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Neaxolotl

Neaxolotl

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Neaxolotl
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  • It doesn't makes sense to already weak and easily counterable perk to not synergize with anything else

    And it's not hard to understand WA having two effect: show the auras around dropped items, and drop the items when it is depleted, there is many perks that have two effect that works together, and it only makes sense to let them work separated

  • @Oh_deer said:

    it seems like the developer thinks that every killer is a new trapper and every survivor is a 10k hour 4 man SWF.

    Ah that's nice, they've been thinking every killer is a 10k hour nurse and every survivors are sub-50h players who can't even do skill checks

  • I've seen hundreds of this kind of threads every time event happens

  • At this point, it's more like saying anything at EGC is toxic

  • @Fuzzycube said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741548#Comment_3741548

    It’s why I mentioned Lightborn, it’s not really necessary at at all but can be very convenient, plus I’m really not sure teammates would consider me bringing Self Care an improvement over that perk idea.

    If there’s some perk or meta in the game that I find really annoying I’ll start bringing a perk to counter it even though it could just be considered a skill issue, like for example a while ago I was getting really annoyed with bully squad SWF teams bringing a map, Boil Over and whatever else so I started bringing Agitation, it wasn’t exactly meta but it made matches more fun for me, similarly before the Deja-Vu changes I’d bring Bond and Prove Thyself when I first started playing survivor so I could consistently find generators.

    And the difference is light or hook denial in general is more or less basekit feature many people uses, then what you are suggesting here is a perk that completely counters already extremely niche perk combo that isn't even strong

    Do we need a perk that just disables flip flop/power struggle completely without any way to "counter" the counter? no definitely not, unneeded, excessive and honestly kinda ridiculous

  • So no window blocking, no silence, no pallet summon too, because clearly those are also broken mechanics too

    You are basically asking for normal game, and at this point just play normal game if you wish

  • Hate? it's more like them being a bane of existence of most killer players, simply because they are efficient

  • Out of all powers, remote hooking is weakest of all

  • There is practically no "one shot" in invitation power in current event, and pretty sure hook denial perks only consists like 10% of entire survivor perks

  • @scoser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741548#Comment_3741548

    Can I have a perk that prevents my teammates from bringing items in solo queue, so I don't have to roleplay as an Amazon delivery driver to haul their dropped items to the corner of the map in every game where we face the franklin's/weave combo?

    At least you can counter it with that roleplay driver, as opposed to something like old PR/DMS or just plain bad players

    It seems dozen times better for a 2 perk slot of a killer

  • If you gonna use a perk slot anyway, you have plenty of healing, reparing and even sabotaging perks, I don't think we need anything like that

  • Are you seriously saying heal and exposed is killer sided

    You'll get back from slugs, hit and run style will die 100%, and you can even get free heal if you managed to chase for 30 seconds

  • If you don't notice reduced movement speed, pretty sure that's just you not caring about killer speed

    Slowdown is pretty noticeable especially with mage hand and boots

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741023#Comment_3741023

    remote hook is really good for slugging. I was playing Michael with Infectious fright tier 3. i downed 2 people from tier 3 and remote hook both survivors super fast.

    I think There is fairly huge cooldown between each remote hooks

  • @ShanoaLegendaryPlz said:

    Currently the only method is dc. Also bming is quite reportable as multiple offences end up in a ban 100% of the time. The way people tend to give up in this game range from they dont like the killer, they see the team isnt doing much, the killer is tunneling for moris rather than playing normaly with them, they had something come up at home and have to go but dont want to lose their challenge or something, and then there the killer trying too hard to win so everyone whose just casually playing wants to go to the next round. But as for all 4 being slugged and harrassment the only way to give up is dc or make a fool of them by going to do something else which u did lol. Giving players a new way to give up early will end up in an even greater surge of rounds where the survivors just dont even try. Maybe they could just add a button to bleed out faster if you are 1 or 2 survivors left. But then killers would say they need that person slugged longer for a 4k, which shouldnt be how its done just avoiding the existence of the hatch in the game altogether

    Just wait four minutes, far more healthier and doesn't break any game rule by DC

  • 3+ abilities that doesn't even have 25% of what killers capable of, to be exact

    in Nerf Comment by Neaxolotl
  • @Ryan489x said:

    they’re already slugging that hasn’t stopped slugging for the 4K has become the norm even during the event

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740999#Comment_3740999

    Of course slugging for 4k is different, because it's fundamentally different concept than slugging as a constant pressure

  • Yet another time to ask for finisher mori, right

  • @RpTheHotrod said:

    Something like this should be rewarded as a token for killers who do NOT double-hook people. Would be nice to have incentives to NOT tunnel.

    Or you can make it other way around

    Like "When you are using this perk, survivors will be hooked in random hooks, can't be shown as an aura, will teleport randomly if you stay close, and will not notify you when unhooked"

  • @Bearded_Nea said:

    It shouldn't exist at all. It discourages interaction between killer and survivors and there are already perks to prevent body blocking and sabo squads that punish those playstyles without removing interaction.

    If there is a perks to prevent those kind of things, there is not a problem in having a perk to prevent interaction

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740549#Comment_3740549

    I guess you weren't paying attention by the fact that literally ALL survivor abilities get countered by the killers abilities + their perks. Killers get to effectively SNOWBALL survivors by reducing stun, destroying pallets (Instantly) & Remote Hooking.

    It's literally one sided and this ISN'T for debate.

    Case in point. No gens done, all of us killed before even one gen pops; killer walked away with at least 45K+. (Vecna BTW) There is no room for killers to say "The games are still survivor sided." With displays like this that show STONE cold evidence that it's NOT. Please, get together.

    https://us.v-cdn.net/6030815/uploads/DTYQDOGJDRM5/image.png

    Did you know there is games with zero hooks and everyone escaped, that is not a myth

  • Pretty sure this would be considered toxic for people who says tunneling is toxic

    both is untrue though

    @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/417355/toxic-genrush

    See, I agree that gen rushing isn't fun for the killer, but at the same time, as someone who plays both roles, killers are far stronger than people in the community give them credit for. Not to mention the toxic strats of tunneling, slugging, and camping. If BHVR isn't going to do anything about those issues, then I see no reason for them to do anything about gen rushing.

    Honestly, I feel survivors are getting far less credit than killers, if anything killers seems to be generally overrated anywhere

    Probably due to bigger number of survivor players but still

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740996#Comment_3740996

    Not really? I feel like you'd evaluate the thing having the largest effect on the game first, and that's absolutely slowdown, at least out of these two options.

    Or, y'know, they could've evaluated WoO and decided it's not in need of changing. Either works.

    Pretty sure every statistics would say otherwise though, unless they "evaluated" with just subjective thinking

  • I don't see any problem, "saving" attempt has always been a throwing except broken things like dashbang or 100% sabo, what's the problem when killers use a resource to hook quickly

    Do you rather wishes them to slug instead, because that's what easier

  • @jesterkind said:

    I mean, the logic's pretty sound. Slowdown perks are very unrestricted, the stronger ones give very noticeable rewards, and they stack together in problematic ways. Windows of Opportunity might be comparably easy to use, but the rewards are minuscule compared to stacked slowdown perks.

    Also, even if Windows were anywhere close to that strong, things don't all have to be changed according to the same logic in the exact same patch. It can be done over time, with each one evaluated first.

    The funny part is if we were evaluating each things first, WoO would've been nerfed a long time ago

    Probably ignored or allowed because it's ultimately a newbie perk

  • What it even changes after all, I don't understand the purpose

  • Long charge is still a long charge though

  • Stakeout, hyperfocus, streetwise, built to last, 44 charge 80% repair speed toolbox

    That's it

  • Pretty sure 5 perks or 4 perks nothing would really change, just certain niche combos goes slightly stronger and a little more slowdown stacking (little because each of the slowdown perks do jackshit nowadays)

  • Selfish? encouraging tunneling will results in their own death too, I'd call it strange rather than selfish tbh

    Those peoples are basically trying to lose the game

  • @Slowpeach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740133#Comment_3740133

    I dunno I just think it's well known how much misery slugging causes yet people still do it anyway. I think that's worth badmouthing people for. Perhaps I shouldn't have because it's getting off topic.

    For what it's worth I play killer more but want to play survivor more but don't partly because of this. You probably won't believe that but whatever it's the truth.

    In any case, your solution is 'better' then what we've got now but it doesn't solve the problem of 2 survivors remaining and killer can't find last so makes the other one do nothing for four-five minutes. Surely people must concede that's unacceptable and if they don't… well such opinions show a complete lack of empathy and seeing things from viewpoints aside their own.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740109#Comment_3740109

    With that logic you might as well take hatch away at this point because players who want to deny it can do so. That would still be preferable because killers then wouldn't slug for the 4k. Don't care about winning, losing, escaping or whatever, just hate wasting 4-5 minutes doing nothing and no Unbreakable does not help because it only works once and you have to basically use it when the other guy is on hook because they just find you and down you again. If the killer bleeds both out, Unbreakable is useless.

    Why not? from the game balance perspective hatches don't need to exist, at all

    It's sole purpose is to force killers to slug for 4k while making survivors a little happy in few occasion, it has no impact in any real gameplay value

    And I'm not talking about unbreakable anywhere, did you know no mither is a perk called "no mither" and allows you to get up indefinite times, if everyone uses that no killers can slug for 4k ever again

  • Survivors got pretty nice tools too, whether you can utilize it or not is a different matter

  • It's only "excessive" when four survivors are downed and all of them are forced to bleed out

    I mean let's be reasonable here, only "good" method to fix that situation is by finishing it up and calling it a 4k for killers

    Also stop giving killers an incentive to 4k, there is so many of it and it's stupid

    Hatch is never meant to be granted for survivors free either, if people seriously believes they must always get a hatch just do no mither

  • @MaddieMage said:

    There was literally someone on these forums during the chaos modifier complaining about it because they said their chosen playstyle was to 4 man slug and bleed everyone out because that was “fun” for them, and for some reason they didn’t feel they could play that way in the modifier.

    Slugging has its place in normal gameplay for pressure, countering sabo and to try and secure kills. Slugging and bleeding the entire lobby out for “fun” is not legit and just used to grief & ruin the game for people . There does need to be a way to bypass this kind of gameplay while leaving the ability slug in legit situations.

    You know the easiest, just sacrifice everyone once everyone is downed

    Let's be real, there is no gameplay after that point in practical situations, just finish it

    But oh well, we cried so hard for whatever reason, we'd never get any reasonable slugging anti measure, probably just a ridiculous things like basekit UB and blah blah

    @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740043#Comment_3740043

    Survivors shouldn't be forced to run the same perks and build forever to deal with something that shouldn't be a problem to begin with. There is no excuse for this. They need to tackle this problem the same way they did camping. There shouldn't even need to be perks in the game to counter this. One of the perks keeps you in an injured and broken state the entire match and the other is dependent on totems. Unbreakable only lets you recover once. The problem is NONE of these perks deter the behavior. If killers knew every time they did it they'd be punished it would stop. You know how many times I've been face camped since the anti camp thing was added? Once and I'm pretty sure they didn't know about the change. Before it face camping was very common.

    Did you know much better method to prevent this

    Just don't down so fast, literally just that

    this "problem" only arise when survivors decided to not bring any good counter perks, can't coordinate nicely, and can't chase decently, it's only a problem when they miraculously failed to do all that

  • At least it's not onesided that much this time

  • @CrypticGirl said:

    With Plaything/Pain Res/Pentimento to boot. Did you really expect anything less?

    Do anyone even notice any of those perks when survivors gonna die on first hook anyway, I doubt that

  • @SaltyNooty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739939#Comment_3739939

    Alright, so I'm going to come from a place of objectivity, because clearly; you must be new here and haven't been paying attention very well.

    DBD hasn't been survivor sided since way back in 2021-2022 when they took out all the meta perks that survivors used to run, from there it's been a consistent snowball on the survivors side of ridiculously broken killers coming out with unreasonably powerful perks that then catch a nerf or buff to this day.

    With exceptions of survivors like Mikela with her boons, ( I wont lie, COH was broken frame one.)

    https://us.v-cdn.net/6030815/uploads/CI5L7PTIGHBJ/image.png

    This statement is COMPLETELY invalid and I'm convinced that it's an actual bait post, because gens have never been HARDER to complete for survivors; and frankly, I'm half-surprised to the fact that YOU as a killer, is losing… (It's VERY simple for any killer to hop on another killer and run straight into 4k's, I've witnessed too many times to count.)

    There's too many factors on this event that already COMPOUND the issue of the game, of killers being WAY too strong and the screenshot I provided makes them TEN TIMES more powerful

    But then again, you're memeing around for the fun the event; which is fine, but not everyone wants to be joking around, I'm sure by now that you must realize that.

    Objectively speaking, gens are easier than pre regression nerfs to complete for sure

  • Insta downing takes as much skills as hitting someone, which you only need to do twice without instadown

    I don't understand big difference here

  • Well, at least you aren't playing survivor in those situations

  • Personally I think it should be slugging alternative, so rather than being token based or something I'd wish it to be increased time to progress the stage

    Like, you don't even pick where to hook, it's not likely you gonna defend, so effectively disabling camping entirely makes sense

  • Killer instinct is basically a pure upgrade over screams or auras though

  • I don't know why they are obsessed with destroying a licensed killer so much, do they hate the movie or something

  • It's boring and deserves to be nerfed, who gonna love tunnel perks on survivor side

  • Don't take bonus BP items and do what, use it in other times, where additional BPs don't contribute for even more BP items

    Come on brother, it's not a complex logic, just think about what really help you…

  • Honestly I don't believe game can be properly balanced with existence of slowdown or even progression perks

  • NOED with NWO/Remember me/ultimate weapon and someone like crown or wraith could be easiest, you may also try using devour if you feel lucky

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738528#Comment_3738528

    Ah yes, because if Otz says something, this is absolute gospel. Otz is "worried" about like 50% of the Survivor-Changes and is almost never right.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738526#Comment_3738526

    It is just if you people get Sabo-Squads so often, it would be very strange if I never encountered Sabotage.

    Maybe you are playing at extremely low MMR literally no one bother to play seriously, we never know

  • @joel84 said:

    and don't forget them. There are still challenges and achievements that many players want to achieve. That requires certain perk setups and there are also players like me who play a meme build for fun.

    Do you seriously think that it will change anything if I show you my loadout? Quite the opposite: many players will then come and say. He has no DS, DH or other metaperks at the start. I'm not going to play with him and dodge.

    as I said before. Let's just have fun

    It's not like they can have fun if they play either, so uh

  • @OmegaCerebro said:

    Are survivors all of a sudden sabotage happy? Because I missed that memo. I've yet to see an influx of teammates rushing in to save me from being hooked by sabotaging a hook.

    Certainly survivors has always been sabotage happy, and nowadays they make the killer unhookable rather than getting traded thanks to the buffs

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738175#Comment_3738175

    They are strong enough. The reason they have a 38 second cooldown is because he has 4 abilities at once, not because of their individual strength.

    He has like two chase perks and both of those are extremely limited in usable situation while requiring skills, definitely not "strong enough" for sure

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