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Remedicist

Remedicist

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Remedicist
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  • @almofan1001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392999#Comment_3392999

    Yeah, killers are reliant on them because base-gen speeds are ridiculous against anyone who actually tries to do them and not just goes around the map doing random things like searching chests, cleansing totems for no reason, or trying to do stupid flash saves.

    Time and time it's proven that survivors can do badly in the chase and still pump out gens.

    This is precisely why I do not like gen speed-up or slowdown perks on either side. It is extremely difficult to balance how long a generator should take when each side has these perks that manipulate the numbers of the main objective of the game, and that is why I refuse to use these perks on either side. I simply wish the time it took to fix a generator was a static number that couldn't be changed because the game could more easily be balanced around that.

    And obviously I know we all have different experiences, so it would be dumb for anyone to tell you to "get good" when every match is different. For me personally, I feel that my skill level in chases and generating pressure increased over time when I stopped relying on those kinds of perks. Same thing on the survivor side when it comes to exhaustion perks.

  • @semo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393029#Comment_3393029

    is there any fix to the error? how have you gotten past it to gameplay? I have not been able to log in for the past 3 days.

    I am not sure. It is extremely random for when it decides to let me in or kick me out. Even if I get into the game, there are all sorts of other errors that I have been dealing with. For example. the match search error:

    MatchSearchError.png


  • I am having the same issue as well

  • I am having the same issue

  • Having the same issue. Additionally, after a match has concluded, it will give me a match error or bloodweb error and kick me out into the main menu or login menu. If it kicks me out into the login menu, it will sometimes say I do not have the latest version of the game, despite the fact that I do, and force shut down the game entirely.

  • How reliant are you on gen slowdown perks? This is why I refuse to use them on any killer.

  • @Kalevi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392635#Comment_3392635

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392644#Comment_3392644

    So I have to dedicate my entire loudout for 1 perk? I'm fine combining 2 perks but 4? No please this is terrible.

    Yeah, I completely understand not wanting to make an entire build around something. I assume most players like having a well-rounded build. For me personally, I love having a build dedicated to doing similar things and being strong in that area, such as tracking or chase builds. The build that I recommended for Septic Touch is a type of anti-healing build that also gives survivors exhaustion, blindness, and hemorrhage all game long.

  • I would never use Septic Touch by itself. However, I do have fun using it in a build with Coulrophobia, Blood Echo, and either Unnerving Presence or A Nurse's Calling

  • Trickster: Bloody Boa

    Those extra 8 knives have saved me countless times

  • Isn't getting new characters and cosmetics rng/gacha-based on mobile?

  • Money is the language of business. People should spend their money on whatever they like, but ultimately less sales for a product would be an indicator for that company that something is wrong. Normally, then, they will be more quick to act on those consumer-beneficial changes. However, this probably does not apply to DBD much when it currently does not have a competitor, and if some will not spend money on the chapter, they will probably spend money on other things within the game such as cosmetics and the rift.

  • Cypress Memento Mori as base-kit would be a lot better than the finisher mori.

  • I think she'll be far more balanced in the next patch. However, I still think her haste should be buffed to 6/8/10/12% per survivor tracked. Currently, it doesn't really do much.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381973#Comment_3381973

    Basekit altruistic healing speeds, and basekit self healing medkit speeds, are currently the same. If having the same healing speeds are a problem, then people should have brought it up BEFORE the meta shakeup #2 was announced.

    It's clearly not a problem for these basekit healing speeds to be the same, and people are just saying "altruistic healing isn't a problem" as an excuse to get the altruistic healing nerf reverted.

    I don't agree with that. Fast self healing speeds have always been a problem because they completely remove any pressure the killer caused. When at least two survivors are altruistically healing, it puts half the survivor side on hold to heal without doing generators, which means the killer is maintaing their pressure. That's why altruistic healing isn't a problem. However, the medkit self-healing action should logically take longer since a teammate isn't helping with the action and, therefore, allowing them to do other things. Hence, I suggest altruistic healing remains at 16 seconds without a medkit, and self healing with a medkit should take 24 seconds long.

  • Autodidact users, rise up 😎

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381973#Comment_3381973

    They can just put a 33% self-heal debuff on medkits to make it 24 seconds and keep normal healing the same. Doing it this way also prevents Self-Care from being indirectly nerfed again.

    I agree, that is also another way they could handle the healing and medkit changes. I want to way I'm surprised that there was no mention of changes to Self Care in relation to the healing changes, but BHVR seems to be intent on killing perks completely.

  • Altruistic healing should remain 16 seconds as it already requires two survivors that aren't doing gens, and of course should still be faster with more survivors that are participating in the healing action. I do think that base solo healing should be around 20-24 seconds.

  • I think they should add it, but just make it an option to turn it off like the end game chat for those that don't want it. Giving players options is always a good thing.

  • @AverageKateMain said:

    Anyways, y'all want to talk about favorite builds?

    Would you believe me if I said I use Insidious in my builds and get excited when I get value out of it every once in a while?

  • Yeah, my only problems with this patch are the base altruistic healing speed changes and the Billy add-on nerf. Billy's add-ons should stay the way they are, and altruistic healing should remain 16 seconds while self healing should be changed to 24 seconds.

  • @AetherBytes said:

    Actually, tunnelling will probably drop since hit and run will be viable again and I'm not forced to chase a specific survivor in the fear they'll heal up if I blink.

    Yup, things like that happen when you give people better options. It's like piracy, there will always be people that do it, but many more would rather buy a game if it were easily accessible and reasonably affordable. In this case it is the same, there will always be people who tunnel, but the majority that feel like they have to tunnel will now have other options and there will be more variety.

  • When you purchased the game, you agreed to buying an experience that changes with gameplay updates. All powers, perks, add-ons, and anything that affects gameplay is subject to change because this game is a live service product, instead of a one-and-done experience. Therefore, you can't get a refund for this reason, but you can voice your opinions and hope that the majority agrees with you to the point that BHVR does make the changes you want.

  • Before, if you didn't have a specific item, you couldn't really counter Hag's power without taking an excessively long time to crouch over it, in which the crouching speeds are very slow, or walking over it and hoping than the Hag doesn't teleport. That's not really engaging gameplay and doesn't leave the other side much of a choice. I think this change is great, the traps now won't instantly be disabled from an item, but can be interacted with if the survivor decides to spend some time doing so.

    Also her main problem was that her hit and run style was negated easily from the fast healing speeds. With healing speeds nerfed overall, she should have a better time chaining hits.

  • @Yffriium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379556#Comment_3379556

    You have to balance the game around any potential setup that someone could bring. If something is oppressive in only one build, it's still a problem.

    The game shouldn't be balanced around Nurse. It should be the other way around.

  • Items and perks should not negate killer powers. Now all that has to be addressed is Adrenaline waking up survivors.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377672#Comment_3377672

    She will almost never get max stacks, it's why the Haste effect as it currently is is frontloaded. If you want to increase it, it should be 5/8/10/12%.

    True, I like that idea too and it makes her potentially more deadly if she achieves max stacks

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377663#Comment_3377663

    That only happens if you take her drones, it isnt free.

    You gotta pick your poison against her, similar to Plague

    I agree, but I do think her haste should be buffed to 4/6/8/10%. I understand that at max stacks this will make her fast, but I do think the m1 killer should get that buff for when all survivors are tracked or all her drones are gone. It would make her a bit more viable and add fuel to that "pick your poison" playstyle.

  • I agree. I thought we were done with perks affecting killer powers. Small Game no longer detects killer traps, Vigil doesn't decrease killers' exposed durations from their power, and therefore Adrenaline ahould not affect Freddy's dream power either. The way I see it, base kit powers should not be affected or negated by perks (powers > perks > add-ons).

  • @Tsulan said:

    Things that the game "needs":

    • ingame voice chat (just like every single pvp game has out there)
    • hardcore (or horror) game mode that brings the horror aspect back to this party game
    • additional objectives for survivors (only holding m1 gets boring)
    • events that turn the gameplay around
    • killer coop (killers have friends too)
    • something that links to the "did you have fun" button and rewards "nice" gameplay
    • bots that take the place of disconnecting players (just like the mobile version)
    • official tournaments. People take this game very serious, so why not go all in and have weekly/monthly tournaments?

    Those are all wonderful gameplay and quality of life suggestions that would improve the game's variety and features. I would also like to suggest an accessibility option: an FoV slider. This would help for players that get headaches, motion sickness, or disorientation from a too low or too high FoV setting. Additionally, it would allow people to play with the setting that is most comfortable for them given that an FoV slider is a common accessibility setting in many games.

  • @Komi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377229#Comment_3377229

    Then what will Shadowborn do? Prevent FOV from changing? Again it all means extra work that seemingly is too much of a hassle for the devteam

    My idea for Shadowborn is to, given its name, spawn in the match with the undetectable status effect:

    Shadowborn

    • Begin the trial with the undetectable status effect
    • Effect lasts for 60/90/120 seconds
    • (Maybe make it disable upon downing a survivor, depends)


  • The visual heartbeat is a wonderful addition to the accessibility options. It was originally a perk, but accessibility options should not be perks. I agree that FoV should also be the next accessibility option that is implemented.

  • This game would be much more balanced if action speeds and slow downs had a cap to them, but it can be argued that getting all of those actions to apply at the same time takes a bit of effort and coordination. Unless we are talking about medkit speeds or gen slowdowns, which don't require much effort or coordination.

  • Sounds to me that you made a great play on your part, taking advantage of the survivors' altruism, and they got salty by it. Don't take their comments too seriously as it seems they were just trying to get on your nerves somehow.

  • I don't think prestige should be shown at all in the lobbies since, from my experience, it is the main reason why killers tend to dodge lobbies. Now, is there a correlation between having a high prestige and being extremely skilled? Personally, I don't think so. To me, prestige is similar to the grades: simply shows how much time you invested in that role, or in this case the character. However, also smilar to grades, there are people that make the assumption that a high grades and prestige mean that the person is incredibly skilled at the game, despite neither affecting the matchmaking system at all.

  • Currently, the only time I run a blindness status effect is when I use Plaything. Third Seal and Plaything are pretty good comboed together. It's also the only time I ever run Third Seal.

  • I remember when the noises and howls that you can hear in the basement currently used to appear throughout most of the maps before the map reworks.

  • Simply the killer has more access to who they will be facing against, while the survivors do not have that information. The killer can check for prestige level, character and cosmetics, items, and profiles, all of which go into a killer's decision to leave the lobby if they do not want to go against certain perceptions they made from the lobby. Survivors can only hide some of those things by switching characters last second before the match begins, not that I really condone that either, and maybe hiding their profiles, but that shouldn't be something they have to do to prevent that. I'm not really sure why the game shows prestige levels in the lobby since from what I have seen, that seems to be the main reason killers dodge lobbies. In terms of matchmaking, I wish they'd find more matches based on the region since it doesn't seem hard to do, and yet I get into many matches that give me bad connections to the servers.

  • Brutal Strength and Botany Knowledge.

    Breaking stuff faster as killer mid chase or out of chase is nice knowing I'm not wasting a ton of time doing it. Plus the faster animations look nice. As for survivor, my brain just thinks base healing takes quite a while and Botany makes me feel like Im zoomin through it.

  • @Canas said:

    I have considerable doubts regarding the efficency of these changes. She'll only get her haste bonus when a battery is active, that's merely 45 seconds. And these things will destroy themselves right afterwards thus removing her haste effect. She'll be back to being an unviable 115% m1 killer. You will NEVER be able to have all 4 buffs from your traps stay active for long enough at the same time.

    Consider how long it takes for her to get to a survivor who wears a claw trap, then consider the absurd map design which gives survivors several loops and pallets to abuse just to waste your time even harder. All they need to do is leave the loop after using up their pallet (which they'd do anyway if you attempted to place a drone at the loop itself) which would change NOTHING about her chase gameplay.

    Meanwhile her only strength (gen defense) will be stripped from her thus leaving behind a low C tier killer at best. These changes are missing the mark. Drones should expose survivors twice as fast, also double that effect if they're already wearing a claw trap. Her base exposure time would be at 5 seconds then (down from 10) and 2.5 seconds if the target wears a claw trap.

    Her haste is activated whenever a survivor is being tracked on her radar, either by a drone or a trap. The haste effect is not solely applied by claw traps. Her power now offers a give-and-take interaction similar to Plague: if you don't remove the drone, those areas will be denied due to the exposed build up and the killer will be faster when you run through them. If you remove the drone, the killer is granted guaranteed haste for 45 seconds, you cannot interact with other drones while the claw trap is on and will immediately make those drones activate when walking near them, and pallets you vault will be broken. It's a pretty cool power compromise imo and makes sure that the Skull Merchant always has something going on for her, whether that be defending an area or chasing effectively.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372740#Comment_3372740

    thanks i will try that build tonight when i have a chance to play ^_^

    Updated revision of what add-ons I will use based on her new upcoming changes:

    Stealth: Adaptive Lighting and Ultrasonic Trap Seeker or Brown Noise Generator

    Chase: Geographical Readout and Supercharge, Prototype Rotor, or Randomised Strobes

    (Everything else is the same)

  • She may be faster with the haste, but she now can't place a drone when a survivor has a claw trap on them (so for about 45 seconds). Patrolling the 3 gens was easy for Skull Merchant because the drones exposed survivors quickly, and she could quickly replace them. However, if she cannot replace the drones, the survivors are not at risk of being exposed constantly amongst the 3 generators. Therefore, she'll be great at keeping tabs on survivors and now more efficienct in chases, but worse at keeping a 3 gen situation stable. Overall, this is a good change because it makes the gameplay more engaging, and there is a give-and-take scenario that happens between the interactions with her drones.

  • I like the changes. The best part of her is the tracking and knowing how to track survivors efficiently. If she can now track better even without the drones, and the traps now make the chases even better for her on top of the tracking, those are great changes. I like that they buffed her stealth add-ons as well since playing stealthily is the main way I play her. I feel like stealth really adds to her tracking capabilities when used correctly. And happily for most, her 3 gen capabilities are hindered. Overall, great buffs and changes in the right areas.

  • I've wanted this for so long!

  • Sadly, I've had to dodge lobbies due to server connection issues. I am unsure why, but it seems like the game places me into servers and matches out of my region because I constantly get the bad server connection icon on my display and lag around in-game in many matches. Others in my matches seem to experience the same thing. This does not occur in other server-based games I play, so I know it isn't an issue with my own internet connection (although, I did spend some time troubleshooting that). Is there a known server issue right now? I came back to the game recently, so I am not caught up to speed if there is, but I have seen some reddit posts discussing the same thing.

  • Playing against the bots is pretty stress-free. But they avoid killer powers like its the plague. Have you tried using any ranged power on them like Pyramid Head's m2 attack or Trickster's knives? They have some great reaction time.

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372688#Comment_3372688

    thank you i havent considered using an anti healing build since she leans more into using the drones for stealth or antiloop in chases with mind gameable pallets.

    what addons are you using for your builds?

    Yeah, her power doesn't necessarily encourage anti-healing, but I've ran Sloppy with Leverage on her, as well as the skill check add-ons so that if they attempt to heal themselves right after getting out of a drone area, the skillchecks may get to them. These are the add-ons I use for each build:

    Stealth: Brown Noise Generator and Adaptive Lighting or Advanced Movement Prediction

    Chase: Ultrasonic Trap Seeker and Geographical Readout or Expired Batteries

    Skillcheck or anti-healing: Shotgun Speakers and Adi Valente #1

    Hex: Brown Noise Generator and Advanced Movement Prediction

    Tracking (overkill build since she already has enough, but it's funny): Advanced Movement Prediction and Infared Upgrade

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