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Phantom_

Phantom_

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  • @ProffessorTV said:

    I have been seeing a lot of killers rushing back at top speed to the unhooked survivor and immediately chased and downed again. How does one avoid this?

    Play killer instead. Or hope you face someone who doesn't tunnel.

    Pro-tip: don't take a hit for a teammate when you've been unhooked. Whether they are healthy or injured. If you're taking a hit right off hook then it means you're all a-okay to be chased immediately. You then will be tunneled.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765596#Comment_3765596

    almost like they invented calm spirit and that lara hardened perk for QOL.

    It's not only the survivor's screams though. The bloodweb is loud as are some of the killers in the lobby 😔 With every level-up I tab out, so I don't have to hear it for x amount of levels being way too loud for no reason.

  • If it's just as skins then no, I wouldn't buy any. If they actually add the characters maybe.

  • I thought Claire and Leon made your ears bleed, but Lara is here to take the 1st place for being the loudest, jfc. I've made so many feedback suggestion posts regarding the horrendous audio levels of this game. But atp I genuinely think that the devs want people to get tinitus or they're all hard of hearing and don't realise how gd loud their game is.

    Just hit the survivor on hook or tab out if you can. I know most see it as BM-ing to hit on hook, but I rather explain myself in egc than get deaf.

  • Did you miss the whole "kills = skills" a while back?

    As far as the Entity is concerned if you're not killing then you're not winning. Same for survivors, it doesn't matter if you've looped the killer for 5 gens, if you don't escape then obviously you didn't win.

    😅 It's a very faulty game "logic" which has been one of the main causes of people playing so sweaty.

  • I'd personally throw out WoO, if you're playing SoloQ. Because once you've run it often enough I imagine you know where most of your recources are/learn the actual tiles.

    I no longer play survivor but if you're having sweaty matches like I did, I would definitely bring Dead Hard, DS, Resilience and Deja Vu or swap one of those for Iron Will if you're playing one of the Moaning Myrthle survivors aka Claire, Jane, Leon, David, Jeff etc.

  • Ormand and the Bird Lady map on both sides

  • I feel like she has //seen// things 👀 She needs some bourbon after having been in the Entity's clutches after one week 😭

  • Almost certain that this is just a bug. Same with how Survivors can open gates without the "opening" animation being shown. Case in point:

    image.png
  • @Rauy556 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764374#Comment_3764374

    It seems you are very hostile and unhappy regarding the game's current state, if so I would highly recommend for you to take a break/play other games and calm down until this game does not invoke this aggressive feeling you seem to carry.

    I explained to you what I had said in a previous post and asked you not to make assumptions. It seems to me that you are the one projecting your feelings onto others, whilst not bothering to read what is actually being said. I have nothing more to add because everything you've said in your replies thus far has been off-topic, best of luck gamer.

  • I've been playing him with his Leather Gloves + Lab Photo (because I hate pallets and it almost always surprises Survivors). Or just Leather Gloves. I've been getting consistent 3-4k's when I wanted to get as many kills. I used to use Uni Med a lot, but wanted to get used to his default duration, and honestly, once you get used to it it's very doable.

    I'd rather prefer it if he got a Green or Purple version of Leather Gloves. IDK why a lot of other killers, like Spirit for example, get a couple of recharge reduction add-ons, but Wesker has only just the 1.

    I wouldn't mind an additional add-on that makes the duration of his after-bound "cooldown" animation shorter either.

  • The Devs: doing sometimes nice
    People on the forums: why are you doing something nice?!

    Aside from the great points others above me have already made, there are also those who buy an x-amount of levels to unlock certain the Rift's Items/Skins faster, so it's nice that there is something still to be earned for everyone involved, even if it is just BP.

  • @Rauy556 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764325#Comment_3764325

    I agree that randumbs can ruin matches when they don't understand what's going on but balancing around said players is a terrible idea, they will not improve in their awareness if everything is nerfed to accommodate for lack of experience. I also made a post discussing potential changes that would not nerf the perk but lower the gap between the SWF & Solo Q ability to counter yet everyone dismissed it and only read the words 'WA+Franklin's' & 'Change/Nerf' and just did not bother to read the change I suggested. I think the combo is fine, if you get teammates that know what the perk combo does and understand to drop the item in the corner its a useless combo. Once most survivors learn what the perk does and the easy counter I expect the combo to drop in both effectiveness and usage, give it time.

    Did I say that it should be balanced around randoms? No. Also everyone you verse is a random, unless you're SWF-ing. That statement doesn't even make sense.

    As for my post, I went in-depth on what should get changed and why on a different discussion already (not gonna regurgitate everything here, for people to respond with "gitgud" again). Don't make assumptions. If you had bothered reading my entire post I said that I'm done playing Survivor.

    I cba with giving anything "time" or waiting for people to get used to x/y/z. Give your advice to SWFs, because those are the only people whose experiences matter to the Devs.

  • Skully and Knight. I hate w-holding all game, it's so tedious. I want to loop, let me loop 😤

  • Uhm yeah, DBD got me to finally buy and play the RE games, and I've remained playing DBD (through the good and a LOT of SoloQ hell) because of RE.

    Same for Saw, was never interested in ANY of those movies (seemed too crazy for me and not really what I consider Horror genre), but I finally gave those a watch after facing so many Pigs etc. And Halloween, so I'd definitely say yes.

  • Just tunnel everyone out :) and you've achieved your objective.

  • What do you mean why? Why do you think yourself?

    People would either dodge every lobby or hard-tunnel the solo teammate.

    1. Fun but weak, at least you're having a good time then so who cares, DBD isn't Apex.
    2. Uninstall the game forever and play Apex instead.
    3. P100s, they're usually fun and love their characters.
    4. Perkless Nurse, can loop her well so bring it on. Versing Trapper has a psychological effect, that even in the next games you're looking out for traps and are terrified to vault windows without having checked them previously.
  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762442#Comment_3762442

    i say it cause its heavily one sided if it wasnt meant to be competitive they should've just added every killer without these ridiculous nerfs then especially to billy

    I think the Devs know what works/doesn't work for a mode they created from scratch for the same game they created from scratch and even played it/showcased it.

    At the end of the day, it's supposed to be a fun new game mode, not your daily sweatfest. If people are already whining this much, without having played it whatsoever, they might not make this mode permanent and just put it to bed. So come on, have some patience, and be a bit more lenient and open-minded. We don't know until we know.

  • @Nazzzak said:

    Might just be part of their ongoing balancing changes, or they're testing something out. They don't announce every single change they make, probably in case they decide to revert it. Footsteps I think can change depending on the survivor and cosmetics though.

    Oh I know, I definitely don't expect everything to get announced either, they probably do an insane amount behind the scenes. I was just wondering whether others on the forums had noticed this as well. I hope they level it out or give us an option to change things

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763110#Comment_3763110

    Yeah this is a new thing;

    If a Survivor dies (DC doesn't count, the Survivor needs to be dead/sacrificed) and leaves the post-game menu, the next gen that gets completed will instead pop 2. If 2 Survivors die and leave the post-game menu, the next gen will make 3 pop.

    It makes no sense, there's no correlation to anything in the update, but that's a thing I've sadly went against and accidentally did a few times.

    I've heard some people speculate that it's an attempt at an anti-tunnelling mechanic (somebody dies early, gens suddenly go faster, also acts as a catch-up mechanic to reduce Survivors giving up since a Survivor dying doesn't necessarily mean gg for everyone) that was sneakily snuck-in to see people's reaction. I honestly think it's just a bug that somehow appeared despite nothing in the update being related to gen times or completion.

    I think that it is most likely a bug. With the maps having gotten a massive change + the 2v8 mechanic, maybe it's bleeding into this one in some sort of way? At least to make that makes sense as to why/how there is all of a sudden way more gens + on places there usually isn't a gen.

  • I had the same where not only finishing 1 made 3 gens pop at once but there was also visually an incorrect number of them.

    gen visuals.png

    Platform: Steam (PC) on multiple maps.

  • I hope you face others who waste your time as much as you are wasting theirs :)

  • @BurnedTerrormisu said:

    also various animations are bugged.

    the short T-Pose after getting hooked is badass.

    Right?! Escaping like this was truly something else 🤣 although Tubarão is from R6S so he would have an easy time in DBD lol

    image.png
  • @albertoplus said:

    First, the perk without Franklin would jump into "never used" category.

    Second, it seems the problem is in your SoloQ teammates rather than the perk itself. The perk has counterplay and its totally on the survivor's hands, and they seem to be adapting well because i never see killers using the perk now.

    For you, you know where you drop your item. Go for it after the chase and move it into the border of the map. Now, you dont need to keep searching for your teammate items: just play normally. If in any moment you see the WA icon, now you know that the item is close and you can actually get it easily, knowing the area is just a circle around the item. But again, that should be on your teammates mind, not yours.

    The same way i think that we should stop nerfing things because Nurse exist, i think that is about time we stop nerfing things because SoloQ exist.

    You must be new. No one here or at BHVR gives a flying fork about SoloQ, nor have the devs nerfed anything for SoloQ. The problem doesn't lie with SoloQ players but the lack of information they have and how this perk works on smaller maps/some specific parts of the map.

    So no worries, you will get to keep your crutch perk as it is probably.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761809#Comment_3761809

    No it's a crutch perk and requires literally zero skill from a killer. If everyone here is as good as they're all stating they are then they don't even need such a crutch perk, now would they? But they all do because everyone is okay with having chronic wallhacks. Give me a break and maybe get good at finding survivors without needing chronic wallhacks. This game literlaly has crows and a snitch horse that tell your where survivors are/have been. So be real and at least admit that you need the training wheels, because this perk isn't healthy the way it is now nor in the way it synergizes with other perks/add-ons.

    this entire paragraph could be paraphrase with survivor items. Stop using crutch like red syringe instant -heals. They require 0 skill from survivor. If everyone is as good as they say they are, they don't need crutch items to carry them to victory. Healing mid-chase is unhealthy with the way it synergies with survivor second chance mechanics.

    -Weave attunement, the perk. there is my summary of your paragraph.

    You're hilarious to assume that I'm using all the mentioned items and not my teammates. Go use your crutch perk, we get it buddy, you truly need it. GJ parroting without adding anything of value to the conversation or having an inkling about the issues the perk has on the gameplay with the way it synergizes.

  • Make them both Moriable and once one has been mori-ed the other and the killer could gain a temporary Left Behind effect (see the hatch aura for +/-3 seconds), then you can race one another to the hatch. It could add more risk and reward.

  • I have this happening as well on PC/Steam since the newest patch update.

    Every match I played against a Mastermind/Wesker had the same bug of his M2 causing survivors to bug out and become 'untouchable' until they got healed.

  • @Devil_hit11 said:

    in my opinion, weave attunement is healthy perk for killer. it creates risk for using items for survivors and forces the survivor to adapt their gameplay. the comparison i would make with this perk is Max C in Yugioh. It creates counter-play for going 2nd.

    No it's a crutch perk and requires literally zero skill from a killer. If everyone here is as good as they're all stating they are then they don't even need such a crutch perk, now would they? But they all do because everyone is okay with having chronic wallhacks. Give me a break and maybe get good at finding survivors without needing chronic wallhacks. This game literlaly has crows and a snitch horse that tell your where survivors are/have been. So be real and at least admit that you need the training wheels, because this perk isn't healthy the way it is now nor in the way it synergizes with other perks/add-ons.

    Take away its synergy with Franklin's and the add-ons that make you drop items and let's all see how many people still use this perk them, hm?

    @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760218#Comment_3760218

    Oh I know, I was just following what @VomitMommy said before.

    I think the last time anything substantial was done for SoloQ to try to bridge the gap between them and SWF was around 6.1.0 where they added the chase & action icons next to character portraits. I honestly believe that, barring the arrival of Skull Merchant & a few bumps, the period between 6.1.0 and 7.5.0 was among the most fun ones for both sides before it started to go downhill.

    Agreed. What might be some sort of solace but is a bit off-topic here is that they've added a system that allows you to see your fellow teammates' classes in the 2v8 game mode, so maybe that same type of mechanic is in the works for showing perks in the lobby? IDK, just wishful thinking atp.

  • @Skillfulstone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760188#Comment_3760188

    I can confirm, a SWF with someone packing OoO can essentially deny any Killer that can't hide their aura/teleport to avoid the aura-read.

    We stopped doing that after 2 games because it was just sad having two Killers DC in one day because the only person they could find was in the main building of Autohaven (which is a borderline infinite against M1 Killers) because everybody else left and hid ages before the Killer ever reached their gens. Poor Oni wasted all regression events on a gen before 3 gens were done…and also because it was annoying getting told rather unsavory terms after each games.

    The problem doesn't lie with SWF though. SWF does wonderful in this game. The perk is as always horrendous to go against and to counter in SoloQ, And we all know that BHVR is allergic to doing anything for SoloQ.

  • @Spirit_IsTheBest said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760190#Comment_3760190

    Also, I was adding value by explaining some ways to counter it, because it's clear some people have frustrations with it, but that's how I do it mainly.

    I clearly stated in my comment that any nerf would make the perk a lot more niche, and instead it should receive a rework in my opinion, the perk by itself is useless without Franklins as well.

    Nothing personal, but some comments aren't addressed to only the creator of the discussion.

    That wasn't addressed to you and when you post something on a thread someone has made without quoting someone else, it's normal to assume that you are talking to the creator.

  • Learn to read the entire post please before you add a comment that doesn't add anything of value to the conversation.

  • @Spirit_IsTheBest said:

    People are aways saying "play around it". But provide zero explanation on how to, if your going to defend the perk, at least provide a reasonable comment on how.

    I'll do it, the way I play around it is at the very start of the match, drop your item to check if the killer has it, if so, immediately put your item in the corner, since it's the start of the match this is the best time to do this, then go do generators, if there are other items on the ground, move them, even if the teammates needs the item, it's better off being in the corner considering the wallhacks can really hurt the team.

    Only use the item when the killer is focused on other stuff, like chases, hooking, and defending generators, plus the right way to distract the killer is to lure him with the aura reading, take your item, and move to a safe space, if the killer comes to you, waste his time as much as possible. If the killer doesn't come, use your item to heal or do other generators. I personally think the perk is fine, but I do understand the frustration, if it were to get changed, it would need to get fully reworked, one it's useless without Franklins, and nerfing it would make it rather niche.

    I run perks like COH, and other generator perks like Prove Thyself instead of items sometimes, can be quite nice if the killer is running Weave + Franklins since he has less items to gain his wallhacks from.

    Let me know if you want more tips!

    Did you read the entirety of my post? I don't think you have, please do so again and read your own. I said I KNOW the "work-around" it still doesn't do anything in SoloQ. Nor on maps with multiple levels.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759828#Comment_3759828

    Awakened Awareness would fit in that category too I'm pretty sure.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760085#Comment_3760085

    Weave Attunement also has a specific condition, though.

    It does: works on depleted and dropped items. But when it can be combined with other perks and add-ons and become problematic, it should be attuned at the very least. Like old COB and old DMS. Buckle Up and FTP. And so on. It's the chronic synergy it has with other mechanics that makes it busted in its current condition.

    No game should have chronic wallhacks, how is that so hard to grasp for people?

  • @Gastongard said:

    Love how the same stuff on the other side would make every killer main cry like you were using hacks. But well, wrong place to put your survivor problems man, this place is more killer sided than the game itself.

    Thank you for getting it. I'm not even going to dignify half of the responses this feedback suggestion has gotten with a response. Most obviously don't play SoloQ and don't understand how wasteful it is to go out of your way to search for dropped items by teammates, instead of doing gens while you're in chase or a teammate is. Especially on maps with more stories it is so time-consuming to do. The counter is BS on indoor maps. The fact that most up here don't understand that shows how little experience they have.

    Like try finding a dropped flashlight on Swamp or similar maps.

    —

    And to all of the above: it's not only Franklin's Demise that makes you drop an item, if you guys are so "pro" at the game then surely you would know that a lot of killer add-ons do that as well. Thus it's not a killer using "two" perk slots. And honestly who wouldn't use 2 perk slots when they can have chronic wallhacks? It's by far the biggest GGEZ for them en requires no forethought or skill at all.

  • @adsads123123123123 said:

    WA is currently the only Killer aura-reading perk that has no cooldown or a timer.

    False:

    • A Nurse's Calling
    • Deerstalker
    • Discordance
    • Hex: Undying

    Those Youtube videos mean nothing. There are Youtube videos for every perk saying they are "op" for clickbait. That Hag video is the worst example since aura reading is useless on Hag.

    All those perks have specific conditions to them, and those vastly differ from WA's.

  • @SweetbutaPsycho said:

    Like I get that the endgame chat is often used for shittalk or pointing out misplays etc. and I'm mostly fine with that; however I've encountered so many players in the last 2 days that took things way too far.

    Had one Ghostfaceplayer that even won thanks to Noed throw an absolute tantrum after the match, basically telling us that he will find us in real life and make sure to murder us and our families while we sleep. Another guy basically said that he wishes my entire family dies a horrible death of cancer and illnesses and that they suffer while I watch. In the end DBD is still a videogame and saying stuff like that just takes it way way too far. You can write EZ or complain about gameplay and balance idc.

    Also I have the feeling like the reporting system is way too lenient on these things. I know people from before my long DBD break and also said horrible things on like a regular basis and got probably reported for that very often but they still play DBD almost daily.

    Take screenshots and report then in-game and make a ticket if necessary. They do take action.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758342#Comment_3758342

    lightburn as mechanic was prototype version of item killers. it was really random because some killer didn't have weakness towards flashlights and others did not. an artificial way to nerf killers.

    They might as well put Alien turrets for every killer power that is perceived to be too strong.

    That's a bit dramatic of a comparison, don't you think? Besides that's your idea of what they 'should' add for each killer power, whereas what I mentioned was already in the game at some point, was niche, and for some lore-related. Don't twist what I said with what you think you read or wanted to read.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758341#Comment_3758341

    Of all those burn mechanics, Nurse burning was only where you needed some skill. All other were brainless. That's why I wouldn't mind that specific burning mechanic to stay.

    You want to tell me I needed skill to burn Wraith? You needed maybe half brain cell to do it with flashbang.

    Crow, or Hag trap? Oh no, so difficult to aim at stationary target…

    FIrst of all, can you calm down and converse normally or not? If not, I'll mute you and happily go about my day without wasting it on someone who is certainly not worth my time or energy. Like I mentioned all those burn mechanics because it was an umbrella mechanic that allowed all of them, did I state that they ALL required the same level of skill? No.

  • Been having the same since the event ended on Steam/ PC.

  • Depends, do we know if licensed Killers are allowed or not? Considering nothing changes for the killers, right? (E.g. they don't get shrunk or turned into a giant etc.)

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758312#Comment_3758312

    a good middle ground if dev want these mechanics is making chest items for each of these killers similar Vecna chest system or maybe wesker's chests. you can search chest and get normal item but you can also get a killer item that counters killer ability.

    This is major nerf to a lot of killers. Flashlight burning was a mechanic specific invented for 5 blink nurse. The idea is that nurse blinks on first blink then shine a flashlight preventing her from blinking. The problem having abilities that nerf killer power is

    1. Most killer don't need nerf or want nerf that create annoying weaknesses
    2. It adds rng to the game which a lot player in the past would talk about "Loop RNG" on maps. This creates Item rng where a killer is too weak due to items being rolled.

    I don't think anyone would mind if the devs brought Lightburn back to Nurse.

  • @VomitMommy said:

    Not sure if burning was really a skill expression. You need around a 1 brain cell to do it…
    I can agree it could have stay on Nurse. That was actually difficult to do and something you could call a skill.

    Remove from Hag was in favor of survivors in the end.
    Wraith definetly didn't need it.

    Not sure about Artist… She is decent, but not really popular already and burning definetly wouldn't help.

    To quote yourself to you:

    Not sure if burning was really a skill expression. You need around a 1 brain cell to do it…
    I can agree it could have stay on Nurse. That was actually difficult to do and something you could call a skill.

    You're quite literally contradicting yourself. So I'm not even going to bother responding adequately to someone who acts "higher than thou" and then in the very next sentence contradicts themselves. If you have anything useful to add to the convo and the other points I made I'll happily read that.

    @SweetbutaPsycho said:

    Might just be my personal impression but I also noticed that many survivors strategy nowadays is just to hold W and hammer spacebar and get suprisingly far with it most of the time cause of the redesign of many maps. Back when I started both sides really had to learn how to loop correctly, which way to run etc. Newer players dont bother with that anymore as far as I can tell.

    Also leads to a lot of frustation on both sides when those 2 groups meet. Survivors that never learnt how to loop correctly get mad and frustrated as soon as their only strategy doesnt work anymore and killers that never learnt how to loop but just how to brute forxe pallets get mad cause they can never catch the survivors.

    Exactly, the map layouts and the way they're nowadays filled up consist of more pallets and since WoO became meta for a hot minute newer survivors only do hold W, instead of learning to preserve resources, mindgame, and actually loop. But the problematic thing with that is that the newer killer powers also push the players into that playstyle which inevitably leads to more frustration on killer-side, because they feel like they can never catch or not on time, or simply resort to using gen-slowdown perks. This forces survivors to use more gen-perks/toolboxes and the cycle repeats itself and games become sweatier, convoluted and boring.

  • @Emeal said:

    Its not fun to have a bad Killer match because the Killer insists of trying to fly around the map.
    Play the game normally please.

    Never seen a killer go out of their way to do that. It has always been at end game and a fun way to end a match. You have your boring matches.

  • @glitchboi said:

    1. For sure. Sky Billy is peak and many agree that it should be brought back. If anything, it was more for style points and gave zero advantage other than advantage in fun. It's a disadvantage to even go for Space Billy plays to begin with, and people who did it were only looking for clips to put in their montage rather than winning. Finding a Sky Billy in the queue was like finding a shiny Pokemon.
    2. This one I don't really agree with, I feel like hugtech had too low of a skill floor to get a lot of value of. What I do think though (and I had a different take on this in the past) is that the J-flick should be brought back. It was incredible form of skill expression for both sides and looked/felt so cool.
    3. Agreed, I loved item-based interactions and I would love to have all of them back (except saboing Trapper's traps, that was braindead), even Wraith's. In fact I want Wraith's back the most, lightburn was fun to utilize, go against, and outplay and it was overall a funny mechanic. Burning Hag's traps was the only counter to basement Hag, wiping traps is far too slow to deal with her basement.
    4. The crunch of getting a flashlight save felt much better before, I preferred the old timing for it as well. You actually had to master the timing for it. Nowadays it just feels… free.

    Exactly, you get it! It didn't give him any advantage but it made the games so much fun.

    As for blight it might not have been a high-level skill, but it was still something other than the average or his basic moves. To me it added more value to him as a killer, because you could do slightly more with him.

    @BlightedDolphin said:

    Aside from Nurse, Lightburn did not take any skill. It wasn't "skill expression" to walk up to a Hag trap and flick a flashlight on it. You just happened to have a flashlight and so could now perform a super easy task. People didn't know about it because there is almost no way to figure it out by playing. The only way you could know about it was if someone told you or you saw it in a Youtube video. That's not skill. Same with Artist.

    The only skill expression involved in Wraith's lightburn was from the Wraith player. The survivor aspect took next to no skill, and even if you didn't get the burn the Wraith still had to move out of position so it was a win-win for you almost every time. Wraith isn't strong enough to justify such a large counterplay.

    Nurse I agree should have stayed. That took skill with very precise timing and was very risky to perform.

    Out of all I mentioned you just picked out Lightburn?

    Which still required you to have more knowledge of the game and those killers to be even interacting with their powers like that, so in a sense, yes that is a skill. I didn't say it was high level, but it was something niche and only could happen if you had a flashlight, and odds were people didn't.

    What we have now is the most mind-numbing interaction that doesn't require any forethought or skill and it counters hag even more than people could before. Additionally, it made survivors in general interact more with the killer because they could. They wouldn't just turn into gen-jockeys and for people who have played this game for longer that is actually where the fun is: the chase and interacting with the survivors. Not going around/kicking gens or whatever the next meta becomes.

    As I mentioned I neglected Wraith because that one didn't require skill from the survivors. All in all, the things you could learn and required a bit of practice are being taken away, and it is a shame and is turning the game stagnant. It's playing DBD with training wheels for everyone.

  • Jillian, Leon, Chris, Ada, and Carlos.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757345#Comment_3757345

    Do you really think it's possible to deny at this point? Case in point: Lich. This new killer is sitting at a 70% kill rate, and even if you support the 60% kill rate target you must agree that 70% is MASSIVELY unbalanced. Yet the devs do nothing.

    In other live pvp games if something is so unbalanced it gets hotfixed within a week, sometimes even 24 hours. It's not normal for something to stay overpowered for years like Skull Merchant for example to the point it ruins the game for one side. Anyone who cares about balance should realize the devs have give up on it, because the goal now is to sell overpowered killers in the shop. This game can not be taken seriously as a competitive game anymore. I believe this business model will eventually end up being what kills the game, because survivors are 80% of the playerbase.

    The Devs have stated that they want a more 40~60% win rate for killers. They do balance/change the meta around it, but that's what they said at one point in time. As for the Lich, he is the same as Chucky and Xeno were, new killers with new abilities and it usually takes time for players to learn how to play against them/counter them. So they usually tend to wait before they make any major changes to a killer.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757044#Comment_3757044

    It makes perfect sense, cages are not hooks. And no hook perks (for either side) work with cages. If PH cages someone, you don't get any scourge hooks, you don't get pop, you don't get bbq, you don't get any perks that are activated with a hook. Similarly, survivors do not either.

    They should make them work for both sides and make the whole caging aspect similar to what remote "hooking" was; faster hooking. It still wouldn't allow for pallet/flashlight/sabo saves, you wouldn't need to carry them, and you would still have the benefit of the hook perks working for both sides.

    Maybe calling it "hook" perks is the issue then? Like you've basically been caught and they've lost a health state, be it on a hook or in a cage 🤷 IDK would PH mains oppose having hook-related perks work for them as well?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757224#Comment_3757224

    Wasting killer time is the biggest counter, the reason you want to counter any of the killer power/perk is simply because you can waste more time that way

    It's not wasting time when they can tunnel you right after you've been freed from the cage and considering you don't have BT and all your anti-tunneling perks are dead, so are you. So it's not a waste of time for the killer at all, it's him doing his objective very easily. And considering the fact that a lot of hook-related perks don't work for him, most use mobility/speed perks anyways, so it's really not that hard to get to you. And we all know that you can't do much against PH tunneling you, you can't take hits for each other, body block or any of that.

    I genuinely wouldn't mind if the cage allowed for hook-related perks to work on both sides. Then it wouldn't feel like a punishment for both sides.

    @katoptris said:

    Did you crouched?

    Lmao yes!!! Like I said in previous replies I literally walked over a not-covered part of the map and got struck by his trail anyway (?!) despite it not being visible.

  • @indieeden7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757070#Comment_3757070

    True as that is, the trails very often bug out and turn invisible if PH uses his power for a very short duration.

    This, the amount of times his trail turns invisible is astounding. But this is DBD so why am I even surprised at them not fixing bugs.

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