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PetTheDoggo

PetTheDoggo

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PetTheDoggo
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  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000657#Comment_4000657

    You have to remember killers like ghoul exist who can literally get back to hook from across the map in maybe three seconds and many more have good mobility as well. Even if they aren't facecamping if they are patrolling the areas nearby and have insane mobility to get back to hook in a matter of seconds then it's still effectively the same issue. By incentivizing them to go further and kick gens you help the issue somewhat though ghoul is still an issue.

    You have to remember killers like ghoul exist who can literally get back to hook from across the map in maybe three seconds and many more have good mobility as well.

    Yeah and how exactly is that different with pop? They can quickly go to gen kick it and go back. So there is little to no difference if you give fast killers pop, or pain res.

    Thing is they can quickly reach gens to stop progress, normal movement speed killers can't do it. Those killers also can't just stand near the hook whole time anyway, that's just easy way to lose right now….

  • @JustElf said:

    I wonder how many hours they expect you to play... I think I'll not buy rift anymore if I'm didn't finish it.

    I usually don't buy it until I finish it…

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000638#Comment_4000638

    If they camp they just force a trade and get another free pain res. Making them need to kick a gen literally means they have to leave the hook. And the mobility problem was solved by the devs giving extra haste to killers.

    10-15% slowdown in a trade for 65-70 seconds when other survivors could work on gens?
    Hard camping is simply not good anymore, not like it ever was imo. Killer also simply can't be nearby and proxy camping gives you a chance for unhook without trade.
    Another option is simply go as 2 for unhook, but that's more for SWF...

    And the mobility problem was solved by the devs giving extra haste to killers.

    That was nice for sure, but that lowers the difference, not really fix it.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000624#Comment_4000624

    Pain res is a bad idea. You want to incentivize killers leaving hooks, not incentivize them to keep staying at hooks.

    Killers with pain res stay at hook? If they camp and surivvor dies, they would lose the effect…
    I would say with longer hook timer, it's not really good thing to do anyway.

    I don't mind pop that much, but it requires you to reach gens, which is easier for killers with mobility. So it doesn't really work same for every killer…

  • I'm sorry, but I'm sort of confused. You end the frenzy after hitting anyways, and this change would encourage correctly identifying when to end your Frenzy after a hit and doing it skillfully.

    No? I hit them and if I want to commit to the chase, then I catch up, maybe try to bodyblock them from window/pallet and then end the frenzy.
    Why would I do it right after I hit them when they just got speed boost away and got distance from me?
    I often even lunge to end the frenzy for chase, because it can help you bodyblock survivor.

    I don't think killers sharing aspects with others is a bad thing

    It's not always a bad thing, but it's not a good thing to share already hated aspect of another killer.

    Neither zombies, or guards are popular by really both sides for different reasons.
    Killers don't like them, because they are not reliable (buggy) and survivors don't like them, because killer can get quick downs with teaming up, or just some pressure basically without any skill needed.

  • How would that reduce tunneling? Tunneling would be exactly as effective as it is now, no?

    It would also introduce weird situation where you downed survivor, but hooking them would stop the slowdown (7th hook), so it's bad idea to do it unless they are deadhook. So basically slug everyone until you find dead on hook survivor, because that's only logically thing to do.

    I said it in different post, but any basekit slowdown should be in my opinion connected to killer's action (mainly hooking), so it feels rewarding and killer can notice the effect and also play around it.

    Basekit pop/pain res would be in my opinion less hated than just slow gen speed, because it's not deserved and boring.

    this makes it so getting someone out of the game afap is less atractive, since it would be almost the same as leaving everyone alive with the debuff. And also, the remaining survivors would have more hook stages left.

    It's not only about working on gens. That alive survivor can also unhook, heal others, take hits, be in chase…

  • Nerfing gens/giving slowdown, which is not connected to killer's actions is not good idea. Simply because it's not really rewarding and just boring instead.

    Give smaller pain res basekit, where it stops working when survivor dies. That works as early game slowdown and it's connected to your actions → hooking survivor, supports spreading hooks and works mostly same for each killer.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997353#Comment_3997353

    i have and the thing that angers me most about solo are my teammates not the killer

    I wonder why your comment got down voted so much, because I can definetly relate to this.

    In most cases I am annoyed more by what my teammates are doing rather than the killer.

  • I don't see him much after his last nerf, which is sad. He is probably the killer I enjoy playing against most.

  • Ah, that one question that has been troubling everyone for so many years….

    https://www.youtube.com/watch?v=pk5_NPv3JpQ
  • @Crowman said:

    Because the issue isn't numbers. Reducing the numbers from the ptb doesn't change the abuseability aspects of the system nor does it change how the system doesn't really affect the already best killers in the game.

    It's better to not send something half bake live.

    does it change how the system doesn't really affect the already best killers in the game

    Issue is I don't think you can change this.
    I think you could choose better rewarding effects, that will work more or less same for killers. BBQ really does not…

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000444#Comment_4000444

    Distortion was nerfed due to blanket countering aura reading perks far too effectively. Deerstalker should be given the same consideration.

    It needs a new effect.

    It doesn't counter it tho. Undetectable counters killer aura reading.

    Deerstalker is literally Object of obsession. Survivor still gets to see the killer, which means during that time mind games don't work, that still stands.

    Killers don't have the same risk that Survivors do when their auras are revealed, as they cannot be directly harmed

    As someone who was using Object of obsession when Weave was popular (Wiretap can still do the trick), killer can absolutely be screwed by it, especially M1 killers.

    Part about revealing is also good, because it shows to "lowest chase", so it's unlikely to help you get someone out of the game, except late game, where there are some dead survivors already…

    Luckily it works same as OoO and your aura needs to be visible, so can't be used with undetectable, which is quite a big drawback I would say.


    Don't take me wrong, I would much rather keep old version. Deerstalker is not really good perk imo, when there are way better information perks. Survivors don't use that many killer aura reading perks and those that are popular are not working for Deerstalker.
    Survivors can also easily figure it out and just try to keep gen between them and the killer. At that point you give survivors free information…

    I think it would be an issue with Kindred and Wiretap, but it was already said it doesn't work, so now you are just struggling to keep your point.

  • Anti-slug can be implemented as is

    No, it can't. Definetly not the part where you can crawl and recover at the same time.
    It doesn't make sense to punish the killer for leaving survivor on the ground and also making them harder to find.

    I can work with 90 seconds limit even on killers like Twins, Oni, Plague. But I can't do anything about it, if they can always just change their location quickly, which is going to take away from time limit I am given.
    Right now I know if I return within 20 seconds, I am most likely to still find survivor there, that simply wouldn't work.

    They also reworked Deerstalker on top of it, so you can't even use that to fix the issue.

  • It would be nice to have better visual feedback and rewards based on it.
    Simply bring back BBQ and some equal system for survivors to increase BP based on your actions. It would be nice if you could see on portraits if they were hooked or not, or just show hook counter.

    I would say old BBQ did very good job at getting killers to chase even fresh hooked survivors.

  • It can be annoying to play against 4 same items, but nothing I can do about it now, so I usually just take the game more seriously.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000331#Comment_4000331

    Massively underrated I feel.

    Its a self heal that you can use once in the trial and once at end game that simultaneously makes you very hard to spot/hear that has a suprising number of quirky bonuses, including but not limited to: -

    • Healing with an active Pig Trap.
    • Healing through Pinhead chains.
    • Healing while immune to Sadako condemn.
    • Healing without dropping Oni blood orbs.
    • With Tenacity allows you to heal while moving.
    • Can heal during the effects of temporary Broken conditions and pick after it ends.

    Very cool perk when you think aboit it

    Also:
    -avoid Surge
    -avoid Infectious Fright
    -safely die under the pallet, which can be difficult against Deathslinger for example
    -extend end game collapse
    -ignore mangled/mending
    -counter slugging snowball (killer kinda has to pick you up)


  • @UnicornMedal said:

    Plot Twist is a meme perk. If you can't meme with it, no one would use it.

    Plot Twist is actually quite a good perk and as a bonus you can meme with it…

    But hey making it disable no matter if you managed to pick yourself up or not would be huge nerf.

  • Yeah, don't you dare bring anything like this to my Legion…

    frenzied hits apply 'I See You', which reveals other survivors in a radius around the afflicted.

    So just worse than his current killer instinct?
    If you want to buff this aspect just make it so it's fixed are around Legion instead of connected to his terror radius.

    After landing a hit, there is a brief window of time where The Legion can hit the 'end ability' button. If done with correct timing, end the Frenzy with a smooth animation and partial refund to the cooldown, returning control to The Legion much faster than normal.

    That's completely useless, I end my Frenzy while survivor got speed boost from me anyway. That's just M1 at that point and it's way better to catch up in Frenzy and try to cancel next to them.

    Each survivor being revealed by I See You will have one bot-controlled Legion member target them, up to a maximum of three, going furthest-to-nearest.

    Another highly popular aspect of another killer. Basically guard on every survivor, which can have only two outcomes, either it's strong and it's going to often end the game, or it can be easily avoided and it's kinda useless.

  • Yeah, I think that would result in game being worse for everyone. Something so drastic would simply have to bring big buffs for killers, or way longer gen times.

    We have seen with Clown, it's simply not fun to play against highly oppresive killers and you would have to do it with every killer for this.
    If every killer would have to manage to basically 12 hooks every game in order to win, then average chase would have to become shorter → less fun for survivors, or gen times would become higher → more boring for survivors

  • That would make it way less fun to use…
    I basically want to be ambitious with it during chase, or try to create some funny moment for the killer. That wouldn't be possible, if it was just 1 try to do it.

  • I’ve noticed a running pattern that anytime killer mains complain about a survivor perk or mechanic it gets nerfed

    You think it doesn't work both ways? Not that I need to look far into the past for it:
    Skull merchant?
    Ultimate weapon?
    Sloppy butcher?
    Save the best for last?
    Chucky?

    Basically difference is how quickly they are willing to nerf something. They usually don't want to nerf quickly paid content, that's why killers were also dealing with MFT for some time too…

  • @Zephinism said:

    if the survivor numbers drop too low they will replace survivors with bots. they snuck it into 2v8 with 2 bots per team, now 1v4 they will likely first try to sneak 1 bot in and go from there.

    I think backlash was quite big for them to try this anytime soon and it's something that would be difficult to implement unnoticed.
    It's more likely to see extra queue option that will let you play whatever role is needed for extra BP.

  • Would be kinda interesting as an idea of ranked and casual modes, where ranked is just normal 1v4 and casual si highly limited format, where basically most things are predefined → easier to understand. You basically get to choose only killer, survivor, item. You could have something similar to class system too, so it's little bit more interesting for sure.

    Would be nice also, if you are trying to bring someone new into DBD to just play with them there to learn core gameplay.

  • I usually play duo survivors, so I am looking forward new performance perk. We can finally have a little band… Also we are 100% planning to be play for the killer when we will be losing. Those perk also work well together → more and better skill checks

  • Depends what perk/addon, at least most popular of them you can play around:
    BBQ: hide behind gen, or in locker if you want to be 100% sure
    Nowhere to hide: don't hide around gen, if you see killer going to it, run away


    You have some less popular aura reading perks that are not really easy to play around like Floods of rage, Predator, Nurse's calling etc, but those usually have their own limitation and that's why they are not that popular.

    but rushing gens definetly works in general against almost anything.
    You can also use your own aura reading perks against killer, it's not like survivors don't have any, then killer needs undetectable…

  • Why do killers always get what they want when 4x more survivors are needed to sustain the game?

    I think you fail to understand who is needed more when game already has decent player count.
    What has bigger effect, if 1 killer stop playing, or if 1 survivor stop playing?

  • I definetly wouldn't want it early during the game, but I think it should spawn when all gens are finished…
    #betterNerfPig

  • Almost every "overused" perk? Nerfed

    which survivor perk got nerfed with pure reason of overused?

    MFT was busted, not overused. Same for CoH…

    As overused I would consider basically only WoO and that still works.

  • His power has limits, basically same as in 1v4.

    Probably most effective against Oni are straight wall loops, he often needs to walk you down on those, which gives you time.
    Then just hug corners and try to double back, if you know you will not reach pallet.

  • It will become better in meme builds on Blight, or Wesker with Distressing. I have no idea how big their TR is going to be, but a lot…

    but yeah, for killers where it was actually good to use, it's definetly worse now.

    It is same for 32m TR killers, but not many of them would use M&A instead of Unforseen/Trail of torment.

  • Surprisingly Scott liked most of it, except few parts…

  • I doubt quickscope will ever comeback, except as a bug.

    But with M&A nerf, lower TR might be an option, or just give me normal movement speed

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991686#Comment_3991686

    The punishments for tunneling are far worse, trust me. In no world should killers lose the ability to defend generators because survivors aren't good enough to work together as a team.

    In most cases I am confident to play around it, but sure it is going to cost me some games. I kinda like incentives to go after other survivors, but again that depends on numbers.
    Best thing is it can be turned off in custom games, otherwise comp would be kinda screwed…

  • Anything specific?

    I like most of their changes, but depends on specific numbers tho.


    Basekit tenacity is my main issue, but rest needs to be at least tested imo.

  • Main issue right now is difficulty of playing against Kaneki and playing as Kaneki. I think it should be always equal or more difficult to play as a killer than against.

  • Pig's traps might be annoying to deal with. Depends on how many she would get.

    Kaneki for sure, I don't want him even in 1v4…

  • Real pallet would be incredibly broken unless it would take very long time to get the effect. It's not like you would rebuild any nearby pallet like in 2v8, because you can.
    Dealing with multiple shack pallets and god pallets in general would be highly annoying and kinda not much killer can do about it…

    Temporary pallets just on cooldown would be fine simply until you get survivors who use them only for pallet saves, then it becomes hell on earth.

  • I don't think he is top tier killer, but I wouldn't call him weak… He is just decent imo.

  • I would simply not connect it to bloodlust and make it you need to stay in chase for 20 seconds (slightly more) to gain undetectable for 40 seconds.

    This way you will have more killers who can get value out of it…

  • I think those are actually close...
    At highest level I would say Wesker, but Ghoul is simply so much easier to play as, so he is going to perform better overall.

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985656#Comment_3985656

    Oi, you went from "overall" to Nurse and Blight. Gaslighting much? 😏

    image.png

    No need to gaslight, when it was written from the beginning :)

    I clearly wrote it as top tier killers. Who do you think top tier/best killers are? Considered by majority of players those are Nurse and Blight. Noone is better than those two.

    So nice try, but yet again. You think current Clown is better than top tier/best killers?

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985192#Comment_3985192

    He has access to the best map pressure in the game; fast chases. If you struggle with him (including with his few previous versions) then that's not a Clown issue. Respectfully.

    I don't play Clown, I am pretty sure most players were able to win their games even before his change…

    But you want to tell me you consider current Clown stronger than Nurse, or Blight?

  • Basically what I made our new players do is take Overcome and force to hold W, if possible. That's your whole chase.

    See killer going towards you? Start running away
    Killer hit you? Keep running away
    Killer is getting closer while you are injured? Run into corner of the map

    This simply doesn't take any skill, you don't need to think about it. But it's going to give you actually decent chase time without any effort.

    When you get that into your head, then you can start breaking LoS, which can make killer mindgame tiles like they are used to → more time for you.

    Another step would be basically holding W as long you can until you know you will not reach anything else and you can try to play last tile. If you win it, then continue running away.

    Sure, it doesn't work against every killer, but it works against most of them.

  • @OnryosTapeRentals said:

    Noticed this too. Queued up as survivor at x1.50, went to make a drink, came back maybe 2 minutes later and was still in the queue.

    Cancelled matchmaing, switched to Vecna, and found a lobby within 30 seconds.

    Weird.

    It's broken like this for almost a year now. Since last Lights Out event in 2024. Killers basically never got 100% bonus even tho their queue times were way faster.

  • I don't think it's that bad IF you play with Kindred. Kindred makes soloQ so much better…

    Sure, sometimes you still get bunch of potatoes instead of teammates, but Kindred still gives a chance for everyone to play more efficiently.

    HUD overall improved soloQ a lot and I think "go next prevention" + abandon system also made it more enjoyable.

  • Funny is Clown kinda shows it's simply impossible for lower tier killers match top tier killers in general.

    He is miserable to play against, yet still worse then best killers overall. Lack of map pressure is simply too big of a deal.

  • @AcesSpeedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983920#Comment_3983920

    no they wouldnt, idk what bubble you're living in but every game where comms is available to be used, it gets used.

    You think majority of players in Dota use voice chat?

    Sure, it gets used by some players. But at what game it is used by majority? You would need game where basically majority of player base is competitive for voice chat to be used.
    And I am in a bubble… lol

  • @Royval said:

    I don’t think he’s that strong.

    I mean, he is definetly not weak either. I would put him in A tier just for his mobility.

    I think Blight, Nurse, Billy are stronger than him overall, but I hate to play against him so much more.

  • Majority of players would turn it off very quickly…

    Proximity chat can create some fun situation, but in most cases it will be used for insulting others.

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