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RainehDaze

RainehDaze

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RainehDaze
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  • Honestly, probably something like "here's a bunch of iri shards" (or maybe a new currency type that can't get cosmetics and killers), and fixing the whole shrine of secrets mess to not be 'hope something good comes in on rotation.

    Just so people don't have to play the game for fifty hours to get a reasonable perk assortment.

  • @Gamall said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342613#Comment_3342613

    Ok it will virtually do nothing so just get rid of it so it's all the same isn't it?

    Fixing it would probably require fixing his other collision bugs because they're all interlinked, which I presume is proving difficult.

    And all the maps are getting increasingly lubed, by all appearances.

  • @XLuka8001 said:

    Apparently it is what killed pop and what will kill eruption. When i first returned to this game i didn't understand why people were saying pop was useless now just because it does 5% less damage but apparently it is much worse than that. So can someone please explain to me exactly what the difference between "current" gen progress and "total gen progress" is?

    Total progress is how much it is of the TOTAL 90s a gen needs. So, 25% of total progress would be 22s more gen time needed.

    Current progress is how much it is of the CURRENT time spent on a gen. So if the gen is nearly completed, that 25% would be nearly as good. But if the gen is only half completed, then it's only 11s more time needed on the gen, and if it was a quarter completed, it's only 5s more.

    It makes the effect worse and worse the less completed the gen is. The problem being, obviously, that nearly-complete gens tend to finish before the Killer can get to them. At least Pop still does a big chunk. Eruption's going to do things like 5s if the gen's half complete. Picking someone up under hook and hooking them is 5s.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342766#Comment_3342766

    So, do you want PR nerfed? Is that what you are saying? I assume it is.

    Also, when did BBQ get nerfed? Its literally the same perk it always was, its still in thee top 10 most used killer perks, its good wit many killers.

    The survivor version, WGLF got a buff and now nobody uses it since its so niche and hard get use out of the effects

    The issue with PR is the opposite direction, they've nerfed all the other regression perks and it's the only one a lot of Killers can actually get consistent value out of (plus it's not on a licensed Killer, that helps). And this is despite being a perk you can fail to use all game because of hook spawns--if the main regression perk is one that's dependent on favourable map RNG, you can see there's something up with the rest.

    BBQ was nerfed in the big meta shakeup. Taking away its BP bonus was definitely a nerf, even if it didn't make it worse at finding people.

  • Entity block, decrease duration, go from there. Small steps, not sledgehammer everything and hope the resulting outcome is balanced ex nihilo.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342587#Comment_3342587

    I don't think pickrate should matter in balancing a perk.

    PR is the most popular killer perk and i dont think it should get nerfed.

    But, while i personally don't think DH is a problem, i also don't care at this point if they nerf it or rework it or whatever, but i really want them to keep the spirit of the perk intact in whatever they decide to do

    BHVR does, though.

    Also, if one perk is clearly picked way more than the others, it means there's an issue somewhere. Sometimes, that's literally just because it's comfortable--look at old BBQ. That's not why DH is run so much, though.

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342644#Comment_3342644

    It's not the waiting, we agree on that point then. Killers will wait while camping or proxying. They'll wait out DMS or Repressed Alliance to kick gens in this meta. They'll still wait out BT. The differences are because it's a known factor, and *it's their choice to do it*.

    You're so close to the right idea. It isn't a choice because it's the outplaying that is the real issue. You're having to play around a human player which makes the result uncertain. The only factor here is that you want to take a health state from the survivor, but the other player might actually be able to do something about it. The waiting/hesitation is simply a by-product because what you want to do isn't guaranteed.

    That's why it really doesn't matter if Dead Hard gets deleted completely, people will just move to complaining about 99% Sprint Burst. You'll still be able to time a sprint burst to avoid a hit and gain distance, and it'll make people as angry as Dead Hard does now. Because it'll still be an unknown factor that you have to take into account when playing. It's just that Dead Hard is currently the better choice for most people.

    No, it's guaranteed, that's kind of the point. There's a wait that serves the sole purpose of "only an M1 at point blank can't be reacted to without cheats", and having to do it every chase is antithetical to the design of Killer powers and basic mechanics. That's why there's lunges. That's why powers that hit beyond point blank exist. That's why there are instadown powers, but if someone doesn't heal they get pulled into it too.

    But this one perk has a stranglehold on how chases must be played out because it's so common. Every game. Even if nobody has it. People getting value, no matter how small, from a perk they don't have, because the only counterplay is "do nothing".

    The same counterplay Eruption had, which was exactly the reason it got so much complaining. Eruption makes you wait 25s doing nothing in one big go, DH makes you wait 25s doing nothing spread out over the entire match if multiple people choose to bring it†

    † Closing the gap from lunge range to M1 range is about 5m, and that's about 8s at 4.6m/s. Bloodlust speeds it up, but gets cancelled out by waiting for the actual animation after that and seeing if it happens. Waiting out 3 DH in one match = 1 Eruption. And like Eruption, it can happen again and again.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341472#Comment_3341472

    Yes sure. So long as killer is playable survivor does not need to be. Cool. Then wonder why people only genrush or leave the game. What a surprise

    Given the planned addition of visual cues for terror radius as an accessibility option (and it's much easier for most people to follow visual cues and detect minor changes, so I expect lots of people are going to run it for the advantage), it's not like it won't cut the other way, either.

    The game should be playable for as many people as possible without outright hampering them because of artificial constraints.

  • Is it viable to play nice, with only things like aura reading and chase perks?

    Eh... half and half. You're kind of reliant on things snowballing completely out of control, and that really depends on the Killer and how ridiculously altruistic the Survivors are being. There's a couple of Killers that add built-in slowdown to their kit, too (Pinhead and Pig, most obviously).

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342552#Comment_3342552

    Killers have had literally zero problem sniffing survivors while counting to 10 (or 12) to wait out BT off hook for years.

    I don't for a second buy that it's the 'waiting'.

    It's the fact that survivors can react and potentially outplay the killer that makes people angry.

    No, it's definitely the waiting. Every time, until you're sure they don't have it. And that this complete lack of doing anything can get enough time to get to some other tile.

    Also, there's a fundamental difference at play: waiting to see if someone has DH isn't a choice. Every game. Almost every chase (it's not like 3 and 4-DH lobbies are uncommon). Don't lunge, don't use your power, don't do anything, because you have to play around this perk. Did the Killer do anything to force this wait upon themselves? Nope, they're not opting to tunnel off hook. But got to do this stupid wait against someone who's possibly already lost the chase, just to check.

    It's dumb.

    If you really can't wrap your head around the idea, try finding something you do constantly in your life and putting an unnecessary ten seconds of just waiting for nothing to happen. It'll get annoying, fast.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342561#Comment_3342561

    I mean DH is part of the small but almost mandatory category of exhaustion perks.

    And Survivors only have 3 good ones so no wonder DH has a huge pickrate

    And yet, the usage of DH is about the same as the usage of the other good ones and Balanced Landing combined. It's likely only not higher because too many people faff about with Head-On and there's enough people who refuse to use it on principle.

    If it had the same apparent usage as lithe (so, if, say, smash hit and head on cannibalised its usage somehow), then it wouldn't be the gameplay problem it is, because you'd only get one or two people using it every couple of games, not one person every game, and suddenly we wouldn't have the gameplay-distorting 'Killers have to try and bait it out if it's not there just in case' mess.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342473#Comment_3342473

    They also nerfed COH, DH and calm spirit. Yes, DH and COH are still top tier survivor perks, but you also have current top tier killer perks on your list.

    Bhvr is not survivor sided and if people stopped making this ridiculous assumptions maybe they can not destroy eruption before live.

    I bet most survivors would be ok with the perk keeping the flat 10% of regression, yes survivors complained about eruption, that perk was simply obnoxious, but most people also want the best for both roles and are not trying to sabotage the others.

    Can we pls calm down and stop making weird posts like the predictions of the nerfs to PR, i seriously doubt PR is going to be complained and nerfed. Honestly current PR and jolt are probably the only good slowdown perks that i doubt most survivors would complain, especially after this meta.

    PR is definitely going to be complained about, PR+DMS complaints are going to skyrocket like they did last time that was a dominant meta.

    It's just pattern recognition.

  • @leviivel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342455#Comment_3342455

    Completely aware of that but i still unironically see people complain about it.

    ... yeah? Of course people are complaining if they have to handicap themselves to play the game at all. That's a totally reasonable thing to take issue with.

  • Because DH requires boring and unhealthy play from the Killer. Literally everything about baiting DH out and countering it boils down to "hold W and wait, swing if there's going to be a pallet because it's bad either way and the timing might work out".

    No perk should be encouraging the Killer to sit on the Survivor's butt and not do anything, especially when they don't have the perk, and not use powers even when contact is guaranteed. That's bad gameplay.

    Easy enough to understand?

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342507#Comment_3342507

    “The killer meta” is a bit much. We still have CoB, PR, Deadlock and Overcharge as solid meta options for regression

    Sure they look biased at times but it’s clear their intention isn’t to be biased. Eruption was the most complained about perk at the time and they were already working on a solution

    A dead hard solution might take longer since the perk is fundamentally different than all the other exhaustion perks

    Sure, but it would probably have taken, what, 30s to dredge up something to look more even-handed? I'm sure they've got to be thinking of buffing at least one Killer perk or something.

    My point's that it should be self-evident you're going to seem biased if your news post is "Nice things for one side, punishments for the other" (to paraphrase it), and it's wholly avoidable and just silly.

  • @Saitamfed said:

    So... I have been playing this game from quite a few years and I remember when this perk came out... I remember the "unhook" being added due to preventing the perk of becoming too strong but the perk actually it's not really.

    Think about it, yeah, the effect of self unhook is cool but... you are broken for a big part of the match... and you also need to unhook another person, which sometimes doesn't happen at all...

    So why does not the perk work like this? The perk is active since the start of the trial but everytime you unhook someone, you earn a token, for each token, the broken effect last (random number) 10 seconds less...

    With this, we guarantee the perk to work while giving value to it for playing altruistically... What do you think?

    You're underestimating how strong everyone being able to self-unhook the first time is with co-ordination. Nobody ever needs to get off gens to go rescue, which is a crazy efficiency boost--way more than most actual gen speed boosts are.

    Think about it: if one person's hooked, one's chased, and one's unhooking, that's one on a gen for a little bit. If nobody needs to unhook, that's a 100% efficiency boost for that period of time, and the Killer is denied information or an opportunity to disrupt this attempt.

    I'm pretty sure there's videos showing what happens when a team runs a luck build (something like 96% chance of self unhooking), and it's pretty ridiculous. This would be the same thing, but with only one perk and a full meta loadout otherwise.

  • @Phasmamain said:

    The devs aren’t survivor sided because they have a game that requires both sides to even be played. They quite literally have no reason to cater to either side and no balance changes are made because they prefer 1 side. Changes are made because because some perks are too strong or unhealthy for the game (Like eruption).

    Do these changes miss the mark sometimes? Of course but that’s not bias that’s just human error really. Anyway as for the eruption vs dead hard they said these were only some changes and dead hard very well may be nerfed soon

    What they are is habitually terrible at communication.

    "Here's news: some generic rework stuff, a roadmap and preview of survivor skins, a buff to a Survivor perk, and a nerf to the Killer meta".

    Regardless of whether they're biased or not, they look biased, and it would've taken only a minute to realise that.

  • @leviivel said:

    Eruption is unhealty, DH is still unhealthy, NOED is unfun to go against, so is COH.

    can we just complain equally about our own sides and other sides perks? Yeah, i get dead hard was piece of unfair garbage for 5+ years and still can be. But BHVR is starting to do more perk changes. So there is hope we won’t have stuff like that again.

    Maybe lets all have some peace instead of complaining about WoO and shadowborn of all things.

    You do realise that the Shadowborn complaints are coming largely from the people who want FOV so they can play the role without assigning a perk to it, right?

    Nobody's complained Shadowborn is too strong; it's a complaint that Shadowborn should be in the options menu, not a perk.

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342382#Comment_3342382

    So you want more slugging to happen? I'm sure survivors going to absolutely love being left on the ground with nothing to do other than to bleed out and die from boredom. 10s of aura after downing someone is absolute garbage bc it's gives you info when you don't even need that info. There very few killer who can make use of this information and even then there much better info perks like BBQ, and flood of rage that both encourage killers to hook survivors and give info when you need it the most. New eruption is going to be the wrost regression perk and the wrost info perk in the game.

    What? I was agreeing it's bad aura reading. It's good only if you're in a position to slug (and want to slug), and can get over to the gen within 10s (actually, get over to where the Survivors have run off to after screaming on the gen), and if you kicked the gen first, and if Survivors were now on that gen.

    In other words, it only gives you aura reading if you set it up in an endgame scenario where you can predict which gens people are on anyway, and the aura reading it gives is horribly timed and not useful. And only viable with slugging.

  • @egg_ said:

    Because the ideas the community came up with were utter trash? I'm really glad bhvr doesn't actually listen to them most of the times, especially most people in this forum

    "Block the gen instead of giving incapacitated" wowzr so instead of staring at nothing because of incapacitated we can stare at nothing because the gen is blocked, or do a totem because that's useful. As if we didn't have already DMS and deadlock that block gens long enough

    "Nerf incapacitated but buff the regression" because we totally need more regression, as if we don't have enough synergic slowdowns. I really loved back then getting my gen regressed 40% because of pr+pop. Such a fun mechanic

    The aura reveal isn't even bad. Killers with high mobility and slugging killers can make a really good use of it (plague, oni?)

    Changing it to blocking and then tweaking the numbers from there would be the smart way to go about nerfing things. Incrementally. BHVR appears to approach nerfing with a 'smash face into keyboard until change is made' approach half the time, which doesn't appear to have balance as a goal but just making a different perk.

    The aura reading's not good, because the Killers it would be good on already have options that don't rely on them spending time to kick a gen to maybe get some aura reading later if they're happy to leave a person slugged. It's got a long duration, but there's so many caveats (up to and including 'because the survivor screams, they get to know that they're visible') it's just... mediocre at best.

  • @[Deleted User] said:

    I think people are focusing a bit too much on the effect on solo vs SWF. Yes, that's a factor, but BHVR could have looked at it and decided the values were too much either way. It can be problematic in both regards, which is why they likely didn't add a blocker.

    We also need to keep in mind SWF isn't a blanket term for all SWF when we talk about how Eruption disproportionately affects players. Not all SWFs use comms. Not all SWFs are able to effectively comm Eruption. It's not as easy as players make it out to be. If someone thinks it's easy, they most likely haven't actually tried it. We don't communicate and react at the speed of an internal monologue in real life. The best teams in the world get hit by Eruption.

    It would've been easy to change to a blocker (universal effect) and reduce the timer.

    Not decide to kill the regression part and make it another subpar aura reading perk. Which, hilariously, makes it completely useless for Nemesis if anyone decides to go for the adept after this. How's he going to capitalise on it? Lol.

    BHVR seems to have a developing addiction to fundamental identity reworks that make no sense.

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342167#Comment_3342167

    i wouldnt be surprised if you would have to "collect" from 3 different pallets to make one. instead of just giving you three stacks

    Even that would be great. Being able to restore the best pallets in a match even once is an absurdly strong benefit.

  • @Tarhos_Kovács said:

    The issue with the perk is not that it has a cooldown rather than it just doesn't have much value by default. How about making it that you can sort of "remake" broken pallets with new ones, but it has 60 seconds of cooldown and you only have 2 or 3 tokens per match and you can't gain any. Each pallet can only be remade once no matter who replaces it. Also you get exhausted for 60 seconds and you can't use it while being chased.

    That would be horrifyingly strong. Get a team, all team brings Any Means Necessary, restore a god pallet after every chase when a map has multiple.

    Gens finish even if everyone only does it once and it can happen between chases.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341516#Comment_3341516

    Which is an extremely unintuitive mechanic that isn't explained anywhere and has no good reason to continue existing. There's no point in it, it's just artificial difficulty that doesn't do anything other than frustrate players who don't know how it works. It's not OP, it's just bad design.

    Just make these two changes:

    1. Chains don't interrupt solving the box (the same way it works on exit gates), unless Pinhead summons the chain himself. This means you can still interrupt it if you're close enough to the survivor to chain them manually.
    2. Pinhead no longer breaks his own chains and can walk through them freely.

    The chains not interrupting people would give almost no incentive for people to get it before the chain hunt starts. Grabbed the box late? Eh, it doesn't matter, unless Pinhead's right beside you when you do it, you're fine.

    I agree it could be explained better, but I don't think the change is needed.

  • @Chilli_man2400 said:

    I’m just going to say this

    JUST BECAUSE TWO THINGS ARE PROBLEMATIC DOESN’T AUTOMATICALLY MEAN WE NERF THE OTHER SIDE!!!!!

    DH is problematic yes but that can be fixed you don’t have to nerf both sides every update.

    Stop with this bullshit mentality that we need to nerf that to cause it’s just as bad.

    everyone has turned them into a Us Vs Them riot

    I mean, you kind of do need to nerf both sides at the same time. Maybe not in equal proportion, depending on how far the outliers at any particular time are, but nerfing things that are too strong on only one side (and similarly for buffing things that are too weak, especially if these aren't the same side) is kind of unhealthy.

  • @Eriyn said:

    they need to undo the change to current progress. the perk's problem was applying incapacitated to everyone. hell, they could even rework incapacitated to only affect doing gens, i'm not sure why it makes you stop doing everything else (healing, totems, opening chests, etc.)

    Because the status is normally associated with Victor.

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341541#Comment_3341541

    when did i say it is stronger? i said in another comment they just created a new problem. besides u are saying like if survivors didnt need to do gens ofc u are gonna hit it consistently in the same way u hit it before many times per game because they didnt add a cooldown to the perk to limit the amount of gens u can realitstically kick. so u are gonna see 10 second survivor auras consistently wich ofc ius dumb the only perk taht does allow something similar is bitter murmur but with a difference is JUST ONCE and when all gens are done.... this one does it as many times as u can make it work during the game

    It takes nearly 2s to kick a generator, you know? Not counting time wasted by not chasing, not looking for a Survivor, or doing anything to actually kill someone.

    10s of unreliably triggering aura reading that requires wasting time to set up and requires you to leave someone on the ground rather than hooking them is bad. So what if it's long? It even lets the Survivor handily know "hey, I can see you!" by having a scream.

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341517#Comment_3341517

    i know that dumb perk exists reason why i dont get why eruption "was nerfed" this way... 10 seconds make the thing even way worse than blood of rage ever was.

    Having to take 5s to kick a gen people might be touching but probably won't be and will only tell you that people aren't nearby makes this one practically unusable.

    seriously, are you claiming that a crappy, unreliable, badly-timed aura reading is a buff? Are you joking?

  • You do realise that moris also have a (rather minor nowadays) function in not needing to drag you off to a hook?

  • @healsoflove718 said:

    Is way too OP! You can't solve it because of chains once it's triggered! Please fix this somehow so that it can be solved by whoever picks it up without being bombarded with chains.

    In solo queue, survivors either don't know that you have to solve the puzzle, refuse to do it since the killer camps it, tunnels whoever has it, or by the time you get to it, the chains are already spawned then you can't solve it because of the constant chains!

    Please fix or modify it somehow, thanks!

    It's an automatically lose for survivors because of that box!

    The chains are spawned in waves of three. Dodge those three and you have enough time to solve the box and won't be interrupted.

    There's nothing that needs fixing.

  • Wow, 10s of aura reading at the least useful time for it, on a perk that tells you where people are even without auras, that takes time to set up, and with the highest probability of visibility being blocked by gen auras

    And someone's already moaning about it.

    The only Killers that could benefit from this (Blight and Nurse going for slugging everyone) DON'T HAVE TIME TO KICK GENS YOU MIGHT POSSIBLY WORK ON. <_>

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341285#Comment_3341285

    Hopefully they finally deal with perks like prove/hyperfocus and addons like bnps next

    No good regression perks vs no good gen speed perks is way better for survivors. All the regression that's left, outside of being in a position to completely snowball PGtW and keep whacking the same nearly-finished gen, is PR. That's 15%. That buys you 13.5s.

    Remember that the mere action of hooking someone is 1.5s.

    It's only really viable because of DMS giving you time to do something.

    13s to get from a possibly-out-of-the-way hook to a gen is barely enough time for downing someone even with instadowns.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341048#Comment_3341048

    Yes. But you forgot a lot of crucial other information. Like the game was designed for shack to have 2 winodows, many more pallets, only slow and fast vaults (all mid-vaults were fast-vaults), no bloodlust, permanent hook sabotages, trapper traps could be permanently sabotaged, bigger darker maps, infinite vaulting single window, infinite loops etc.

    The times changes. Killers were tremendously buffed compared to what the game provided at the very beginning of it's life. Be happy about it. Survivors were very much OP back then - even much more then killers are right now (61% kill rate in higher MMR).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341037#Comment_3341037

    of course I want those techs to stay in the game. It's the only chance survivors have. Maybe I have to repeat myself, but 61% kill rate. And you want to take away some remaining things survivors can do.

    If 'something' one side can do comes at the expense of the other side even being playable to many people, then it's not a real loss. Especially when the exact thing you're talking about is really, really minor compared to every other technical skill or piece of game knowledge, no matter how much you want to exaggerate it.

  • Trying to deafen you with chase music is a balance decision, so we're never getting that.

  • @Laurie268 said:

    Good, bad killers won’t get carried by this 1 single perk anymore. I wish BHVR would focus more on aura perks and less on regression perks to promote more chases which are the most fun part of the game. Gen speedup perks/items would need changes too

    Killers don't have any shortage of aura perks (although some of them just have ridiculously long cooldowns for their utility--I'm All Ears, for instance).

    What this has done is create an aura perk that gives you information you already knew (someone is on a gen you kicked, because the scream told you that), and most killers can't make any use of (wow, 6s of knowing someone's on that gen I already knew they were on, but I just downed someone so I should do something about that).

    There's only like one regression perk that hasn't been kneecapped (and even PR took SOME hit) in the last nine months, and gens are only getting done faster and more efficiently due to other changes, even without speedup perks or items.

  • @Omans said:

    Eruption created arguably the least fun meta the game has ever seen. In no way was the meta 'varied' as you said. It was easily in the top 5 of OP perks ever made.

    It being absolutely destroyed like this is not a big deal. In fact, it is a shame it took so long to nerf it. It ruined countless games while being active from when it was buffed until now.

    There are hundreds of perks in the game. You'll get over it. You never used it before, and you'll be completely fine never using it again (undoubtedly changing all your loadouts to have the next best perk).

    And you are completely wrong about Pain Resonance. There will be no outcry for it to be nerfed because it feels fair to use and is not completely busted like Eruption. Or, if there is the occasional post about it, it will be like Windows of Opporunity posts (the people who complain about it are complete noobs).

    So yeah, did they nerf it too hard? Yeah. Is it a big deal? Not even a little bit.

    Completely unsurprising topic from this poster, though.

    No, no, there'll be complaints. If you don't think there's going to be complaints, you haven't seen this forum. There were complaints about PR before, there'll be complaints about PR again, even though PR could always be countered even in its initial form by just watching the auras and letting go when the hooking started.

  • @Sonzaishinai said:

    Ouch, i hated eruption but they pretty much gutted it.

    To be fair though

    I think overall changing most if not all generator damaging effects to current progress instead of total would be a good change

    IF and only IF the survivor gen speed perks/items get hit too.

    One of the hardest things to balance in this game is the huge variety in how fast a gen can go. Making it more streamlined will make things waay easier to balance in the future

    I think targeting current progress only works if a Killer can control what they use it on and when it goes off (see: Pop), and even then, the cap shouldn't be set so that at 50% progress you lose... less than 5s.

    That's the problem with current progress. This proposed number, 10% of current progress, means if it goes off when a gen is half complete, it takes off as much time as some Killer animations.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341068#Comment_3341068

    The only toxicity in DbD you face is some one bming in game and maybe throwing in an "ez ur bad"

    From my roughly 10 hours of experience in LoL and over 500 in CSGO, Ive been told to off myself and so many more vile things than my over 5k hours in DbD.

    DbD really aint that bad. But I dont really count generic ingame BM as toxic.

    I think I've run into that here. I feel like the main limiting factor is just how many people are playing on things that don't allow cross-communication, and the scale of games.

    When you go through four people in ten minutes and 2/3 of them can't communicate with you rather than a lobby of like 20 people that won't shut up, the amount of terrible behaviour is going to be lower, but the incidence of it still seems absurdly disproportionate. Especially the ones that are just there to be pricks.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340985#Comment_3340985

    precisely. why would they give you a hex perk effect in a normal perk?

    By making its duration and circumstances narrower. Such as "whilst in chase".

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364054/why-so-many-killers-are-complaining-about-woo-and-what-the-actual-issue-is

    Honestly is one of the most fair and well designed perks in the game. Yes gives a lot of information, but its all in the player's ability to use it, but if you are already familiar with the maps RNG and are in the SWF where they call out dropped pallets it becomes less usefull.

    I don't understand the hate some killers have for it. Would you prefer a 4 man SWF that knows the map RNG and now have 4 extra perk slots for Adren, prove, COH, OTR and other perks that actually have direct impact?

    But the difference isn't between 4-man SWF and WoO, it's between solos with WoO and solos without WoO. And SWF who're not communicating every last dropped pallet in the map.

    Mostly, it just exposes the blatantly absurd map RNG that exists, and how even midway through the match, so many maps can still have enough resources that they can be endlessly chained together without issue. And since a lot of Killers have way less influence over where the chase is headed, if the Survivor can tell exactly where to go...

  • @CBT137 said:

    old gen consoles trying to render all that fog

    youch.

    Depends how the fog is implemented. If it cuts the draw distance sharply enough (i.e. beyond where you'd be actually expected to see through it), it might actually help by not rendering all the grass.

  • Third Seal is tied to a hex.

    Zanshin Tactics showing you nearby vaults and pallets and applying Blindness to an injured survivor you're in chase with (or a survivor, etc.) and for a few seconds after would be... well, it wouldn't be great, it's mostly just a negation of WoO, but it's at least something.

  • @FridayNightPizza said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340971#Comment_3340971

    It's because not letting survivors hide by crouching on the killers feet would be considered too much of a buff.

    something something windows amazing tech something something significant

    I dunno, apparently Killers' lack of vision is meant to come with perpetual stupidity, too.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339936#Comment_3339936

    Not saying DH is 'fine' per se, but you're leaving out some pretty relevant points.

    Dead hard is currently the only exhaustion perk that is completely disabled while in deep wound, a status that is clearly visible to the killer and can be triggered by base kit mechanics, among other things. Hitting someone off hook means they can't use dead hard, where they could, for example, still smash hit or lithe away later in that chase.

    The perk is only active for .5 seconds, a window that is highly subject to latency, and not even your latency. The perk is soft countered by VPN or just crappy connections that aren't even visible on the Escape screen that displays your own ping. The only other perks in the list that even come close to requiring this kind of timing are smash hit or possibly head on.

    Every other perk you listed, with the exceptions of overcome and smash hit, can be activated early or at a safe distance from the killer and still gain full value. You don't need to wait until the killer is within lunge rage for Sprint burst or lithe to gain distance, for example. You completely waste dead hard if you press e when the killer is heading toward you but not near you, but you are getting full Sprint burst value if you use it at that time.

    And, just for comparison's sake, dead hard has the same flaw that overcome does: if you are insta downed from healthy in one hit, the perk doesn't come into play at all.

    That last flaw is something that DH then counters when Survivors stop healing.

  • No. No making luck better.

    It's a one-sided mechanic as it is, no need to give Survivors even better random chances without any effort.

  • @G_Hunters said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340822#Comment_3340822

    Just remembered that the topic title says "original vampire",so my bad for mentioning a collaboration.

    But the Dracula from Castlevania would fit your description so well.

    Imagine a mori from him where the developers manage to make him say (with the voice actor from symphony of the night or a similar one) "what is a man,if not a miserable pile of secrets!".

    I want to see if they can do a female Killer that has a face and hasn't been mutilated or horribly disfigured in some way. It seems to be an impossible challenge for them. There ain't many on the male side, but at least Deathslinger and Clown got away with "just old and ugly, respectively" xD

  • @G_Hunters said:

    A collaboration with the castlevania franchise would be so great and kinda fitting to dbd.

    Dracula as a killer and one (or other characters too) of the Belmont as survivor.

    The developers could take inspiration from so much material (all the great old games),imagine all the cool stuff that would come out,the art,the music etc,just like what happened with attack on titans but much bigger.

    Konami, not do pachinko? Impossible!

    Honestly, though, I wouldn't mind a vampire if they avoided the Nosferatu thing. We need someone aside from Trickster (and Wesker, but he's licensed) that can actually get nice skins once in a while. "It looks just like us!" is also a horror theme, after all.

    (I guess there's also Legion, but there you're hampered by the whole 'it's four people and we need to hide the face' thing)

  • 100% odds that they go for a Nosferatu lookalike if they do.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340495#Comment_3340495

    What is the furin doing now? I read the patch notes, but it didn't make much sense.

    It used to provide defacto slowdown because most survivors would get off the gens too often. It also messed up Lethal Pursuer for the same reason.

    Furin used to cause you to not hear the directional phasing sound if Spirit started phasing and you were outside her Terror Radius for any reason--maybe you were Oblivious, maybe she had Monitor and Abuse, maybe she was just far away etc.

    Now, you hear the directional phasing sound as soon as she comes within audio range. Which means all Furin does is tell people that she's far away from them.

  • @legacycolt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340495#Comment_3340495

    It’s not only my opinion. It’s the opinion of the majority of people too lol

    Citation needed.

    Spirit with MDR+DCB? Maybe. Anything else? Wesker's far better rounded.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340208#Comment_3340208

    Doesn't really matter - it's still a wiki, the large majority has still been sourced via datamining and not provided to from bhvr itself. There has been cases where the perk effects were still wrong, that is why I said that in the first place.

    edit - also all I’m even tryin to say is don’t look at the wiki blindly as fact and only as reference. You should be doing that with, say, Wikipedia too.

    https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki:Disclaimer

    Though this wiki is officially endorsed and linked to by Behaviour Interactive, it should be duly noted that it is not formally affiliated to the latter and is not run by its employees, but rather by a group of Community volunteers.

    Despite the vast majority of the information presented hereon being accurate and up-to-date, note that this wiki is open and can be freely edited by anyone, and that as such not every piece of content it entails will have been reviewed by Fandom Inc., Behaviour Interactive or an administrator. As a result, none of the aforementioned entities can guarantee that figures exhibited on this website are always valid and of sufficient quality, for all articles run the risk of being inadequately changed or vandalised. For all intents and purposes, instances of the occurrences mentioned above should be reported to a Wiki Guardian in case the user does not possess the means to deal with them themselves.

    As I said, generally.

    And it's pretty surprising to me if people don't check perk stacking and update it as soon as a patch drops.

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