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OneAutmLeaf

OneAutmLeaf

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  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565577#Comment_3565577

    That's wrong though. The game is killer-sided and matchmaking doesn't really work at all. You see competent survivor teams maybe a few times a week. Even playing a low-tier M1 like Myers or Trapper, you can still regularly crank out 20-game win streaks if you're playing to win.

    Thats so fundamentally untrue its not even funny dude, I get swfs and sweat teams daily about 1/3 of my games are either a SWF, P100 squad or just sweaty players, when it comes to high level games it is not killer sided in the slightest.

  • @Crowman said:

    If you aren't standing right next to the hook, the survivor will lose a hook state before they can get themselves off. Any nearby survivor or moving in and out of the area on a patrol really shouldn't be causing many situations where survivors are unhooking themselves (outside of maps like The Game until they improve vertically).

    My main issue is this shouldnt be a basekit thing to begin with, just buff something like Kinship or deliverance most the survivors that complain about playstyles like that NEVER run the perks that are used to counter it, they would rather run a full gen build and complain about slugging instead of rocking unbreakable. im just tired of the hypocrisy that this community brings. and ive been having ppl today purposly down themselves near almost 99d gens so i legit have to stay far away and they either pop the gen or save the survivor, I cant even sit and let a gen regress....

  • @camping_site said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393412/wesker-is-unfair

    He is the most fun killer created after Blight. His problem is 8%!!!!! slowdown on infection which gives him too much passive preassure on survs - after hooked or injured you get updated(slow) heals plus need to get aerosol which also shows your location.

    One other thing is injuring someone with deep wound if being hit against with another survivor . This is not easy to pull off(most of the time happens while camping hooks), but still- WHY?

    Don’t get me wrong he is in no way OP, but everything combined he is just too much.

    Don’t get me wrong he is in no way OP,

    and yet ppl are bitching about him, man I hate survivors

    fun things are only allowed for them in the interest of fun killers cant have anything good to use, man Im glad I unistalled this game today

  • @SpanishExecutioner said:

    It's not about numbers. I will gladly take 3 decent perks over 15 bad perks. Sadly in last 6 chapters best we got were two information perks (Nowhere to hide and Ultimate weapon). Rest is niche at best, or just really bad. Last good slowdown we have is pain res, that's 7 chapters ago.

    while that is true the fact they have a 20 perk lead on killers means they have a better chance to get better perks since they get more, since most survivors/killers get 1 good perk and you get 2 survivors per chapter lately your basically giving survivors 2 good perks whle killer gets 1, which seems backwards to me considering its a 1 v 4

  • going to give rework ideas to all the bad perks, you may not like my ideas and my ideas may be garbage, but hey at least im trying ya know.

  • @xltechno said:

    The reason this Perk change was criticized in the first place was because it was a stealth Perk that only activated during pursuit, so what was the point of expanding the area of effect?

    While the rework itself is welcome, the general consensus is that no one will adopt it because it only takes effect when obsession is onhook.

    Personally, I think 5% haste should be activated even if it is not obsession.

    I think it would nice if it was a scourge hook perk


    so when you hook them on a scourge hook you gain undetectable for 20 seconds and 5% haste, I think that would be amazing bc it would have great synergy with perks like BBQ and Pain Res

  • @Crowman said:

    You're just recreating Beast of Prey.

    shhhhhh I want to see if people actually notice it or not lol

  • @Gandor said:

    Sure. Unsportsmanlike players in this game are especially bad. I don't know why, but they feel even worse in DBD then in other games. Might be because of asymmetrical nature of this game. And killers have it extra bad as usually it's 4 survivors vs 1 killer in endgame.

    But having nasty survivors is not a reason to "delete" perks. The perk is already a little bit on a weak side as is (sure, it's not super bad, but it's nowhere near meta by any stretch)

    I think its just odd that perks like that exist like if you want to sabo bring toolboxes? want to self care bring medkits, it just seems odd to me that instead of these things being locked to the items (like they should be) that they are given as solo perks making the items pretty much just not worth bringing unless its iri addons.

  • @Boons123 said:

    And now what? Let's force the survivors to use only one perk, or you know what? Let's remove all perks

    thats not even anywhere near what im saying dude.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556042#Comment_3556042

    If everyone is trying to sabo hooks they are not doing gens. Slug them all. Yes, you can slug. They can only use unbreakable once each.

    2 of them were running this btw and it was always the 2 that were hiding and would both background player to any nearby hooks and sabo them before I could even get there I legit couldnt do anything that game, to make things better they had vile personalitys and were hella toxic in end game chat for 0 reason even tried saying i was trash for trying to slug...


    Sabo

    no mither

    made for this

    background player

    sabo toolbox


    I couldnt slug nor could I hook

  • @Gandor said:

    I agree red forest is one of the better maps for sabotages. I disagree it's impossible to hook there. You have to pick 1 of 3 readily available hooks (it can be 1 of 6 in central area) that sabotaging survivor is hiding next to and he had to make you come to that hook anyway (so he hid well) and mother's dwelling has most hooks that can be sabotaged only from front side - giving excellent visibility to killer (provided hook killer picked is not behind terain) for him to decide to go other hook.

    If even after said survivor outplayed you like this you ask to be able to make it to next hook - then I don't know what to tell you - it's like asking to be able to heal while running and in chase = sounds reasonable only if you play one side.

    If you have full squad of people, that bring sabo build and actively try to make you not hook, then they don't work on gens. This is important, because so long as someone is trying sabotages it means someone is bleeding out and nobody is working on gens. This is big, because you can abuse altruism like this. Hitting them repeatedly means you are slowly winning. Sure you will have less hooks and the game will take longer, but it's still killer's win overall (provided chases are not too long to annulate everything + giving time for survivors to work on gens but in this case they would win even without sabo)

    If they have unbreakable, then they can use it once (so next time he will just continue to bleed). But they need multiple people around killer or they can't guarantee sabo play (giving killer free bleeding out time). It's much more sensible to bring exponential rather then unbreakable in these cases, but if killer finds it, then the perk is meaningless.

    If they have flip-flop power struggle and unbreakable, they can't have saboteur and boil over and means to heal.

    If they have sabo toolboxes, they don't have medkits.

    The point is, that they can't have everything. Survivors also have just 4 perk slots. There's always something you can do and slugging even if they have unbreakable is not automatically a bad idea.

    As for your timing with just saboteur - leader, mattle of man, or combo of both resilience+spine chill (which is too big investment considering saboteur as well) and this last one is still veeeery tight.

    One last thing. 4-man sabo squad is really not efficient way to go. 2 flashlights and 2 saboes is infinitelly better, because you can't just immediatelly pick up. That's huge for positioning of saboteurs = if you are actually quick enough, sabotages don't really work. They need some setup - and if you are moving quickly around the map during chase, it's more about survivor's luck to sabotage... provided they don't have means to slow you down (and this is why I say 4-man sabo is inferior to 2+2).

    What actually happens is, that a group of 4 people with many hours probably got together and played bunch of games. They most likely lost a bunch of them (which is usually ok, because in these 4-mans nobody can be turbo-tunneled out and everybody gets to play the game for some time so loosing is often times not that bad - but it's 3-4k regardless) and after some time MMR decided to give them you...

    Like you never see sabotages in comp scene. There's very good reason for that. Sabotages can be perfectly countered. It's much easier then even flashlight. But same as with flashlight, it can be frustrating for killer if each survivors have many multiples of hours played compared to killer. But once again, with a bit of observation, experience and tactics sabo squads are easy to deal with (but the game will last significantly longer then normal).

    bad thing is they were running background player...

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556029#Comment_3556029

    Saboteur is OP now? LOL

    Please read @Gandor 's response, it should be really helpful.

    In my eyes sabo has always been a isuse... when one rocks it its fine but when you get 3-4 ppl running sabo and sabo toolboxes its quite literally impossible to win the game more so when they are running a full sabo build


    Sabo

    unbreakable

    buckle up

    made for this

    sabo toolbox


    like please tell me how one would counter a build like this


    You cant hook

    you cant slug

    and you cant tunnel bc that would require being able to hook a survivor.... I think ppl dont understand how oppressive a full sabo squad can be, not just a normal one but one that knows what they are doing, and its ironic bc killer is supposed to be the oppressive one...

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393185/please-nerf-saboteur

    you clearly don't know what it all entrails to do successful sabotage, so let me clarify things for you (as a player with way over 1000 hours using specifically saboteur + I have also a lot of killer and other gameplay). My guess is you had a bad game and directly came here to ask for nerf instead of trying to understand how to play (as and against) sabotages.

    1, saboteur can't ever sabotage hook quick enough for survivor to get away in time. Right now the best you can pull of with saboteur alone - provided you have PERFECT timing is destroying the hook for a down (forced exchange). This is the reason why you saw those survivors with toolboxes. Double speed alexis toolbox will give you just enough time to pull that off - provided killer does not counter it by better positioning.

    2, perks do change these interactions - leader makes you quick enough to escape even with just saboteur, however leader does not work on a person that brought it. It needs other survivor to come fairly close and leave sabotaging survivor late enough (lingering 15s is usually long enough, but it does not necessarily have to). On the other hand STBFL or thana change it the other way around - with just saboteur you will not finish sabotage - with quick toolbox, you get at best exchange and if thana/STBFL is fully stacked not even that.

    3, description writes that it's 2.3s but that's not true. For some reason you don't start to sabotage right away as you click it. Real time is somewhere around 2.7s or 2.8s (can't tell precisely as I don't have it measured frame by frame - it used to be 3s before the buff when description said it's 2.5s - I have video evidence for that one with frame counter - the important thing is that the time is just enough to exchange on hook with perfect timing - so it's somewhere around 2.7s = time it takes for killer to hit again).

    4, hooks. Depending on map you played on, it's absolutely and exclusively on you. There are no more "good sabotage maps". There are still maps that have consistent spots where there are less hooks (swamps edge map usually have 1 or 2 hooks within carry distance, badham's bottom of main leaves 1-2 hooks in carry distance if killer broke breakable walls and basement is in shack). On the other hand getting successful sabotage on saloon is final boss achievement. Getting successful sabo on new Rancid abbatoir means only 3 people were taking hits for the 4th one while people also sabotaged and there's no way around that one. With map reworks hook density is only growing and sabotaging is harder and harder.

    5, there are many perks that outright destroy sabotages or at least counter it to some degree. Sabotages are really hard. Try it. And see what happens if killer brings just and only agitation (but there are a lot of perks that make sabotages WAY WAY WAY harder).

    6, if you see survivor near hook, you can just decide to go for other one. This one absolutely counters sabotages + survivors wasted a lot of precious time only for you to get to chase quicker.

    7, saboteur is not even that good of a perk. Check it's usage rate. It's usage rate is not even 3%. And it will probably go down considering map reworks (and hook density). You already don't get a lot of value if you don't compound it with breakout + some way to heal yourself (at minimum being SWF). Now compare it to flashlights - you just hide in a correct spot and blind the killer. That means you don't have to bodyblock or take hits for easy rescue + more distance + more utility. And even flashlights are considered weaker item from the lot of them.

    The guy who sabod hook in front of me even after i hit him was using base sabo he wasn't holding a toolbox, he went to sabo i hit him he did it again and got the sabo and on giant maps where theres barely any hooks (like mothers dwelling with how spaced out some hooks are) that can literally screw you...


    the map claim is not accurate at all dudes. go play mothers dweling if you're about to hook and they sabo you CANT get to another hook in time and even if you did they would just start saboing or body blocking the hook thus giving the carried person a free escape that claim is just totally untrue, more so when you play on a map like midwich where you can get a whole corner of the map without any hooks....


    Yeah saboing can be harder (if killer has any perks that counter it) otherwise you can just run and sabo the hook before he gets there and theres literally nothing a killer can do against that but slug, and slugging dosent work either bc if they are running a sabo build that either have unbreakable or soul guard.... more so if the person your carrying is running boil over then your really screwed.


    again I was going against a sabo squad, not sabo player, sabo squad, so all 3 ran towards me and saboed all the hooks around me so I slugged but they were all running unbreakables.... and if I dropped to injure they all scattered like rats and hide then would sprint burst to heal the downed guy then he would sprint burst away... the counters your saying work are all dependant on what perks you bring and bringing a perk to counter a sabo squad then not getting one is a wasted perk slot imo, I honestly just dont understand why survivors should have the ability to sabo hooks to begin with when they have flashlights,flashbangs,DS, Boil over, and a slew of other stuff that makes it hard enough to get them to hook not to mention when all 3 come to body block which also gives a free escape bc you phyiscally cant hook and cant drop either bc the body blocks....


    and I have went against sabo squads quite often but most are from soloqs but this was a SWF so they had insane teamwork and probably comms going aswell

  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551226#Comment_3551226

    I thought Killer mains didnt like being forced to run tons of stuff to counter overtuned perks from the other side? If you concede that running exhaustion perks vs MFT makes MFT balance then I can agree with a take like that. If you dont then you're just being a hypocrite.

    Um... no, theres no killer perk that just gives you exhaustion for free, survivors get crap like distortion and calm spiriti which gives them value quite literally for doing nothing, now if you want to run a exhaustion perk on killer like blood echo you need to hook them first, thats not even a fair comparassion and its a 1 v 4 so even ontop of that that still would make 0 sense for the 4 to get instant value perks verses the 1 needed to work for said value AND keep in mind blood echo only works on injured survivors so thats another prerequisite to use it also

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551223#Comment_3551223

    Hey AutmLeaf

    Your 20 pallets example is a bit extreme, and it really might (or might not) only apply to a single realm, which is The Game. I admit that having like 8 or even less pallets is also an extreme example, but it happens relative often. I had it on multible occasions during my research.

    Talking about reseach:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551602#Comment_3551602

    I was a bit skeptical about that data, since my senses usually wont betray me by estimating or guessing in something i regulary do. Those numbers seem to be way to high to be true, so i did my own testing again, over a course of 140 tries across multible maps. All my data i collected is double and even tripple checked and completly honest.

    First i started with "very pallet intense" maps acording to the link you posted. Here are my result:

    • Eyrie of Crows: Supposed to have between 12 and 26 pallets, which makes it an average of 19. This number is far far off my research. I have not encountered a single time more then 16 pallets. In fact, out of the 20 tries i had on this map, i had 17 rounds with 13 pallets, 1 time 16, 1 time 12 and 1 time 11 (checked multible times) which is off the charts. This all makes an average of exactly 13 pallets.
    • Shattered Square: This one is supposed to have an absurd number of an average of 20 pallets. My average was way lower then that, and i have not been on a single map with more then 15 pallets in my 20 tries. The average: 13,9 Pallets per trial.
    • Since people talk about that map, i did 20 tries on Wreckers Yard. All my tries were between 12 and 14 pallets. The average was 12,9 pallets.
    • Rotten field: Average of 10,5 pallets, had tries with 9 pallets, maximum of 13.
    • Thomson House: Maybe i was really unlucky in my 20 games, but i had not a single map with more then 10 pallets! 9 or 10 pallets are the standard there. 9,5 Pallets on average.
    • Mothers Dwelling, i did only a few on those had between 10 and 12 pallets.
    • Last but not least the "requested" Cowshed. Between 12 and 14 pallets. 20 games seed.

    What is even more outstanding besides a very low amount of pallets is this:

    The amount of pallets that are not even considered "weak" but rather a safe hit are very high. You encounter those like i show in the picture on almost every single map, often more then 1 of those "tiles". If you rules those out, the pallet count is much lower obviously.

    https://us.v-cdn.net/6030815/uploads/70PL1C4DP9ZN/dbd-weak-pallets.jpg

    Another thing that stand out are the amount of pallets on the very outside of the map. If you are forced as a survivor to play those, you might steal some time, but you are guaranteed to go down there since you are zone out.

    This brings me to another thing: Deadzones.

    https://us.v-cdn.net/6030815/uploads/9BOPWQA98I8Z/dbd-deadzones.jpg

    What you see on that picture is not uncommon. In fact i almost had on every map those deadzones. On this picture, there is only 1 pallet (main building) and 1 bad tile (T&L). This area is like 25-30% of the map. And for those sneaky players out there, i dont need to mention the lack of possibilitys.

    I did more smaller research (like for example Coal Tower which had between 7 and 11 pallets or dead dawg saloon). But i thought i would not include those, since i am also excluding the most survivor sided map (the Game) in terms of pallets.

    Kind regards

    I think the main issue tbh isnt the amount but where they are located, half the time you get crappy dead zones but then you get like 5 pallets all next to each other making looping a nightmare, when you get a pallet cluster survivors have it way to safe bc they can just drop a pallet and run to the next or greed it and run to the next, they really need to fix that imo

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551407#Comment_3551407

    Ok. Go to custom game, take zanshin tactics and go count pallets. If it spawns more then 10, then repeat it. By 3rd time you are "guaranteed" to see less then 10 pallets. And again, there are more maps like this

    so 1 map....out of how many again? 1 map vs the other like 14, hardly seems like a arguement to maps not having enough pallets that op was talking about..

  • @Chordyceps said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551409#Comment_3551409

    Going down on the pallet only gets you an escape if you're also running flip-flop. At that point you're dedicating half your build to it, and it can still be countered by the killer picking you up immediately.

    And people definitely do not just sit in a locker until you happen by. There is teamwork and coordination involved there. There are people going "Hey, are you in that building I'm running the killer to?" "Yeah, I'll get in a locker, try to lead him to the spot I'm at." Or at the very least, a solo queue is seeing someone in a chase, hearing a terror radius and then hiding in a locker. Running head on while solo queueing is a huge gamble anyways too.

    if they are running a full power struggle build they get the proc even if you pick up instantly. ppl run


    Flip Flop

    Unbreakable

    Boil Over

    Power Struggle,


    you down them and while stuck in the animation they get to the needed 15% and instantly drop it on you, you legit cant insta pick up against a full power struggle build and they play always near pallets, its like boil over players constantly going to 2nd floor to get downed you cant counter that bs half the time

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551157#Comment_3551157

    Sorry but I really doubt you go against Power Struggle every other game. I have 3.4k~ hours in this game and play Killer regularly. I can count how many times someone brought and got value from Power Struggle against me with one hand. Also perk pickrate is around %1~ on NightLight so it's not likely you keep going against it as often as you claim. If survivor made it apparent they have this perk the solution is to just slug if they're under a pallet and they don't get to use it or make sure you don't down them near a pallet or even if you did pick them up immediately. There are so many counterplays. Simple.

    ah so bc you have 3-4k hours in game my experience is voided, got it

    there is no way your using nightlight as a argument.... that literally only takes statistics for ppl that have nightlight installed dude. that doesn't account for all the pc players without it and all the console players that doesn't even make sense to bring up nightlight like any of its statistics even matter.

  • @Chordyceps said:

    I'm kinda conflicted on this one. For consistency's sake, it would make sense. However, the amount of setup/specific circumstances needed to trigger these perks makes me feel they should be guaranteed to give good value if you pull them off.

    I mean power struggle dosent really need good setup, if you running a power struggle build just go down on the pallet and you get away for free, and head on when ppl sit in a locker for 5 mins till you walk by and stun you out of chase it wasnt really setup it was more hte map is so tight you couldnt avoid it

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551223#Comment_3551223

    You would be surprised. Take thomson house - that one can easily have less then 10 pallets (depending on RNG). And that's just 1st example that came to my mind. Also remaked farm maps have some pallets (filler loop) that just increases number of pallets and that's it - because the loop is so unsafe, that killer will always get a hit on it (no matter what killer)

    I really wouldnt, Ive played every map and have never in my 6 years of playing this game ever seen a map with less then 10 pallets.

  • Distortion counters nowhere to hide.... Calm Spirit counters ultimate weapon, maybe counter build instead of complaining?

  • so yet another safety net for survivors....as if they dont already have enough

  • I mean if you know how to loop correctly blight really isnt that big of a deal to go against. and hug tech only works if your stupid enough to walk in a straight line against blight. on maps like leerys and even midwich at times he is utterly useless.

  • - Most maps got reworked and are now absurdly killer sided. Even less pallets then before (i counted 6-8 in custom games, more 50/50 then before, lack of playable loops, more deadzones. Strange choice.


    Bro what game are you playing? every map has around 20 pallets..... like what? you clearly didnt count right bc no map has less then 10 pallets dude....

  • Survivor Entitlement in its purest form right here....

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550012#Comment_3550012

    And how often do you go against that swf? Not too often but the emotional impact it has on you is more memorable compared to all the solos you go against lol + it's good for the killer if they keep wasting time trying to get stuns instead of doing gens. Also balancing perks around potential swfs is a bad idea.

    i run into a power struggle build every other game.... I never see more then 2 games without it, never said to balance a perk around swfs, now your just putting words in my mouth, the perk is good even in solo q and can be easily abused, know your going to get down let yourself be downed under pallet then get free power struggle escape, idk how ppl dont understand how much of a crutch power struggle is to lean on for bad survivors on maps chalk full of pallets.


    and yeah ppl normally run it with flip flop or unbreakable and get value from it, go run a power struggle build and go to meat packing plant and see how easy you have it.

  • @Venusa said:

    Power struggle and head on are already just mediocre at best and hard to get value from since they don't even work sometimes and are latency dependant. So I don't think this would help anyone.

    um...no thats just no true like at all.... have you run against a swf with power struggle builds or head on builds? it is no mediocre at all....if it was ppl wouldnt be abusing it in a swf

  • @UndeddJester said:

    Power Struggle it should work as that's a pallet stun... if it doesn't, I'd report that as a bug...

    Head On, no, cause that perk has plenty of counter play, and is already not as useful as other exhaustion perks without heavy build investment.

    The resistance to all stuns was nerfed off Enduring back in 3.0.0, as this perk would counter all the stun affects of any perks (and flashlights) even when they are not oppressive in the meta.

    Head On is not an unfair perk.

    While I do agree head on has good counter play it also dosent when ppl sit lockers and use it to stop you from chasing a injured or death hook survivor. it can be abused very easily on indoor maps sadly, and Yeah pick someone up with spirit fury enduring the power struggle stun is long asf still.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392401/basement-hooks-should-count-as-scourge-hooks

    They seem to favor the rng aspects of both scourge hooks and basement spawns too much to force static locations on maps. Monstrous Shrine is the only way right now, but most won't give up a perk slot just for that.

    sucks that you only get 4 bc half the time you get all 4 on one side of the map and never get to use it bc they never go to that side of the map, kinda wish if you run a scourge hook perk that 3 uptop would be random scourge hooks and basements would be scourge hooks too

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545711#Comment_3545711

    3 gens can pop in 90s after the start of the match. I've seen it happen multiple times. The problem here is not that the killer does not apply pressure, but the dumb spawns at the start.

    Just remember how often you start the match at a Gen...

    There is pretty much nothing you can do about it, even if your chase is good.

    Yes Corrupt exists, but sometimes it doesn't matter because they still spawn to unblocked gens sometimes or hide for the duration.

    THIS is literally my point Im honestly tired of ppl saying oh 3 gens popped in the first 90 seconds you must be garbage and not know how to patrol gens, like they forget 99% of the time you spawn next to a gen.....

  • to sum it up he said give survivors basekit DS Strike that lasts until someone else gets hooked and also make tunneling and camping a bannable offense, and this is the guy saying he plays both roles equally keep in mind....

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391865/healthy-alternative-to-anti-camp-change-coming-up

    Perks to counter design flaws... brilliant /s. Do you want people to say the same for Killer? Just bring 4 slowdown, 3 intel, 2 anti-exhuastion, and a NOED in a pear tree. Have 10 perk slots dingus, garsh.

    M1 framework likely needs some more 6.1 styled buffs, but since that is shared by Blight/Artist/Wesker/Plague/Oni, they likely can't be given too much.

    or they could just buff the M1 killers that dont have any mobility like freddy, Ghost face, Myers just bc they need to buff m1 killers dosent mean it needs to be ALL m1 killers. just the ones that have 0 mobility

  • @MerrickElyssar said:

    Here are the problems with your statement, and like you said… this is coming from someone who also plays both roles.

    1) Survivors shouldn’t be forced or feel obligated to run specific “anti/counter” builds or perks just to have a chance against a camping/tunneling killer. Everyone, survivors and killers alike, should have the freedom to play with whatever builds they choose. Not only that but what happens if you get camped/tunneled in 2 matches, decide to throw on your anti-camping/tunneling build, and then in your third match now you get a killer who is playing fairly and not doing those things? Now you’re trying to be effective in a match where you have multiple useless perks that you’re getting no value out of. That would essentially be the same as someone approaching you with a gun and shooting you, but instead of arresting the criminal who shot you… the police do nothing and just tell you to wear a bullet-proof vest next time. It doesn’t solve the problem or fix anything. A survivor shouldn’t have to run anti-camping/tunneling perks to counter a killer who shouldn’t be playing that way in the first place, just like you shouldn’t have to wear a bullet-proof vest to counter a criminal with a gun who shouldn’t be shooting other people in the first place.

    2) I do agree, however, that is idea is absolutely absurd and is not going to prevent camping at all, and will encourage more tunneling. Like you said, I play both roles as well and have looked at the situation subjectively from both perspectives. I personally never camp or tunnel due to my own views on it which I’ll get into momentarily, but I can see the argument for why killers think they have to. So let’s answer that question. Why do killers camp and tunnel? There are two main reasons. One is to guarantee more hook stages and a potential kill. The other reason is to find their next target much easier when someone comes for the save rather than having to patrol the map and spend time looking for another survivor. This anti-camping mechanic that is being added, is just going to make those two issues worse and more prominent, and I’ll prove this in two different scenarios.

    2a) Killer is camping hooked survivor, teammates are staying away so hooked survivors unhook meter can fill up. Survivor unhooks themself, then immediately gets tunneled off the hook and put right back on it. You may have wasted another 10-15 seconds of the killer’s time, but he still got multiple hook stages or possibly a kill on the same survivor anyway.

    2b) Killer is camping hooked survivor, teammates are nearby trying to go for a rescue. Hooked survivor’s meter doesn’t fill up, so they can’t unhook themselves. If your teammates do get the save, they get hook traded with you. If they don’t get the save, you still go into the next phase. Sometimes even both happens, where they take too long and you go into next phase and THEN they hook trade with you and you still get tunneled even after that. Killer still gets multiple hook stages or potentially one or more kills anyway.

    Both of these situations ended the same way as they did before the anti-camping mechanic was implemented, so nothing is different. It’s a completely useless and pointless effort.

    3) The real problem that needs to be resolved, is people’s mentality. You say killers NEED to camp/tunnel in order to have a chance of performing well in a match. That is unequivocally and irrevocably incorrect. If you have difficulty downing survivors, getting hook stages or kills, stopping gens from popping, etc… maybe you need to take a moment to re-evaluate your playstyle as a killer, instead of jumping right to criticizing survivors who are fairly out-playing you and you resorting to cheap, dishonorable exploits to make up for your mistakes or lack of skill. If 3 gens pop before you get your first down/hook, that means either YOU weren’t patrolling the gens effectively or YOU spent 3-1/2 minutes chasing one survivor while those gens were being completed. That’s YOUR fault, and doesn’t warrant a survivor being unjustly punished because you made bad decisions and weren’t good enough to end the chase quickly or keep the survivors off the gens. It also comes down to accepting the fact that you’re not going to win every match. Sometimes, you’re going to be matched against survivors who are better than you and beat you. That doesn’t mean you should start camping or tunneling because you’re playing badly or not well enough, and now you’re desperate and greedy for a kill or two… especially over a meaningless video game that means nothing in the real world. Grow up, accept the fact that you lost, and move on to the next match or something else entirely… instead of being toxic and despicable towards others who have done nothing to deserve it, and ruining their experience due to your self-absorption. I never camp or tunnel, under any circumstance… and I know countless others who don’t either, because we’re not obsessed with winning by any means necessary in some irrelevant video game. We have morals and class. We do what’s right and respectable, not what’s easy or distasteful just because it works. We play fairly and honorably, and if we get out-played by better survivors who end up escaping and winning… so be it. They earned it, and we congratulate them before moving on to the next match and trying again. It’s all about respect and courtesy. Treat others the way you want to be treated. You wouldn’t want to get camped or tunneled, so don’t do it to other people.

    4) Unfortunately, you’re not going to be able to stop people from having that self-worshipping mentality where they‘re going to make sure they get what they want no matter what it takes despite how pathetic and disgusting it is. If someone only cares about themselves and has no consideration for how they affect others, you can’t fix or change that… but if you honestly want to stop killers from camping and tunneling, there are only two ways of truly accomplishing that.

    4a) The first way is to make camping and tunneling ban-able offenses. This will not immediately stop the problem or alleviate it completely, but it will gradually reduce the frequency of it happening quite significantly.

    4b) The best way to stop camping, which will legitimately put a complete end to it entirely… is to put in a mechanic that stops the hook progression bar from advancing while the killer is within a close proximity. For example, if the killer is within 5-6 meters of the hooked survivor… the red bar that goes down for them to progress to the next hook phase, stops… completely… just like if a teammate had used Reassurance. If the killer is farther than 5-6 meters but still within 16-20 meters, the hook progression bar will advance… but it does so much slower than normal. If the killer is outside of 16-20 meters, the bar progresses as normal. That will literally put a dead-stop to all camping in the game, because no killer is going to stand there camping a survivor who can hang there forever and never get sacrificed. At best, they would have to stand outside of 16-20 meters and try to come after whoever risks going for the save… but that’s far enough away that it gives the rescuer a chance to get the unhook safely and gives the unhooked survivor a chance to get away or make distance before being tunneled. Plus, all the survivors will know this (giving more value to perks like Kindred) and just leave the hooked survivor there while they pop all the gens… so even if the killer does still decide to camp anyway, they aren’t going to be rewarded with multiple hook stages or kills for it. Now, you could still have the feature disable once the exit gates are powered… but even then the killer is most likely only going to get that one kill, and that’s only if the other survivors decide to just leave instead of taking hits for each other to rescue the hooked survivor who is being camped. That is how you stop camping and eliminate a great deal of toxicity from the game.

    4c) As for tunneling, the best way to end it… is to make Decisive Strike base-kit and infinite until another survivor is hooked. For example, let’s say you have Claudette, David, Meg, and Dwight in a match. Killer hooks Dwight first. Once Dwight gets unhooked, he gets Decisive Strike permanently until another survivor is put on a hook. Once another survivor is put on a hook, it deactivates and he can be hooked again. No killer is going to keep trying to tunnel a survivor if they keep getting DS-ed every time they pick the survivor up. It would literally force the killer to go after someone else, and the worst they would be able to do is slug the survivor immediately off the hook but then leave them slugged to go find someone else… and that would at least give the slugged survivor a chance to be picked up by a teammate instead of just being hooked multiple times in a row. Now, just like the other thing… you could still have the feature get disabled once the exit gates were powered or once they became the last survivor alive, so that the killer could still have a chance of getting that kill… but at least that would make it much more reasonable and stop it from being abused by unskilled garbage killers who get out-played by good survivors and then start being cheap and toxic because they’re desperate and greedy.

    So to reiterate, if you’re getting destroyed as a killer and frequently have trouble stopping gen progression or getting hooks/kills… that’s your problem, and doesn’t make it right or fair to penalize the survivors for your bad decisions and lack of skill. Experiment with different perks, different add-ons, or even different killers to see what works for you. Play custom matches against bots to practice and get better… and if none of that works, you might have to come to the realization that DbD itself may not be right for you. It’s not meant for everybody. Try finding a different game to play that you have better luck with. It’s okay to be bad at certain things. That’s nothing to be ashamed or embarrassed of, but you have to react accordingly. If you were a bad driver who couldn’t properly operate a vehicle, would you still get on the road and endanger the lives of other people? No. You would either practice somewhere by yourself until you got better, or you just wouldn’t do it. The same concept applies to DbD. If you’re bad at playing killer, either practice in custom matches and get better at it… or do something else. There’s never any need or logical reason to be dishonorable or disrespectful towards others, especially over a game that doesn’t make any difference or matter… and even more so when those others were playing fairly, just trying to enjoy their experience, and weren’t doing anything wrong to deserve it.


    Um wtaf? making camping and tunneling bannable offenses? im not even going to reply to that obvious bait.

    What you said: ) The best way to stop camping, which will legitimately put a complete end to it entirely… is to put in a mechanic that stops the hook progression bar from advancing while the killer is within a close proximity

    so your fix to camping is to give survivors even more protection for doing literally nothing....


    What you said : 4c) As for tunneling, the best way to end it… is to make Decisive Strike base-kit and infinite until another survivor is hooked

    ok there is no way you play killer equally with takes like this..... that or you gotta be smoking something strong to thing a basekit DS thats infinite until another guy is hooked is going to be even close to balanced, I legit cant even believe the ######### im reading rn.

  • @Emeal said:

    Your "healthy" Alternative is what DbD and bHVR has been doing for 7 years, it did not work, Survivors are tired of it.

    ? and giving survivors base kit reassurance is a better idea? and you must not be paying attention bc what bhVR HAVE been doing is giving us band-aid fixes in the form of perks, oh gen speeds are way to fast heres gen slow, oh the gen slow is too strong heres gen speed perks.....

  • @ArronSwarm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545354#Comment_3545354

    I don’t agree with you here. Y’all don’t need this mechanic if the team is already winning the match. You have perks that can stop camping as well.

    Yeah its a uneeded change to begin with, theres perks that counter camping and tunneling ppl would rather ######### that they got tunneled and not run those perks, this shouldnt need to be basekit, DELIVERANCE AND REASSURANCE EXIST FOR A REASON, if you getting camped alot maybe change you build up instead of all gen perks idk just a thought ppl...

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542714#Comment_3542714

    On this forum watching as NOBODY is asking for it and EVERYONE is focused on nerfing DH instead.

    Pretty sure ppl are talking mainly about MFT rn not DH lol

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542328#Comment_3542328

    You can simple apply the health state alone, and Scrap the speed boost upon being unhook; as a alternative. If that is much.

    Id be perfectly fine with that but again her enlys the problem if they have OTR or Borrowed time they still get away bc they get a speed boost from being hit. tbh it should proc once and if you miss the time period its gone bc how strong it can be.

  • @Yoshirama said:

    Adrenaline is perfect as is, it rewards you for playing well, only activates once for the whole trial and just in the end.

    So no, it doesn't need any change

    How is holding M1 playing well lol #########?

  • I mean this change wouldnt affect that kinda of a build if anything it would actually make it better.... as it is by itself the perk is garbage 20meters is super small smaller then your Terror Radius which is 30 I mean starstruck works off your terror radius why dosent Awakened Awarness, there should be 0 reason it needs to be such a small radius for a aura on picking up when most aura perks are either map wide or like nowhere to hide which is 24 meters on every gen hit..

  • @Steakdabait said:

    Has to be bad as long as nurse is in the game

    thats makes 0 sense, you shouldnt need a perk to be bad just bc a killer may do good with it....thats like saying oh no more STBFL bc M1 killers thrive off it.

  • @Dream_Whisper said:

    I would be down with that change, or at least do something like this.

    Adrenaline grants you the following effects depending on the health state you are in.

    You are healthy:

    150% speed boost for a few seconds.

    You are injured or dying state:

    You gain one health state and no speed boost.

    You are hooked, and then unhooked:

    You gain a increase Borrowed Time basekit window by extra 50 seconds; which stack with the 10 seconds basekit endurance and also borrowed time. No heals and no speed boost, besides the 10 second basekit speed boost provided by the hook or other speed boosting perks like MFT or Hope.

    Only triggers after the last Generator is pop or when hatch is closed:

    The increased borrowed time would legit be a get out a jail free card....and if gates are opened thats a free escape bc they would get the speed boost from being hit.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542154#Comment_3542154

    I read everything you said. And I have to repeat myself. ALL THE EFFECTS of the perks are unchanged since patch 1.5.0. Nobody even thought about this perk until DH nerf. There was like maybe 1 thread created about it in a month and it probably only considered Freddy (which is something I agree with BTW).

    The perk is fine. It's balanced like it has always been. It's just one of the few usable things left in game so suddenly you feel it's absolutely OP. A thread like this would never even cross your mind a year ago (or a few years ago) - even though NOTHING about this perk has changed in a slightest. Not even activation after unhook.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542155#Comment_3542155

    Because you played whole game with 3 perks. Got to endgame alive AND happened to be in situation where it does something (you could as well be already healthy and being the one that poped the gen for 0 value. Or you could have been just downed as adrenaline poped for easy M1 from killer negating your perk. Or killer knew and dropped you under the hook after last gen popped to M1 you before you can do anything. Or killer has perks to negate adrenaline. Or something more).

    It's risk/reward perk. There's 0 good reasons to take away reward if you don't touch risk aspect of the perk.

    I dont suddenly feel its op the effect of it proccing after a unhook has always been op, the fact you think that is fine is VERY concerning.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541458#Comment_3541458

    You realise Once the gates are powered that's it. Adrenaline is gone right?

    So a survivor running a perk should be punished for being hooked before the last gen was finished and prevents you camping for that 1 kill? But your Noed automatically activates with no interaction?

    And btw if they have Deliverance it stops adrenaline working. You stay broken and then stay injured.

    The fact your comparing a hex perk to a regular perk is honestly giving me a headache, hex perks ARE MEANT TO BE STRONG, thats why they are locked to hexs dude.

    @Rokku_Rorru said:

    terminus or whatever Wesker's perk is called is a counter to it, so is forced penance in some cases (albeit more niche)

    there is answers to it honestly. Base perks being strong is fine, I think it's healthy honestly especially for introducing newer players to the game.

    Terminus only negates the health state, they still get the speed burst so its really not worth grabbing bc 99% you dont get to hit them its free escape, you do hit them basekit BT sends them to the gates.

  • @Spirit_IsTheBest said:

    Agreed, other then that the perk is fine, but if DS and OTR are disabled during endgame then Adrenaline should at least not work if hooked and then unhooked, because Adrenaline is way better than both.

    Exactly, finally someone that actually read my post, everyone thinks im saying adren needs to be nerfed and its op, Im fine with the effect, im just not fine with the fact it procs no matter what even if your hooked that is what im not fine with.

  • @antag0nisticw0mble said:

    Adrenaline is a one time use perk. How about this then. No more noed and if you face camp at endgame the survivor gets to unhook themselves and escape.

    The survivor running adrenaline has 3 perks for 90% of the game. If they run another exhaustion perk when they get unhooked that perk is also useless for endgame since they're exhausted from adrenaline. You're completely ignoring the negative sides of the perk use.

    Theres quite literally 0 downsides to that perk dude. Adren pops even if your suffering from exhaustion literally says it in the description of the perk....

  • @Steakdabait said:

    It's perfectly fine, the survivor played with only 3 perks for the whole match so the reward better be big if you get to end game.

    Again Im fine with the effect it gives, not saying nerf that at all.... are ppl not reading my post lol, what im saying is that it shouldnt work after you got hooked, say before all the gens pop I hook you, and your friends opened the gates and came and unhooked you, why should you then get the adren health state and boost, when you werent even up when gens poped bc you were hooked?

  • @Gandor said:

    Ah yes. Adren has high pick rate, because everything else got nerfed. So it means it's op now. It doesn't matter that it wasn't touched or complained about FOR LONG YEARS. It just needs nerf now, because survivors are not allowed to have useful perks

    You didnt read anything I said did you?

  • @mizark3 said:

    Adren is one of those super power perks that is perfectly fine and fair as is. If Adren is a boogeyman, NWO or Terminus can easily counter its effects. Even then, you can play a stronger early or mid game with Lethal/Corrupt for early or more gen defense perks and lethality for mid game and win before the perk can even come into play. It often makes my Killer matches easier, because I don't run endgame perks. I play around winning before the final gen pops, and that essentially puts my full 4 perks against a diminished 3 perks.

    Terminus only counters the healing, if they are hooked close to exit gate but far enough to where you can hit them twice, adren movement speed is going to give them the free escape and your not going to be able to catch them...

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539854#Comment_3539854

    Calm Spirit is also very situational perk...

    It works against few perks and one killer, so what's the issue?

    Plague is a killer, so? Doctor is killer too. When killer gets countered by a perk is bad, but when killer counters multiple perks and item, it's fine...

    Calm Spirit is not situational, it negates crows aswell dude... also negating spies from the shadows, and makes opening chests and blessing totems silent, you constantly get value from that perk in some way shape or form.....

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539822#Comment_3539822

    I was talking about Distortion, lol.

    It's useless against Ultimate Weapon.

    How often you see Doctor? He alone is not worth using that perk.

    He is going to have rough time while Ultimate Weapon is meta tho.

    But you definitely should have counter perks in the game. I wish there would be good exhaustion perk for killers to counter MFT and exhaustion perks in general...

    Why you don't complain about detective's hunch and other totem hunting perks? It makes hexes useless.

    Forced Penance to counter protective hits and healing in general.

    Plague makes healing perks and medkits useless.

    How is that not an issue for you?

    Plague makes sense when you cleanse at a totem you are instantly healed....

    and plague isnt a perk im talking about perks here...

    Why you don't complain about detective's hunch and other totem hunting perks?|

    theres alot of problems with hexes in general dude. the biggest one is the garbage spawns.

    and detectives hunch needs a gen to pop in order to get value, Distortion and Calm Spirit you get value constantly since its a basically a free protective bubble from a status effect. thats not even a fair comparisson, Detectives hunch has a activation requirement the other 2 do not..

    Forced Penance to counter protective hits and healing in general

    it dosent counter healing in general it counters protection hits, and its a very situational perk and its the onloy one of its kinda, what other perk punishes ppl for taking a hit?

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