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NerfDHalready

NerfDHalready

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NerfDHalready
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  • i beg they don't tie those options to every other action being toggle/hold. i'm using toggle on gens heals etc but i'd be disgusted to have shift on toggle.

  • i'm loving the limit. just like how survivors run out of pallets, you run out of times you can regress a gen so you can't keep the 3 gen in the area that's doomed to be a dead zone as the match goes on. so choose how you are gonna spend those regression events wisely.

    edit: the only issue with the limit is eruption i think, it uses so many events by itself. you still aren't likely to reach a limit on a gen unless survivors attack that gen and that gen only, but still makes the perk unfavorable.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799889#Comment_3799889

    And I would be happy to never see him again. Wanna trade?

    You can have every Wesker I go against, if you give me something fun.

    i'd love this trade. i'll give deathslingers, chuckies, trappers and skull merchants in return

  • nurse not being a hindrance to perk development challenge: impossible. i think predator change won't benefit any other killer than nurse mayyybe except pwyf users.

  • you can loop until you know you will get caught and then make it to anything no? there are lockers everywhere and you can also start doing a gen. it only starts getting oppressive when most pallets are gone, he has 3 stacks of pwyf and bamboozle.

  • how do people not like wesker? i can go against weskers only and will be the happiest dbd player out here.

  • windows is okay, some maps being a massive chainable loop isn't.

  • @Iron_Cutlass said:

    You need to dedicate 2 perk slots and For The People does not work with either of them. I think it will be fine.

    it works with wglf i'm pretty sure. not saying it will be a problem however as long as mft doesn't work with ftp as well.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799491#Comment_3799491

    Aside from lethal, BBQ, undying, and eruption, aura revealing perks are anything but obvious.

    You don't know the killer has darkness revealed from the aura read, you have to see them open a locker, which may just be reloading for some killers. And unless you see exactly that action it's indistinguishable from BBQ, but the counter doesn't work. Just as an example.

    But this also misses the entire point with the distortion nerf: if you want to avoid having your aura read, you have no real options now. BBQ is the only aura perk with a telegraph so you can hop in a locker before it triggers. Unless you stay in a locker all game, which is what stealth survivors will do now.

    Aura reading in 2024 doesn't have skillful counter play. It's not 2020 anymore and BBQ is the only thing to really worry about, and you just have to play around it. The counter play is to block aura reading, because auras are insanely common now. Which is exactly why people pushed for the distortion nerf in the first place.

    i'm talking about the ability to call out aura reading perks and play around them because the comment i replied to said aura reveal notifications were nice from 2v8, not the ability to block any and every aura reading killer has.

    most killers make it very obvious that they saw you and now they are looking for you (or they are coming straight at your aura). you can then figure out with which perk they saw you.

    also sorry but it's an entirely you issue if you can't call out nowhere to hide lol, the most complained aura reading perk. killers kick a gen, turn around like a ballerina and run straight at you and you don't know how they saw you? once you know they have it you just pre run while they are on their way to kick the gen or get in a locker before they arrive but i don't suggest that, they will start checking lockers after seeing no auras.

    besides, distortion nerf will make the game go in a healthier flow. you block one aura reading and it's your turn to get chased, and then you block another aura mid chase which would be the most important use case of distortion.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799048#Comment_3799048

    Stealth was fine in 2v8 because survivors had base kit notification of aura reveals.

    If you know youre revealed, you're not going to try to hide which balanced it in 2v8. In normal 1v4 you just don't know

    it's just knowledge, aura revealing perks are quite obvious especially nowhere to hide and bbq.

  • @TragicSolitude said:

    Personally, I rarely if ever focus my complaints on killer behavior. My survivor experience has always been negatively impacted by my teammates more than anything else.

    A not-uncommon thing to hear about is "low MMR hell." Basically, you're in low MMR, and you get low MMR teammates, and so you die, and so you get lower MMR teammates, and so you die more… It's a vicious cycle all the way down to the bottom. Some players can get out of it on their own, but I think a lot of the ones who escape low MMR hell do so by playing in a 4-man SWF.

    When I do get good teammates, I'm more likely to die trying to make sure they don't die because they're now my future spouse. And so, again, my MMR goes down.

    Also, I will say, player experiences differ depending on region and MMR and time of day. So I'm sure there are survivors out there experiencing the things they say they're experiencing, I wouldn't say otherwise. But there are also people in your boat whose negative experiences center around teammates more than anything else.

    Personally, I rarely if ever focus my complaints on killer behavior. My survivor experience has always been negatively impacted by my teammates more than anything else.

    that's also my way of seeing matches. i'll rarely blame my opponent(s) and that's only if they play some unfair sh** or like when i can almost smell the stench of their sweat through my computer screen.

    a camping killer? all 3 survivors hovering my hook without any intentions to trade are to blame. tunneling killer? that dull totem cleansing feng is to blame or all 3 teammates chasing after me are, attempting to take hits instead of doing gens. or the teammate that farms unhook instantly against said tunneling killer is.

    while trying extra hard is unnecessary, people will try to win. losing because of all the same inexcusable mistakes teammates make is way more infuriating. like do you learn? can you pay a bit of attention at least? why is this survivor getting unhooked in 10 seconds on death hook?

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799212#Comment_3799212

    Right, not unhooking. Whether it’s out of self preservation (a camping Bubba or Hillbilly or something similar) or just contempt (I dislike how that survivor on hook played so I won’t rescue them) is irrelevant. That person cannot play the game anymore. No other game has a mechanic like that; not even other assyms. Part of why I think BHVR allows survivors to expedite their own death is to avoid situations where they aren’t being saved, so they don’t have to wait in a game where they’re not able to play. Can you imagine trying to pitch that to customers? “The killer decides how much you get to play, and when they down and hook you, then it’s up to another survivor to decide if you get to continue. There’s a lot of downtime. You’re basically an NPC at the mercy of another player.” It wouldn’t be good.

    i don't necessarily think having your life or the quality of your match at the hands of other players is such a terrible game design, but they need to deal with situations where it's clear players do it just to grief; so for this distortion topic it would be adding extra measurements against prolonged hiding.

    the intent of not unhooking on purpose can't be proven, yes.

    i don't think any other sort of throwing can be proven to be done with actual bad intent especially without video proof except obvious examples like bodyblocking, showing the killer where their teammate is etc.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799165#Comment_3799165

    Your comparison doesn’t work for two reasons:

    1.) you cannot prove intent.

    2.) I can’t think up another PvP game that requires another player’s action to enable you to play the game. Like you get hooked, you no longer get to play unless another player decides that you do.

    DBD is unique in this unfortunate way.

    dbd's rules should be more lenient because its gameplay isn't as linear as other games sure, but regardless of intention not doing anything for tens of minutes is griefing in any game and also in dbd. the intention with it is also clear: player decided to not participate in normal gameplay any longer and will wait until their teammate(s) die or they want to take the killer hostage both of which are malicious.

    2.) I can’t think up another PvP game that requires another player’s action to enable you to play the game. Like you get hooked, you no longer get to play unless another player decides that you do.

    i couldn't really catch the correlation so idk what to reply this with. not unhooking someone on purpose? it can be in the grey area for sure, there can be legitimate reasons you can't or don't want to save a person from a hook unless you go at the hook and t bag the survivor.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799102#Comment_3799102

    It’s the crabs in a barrel mentality. Your ire isn’t with the other consumers/survivors who don’t owe you a damn thing. It’s with the company/game designer that should make the game viable for all players and even at 3v1 or less.

    lol try throwing the match in another game and see if players owe their teammates proper gameplay.

  • @100PercentBPMain said:

    Bold of you to assume this will change anything.

    Now you'll have hiders and no Distortion so have fun with that

    at least they can be targeted by the killer now. them going down even in a singular second is still more beneficial to the team, killer now suffers hit cooldown, and has to spend time hooking them if they want to.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798909#Comment_3798909

    So, promote the rat behavior that people complained about with Distortion and make it so that survivors inherently play more selfishly?

    Idk man.

    i'm just pointing at the faulty game design where selfish play is encouraged. dbd itself promotes it, i do not.

  • @CautionaryMary said:

    I don't know why people stereotype Distortion users as being completely useless and just doing rat behavior by hiding all game.

    People can use Distortion while being good at looping, like I said in some other post a while back... Distortion only rose in popularity due to the amount of aura perks/add-ons that were introduced.

    People will do rat behavior regardless of a perk that they bring. You will still have people hiding in edges and corners without Distortion. At the end of the day, people need to do gens to escape and not all Distortion players play like rats. I've seen many take chase, unhook, do gens, etc. If anything, it prevents a snowball on Friends Til The End after a survivor is hooked.

    At the end of the day, people need to do gens to escape

    or they can wait until all their teammates die so they can get hatch.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798167#Comment_3798167

    Can confirm it only works if you’re the Obsession. If you aren’t, and it doesn’t guarantee that you are, it does not work for you (killer can still see your aura but you cannot see theirs).

    can confirm more that it works, i just tried. i wasn't the obsession and perk showed me the nurse any time she hooked someone else, she had bbq. i only didn't get the once every 30 second aura reveal effect.

    @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798178#Comment_3798178

    It can be good sometimes but its not worth taking a perk that has a very good chance to be a dead perk slot.

    it at least gives info on what aura reveal perk the killer is running, even if the killer is undetectable at the time. perk's icon will light up if your aura is shown.

  • the worst part is it's gonna further incentivize slugging for 4k. they should just delete moris and refund atp.

  • it does work, being the obsession only gives the automatic aura reveal every 30 seconds. you can argue perk is better when you are not the obsession.

    @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798078#Comment_3798078

    Yes the midwich class room loops got weaker and now you can lunge around even more pallets. The clutter nerfed survivors on that map by a lot.

    3 gen is an issue, but i don't think maps should be balanced around faulty gen spawns, they should instead fix the spawns. "this map is okay to have insane strong loops because it spawns 3 gens" isn't the right way to think. also you forgot disturbed ward and dds, the worst offenders when it comes to 3 gens.

    I agree they should fix 3 gens, but many factors play into this like small size for example and not just place them somewhere else. I don’t think they should make 3 gens as „balance“ as well.

    this makes the number of killer sided maps 3.

    No maps should be killer sided at all. Maps are basically the basekit of survivors, therefore they have to lean to survivors. Killers can always do something against maps and get buffs, survivors not. They don‘t have anything equivalent to bambuzle… or powers

    Honestly most killers when it comes to maps expect a free down from every loop. I‘d wish we would get old maps with good, strong (not infinites) and interesting loops back while killers get good/strong powers and something to slow games down. I don‘t think survivor sided maps are the problem. More that some killers just need buffs. I liked old dbd a lot more where everyone had strong stuff and where it was fun because of that. Now it‘s going a really boring and killers always have to have it easy way.

    The clutter nerfed survivors on that map by a lot.

    against many top tier killers i disagree. projectile killers, dash killers, nurse etc. long narrow ways without los breakers is never better for survivors.

    but many factors play into this like small size for example and not just place them somewhere else

    small sized maps mean more gens in a smaller area but those gens shouldn't be in dead zones or in really close proximity to each other like again, 2 gens in main and outside of it like disturbed ward. hell nostromo can have 3 T-H-R-E-E gens in main, which is ridiculous.

    i kind of agree with the last paragraph, survivors can't do anything but gens if they want to win and killers can't waste a second or run chill perks so the gameplay is very linear and you just lose if you go for fancy fun stuff.

    very weak maps feel awful as survivor but strong bs maps like badham means a chase against a pre dropping lobby costs you 3 gens and the game concludes with 4 hooks at most, that also doesn't feel good as killer. those 3 killer sided maps should be dealt with but so do other extremes, the heavily survivor sided ones.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798149#Comment_3798149

    I'm going to mention this in every thread where someone suggests ooo. Object is worthless because you have a good chance of getting a stealth killer.

    And you must be one of those delusional killer mains if you think weave is c tier. I mean if even otz is saying it needs a nerf that says something.

    i didn't say all aura perks are c tier. they are complaining about gearhead, new zanshin and predator, undying's aura reveal aspect (i think?) and darkness revealed. for weave, survivor has complete control over the perk and it's getting a nerf very soon.

    a good chance of a stealth killer? where?? besides, you can tell when you are shown with ooo even if it's a stealth killer because you get faster progression. idk if it shows an icon at the bottom left of your perks or if its icon lights up.

    1. why do you want your aura hidden this bad?
    2. noone runs this many niche aura perks, it's just top tier perks and you should know what triggers them.
    3. why are we complaining about c tier perks at best?
    4. what do you think killers will do if aura reading didn't exist? i'm sure it will become 3 gen fest or back to hook andys everywhere. your ideal world where killers spend 1-2 gens worth of time looking for hiding survivors doesn't exist.
    5. there are alternatives. you can run object to at least know what reveals your aura or shadow step or any chase perk to win your chases when the killer finds you.
  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797985#Comment_3797985

    Temple of purgation, both Borgo, those you mention, garden of joy is terrible outside of main (I‘m not arguing about main!), the comdwind map with only shack, cinema map, midwich is worse now, which already was a good map for killers. Those are the ones from the top of my head. The other three maps (Gideon, Erie, Badham) are fair in my opinion. Gideon is also more killer sided if you know how to play there, but most people don‘t. Badham is a map I really enjoy to play on as killer to be honest. Erie sometimes is really annoying, especially when playing killers without tp, because you can see them over the whole map.

    The overall new map design philosophy is so off right now. Windows and pallets where you can’t loop and where the killer gets a hit regardless how he plays (if he isn‘t a complete noob). There are no long walls, which give the killer too many short cuts and make it to easy to catch up. Maps are too small, which make them besides the obvious not very good looking and that hurts boons/hexes/pig. Some maps have nothing to work with. Terrible gen placement (cinema map). They remove gras and bushes you could hide in (hurts both sides). Useless edge map pallets.

    I‘m overall talking above about the newer maps and what behavior does when reworking older ones. The older are fine. I actually think Hawkins is a decent map, which many say it favors killers very much.

    I really hoped Behavior would just buff the weaker killers instead of making maps trash, bad looking and tiny and they should also fix the gen rush problem, which gets worse since survivors have to gen rush to even have a chance at winning.

    oh wow "badham is fair" summarizes this reply, the only thing that makes sense is temple. yes it's more towards to the weaker side of maps but still not as bad as badham or haddonfield.

    idk if or how midwich is weaker, did classroom loops become weaker? because as far as i know they just added clutter (and a few pallets) to the hallways and removed the breakable walls in the bathrooms. it is killer sided but i didn't include it because you were talking about devs' new map design philosophy. this makes the number of killer sided maps 3.

    3 gen is an issue, but i don't think maps should be balanced around faulty gen spawns, they should instead fix the spawns. "this map is okay to have insane strong loops because it spawns 3 gens" isn't the right way to think. also you forgot disturbed ward and dds, the worst offenders when it comes to 3 gens.

    gideon and rpd can be either sided if killer knows how to abuse them. gideon needs a killer that can deal with pallets or that can hold a 3 gen, and on rpd you need a terrible hook spawn and abuse it by camping (or again, hold a 3 gen). but neither hook or gen spawns should be taken into consideration when balancing the map, they should be fixed no matter what and then map should be balanced.

    i really don't know how to (or want to) reply to your other points. badham is fair and garden is nothing without main are… opinions.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797667#Comment_3797667

    This is so wrong, because the devs make all loops terrible and overall favor killer in map design. So in that aspect survivors just adept to bad game design and all of a sudden the survivors are the ones who refuse to learn huh. When someone refuses to learn the game then it‘s killers, because they get completely everything into their favor when it comes to maps, instead of getting better.

    what are those mythical awfully weak maps besides haddonfield and rancid abattoir? it's very bold to say this kind of stuff when majority of maps are balanced/survivor sided and we have eyrie/badham/gideon/garden etc i'm ngl.

  • @joel84 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797766#Comment_3797766

    "you should improve your looping skills instead"

    That's a lame excuse, and many people use it. In truth, they want us to work on our looping. But I don't want to, because I'm bad at looping and I don't want to be forced to by the developers.

    and the fact that you call the survivors rats is terrible. Simply terrible !

    "come find me without perks or you are skilless" isn't any better of an approach.

    because I'm bad at looping and I don't want to be forced to by the developers.

    that's okay. also i'm just saying hiding/finding doesn't have much to do with skill.

    the existence of aura reading perks isn't the enforcement that you have to be able to loop, you can try stealthing but there is the risk of the killer having aura reading perks, just like how some certain perks counter different strategies. aura reading perks are really conditional though so you can learn how they work and foresee when you are likely to be seen and act on that.

  • @Chilli_man2400 said:

    please keep it

    For 3 years it was the worst perk in dbd history and now it could actually be a amazing perk

    this gives me buckle up flashbacks.

  • @Rigbeta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797783#Comment_3797783

    I am sick to death of repeating myself. I already made a list of counters in plenty of forums and so has everyone else. I just wrote in this discussion that the main issue with people is that they REFUSE to learn or read the counters. How about looking it up since you want to be cheeky and obtuse.

    predropping and giving a free m1 when you are about to get scanned. you can't even clear your path to pre run because it's meaningless. what else? stop acting like this killer's gameplay and countering it is some superior ability. it's braindead dull gameplay with "counterplays" that is giving free hits or run for your life until she catches up with 10% hinder.

  • no hide and seek part because even if the killer is in chases constantly, they will lose against efficient survivors. normal, survivor rulebook gameplay already doesn't win because you just can't keep up, looking for people for minutes on top? no.

  • @Rigbeta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797288#Comment_3797288

    the problem is no one wants to learn counterplay. They say that "its unfair" because you can't avoid the scan lines, when literally you stop mov9ng for an iota of a second. There's also the fact that plenty of killers get way more reliable and consistent usage of their power on a survivor yet Skull Merchant is somehow considered brainless and the worst.

    Its ridiculous, people refuse to learn to adapt and instead try their hardest to just strong-arm every killer to be within the same range of "loop for eternity".

    is the counterplay in the room with us?

  • will it be perma active in an unbroken chase or deactivate after the first proc until the chase is broken and started again?

    @Chocolate_Cosmos said:

    It's bad change. They should instead make it that you have 3 tokens but you recharge them by being in chase. Instead of hidding in TR you have to be in chase for a while to get your tokens back.

    i'd go for something like this as well but honestly, good riddance.

  • @joel84 said:

    well,

    one of the developers once said years ago: Playing with aura reading can be very interesting. Honestly? There is now far too much aura reading in the game. Regardless of whether it's perks or add-ons.

    Playing with Aura Reading is uninteresting, but feels like cheating and requires no skill !

    It's just far too much….. Distortion works against many perks and add-ons, that's true, but only if you play it right !

    Meanwhile, there is so much aura reading that the tokens are used up very quickly and you have to go into the terror radius to recharge them, which takes time. Time that you can't spend on a generator, time that benefits the killers.

    But none of the developers seem to be interested anymore. I'm a solo player and I don't want to be constantly hunted. Whether the developers like it or not, but that should also be taken into account. If the change goes live like this, there will be a shitstorm. I'm seriously considering giving up the solo Survivor game and just playing SWF.

    Hiding no longer helps. Hide and Seek is over...what has become of DBD.... become? Now you can run the other tools like Sole Survivor by Laurie or Urban Evasion by Nea into the ground, because they are becoming increasingly useless. Time to get a grip on DS, DH and co.

    i'll never buy that finding hiding people in this game is skillful and not being able to is a sign of the lack of skill. i don't want to bother looking around all those 10 objects edge map looking for a rat near the gen they were doing and instead will let nwth do it for me. maybe you should improve your looping skills instead.

  • @AmpersandUnderscore said:

    Missing the skill check removes hyper focus stacks.

    This combo has anti-synergy.

    @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797509#Comment_3797509

    it has 5 tokens, start with 3 and you need hit greats to gain more.

    missed skill checks count as great skill checks and should give all benefits of a great by any means. so more hyperfocus/corrective action stacks.

    this means 2 people on the same gen missing skill checks constantly will create a loop of infinite great skill checks.

    i'd love if they get rid of the great skill check part but make the perk map wide.

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796011#Comment_3796011

    Simple fix: Survivors with endurance from OTR, BT, and basekit also receive no collision with the killer for the duration.

    This would make bodyblocking with it nearly impossible. There is no downside unless you are trying to bodyblock the unhooked survivor to wait out BT.

    i have no idea why this isn't implemented. this also prevents the killer bodyblocking the unhooked survivor, mainly on basement stairs.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797011#Comment_3797011

    Is a Survivor invisible, silent, no scratch marks nor blood off hook? Huntress can simply land the hatchet 0.1s after they get unhooked? So they don't get 44m for free, they get 0m for free. Now I would 100% agree and be with you if they made Survivors invisible and invulnerable for 10s off hook, but this isn't the case. So Huntress hits off hook, but we'll be generous and say 1s, so ~4.5m, then speed boost for ~13.5m, meanwhile the Huntress moved 1s of windup and 2s of cooldown for ~10.5m. She is only 7.5m away, which is also roughly 2s DS stun distance, and thus gets downed. You aren't making it out anywhere.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797436#Comment_3797436

    If someone is turbo tunneling someone else with OTR, they still tanked an OTR hit. I would ask you be more specific when describing scenarios, because you appear to create a vast story in your mind, and say 'blue' expecting everyone to know specifically what you are envisioning. You define hit tank far far differently than I would, so if you could offer a Dictionary of 'NerfDHalready' it would be greatly appreciated.

    I can't argue against redefinitions like this, because I can't read your mind. But wouldn't 'opens them up for tunneling' definitionally make them not be in a strong area? The idea is say you come back to Shack basement, and you hit both running up the stairs with effective bodyblocks, then you can tunnel the OTR user, or chase the rescuer. Alternatively, you arrive late, and the OTR user is blocking the doorframe to protect the other person leaving through the pallet. You can still just hit the OTR doorframe and get a chase there. I'm confused where apparently someone is crossmapping 20s to interrupt a chase that somehow isn't leading to a down already, and still not securing a down after the hit. Every time this happens to me, either the next person is getting downed already, making them waste their time, or the OTR hit just wastes another 12s since the other person is still cornered at a loop due to how I set myself up.

    it's more so you are stuck in semantics. what could i mean by hittank in relation to your older reply? you said bodyblocking with otr opens up a tunnel. obviously i also meant that, bodyblocking for someone else.

    you argue bodyblocking for someone else with otr has some kind of downside to it but there is not, that's the whole point i'm making. the argument of "opening themselves up for a tunnel" doesn't make sense because it just makes the killer decide to tunnel instead. i then proceeded to say forcing the killer into making that decision might be beneficial for the survivor with the correct set up (perks and all that macro skill talk). so the killer either commits to the bad decision that's tunneling or eat the bodyblock and leave them be.

    here, i explained the concept of offensive use of otr and how that doesn't mean giving a free tunneled dead survivor on the spot.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796689#Comment_3796689

    Because 90% of OTR hits (in my Survivor matches on myself or allies) are (near immediately) off hook, making no meaningful distance.

    I am merely using A: all reworked map layouts, and their massive deadzones, and B: normal pallet drops leading to downs, to draw my experience upon.

    I never specified Micro skill, so you know what they say about assumptions. I was using skill as an umbrella term to include both Macro and Micro. Both of those combined make up skill as a general concept. So you can never ignore Macro skill, unless specifically claimed to only be Micro. Your post specifically mentioned Macro skill, so you were well aware of it being contextually appropriate.

    "tanking" a hit with otr, so the 90% (lol) of cases isn't the topic at hand.

    idk why would it would matter whether it's macro or micro but i'll go along. you said you deserve to lose if you play worse than your opponent, when we were talking about a situation where a survivor "opens them up for tunneling". so playing better, having better macro skill would be leaving them if they are in a strong area, and this means they get away with tanking a hit with otr, and in fact not opening themselves up for tunneling. and this means you contradict with yourself, the hittank is free and the skillful play from the killer can be leaving them and letting them get away with it.

  • that's my hot take: perma is multiple times unhealthier than tombstone. it's so boring, especially if they decide to camp hooks with it.

  • it's grabs, got the achievement after getting the last grab.

    @TheArbiter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787414#Comment_3787414

    Yeah it isn't the type of achievement you can grind out in one match, which is a good thing, but there is a fine balance between fun to get and irritating to get

    it's one of the achievements you get over time but if you want to rush it just play clown as he forces mid vaults. you should be patient and not swing every time, that's a "mistake" i always do.

    you can also play vecna, survivors have an irresistable addiction to crouch against him. you can fire skulls at a far window, they will crouch and likely mid vault it, you can then get the grab most of the time.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796390#Comment_3796390

    Where do Killers usually hook Survivors? I'll give you a hint, if they went down, they probably didn't have any pallets or windows, otherwise they woulda used them and not went down. That's right! They usually get hooked in a deadzone! What does that mean : "or … have nothing to work with", it fits that criteria nearly every time. You don't need edge-map also, the deadzone enough removes their chances.

    Now yes, if it was a M1 Killer without Haste/Hinder/Damaging M2, then sure, Trapper and Legion might actually be affected by DS. The problem is you are typically playing an opportunistic playstyle as those Killers (if you want to win), and playing into DS is nearly never opportunistic on those Killers. It is a win as Huntress when they can't Dodge the 8m Hatchet from their 2s stun differential's worth of distance, Demo Shredding ~11m to hit off DS, Wesker Dashing 7m to position and hitting with the 2nd dash, and so on.

    Not being able to down a Survivor quickly doesn't always have much to do with skill difference - I'm sorry, what is the process of determining which actions to take based on their effective outcome called? Y'know, when you uh, kick the gen or chase, pick which Surv to chase, where to chase someone, which side to break the Pallet, whether to fail prey for OTR/DS baits or knowingly kill them in time? You even said it, "it's just a bad decision macro-wise". Would that be… Macro skill? So if that indeed was Macro skill, that would be a skill difference. Huh, neat how that pans out.

    aren't we talking about tanking a hit with otr? how are you still in the said dead zone after getting hit?

    idk what i should say in response to rest of your reply, you are for some reason just assuming the survivor will just run in a straight line, in an area without a single object. i'm mostly not talking about 2 tap survivors, you can give them 10 seconds ds and they will still go down in seconds.

    Macro skill?

    "skill" in our context clearly was micro skill in a chase.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796155#Comment_3796155

    100% agreed, if you play worse than your opposition, you deserve to lose. Although DS is a joke and practically worthless. Nearly every Killer downs you in <10s now since it is so weak. Hatchet down, Shred down, Blight Dash down, Wesker Dash down, Clown Bottle down. So many Killers practically give a free down after DS at this point, that DS should instead stun the Killer and Survivor for 30s each with the Killer able to freely down them after the 30s stun.

    this might be the worst take i've seen for a while. if killers can hit you in 10 seconds after a 2-3 seconds stun then killers are simply op (or you used ds on edge map and have nothing to work with).

    also, not being able to down a survivor quickly doesn't always have much to do with skill difference. they might have a strong area to use nearby, or it's just a bad decision macro-wise; they are far away from your gens, or they are taking you away so their teammates can reset etc. they baited you with otr and you chase that down, just to eat ds. congrats you lost the match.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796021#Comment_3796021

    It never is a problem, more of a mild nuisance. If they want to open themselves up to tunneling, this is them giving you a free pass to do so. This is the one of the only times I 100% endorse tunneling (I guess also 2 Survivors alive, and you want the rescuer to get Hatch is another).

    "open themselves up to tunneling" isn't a thing with (or even without) the existence of ds. getting baited into a bad tunnel will lose you the match.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795972#Comment_3795972

    I agree.

    Commodious should be a purple rarity, and event toolboxes should all be patterned on Yellow toolboxes not Green ones.

    event toolboxes should all be patterned on Yellow toolboxes

    absolutely. blood event map also violates this rule (who cares) but having abundant commodious equivalent event toolboxes isn't nice.

    also idk if it can be called an opinion but time-wise engineer's is better with double charge add ons unless you need the extra skill checks toolboxes give.

    @topic, exultation definitely upgrades a yellow toolbox into a commodious. it's very unlucky you haven't got one after presumably many tries.

  • i was so thrilled for exultation but getting 2 or more stuns a match isn't always easy unless it's an m1 killer and map allows it, wish it wasn't only pallet stuns but all kinds of stuns like ds head on blast mine etc.

    healing for chest opening might replace specialist in my looting build but currently i'm going for exultation for items, so.

    and i don't really care about eyes of belmont, it has very limited perk pool to synergize. it not working with ooo (that's because of the way ooo works, but still) and keys is unfortunate. idk how healthy it would be if it worked with keys so you could just tap the key for 2s aura but it would see some use then that's for sure.

  • @[Deleted User] said:

    It's boring for everyone. I guarantee the survivors don't want to be in that game anymore either. But there's zero reason for them to try and progress the objectives in a 2v1 or even a 3v1 in many cases. The only path survivors have to a personal victory or draw is to wait until someone else dies. Like...I get that not participating is against the rules. So is intentionally losing, which is what a survivor is doing if they try to work a gen in a 2v1. This is not a player issue. It's a design issue.

    "design issue" being the existence of hatch, alone. personal victory can't be an option for a member of a team.

  • survivor bonus became more common after 2v8 event, killer bonus lasts so short if it ever shifts to killer that day.

  • release shift. people do a mini crouch before dropping, i assume that also works.

  • @ArthurVeloso said:

    The nerfing of self-healing in Dead by Daylight has made the game frustrating and monotonous for many players, which includes me. Previously, the ability to heal independently allowed Survivors to take risks, move swiftly, and employ creative strategies. With the nerf, players now depend heavily on teammates or totems for healing, severely limiting their autonomy and forcing them into cautious, repetitive gameplay. The game's pace has slowed as Survivors spend more time hiding or waiting to be healed, draining the action and excitement. This change discourages bold plays and creativity, making each match predictable and dull. Ultimately, the nerf undermines the core thrill of survival, leaving the game feeling like a tedious grind instead of a fast-paced, strategic challenge.

    reliable unlimited self heals and "thrill" are two polar opposites lol. 2 heal medkits, self care/str in shadows with botany etc aside, you can just run iron will if you want to feel the "thrill" of safety.

  • otr needs to go, is all i'm gonna say.

  • at some point i dodged default low prestige vittorios just because of this perk. i guess perk isn't very intuitive or it's just that people don't care to read and learn.

  • @humanbeing1704 said:

    isn’t the general consensus still that noob mmr is killer sided and high mmr is survivor sided

    efficient survivors win because majority of maps can support with enough resources. against sluggers campers tunnelers and 3 genners communication wins so it's generally swf > killer > soloq. assuming both parties want to win and have their strongest cards.

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