointless to add this as a base-kit feature. If the last Survivor is dead no matter what, where the other Survivors leave them in the end, than having them die on a hook or die by your hands doesn't add anything. If anything, it most likely gives less points since an EGC sacrifice (I believe) gives more points with the other sacrifice bonus than killing them yourself with a base-kit option. Besides that though, the change doesn't add anything except an alternative option to kill the last person. If it's added, than cool. If it isn't, than it doesn't entirely matter since the offering exists to do it anyways.)
    • [Number 3] ("If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points (probably because of EGC) and/or the same results... The only difference is how you kill them and some players don't really care about that." & "since that's all a Cypress does by design" & "side-option, instead of just hooking them and that's it" If you'll still have the same results, why would this be a negative change?)
    • [Answer] (It wouldn't be a negative change, a negative change isn't the same as a pointless one, that's why I said "If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points" since the concept itself neither takes or gives anything, it just gives an alternative option at the end. I suppose for players like you it would be enjoyable to have it, which in that case it does add something, but for some and/or most who don't care either way, it seems rather... meaningless to add I guess. Like I also said in Number 2 though, if it's added than cool, if it's not than it didn't matter anyways since the offering already exists.)

    Thank you for taking the time to answer all of my questions, FireHazard. I think I have a much better understanding now.

    Incentives matter. My proposal does not seem overly rewarding or penalizing to you. For you, it simply doesn't matter either way. I can accept that.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123198#Comment_1123198

    I arrived at that decision because a Mori isn't supposed to be a base-kit feature, a Mori, no matter how scenario specific it is, is an offer that Killers can use to have an alternative means of Killing Survivors BESIDES the traditional sacrificial method.

    Having it as a base-kit feature isn't entirely broken, since it's a Cypress Memento Mori we're talking about, but that wasn't it's intentional feature since it's an offering from the get-go. If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points (probably because of EGC) and/or the same results... The only difference is how you kill them and some players don't really care about that.

    as for the scenarios

    • [Scenario A] ("It just rewards you for a 4k") [Answer] (A Cypress Memento Mori is just an alternative way to kill the last Survivor in the match. This can be done by everyone leaving the last Survivor to be mori'ed, which than activates the mori prompt (not before), or as an alternative reward for 4king the entire team. That's what I meant by this, since that's all a Cypress does by design.)
    • [Scenario B] ("or at least killing the last person alive that you downed yourself") [Answer] (What I meant was explained in Scenario A, if all the Survivors escape leaving the last Survivor to be hooked, since they need to literally escape for the Cypress to activate, than you're given an alternative option to kill the Survivor that you downed yourself and a sort of "reward" or side-option, instead of just hooking them and that's it.)

    If you don't mind, I just want to clear up a few things. As I said before, Memento Mori Kills are important to me. I want to gain more insight into your point of view.


    1] "a Mori isn't supposed to be a base-kit feature" & "wasn't it's intentional feature since it's an offering from the get-go"

    Isn't Dead by Daylight is a live game where things are constantly changing? Are the Memento Mori untouchable?


    2] "Having it as a base-kit feature isn't entirely broken, since it's a Cypress Memento Mori we're talking about"

    If it isn't broken, couldn't we allow for such a change?


    3] "If it became a base-kit feature, it wouldn't really add anything since you'll still get the same amount of points (probably because of EGC) and/or the same results... The only difference is how you kill them and some players don't really care about that." & "since that's all a Cypress does by design" & "side-option, instead of just hooking them and that's it"

    I really like the turn of phrase that someone else used when discussing this topic. It could "end the game with a bit of flair". I'm not concerned with Blood Point values since they've been adjusted many times.

    If you'll still have the same results, why would this be a negative change?

    Some players may not really care about Memento Mori Kills, but I count myself among those that do.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123078#Comment_1123078

    I... wouldn't push it that far to make Cypress Memento Mori's a standard, or if you mean base-kit than no.

    The point of Mori's is an alternative way to Kill Survivors, that's about it. Obviously most people have Ebonies because it's four Killers vs Ivories 1, which is why a lot of people want Ebonies to be removed and Ivories to be the standard. Cypress is the most fair of the 3 because it just rewards you for a 4k or at least killing the last person alive that you downed yourself.

    All in all, we don't really know if Ebonies will ever be removed or not. If they don't than it doesn't entirely matter since you rarely see them in-game anyways...

    May I ask how you arrived at your decision? You disagree with making the Cypress Memento Mori a standardized feature or base-kit feature.

    I'm simply trying to gain more insight. Memento Mori Kills are something I have a great interest in. Could you elaborate on the following scenarios?

    A] "it just rewards you for a 4k" (The Trial is over.)

    B] "... or at least killing the last person alive that you downed yourself"? (The Trial is over if the Gates aren't open and the Hatch is closed.)

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1123019#Comment_1123019

    I mean, a lot of people agree that Ivories are more fair than Ebonies due to 1 dying is better than 4, it's reasonable and lets you kill 1 person at anytime.

    It's not entirely balanced but it's better than having 4 Survivors die after their first hook, especially if the Killer is insanely for example.

    I'm sure most people can agree that the Ivory Memento Mori (one kill) is more fair than the Ebony Memento Mori (four kills). It's basic math.

    I find the Cypress Memento Mori to be nearly perfect from a balance standpoint. People have found instances where the Cypress Memento Mori isn't fair. They are mostly rare edge cases. I believe we could make the Cypress Memento Mori a standard feature in Dead by Daylight.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118374#Comment_1118374

    They exist because the devs want them to, that's about as much as anyone can say here.

    Mori's have been in the game since 2016 with multiple animations dedicated to them, the concept of Ebony mori's are considered highly controversial as well, so it's entirely unknown why they keep them around. I for one don't really like Ebony mori's, hence why I never use them since I believe them to be unfair, but Ivories are a different concept, I personally believe Ivory mori's to be a lot more reasonable than their 4 man counter-part.

    With that being said though, your guess is as good as mine to why this offering still exists in DBD, could it be because of it's history? Because of the time put into the animations? Because they want Killers to enjoy killing Survivors through other means? Who knows, it's entirely unknown unless a dev comes in and tells you themselves. We can't really explain or justify why they exist, they just do.

    I agree with FireHazard. "We can't really explain or justify why they exist, they just do."

    I really like this quote from the OP. "The animation is kinda cool I guess. I just feel the condition for using a Mori is too low."

    I think the Memento Mori Kill animations are very cool. I'd like to find a fair way to increase the frequency of Mori Kills.

  • The next Chapter could be released on March 3rd or March 10th.

    Almost every Chapter has been released between 13 or 14 weeks apart.

  • Most of the Challenges are very reasonable.

    I was a little disappointed that some Challenges were tied to rare items (Rare & Ultra Rare Keys).

    Also, another Challenge was very Map dependent (Fall from a great height).

  • Fungoose

    This man can do it all... He can be your teacher, your friend, and your entertainer.

  • @Fibijean I think I might've needed an undecided option. From where I'm sitting you've changed your mind a few times.

    For example:

    "If this were a purely cosmetic change I'd be all for it." - Fibijean

    "...what you're proposing is a purely cosmetic change." - Fibijean

    Another example:

    "the possibility of succeeding DC or wiggling out and getting the hatch does exist" - Fibijean

    "given how niche and unimpactful a change it would be" - Fibijean

  • Even though it's backwards numerically, I still refer to Ranks one through eight as the higher ranks.

  • I'm really enjoying the arrangement of Challenges in Tome II.

    Neither the more difficult Challenges nor the DLC Challenges are blocking the main route.

    It's been nice to do the character specific Challenges at my own pace.

  • @Fibijean I know it's not the same exact thing. It's a proof of concept. It demonstrates that they have the capability of making things function under very specific sets of circumstances. I'm not trying to imply that cosmetic changes are greater than or equal to gameplay changes.

  • @Fibijean I guess my counter would be: Perks. There are 134 Perks and almost all of them function under very specific sets of circumstances. All of those Perks must've been worth it. I have faith that BHVR could figure it out.

  • @Fibijean What if for all intents and purposes there was no way for the last Survivor to Escape? For example: What if the Hatch has been closed, the last survivor does not have a Key, neither Exit Gate has been opened, and the last Survivor is in the Dying State? It's not my goal for this change to affect win versus loss scenarios.

  • @OtakuBurrito You must have quite the collection of screenshots. I wish you didn't get killed first just because you play as Claudette. Claud deserves better than that. She's been out there in the Fog for quite some time now.

  • @[Deleted User] said:

    You can still use BBQ, but you shouldn't necessarily be going after the procs. If you see 1 aura out of 3 possible survivors, that means 2 are potentially going for the save. It's always better to contest a save than it is to cross the map and maybe use Pop on a gen to regress it by the equivalent amount of time you spent just getting there.

    PGTW/BBQ can really be trap perks for M1 killers because it feels like you're actually doing something when all you're doing is making up for unnecessary travel time, depending on how you use them.

    It's better to contest a save if you know where someone is coming from. You can force another person off a gen, not waste travel time, and potentially force struggle state if you intercept and the other survivors don't realize it.

    @edgarpoop What you are describing... nope. I can't match this description up with anything other than camping or proximity camping.

  • @Weck I'm glad your first reaction is extremely positive. Hex: Devour Hope is a viable option to have the ability to Memento Mori Kill everyone. Earning the required Tokens for Hex: Devour Hope is more rewarding and fair than it is to bring a Memento Mori Offering.

  • @OtakuBurrito I wouldn't say I never play Claudette, but I don't play her often. If I do get the urge to play her, I do have Claudette at level 50. Certain Survivors are targeted for Memento Mori Kills above all others?

  • I realized this post was longer than most. So, I've added a TLDR for easier/faster viewing.

  • I like this idea. I'd like to suggest a few changes if that's alright.

    1] Allow Skill Checks to be triggered during any Skill Check based action. (Include Healing.)

    2] Change the condition under which you gain Tokens. Passive Tokens have never been done before. (Perhaps, since you aren't guaranteed a Great Skill Check, you could gain Tokens for staying out of the Killer's Terror Radius. It could be an alternative to Stake Out.)

    3] Stake Out gains a Token every 15 seconds. I think your Perk could easily match that or gain Tokens faster because you aren't guaranteed a Great Skill Check.

    4] Being able to force a Skill Check could have great synergy with Autodidact. Maybe that's why you excluded Healing. Just a thought.

  • @Huntar "Eventually" can be too long in some cases. I'd wager that the End Game Collapse was developed because "eventually" was an undesirable amount of time to wait.

  • Let's circle back a bit. It seems the most common counter people suggest is to simply hide or play stealthy. Myers (The Shape), and now Ghost Face, have to find you to trigger Exposed. If you've been found, you're not hiding or playing stealthy at that point in time. I thought that'd be obvious.

    Yes, you could play stealthy for a time to prevent Exposed, but it's going to happen eventually if you play the objectives (or try to escape via the Exit Gates). It's not like you could get all five gens done while every survivor is hiding in a corner trying to prevent Exposed. Exposed is much stronger on small terror radius killers. Hearing is one of two senses you can use while playing. If you can't hear the killer next to you and your line of sight is blocked by objects in the environment, you can't react to the potential one hit down. In those scenarios, it's likely that the killer will get a free (not skill based) one hit down.

  • @michaelrandom27 said:

    One counter could be to allow Dead Hard to be used while healthy. If necessary, you could add some punishment for using it that way, too. Maybe doubling the duration of the exhausted effect.

    @michaelrandom27

    I've added this idea to the OP. Thanks for the reply.

  • @Akuma said:

    That would be cool. If Vigil would shorten the Exposed Timer. I mean it would be still useless but there would be a counter to it. to the limited exposed status effect^^

    @Akuma

    I agree. I've added this idea to the OP. Thanks for the reply.

  • @AetherBytes said:

    @List_of_concerns

    It's a counter by trying to become the target. Having an aura gives you away, and the killer will most likely go for a survivor they can't lose when they have exposed. Basically, it's a risk to run unless the killer is already running exposed perks or Evil Within, but if they are it lets you act as a distraction without much more of a risk. It's a soft counter that uses exposed in the survivors half-favor to be bait.

    @AetherBytes

    Perk 3: Eyes on me

    You refuse to let your friends fall victim to the killer, and go out of your way to make sure you are the killer’s only target.

    Whenever a generator is completed, your aura is revealed to the killer for 60/45/30 seconds, and you gain the exposed status effect for 30/20/15 seconds. While your aura is visible, exhaustion is ignored, with the perks that causes it deactivating until this perk deactivates. Gain 20/40/60% more bloodpoints in both the Altruism and the Boldness category.

    I've just taken another look at this Perk idea (I'm trying to reply in order of replies received). I want to make sure I'm understanding it's intended functionality correctly. When you say, "exhaustion is ignored, with the perks that causes it(exhaustion?) deactivating until this perk deactivates" does that mean you can use exhaustion Perks repeatedly while your Aura is visible/revealed? If exhaustion Perks were deactivated, how would you benefit from exhaustion being ignored? If you can't use exhaustion Perks while this Perk is active and we remove the bonus bloodpoint effects, how does this Perk help survivors? Also, if you can use exhaustion Perks repeatedly, how would this Perk help you if it were the only Perk you had available? What I mean is, if you didn't have any exhaustion Perks equipped or available, how would this Perk aid you in that stand-alone situation? In my opinion, revealing your Aura and becoming Exposed would benefit the killer more than the survivor, unless you meant for exhaustion Perks to be usable for the duration of the aura reveal.

    The reason why Perks like Object of Obsession, Deliverance, and No Mither work as distraction Perks is because they help you while harming you. The can help designate you as the weakest or easiest target. Those three Perks can cause you to "become the target of the killer, thus keeping other people hidden and safe." Seeing the killer's aura while the killer can see your aura is an equal trade (1:1). Having the ability to unhook yourself, while also becoming broken, could help you and your and team (they don't have to spend time saving you). Deliverance has many caveats so I wouldn't consider it a 1:1 trade. Deliverance, in many cases, has to be earned and then can't even be used (can't be used in struggle phase). No Mither gives you permanent (entire match duration) positive and negative effects. Being permanently broken can easily distract the killer and cause them to focus on the permanently injured survivor first.

    If we tweaked your Perk a little, it could be an alternative to Rancor (Exposed killer Perk).

    Whenever a generator is completed, a random survivor's aura is revealed to the killer for 60/45/30 seconds, and they suffer from the exposed status effect for 30/20/15 seconds. While the survivor suffers from exposed, they also suffer from exhaustion.

    We could also tack on some Obsession stuff. Could have it reveal the Obsession's aura instead of a random survivor's aura and when a survivor completes a generator alone, they become the new Obsession.

    I wouldn't want to see another Exposed killer Perk (like the one above) before seeing an anti-Exposed survivor Perk or a survivor Perk that directly counters the Exposed Status Effect.

    Thanks for the reply.

  • @anarchy753 said:

    Lol. The new killer should be more reason to want exposed counters.

    Yeah, then they can charge up their power that will then do absolutely nothing, effectively just wasting all the time they spent charging it. What a fun and interactive game that would be.

    Also I think you seriously miss the point of how reliant Michael is on specific add ons and builds to make decent use of Tier 1 and 2. Tier 2 is almost never the focus of a build because it's essentially any M1 killer with a lower terror radius. T1 is guaranteed a hinderance and drawback if you aren't using his T1 mirror. Point is, if you add a perk that just braindead counters exposed, Michael basically dies. Either you can ONLY play him when you have "very rare" add ons, and only one specific build works, or you go into a match, reach the point where your power is a POWER, an actual spike in what you can do, and basically become a joke as every survivor just ignores the whole point of it.

    You clearly have very little understanding of how a killer like Michael works, your replies that basically just say "lol don't go tier 3, tier 2 is still good enough as a power" show this BLATANTLY.

    Also holy hell is this thread hard to read with the walls of spam quoting.

    @anarchy753

    When there are no Perks that directly counter Exposed, I'm just guessing here, but I think adding more ways to become Exposed would increase the desire and/or need for a Perk that could directly counter Exposed.

    Yeah, then they can charge up their power that will then do absolutely nothing, effectively just wasting all the time they spent charging it. What a fun and interactive game that would be.

    A lot of Perks directly counter killer powers. I'm feel confident saying that more than just a few Perks are capable of wasting a killer's time. I also think that there are some Perks that have been created with the intent to waste the killer's time. Usually if something is good for a survivor, it's bad for the killer. That's the nature of opposing sides.

    Also I think you seriously miss the point of how reliant Michael is on specific add ons and builds to make decent use of Tier 1 and 2. Tier 2 is almost never the focus of a build because it's essentially any M1 killer with a lower terror radius. T1 is guaranteed a hinderance and drawback if you aren't using his T1 mirror. Point is, if you add a perk that just braindead counters exposed, Michael basically dies. Either you can ONLY play him when you have "very rare" add ons, and only one specific build works, or you go into a match, reach the point where your power is a POWER, an actual spike in what you can do, and basically become a joke as every survivor just ignores the whole point of it.

    I don't know how reliant killers are on their add-ons. I can't say I personally enjoy using add-ons frequently. I don't want a braindead Perk. You can still play The Shape without add-ons. Sure, he might not be as effective without add-ons. I don't focus my playtime on trying different add-on(s) combinations. I've tried to tell others in this thread that Exposed isn't the only benefit The Shapes gets from his killer power. I don't know how the power text could be so misleading. Again, I'm just guessing, but I think I understand what you're trying to say. Exposed is definitely powerful and it certainly makes The Shape seem more powerful when he is able to benefit from Exposed.

    You clearly have very little understanding of how a killer like Michael works, your replies that basically just say "lol don't go tier 3, tier 2 is still good enough as a power" show this BLATANTLY.

    Also holy hell is this thread hard to read with the walls of spam quoting.

    I don't want my personal opinion or experience to overshadow what the The Shape's power text description says. His power does not cease to exist just because he never uses Tier 3. In that case, he'd simply be benefiting from a portion of his power instead of the entire power.

    Sorry about the quoting. Maybe I got a little carried away here and there. When a post is going in so many directions or so many one line arguments are being made, I felt the need to reply to them on a case by case basis. Thanks for the notification. I'll try to reduce line by line quoting in the future.

    Thanks for the reply.

  • @Kiskashi

    I don’t really want to waste any more of my time talking to such a person

    Normally, I'd reply to each post individually. Since you've decided you don't want to continue replying, I'll be replying to your combined (final) replies. If those truly are your last replies, I want to thank you for your participation and I hope we can discuss other ideas in the future. Maybe, in the future, we won't be on opposing sides of a debate.

    I play as him regularly and see others play as him regularly, I think I’d stand a chance at knowing... you know Freddy and wraith etc can reduce their TR and increase vaulting too? Doesn’t make them viable.

    I'm not discrediting your personal experience. I'm not sure if Wraith is currently viable. I think Freddy may have been confirmed to be inviable. The developers have been mentioning a Freddy rework for quite some time.

    Tell that to the adrenaline, MoM, DS, DH meta, your perk would love those. I don’t really need you to but it’s funny you keep asking me for proof yet have none of your own

    I'm not trying to turn my opinions into facts. Even if I were, I can't do that without proof. I'm telling you what I think, not what I know. Sometimes, it just comes down to word choice. You've asked me for proof too. I can't prove my opinions. I can prove that there isn't a survivor Perk that mentions the Exposed Status Effect.

    Hmm, that wouldn’t mean they have a good idea of what constitutes balance though only what they find unfair due to lack of experience....

    I agree, it's very possible that their opinions on balance may not be in line with that of their more experienced peers.

    Look up some threads on the most balanced killers, plus I said “fairly”

    Sorry. I didn't choose the correct words this time. I meant fairly balanced instead of completely balanced.

    Hmm I wonder if MoMs getting abused... even if you say this perk would help people who struggle with exposed perks what’s stopping the toxic pro SWF squads abusing it to render a killers exposed perks/power useless

    I'm not sure. MoM has only been tested on the PTB for either one or just a few cycles. Maybe it felt balanced at the time. Only the developers can adjust a Perk so that it doesn't render a killer's power and/or Perks useless.

    This is why I am voicing objections and pointing out flaws, most take these into account and edit/tweak their idea. I’m not here to fight you, just saying your perk, as is, is not balanced and needs requirements to balance it as the earlier person suggested in theirs, OP perks must have a downside or caveat otherwise it is rewarding bad play and opening it to abuse

    I should have made my intentions more clear in my original post, but I've considered feedback on my Perk ideas to be a complimentary, but secondary topic. My main goal is to bringing awareness to the fact that there aren't any Perks that directly counter the Exposed Status Effect. I've edited my original post to reflect these intentions more clearly. Also, many Perks have no downsides. I agree that most Perks do have some caveat.

    I play Myers as one of my most played killers (70% of my playtime as killer) saying I don’t understand is what I find insulting especially when all you’ve said above hints that you haven’t played him, hence I did respond in a negative way. He does spend a lot of time in tier 2 yes, he does have a small TR yes, but he is susceptible to looping like any M1 killer at tier 2. Tier 3 gives him that extra edge and does make him viable against good survivors because it can be used in a number or ways, strategically, saying he should be good with tier 2 might be true but he won’t be viable, you will be lowering his ability with a SINGLE perk, not even considering combos, it would make using tier 3 not even worth it if the perk is a popular choice because survivors can use it without downsides and Myers who takes effort to get to tier 3 would find this doesn’t matter anymore and would essentially lose his effectiveness

    I'm not trying to imply that your vast personal experience means nothing. Viability can be determined in many ways. In my opinion, an important statistic to monitor would be The Shape's kill rate. In a recent developer post, some of these types of statistics were shared. I'm not sure if The Shape was listed in that post. I don't think he was. Keep in mind, balance is always changing and we'd need to reference recent data. While my second Perk idea would not be disabled after use, my first Perk idea (Distortion, but for Exposed) would be balanced the same way Distortion is. The possibility of the Perk being disabled is what makes it balanced. If they don't use Exposed, the Perk doesn't do anything. If they do use Exposed, the Perk would aid you a maximum of three times per match.

    It would be, as above it has no real downsides, and therefore no balance, even adrenaline requires all gens to be completed... So you’re fine with new killers running NOED as a crutch until they get better, good to know. Still won’t stop toxic squads from abusing what you’re intending as a new survivor perk, akin to the “balancing around rank 20 argument”

    I've edited my original post. I've withdrawn my Perk ideas (for the time being). While I was interested to see if their functionality (as written) would be balanced enough for live gameplay, my main goal was to bring awareness to a void I noticed in the survivor Perks. Also, I am fine with new killers, or any killers, using Hex: No One Escapes Death as a crutch until they get better. I'm not interested in the ways swf could affect game balancing decisions. I do think the prevention of toxicity is important and I think the developers should try/continue trying to limit toxic behaviors (camping is considered toxic in most multiplayer games. I don't think using pallets or vaulting is toxic.) I think Survive With Friends should be made almost completely irrelevant when it comes to balancing Dead by Daylight for everyone. Not everyone (not even the majority of players) play(s) Survive With Friends exclusively.

    Not to say there aren’t some extremely skilled people with these killers, it’s relative

    This is one of the reasons why without recent data, we can't confirm or deny The Shape's viability with or without using Tier 3 (instances where The Shape is or isn't benefiting from one shot downs or Exposed).

    I like how you chose to respond to the one I removed, can’t handle the real reply I guess. I asked for their feedback because apparently to you I don’t have facts and have no idea how Myers power works, thought I’d ask some players with thousands of hours experience but withdrew it to try to give a reasonable response myself since you don’t believe anyone without irrefutable proof.

    How was I supposed to know you were going to remove your prior post(s)? Also, I'm not used to others calling for backup in a forum setting. I'm not sure how many @s are required for a post to be considered "witchhunting".

    One of the facts I wanted you to accept is that The Shape's power doesn't stop working just because he isn't in Tier 3. I accept the fact that The Shape's power isn't as powerful in Tier 2 as it is in Tier 3. I can't know, for sure(without recent data), if The Shape's power becomes inviable without the use of Tier 3.

    You mentioned being condescending in one of your prior posts. I'm not trying to patronize you, nor do I think I'm better than you. I'm trying to debate ideas, using supporting facts, without leaning too heavily on my own personal experiences or the experiences of others. From what I can tell, you're not too pleased with the state or outcome of our debate. I hope you can derive something positive our conversations. I'm sorry if I've displeased you.

  • @Kiskashi said:

    -Deleting in favour of the below response-

    @Kiskashi

    I summon Poweas and NMCKE for their balance opinions on this topic. Please, people with a lot of experience in this game, give some feedback this user might believe

    Thank you for calling off the cavalry. I hope I'm not being that much of a witch.

    please refer to this ^^^^ it will help improve your experience against exposed perks and statuses

    Thanks for the list. I already knew this information before creating this post. Either way, it could serve as a nice reminder and I'm glad you took the time to pass on.

  • @AetherBytes

    The point isn'nt meant to be a proper counter to it, but rather become the target of the killer, thus keeping other people hidden and safe while you (hopefully someone good at chases) use the perk to draw the attention of the killer, utilizing the exposed perk in your favor as a bait.

    I think this Perk idea is interesting. I'm just not sure it's function (isn't meant to be a proper counter) would qualify when it comes to filling the void I presented.

    Thanks for the reply.

  • @DoubleTap said:

    There is no way to directly counter Exposed status via perks, only proactive counters:

    • Not being found - proactively passive counter to Exposed status
    • Not being hit - proactive counter to Exposed status
    • Juke Killer - proactive counter to Exposed status
    • Don't do Hex Totems - proactive counter to one type of Exposed status
    • Don't rescue others from hooks - Proactive counter to one type of Exposed status

    @DoubleTap

    Thank you for listing some and/or all of the proactive counters to the Exposed Status Effect. Your post may help bring more awareness to the fact that there aren't any Perks that directly counter the Exposed Status Effect.

  • @Kiskashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/496584#Comment_496584

    Sorry you got offended by my responses but literally 90% of the people on this thread have told you why this is a bad idea, the person above gave better counters and suggestions than your simple MoM-esque one. It suggested to me that you do not play both sides (enough) if you think that a tier 2 limited Myers is viable and believing not everyone would run this perk (honestly play this - a tier 1/2 only Myers- for me at red ranks I dare you, tell me it's fun and viable). Someone can play one killer at rank 20 for one match and claim they play both sides. A new perk shouldn't completely gut an already fairly balanced killer, that's just logic. That's why MoMs being changed, because half the roster of killers are M1 killers and MoM hurts them for playing the best they can (because, wait for it, it can be abused).

    Yours would do the same, a Myers works to get to tier 3, too bad get rekt noob gg ez bc I have a perk that rewards me for my mistakes. You need to consider all things when suggesting a balance changing thing such as this. How will it effect every aspect of the game and how will it be abused. Survivors shouldn't be rewarded for bad plays, I don't have a problem with exposed because I learned how to play the game by losing to exposed sometimes, adapting my strategy and moving on, getting better as a survivor, rely on a crutch perk like this and you'll never get better.

    @Kiskashi

    Sorry you got offended by my responses but literally 90% of the people on this thread have told you why this is a bad idea, the person above gave better counters and suggestions than your simple MoM-esque one.

    I'm not offended by your responses. I'm worried. It's concerning when other people refuse to recognize facts. When you base your argument on something you can't prove, it doesn't hold as much weight. I'm not suggesting you can't make said argument. You can definitely try. Just don't expect the other person to validate your point. The number and or percentage of people that agree or disagree with my posts is irrelevant. I'm just sharing my suggestions. I'm not seeking validation. I'm trying to bring awareness to the lack of Perks that directly counter the Exposed Status Effect (Ex. A survivor Perk that, at the very least, mentions the Exposed Status Effect).

    It suggested to me that you do not play both sides (enough)

    Who told you this? Where are you getting this information? Are you still jumping to conclusions? 🤨

    if you think that a tier 2 limited Myers is viable

    I don't think either of us knows if a Tier 2 Myers is, without a doubt, viable. I'd imagine he would be just as viable as those other m1 killers you mentioned. He might even be more viable than some of the m1 killers due to his reduced Terror Radius and faster vaulting speed in Tier 2.

    and believing not everyone would run this perk

    I don't believe everyone would run such a Perk. I don't believe >50% of survivors would run such a Perk.

    play this - a tier 1/2 only Myers- for me at red ranks I dare you, tell me it's fun and viable).

    I won't fulfill your request. I won't tell you if Myers is fun (at red ranks). I can't tell you if Myers is viable.

    Someone can play one killer at rank 20 for one match and claim they play both sides.

    Yes, they could. Provided they had also played survivor at least one time, at rank 20, they wouldn't be lying if they said they'd played both sides.

    A new perk shouldn't completely gut an already fairly balanced killer, that's just logic.

    We don't know if Myers is considered balanced. Assuming that Myers is completely balanced (never going to be subjected to future balanced changes) is illogical.

    That's why MoMs being changed, because half the roster of killers are M1 killers and MoM hurts them for playing the best they can (because, wait for it, it can be abused).

    Are players abusing a Perk if it's working as intended (final draft before going live)?

    Yours would do the same, a Myers works to get to tier 3, too bad get rekt noob gg ez bc I have a perk that rewards me for my mistakes.

    If the Perk rewards mistakes, they could change it. It was just an idea. The Perk doesn't have to do exactly what I wrote.

    You need to consider all things when suggesting a balance changing thing such as this. How will it effect every aspect of the game and how will it be abused.

    You didn't consider facts about Myers' power. I don't need to consider how a Perk would be abused. I don't work for BHVR. We can still discuss how a Perk might be abused. You've certainly brought some of those ways to my attention.

    Survivors shouldn't be rewarded for bad plays, I don't have a problem with exposed because I learned how to play the game by losing to exposed sometimes, adapting my strategy and moving on, getting better as a survivor, rely on a crutch perk like this and you'll never get better.

    I agree that survivors shouldn't be rewarded for bad plays. I don't think using or benefiting from a Perk is considered "bad play". I think it'd be quite the opposite (good). Relying on a crutch Perk can absolutely help you get better as a survivor. After gaining more experience you might find you don't need such a Perk. If you don't feel the need to use a Perk anymore, wait for it, you could equip another Perk instead.

  • @Kiskashi said:

    "I'm not asking for Myers' entire power to be countered. I'm asking for a direct counter to the Exposed Status Effect in the form of a Perk. Said Perk doesn't have to be remotely close to the ideas I've suggested."

    If you don't see how this counteracts itself you do not understand Myers as a killer, your reply just smells of survivor who wants loopable M1 killers with no potential instadown. Honestly, even if it did become a thing who wouldn't run this. Because survivors can't cope with being exposed for 1 minute big deal, it's called learning the game and playing smart. I tried to be civil with my replies but the more I read of this the more I realise you don't understand Myers or killers at all. Sorry, but it's becoming the truth. I'm starting to think you've never played Myers or any exposed killer ever. Before anyone starts that killer main garbage I've played survivor a lot more than killer and I intensely dislike this idea because I don't struggle with exposed as a survivor in the first place, survivors don't need more second chances especially against a killer that has to work for his exposed status, the only thing I agree with in this entire thread is letting vigil affect cooldown on broken statuses.

    The reason people are talking about Myers is because this perk would kill him, he would be worse than legion and if you don't see that... I don't know what to tell you.

    Edit: Please play both sides and said killers that would be impacted by this before suggesting changes, this provides some credibility to a suggested balance change, not trying to be mean, it's just easier to know when someone has experienced both sides of the game, that's where the best opinions on balance come from and a lot of people here exemplify exactly this. There's a difference between watching a Myers play and playing him yourself, the experience.

    @Kiskashi

    "I'm not asking for Myers' entire power to be countered. I'm asking for a direct counter to the Exposed Status Effect in the form of a Perk. Said Perk doesn't have to be remotely close to the ideas I've suggested."

    If you don't see how this counteracts itself you do not understand Myers as a killer...

    I don't how to explain it in a way that you'd understand, but I've certainly tried using facts to explain why Myers' power doesn't consist only of the Exposed Status Effect. I've outlined what each Tier of Myers' power does (in other posts/replies in this thread). Two, out of three Tiers, do not give Myers access to the Exposed Status Effect. If you can't accept facts, we can't have a discuss based in reality.

    ... your reply just smells of survivor who wants loopable M1 killers with no potential instadown. Honestly, even if it did become a thing who wouldn't run this. Because survivors can't cope with being exposed for 1 minute big deal, it's called learning the game and playing smart.

    You're entitled to your own opinions. I think there would be quite a few players that wouldn't use a Perk that counters the Exposed Status Effect. You've included a reason why I think they wouldn't use the Perk. Some players might decide, that by playing smart, they could reduce the need to counter a specific Status Effect or killer Perk.

    I tried to be civil with my replies but the more I read of this the more I realise you don't understand Myers or killers at all. Sorry, but it's becoming the truth. I'm starting to think you've never played Myers or any exposed killer ever.

    I'm happy to hear about your efforts to keep your replies civil. Thinking that I don't understand killers at all, including Myers, may be your truth. That doesn't make it the truth. You can think whatever you'd like. That still doesn't automatically make it true.

    Before anyone starts that killer main garbage I've played survivor a lot more than killer and I intensely dislike this idea because I don't struggle with exposed as a survivor in the first place, survivors don't need more second chances especially against a killer that has to work for his exposed status

    I hate when this happens. I don't want people to feel like they have to preemptively defend themselves, verbally, before they've even been attacked. #BeKindToPreventFutureTraumaDrama 😥 You may not struggle with the Exposed Status Effect, but that doesn't mean we couldn't or shouldn't have a Perk that directly counters the Exposed Status Effect.

    The reason people are talking about Myers is because this perk would kill nerf him, he would be worse than legion and if you don't see that... I don't know what to tell you.

    I not worried about one killer being stronger or weaker than another. That's a pretty broad topic that would require using many statistics that we don't even have access to. I'm not currently willing to go down that dead end. I'm currently trying to discuss Perks that would counter the Exposed Status Effect. Also, you don't have to tell me anything you don't feel compelled to.

    Please play both sides and said killers that would be impacted by this before suggesting changes, this provides some credibility to a suggested balance change, not trying to be mean, it's just easier to know when someone has experienced both sides of the game, that's where the best opinions on balance come from and a lot of people here exemplify exactly this. There's a difference between watching a Myers play and playing him yourself, the experience.

    Goodness... I guess I gave you the impression that I haven't played killers before. Think what you want. Thinking something doesn't make it true. I can see why you'd deem my opinion less credible if you made the assumption that I haven't played any killers. It's not my responsibility to prevent you from making any assumptions, but I wish you wouldn't dismiss someone's suggestions based on information you don't currently know. If I were to lack experience playing as killers, which may or may not be true, that shouldn't stop me from making suggestions as they relate to survivors. The fact that I've played Dead by Daylight (as a killer, as a survivor, or as both) is the only thing you can be sure of. Rest assured, I certainly wouldn't be posting on a forum for a game I don't even play.

    😄🤨🤢🤮

  • @AetherBytes

    While I think they are interesting, they are definitely gamebreaking against Michael and the upcoming killer (no spoilers :P)

    To be frank, I wouldn't expect BHVR to use any of our Perks as they've been written. I would expect them to change them, and more importantly, test them internally. Now that I think about it, I'm not sure if they test Perks on the PTB that aren't eventually going live in some way, shape, or form.

    Also, I think the upcoming killer (small spoilers if you can successfully read between the lines 😋) gives the community even more reason to request a Perk that can or will directly counter the Exposed Status Effect.

    Perk 1: Paranoia

    When on the edge of danger, you become paranoid, heightening your senses.

    When suffering from the exposed or mangled status effect, see the killers aura in an 8/12/16 meter radius. You cannot see survivor auras except if they are in the dying state or hooked.

    I really like this Perk idea. I think it's a fantastic idea that certainly requires more skill from the survivors than the Perks I was able to come up with. The only thing I would change or add is: "Paranoia trumps any of the Killer's stealth abilities." This addition would give it a better chance of actually working in situations where you'd expect it to be countering stealth killers.

    Perk 2: Final wishes

    Your friends deserve all the protection you can give, even if it means risking your own life.

    When you take a hit for a survivor while exposed, Earn 1 token. When you have 3/2/1 tokens, the next time you are hit while exposed, instead of going to the dying state, go to the injured state, unless already injured, and gain the Deep Wound status effect. The perk deactivates after being used.

    I'm not overly keen on this Perk idea. It's hard to determine if this Perk would be benefiting anyone. In my opinion, the reason the Mettle of Man Perk (even the new rumored version that requires a protection hit) works is because you're not using up both health states to build stacks/tokens/charges. Perk 2, as currently written, would you require you to intentionally get placed into the dying state (and to some extent, intentionally get hooked using up one your three hooks) so that later on in the match you could prevent one Exposed hit. If you're using up one hook early and delaying/preventing one hook later on, I don't see where you'd be gaining anything (1:1 trade) or be successfully countering the Exposed Status Effect.

    Perk 3: Eyes on me

    You refuse to let your friends fall victim to the killer, and go out of your way to make sure you are the killer’s only target.

    Whenever a generator is completed, your aura is revealed to the killer for 60/45/30 seconds, and you gain the exposed status effect for 30/20/15 seconds. While your aura is visible, exhaustion is ignored, with the perks that causes it deactivating until this perk deactivates. Gain 20/40/60% more bloodpoints in both the Altruism and the Boldness category.

    This Perk sounds really cool, but I don't know if it has too many things going on inside of one Perk. If it doesn't have too many, this Perk could set a new standard for Perks going forward.

    In a vacuum, where you'd only have this Perk equipped, you wouldn't be benefiting from the ignored Exhaustion Status Effect. In that case, this Perk would function similar to the Object of Obsession Perk, but with the added drawback of being Exposed. Also, you would be unable to see the killer's Aura the way do while using the Object of Obsession Perk. I don't think this Perk would counter Exposed. I'm not sure that this Perk would be stronger than or even equal to the Object of Obsession Perk.

    While I don't think that adding more opportunities to gain blood points is a bad thing, I'm not a huge fan of adding those opportunities in the form of Perks. I'd much rather see a change to scoring events or other baseline changes that would affect every player. I feel that tacking these bonus blood point effects onto Perks artificially inflates their usefulness. I certainly don't think we need any more Barbecue and Chili/We're Gonna Live Forever styled Perks. I'm hoping for a more broad change that every single player could benefit from.

    Thanks for the reply.

  • @Impact said:

    I feel like forcing ALL totems to be cleansed to remove a killer's perk would actually help to give some extra time for killers. This would make removing a killer's perk a LOT more time consuming, and that ruin, if you decide to get rid of it, will make you have to look for EVERY totem and destroy it.

    I understand your motivation for posting this. Too many times I've played killer and my ruin totem has gone within 30 seconds. That's why I don't use ruin (except on my Plague, who hasn't got many perks yet.)

    However, I've played many games were the ruin totem has lasted the entire match. Ruin is a devestating perk and slows gen progression a lot - that's why it's a hex perk. If you're playing against a strong, highly-skilled killer, who applies pressure early in the game, it's difficult to focus on objectives: gens and totems. Totem placement has a lot to do with it as well. Totems are better hidden on the indoor maps IMO. So ruin can slow the game down too much sometimes.

    It also sucks playing against a competent team who complete the gens super-fast.

    I feel the ideas you've proposed would work wonders against well equipped, elite SWF teams or on certain maps. However, for the rest of the survivor population, they'd be a nightmare! I don't know what the best solution is to be honest.

    @Impact

    Too many times I've played killer and my ruin totem has gone within 30 seconds. That's why I don't use ruin...

    I commend you for trying a different Perk other than Hex: Ruin. I think that too many people feel forced to use Hex: Ruin just because of community balance perceptions. I'm not going to lie and say it wasn't one of the first Teachable Perks I unlocked. After witnessing for myself, how often Hex: Ruin can leave you with only three functioning Perks, I couldn't figure out what all the hype was about.

    Welcome to the "occasionally used, but not mandatory" Hex: Ruin Club! 😁

    I feel the ideas you've proposed would work wonders against well equipped, elite SWF teams or on certain maps. However, for the rest of the survivor population, they'd be a nightmare!

    I couldn't agree more.

  • @premiumRICE said:

    Why not make survivors not able to repair gens until 5 mins into the game. This would make even bronze rank killers able to pip and sacrifice at least 3 survivors.

    @premiumRICEI don't know if this post was meant as sarcasm or to be silly, but it's hilarious. 🤣

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/495306#Comment_495306

    All those add-ons need skills to use or are limited ( except clown but he have the lower killing late so that say a lot). What you want is an easy way to play the game without trying to adapt and be better. I am guessing that you play killer mostly for the daily rituals and you know what that it's ok but you can say what the game needs without play the other side at the same level as the other.

    @DarkGGhost

    I don't even know if I should be taking the time to reply to this. A huge portion of your post hinges speculation or assumptions. I'd much rather we include some facts when we're debating. Here I go... I'm respectfully replying anyways.

    "All those add-ons need skills to use or are limited"

    This may be true or factual. I'm not asking for a Perk that doesn't require skill or have limitations...

    "... ( except clown but he have the lower killing late so that say a lot)."

    I'd argue that The Clown's Add-on/power requires more skill than The Pig's add-on/Reverse Bear Traps that have a similar Effect.

    "What you want is an easy way to play the game without trying to adapt and be better."

    I've tried to clearly state exactly what it is that I want. I'm sorry, but this isn't it.

    "I am guessing that you play killer mostly for the daily rituals and you know what that it's ok..."

    Not that this is true, but even if it were, I can agree that it's definitely okay.

    "... but you can say what the game needs without play the other side at the same level as the other."

    I think you meant, "... but you can can't say what the game needs without playing the other side at the same level as the other."

    You absolutely can give feedback without playing both sides. Your feedback may not be considered valuable to others that have played both sides. In that case, your feedback doesn't automatically become worthless. Other people decide if your feedback is something they agree with or not. Clearly, you don't agree with my feedback, and yes, that is completely okay.

  • @DarkGGhost said:

    Tell me something do you believe that will be balance for the killer to stop all the  Exhausted perk from every survivors in the game up to 3 times per game ?

    @DarkGGhost

    I'm just guessing here, but I think you meant the Exposed Status Effect (not the Exhausted Status Effect).

    I'm not sure if it would be balanced for every survivor in the game to prevent the Exposed Status Effect. New Perks that could prevent the Exposed Status Effect would need to be tested on the PTB. Those new Perks would need to be balanced just like any other new Perks.

    Now, if you don't mind, could you tell me your opinion on something? Since you mentioned the Exhaustion Status Effect, let me ask you a few questions.

    First, let's go over some facts. The Huntress has two add-ons that cause every Hatchet hit to apply the Exhaustion Status Effect for either 30s or 90s.The Pig has an add-on that applies the Exhaustion Status Effect once a survivor has a Reverse Bear Trap placed on them. The Effect persists until a survivor manages to remove their Reverse Bear Trap. The Clown has an add-on that applies the Exhaustion Status Effect for 30s when a survivor is affected by an Afterpiece Tonic. The Huntress can replenish her Hunting Hatchets by opening any locker. The Clown can replenish his Afterpiece Tonics any time he isn't currently interacting. The Pig is the only killer, of the three, that can't replenish their specific "tool".

    With those add-ons, those three killers can potentially disable Exhaustion Perks for the entire duration of a chase. In your opinion, is the ability to disable Exhaustion Perks, more than three times per game, balanced? For this reason (the potential to disable Exhaustion Perks for the entire duration of a chase and/or more than three times per match), I don't understand why having a Perk that only prevents the Exposed Status Effect a limited number of times (per match) couldn't be balanced.

    Thanks for the reply.

  • @Luigifan64 said:

    https://forum.deadbydaylight.com/en/discussion/64914/exposed-status-effect-isnt-directly-countered-by-perks

    Or just make vigil affect the Exposed status effects that have visual timers on the survivor side :/

    @Luigifan64

    "Or just make vigil affect the Exposed status effects that have visual timers on the survivor side :/"

    I like this idea. You must've missed my reply to @Panduh. I hope everyone is following along. I said I'd like to see this change too.

    Previous reply: I hope they will consider buffing Vigil one day. It's a Status recovery Perk that doesn't do anything for two of the strongest Status Effects in Dead by Daylight (Broken and Exposed).

    Thanks for the reply.

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