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Malkhrim

Malkhrim

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Malkhrim
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  • DBD is the only horror-themed game I've ever seen where players get angry with the monster (in this case the killers) for killing them instead of taking it easy and being their friend.

    The killers represent murderous horror-movie villains. They are not supposed to be nice, they are not supposed to be merciful, they are not supposed to take easy on you and they are not supposed to let you bully and laugh at them. Their objective is to kill you with any means at their disposal, and you can't blame them for doing exactly that. If you want to be a friendly killer, go ahead, but don't expect everyone to do the same.

    Sure, you shouldn't be an ######### as a player and mock the people that are losing to you. But making sure you kill them and win? That's simply the killer doing its job. If you think it's unfun to lose this way, blame the game, not the player. A lot of things survivor use against killers aren't fun at all to face either.

  • Spirit never stopped being meta. She just became less popular because not only she ceased to be broken, she also got the only fun thing about her changed (for a good reason), which was survivors not knowing which direction she was coming from.

    Now she is quite a bland killer that only uses her power to get speed boosts. She is normally slow but then gains a speed increase, that is her power. But she never stopped being S tier. With the right add-ons, she is still the third best killer in the game, because a speed increase with no limitations to your turning rate is strong as hell in a game about chases.

    Also, she doesn't require the same amount of skill Nurse and Blight do. That makes her the strongest killer for average players.

  • @Veinslay said:

    Why would you want a perk that encouraged the killer to leave the hook nerfed to uselessness?

    For all the reasons I already mentioned. Simple as that.

    Oh, and Ruin encouraged the killer to leave the hook? More like encouraged to camp to have a chance after it was gone in 30 seconds and now you only had 3 perks.

    @Veinslay said:

    Also people mostly stopped using Ruin for Pain Res and DMS. No one used it except in Pentimento builds

    Because, like I said, it wasn't worth bringing anymore. However, it's existence is one of the reasons gen regression was never increased and gen speed wasn't reduced in years. Devs literally said once they didn't want to buff gen regression because "regression is already good enough with Ruin", and old toolboxes and great skill checks were only nerfed because Ruin had been reworked.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060023#Comment_3060023

    So survivors get buffed BT and OTR.. ok. Here's what they lose:

    • Spine Chill
    • Iron Will
    • Self-Care
    • Botany Knowledge
    • Decisive Strike
    • Calm Spirit
    • Pharmacy

    Seems like a reasonable, fair trade. /s

    Botanny Knowledge was actually buffed. It's only getting it's secondary effect removed to compensate. Now a survivor with CoH + Botanny can pretty much imitate the original 100% CoH, that is not a nerf by a mile.

    Pharmacy was also buffed, as it can now work multiple times in a single match. It's quite rare for all the chests in the map be gone before you even get injured once.

    Iron Will still does something, depending on where you are the sound of the grunts of pain can be quite faint and harder to hear. It just doesn't remove the information from the game like it used to.

    Calm Spirit was a useless perk and it's now a niche perk with a downside. I don't think it needed that downside, but saying you "lost" a perk that wasn't even used isn't remotely true.

    DS is less effective but still works. No, survivors didn't "lose it" and now have a perk that does the same thing but better.


    Also, DS and OTR weren't the only buffed perks. Light Weight, Lucky Break, Sole Survivor, Distortion, Dejá Vu, No One Left Behind, Dark Sense, Tenacity, Overzealous, Hope, We're Gonna Live Forever and Inner Focus were all BUFFED.

  • Many of the new loops on reworked or recently released maps have little to no room for mindgames. On The Game, almost every pallet is safe. On Cowshed, they are not only safe but also chained together. Then there's Eyrie of crows and also a few insane loops in RPD.

    I still mindgame a lot and still see many killers mindgaming, but it's not hard to believe it got a little less relevant in the direction map design took.

  • @Tostapane said:

    lmao... he's just slightly better than sadako, nothing more... his antiloop is pathetic since the counter is simple and effective at the same time: w+shift. teleport wouldn't be so bad if:

    1 wasn't so slow to do it (if it was quickly as when in nightfall i wouldn't had complains)

    2 lockers can be blocked (and in the case of 2 lockers that are close to each other, if one of those is locked, the teleport will gave priority to the locked one)

    the only thing that i consider funny and potentially good is nightfall (i said potentially cause if i'm not mistaken people can see even when nightfall is active. They can do this through nvidia filters)

    You can predict someone will W+shift out of a loop and zone then out in a direction with no pallets. I've gotten many easy hits like that.

    Even while being slow, the teleport is a better form of map travel then what most killers have. Also, the ideal is for you to teleport out of their sight so they DON'T predict where you're going to be an run in the opposite direction. It's a power that requires mindgames, but when well used is pretty good.

    Blocking a pair of lockers with 1 lock is needed so the resources against him don't run out too fast. To see how it would be otherwise, sometimes survivors make the mistake of locking both of them. You come out of the locker and, since they're out of range this time, you just break the other lock. Now you have an easy way of getting to that gen and they cannot lock it to slow you down anymore.

  • I see Oni I vote up.

  • @[Deleted User] said:

    Also, tier 1 self care takes 64 seconds, and the game considers you to be afk after being in the same place for 60.

    Dude... imagine that against Sloppy and two stacks of Pentimento. Also Coulrophobia, but nobody is going to heal in the killer's TR if he has coulro anyway.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059997#Comment_3059997

    Look at how Tinkerer was nerfed relative to the survivor perk nerfs, though. It's still strong and viable. It just doesn't have unlimited utility anymore. But it still gets the job done. It was a deserved and fair nerf, without butchering the perk.

    Why couldn't survivors get that?

    Survivors literally got a BUFF to Borrowed Time. Dead Hard, even though weaker, could actually have more value than its old version in certain situations before the new update nerfing it further. DS got weaker, yeah, but survivors got new options like OFF THE RECORD in return, just like Ruin was completely butchered to give room to better, healthier options.

  • @TruEternity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3058461#Comment_3058461

    Survivor mains did too, Nurse, Blight and stacking slowdown as well as NOED made quite a few people mad and wanting a change. I think some over emphasize how much people wanted sweeping changes, but both sides definitely wanted them.

    The change to Tinkerer is something survivor mains have been asking for a long time, too. Devs are listening to both sides.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057875#Comment_3057875

    Maybe instead of changing perks that cover for poorly designed core mechanics, people wanted the devs to actually adjust the core gameplay.

    Spawns, map layouts, basement still existing, gens being m1 snooze fests, camping/tunneling being the most effective killer strat but least fun for survivors.

    Not going to claim to speak for everyone, but fixing things like these is what I wanted. Instead we're just changing the bandaids that cover a fundamentally broken core game.

    Uh... you know devs are actually changing base-kit things this time, right? Reduced hit cooldown, increased pallet breaking and gen-kicking speeds, reduced speed boost after getting hit, REDUCED GEN SPEED and small base-kit BT are all going to make some difference, more than the game received in a long time.

  • I agree completely. This patch is bringing many things BOTH SIDES have been asking for YEARS! Grind reduction, better rewards and no downsides for prestiging, shifting the meta, nerfs for insanely strong perks on both sides, small nerf to the hold W meta that works better for M1 killers, nerf to generator speeds, and the first base-kit change against camping and tunneling off the hook in years (sure, 5 secons isn't much, but it's better than having nothing like it is today. It also comes with a buff to BT, mind you).

    Sure, some things will need a few changes, but most changes are good regardless. I usually don't like saying people on this forums "only know to complain", because people have good reasons to complain, but in this case I feel everyone is focusing way too much on the downsides and ignoring the many good sides of this change. The devs are actually listening to the community now and this is great.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056202#Comment_3056202

    It's the same reason why hits look so weird, apparently. The hitbox doesn't adjust it's position, like, ever (only it's height when you're, say, crouching or repairing a gen).

    https://us.v-cdn.net/6030815/uploads/EJBG6Z94C1VA/img-20220712-111816.jpg

    https://us.v-cdn.net/6030815/uploads/FCWS92JYK5QD/img-20220712-111826.jpg

    The red pill obviously shows the hitbox. Regardless of action it stays there, so you need to aim for that section. Swinging at the head of the survivor would do nothing bevause the hitbox isn't there.

    I failed art class, can you tell

    And don't worry, the art is perfect.

    Either way, I got today's lesson: aim for the ass.

  • Thanks for everyone for explaining. I've been playing this game for years, but looks like there are a few things I don't fully understand after all this time, like some hitbox shenanigans (Now I want to know if hitboxes take longer than models to fall from high windows or what, because, seriously...).

  • The need for killers to hook survivors and the others to rescue them is an integral part of the game. Allows killers to apply pressure, gives survivors more things to do, and creates gameplay around stopping the rescue. Without this mechanic, survivor gameplay would be about only doing gens and killer gameplay would only be chase, hook, repeat. I don't want the game to ever become that.

  • @burt0r said:

    Invincibility =/= invisibility

    Oh, lol, I hadn't noticed that mistake. Edited and fixed.

  • @Gratxla said:

    This isnt a Bug as far as I know, it's just that the time it takes for the killer to clean their weapons (the cooldown) is enough for them to crawl away

    I'm not saying the heal tech is a bug. The bug is the survivor doing the healing action becoming completely immune for a second. It happens at any point in the game, but at the exit it can give a free escape.

  • I really hate adrenaline. When a solo survivor uses it, it's extremely situational and most of the time useless. When a 3-man or 4-man SWF uses it, it's potentially busted. Once a 4 adrenaline SWF gets to one gen left. they forfeit healing completely and rush a single gen as fast as possible, since they technically are making progress to doing gens AND to healing everyone at the same time. That takes a lot from the killer's ability to apply pressure and punishing them for not healing.

    A perk that gives a huge benefit for SWF teams and barely anything to solo survivors should never be a thing.

  • She is bad, but she is not the "worst killer in the game" like everyone says. People forget she has one thing that puts her in a better spot than many m1 killers: map presence. She can use the TVs both to travel fast around the map and to cover distance during a chase. Being able to move around the map to apply pressure makes a lot of difference. Hell, that's one of the things that made Freddy feel strong when he was first reworked (unfortunately he got nerfed and the teleport is now all he has).

    This is why she is better than Pig, Myers, Clown, Freddy, Trapper and Ghostface. Freddy is the only one among these who has a form of map mobility, but Sadako does it faster and more frequently. Also, Clown is the only of them with a somewhat effective anti-loop, but he still sucks and has no map pressure at all.

    That makes her the second best stealth killer, actually. Right behind wraith. The reason for that is that she can turn her undetectable on and off whenever she wants, unlike Myers, can't be broke out and doesn't have a cooldown, unlike Ghostface, and doesn't slow down like a damn slug, unlike Pig. She has a lullaby, sure, that sucks and should be removed, but the sound is very faint from a certain distance and many don't notice it until she is really close to them.


    The problem, of course, is that "second best stealth killer" is still C tier at best. Stealth killers are terrible by default against actually good survivors. Also... the Dredge can do pretty much everything she does, but better. He only can't when he is in a map with terrible locker placement.

  • "Killers that don’t need buffs like legion get buffs".

    I stopped reading there.

    You either know nothing or is just baiting.

  • I disagree with the word "every". Most changes are great, but there's a few who are a bad idea. Off the record buff is too over the top, but I have hopes it will be nerfed to some extent before it goes live.

  • @Crowman said:

    This would kill him. He would legitimately be worse than Sadako.

    All Ghostface has is the ability to catch survivors out of position and instant down them. He has nothing else to end chases quickly, he has no mobility so hit and run is not as effective on him compared to killers like Wraith or Sadako.

    It doesn't matter if they can't work on gens for 25 seconds or they can't use their exhaustion perks for 25 seconds, if he is just going to get looped forever.

    Unpopular opinion: Ghostface is already worse than Sadako due to his lack of map pressure.

    However, without the instadown, he would be worse than Myers, Pig and Clown. He would be just slightly better than PTB Ghostface (for anyone reading this who doesn't know, when Ghostface first appeared on the PTB, he was the worst killer in the history of this game. Couldn't ever get a stalk because if any part of him appeared in a survivor's screen for even just a fraction of a second he would instantly lose his power. He also made a very loud noise from a huge range when his power was active, much worse than Sadako's lullaby, and had a global warning sound for when his power activated and deactivated. He also kept his red stain while his power was active unless he crouched).

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3021249#Comment_3021249

    It was 3 seconds from 2.6.0 to 2.6.3 and 2.6.3 also added enduring affecting ds stun which got removed in 3.0.0 (the only patch between these two are 2.7.0 and 2.7.1).

    Then from 3.0.0, DS didn't get nerfed again til 4.6.0.

    DS was not really good at 3 seconds since a second of that stun is the survivor getting off the killer's grasp in the first place. And plenty of killers can easily catch you in 2 seconds. The 5 seconds change with enduring affect the stun was also bad for DS, because the killer with enduring could just ignore DS stun completely. There's a good reason why DS stun got buffed to 5 seconds and the 5 second stun wasn't the reason for the perk being broken. It was the fact it was 60 seconds of immunity that the killer had no way to deal with since survivors would just hop on gens with ds active.

    Still, old DS was still broken and made the games much harder for killer. They almost always had time to reach a window or pallet after the DS stun. It doesn't really take a whole second to fall from the killer's grasp.

    Enduring with 5 seconds didn't ignore it completely AT ALL. WITH enduring you got almost the same time you got for the old stun time without enduring.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018042#Comment_3018042

    didnt see overcharge but on the other hand people almost always tap gens a few sec after they kick it so that doesnt matter... I dont like the killer buffs tho like they litterally nerfed everything on survivor besides buffing coh healing meta... guess thats what the devs want tho... pre dropping and healing speed builds :p

    Overcharge still has it's old effect, so gen tapping will still add regression AND there's the base-kit gen-gicking buff too.

    Also, BT, Off the Record and Lucky Break got pretty good buffs.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018583#Comment_3018583

    With any of these, including Leatherface, it means that, while he can still down the unhooker, he won't immediatly down the rescued survivor, who will endure the first hit and get a haste effect that stacks with the speedboost from being hit. Nobody said camping will be gone, but it is still an improvement against it, just like gen regression isn't "fixed", but slightly better than before. You're not supposed to get free unhooks like that either: the unhooked person needs protecting from being tunelled out of the game, not the rescuer.

    By the way, Doctor isn't that good of a camper and this change is definitevely good against her, as you will be able to get alway from the triggered trap before she gets an instant hit and, even if she gets, you can endure the hit.

    Just going to address both responses.

    These changes are the worst DBD has ever been, and reading the posts its not surprising why. I just thought they were increasing gen times. But seriously.

    Pop, scourge pain resonence, dead man's switch are effectively the same. Way to address that anti gen perk meta. Pain resonence is now works on all basement hooks. So. that's great. Way to make one of the new meta perks even more viable. Oh but survivors don't scream, awesome so less value for killers who want to play the game properly, need information to be incentivised to leave and more value for killers who intent to camp/ defend one hook... great design. Throw on the extra gen times, completing all the gens before that survivor dies is going to be hard. Worse still monsterous shrine now decreases the hook timer to 108 seconds. If you play to win, why would you not camp? Throw on deadlock, that survivor is dying... nothing less then 4 survivors with comms is escaping with more then 2 players. All the strong campers, insta downs, fast downs are now even faster with the decreased time with successful hits. And survivors gain less distance from the hit... just no words. Oh but don't worry survivors now have basekit BT. OF 5 SECONDS?????? But it's fine because they now get haste... also for 5 seconds. So once you get unhooked, better start moving because otherwise you are going down again. But don't worry you have DS to save you...

    THEY NERFED DS???

    DS... WHICH DESIGNED TO PREVENT CAMPING IS NERFED? To 3 seconds. WHY. HOW CAN YOU IN THE SAME PATCH ACKNOWLWDGE THE MASSIVE CAMPING PROBBLEM AND NERF ONE OF THE FEW LEGITIMATE COUNTERS.

    This is what happens when you listen to one side. SOLO survivor has gone form bad to unplayable, and even SWF has taken a hit. Maybe you won't abuse this. Maybe you are Some saint of virtue and will never abuse these changes despite how easy it is. But do you seriously think the majority of the player base will have the integrity not to? History says otherwise. This is the SECOND WORST PATCH IN THE HSOTRY OF DBD. The only time it was worse was when they buffed flashlights. Guess what all the killers quit...

    Solo Q is done... good luck with SWF because that is the future of this game.

    You're being a drama queen, stop. Everything you said just shows you either didn't read or didn't pay atention to most of the update.

    Nope, it's far from the worst changes the game ever received. If anything, it's among the best, and listens to requests the community has been asking for a long time, on both sides.

    POP and PAIN RESONANCE are NOT effectively the same. They were clearly nerfed and you should read again. Pain resonance will also not work with DMS anymore since the gen won't explode and the survivor won't be interrupted.

    Pain resonance does NOT work on basement hooks unless you use F***ing MONSTROUS SHRINE, a perk that now only shines when you're NOT camping and is one of the worst , most forgotten killer perks while this update doesn't go live. Did you read the Developer Update at all?

    While survivors don't scream, killers got buffs for chasing and kicking gens that will more than compensate for that and be and incentive to go for more hooks instead of camping. But of course, you're ignoring that.

    Extra gen times is only 10 seconds for gen AND and an incentive to play without camping. It's not going to make all that much difference for camping. Oh, did you want to complete all the gens before a single survivor dies in hook? Trade yourself for the hooked survivor ONCE, that will give you more than the max 50 seconds time a killer can possibly get from the update.

    Monstrous Shrine will only decrease hook timers when you NOT camping. Again, it seems you didn't read it fully.

    While I believe the basekit BT could last a little more, that's more than survivors ever had in basekit against camping. The haste effect means you can run to a pallet or window faster and reach it more shortly. Also, borrowed time has been BUFFED, lasting for 15 seconds with bost endurance AND haste.

    Oh, they nerfed DS? DS used to have 3 seconds in the past and it was broken anyway. Got buffed because enduring reduced this to almost a second and a half, but enduring doesn't work on DS anymore. 3 seconds are still enough to get distance.


    Again, the update brings stuff for both sides. A LOT of survivor perks are getting buffs, including BT and Lucky Break, which is pretty good already, just limited. And that without mentioning the new Off The Record, pretty much a better DS. But of course, you prefer to make a dramatic fuss about how devs are biased and evil and how they ruined your life because of an update that has buffs and nerfs for both sides.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018036#Comment_3018036

    That number I put its the extreme case, as I already say in my post, you need around 2 gens worth of progress to be able to make a 3E if you only push gens and nobody goes for the save and even a 3E is not guaranteed in that case, if you have less than that even if nobody goes for a save and just pushes gens odds are the Killer is at least getting a 2K, with a 10 second increase per gen you are going to need even more progress and im not even taking on account stuff like Deadlock which adds 30 seconds per gen fixed or the new Monstrous Shrine which allows you to speed up the hook while you happily proxy camp at a cozy 24 meters.

    The buff for unhooked Survivors is meaningless, 5 seconds of base BT is nothing, people can count to 5 and the speed increase while it looks great someone already did the math, it gives you 1,7 meters of distance which is barely worth anything as Killers move at 4,4/4,6 m/s.

    Again, thats a scenario where killers get a chase really fast and camp in a way it's impossible to rescue from the very first hook. Most killers aren't impossible to rescue from and first hook camping and 4-5 gens is not as common as people love to say it is, specially considering the first 3 gens are the easiest to do and at least 2 of them should pop quite fast if survivors are at least trying.

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018798#Comment_3018798

    Ds literally only stuns for 3 seconds now, no way are you going to get enough distance for that perk to be useful. The killer is just gonna continue to tunnel you even if you use it. It had a 5 second stun before and worked at end game, now its 3 seconds and doesn't work at endgame, i don't see why anyone would run it over other perks anymore.

    DS used to be 3 seconds in the past and it was still good (it was BROKEN, actually). It was buffed because of enduring, which doesn't even works on DS anymore. 3 seconds is enough, you just don't get so much distance the killer is forced to give up chasing you.

  • @Omputin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017962#Comment_3017962

    Removing perk tiers would have actually reduced the grind. This change won’t do much of all except cut bloodpoint gains in half thus increasing the grind.

    "Reducing bloodpoint gain in half", assuming everyone uses BBQ and WGLF everygame and get 4 stacks every game too. That's not how it works.

    This change will make it so you don't have to level up 3 perks anymore on any other character forever after every single prestige. So it DOES reduce the grind, by a lot.

  • @SimplyPixelated06 said:

    Yeah ruin, ds, iron will and selfcare are useless perks now.

    How would DS ever be useless, when it's identical for the whole game except after the Exit Gates are powered? Seriously, people are overreacting way too much to things in this patch. Most of the changes were positive.

    In ruin's case, honestly I think the "gone after first death" should stay, but the nerf to the regression shouldn't have been that big, as the base gen regression is really, really slow. Ruin being gone after one survivor dies would make sense for the way the perk is right now, because staying up for too long means survivors aren't finding the totem and at a real disavantage with ruin up and one of them already dead. It prevents those hard stomps when ruin lasts for the whole game due to lucky RNG and a killer with a very oppressive power... but honestly, I don't think this new base regression speed ruin will slow the game that much at all. If the regression speed was, like, 150%, it could still be useful, but 100% is just not worth it.

  • Camping and slugging aren't toxic, it was said over and over they are valid strategies.

    Unless by slug army you mean those killers who slug everyone and don't hook anyone just to waste the survivor's time until they bleed out. If it's done for no other reason other than to annoy the other players, I guess it can be called toxic.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017344#Comment_3017344

    She had boyfriends

    What because she rides motorbikes? Love stereotypes

    When was ever confirmed she had boyfriends? I don't remember that being in her tome lore, and it isn't on her backstory either.

  • @ich_häng_mal_rum said:

    Yes and it’s now a days clearly a very strong meta perk, which will make it even stronger

    Strong? Yes.

    Meta? No.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018645#Comment_3018645

    They could apply the same RNG logic for Autodidact as they used for pigs traps or the trappers traps.

    Indeed they could. I hope they do it at some point.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018640#Comment_3018640

    Survivors can hide in a locker from BBQ. After all, they get a notification with time to find one.

    The other 2 perks don't give out warnings before hand.

    True. But Biter Murmur still has less value due to its use limitations, and you often won't see anything on Darkness Revealed either way. The range is so low they don't have to try to counter it, they do it without knowing most of the time.

    Additionally, to enter a locker they need to stop any action they are doing, like healing and doing gens. Since that slows them down, they often don't and get spotted. Also, they need lockers nearby, some maps are terrible at locker distribution, so they won't be able to reach one in time. I see auras with BBQ nearly all the time, far more frequently than I do with Darkness Revealed.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018443#Comment_3018443

    The faster recovery of downed survivors on it's own isn't enough though. We'll make it or Autodidact are better in that regard.

    Autodidact isn't because it depends on skillcheck RNG.

    But yeah, I agree it could use some additional effect. While healing downed survivors 100% faster can be pretty good, a lifesaver sometimes, it's too situational compared to other healing perks.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3014820#Comment_3014820

    BBQ is trash now. Well, both WGLF and BBQ are. The aura reading on itself is to weak in comparison with Bitter Murmur or Darkness Revealed.

    Darkness Revealed often does nothing because the range from lockers has to be quite low.

    Biter Murmur only works when gens are done, which means:

    1. It depends on the SURVIVORS' actions to trigger, not the killer's.
    2. Only works 5 times per game.

    BBQ is better. It's a good killer perk regardless of the bloodpoint bonus.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3017893#Comment_3017893

    Look at it this way.

    Gen time is increased. Killers camping more as they have more time as it's more viable.

    Anti gen perks are nerfed. Killers who play without the current anti gen perks struggle. Playing properly is far less viable. Thus killers camp more.

    Regardless the outcome is more camping.

    Wrong, playing "properly" (while camping and tunelling is still as "proper" as any other strategy, I am going to suppose you meant playing without camping) is BETTER now with the buffs for killers in chase AND the increased gen times that allow for some gen regression even without the meta perks. Playing in a more "chill" way is actually getting MORE incentive with this update, as you will be able to end chases faster.

  • @Icaurs said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018020#Comment_3018020

    How does this fix camping with leatherface or doctor or hag or huntress or hillbilly or trickster?

    With any of these, including Leatherface, it means that, while he can still down the unhooker, he won't immediatly down the rescued survivor, who will endure the first hit and get a haste effect that stacks with the speedboost from being hit. Nobody said camping will be gone, but it is still an improvement against it, just like gen regression isn't "fixed", but slightly better than before. You're not supposed to get free unhooks like that either: the unhooked person needs protecting from being tunelled out of the game, not the rescuer.

    By the way, Doctor isn't that good of a camper and this change is definitevely good against her, as you will be able to get alway from the triggered trap before she gets an instant hit and, even if she gets, you can endure the hit.

  • The cooldown time between attacks and pallet breaking time makes absolutely NO difference for the Nurse. She usually only hits you after blinking, which means her FATIGUE and RECHARGE RATE are the things that matter, not her weapon swipe animation. For Blight, it will make a difference when he uses M1, but not when he hits you with his power.

  • @Gorgonia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018083#Comment_3018083

    Yes, but it's only during end game that you can fully use those 80 seconds unless you try to open the doors. During the game, I don't see myself standing still for 80 seconds doing nothing.

    Because it is an anti-tunelling perk just like DS, but better, as it doesn't give the killer the chance to slug you. DS has the same penalty and currently still is one of the best survivor perks.

  • "all the new perks like decisive strike, dead hard etc"

    New perks? DS is from 2016 and DH from 2017. Reworked DS is from 2019, WAY longer than a year ago.

  • @Gorgonia said:

    but hey... you need to make it to end game... with the current changes, as a solo q survivor, I don't see myself making it to end game that often for OTR to be viable hah

    You realize this perk still works for the whole rest of the game, right? You don't have to wait until endgame, it's pretty much a better DS.

  • Considering Yui never had any indication to being straight either, I don't see why this would be a problem at all. It would only add more depht and details to her lore, just like every new lore entry in every tome does.

  • @FlameGNG said:

    https://forum.deadbydaylight.com/en/discussion/329793/devs-acknowledging-gen-speed

    gen rushing wasnt a thing and gen speeds are buffed not nerfed xd while they sure added 10 sec more they made ruin half as effective and pop much less effective so gen regression will be much slower thus leading to no difference in my opinon, if anything gens speeds are being buffed as a survivor...

    You're ignoring the huge buff to Overcharge and the small buff to gen-kicking in general. The whole point of the update is to make so you don't have to rely on the current meta perks. You can also end changes faster and apply more pressure thanks to the weapon swipe and pallet-break buffs.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015076#Comment_3015076

    10 seconds on all generators, if you have to fix 5 it means 50 extra seconds which is almost a full hook state, it makes a huge difference.

    Before this you had to finish 400 seconds of gens between 3 people in 120 seconds, it equaled around 130 worth of gens for each Survivor, now you have to fix 450 seconds between the same 3 people in the same 120 seconds, which equals 150 seconds, before this if you had a certain amount of work you could finish all gens before the hooked person croaked now its going to be impossible, plus travel time to each gen times.

    Right now you need around 2 gens worth of progress to be able to fix everything before the guy croaks for example 2 gens at 75% and 1 at 50%, after this you are going to need a lot more, which is almost impossible, its very are to get 3 gens worth of progress before the first down unless the Killer sucks badly.

    That number will only be a reality if the killer facecamps the very first hook before even the first gen is done. It doesn't happen that often at all. You also have a buff for unhooked survivors, which will help you to save them even without BT if the killer decides to tunel. Fixing all gens while one is being camped is not the only solution for it.

  • Are all you people complained about camping forgetting about the rest of the update? Did you read it at all? Now, survivors will get a shorter "base-kit BT" AND a haste effect when being unhooked, which helps you to reach pallets before the effect is over. This is the best tool against camping survivor received in YEARS as you won't need to bring BT and can use a perk slot for one of the buffed perks instead.

  • @Nyphia said:

    Hello folks,

    I see the coming changes to the prestige system as a grind tripling. Currently you need 3 levels per char to unlock everything, in the future it will be 9 levels. At the same time wglf and bbq are gone, the most important bloodpoint perks and the reason for this is unacceptable to me and hard to understand. I like to play on completion and that will be unattainable.

    Even if I find the implementation of the perk sharing very successful, it feels overall bad for me.

    How do you see it?

    It won't do that at all.

    The only thing the tiers 7, 8 and 9. will do is to unlock the perk icons as CHARMS. You know, those tiny cosmetics that whent unnoticed every game? The same ones that are complained about in the community for being pointless? So no, you won't lose anything if you don't want to prestige up to level nine.

    Levels 4, 5 and 6 only unlock those bloody cosmetics that don't even matter that much anymore since there are much better cosmetic options in the game, many of them costing iridescent shards, so you don't even have to pay for them. Others are rewarded in events.

    The maximum prestige is level 100, but you don't have to go that far. Prestige beyond level 3 is only to show other players how much you leveled that character, the skins and charms are just an extra bonus for your effort. The only ACTUALLY rewarding tiers are the first three ones, and after that you won't need to grind for that perks on any other characters ever. It's an improvement. Until a while ago people were asking for the removal of perk tiers to reduce perk grind, so the devs actually DID listen to the community this time.

  • Yeah, I always hated that type of map shape.

    While it kinda favors killers because of the possible 3 gen, it can also make the game impossible if you lose the 3 gen, making the gameplay on it quite boring: you only stay on one side of the map, and survivors will run to the other one to heal.

  • Improve zombie AI

    Make licker's tongue basekit to at least reduce a bit of the distance survivors gain on the first tentacle hit.

    Give his add-ons an overhaul, since so many of them are terrible, specially Iridescent Umbrella Badge.

  • @Hoodied said:

    Yeah the vault hit challenge as survivor feels more like a killer challenge than a survivor challenge imo

    Exactly, letting yourself be injured on specific moments shouldn't ever be a survivor challenge. What will be next, "get hooked during endgame colapse"?

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