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Piruluk

Piruluk

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  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112522#Comment_4112522

    Honestly I still think that for survivors it should count the amount of escapes rather than just if you escaped. I'm not sure but the new system still sounds like if you run the killer for 5 gens then die and the rest of your team gets out you might still lose MMR because all you did was chase and nothing else and you didn't escape. Hopefully however the MMR is calculated it accounts for that but I have no idea

    If you only did chase(nothing else) and didnt escape , its quite probable you still lose mmr. But if you managed to score in altruism or and in gens as well, then probably keep mmr.

    If chase would be enough then nobody would bother with gens its such a boredom and you get max points too fast yet nobody else want to do it, you are forced with 0 rewards , now imagine if escaping would be meaningless.

    And team escape is outside of your control like get babies or good ones its already certain what will happen likely

  • To be fair:

    It takes 14 seconds to bless a dull totem + wasted time to find one.

    8.18 seconds saved on a gen with the steadfast boon….

    Ultimately its a garbage perk. Also killer can take out within 1 seconds and has pathetic range, at best might cover with 2 gens, but more often than not, its only 1. Where you lost time setting up, interesting enough even with 2 you likely lose time anyway. In theory could save you 2!!!! seconds at absolute best case…

  • @Yamalive said:

    Its absolutely irresponsible to have literally no transparancy at all on MMR while it is the determining factor for matchmaking and therefor completely responsible for how good our games will be. I dont want to get again into low-MMR-hell just because there is no way I can know what i have to do to avoid loosing MMR as long as my teammates are completely useless due to MMR reset.

    Ive now played several games with people under 100h of playtime that cant loop a killer long enough so that the team has even a chance at escapes.

    Its my guess, but as survivor, if you escape through gates at very least your mmr wont decrease, however in order to increase it you need to well in all categories as well to gain mmr (max out as many as you can, like obvious, do gens, do chases, and save survivors from hooks heal them etc)

    I do base the guess on previous statements, where they say the new system mix of old emblem and kill/ escape.

    No mmr loss:

    -Escaped through gate

    -Died but maxed out the categories (dont know the exact numbers what you need to accomplish)

    Gain mmr:

    -Escaped and did well on categories

    Decrease mmr:

    -Died and did very few categories

    -Hatch escape(neither escape nor death), with little categories points

    For killer, this one hard to get, but ultimately we got a confirmation that a kill still get you mmr points even if you do poorly at points. Its just might be slower climb. Maybe you also less likely to lose mmr even if you didnt kill anyone but maxed out the points in categories.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112491#Comment_4112491

    Peanits once said that how much MMR you can gain is a thing. Would it be accurate to assume that kills via slugging may not net someone as much gain as if they 12 hooked everyone instead?

    This goes without doubt, yes.

  • There is a rumor that you wont gain mmr if you slug without hooks, is that true?

  • @Arcturus said:

    Escapes and kills are still the main determining factor, but a lot of the stuff that effects badges (the ones to pip) also play a factor. Basically that means as killer, things like getting more hooks rewards you more MMR / you lose less (from my understanding), and for survivor things like altruism and gens completed it's the same.

    If you're 8 hooking then getting a 4k, you're probably getting maximum MMR increase. The flaw with the system is that slugging and getting a 4k with zero hooks effectively keeps your MMR low which is people's concern. If you want to be able to keep your MMR low to be able to 8 hook, I don't think that's what you should be aiming for. You should be in your own lobbies, and if you want to still be able to 8 hook or similar before killing like I try to do, I usually just end up running stronger perks. Other than that, if you want to be chill you can give hatch. But please don't intentionally lower your MMR.

    Yeah hooking a lot gives mmr so want to avoid that now

  • @blondemagnolia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112269#Comment_4112269

    I really wouldn’t say the game is killer-sided — if anything, I’d say it’s more survivor-sided. However, there are certain things you simply can’t do anything about, no matter how well you perform, and excessive slugging is one of them. And in like 98% of those situations, the other survivor ends up teaming with the killer anyway.

    On pub games the game is killer sided, unless you are one the few who runs 4 slot SWF, with thousand of hours per person, and constant and precise call outs. At very highest level of course survivor sided, but on pub its very killer sided, mostly because non existent matchmaking that gives you newbie survivors who has no idea how to play well

  • @blondemagnolia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112257#Comment_4112257

    So if I was NEVER hooked and won every single chase, the killer somehow deserves a 4K just because they managed to catch the second-to-last survivor? They slug them, can’t find me, then pick them back up and team with them to get me. I’ve reported this multiple times and NOTHING has ever happened. There’s even a killer who posts Reels of themselves doing exactly this and makes fun of it.

    They seriously need to do something about indefinite slugging. I don’t see why I should be punished when I did nothing wrong the entire match just because someone’s ego got hurt after losing every chase against me and they suddenly feel entitled to my kill.

    And this clearly isn’t some imaginary problem. You can see the EXACT same thing happening during escape challenges from various streamers. If killers couldn’t slug indefinitely whenever they felt like it without any consequences, they simply wouldn’t be able to abuse it like this.

    It’s incredibly annoying to drag a match out just to force a 4K you didn’t earn. If you weren’t able to kill that survivor before, you’re not suddenly entitled to their kill just because you can leave someone on the ground forever until you eventually find them. Resources like pallets eventually run out, and Bloodlust exists too. You can’t realistically expect someone to keep winning chases indefinitely under those circumstances.

    Its an extremely killer sided game, what this means, that a killer has 100% chance to get 4k after they tunnel out a survivor early.

    Normally would be a comeback mechanic for one survivor, the hatch, but due game design issues, the hatch only spawns if only one survivor alive, so killer can exploit this, and slug when only 2 survivors left, so the killer has unlimited time to find last survivor. Also survivors auto lose when a survivor tunneled out early, and there is no comeback, only killer winning always then.

    So understand when you play solo, there is almost no odds to survive, almost all killer take out the hatch, the game designed around comms, but even then the intended winrate is 40% for survivor or less. While killer almost always 3k the one last remaining one that escapes usually because killer letting live the last one

  • Yeah I think the ghoul is S- tier.

    But keep in mind that Blight and Nurse in S tier and the gap still huge

  • @Cykosu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111878#Comment_4111878

    Except there's plenty of people talking about how there was something up with the PTB in terms of making other Killers feel generally better to play, (https://x.com/NuclearFungus/status/2092409815003975803?s=20) and video evidence of this too, although this clip is of Kaneki, I don't really think "PTB has less people therefore better connection" explains Kaneki being able to pull off things typically only doable on 30ms or lower in matches with 100ms ping.. (https://x.com/Cykosu/status/2085094946332369214?s=20). Not to mention this Live Update still has Wesker bugged and has other Killers (some mentioned in the first tweet I linked) losing mechanics of their power, such as Pyramid Head not being able to flick anymore. on top of the live release currently having stuttering issues and generally higher ping. and if this was a PTB thing, why was it so much better for this one, but not other PTBs? why were other PTBs servers not as noticeably better to play on previously? So many people noticed improvements in this PTB where they've never noticed in previous PTBs.

    Less players on ptb, so its much smoother experience. The servers are struggling with regular load i suppose

  • In general I think blindness is problematic design, it's very good against solo but does nothing against swf

  • Excellent comment, I hope if they rebuild the game code it wont be so client based like right now, the real solution as discussed making it impossible with server sided checks. Any kind of anti cheat isnt the right way to go.

    You make it impossible with proper coding to begin with

  • Same issue on epic for me.

    Had 2 crash in a row.

    Also third time I had a weird bug as well, my character was unable to move so get inactivity penalty as well.

    It seems random the crashes

  • Agreed, all the game needs better code, as in more server sided checks.

  • Making the game more client sided would open even more for cheating.

    I really hope they wont do that

  • @Angy_Quentin said:

    Because SB is insane?

    It's a nerf long comin and very much justified. And i say that as a nonstop SB user for the last years.

    Few years ago it was fine and dead hard was the insane one, the goalposts are moving. I can bet a year from now on lithe will be the insane one

  • @tjt85 said:

    Since Sprint Burst is the only exhaustion perk that you have to waste unless you want to walk around all game, I'm inclined to agree.

    But if I had to guess, I think BHVR eventually intend for all exhaustion perks to give haste for only 2 seconds. Sprint Burst is just the first casualty. I think they are possibly just testing the waters to see how people react to the SB nerf, before going ahead with nerfing the rest in upcoming patches.

    I've already switched over to Lithe (despite not liking it) because SB is now one of the worst exhaustion perks imo. But if they do go ahead and nerf the others, I'd probably go back to SB.

    Feel like the idea behind survivor perks to be extremely situational and niche so anything that has consistent value will be constantly nerfed.

    I sure most of already noticed new perks do X and Y and Z , and the reward less than the effort and usually once per game or only for few seconds, everything designed around top 1% SWF, what if they use it

  • Maybe because there is serious shortage of survivor players, right now on eu up to 10-15 minutes wait time for a game.

    So my theory that a killer served whatever available to them, regardless if good match or not

  • If the client gets priority then the potential exploits from playerbase gets way more likely.

    The number 1 rule in online gaming, never trust the client, many of the problems for dbd, because trust the client way too much, the more thing server handles and check the safer the game from exploits. So decreasing server side checks, will lead to disaster

  • @bhvrs_delusion said:

    making killer powers purely client sided would open up even more ways to exploit the game.

    what they truly need to do is handle everything server sided while at the same time introducing a proper client prediction. as the name suggests it predicts the behavior of e.g. killer powers on the client which will offer the smoothness you talked about as well as keeping the game safe(ish) from bad actors, since the server could correct an illegal action / move.

    Yeah if they make it client sided then the game will be very easy to exploit, it needs more server checks, shouldnt trust the client at all. Most of the problems because the game too trusting, and barely any server sided check

  • There arent enough players to have 2 permanent mode.

    Its even admitted that playerbase so small that mmr often ignored just to give fast enough matchmaking.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111097#Comment_4111097

    I don't think tight matchmaking would fix tunneling, people would still tunnel because it's the easiest most efficient strategy. In fact, very tight matchmaking might just make even more killers tunnel, as more of them would be in closer matches, and when so many of your matches are so close, even killers that don't hard tunnel will be tempted by the easy way out. The only way to stop tunneling is to, well, stop tunneling with an anti-tunnel system that punishes…tunneling. (how many times can I say tunneling in one sentence?)

    But seems like anti tunneling improvements completely abandoned forever, killer streamers wont like it, all it takes a manufactured outrage and then cancelled. So i think its lost cause, in fact isnt baseline BT getting a nerf with next patch?

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111084#Comment_4111084

    Yeah I mean the issue is that tunneling is way too strong and it destroys the games balance, especially on higher tier killers. So when killer mains ask for something of equivalent value to reward them for spreading hook states, that just completely misses the purpose, as that means that killers would be so strong they wouldn't even need to tunnel to dominate almost every single game

    I think the only way to improve survivor experience to introduce a very tight matchmaking system.

    The current rework is very misguided, the theory was that kill and escape bad indicator so changing that will fix the system.

    The game is currently extremely comp heavy, as in asks really much from survivor team, and getting one bad teammate game instantly lost.

    Here is the issue, there isnt mmr so to speak, it was never that didnt work, but rather game priority to get a game as fast as possible ignoring mmr values, because streamers demand fast matchmaking, and how else could be 1000+ winstreak happening? Its only possible because there in no mmr. Even the lowest tier killers has like 200+ wins in a row last time heard trapper.

    All the new mmr will do, get everyone to high mmr, because it will be also based on chase, gen, altruism etc, so even if you died you wont lose mmr, or even gain it. So basically we watering it down even more.

    But regardless the mmr isnt functioning anyway, and then there is lobby dodging so even if it were worked, destroyed right there, with backfilling.

    For me the survivor gameplay is very bad right now, because nothing depends on me, but the start of the game, assigned with newbies in team ,sometimes A or S tier killer and nothing you do matters, lost, no agency. But i see all the time getting insane killers while your team get a new player or with one 100 hours etc

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111087#Comment_4111087

    Yes, I totally agree. It's pathetic. MMR is meaningless if the matchmaking system doesn't actually ensure that you're matched based on it. And you can't even see the MMR number they claim is “meaningless” anyway. So honestly, I'm pessimistic enough to say that MMR might as well not exist until they implement a matchmaking system update.

    I think this new system might be even worse, maybe now even if you did a bare minimum and didnt escape, you still wont lose mmr and easily gain. Why is this a problem?

    Because according to new mmr everybody outside of the absolute worst will be "high mmr". Either you gain easily, or you dont lose mmr easily, same thing.

    I dont even understand why people care about the invisible mmr, so the system kill or escape was good enough.

    The problem was always that streamers hated when had to wait games for say 10 minutes to get according players to skill level, so mmr ignored completely, just so the top few percent get instant or fast matchmaking, and then there is dodging, which destroys matchmaking anyway.

    So what will the be impact?

    None. Or getting worse.

  • @lovlor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110877#Comment_4110877

    If you are saying MMR and matchmaking are two different things, then I think devs need to address matchmaking as well.

    Take the Blight streamer who achieved a 1,992-win streak. He won every game so he should have reached extremely high MMR under the old system, yet he was still frequently matched against obviously inexperienced soloq survivors.

    High-MMR players should only be matched with other high-MMR players, and should be encountering SWFS way more often, even if that means longer queue times. That's why MMR exists in my opinion and high-MMR players shouldn't be stomping low-MMR players because of your matchmaking system.

    From what i understand this wont ever happen, so any change to mmr is meaningless because ignored by matchmaking so streamers get their 1000+ win in row against newbies, rarely encountering any good player. This also means the majority of the playerbase should be low mmr, and the game balances around the top 10% survivor players with communication and being premade, with thousand of hours.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111074#Comment_4111074

    If by "we" you mean killer mains, killer mains very much complain about gens. "Genrushing," even when that is just survivors splitting gen pressure, is probably the most common complaint I see alongside maybe pallet density. This thread didn't even start out making the main subject about tunneling but simply the terrible survivor experience right now. On the topic of tunneling, everyone knows there is a reason killers tunnel, it wouldn't be so prevalent if there wasn't. Killers tunnel because it's the easiest and most efficient way to win. Nobody is expecting every killer to 8 hook before killing anyone, but when every other game is a hard tunnel from 5 gens it's an issue. I also don't think anyone who has a relatively balanced view of the game thinks that trying to get someone out at 2 gens is a problem, that just makes sense as it might be the only way a killer can win at that point.

    What we need is a system that both punishes hard tunneling and rewards spreading hooks, it wouldn't work any other way (unless hard tunneling was punished and the game was entirely rebalanced around that). If there are just rewards for spreading hooks, it would still mean tunneling is a viable option, and honestly unless the rewards were insane it would probably still be the easiest way to win, and as it is by hard tunneling a survivor you win infinitely more than you lose, which isn't a healthy balance. If tunneling is punished, then the outlier playstyle that gets so many wins is suboptimal, and if spreading hooks is rewarded, then killers wouldn't feel the need to tunnel.

    What I dont understand many killer players say they need to be given a reason to not tunnel, like what buffs can we give killers compared to instantly winning a game when only 3 survivor alive with multiple gens remaining?

    Simply game design issue, its mindblowing how easy to win against majority of survivor teams, all it takes one weak link or missing communication (no discord) and most of teams has 0 odds against a high tier killer.

    I can tunnel and also mix with it slugging and then survivors has no answer to this, so the game just miserable as survivor.

    If i have to say one thing, its the pure torture, when you realize game lost because the weak link was tunneled out, and you need to repair 2-3 gens or more with 2 people, never gonna happen , you lost but no surrender option, no comeback either because all killer slug for 4k, so hatch wont ever happen

  • Hm very good points, that means you will get bad MMR if you dont farm points from now on?

  • @ShanoaLegendaryPlz said:

    They try to limmit abruptly ending the round, as much as possible. Tome challenges still exist requiring certain conditions to be met, which if everyone can just shut the match off at any time skipping any segment of the game, challenges and achievements will be much worse.

    And the game is built in kind of an "it ain't over till its over" kind of mode, where any 1 player can still get extra points for escaping through hatch (or even finnish challenges/achievements) or a killer can snowball and get the whole team down even if the door is open (I somehow managed it on deathslinger).

    The more ways to quit the game early we add, the more we just chop the game into pieces where noone wants to play this or that phase of the game, or noone wants to play against _____ killer or perks so forfeight every time.

    We have gotten to the point where we now have so many second chances that we don't even want to use them all anymore, and noone wants to fight to the last man standing anymore because a free go next exists.

    Actually no, for survivor side there is no winning once a survivor dead, as hatch can only spawn if 3 dead, and killer can make 100% sure with slugging that hatch never spawns, and they do almost always. So essentially survivors act as a cattle for killer when even one dies, with many gens remaining, this is outside of player control

  • @DodoSwarm said:

    Y'all can downvote this all you want to but it's literally a win for a killer. people deserve to decide they are done, there's not really an argument against it. you gain MMR, you gain Pips, you get a 4k. Survivor quitting has been a seriously common problem since this game started and there's no reason people should have to play a 4v1 game as a 3v1 from the start, there's also no reason to be against the game just ending at the end. if you are slugging for a 4k and both survivors agree they are fine with moving on you get your 4k and they get to move on instead of laying on their face on the ground.

    Whats the point playing when 3-5 gens remaining and only 3 survivors left alive?

    At that point truly waste of the time, the killer won and will go for 4K so survivor slugged so killer prevents the hatch even spawning. And survivors has no way to win, I dont know after 100th time feels total waste of time

  • Never. Slugging here to stay forever just like tunneling, as all change was canceled forever

  • I think most new players only killer players nowadays, survivor too high learning curve, and only gains power in SWF after thousands of hours and need perfect coordination.

  • @TheMruczek said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110397#Comment_4110397

    Judgement is far from the only noobstomper killer we have in the game, and let's be real, this isn't any different from Artist sending crows towards gens.

    I can agree on hex totems being an issue on this killer but if they made this change to help with it, then it doesn't fix anything? You still need to get off the totem and the progress will be reset.

    I think it would be the ultimate casual player stomper thats why isnt allowed, gens would be issue, constantly going in and out, while killer brainlessly spamming attacks, and really most imagined to play her this way

  • I think certain people angry because they wanted to bypass the learning and specializing taking the game into hostage, with getting into middle and spamming beam attacks towards gens and hex totems. There was like dozens of streamer videos where their brilliant idea is to make gen sniper build, and spam button constantly. This was a potential pubstomping no brain playstyle

  • Friendly killers at low mmr will disappear and slugging with 0 hooks will be rewarded on killer side with low mmr to dominate.

    I also dislike this old system where you had to farm points to be considered good, as accomplishing your objective was considered bad, this was worst for survivor, did gens fast and escaped, negative mmr. For killer this will be good though

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110042#Comment_4110042

    Anything resembling something useful will get the usual channels proclaiming the end of DBD and it will be nerfed into irrelevance on release or in the first bug patch after release.

    Streamers also can destroy any build they dislike.

    They just make series this is op. Done.

    But they are fine having blight having 1000+ wins in row or with Nurse or with Hillbilly.

    But oh something else must be deleted

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109939#Comment_4109939

    I don't think that solves the issue with Jason though, or Artist, or Knight guards, or Nemesis zombies, etc (although the last one isn't as problematic as it's just RNG and the killer themselves don't have any power over it). They could also make it so Jason can't se survivors cleansing totems in OE, and Artist crows don't affect survivors on totems, etc, but how many killers would you have to change for that? Personally I think the solution in the OP works pretty well across the board, and doesn't really nerf Hex builds in any way except for on killers who can heavily defend totems from across the map, and in fact would buff the average killer's use of them if cleansing was made a bit longer by guaranteeing more time survivors have to spend off gens. The rate of regression could always be changed from what I made as an example, but even in my example you're much more likely to get kicked off at something like 60% rather than 99.99%, and it would only take 21 seconds to completely regress that totem. Even if a survivor hops on within 15 seconds or something, most of the progress is gone anyways. This would also help the one remaining issue with NOED which otherwise is a fine perk, and that's the ability to puppy guard the totem near a hook.

    Hex builds are that good at high mmr still? I though its old news, and thrill nerfs kills any use of them

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109950#Comment_4109950

    That would not really be a fair way to do if for survivors tho if it was only based on chase it would be opposite of what we have now.

    One guy who looped killer all game gaining MMR while 3 others who did gens efficiently get none.

    if anything gens being done and escape through gate should count.

    Solo survivor very eager to get chased and use every resource in first chase, but never touch gens.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109928#Comment_4109928

    I'm really not sure how this is considered taking the game hostage, but either way you're wrong, their change to the Judgement did nothing to actually solve the issue. Hex builds will still be just as strong on the Judgement, the killer just won't get as many free injuries on totems. However, it will still force the survivors off the totem, therefor wiping out all totem progress they just got and forcing them to restart, until 30s later (because of course there will be Thrill of the Hunt) the killer sends another Judgement laser at them and resets their progress again

    Maybe make survivors immune to her beams, while cleansing totems?

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109928#Comment_4109928

    how is killing survivors considered hostage taking? if so, what's the difference between any other killer holding a 3gen? or if it's 5 gens is that not just survivors going afk? what are they doing?

    What I mean here, that survivor players would complain that too hard to face, and you can check yourself lot of streamer idea was to never let survivors cleanse or do gens with constant snipe attack. She would have been the new skull merchant.

    It isnt my issue, its just a casual game and survivor would nerf her to ground based on this.

  • Yeah there is already a talk about slugging being a meta, as in if you never hook and get the least amount of points you get rewarded with low mmr as a killer.

    On other hand survivors will be forced to farm the killer, as doing gens fast will be declared as bad play not enough points, so you will always have chance to turn around a game as a killer.

  • @Arcturus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109924#Comment_4109924

    This would not be deleting Hex builds, especially if totem cleansing was made a few seconds longer. On the average killer, it would in fact buff them with that increase in time, as the average killer probably won't interrupt totem cleansing that often. It would just make it 10 times easier to balance the game without worrying too much about a killer being way too strong with Hex builds

    Again, streamers already said they would do nothing but long range snipes to keep game hostage with hexes or gens, this was a forced change regardless of hexes, it would be never acceptable to keep gens hostage with constant long range snipping, many people said this will be problem, so bhvr just stopped the issue with the change

  • This will mean that as a killer you will be rewarded with low mmr, if you slug survivors without hooking so slug builds getting huge buff, since hooks and match points will make your mmr high, and killing wont matter as much as anymore.

    On other hand this further nerf the survivors as if you did few hook saves or did a gen, with few chases, but you died you still be pushed up to face the highest tier killers like nurse blight hillbilly, who can still afford to play for hooks, this will mean that you wont ever escape for most part.

  • I dont think that Hex builds worth deleting for just because people want to abuse the new killer for sniping, if not for hex build it would have been used to snipe gens. So the nerfs for her right thing to do.

  • @ninjabsbx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109765#Comment_4109765

    And the worst part is that they did the same thing with Nurse's calling and they are reverting it back to what it used to be pre nerf

    So are these changes will be applied when comes out the next chapter ?

    This is quite big nerf on Jason

  • @ninjabsbx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109759#Comment_4109759

    No they patched that as a bugfix (Even though its obviously a nerf)

    Feels bad then, its a nerf

  • @Rokku_Rorru said:

    So I don't understand why Lightborn is okay if it's literally the same reason as to why Vigil has been nerfed.

    I think this is the one time I'm really upset with this change, I do agree it shouldnt affect killer powers, but there was a better way to deal with its nerf. Now it's only good for exhaustion users and not supportive players who were using it to help people with exposed etc.

    Are we going to have any kind of perk tailored to this kind of playstyle? A boon maybe? I've used vigil to help others with Botany etc since it's introduction. I just don't understand the double standards, I never will, it's always moving goalposts. Could we just not bugfix what was wrong with it thats not intended????

    You're doing a great job at making more and more survivors not want to play the game, it's like everyone who used to like old Dead Hard, you've went after sprint burst.

    Lithe etc is next, mark my words, I'm so tired of this.

    I also predict lithe will be nerfed within a year or so. Simply because most will use it and deemed as problematic, eventually any useful survivor perk getting the chop. Though same for killers however they have power, survivor just skins and perks

  • @ninjabsbx said:

    So after watching the new dev stream and witnessing the changes made to Judgment I just have to ask: Why? Judgment is already a hard killer to play so why make her harder? The beam changes make going for long range shots as judgment harder and it just doesnt feel necessary. This reminds me a lot of the recent nerfs to Jason's power like sauna rock being nerfed, no longer detecting survivors hiding in lockers and making his movement speed while holding spike harder. Like these changes for both killers I mentioned arent Skull Merchant levels of bad (Where the killer completely died), but it just feels unnecessary and unjustified as avoiding the beam at long range was already easy for survivor. Heresy's mark basekit is good though, I just think you should have reworked the addon.

    Are you sure?

    I recall jason still seeing players in lockers as a red mist

  • @Your_Dad_Playing_DbD said:

    Getting matched with brand new players or teammates that are just bad at the game, no matter your own personal skill level, is nothing new. That’s been happening for years because the matchmaking system does not work.

    But back then game was more survivor sided so you could do things that is now impossible. So getting bad matchmaking in 2026 dbd system much worse than say in 2020 was

  • Might as well remove the perk

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