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Orthane

Orthane

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Orthane
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  • @TrueGuardian32 said:

    I want to nerf these two perks.

    Sloppy should have a timer on its effects, I think either 45 seconds or 60 seconds. Or get turned into a Hex.

    Too things should happen with Lightborn. First we need to have a accessibility option that will allow us to change the blinding screen to something less headache inducing, l and Lightborn shouldn't provide immunity to flashlights. Especially now that flashlight interactions have been removed. Instead it should do two things. Reveal the blinders aura, and reduce the blinding duration by 50%. (Recovers vision faster.) We need the accessibility option even if the nerf doesn't happen. I am tired of getting headaches occasionally from those blinds. One of my friends can't play killer without Lightborn because of the headaches caused.

    Lol no.

  • @jordanjustice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512310#Comment_3512310

    Not loud enough... maybe with headphones? Being chased by him, in 2-3 years of playing this game, I have never heard him lift his rifle. I'm just always constantly having to look back to see if he raised it or not. So he def is not the audible level of huntress. So, if he makes noise, then I revise my statement to "make him as loud as huntress".

    It's when he's aiming at you not when he lifts his rifle. Also Huntress only makes a sound when she's fully charged as well so.

  • @DredgeyEdgey said:

    What if spiked boots were base kit

    My issue with Billy is for a mobility killer he can't turn fast and he's not that fast in speed

    And I would like engravings to be base I would prefer boots to be makes indoor maps bearable

    Is this just me?

    Just remove overheat, that's it imo. I don't even play Billy but I want him to be fun again so I can stop playing against Blight, Nurse, and Spirit every game.

  • @jordanjustice said:

    With the Huntress comparison... DS should make a loud noise when he raises his gun up to shoot. He should then have to reload after 4-5 shots in a locker. Considering those changes, I'd agree with his reload speed can be buffed to the point of Huntress'.

    I play a lot of Huntress and let me tell you that most of the time you should be able to win a chase with 4-5 hatchets, you can also use Iron Maiden to make reloading take barely any time at all. Also Deathslinger does actually make a loud noise when he's aiming at you.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511152#Comment_3511152

    Why is her kill rate so low then if she is so easy to play and completely broken? Why does Nurse not always win in comp, why does an ordinary player not win against a comp team as Nurse? You should not be so fast to use absolutes when making a point... Nurse has things you can do against her to delay her long enough to win the game, and there is still a big difference in skill when it comes to playing the Nurse, most Nurse players are just not good and you can outplay them rather easily. The amount of God nurses is really not that high overall...

    Pre rework Sadako had the highest kill rate in the game while also being one of the worst. Kill rate is a horrible statistic to go off of.

  • @Melinko said:

    Nurse doesn't need anything.

    Every week this is posted because someone ran into a nurse and didn't like the results.

    Against nurse you can't sit on gens you have to work and move. You can't loop endlessly and spam pallets, it is a different way of avoiding her with breaking los of trying to outguess her versus just pressing "w" and going left around a pile of stuff.

    I honestly think the reason people want her nerfed is because they don't want to learn how to counter her.

    Play Nurse. See her limitations and you'll see how to counter her and what you can do to be better against her. Honestly, I wish the devs would give us more killers that can just by-pass loops and make the game different. It's refreshing.

    She's overpowered and breaks the game. Anyone saying otherwise is literally just wrong. She's not even hard, learn Blink and you just win every single game. If you get good enough at 1 thing you auto win the game, that's not okay.

  • @Yoshirama said:

    Is so boring staying in the ground for 4 minutes just because the killer wants ther 4K

    And is so repetitive when a teammate heals you just for the killer down you again and repeat the process

    Just give a bleed out button or unbreakable basekit when there's only two survivors, why am I force to stay in the ground doing nothing just because the killer wants to?

    How about instead then we give the Killer permanent rank 1 BL when there's only two Survivors left and one is on the ground. It's so repetitive having to slug for 4ks, Killers need a way to secure 4ks.

  • @Akumakaji said:

    Woah, woah, woah, lower that pitchfork and hear me out, its really not that bad.

    Pain Resonance was an instant killer favorite since its inception, because it allowed quick gen regression on the fly, no need to stop and kick a gen, do some good regression while doing your normal objective. It was slightly held in check by virtue of being a scourge hook and thus RNG dependant, but overall it was very strong.

    After its last and in the current meta, though, it has become very frustrating. A singular hooking event know gives a massive 25% regression ... but only in theory. In practice it's now very unreliabe, you could hook a survivor, just when a gen pops and thus lose one of your 4 tokens, you could regress a gen with just 5% progress, or you just couldn't catch one of the yet unhooked survivors. In short it's a mess with heaps and heaps of restrictions.

    My buff/mini-rework is very simple: Pain Resonance now has 100 charges. Upon hooking a survivor the gen with the most progress regresses of up to 25%, reducing the charges by one per percent regressed. After hooking a survivor, the perk goes into cooldown for 25s.

    In essence, I want a bit of a safety net for the perk and giving it some guaranteed value without making it too oppressive and obusing camping/trading. But with the current system it's also heartbreaking when you hook a survivor just a second after a gen pops, and then you waste one token on a 10%< gen.

    And it's very hard to go for all four survivors, just because of that one token. Allowing Pain Res to work with any survivor, even multiple times, giving it charges and putting a timer on trades, I think that my version is much more consistent and fair. What do you think!

    Happy gaming

    Nah I think Pain Res is perfect as is right now.

  • @Lunairtic said:

    With so many perks in this game it's time to add an additional perk slot. 4 perks has always felt just 1 perk slot too few. So many builds are always missing that one extra perk slot. This would introduce the aspect of being able to play more fun perks as well. Having your normal build and then placing something like Any Means Necessary on there or perhaps running a healing build and having no room for an exhausting perk. Wanting to run a full complete chase build but not having the room for Spirit Fury, Enduring, Brutal Strength, Bamboozle AND that one Knight perk that I can't remember that exposes survivors when they're stunned.

    Anyways, there are countless points to adding the final 5th perk slot. It's time.

    There's way too many disgusting things that would happen with that. No thanks.

  • @Kagari_Leha said:

    First, the skull merchant pick rates exploded when people realized last few weeks you could do that, and now it's like 1 in 5 games, but now I'm seeing random killers also doing it, and sure, they can't 3 gen as well as a skull merchant, but solo queueing still makes the game around 20 to 30 minutes easily, and I'm getting absolutely done with playing survivor despite loving Nick and his stupid perks.

    You just have to do something about it, I don't care if it's a temporary bandaid, this is getting out of hand, and I kind of value my time as a human being on this earth, so I would like to stop getting put in hostage by killers abusing this. Like, I don't know, at least deactivate DC penalties for a week, something.

    Okay then they also need to fix gen speeds by making Corrupt Intervention baseline.


    Also if you get 3 genned that's your own fault. It's like flashlight saves, if you don't take precautions to avoid 3 genning yourself then you deserve to get 3 genned. Stop repairing gens that are right next to each other and learn to spread them out instead of just tunneling whichever one you see.

  • @pizzavessel15 said:

    NUMEROUS content creators/players/AND fog whispers have said the exact same thing. made for this is broken. with this perk survivors can PERMANENTLY move at a 3+ speed JUST FOR GETTING INJURED. and at end game can run up to 110 speed PERMANENTLY with hope. the "cannot be used while exhausted" is BARLEY a draw back. people can still use dead hard or other (specific exhaustion perks) with this. OTZ HAS GOTTEN AGITATED ON STREAM DUE TO THIS PERK. this game nor most of the killers are NOT balanced around survivors moving like this. this perk is a problem and the devs NEED to change this. most of the killers without speed/slow down abilities are borderline miserable to play as due to this perk.

    It's not a problem for the the devs because they only play Survivor and Nurse, Blight, Spirit, and Wesker.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499083#Comment_3499083

    I'd argue against this; the reason iron will was changed was because nullifying grunts of pain by 100% literally makes you silent; not even any breathing noises (which are a thing killers listen for). Something else should be done to make it a bit better

    Yeah but Iron Will doesn't force you to be injured and broken the entire match. It's definitely a fair trade.

  • @JawsIsTheNextKiller said:

    The addition of Nicolas Cage was amazing. But we were lucky. I don't have a problem with Nicki Minaj, but I think we are very lucky we got somebody as iconic as Cage and Call of Duty had to settle for Minaj.

    But I'm sure many of us just really dislike certain celebrities and would hate to see them in the game. Some celebrities might be great for the game financially but wouldn't fit. And if one of the celebrities turns out to be a bad person? This would leave the game in a very unconfortable spot as they couldn't take out characters people have spent money on.

    Nah now we need Danny Trejo as a killer.

  • No. The Injured Broken is the entire challenge of it. Also it would prevent things like Hatchets from insta downing. The only change it needs to to completely nullify grunts of pain instead of just 75%

  • It should just be "Any survivor within 6 meters of ANY hook have their aura revealed"


    Idk what their problem is with all of Pig's perks but they just hate them.

  • @DaddyMyers_Mori said:

    It's funny to censor word "kill" in game about killing people...

    "Killer" is also often censored. The Censorship system sucks so bad.

  • @JerryHound said:

    For a week I’ve been playing against really good survivors way above my skill level and I’ve not been able to get one kill in any game I’ve played yet I’m getting even better survivors after each game I loose.

    it’s taking all the fun out of the game and I think this needs to be fixed soon as it’s going to cause the game to die.

    I’m already considering quitting as playing against people way above your skill level takes all the fun out of the game and kills any player’s motivation to keep playing.

    I had this issue as Killer for a while as well, but look on the bright side, the more games you go without getting a kill the lower your MMR will get until you're back to where you should be.

  • @skrrr said:

    It's impossible to hit dh with 0.5 second

    Please buff to 1 sec,you Devs just killing those perks with this changes

    First of all, it's not even close to impossible, it just takes actual skill now. Dead Hard is balanced as it is, and a person who is good with it is a menace.

  • Yeah hooking feels super awkward.

  • @MikaelaWantsYourBoon said:

    She got million nerfs but yet, this killer is still one of the biggest problems. Because there is no fair counter against this killer.

    -Break the LoS. Yeah but she has multiple blinks. First blink for seeing you, second blink for hit you.

    -Make mind games. Smart Nurses knows all of survivor mind games and they are waiting a bit before second blink. So most of times mind games are not working against Nurse. This is not option as well.

    -Run Nurse away from gens and buy some time? Nurse has very strong map mobility. She will easily back to gens.

    This killer is so busted. I don't think any of nerfs will make her fair and fun to go against. She is just ignoring core mechanics of game. There is no way to fix her unless they full rework her power.

    Personally I think the healthiest change would be to make her a 4.4 killer but with only 1 blink.

  • @DrKetchup said:

    TLDR: Allow Spirit to phase through windows, just like Knight's power can.

    Spirit used to be really strong back in the day since then she received huge nerfs such as:

    -Added a vault animation

    -Removed Collision with survivor hitbox while in Phase

    -Directional phasing sound

    At the moment strong structures such as Shack and several Main buildings (eg. Mother's Dwelling) have no mindgame, since you can hear her going all around and react with a vault. Such areas become mandatory "Spacebar" simulators. Being able to phase through windows will allow the survivor and killer to engage in a mindgame even at those previously boring structures.

    She's already OP enough... please no

  • @Dreh said:

    Considering that there isn't always a rotation of roles and characters, which can make the game less dynamic and enjoyable, my suggestion would be to provide more experience (fragments) for the roles (killer or survivor) that are currently lacking. Expanding this feature (bonus bloodpoints and fragments) to killer characters that are being chosen less frequently by players.

    Yeah I wish they would do this, it's long overdue.

  • @Clockwork_Enigma said:

    I'll be honest, the current version of the R.P.D. is both too small (for either map) and too abusable in many areas of the maps themselves. This map is also not very faithful to the original source (despite Midwich and Haddonfield being a lot more faithful) so it really feels like you're not playing a version of the map that's fun.

    I know that you guys on the map design/balance team have it rough in trying to come up with a fair and balanced map that looks good, but as someone who has probably spent the most hours inside the halls of the Raccoon City Police Station, this is what I genuinely believe needs to be done about it.

    Raccoon City Police Station

    • Change: The map is now consolidated into one map once again, with both the East and West Wings being accessible to all players.
    • Change: The map now has blood splattered upon the walls that can hint toward the location of Generators.
    • Change: There are now maps scattered throughout various areas of the R.P.D.'s rooms to improve navigation.

    Outer R.P.D.

    • Change: The graveyard site from Resident Evil 2 is now accessible.
    • Change: There is now a door leading into the West Wing from the graveyard site.
    • Change: Both of the back gardens of the R.P.D. now spawn and are joined together for ease of access. These gardens also have their own distinct loops.

    Main Hall

    • Change: The debris littering the front of the reception desk has been removed.
    • Change: The pallet at the main hall stairwell can now spawn on either the upper or lower stairs.
    • Change: A pallet can now spawn either at the upper entrance to the West Wing or the lower entrance to the East Wing.

    West Hall

    First Floor, West Office

    • Change: The desks in the West Office are now spread apart similarly to the S.T.A.R.S. Office, with the pallet now spawning at either of the ends of the loop or between the desks.
    • Change: The pallet no longer spawns between the desk and the northern wall of the West Office.
    • Change: The West Office now has a vault location at the reception window.
    • Change: The West Office no longer has a vault location in the lead office.

    First Floor, Reception

    • Change: The blinders that were previously removed in the Reception area are now brought back.
    • Change: The loop location of the Reception area is now altered to fit within the altered room.

    First Floor, Records Room

    • Change: The records room is now larger and now has a desk that allows for the pallet to spawn at the location.
    • Change: The pallet can no longer spawn on either side of the records shelf.

    First Floor, Hallways

    • Change: The westernmost portion of the hallway near the stairs now has a possible pallet spawn at that location to turn it into a loop.
    • Change: The open wall leading from the armory towards the Dark Room is now removed.
    • Change: The wall leading to the back gardens is now changed into a vault location.

    Second Floor, S.T.A.R.S. Office

    • Change: Wesker's office is no longer accessible.

    Second Floor, Library

    • Visual Change: The library now has a set of broken planks and a hole where they came from, referencing Resident Evil 2.
    • Visual Change: That same area has a destroyed hook location, referencing the fact the library can no longer be used to exploit certain...things.

    East Hall

    First Floor, Observation/Interrogation Rooms

    • Change: There is now a destroyed section of a wall that connects the interrogation and observation rooms together, making the vault location less powerful.

    First Floor, Hallways

    • Change: There is now a secret, one-way breakable wall leading out from the press room into the first floor hallway.
    • Change: There is no longer a loop in the northern portion of the East Hallway that leads upstairs.

    First Floor, East Office

    • Change: The East Office's window leading in and out of the office is now placed at near the door, significantly reducing its power when looping.
    • Change: The door leading into the main office in the East Office is now set at the same side as the window vault location, reducing its power when looping.

    First Floor, Break Room

    • Change: The break room is now turned into a more conventional loop similar to the S.T.A.R.S. office, rather than a place where a god pallet can spawn.

    First Floor, Boiler Room

    • Addition: The boiler room is now a location that links the two gardens of the back of the R.P.D. together, and has its own loops.

    Second Floor, Chief's Office

    • Change: The Chief's Office is now slightly restructured to have a more conventional looping system in the office. This strengthens the power of the pallet in the office, but does not make it too powerful.

    These changes would make the R.P.D. feel more like an average-sized map and become significantly easier to navigate and fun to play around with.

    Tbh, I feel like it's mostly fine and balanced, it's too confusing to learn at first, but once you learn it the map is actually pretty fun imo.

  • @Squippit said:

    What if, upon coming off the hook, for the duration of basekit borrowed time, you were invisible to the killer and have no collision. You're like demanifested Sadako and MORE invisible than cloaked Wraith, temporarily. You can't use it offensively, but you're all but guaranteed a chance to go off and hide. Call it Entity's Shroud or something. Conspicuous actions break it. If you still wanna get heals under hook or whatever, you're still visible to your allies, but the killer can't see you or aura read you. Maybe no scratchies or blood otherwise it kind of defeats the point of being temporarily untrackable. No more tunneling off hook, killer goes after your unhooker, finds someone else, or if you failed to hide well and stabilize, you're fair game again with no valid cries of not having a chance to play. Maybe we wouldn't even need anti tunneling perks like DS/Off The Record/DH anymore. Preferably this comes alongside some changes to killers so people don't feel they NEED to tunnel alongside 4 slowdown perks to have a chance at winning as well. Am I being too optimistic? Would this not work, if it were possible for Behavior's coders to execute in game?

    How about instead we just make it so BT has its timer paused when in Chase.

  • @Pulsar said:

    Has the thought crossed your mind that other people don't seem to be having issues dealing with Exhaustion perks?

    Also, c'mon. You really think Smash Hit, Head-On and Background Player are so OP they need to be removed?

    Nah everyone has problems with them unless they're playing mobile killers, it's just everyone else takes Fearmonger because you're damn near required to.


    Also Head-On does need to be removed because it's super unfun and unless you have good ping you can't outplay it.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481843#Comment_3481843

    And survivors perks are all good too? Might I point out red Herring, Scavenger, so many i cant even list them all that are weak just like some killer perks

    The difference is that Survivors have a handful of super overpowered perks, like Prove Thyself, Lithe, Sprint Burst, MFT, Adrenaline etc. Whereas Killer perks are either balanced, or basically unusable garbage.

  • @jeffkillsyou96 said:

    Well what I heard is that they’re monitoring the perk and the next patch is needing PTS so I don’t expect MFT being nerfed anytime soon

    It doesnt' matter if they're "Monitoring" it, it never should have made it out of PTB. Playing Slinger against this perk is near impossible, so many loops were already painful but now with the meta combo with Resil, Hope, and Adren, you had better tunnel someone out within 2 minutes because if they get to end game they're actually faster than you are. It's insane how busted a handful of Survivor perks are, and MFT is easily the worst example of Survivor bias in perk design.

  • @durag_demon1 said:

    Since survivors aren't allowed to have 3% haste after being injured let's nerf bloodlust. It's an unfare in-game mechanic that is not earned. It's free haste for killers and I'm tired of getting down because killers getting free haste... most killers are being carried by bloodlust not skill

    Only if we also nerf loops as well then.

  • @Wiccamanplays said:

    This is personal. I don't like being gaslit by a perk. I don't like not being certain why some hits don't connect when they would have normally, and having to consider whether it's latency, cheating or this perk. I don't understand why being injured in DBD should be a condition that makes you better at everything than an uninjured person: Made for This discourages survivors from healing, provides a long-lasting and incredibly powerful buff for literally making a mistake or 'losing' a chase as a Survivor– giving the Killer a hit. What's more, Made for This has unhealthy synergies with a bunch of other perks, especially endgame ones, which effectively punish the Killer for not tunnelling Survivors out of the game before gens are complete. Adrenaline is already a slap in the face for a Killer that didn't do this, but coupled with MfT it's like a slap in the face and a kick in the shins. All the Killer perks which increase movement speed are highly conditional: they either require a lot of work to activate (kick 2 different gens and have the 2nd one be finished before you kick a 3rd; break something while chasing the Obsession without hitting them or losing chase etc.) or are relatively easily lost (cleanse a totem, hit a survivor etc.), and rightly so: messing with movement speed messes with the core structure of the game's pacing and map geometry.

    And all this is not even considering the second effect of MfT: giving a Survivor Endurance for completing a healing action. There's already so many sources of Endurance in the game– like OTR, WGLF, Buckle Up, Dead Hard (yes people still run that perk) and the proliferation of syringes you see in medkits thanks to Bloodweb changes– that I don't think another perk should give Survivors a free additional health state for doing something that would otherwise be the bare minimum if MfT weren't incentivising remaining injured.

    The worst part about all of this is that Made for This isn't even a big deal if you're playing a top 3 Killer: if you can teleport or move at 180% speed then 3% means nothing against you. It's all the weaker Killers who already struggle to keep up that get victimised by the perk's horribly annoying feature.

    I would remove one of the effects of Made for This, perhaps giving it to a weaker or reworked perks elsehwere and probably nerf the one that remains. The speed boost should have a limited duration after being injured, like Overcome (e.g. your movement speed increases by 3% when you are injured for 20/30/40 seconds). Instead of Endurance, maybe some other kind of benefit could be applied for healing another Survivor, though I'm not sure what wouldn't end up being useless like Better than New is.

    I'd also consider more broadly how speed perks synergise: perhaps only the highest speed buff should apply at a given time, rather than having each of them stack multiplicatively. Using Hope and MfT to be as fast as some killers in the Endgame is just gross, and it shouldn't be possible. I'd say Adrenaline should also be nerfed into the ground for how well it works with this perk, but that's a separate post.

    It should simply be changed to a utility tank perk, faster healing speed while injured and keep the endurance.

  • @UnavailableName said:

    It has always been an issue for 7 years but today it is rampant. In almost every trial the killer is tunneling right at the start, why don't you adress it ? How long will we have to wait this time ?

    Tunneling should be heavily punished.

    You have asked to the streamers, in the streamers tournament, to not camp and not tunnel to give a good advertisement of the game so why do you let those behavior being rampant in the game and doing nothing about it ?

    Then tell BHVR to do something about Gen speeds. When 3 gens are done in a minute and a half because people brought toolboxes yeah, I'm gonna have to tunnel. Gen speeds are insanely fast and the Pop buff doesn't matter since you have to get a hook and have a time limit to use it. Tunneling is required if you want to win in 9/10 games because gens are so fast. Also survivor perks are overall way stronger than killer perks, and especially now that MFT + Adren + Hope + Resil is the new meta you HAVE to tunnel people out before the end game or you actually just cannot catch people.

  • Yeah with how we're progressing right now we won't have the entire book done by the time it ends. Another week would be amazing.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462758#Comment_3462758

    I agree. Nurse isn’t all that crazy anymore. I haven’t seen a really good nurse in forever.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462766#Comment_3462766

    there’s no reason for blight to be 4.4

    Nah there definitely is, they either need to nerf his addons or make him 4.4. His power is super strong so a 4.4 movespeed would make him reliant on it like he should be, there's a reason he's S tier right now

  • @MeowMeow93 said:

    Developers do you even play your game when you are going to mess with addons of Wesker And Blight set them 4.4 when Nurse will get only 1 blink which is more than enough for her?Its like you have no idea about balancing killers with high mobility .A lot of people are already tired to see 3 of them each match.Its the same story as was with Billy back in time people abuse broken and overpowered killers because they dont want to sweat and try on balanced ones .May be its time to open your eyes finally and balance this killers in the same way you did with Billy .Because your game supposed to be about different killers not this trio .

    Wesker is literally one of the most balanced killers in the game but okay. Also the Nurse nerf would be way too much, Blight I agree should be 4.4, other than that your takes are bad.

  • @Pumpkinbros said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461036#Comment_3461036

    dont people tend to player new characters when new characters release, and when new characters release they tend to use their new perks ?

    That's really only true for Killers. I barely see Gabriel but I see MFT everywhere. Also barely anyone is using Singularity's perks so.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/380167/the-fact-made-for-this-went-live-in-its-current-state-proves-the-devs-only-play-s-a-tier-killers

    The nightlight annouces the perk usage rate at 4,8%. That about sums it up how "OP" the perk is. For comparison, Lithe has 24% usage rate...

    Also wanna post again to mention the new meta build for Survivor is out, Made for This, Resilience, Hope, and Adrenaline/WoO/Decisive

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461549#Comment_3461549

    I think they're testing new survivor perks and new killer perks as an event. I think this is a case where killer new perks are really strong and survivor new testing perks are very weak.

    Hopefully, because Survivor perks in general are way stronger than Killer perks.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/380167/the-fact-made-for-this-went-live-in-its-current-state-proves-the-devs-only-play-s-a-tier-killers

    The nightlight annouces the perk usage rate at 4,8%. That about sums it up how "OP" the perk is. For comparison, Lithe has 24% usage rate...

    The perk has been out for barely over a week lol. And 4.8% for a brand new perk is insane.

  • @NotJared said:

    I don't think any perk in the game should increase the maximum base movement speed without any other requisite than something that happens naturally in every chase (be injured), and gaining a whole extra meter every 8 seconds is making any chase at already extremely-strong loops with strong vaults like LT walls, main buildings, or god pallets a game-losing chase.

    When the perk is paired with other strong movement speed perks like Dark Theory, Hope, Power of Two, and Blood Pact, it has become immediately miserable to play Killer against this perk and these combos.

    Not to mention that healing other survivors gives a survivor ten whole seconds of endurance, and the 3% movement speed doesn't even deactivate after tanking the free hit!

    Killers that struggle to keep up in chase (Trickster, or Michael Myers running Scratched Mirror) are finding it nearly impossible to get downs.

    Killers without Special Attacks (like Sadako, Trapper, or Dredge) are finding it impossible to catch up to killers.

    Even killers like Knight are having their power negated: Made for This allows survivors to run FASTER than Knight's Guards!

    I have no interested in sacrificing a whole perk or addon slot every game just to force the exhaustion effect in the case someone MIGHT be running Made For This: This was the same solution (that many were unhappy with) proposed for countering Boon: Circle of Healing.

    Either remove the movement speed and keep the endurance, or tone the movement speed down to 1% or 2% and remove the endurance entirely. The perk doesn't need two ridiculously strong effects, when there are already so many movement speed perks that synergize extremely well with free movement speed..

    Well gotta make sure that Survivors always get the best stuff since all the Survivor mains are the ones who shill out big money for cosmetics.

  • His perk combos make 0 sense. Made for This is a healing AND movespeed perk in one for some reason, at least this one is consistent with being about information, and it's actually useful for soloq. It prevents sandbagging a gen with 1-3 people on it that's almost done so the Killer can't kick it and get a hit on someone else. But yeah it just seems sort of like they looked at their perks and said "What don't we have yet? Just throw those together I guess"

  • @tyantlmumagjiaonuha said:

    A message from the management that anyone other than a nurse is a killer that is not worth using

    Uhhh you're just completely wrong stop spreading misinformation please, Spirit and Blight are available too.

  • It's Wrestin time.


    Get it?


    I'll leave now.

  • @i_dont_care223 said:

    EMps need a big nerf make it 3 seconds to pick it up so its not that easy to pick it up mid chase

    he should be able to mark survivors easier

    EMPs in general are way too op

    Idk I actually felt like they're pretty fair. Maybe just give each survivor like a 40-60 second CD before they can pick up another one or something. Other than that seems good to me.

  • @KateMain86 said:

    When you're the last survivor this perk is simply too powerful. You have to play every match assuming this perk is being used and try to interact with the exit gates as soon as possible if the killer finds the hatch first. Doing this though is basically handing the match to the killer because for some reason this perk notifies the killer that you're in that area making it that much easier to find you. With full stacks of this perk, the killer has too much of an advantage to win against the last survivor. It does too much given the loud noise notification just for walking up to the exit gate. Its already hard enough to open the exit gate in this situation and this perk makes it impossible if you do not try to interact with the exit gate right after the hatch is closed. Its too much reward and power for a single perk. It makes door plays for the last survivor too difficult in an already killer favored situation. Yes, the door spawns largely favor the killer in most situations.

    This perk feels like it is more designed for a multiple survivor situation so my suggestion is simply have it only activate if more than 1 survivor is alive.

    I mean honestly I don't really have that big of a problem with this. I do feel even as a Killer main that's a bit demoralizing at the very least feeling like you got a good hide off and got a chance, but at the same time the perk itself is pretty niche and honestly kinda bad in most circumstances. You could almost argue it's best use is for securing 4ks so I'm not so sure if it should be changed. It's annoying yeah, but I wouldn't say it's a problem.

  • @Hex_Llama said:

    On the one hand, it's hilarious that the challenge is just "get Flip-Flop to do what it's supposed to do" and it's ridiculously hard. But on the other hand... how do I do it without SWF?

    Here's what I've tried:

    • Run Flip-Flop by itself. Not effective. The killer either picks me up immediately or leaves me slugged forever.
    • Run Flip-Flop with D-strike. Not effective. D-strike doesn't count for the challenge.
    • Run Flip-Flop with Unbreakable/Tenacity. Not effective. The killer either picks me up immediately or refuses to pick me up at all once I crawl to a corner.
    • Run Flip-Flop with Boil Over. Not effective. Once the killer finds out I have Boil Over, they refuse to pick me up.
    • Run Flip-Flop with Power Struggle. Not effective. I'll never know if Power Struggle would count, because no one walks under a pallet.

    Like, literally what do I do? Just run Flip-Flop every match and wait for some random circumstance where I happen to get dropped?

    I got it pretty easy on Crotus Prenn with No Mither + Boil Over + Flip Flop. It's literally impossible for a killer to hook if you get the big main building and go up to floor two because BHVR didn't put hooks on the second floor for some reason.

  • @MikaelaWantsYourBoon said:

    My fav survivor is Jill, she is the best character in DbD.

    My least fav survivor is... Actually i am between Feng, Haddie and Jonah. I am not sure which one but i don't like neither of them.

    I am a Jeff enjoyer. Least favorite has to probably be David. Mainly because he just feels like he's in a weird limbo as a character, other than that though Davids tend to either be really good in chase, but refuse to do gens, or stick to gens like glue even when the killer is right beside them making them go down all the time. I say this as a killer main because those are the only 2 types of David players.

  • @DaddyMyers_Mori said:

    Yeah, I was talking about it a lot when he was released and seems like it's too much work for them to fix it.

    Just play Pyramid Head, both have ######### addons, but his power is way better.

    His power has its own issues. "Oh there's a 2 inch incline? Well your power can't go there then"

  • @YOURFRIEND said:

    It's honestly just part of the counterplay.

    But the problem is there's TOO much counterplay. Not only can you dodge normally, clear with a vaccine, and out range it, but you can also crouch it. Having to hit 3 times and having the ability to cleanse is already enough of a drawback, the crouching shouldn't be there at all.

  • @KateMain86 said:

    The trickster's power advantage on outdoor maps as opposed to indoor maps is massively different. On outdoor maps it seems almost impossible to avoid being hit by his knives. I've even been downed by the knives before the sprint burst was over from the first wounded state. He simply throws them too fast. Trying to dodge them in the open feels pointless most of the time when he can just spam them repeatedly. I think there needs to be a range requirement for using the ranged ability. He shouldn't be able to throw them at close range. I feel like they give him too much reward and too much of an advantage when trying to run from this killer and makes him much less reliant on his basic attack.

    Also just to be clear, this would have to be worked to only function while in chase. If he's not in chase with a survivor then being able to throw them from any distance is Ok.

    And he's unplayable in indoor maps like the Game and Lery's so it's almost like he's map dependant or something?

  • @BenneBolle said:

    Let me explain it.

    You can't win against a Skull, when she has a 3 Gens. There is no way. She only places 3 Drones, so you can't destroy all, all off them use overcharge so your Gen has a regress. She just moves from Gen to Gen.

    Just give her a radius between the Drones, where she can't place another drone, so she can do a 2 gen but not 3. This should be more fair. And this is just swf we played it perfect and it didnt work. in SoloQ you can just dc

    I mean you literally can, it's annoying but she can't keep 4 people off 3 gens forever. And maybe don't 3 gen yourself? If you get 3 genned it's 100% your fault for not spacing out your generators.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447898#Comment_3447898

    and what are survivors doing to give the killer breathing room in return? oh right nothing. They reap what they sow, at least some killers won't tunnel, but I've never seen a survivor give the killer the same treatment.

    Never seen a survivor give themselves as a sacrifice, but killers will give hatch.

    "treat others how you want to be treated" and all that. They want breathing room, they need to give it to the killer as well. They usually do the opposite and also BM the killer, especially at the gate.

    Why would killers keep doing it if survivors just spit in their face? They wine if you try, yet mock you if you let them "have fun". Survivors are toxic to the killer no matter what. They cry and moan for you not to tunnel them but when you do? -t-bag- "gg ez baby killer".

    It's long overdue that survivors step up and stop putting everything on killers while they slam gens and t-bag their way out the gates.

    There needs to be "allow your opponent fun play" on both sides, not just one. Until that's agreed on nothing will change.

    I actually have had a few Survivors give me a sacrifice. Whenever a DC happens super early I will often go for points instead and let the Survivors escape. I'll hook each of them twice and then let them heal, hit them, heal, break all the pallets and stun me and whatnot, and a few times instead of escaping one or two of them will go over to a hook and point at it and let me kill them for being nice.

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