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Rovend

Rovend

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  • @Riski said:

    Two massive issues which you both said, 5 skill checks while not having the bonus skill check chance from a toolbox is very unreliable and the 50% penalty is way too punishing. I wouldn't even say it was that strong on the ptb outside using it with some very strong toolboxes but it's similar to hyperfocus stakeout, it's not the perks that are over powered or making gens go insanely fast as much as it's the toolboxes and efficent playstyle people use to make them work. They should come back to this perk because the butchered state it's in now is sad.

    As for your edit, no that's always how it worked the other users were incorrect. The wording is not clear however as the perk being "active" and "activating the perk" refer to two different things, using the last charge and getting 5 great skill checks.

    exactly. I dont think this perk really considers how a match of dbd is normally played. By the time i fulfilled the conditions to refill the toolbox i was either dead or had already repaired all gens. It seem that Build to Last is still better.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455745#Comment_3455745

    So basically you are saying MFT is a perk that can nullify some percentage of killer powers (which are always designed to be dealt with 100% movement speed and has lot of limitations according to it btw), basekit mechanics that is mandatory for killers and only activates on pretty much lost chase, can enhance shift+w strat, can enhance looping even more, and still thinks it's "less impactful" on survivors?

    That's a chad take really, because you've perfectly explained how strong haste/hinderance effect is for both sides, yet somehow concluded with "this is fine", very nice.

    In reality, neither things are more impactful, both hindrance or haste can easily break the game with easy conditions, just like how MFT currently does.

    Taking the skull merchant example, if you completely nullify this perk with just one deactivated drone i dont think is all that broken to begin with. We all know that SM main strength is in zoning gens so you are effectively countering this perk without you losing anything worthwhile. you don´t even need to change you playstyle at all.

    Plus, i dont get why the "MFT is a perk that can nullify some percentage of killer powers" is a strong take to you. Perks are always meant to help you by countering something.

    Take Calm spirit that counters Doctor's scream blast, would you nerf calm spirit then?

    Take Urban evasion that could counter Hag's traps and Piramid Head's trail of torment, would you nerf urban evasion?

    Take Autodidact that could counter any killer using Sloppy, which is fairly popular these days, would you also nerf it?

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455319#Comment_3455319

    It does matter, because seeing survivor and seeing crows are actually different things.

    It just doesn't matter for movement speed, this game has a lot of asymmetrical aspect but movement speed modifier is not the one.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455599#Comment_3455599

    It still gives survivors 20% more distance to reach tiles, it's fairly strong when you consider you can use it all the time unlike sprint burst that only activates on start.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455633#Comment_3455633

    ...that doesn't seems to be that bad neither? like killers can stop using regression perks and just go for full slug/chase build.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455617#Comment_3455617

    Except bloodlust is literally a compensation for near infinites that is basically impossible to catch up with 4.6 and probably for the hitbox difference too, then it will go away on every pallet break or losing los or using killer powers or hitting survivors, in normal circumstances it just can't be stacked up.

    Yeah in some tiles killers can abuse this, but then taking 35 seconds for a hit in a tile is basically a way to lose the game.

    Call it a compensation or whatever you like does not change the fact that bloodlust exist and will essentially always activate to counter MFT. Most infinites are gone by now so a killer should be able to catch up to a survivor. Considering that a survivor using MFT will not be using exhaustion perks, the killer shouldnt be constantly losing LOS in the majority of maps.

    And we are not even considering killer powers that make them go even faster, Blight's rush, spirit's phase, wesker double dash, even skull merchant only needs one deactivated drone to be equal to MFT.

  • I mean, if you consider that killers are always faster than survivors and get faster every 15 sec with bloodlust you would realize that survivors being 3% hindered is waaay more impactful than survivlr having 3% haste.

    I would completely do not care about a 3% hindered status on survivors if they could get 5% faster every 15 sec

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453920#Comment_3453920

    Any old regression perk was good against clueless and careless survivors. Saying Corrupt was an A tier makes me question what kind of survivors were struggling or having any sort of inconvenience caused by this perk in the first place.

    Overcharge and Brine were not passive because they required a kick on the gen. Both could be removed by a tap and a skill check the moment killer left the kicked gen. Only very few killers could benefit from this combo and only because they could either return back quickly or create something that would scare inexperienced survivors away.

    Eruption was pretty fair perk as it kept the entire gen-kick meta alive and rewarded killer for tagging gens and participating in chases in hope for a fast down. Unfortunately survivors were too entitled to learn how to deal with it, even after HUD was introduced which was a direct nerf to the perk. When it was ''reworked'' the entire meta started to crumble and with final nerf of Overcharge and Brine combo the gen kick meta has died.

    What we have now ( if I may even call it meta ) is pure hunter that involves Jolt, PR and PGTW for a slowdown. The problem with these is there's always a chance you end being unable to use any of these perks for various reasons, which means you end up with no gen regression whatsoever. Those lucky games where survivors are potatoes should not be taken into account yet they are still used as an example by people who state that the current gen regression and killer perk health is fine and doesn't require any attention from devs when in reality everything is much worse and new proper form of regression has to be introduced.

    "Eruption was pretty fair perk"

    Seriously?

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452378#Comment_3452378

    hyperfocus fogwise wiretap. background player also has its uses.

    Just hyperfocus here could be considered strong, and only because of the stake-out + commodius combo.

    Fogwise is a decent aura perk at best.

    Wiretap is extremely situational and map dependant, it is more for the fun factor than real advantage.

    And Background Player must be one of the worst exhaustion perk in the game, only beaten by Smash Hit and Head on.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451314#Comment_3451314

    i am just saying there is no drawback to equipping an exhaustion perk. the mechanic so strong that playing without an exhaustion perk is playing at handicap to some degree. It is to the point where exhaustion perks for survivor feel like they should be base-kit. survivor have often talked about the idea of survivors having unique powers and exhaustion perks kinda feel like unique powers.

    what are you expecting exhaustion perks to be? a perk that is always under the killer control? Then nobody would use them because they wouldnt help you at all.

    I am just saying that you cannot deny their value as killer in many situations as killer unlike large list of killer perks that often rely on survivor input to gain value. In other words, they are extremely consistent high-value perks if the survivor puts themselves into positions to take advantage of said exhaustion perk e.g Using balance landing while repairing a generator on the top of backwater swamp Pale-rose boat. The mechanic definitely hurts killers with low mobility/zero range options.

    But they dont need a drawback. As i said before, They are already restricted around the fact that you can only use it once per chase and has a trigger requirement.

    This game is already balanced around the fact that survivors are going to have exhaustion perks as aside that short burst of speed the killer is always faster than them and they build BloodLust overtime to be even faster. And survivors on hit speed got also reduced.

    They are strong, yes but that is because they serve the purpose they were created for. In a game where killers can teleport, throw projectiles, blink, throw chains, dash, having something that gives you a small window of speed is great.

    And i am heavy against of survivors' perk literally having a wall full of restrictions like potential energy or Blood rush.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451050#Comment_3451050

    that is not much of drawback. your still extending chases outside of the killer control. the only drawback that I would say exhaust has is that sprint burst aspect of running forward allowing killer to build bloodlust when inside a chase increasing the likelyhood that the killer gets a faster hit. The drawback is easily mitigated by dropping safer pallets where bloodlust is not effectiveness.

    @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451050#Comment_3451050

    As the other guy said. Simply extending a chase by 20 seconds for EACH chase is insanely strong. Plus it inadvertently leads to more camping when I see juicer meg try to actually get my attention for a chase but then lithe/sprint burst to main. Plus the fact that most exhaustion perk/addons for killers are just horrible or are just not needed for that killer.

    i mean, you are expected to get some value of the perk you spent a slot on.

    Extending the chase for an X amount of time is the whole purpose of using an exhaustion perk. It's a brief burst of speed in which you can gain distance by being faster than the killer for 3sec.

    and all of them already have a trigger requirement to meet (running, fast vaulting, be injured, drop for a high place).

    and all of them leaves you exhausted for 40 sec so you realistically only can use it once per chase, you cant spam it like years ago.

    what are you expecting exhaustion perks to be? a perk that is always under the killer control? Then nobody would use them because they wouldnt help you at all.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451026#Comment_3451026

    I'm not talking about blood lust rn. I'm just saying that exhaustion is a bad mechanic because it has virtually no drawbacks except for 2 perk interactions with it.

    The drawback of exhaustion perks is you can only use them once per chase. Plus, they are affected by all perk/addon that trigger exhaustion.

    What more drawbacks do you need?

  • @Yippiekiyah said:

    When there's 100+ survivor perks in the game and 1 in 3 are running this perk that is a massive issue in itself regardless of whether you think it is too strong or not.

    if you consider that like 70% of all survivor perks are either useless, extremely situational, nerfed versions of existing perks or have a wall of restrictions attached to it you'll see that your argument does not hold a lot of value.

  • @GamingMomma said:

    Personal opinion as someone who plays killer frequently medkits need to go back to how they were and flashlights need nurfed. Blinding the killer should be rewarded with wiggle progress not an overall drop. Go agaisnt a swf of all Kate's with flashlights AND they all have boil over and lithe, it's getting ridiculous to be a killer when ever perc is getting nurfed into the ground. Medkits imo were never a problem.

    The thing is Flashlights are already a weak item to use. You don't get a lot of value out of them and it can only be used in VERY specific situations. And these situations are even fewer than before, since Locker saves are gone, LightBurn is gone and all other killer interactions also gone with the recent nerfs.

    Another nerf to flashlights will probably leave them in the pitiful state which maps and keys currently are.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448914#Comment_3448914

    Hey friend, I don't think anyone would argue that spending four minutes on the ground is a rocking good time for all involved. But the ability to pick yourself up unconditionally had some very clear knock-on effects elsewhere in the game and we saw them very clearly during the PTB where it was tested. If something fixes one problem and creates several others, then it's not something that we can really justify doing.

    This does not mean that we think that being slugged to death is a great time. It just means that this wasn't the right fix for it, and rather than barreling ahead with it, we would rather give it the time and thought to find something that works. But all that said, putting words in our mouths isn't going to help anything. If you insist on inserting your own assumptions into our responses, it's just going to sour your opinion from the get-go. We're not evil masterminds who are out to get you specifically, we're just trying to make a game that's fun for everyone.

    Could we at least have the chance to die instantly if a surv has been dying on the floor for a certain time?

    Like, you were 2 whole minutes slugged and you have no chance to recover and the killer does not want to hook you, could we just press a button and bleed out instantly?

  • @Nazzzak said:

    I haven't bought the last few DLCs but I'm inclined to buy this one. I like the killer and I thought we finally had a survivor with 3 good perks, though I'd say 2 now after the changes to Scavenger. Majority of survivors seem to not last long in chase, so I think both Made For This and Troubleshooter are good chase perks.

    I am actually a bit worried about troubleshooter because i think it will lead to my teammates mindlessly dropping every pallet early on.

  • @Aurelle said:

    The fact that Pig is actually getting a buff to her addons is surprising, but I'm glad she's finally getting some love. Nerfing Redhead's Pinky Finger even more is kinda ridiculous though, especially since you have to directly hit a survivor with a bottle and the fact Clown is one of the weakest killers in the game.

    As for addon potential changes: Nerf Blight's stronger addons (Alchemist's Ring, Compound 33) and buff/rework Pyramid Head's addons.

    They should rework clown's pinky finger addon entirely, they keep nerfing it to discourage camping but it will not solve this issue with just one less bottle.

  • Honestly, I like RPD and kind of like GOJ, although Borgo is boring to play in my opinion.

    Said that, you just need to use map offerings for this week if you find them annoying. Unless you are new to the game you should have hundreds of map offerings by now.

  • I like RPD. It Lets me wiretap a gen and see the killer in the other floor.🙂

  • I truly despise the term "gen rushing". i am not claiming it doesn't exist, i know it can be extremely strong if you build a 4man swf around rushing gens, but nowadays most killers i see are using the "You're Genrushing" card as a justification for hard tunneling and camping every single time.

    And again, i am not talking situations like 4 Commodius BNPs or Stake-out/Hyperfocus combos or 4 resiliences, i'm referring mainly to killers being toxic and calling genrushers to people using brown addonless toolbox, or one Deja vu, or Stake-out on its own.

    The weirdest situation i had was a billy that wrote "F$#" Genrusher" in my steam profile because i was using blast mine, BLAST MINE!

    I understand it is not fun when 2 or 3 gens pop early but some killers really lose their minds expecting every game to be a 4k at 5 gens.

  • Can i get upset if the killer tunnels me at 5 gens with lethal pursuer?

  • To be fair, that video shows how strong a comp 4man swf with gen perks AND toolboxes can be, not toolboxes on their own.

    Also, You rarely get teams like this.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446587#Comment_3446587

    I meant to say why not nerf SWF, not solo-queue. I edited the post.

    You have plenty of videos that show survivors having similar win streaks, should survivors be nerfed because exceptional players know how to abuse the game mechanics to the extreme? If not, then you shouldn't be asking to nerf the mentioned killers.

    These three killers being S-tier is not a reason for them to get toned down. They're S-tier because competitive players choose them because they're the only ones who stand a chance against good survivors and won't get looped into oblivion.

    If they find the way to nerf SWF without killing SoloQ yes, 100% agree. I am not trying to say that SWF is not strong.

    The problem is that most of the times the nerfs they go for survivors affect primarily SoloQ (The healing nerfs) and the Killer perks they buff made soloQ miserable (Old Eruption).

    And it is more simple to balance the killers that are strong because you can nerf someone like nurse or blight without damaging someone like trapper.

    You do need to realize that being able to "stand a chance against good survivors and won't get looped into oblivion" usually stands for "i get a fair match against the 1-2% top survivors and stomp the other 98%". That's why it builds frustration over time.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446574#Comment_3446574

    So, with everything you stated, are you saying that good survivors with strong perks, items and add-ons and have good coordination can't go toe to toe with these killers? Or are these killers just too strong for bad solo queue players?

    If they're too strong for solo-queue players, why not nerf Solo-Queue so weaker killers stand a chance and then nerf the stronger killers?

    Yes, even good SWF tend to lose against these 3 killers if they use their best addons. If not, we shouldn't have seen all the 100 win streak with nurse addonless or that one guy recently that did the 1000 win streak with blight. or do you believe that guy went against 1000 bad survivor teams and never good ones?

    and even if those streaks never existed, if you have ever seen a killer tier list anywhere made by players with thousands of hours in dbd they always rank these 3 in S tier and usually state they have something that needs to be toned down.

    and even if one were to say that all of them were lying, you can`t deny that not so long ago BHVR itself was nerfing perks purely because of its interaction with nurse.

    So i dont know why would anyone believe that these 3 are only good against solo-queue.

    and i know even less why would you think that they need to nerf solo-queue.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446548#Comment_3446548

    You must be new around here. Crying for killer nerfs is cyclical. Now it's Blight, next will be Spirit's Add-ons are too strong, then Nurse is still OP and needs yet another nerf. I mean, they even got Wraith nerfed not long after he got buffed. It won't end.

    I mean, Blight's addon are broken, that is not some mass hysteria or evil survivor plot. Even Blight mains agree that his addons are too strong in a killer that is already strong.

    And spirit's Mother-Daughter Ring is indeed OP, paired with that addon that gives you killer's intinct when close to a survivor is an awfully unfair combo.

    And nurse is indeed still awfully strong, her ability to deny almost anything the survivor can do in chase is still active.

    This 3 had always been on S-tier so it shouldn't come to a surprise to anyone that are also the most complained about.

  • I don´t think Pharmacy is the problem, ALL chest perks are useless because survivors dont usually need to open chests in current dbd.

    You are punished for wasting time opening chests and the items you get from them (aside from toolboxes) had all been nerfed in recent years so they are rarely worth the effort. Keys are useless 95% of games, maps too, flashlights had most the killer interactions removed and weak overall, all medkits now are nerfed and the same and even if you get toolbox unless you get really lucky and get a commodius or an engineer they are not worth it either.

    That's why you also don`t see Plunderer, Ace in the Hole and Appraisal.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445940#Comment_3445940

    You couldn't control skillchecks any more with the previous version. Skillcheck rng didn't stop the previous version from being busted. One extra isn't the end of the world.

    I'm not going to say that this is still SS+ auto include busted tier but it's far from dead

    This perk will never hurt the team if you're smart about it

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445974#Comment_3445974

    If you don't have any other action to justify other then doing gens you're already winning.

    If you can glue to gens without the killer interrupting you or needing to go help your team then you'll finish the gens in 5 minutes anyway.

    That would be like saying old dead hard is useless if the killer doesn't hit me. While true it wouldn't matter cause you'd never get hit.

    In actual games the killer is going to come to interrupt you, you are going to need to unhook some survivors, you are going to need to walk from gen to gen.

    If you can spend those 30 seconds during chase then they might not even have been there. There are ways around it.

    Skill check rng isn't any different between this version and the first one. If the first one was superstrong with only 4 skillchecks this one isn't going to be worthless with 5.

    The real kicker here is that you have to wait to activate it untill a moment arrives. Delaying when you'll be able to use it.

    That's also why the infinite use buff might not even be there. In a realistic match you're probably not going to be able to use this that often.

    The perk is a lot weaker. But it's far from dead. I think it's pretty balanced now. And a fun reward for people who have good gamesense

    What i meant is i cant find the way this perk is meant to be used. With any gen perk you can always picture the ideal best way to use it like PT having the 4 survivors in the same gen but what about Scavenger? How is Scavenger meant to be used?

    I can only think of 3 scenarios:

    1) You try to activate scavenger as many times as possible to refill the toolbox, but then this perk will hinder you over and over with that crippling debuff making it not worth it.

    2) you 99% a gen and then use the last charge to finish it so the debuff does not affect you, but then you will have this perk dead in your build for 99% of a gen time and you can maybe get some value at half of the next gen if you are lucky with the RNG skill checks and you are good at hitting greats.

    3)the killer interrumpts you or you go for unhook, (first of all there are tons of things that can happen that could make you unable to unhook someone like being injured, killer facecamps, too much distance) but then in this situations you are simply not repairing at all. you are not getting value out of scavenger because you are being chased.

    so you have this "gen" perk that either hinders you constantly, is dead most of the time you need it or force you to be in situations that you cannot repair.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445757#Comment_3445757

    https://us.v-cdn.net/6030815/uploads/OPG60KJJFOAA/image.png

    That's not what it says here. I haven't played with it yet obviously but as written it activates on the last charge, not on the 5th skillcheck

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445751#Comment_3445751

    Couple of things wrong with your analogy.

    First it is a debuff you can get around. penalty to gen repair does nothing if you are not working on a gen at the time. And even the biggest of genrushers can't teleport. If you activate it before finishing a gen and it takes you 15 seconds to run to the next gen you only lost 7.5 seconds gen progress. Most toolboxes save more then that. If you spend those 30 seconds unhooking a survivor you lost zero gen progress.

    Second your enduring rework is not equivalent at all. For starters you don't choose when you get stunned by a pallet like you can choose when to use your toolbox. Your penalty also last forever where Scavenger last 30 seconds. It's honestly nothing alike

    mmm, i dont know for sure now.

    Although even if that is true and you can time the debuff with the toolbox charges, i still think is not worth it to use a perk like this. The majority of situations which you use a toolbox you dont really need to do any other action to justify having a debuff for the precise action you were doing before.

    And then you have the hit 5 great rng-based skill check part which is still not consistent.

    i understand the need of some perk to incentive survivor to work in short burst as the dev said, but that effect should be tied to a killer perk, not the drawback of a survivor gen perk.

  • @Krazzik said:

    They just need to stop adding gen perks, they clearly can't balance them and no one likes them.

    Killers hate any perks that speed up gens, survivors hate any perks that slow/block gens.

    I usually dont mind gen perks(unless they are extremely busted like old Eruption).

    Balance issues aside, What bothers me is when they create perks like this that work against themselves.

    "We want scavenger to incentivate repairing in short bursts", why would you pick a toolbox refiller perk if you want to do that, that's the literal opposite of what scavenger is meant to be.

    It's like designing a gun that shoot backwards after you use it once.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445631#Comment_3445631

    To my understanding the perk activates once you hold a depleted toolbox? Not when you make your last skillchecks.

    It's just 99% your toolbox and using the last bit when you have to do anything else then working on a gen for a bit

    You need to deplete your toolbox, then start farming rng great skill checks and the moment you hit the 5th one, scavenger activates refilling your toolbox and giving the 30sec debuff.

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445248#Comment_3445248

    street wise, hyperfocus, scavenger, bond, could've been faster if I paired it with the new busted de ja vu.

    I used a stop watch when I got the 2:44.8. Just add the 30 seconds your not on a gen to that and you get 3:15. it was actually less than that time I just fumbled the time stop.

    You are using a full gen rush build, not just Scavenger. you are not even using an exhaustion perk. This are the type of build people use while testing because in a normal game they will get you killed in no time.

    And for the time you are presenting, you must have never even seen the killer in all 3:15min it took you to do the gens. that is even if those gens were actually repaired entirely by you and you didnt receive any help.

  • @RoastedGarlic said:

    with just the original perk you could do 3 gens in 2 minutes and 45 seconds. them adding the reduced repair speed means at the very least it will now take 3 minutes and 15 seconds to complete 3 gens. The perk is still strong, maybe even stronger. Think about it, with it being infinite recharges that is a really good anti 3 gen perk.

    How do you even know that? It's extremely difficult to know how much time you could do x gens with this perk because of the unreliable rng skill checks, plus all the killer interactions.

    And knowing how random this skill checks appear and the setback of the 30sec of 50%repair i can only assume you may have made one refill at most in that time.

    So the 3 gens in 2:45 min must have been made using other gen perks rather than Scavenger itself

  • @Nebula said:

    Also, who are these 4 man comp squads that so many people on this forum swear they play every other game? I play about 1 in every 50 matches. The vast majority of SWFs are just buddies playing for fun and messing around, not bringing BNPs and gen perks.

    And even the ones who bring toolboxes and genrush dont bother with gimmicks like toolbox swapping, they usually split and hit on different gens while being totally alone.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445192#Comment_3445192

    The upside is your replenishing a Toolbox with addons that will speed up Gen repairs more. The slower repair speed will also allow for more skill checks meaning a faster replenishment of said tool box.

    Not to mention it can be used multiple times per match now instead of a single use perk. This will make Gen rush builds more obnoxious to go against.

    Now I agree with the Pyramid head change because that could of been done a bit better

    The slow debuff comes after you already hit the 5 greats to activate the perk. That's the reason why is so unreliable to know when this debuff wil hit you.

    And the 50% slower repair speed is something to be concerned on, considering that this is coming from your own perk without considering other killer perks.

  • @meatshield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445185#Comment_3445185

    "unable to repair a gens for 30 seconds." Uhm, what? You can still repair a generator but slower for 30 seconds.

    50% speed penalty is the same you get of a pentimento and a 4 stack thana combined.

    It's not worth to repair if you are barely moving the bar

  • @RoastedGarlic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445149#Comment_3445149

    well if your working on a gen longer because you're speeds been reduced you will get more chances at skill checks. I don't have a problem with greats, I run hyperfocus without stake out. I assume most players over 1k hours are like that?

    Even if you could hit great skill check easy, you are still reliant on getting those skill checks to appear in the first place. If you are not getting these in a short time you will be wasting more time trying to refill the toolbox than repairing.

    This may sound ridiculous but i had games which i have been repairing a gen for 30 sec before getting my first skill check to activate fast track or fogwise.

  • Like it would be totally easy to consistently refill a toolbox by consistently hitting RANDOM RNG BASED SKILLCHECKS and always hit great and give it to your friend which also must be with you and not in chase or whatever, and basically not repairing either because if you both repair you will certainly finish the gen before the refill

    All this without considering any killer power/perk

    If you pull all this off, congratulations you have a new toolbox for your friend.

    And you'll probably be useless for 30 sec.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444952#Comment_3444952

    Thats the part that requires a brain. Use the toolbox once you reach around 1/3 of the gen done. Then by the time you complete the gen you most likely would have gotten 5 great skillchecks by then so you only spent a little bit of that gen with the repair speed penalty while you go run to find another gen effectively nullifying the penalty

    You do realize that this is an extremely ideal and not at all consistent?

    You have a lot of things that could mess the timing of this perk:

    You used yout toolbox but you finished the gen without doing the 5 greats.

    The killer chased you off the gen before you could recharge the toolbox and started the timer.

    A killer perk blocked your 80%-90% completed gen and you had to go to another gen.

    You started the timer but you are not in position to do anything else but repairing(cant heal, cant rescue, cant be in chase)

    There are a lot of situations where managing that 30 sec timer is a lot more complicated than "just do the 5th great when you are about to to finish the gen".

  • It would have been better if the restriction was "You cannot use your toolbox for 30 sec after it has been recharged" so you could at least keep working at normal speed while you wait as you already went through the "5 greats while empty toolbox" requirement, not 50% repair speed penalty so you are basically locked out of repairs for trying to use the perk you wasted a slot on.

  • I dont think it will be worth giving yourself a 50% repair penalty for 30 sec just to reuse a toolbox.

    It sounds good in paper to be able to reuse your toolbox multiple times but this restriction will really hinder you if you time it wrong. Aside of the fact that if you are picking this perk is because you want to rush a gen and this actively work against it.

  • In my opinion, I wouldn't want map offerings gone but not for a balance reason more as it is because i want to have offerings that actually are worth to use.

    Most of the other survivors offerings are useless and only serve to fill up the bloodweb with the worst of them being the luck offerings and the shrouds.

  • @emetSdidnothingwrong said:

    Baring specific killers on specific maps there are NO killer sided maps. There are survivor sided maps and fair maps. The reason people might say a map is killer sided is because most maps are survivor sided and survivor sided maps are almost always zero interaction. What I mean by that is it's just vault the window/drop the pallet and boom, that's it, the killer either vaults behind them or breaks the pallet, there is no other option, thus when said survivor is on a fair map they comp drop their pallet but the killer walks around it and hits them, thus leading them to say it's a "killer sided" map when in reality they are just hard carried by stupid safe pallets that require no thinking at all besides "press SPACE to win."

    "Killer sided" maps are not like this, some pallets require a stun to make a safe getaway, some you can go around easily if they are predropped from the wrong side, etc. I could go on but you get the idea. Map design has always been utter trash because they make them with no interaction in mind between survivor/killer, just comp drop that ######### and if you are killer you just kick it.

    It's fun that you wrote two large paragraphs and in neither of them you put anything relatable to dead dawg saloon.

  • It is killer sided in my opinion, the very small size leads to all kind of frustrating issues:

    Doctor blasting 4 gens at once.

    Plague infecting all gens in less than a minute.

    Huntress can watch several gens standing on main.

    Skull merchant 3- gen is even worse than usual.

    Same for the knight.

    The gates appearing right next to each other.

    There must be like 10 pallets max and some of them are really unsafe.

    Terror radius builds are a nightmare.

    3 gens spawning in the middle of the street.

    The Gallow has a fixed gen that is really unsafe.

  • @Huge_Bush said:

    Who is Jonah?

    Must be that stranger things character, Jonathan Byers🤔

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442381#Comment_3442381

    Ok but this mechanic is not for face camping, 16 meters is not face camping. My idea for facecamp Bubba is to have his chainsaw charges decrease if he stands still. You see, no one's going to camp with Bubba anymore if they put stuff like that on.

    Then the mechanics have various problems of sorts. It only benefits the survivors, who will obviously abuse it as they did with the unbreakable bk.

    The biggest problem is that now the hook area can't be defended anymore, because the hooked survivor can free himself even if the survivors are close and the killer is defending the hook. Also, in maps with two floors the mechanic works even if the killer is upstairs, what the ######### is the point of that? Survivors will intentionally get chased near the hook so they don't have to waste time, they will also use reassurance so the hook bar doesn't procede, and the hooked surv frees himself.

    On the one hand you're right, nothing to say, if you don't fix the problem on the one hand incentives don't count... but do you know why they don't count? Because if incentives aren't worth #########, they're not incentives but bullshit. If you give a heavy reward to the killer for choosing mixed hooks, a reward that isn't in bp, you see that the killers will stop tunneling/camping.

    But nobody knows how the mechanic will work, how the meter will fill, how the progress will be altered if another survivor is close, etc.

    If the meter fills slow enough while the killer is between 10-16mts the survivor will lose another life state or straight up die.

    I agree that in two floors map in may be troublesome, but until we see this mechanic properly tested i cant form an opinion out of it.

    Also your fix to facecamp bubba does not work. If they lose charges while standing still they would just facecamp while doing circles to the hook or going left and right.😑

  • @illNicola said:

    The anti camping mechanic is good, but there are few problems. First of all, it's another thing that punish killer for a playstyle. Bhvr doesn't understand that punish things is bad for both sides, they have to give some incentives to the killers to make them leave the hook, otherwise they will stay one meter outside the area.

    Second problem is that works through floors, so maybe I'm chasing someone at floor 1, the surv is hooked at ground floor, and he/she can unhook herself.

    It's not that hard, bhvr isn't giving any incentives to not tunnel and not camp, instead she's promoting these playstyle by nerfing all gen regressions without nerfing gen speed perks and toolboxes.

    If this playstyle is unfun, boring and not meant to be the normal way to play dbd i say there should be something to avoid this to be used often.

    I am not asking that all camping related strategies to be nuked but the most egregious ones like a bubba facecamping the first surv to death should not be allowed to be used consistently.

    I dont think any amount of incentives can help if you dont address the problem itself. We have seen this with many things that were not fun for the other side and had to be changed.

  • is it even possible to do five 90 sec gens in 2 minutes?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439094#Comment_3439094

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439232#Comment_3439232

    Sounds great! I'll be eagerly awaiting the massive buffs they need to do for nurse. BHVR balances around a 60% kill rate. You can disagree with that, and think it should be 50%, but they landed on 60% for a reason. So if that is their balance point, lets look at the stats for average players.

    https://us.v-cdn.net/6030815/uploads/2JJNY2N6FCQS/image.png

    Oh look, nurse is by far the worst killer in the game. And look how much higher trapper is than her!

    So which buffs do you think nurse should get to bring her more in line with some of the more crazy powerhouses like sadako?

    While i understand the logic behind balancing towards 60%, you have to understand that:

    1) these stats are almost a year old, oldenough that do not show the current level of nurse anymore.

    2) the main problem related to nurse and these stats was that a single DC completely removes a game from the count. Nurse games are plagued with DCs left and right, people who DC after hearing the first blink, people who dc after a fast first down, dc after seeing she is tunneling. All this games are not registered in the final stats as you only see games which the 4 survivors played to the end.

    in Nurse Comment by Rovend
  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439289#Comment_3439289

    Speak for yourself, now that all those skillful god tier nurses that somehow were only able to play with starstruck and range add-ons are gone, she actually IS fun to go against again

    In my experience, most nurses games are usually stomps at 4-5 gens because we are sent to a map with little obstacles and walls or easy games because the killer cant hit one person like 15 times and give up .

    Neither of them are fun, engaging experiences i must say

    in Nurse Comment by Rovend
  • The main problem with nurse has always been her power. It's impossible to balance a power that lets you teleport in a game where the opposite side needs to loop or put some obstacles between to survive.

    Unless the devs rework her power(changing basically everything that makes nurse what she is) or Drastically nerf her power( not addon changes or exposed hits, i mean huge nerfs like 1 blink max or cant blink through walls), she will always be tier S and not fun to go against

    in Nurse Comment by Rovend
  • @Carth said:

    Some of those perks have never been complained about that much, additionally it's due to BHVR typically putting ridiculously strong one time effects into the game survivor side that have huge game swinging implications(something like blood rush) while killers get beyond mediocre perks that have nowhere near that capability(leverage).

    Survivor players bemoan every patch if there's not a perk on the level of dead hard, old ds, old mom, old CoH, unbreakable, bt before becoming baseline. Or they say something akin to "yeah it's broken but a solo guy playing Spotify and talking to his friends while petting his dog can't pull it off so it's actually weak". Reassurance is a great example of a perk that is still plenty strong but because it didn't literally turn off hook stages like in PTB survivors call it worthless/bad. Meanwhile killers get perks like leverage, septic touch, terminus, etc.

    Did you honestly ever, ever seen someone use Blood Rush and make you feel it was a ridiculously strong one time effect with huge game swinging implications?

    I dont want to be that guy telling "show me video evidence for this" But i havent seen any kind of play using this perk aside from ptb testing and doing tome challenges.

    Now i agree that killer's got some mediocre perks released but the same or worse happened to survivor. Except for some outliers like Coh(which has been nerfed 3 times already), Reassurance and maybe Hyperfocus none of the other recently added perks had been used consistently.

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