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Reinami

Reinami

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Reinami
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  • @HexHuntressThighs said:

    With the introduction of the 2v8 game mode and the presence of near constant aura reads, the devs created the mechanic that pops up showing that your aura has been read. If I had to guess, Distortion will no longer hide your aura but rather let you know that your aura has been read and for how long, possibly having even more tokens or maybe no tokens at all since it doesn't block the aura read.

    I think that this might be even stronger for the perk as you know the killer can see you and wont get caught by any long range shots at all and can actively mislead the killer by faking a direction and then changing directions after the aura read runs out.

    I suspect it will be changed to instead by blocking a # of instances of aura reading, that it will block some duration of aura reading. I.E. it blocks 10 seconds of aura reading, instead of 3 instances. That way if they have short aura reading they don't quickly burn through it, but also if they have long aura reading perks it won't totally counter them.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773412#Comment_3773412

    So it's either really excessive aura reading or total item blockade + 60+ seconds slowdown. Totes fair.

    Franklin's by itself causes an item blockade, but yeah, you spend 60 seconds total to eliminate 2 of the killer's perks. Now imagine instead of those 2 perks they ran 2 slowdown perks instead like:

    • Deadlock (80 seconds of gen time)
    • Pain Resonance (72 seconds of gen time)
    • Grim embrace (70 seconds of blocking ALL gens)

    Would you rather they run 4 of those perks instead?

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773379#Comment_3773379

    You’re assuming we’re always going to have cons with every survivor to tell us where the item dropped. Even when you are the one who dropped it, if you’re in chase due to franklins, going back to it isn’t always that easy.

    You seem to think every lobby is a coordinated SWF on come and it isn’t. Solo Q exists

    Its not coms, its simple.

    You bring an item and you get hit, what do you see? Well you see that you dropped your item, and you get a speed boost. The range on weave is 12 meters. During that speed boost and killer wipe animation, how far do you get? You get 14.4 meters away. So now you are out of range of weave.

    Now what happens? You get chased, maybe downed, maybe the killer breaks off. Now what? Well, when it is safe, you run back over to your item, which was probably nearby a gen at least a few short 5-10 seconds away from one. You pick up the item, you run to an edge of the map, you press R, and then you run to that nearby gen. Each survivor does this, and now the killer has 2 perk slots and you spent maybe an extra 10-15 seconds of your time doing it.

    Now, what if your teammates are bad and aren't doing this? Well, that is fine too, because weave TELLS YOU when it is in play due to the oblivious status effect. It should be pretty obvious when you randomly get it, because no other thing causes oblivious like that. So now you know that within 12 meters of you (and you know the rough direction) there is an item. Again 12 meters is the distance of 2 lunges, that is extremely short. It should take you maybe 5 seconds to find the item, you walk up to it, pick it up, run to an edge, press R.

    Same thing.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773379#Comment_3773379

    Yeah, because any perk that is stronger than slowdowns is usually busted.

    its not stronger though. Its different, and has a very easy counter. I think you really overestimate how big 12 meters is. Go into a match as trapper, now lunge twice, that is 12 meters.

    Try the combo in a few matches, and see how weak it actually is.

    Let me explain this better,

    I have 4k hours, and i do not use weave and franklins? Why? Because its just not that good of a combo against the types of teams i regularly face, because they quickly counter it, and now i have 2 perks. Better to bring the best tracking perk in the game, nowhere to hide which can be done with a single perk slot.

  • @MaddieMage said:

    Exactly. Everyone acts like weave franklins is so easy to counter. “Just move the item to a corner!” Okay so we are supposed to run around the map looking for dropped items as if it’s super easy when the area of affect is a radius and there’s no aura on the item? Do you know how many times I’ve run around inside of the weave area looking for the item and couldn’t find it? Meanwhile the killer sees me the entire time. And if you’re on a map with multiple levels it works thru that, so you’re looking for an item that may not even be on the same floor. If you are lucky enough to find the needle in the haystack, you pick it up you’re not only oblivious, but the killer sees you and now you can’t hear them coming. All of this means you’re also not on gens. Thats a high priced “counter” that usually costs you the match, going on item scavenger hunt.

    Also the “just don’t bring an item!” thing is disingenuous because you’re handicapping yourself going into the match without bringing something to help. Not bringing items is like the killer not bringing their add-ons. You can do it but you’re going into the match at a deficit.

    That’s not a reasonable counter whatsoever.

    The counter IS easy though, the perk tells you exactly when it is in effect. The survivor that dropped the item should know where it is because they got hit and dropped the item. It takes maybe 15 seconds to move the item to a corner and drop it, and then what happens? Now the killer has 2 perks instead of 4.

    Would you rather they run 4 slowdowns instead? Because quite literally every single time some new perk combo comes out for killers, survivors complain until it disappears, and guess what? Back to 4 slowdowns it is, because every other killer perk is basically worthless.

  • @Memesis said:

    I really hope we're not getting an incoming slug meta. That ptb was horrible, with or without basekit unbreakable.

    What i'd really like to see is the yellow mori basekit, but only working if there is one survivor left, which would hopefully discourage slugging the last two survivors.

    And, give base-kit unbreakable when there are two survivors left to further discourage slugging for the 4k.

    Forcing a hatch or mori only would be the more exciting ending of a killer-won match, and certainly be more fun than a slug fest.

    I suspect the plan is that yellow mori becomes basekit. That is the simplest change they can make, and allows moris to become more of a thing as people usually bring BP offerings. After doing that, they can start selling mori animations as a cosmetic.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773039#Comment_3773039

    Yeah, you're right. There isnt any point in this discussion. Welcome to the internet my friend, a place where people can say whatever they want without feeling obliged to prove anything to anyone, especially if they dont know who they are and never will.

    Why should I feel the need to prove something to you, someone I dont know and never will, in a video game? You can believe what you want, and nothing is going to change in my life. Some people believe the earth is flat, so what? I dont care about them, and I'm not going to waste my time trying to explain to them that they are completely wrong.

    Again, take it as you will. Our lives will stay the same whether you think I’m telling the truth or not. Have a good day.

    At this point i am no longer having a discussion with you about this topic. Please refrain from tagging me in this post again, i really hate using the ignore feature as i don't want to be blocking people for things, but unfortunately its the only way to avoid the notifications from it. So if you want to bow out of this, that is totally fine and i respect that, but please refrain from tagging me anymore.

    Hope you have a good day as well.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773033#Comment_3773033

    What do I win if I prove it?

    Give me 100 dollars and I will do it

    Otherwise whats the point?

    I already said what i said, if you aren't willing to prove it, then there really isn't any point continuing the conversation.

    What i'm asking from you is not some extremely difficult thing, its literally to just play a game with freddy, which, presumably you must do quite a bit given you said "i play freddy and am pretty good at it" and pressing a record button. Then going to youtube and dragging and dropping the video into a window, then copy pasting the link. All of this should amount to probably 5 minutes of work tops.

    If you aren't willing to prove your claims with 5 minutes of work, then there really isn't any point discussing them.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773029#Comment_3773029

    Just play an m1 killer until you are good at it, its not rocket science

    People need to be good with only using m1 first and then start practicing various killer's powers. Freddy is no difference to Trapper, Wraith, Onryo, etc

    I don't need to record any of my games, theres plenty of beginners tutorial on youtube already

    Riiight.

    So i'm gonna say if you aren't willing to provide proof that you aren't telling the truth.

    Basically, this situation is a win/win/win.

    Either:

    A) you are telling the truth and are really good, and the entire community could learn something, because it is widely accepted that freddy is one of the worst killers. So perhaps we are all doing something wrong, and that you could have something to offer for everyone to improve.

    B) You are lying, in which case a video will prove that, and a lack of video will also prove that.

    C) You are underestimating your skill level, in which case a video will prove if that is the case.

    I personally think it is probably C, because i don't believe you are lying, as that would be ridiculous. But after 4000+ hours, i know that freddy is garbage.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772737#Comment_3772737

    I play Freddy and I am pretty good at it

    Its all about skill issue

    Remember, a perkless trapper can destroy a full 4-men SWF

    Excellent, i would love to learn from your freddy and see what it is that you are doing. Perhaps the entire community could learn what it is we are doing wrong as freddy and everyone could improve.

    Could you record a match or 2 of you playing and show us what it is that you are doing, your builds and your strategies? I think we would all benefit from learning.

    You can use OBS, a free software that streamers often use to stream on twitch, but you are able to have it just record a local video that you can upload for free on youtube. No need to do any complicated editing, just record a match or 2 and upload it directly to youtube for everyone to learn from.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772710#Comment_3772710

    I misunderstood the question. I mentioned Freddy as an example of a killer who underwent a complete rework of their powers. I didnt mean to compare SM to any iteration of Freddy. Im just stating that SM can or should get a rework because it has happened before

    And no, theres no such a thing as twitter tantrum. If you like to play as her or against her, fine, good for you, but it doesnt mean everybody else should be like you.

    And look where freddy is now? He is one of the worst killers in the game and has been in this sad state for years.

    This is literally what i said they would do to her, make her completely useless so that nobody plays her and they can rework her in a few years.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772682#Comment_3772682

    if they remove hits through walls, unknown instantly loses a third of his skill ceiling.

    he doesnt need any tweaks except half of blurred photo basekit

    Nowhere in anything i said do i endorse or think these are good changes. I am merely predicting what the devs will do.

  • @Akeeno said:

    i cant believe they're going through with the nerf. im not trying to be a negative nancy but almost every perk that isnt involved with generators, such as stbfl, ultimate weapon, weave attunement, are being complained about, so they get nerfed, they're no longer worth using, and just stick with gen regression.

    it sucks cause then there isn't any good perk variety. then until the next set of perks that look decent get used, the cycle starts all over again, complaints about the perk, then a perk nerf.

    is this the path the developers would like for the game?

    All it shows is that they balance the game around the average level player.

    So when is nurse getting her massive buffs she needs to compete with top tier killers like.. checks notes.. freddy

  • They've done that twice now. What would you do instead?

  • @Rudjohns said:

    Skull Merchant needs the hinder and haste to be completely removed

    Step sounds a bit louder

    A way to remove scan tracks

    And she would still be the most boring killer to verse

    She needs a completely rework

    So what exactly is her power then, if she drops a drone at a loop, what stops a survivor from just taking the injure and staying at the loop? At that point she is just a worse legion who has to work even harder for her first hit.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/CLS23B21MMGR/image.png

    Skull Merchant

    • 100% it will be nerf. Calling it right now, they will remove/nerf some of her effects and probably nerf her drones as well.
    • I bet they will overnerf her just to make people who hate this killer to hopefully decrease the leave rate againts her and kill rate.
    • If they remove/big nerf the Hindred effect (only meaningfull thing in chase againts injured people excluding tiny haste), her chase power is pretty much Legion but worse with set up.
    • I am not looking forward to this since I enjoy SM on both sides and I know they will overkill her.
    • They are probably just planning to rework her next year (as of last AMA reddit) so they just want to trow her to trash bin for a year before rework.

    The Unknown

    • Is truely… unknown hah!
    • Well I think it would be nice if he got some small buff(s) but he is mostly fine. Please do NOT nerf him tho in any shape, way or form.

    Hillbillly

    • For sure nerf as well, which I am okay with IF its small.
    • Like increased missed cooldown a tiny bit or make it bit longer to generate heat.
    • He is great and powerfull so don't evernerf him please.

    Plague

    • I have no idea why she is there besides maybe like 1-2 OP add-ons.
    • She is one of the most balanced and strong killer atm.
    • Please don't nerf her base kit.

    Cenobite

    • This could be interesting, I think if they make his chase power more consistent and rewarding, it would be great change.
    • Again, no nerf please, maybe except some add-on (like the Mending one to bypass BT effect).
    • Skull merchant will be a complete nerf, at this point their plan is to just kill her as a viable killer completely so people just stop playing, until they can rework her in a few years.
    • Unknown is probably a couple of QOL tweaks. I'd guess making the teleport addon half of what it is and making it half basekit so it feels less bad to play without the teleport speed. Perhaps making it so if you hit someone directly with a blob it will count as a hit even if the explosion misses them, coupled with a nerf to make it not go through walls but bounce off walls better.
    • Hillbilly will be a slight nerf to cooldown, and perhaps heat generation as you mentioned.
    • Plague is going to be a moderate rework where they remove the broken status effect from the plague, but make it hindered, or gen slowdown or something like that instead. Coupled with weakening her corrupt purge in some way, perhaps duration, or range, or movement speed etc. That way the plague is stronger if survivors don't cleanse. On the flip side it will heavily nerf the undetectable type builds with her where you come out nowhere to instadown them because they refuse to cleanse.
      • In short, survivors will WANT to cleanse now. Because she's a heavy knowledge check that can be really unfun to play against. If you don't cleanse, you stay injured and get instadowned when she pops out of nowhere because she has unforseen or something. But if you do cleanse, purge is really hard to deal with. So weakening purge, but putting more power behind the plague part will make that a bit better.
    • Cenobite is 100% going to be because of coconuts video.
      • Nerfing the box
        • Either making the spawns more randomized so killer can't predict them
        • Or killer can't pick up the box anymore unless they down a survivor
        • I suspect the person holding the box won't get chains at all anymore, so no more having to time it.
      • Nerfing original pin addon so you can't hard tunnel with it.
      • They might fix the one or 2 bugs he has now
      • They might make the extra chain when breaking on the environment addon basekit.
      • MAYBE, a QOL where the chains don't break from the cenobite walking through them.
      • MAYBE making him a little less punishing to play if you make mistakes.
      • In general, making his box weaker, but his normal chains better.
  • @turksmall236 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772619#Comment_3772619

    No thanks, killers will know that if a survivor is choosing to hide their prestige, they're most likely a P100, so they'll just get harassed or lobby dodged anyway. Making it optional is a bad idea.

    If only it was possible for them to do something else. Maybe perhaps if you choose to "Hide" your prestige, it just shows your prestige as a random number below, say, 5.

    Its a real shame that it is completely impossible to setup the feature to work this way.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771550#Comment_3771550

    Yeah and that's why it should been optional. So players who want to show it off can still do that.

    This is the way, if you want to hide your prestige you can, and if you don't and want to show it off, you can. Allows people to choose what they want.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771555#Comment_3771555

    Killers actually do have an incentive to leave the hook. To slowdown the other 3 survivors who are working on the gens rapidly and unimpeded.

    Camping is still often mathematically better that not though. Think of it this way.

    If you don't camp, you have

    • 1 survivor on the hook, 3 survivors on gens.
    • You start looking where to go next.
    • Probably around the time you find out where the next survivor roughly is, a survivor is leaving a gen, now you have, 1 survivor on hook, 1 going to the hook. 2 on gens. Lets say this process takes around 20 seconds to get to (about 20 seconds, to get to the middle of the map from the edge accounting for having to pick the survivor up and hook them)
    • Another say, 5 seconds later you find your target and get them off the gen, now you have 1 survivor on hook, 1 going for save, 1 on gens, and 1 being chased.
    • Probably another 5 seconds later, the survivor on hook gets saved.
    • Another 16 seconds later, that survivor is healed.
    • Another 10 seconds later, both of those survivors are on a gen.
    • And around now you probably get the down from your chase.
    • How much gen time elapsed?

    For 20 seconds, you have 3 survivors on a gen = 60 seconds

    For 5 seconds, you have 2 survivors on a gen = 10 seconds

    for 29 seconds, you have 1 survivor on a gen = 29 seconds

    this is a total of 60 + 10 + 29 = 99 seconds of gen progress, a little more than 1 gen.

    Now what if you camp?

    • 1 survivor on hook, 3 survivors on gens.
    • You start camping
    • This probably lasts around 20 seconds as before, then the survivors start to wonder
    • Now the question is, are they an organized team or not? More often than not, they are NOT an organized team, but lets assume the OPTIMAL scenario in most games?
    • So, 1 survivor starts going for save, you have 1 survivor on hook, 1 going for the save, and 2 on gens.
    • After about 10 seconds or so, the survivor going for the save realizes you are camping.
    • Maybe they poke you, or emote you to "come here" but overall they probably goof off for 15 seconds or so, before they realize you aren't budging.
    • At this point, often times multiple survivors will now get off the gens to come for a save because multiple is needed to not trade. But again, maybe they just have the 1 guy guy go back on gens, so now you have 3 survivors on gens
    • The guy on hook has now been on hook for 45 seconds. You only need another 15 to hit second stage. Which if you are smart, is what you are looking for, then you go interrupt them.
    • So now you have a 2nd stage hook, similar to before, but just on the same survivor and how much gen time has elapsed?

    For 20 seconds you have 3 survivors on a gen = 60 seconds

    For 10 seconds you have 2 survivors on a gen = 20 seconds

    For 15 seconds you have 2 survivors on a gen = 15 seconds

    For 15 seconds you have 3 survivors on a gen = 45 seconds

    That is 60 + 20 + 15 + 45 = 140 seconds on a gen, about 40 seconds more than the above.

    Well, what do you get for it? Well the reality is, that first chase typically lasts 3 gens anyway. And if it doesn't the survivor getting chased is bad, or the survivors doing gens are bad. So it often makes sense to do this because during the scuffle to find the next gen, the survivors aren't doing anything. Additionally, this is assuming that survivors play OPTIMALLY. Which you know they don't the vast majority of the time.

    Secondly, what you get is still 2 hook stages, the difference though is that if you camp, the 2nd stage is on a single survivor, instead of 2 different survivors. This is far more powerful, because now survivors have to spend even MORE time either protecting said survivor, and body blocking them. That survivor needs to spend more time trying to hide, or they risk being eliminated completely.

    If you get down to 3 survivors and there are 2 gens left, it is often a win for a killer at that point, because survivors can't keep up unless the killer makes a big mistake. If there is 1 gen left, its possible for them to come back if you make small mistakes.

    All in all, camping is often more effective than not, because the vast majority of the time, the survivors will not play optimally. And even when they do, it opens them up for a quick tunnel into a long drawn out 1v3.

  • @Leonardo1ita said:

    Let's talk about it.

    What do you think?

    Is this good for the game? Is this bad?

    Is it gonna make tunneling more needed, considering survivors now have more time to finish a gen and then go for a save last second?

    Or is it gonna incentivise spreading pressure once in a 3v1 better?

    What do you think?

    Should have been done with the gen changes, but 10 is probably too much, it should be proportional to the gen changes.

    I.E. gens were 80 seconds now 90, thats a 12.5% increase, so 12.5% more of 60 is 67.5 seconds.

  • The reason to even have the number is to show it off. If you can't show it off, why even have the number?

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770257#Comment_3770257

    If there's statistically only a 45% chance of her being in a 2 vs 8 trial, why is she in nearly 100% of mine? I swear if two of the same Killers could be chosen in 2 Vs 8, almost every trial would be Vs 2 Huntresses.

    From what I've experienced, popularity in this mode is:

    1. Huntress (by a long way)
    2. Trapper / Wraith (Trapper is slightly more popular)
    3. Billy
    4. Nurse

    Given that billy is a hard support, he will likel,y be picked less, and nurse is generally perceived as harder to play.

    So a 45% chance assumes they have equal pick rates.If you look at nightlight, huntress has twice the pick rate of both of these killers. So you are statistically going to see her far more often when there are only 5 killers to choose from.

  • @I_CAME said:

    I quit after the second day because I got so sick of playing against huntress every match. More killer variety is definitely needed if this mode is ever going to be a long term thing.

    There are literally 5 killers to choose from, and 2 killers.

    Statistically there's a 45% chance that your game has a huntress in it.

  • @jajay119 said:

    There is no such thing as a god pallet. Break it and it’s gone. The vault is also right next to a door which is a loop easily broken, predicted and countered by most killers.

    God pallets by definition are pallets the must be broken. A single God pallet gives the survivor 15 meters of distance, which if they just hold shift + w, it adds at minimum 19 seconds of a chase. This means, mathematically speaking, all it takes is for a survivor to hold shift + w, predrop a single god pallet, shift + w to a corner of the map, and die, and there is enough time for the other 3 survivors to finish 3 gens before the killer can even hook that survivor.

    God pallets should not exist, every pallet should be mindgamable, and the safety in pallets should not be the predrop, but in stunning the killer. Then, they need to either:

    • Massively increase the number of pallets in a map
    • Make it so pallets respawn after a set amount of time.

    That way every single chase is dynamic and full of constant mindgames and strategy on both sides, instead of just boring, insta-predrop and run to a corner of the map.

    The reason that killers take 4 slowdown perks, is not because "gens are too fast" or anything like that. It is simply because the only viable way for killers to win, is to stall out the game as long as possible until the survivors don't have any resources left. Which leads to boring un-interactive gameplay on both sides.

  • @brokedownpalace said:

    absolutely NO to the Dredge or Legion. What a ######### miserable experience that would be.

    @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767595#Comment_3767595

    I second that - Same with Plague. Put them all out to pasture for this mode.

    im quite enjoying the mode and honestly think I’ll struggle to go back to 1v4 - it’s been a very needed breath of fresh air for the game and made it a bit lighter and enjoyable again. The last thing we need is miserable killers mucking it all up.

    You realize they could significantly change their powers right? They heavily changed billy into being more of a support role. They could something similar to legion and plague.

    Like, for example maybe plague infection doesn't damage them, just reveals aura periodically to the 2 killers. Or for legion they could do something like:

    • Feral slash no longer causes deep wounds
    • After hitting a survivor with feral slash, the aura of the survivor furthest from the legion is revealed while frenzy is active, hitting that survivor will refresh the feral frenzy duration and mark another survivor, hitting a different survivor will immediately end feral frenzy and give the survivor deep wounds.
    • Feral Frenzy now lasts 30 seconds
    • If all survivors are injured, the marked survivor is able to be downed.

    Something like that would make legion heavy support, where you are injuring survivors but like 30 seconds apart.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767037#Comment_3767037

    Almost if not all interaction with killer powers are not conspicuous actions. That means EMPs, Turrets, the lament configuration, any kind of trap.

    Great, like i said, in the description, doing that would cancel the proposed effect.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764127#Comment_3764127

    Yes, let me stop mid chase and pick up my teammates item because they didn't get the memo.

    Not to mention, let's just voluntarily throw away every survivor item in the game, and give free slowdown just in case the killer might be running this.

    I can see why people want to defend permanent aura reading with their lives, but we already learned that was broken af with old object.

    It literally takes a few seconds.

    First of all, if you get hit, and lose the item, why are you trying to stop mid chase? The range on it is only 12 meters, you gain more than that much distance before the killer can even move from the wipe animation. In fact, you gain almost 15 meters. So why are you staying near your dropped item after being hit? You are begging to be downed again anyway, and weave had nothing to do with it. You should be spending the speed boost you get going somewhere else.

    Secondly, once the chase is over, either through you getting hooked, and then unhooked, or by escaping the chase. Once things are safe, if the item is in a bad spot that gives too much aura reading, you run back over to it, pick it up, walk to a nearby edge of the map, press r, then run to a nearby gen or other objective to do. And now what? The killer has 2 perk slots.

    Thirdly, it is stupid easy to see if the killer has weave, and/or franklins. Franklins is obvious, and weave causes oblivious, so if you suddenly get oblivious when near an item, sure bet that they probably have the perk.

    It is certainly worth spending the 10-15 seconds or so, to completely negate 2 of the killer's perks. Also, if they are running this combo, that is 2 more perks they have where they are NOT running slowdown, meaning that you should be able to finish gens faster.

    This perk combo has a ridiculously simple and easy counter. And blaming "my teammates" for not being able to do that counter is stupid. You do not make balance decisions on the lowest common denominator of player. And if you do, then when are they going to massively buff the nurse? Because nurse is by far one of the lowest kill rate killers in the game. And surely if weave needs a nerf because people are too bad to do a simple counter, then obviously killer players are so bad they need to buff nurse.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766800#Comment_3766800

    I would so use ethereal mode to disarm all the killers set up, imagine you see someone get unhooked as hag and all your traps being triggered without you being able to stop it lmao.

    Sure, but that is a conspicuous action (or if it isn't it should be) and then you lose it, and get deep wound.

    In terms of hag, you are basically not part of the physical realm, so you wouldn't trip hag traps by running over them.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766741#Comment_3766741

    The role is called killer after all, they probably wouldn't want to change the name to be named after hooks because that is probably easy media outrage where you can play as a roll called the ()

    While i do know you are joking a bit,

    The role is called "killer" but in the lore, that is not the intent or job of the killer. The purpose of the killer is to feed the entity the hope of the survivors. Killing them too quickly ends that.

  • @Sandt1985 said:

    Ignoring the fact that keeping this 'feature' would punish killers for completing their only objective, the ONLY way this could work would be if gen speeds were adjusted once again. If you want killers to go for more hooks, then going for more hooks needs to be a more feasible option by default.

    This also brings up an age old question: should an unhooked survivor be guaranteed a free reset? A set amount of guaranteed time where they have time to be healed to full and a chance to push their objective without fear of being chased again until someone else is chased/hooked. SHould a survivor ever feel that they ae truly safe and untouchable for a set amount of time?

    As a killer main, i actually feel this is the case, unhooked survivors SHOULD get a full reset and the game should be balanced around hooks instead of chases. What i would do is probably the following:

    Survivor changes

    • Remove 4% and rework the lucky mechanic
      • Deliverance and guaranteed self unhook style perks can stay though
    • Remove the anti-facecamp mechanic
    • Remove basekit BT on unhook
    • Survivors now share the 1st hook state, but only the 1st hook state
      • This means that the earliest you could eliminate a survivor is after 6 hooks, 4 hooks to burn through the teams shared hook state, 1 for the survivors personal, and then another for the kill.
    • Nerf and/or rework all the anti-tunnel/anti-camp perks to be something else, they will literally no longer be needed after the following:
    • After a survivor is unhooked they are granted a new status effect called "Ethereal" for 30 seconds
      • While Ethereal…:
        • The survivor moves at 200% movement speed
        • The survivor makes 0 noise the killer
        • The survivor leaves 0 scratch marks
        • The survivor is completely invisible to the killer
        • The survivor has no collision with the killer
        • The survivor sees the aura of all their teammates
        • The survivor is no longer affected by killer perks
        • All other status effects are removed from the survivor (unless otherwise specified by a perk)
        • Basically, this works like a survivor version of spirit's power.
        • If the survivor performs a conspicuous action, the effect is removed and they receive a deep wound status effect
        • After the effect ends NATURALLY (not by performing a conspicuous action) The survivor is fully healed
    • Make hooks work like Pyramid Head cages, but increase the range to 16 meters.
      • The timer doesn't start ticking down until 10 seconds after the hook to give killer a little time to leave
      • If the survivor is relocated
        • They are teleported to the hook that is closest to survivor that is furthest from the killer
          • This should guarantee they have enough time to get unhooked and trigger ethereal
        • The killer will no longer see the hook aura

    Killer changes:

    • Nerf/completely rework all gen regression/defense perks
    • Basekit kick is set to 10%
    • Basekit regression is set to 0.5 charges/second instead of 0.25 charges/second
    • Basekit: After hooking a survivor, the generator with the most progress is blocked for 10 seconds
      • This doubles as not only telling you where to go next, but also stopping gens from popping too quickly, giving you a chance to get over there, kick it, and start a chase.
    • Remove bloodlust tier 2 and 3.

    A bunch of other tweaks should be done, but this would be a good start to see how things go.

  • @joel84 said:

    Don't get me wrong,

    but if the developers want to change the meta further, they need to adapt this perk.

    It's time for this perk to get a cooldown.

    Change my mind

    Windows is a perk that should not be changed for the exact same reason that weave should not be changed.

    The perk is only good on/against bad players. Windows is not needed when you have a coordinated team that can communicate with each other. It is a solid solo queue perk when you have no way to talk to your team, but outside of that it is a wasted perk slot.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766412#Comment_3766412

    Because a 4K is an ultimate win that shouldn't happen a lot.

    But, I agree. Let's remove Hatch and let the Kill Rates skyrocket.

    I edited the comment with what i think the better solution would be, that is far more fair than hatch for everyone. Let the best player win.

  • @Vorahk08 said:

    This is an interesting idea. I've admittedly only through about how loud Nemesis is!

    Honestly, Trapper's weird grunts feel like they are yet another part of his outdated design. BHVR will probably never change it, because they are intent on never changing him for some reason, insisting that he's good for new players. I actually think Wraith is a better killer for new players, but I digress.

    What's interesting about your list is that, apart from Nemesis and Trapper, all of these killers have some kind of long range attack or a teleport. Demo, Dredge, and Singularity can outright teleport; Knight can guard snipe (it seems to be his power's intended use now); and Oni can basically turn into the Hulk and end the game with one good use of his power. For some, like Nemesis and Knight, I think it would also feel weird if they didn't make a lot of noise.

    However, I agree that Dredge's loud sound effects are overdone. Half the time, the terror radius isn't even necessary because you can just hear it wooshing if it's close. Otz put it best when he said that Dredge sounds like a hurricane. The devs seem to have made it super loud to combat Nightfall, because Dredge makes a racket when teleporting, unlike Demo and Singularity. However, I feel like making Dredge super loud in Nightfall undermines some of the purpose of Nightfall. In general, I feel like Dredge, while well designed and fun, needs to be next up on the block of killers receiving major kit-wide tuning and buffs, now that Knight and Singularity have gotten theirs.

    Yes, but demo and dredge SPECIFICALLY are designed to be undetectable. Demo gets undetectable when he teleports, but he is SO LOUD that it might as well not exist.

  • @Rudjohns said:

    Why does it have to be killer sided? With that it makes slugging even more strong

    Basekit Unbreakable is the way, for 2 survivors left in the game, and when all survivors are dying or on the hook

    Why does the hatch have to be so survivor sided?

    In order to get the 4k, the killer has to win 3 times.

    • They have to stop the survivors and get them down to the last one (a win)
    • They have to find the hatch first (a win)
    • They have to find the survivor before they open the last gate (a win)

    Why does a killer have to win so many times in order to "win"?

    Better solution to this whole problem is.

    • Automatically give crows to a survivor if they don't progress the game (touch a gen, a totem, an objective etc.) for 90 seconds.
    • When the last survivor remains, the survivor and the killer are teleported to a small 1v1 zone.
      • Thing like that one halloween event where there was a portal to the extra area.
      • The killer's power is disabled
      • The killer's perks are disabled
      • The survivor's perks are disabled
      • The killer's movement is set to 115% regardless of who they are
      • Bloodlust is disabled.
      • And if the survivor lasts some amount of time that makes sense for the area, the survivor escapes. If the survivor is downed before that timer, the killer moris them.
  • In the games i play that is a statistical fact, but i can't say anecdotal evidence is enough.

    I'd say in probably over half the games i play, a survivor gives up and kills themself on hook, or just runs straight at me, or stands still or afks, or any other manner of throwing the game within the first 3 minutes.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765367#Comment_3765367

    Haddonfield: I don‘t need to explain why

    Cinema map: Only trash pallets and trash loops and terrible gen placement

    Garden of Joy: Almost nothing good outside of car park, shack and main.

    Temple of purgation: Nothing outside of main and main isn‘t even good.

    Both Borgo realms got Terible maze tiles, are far too small and have terrible/almost no loops

    Coldwind: The one with shack and rancid abattoir lack in almost everything. Overall old coldwinds were far better.

    There are other maps that I got problems with, but that are the worst ones.

    imagine thinking that garden of joy is killer sided.

    It has one of the most broken god loops in the entire game that a killer can literally do 0 things about. And when they "nerfed it" by reworking the map, they somehow made it stronger.

  • @Reinami said:

    I just timed a match, lasted 10 minutes, all 5 gens up the whole time, and no exit gates opened and i got only bronze. Should have been an iri.

    i just realized it is probably tied to the same bug as the gen completion thing.

  • @cburton311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764971#Comment_3764971

    technically the killer one has a work around….don't tunnel. If you spread the hooks around evenly, no one is knocked out of the game and the gen's don't complete 1 extra. Simple. Honestly, most games I'm in the killers are still getting 4k or 3k +hatch.

    If you pay attention to previous posts, i mentioned this already. Survivors can force it by just DCing.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765939#Comment_3765939

    It's 43% ER at High MMR vs 48%.

    I've been out of school for a bit, but I'm fairly confident that isn't 10%

    The killrate is only as high as it is because survivors give up right now at the slightest inconvenience. If you eliminated those, i'd imagine the escape rate is significantly higher.

  • @BurnedTerrormisu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765251#Comment_3765251

    if it's not in the lore of the killer it don't make sense for a killer to be completly silent while walking.

    There are plenty of killers who have lore around being silent killers.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764971#Comment_3764971

    I haven't encountered the bug in any killer games. I guess I just used the incredibly difficult workaround of gasp not tunneling someone out of the match as soon as possible.

    I'm not tunneling, survivors are immediately killing themselves in over half the games i play after the first chase, making it so they usually get 3 out because of this bug.

  • @BurnedTerrormisu said:

    Every killer should have a walking sound.

    Why is that?

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764987#Comment_3764987

    Ok first yes this sounds would make the undetectable status effect useless, if the average pub player had more than 3 seconds of attention span. Those players get surprised by sadako and other killers that give you 5 bussiness days to react to their stealth ambushes, do you seriously think they would be able to listen for footsteps and find if a killer is aproaching, I would be surprised they are looking around while repairing a gen to begin with.

    I feel like while this problem does exist it does not affect a sufficient amount of players, those killers can still use undetectable, is it obvious because of the sound cues? Yes, will you still get a jump on them because the average players leaves a lot to be desired? Yes.

    Finally, the devs have not yet been able to equalize the survivors grunts of pain so that every survivor has the same volume when injured, expecting them to fix this is pointless.

    TLDR I think you are right, but this issue simply does not happen often as the average player is not good enough to use this sound cues.

    Excellent, so we agree.

    So if the average survivor isn't good enough to use these sound cues, then removing them won't hurt those survivors, all it will do is buff these killers against the high level survivors, who do use the sound cues. Survivors who, these killers probably need some buffs against. Would that be correct?

  • @squbax said:

    The only one in that list I think its actually an issue is dredge, the fact he cannot mindgame if the survivor doesnt have hearing problems is an issue. But audio occlusion and chase music hides most of the loud audio cues of those other killers in chase, so that mindgaming is possible so I have no issue with those other killers having them.

    You are missing the point, i'm talking about the undetectable status effect, so there is no chase happening. Basically, it prevents it from being useful for these killers. On top of that.

    If the audio cue for them is so important and there for balance reasons, why don't they trigger a heartbeat notification for deaf/hard of hearing people?

  • @PreorderBonus said:

    I swear, if I have one more random player who repairs the only generator in the corner of nowhere, I'm going to lose it and become a slugger skull merchant.

    We get the Hawkins map? Randoms repair the portal room gen and the upstairs gen. The map is Greenville? Randoms flock to repair the theater gen. The map is Suffocation Pit? Randoms suddenly have a daily mission to "repair every single generator on the same side."

    Of course we lose every match if this keeps happening. I thought it was common knowledge by now that some generators are better left for the end of the game. At this point, I'm happy to face Corrupt Intervention because it funnels randoms into the middle generators.

    Smart killers will ignore those gens anyway because they are in areas that are far too strong for survivors. It makes more sense to patrol the gens that are closer, and in weaker areas. So all it means is that you'll do less gens, and make your team's morale low anyway making them more likely to give up.

  • @SweetbutaPsycho said:

    As we all know things are (once again) broken since the last update in DBD. Especially that super cool gen bug that turns clear wins into clear losses is super fun.

    Now to my point: I faced multiple SWF groups today that tried and sometimes managed to trigger that bug on purpose to turn their clear losses into an insta win with 3 gens remaining. After that I got the 2 remaining survs teabagging me at the exit gate, writing ez like 10 times in chat and admitting that they know this bug exists and therefor their 2 colleagues dced because it is a "survivor strategy". I find this entire interaction annoying to put it gently.

    Also am I the only one that thinks at this point the entire game should just be killswitched for like a week so the devs can iron out the worst issues and maybe fix some code so it doesnt break more and more with each new update. I mean I really like that the devs are communicating about these issues and that they are working on fixing stuff but gamebreaking bugs like these should imo at most be in the game for like 1-2 days until they are fixed and not 1- multiple weeks until the next hotfix arrives.

    If they are intentionally abusing it, report them. And report them for cheating.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764953#Comment_3764953

    "Are you just going to overlook the whole survivors not having endurance effect off hook bug while you're at it?"

    I've noticed people have been good at ignoring that little bug lol

    The survivor one has a workaround, don't take endurance perks, the killer one doesn't its "just don't play the game"

  • People also PERCEIVE the nurse as being overpowered, but the data shows she is not. So clearly something about perception is important.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764771#Comment_3764771

    Damn, with that kind of wording I would dare to put my tinfoil hat on and speculate that one of the devs screwed up and left a trial version of a catch-up mechanic for survivor against rage quitter in the life version. 😂

    Na, its likely for 2v8. Where they want the number of generators required to finish the game to be equal to some percentage based on the number of survivors in the game.

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