Rovend
Rovend
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Did you make this post solely because of the buff to Deja vu?🤦
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They did buff ghost face and pyramid head recently, in the last ptb.
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Every time someone complaints about basekit BT i get flashbacks of the old days where you were forced to use borrowed time every game or literally could not unhook anyone as the killer would smack the unhooked survivor the moment he touched the ground.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437112#Comment_3437112
Because all these perks have huge limitations.
I, for once, am glad to see a new perk that has a decent effect and does not force you to set your entire perk build into getting some value.
If you look at the most recent survivor perks they are usually:
Completely useless(Corrective Action)
Have a wall of restrictions(Potential Energy/Blood Rush)
Nerfed versions of existing perks(Friendly competition)
Extremely situational(Cut Loose)
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@BlueHorkew said:
I don't understand how this keeps happening. Most of the time new survivor perks are really bad, but for some reason every time a PTB comes, there always an outrage about some survivor perk being OP or game breaking. And they never are, they are always niche, ok or just terrible.
In the past year, all of this perks were said to be broken:
- Hyperfocus
- Wiretap
- Reassurance
- Fogwise
- Quick Gambit
- Potential Energy
- Friendly Competion
- Blood Rush
- Cut Loose
Maybe we should wait and see if the perk is really OP instead of seeing niche scenarios on PTB and just asking for nerfs.
None of this perks turned out to be OP, some of them turned out to be really bad.
Maybe the new survivor perks are OP, but honestly with the majority of new survivor perks being so bad, i would like for them to atleast try them out before nerfing them if they are too much.
The devs said they would do quicker balance changes if necessary
Because people see the extremely forced scenarios of a perk tested to the very limits in PTB and get scared thinking it will be broken.
I remember how many users were demanding for reassurance to be removed because they thought survivors would spam it over and over to the first hooked and destroy killer 'camp' strategies, not realizing that unless the killer is really determined to just wait by a hook even if he sees the hooked survivor being reassured over and over there is no real benefit in leaving 25% of your team immobilized.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436988#Comment_3436988
4 perks << 16 perks.
Machine Learning works for exactly 30 seconds and cannot be triggered on command. It is good but not comparable to an unlimited 3% bonus, that always comes right when you need it and that will not run out. Keeo in mind, if even one survivor can create an infinite loop for themselves the game, that puts the killer at a huge disadvantage.
Still, machine learning looks like a better tinkerer for me, i havent tried it yet but it does not seem a bad perk at all.
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@[Deleted User] said:
I haven't noticed an increase in gen speeds myself. The simplest explanation would be less impactful killer slowdown. If killers were overly reliant on slowdown stacks, they're definitely feeling it now. Regardless, the general survivor playerbase didn't suddenly have an epiphany in the last month or two. If a killer is good in chase and has decent game sense, they'll do fine the vast majority of the time.
The main issue was always Eruption. Of course you had PR, Brine, overcharge but the main issue always was Eruption.
Eruption could make a killer that lost 4 gens in 5 min stall the game for half an hour.
Eruption was seen in every killer, M1, ranged, S tier, C tier, everybody used this perk.
Eruption was so easy to use and gave so much benefit that people got accostumed to 3 gening every game.
I had friends that literally could not play any killer without spamming eruption over and over, they literally did not chase, not pressure, not hit, nothing outside of defending 3 gen.
And even after i told them several times that eruption was severely broken and was obviously going to be nerfed, they still played every game until the day it was nerfed. Then, all of them started seeing the 'gen rush' meta and quit playing dbd.
I do not blame them though, because there was no reason to not use the most op perk available, but i blame the devs not only because it took 9 months for them to realize how oppressive this perk was but also for not considering the impact eruption had in the killer playerbase.
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Well, we all know nurse completely nullifies many things in this game with her power. It is not a surprise that the new anti camping is one of them.
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The devs said the anti camp meter would fill faster the closer the killer is to the hooked survivor, that makes me think that scenarios where the killer is on a different floor of the hooked surv would make the meter fill slow enough that the survivor wouldnt get the unhook attempt.
Unless you are standing directly below/above the hook for a prolonged time, it wouldnt be a problem.
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@TheycallmeLix said:
Lately people never bring anti-tunnel perks or exhaustion perks anymore and it’s getting annoying cuz they are the mostly getting tunneled out of the game immediately. I always have DS and Dead Hard in my build, and let me tell you that DS is still really good. Nobody expects DS anymore and that 3 sec is not that bad actually. I’m sorry if you are getting tunneled, but if you don’t bring anti-tunnel perks in your games, you deserve to get tunneled out cuz you should know by now that most Killers these days camp and tunnel, and it’s to buy your team some time to do the gens while the Killer is trying to tunnel you out of the game.
Because they are weak and usually leaves you with a dead perk unless you hit that perfect situation where you can activate all.
Ds is weak, the 3sec stun is far too little value for the wall of restrictions it has.
For OTR you need to have that perfect scenario where you are being tunneled but not hard enough to be hit inmediately off hook and cancelled, so it is situational.
Dh 2-uses restriction with all the previous ones it had makes it a chore to use, and makes you consider using another exhaustion perk like sprint or Lithe which dont have like 5 restrictions to use
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That one guy from Quebec
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427250#Comment_3427250
What i never understood is why people dislike being slugged. While slugged you can still crawl around at least. On the hook you can do nothing but wait for your team.
Normal slugging as the killer leaves me on the floor to go for another surv like, i have no problem.
What i dislike is when the killer leaves you purposely on the ground to bleed out for 4 min when the game is already over.
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That would just kill all exhaustion perks.
How would perks like sprint even work?
This would heavily boost kill rates and would result in either massive killer nerfs(remove bloodlust, remove the speed on hit nerf, nerf strong killers) or would force them to create some new type of exhaustion perk free of this restriction.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424099#Comment_3424099
Because we already have an epidemic of people DCing and/or killing themselves on the hook to avoid the DC. We don't need more ways for survivors to rage quit out of the match and screw over their teammates.
And i would strongly disagree to a instant bleed out the moment you are downed, but after 90-120sec on the floor i believe we are way past the point were dying could be considered rage quitting.
Seriously, like 95% of matches where i have been slugged for half my bleed bar are the killer griefing me because they know i cant do anything for 4 minutes in that situation.
It's stupid to believe that after almost 7 years of dbd nothing can be done to address this.
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Anniversary cakes are meant to be shared, whether the others players put their own cake is up to them.
If you dont want to give bonus bp to others in case they play in a toxic way just use a escape cake/survivor pudding.
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I cant understand why the devs cant allow a survivor to bleed out instantly after a certain time has passed on the floor.
Seriously, like 99% of situations where a surv has been on the floor for 2 min it is either for griefing or in a slug game you are very likely to die anyway.
Adding an option to die after 90-120 sec wouldnt hurt anyone.
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I would at least like for the devs to address all the useless addons and offerings in the survivor bloodweb which only purpose is to waste BP.
The Luck offerings, most shrouds, most key addons, most map addons, the brown and yellow mist bottles. All this are barely used items/offerings and there is no reason anyone would buy them if not because they are forced to.
I must have like 400 Chalk pouches that i will never use.
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To be fair, midwich allows several killers to have op builds that wouldnt work in any other map.
Impossible skill checks Doctor build
Bouncing blades trickster
Skull merchant droning like 75% of the map
Agi-star Wesker
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422806#Comment_3422806
I think nurse is only better anymore if someone really insane plays with her like supalf because how massively she was nerfed. Whereas blight has got none and nerf to dh for example was lot more bigger buff for him than for nurse. Dh was/is very hard to hit correctly agains't her whereas easy agains't blight.
So before latest patch blights usually had to go through 3 health states before downing survivor but now only 2. Dh I think made blight more balanced/fair. After patch I have not escaped agains't blight but usually agains't nurse my whole team escapes with no problem.
I need to call doubt on 'how massively nurse was nerfed'.
I mean, it is appreciated that she cannot slug an entire team because she uses noed or she cannot burn a Midwich offering with an agi-starstruck build and make the four survivors play a no mither game but she is far from weak, very far from weak.
She maybe lost to Blight the strongest killer title but the main problem with her design that is how her power nullifies entire game mechanics like no other killer does still remains. You can change her addons, remove the range ones, make her attacks special and she will still be insanely strong.
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@magikarpediem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419893#Comment_3419893
As long as the survivor is a youngling.
And the new map: The Jedi Temple😂
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@Nirgendwohin said:
syringe works too
edit: can someone explain why this perk has a once per match limit?
Because it is one of those perks that was crazy hyped in PTB and was set to have a mountain of restrictions to not be abused in any way
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419911#Comment_3419911
What i see in my killer games right now is a genrush the same perks as befor. DH now isnt a 87% chance as befor on the survivor now my games the perk appers at a 34% pickrate. Oh right SB got an increase of 56% so DH got imigietly replayced COH is still very strong if you play it you would see it. I played a game where I camped at the end of the round and the survivors that tried to unhook are all 3 healed at 16 seconds (I count) three heals in 16 seconds means the perk got nuked right. I guess for it to become good again the numbers should be trippled right so it be 3 heals in 4 seconds. Seams far I guess. And the medikit nerf as I killer I dont even notes, brecause Medkits are still the best Items and the Medkit pickrate at my rounds is still at 43%.
If we now look at the Killer perks that got nerfed the only one that decreased only a little bit in uses was PR with now a 30% pickrate, but CoB and Overcharge went both from about 67% to 19%.
Look, some things are bound to happen when the nerf patch hits. A heavy Nerf to medkits with a nerf to flashlights, and maps and keys being laughably useless since hatch nerf obviously creates an incentive to genrush.
And now that DH has that hard restriction on top of everything it had before, most survivors are replacing it with SB and Lithe. You can already see Forum posts crying about how broken SB and lithe are and how they should be nerfed, blah blah.
COH had its main strength completely removed that was being able to self-heal with the boon without medkits. Now, if you are playing exclusively 4-man squads, yes, you can get value out of this and the 100% healing increase is appreciated but other than that the perk is dead. You cant use it in soloQ or duo as you cant coordinate heals even if the injured survivor' aura is shown so for the vast majority of the playerbase this perk is dead.
Medkits are not the best item anymore and if it still has a high pickrate is because being able to self heal in dbd is a NECCESITY against most killer regardless of the state of the item(Unless as i mentioned before, you play exclusively 4man squad and you can coordinate heals). Still, you are delusional to think that medkits are still as strong as they were before.
Said that, i am not saying that the killer meta wasn't hit or anything like that but dont minimize the survivor nerfs with "they just lost one perk" because it is not.
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@miniwengsel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417694#Comment_3417694
Did you have noticed, that the killer meta got nuked and the survivors just lost one perk
Survivors just got their strongest healing perk nuked, their best exhaustion perk hard restricted to 2 uses while keeping all its previous restrictions and their strongest item heavy nerfed with all its addons tone down.
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@Maperson said:
I just want Chucky
I want Darth Vader😎
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417549#Comment_3417549
Challenges really make solo q way worse. This challenge in current level of the tome to self heal twice in a match is going to make solo survivor miserable. Blood Rush can only be activated once in a match so atleast one of those heals will be self caring.
https://us.v-cdn.net/6030815/uploads/G65PX275XX3Z/20230503-183831-jpg.jpg
But healing yourself twice with a medkit can complete this challenge? Because you can still pull a double self heal with gel dressing + bandages/gause.
You dont actually need to use blood rush at all.
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At least jeff got a new skin🥲
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418044#Comment_3418044
It would be very interesting. It would be interesting to see how long you loop the killer or how fast they down you or your teammate.
Tunneling and camping only work because survivors let it work, and it would be interesting to see how often you/your teammates fail by feeding the killer.
Being casual is a “you” problem and not a problem with the killer or their tactics. If one side wants to play to win and the other is indifferent about winning, the side who wants to win will usually win, irregardless of the tactics used.
Of course, like so many posters on here, you won’t share videos of your gameplay. You’ll just deflect instead.
This is somewhat misleading.
Although obviously personal skill matter while playing survivor one can only do so much without relying on your teammates in dbd.
The tunneling and camping only work if you "let it work" is simply not true. Many killers have powers that are certain death if they are commited to kill someone.
Bubba, hillbilly, iri-hatchet huntress, pinky finger clown can all guarantee a kill on a hooked survivor, whether it be the first one they hooked or the one that comes to trade.
Killers with strong chase power like Blight, Nurse, Wesker, can tunnel through BT, OTR, DS fairly easy.
It is not about how you "let work" tunneling/camping as much as what the situation let you do.
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Imagine the devs playing and getting matched against a face camping Bubba hitting them on hook 😂
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@Ἥφαιστος said:
Dying Light, Insidious, Predator, Hangman's Trick, Claustrophobia, Distressing, Overwhelming Presence, Territorial Imperative, Bloodhound, Beast of Prey, Septic Touch, Unrelenting, Deathbound, Deerstalker, Stridor, Hysteria, Furtive Chase.
No Mither, This Is Not Happening, Tinkerer, Corrective Action, Low Profile, Diversion, Buckle Up, Calm Spirit, Up The Ante, Ace In A Hole, Premonition, Left Behind, Teamwork: Collective Stealth, Red Herring, Object of Obsession.
Why haven't they buffed these perks?
What's sad about this is that (for the survivor part at least) there are like 30 more perks that you could have added to the list.
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I wish for the old hatch to return some day, but that will be impossible without heavy nerfs to swf and itself.
I started playing dbd like 3-4 months before hatch was nerfed and loved those few moments where i could pull a 2-3man escape through hatch with randoms.
I have always believed bhvr could have tried several nerfs to the hatch instead of just nuking it in a single patch
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Corrective action could work map wide and would still be bad.
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Since the recent nerf of coh, boons in general are weak. If anything, they should probably buff the weaker ones so they can be used outside full totem builds.
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@[Deleted User] said:
Game that made me turn DbD off for the weekend. Haven't played since Saturday:
Midwich against Oni. 3v1 with 1 gen left. I haven't been hooked yet, so I act dumb and show myself out in the open. Oni takes the bait and powers up. I figure I'll run out enough of his power to buy time for the last gen. I ended up running out his entire power around 2 pallets in a confined space. But my teammates did exactly 10% of a gen between 2 players, so we lost. Exit DbD. Do not open DbD for 3 days now. Why even claim to have SBMM at this point?
Game that made me turn dbd off:
Eyrie of crows against trapper. He was not using corrupt so we repair one gen before he even finds one. The first chase (with me) ends with 2 more gen repair. Trapper hooks me and camps me. He has the red addon that randomly activate traps and the addon that put survivors in dying state if they set free of a trap by themselves.
Can you believe that all 3 teammates stepped on a trap in the span of 30 sec without the trapper doing anything other than watching while camping my hook?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410627#Comment_3410627
COH can still be useful for SoloQ. Shame people can't see that.
You can use it yes, but to a very low value compared to pre nerf.
Using Coh in soloQ adds another layer of coordination in the already uncoordinated mess than it is.
I would rather use empathic connection +botany/desperate measures and wait for others to come to me for heal than using coh.
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Imagine starting a discussion with "Regardless what your opinion is... "
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@lifestylee said:
https://us.v-cdn.net/6030815/uploads/7Y5KZ7ZMTAYH/image.png
https://us.v-cdn.net/6030815/uploads/C0I0NGB3DZ5A/image.png
When genkick and eruption was still really good.
Around 60% kill rate, before the survivor hud icons were added.
Not sure if this patch would help get kill rates up with regression being alot weaker overall.
I believe this stats were given before the eruption peak of usage.
In september killers where still using the PR + DMS combo mainly in their matches before it was widely known that they could use eruption to gain like 40 sec of regression in one good activation.
Unfortunately, we will never see the true impact that Eruption/brine/overcharge combo had on the kill rates since this was the last time bhvr share stats for kill rates but we can assume it got higher than tolerable since eruption was nerfed in a patch that was not meant to balance perks
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@H2H said:
Killers will never get basekit anything.
So 6.1.0 never happened right?
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When the devs announced they would be changing the addons for medkits, i hopefully expected they would rework them, add new effects, allow for new combinations, etc.
Instead we got a flat number decrease on all addons with some of them being more expensive while at the same time being less useful than before.
I do not mean to tell the devs how to balance this but this change feels... lazy. It really gives the impression they just sat 15 min looking at the addons and said "this was 12, well put 10" "this is 5%, now 3%" "this is green, make it red".
And is even worse when some of these changes do not make sense, like having a brown medkit being almost identical to a purple one while the latter cost double the bp.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396969#Comment_3396969
You're missing the point.
There are still lots of excellent killer perks, and most of them are pretty decent at accomplishing whatever it is they're trying to accomplish. But those don't help low-tier killers or killers with little-to-no mobility who needed some kind of gen regression meta.
A lot of those killers still would've had a hard time with no gen regression perks left, but maybe the anti-healing meta would have balanced it out. But there's no anti-healing meta anymore, and Dead Hard got a placebo nerf instead of the real nerf it was finally supposed to get, so those killers are left high and dry.
Leaving the OC/CoB combo out of it (which could be overpowered at times), CoB, Eruption, and Pop were all in good places before the coming changes. None of them were great on their own, but they had synergy, and you could use three perk slots to have a chance at doing heavy damage to a gen at least a couple of times a game, plus maybe some mediocre information on the side (I say mediocre because you could easily do half a gen before seeing a skill check a lot of times, and if you hit a great skill check, CoB gave no information, and there were plenty of times when a gen I kicked 30 seconds ago suddenly popped out of nowhere without a loud noise notification).
The only change CoB and OC needed were to not stack with each other.
Leaving a handful of regression perks in the weakened state they already were would have allowed them to be a viable playstyle even as mid-tier perks, but now they're all C and D-tier garbage. And survivors kept their favorite perk at the end of the day.
tl;dr:
No amount of Starstruck and NOED being good killer perks helps Ghostface keeps three gens from popping by the time he's gotten two hooks.
The issue isn't that these were "the only good killer perks", the issue is that they were the only good regression perks left. Imagine if Dead Hard was given its original, intended nerf, and every other exhaustion perk was given a 300 second cooldown on top of it. Every single perk in the entire category is gone.
And that was the point, but the meta that was supposed to replace them was stomped before it was ever given a chance.
Honest question
Why do you think there will not be an antihealing meta?
Because the only thing that was reverted was altruistic healing, not self heal. And medkits got hit the hardest with speed and efficience penalty and all addons nerf.
Full coordinated swf may not suffer this, but everyone else will definitely feel the changes, especially when most killers will run sloppy.
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@imakepeoplehateme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392615#Comment_3392615
It is so difficult for you to argue your point that you are literally bringing up ancient perk changes.Self care,We'll Make it and OoO were changed over 5 years ago,thats an unfair arguement,that once againt overlooks my argued point(I specifically stated in recent years).MoM triggering on every hit was game breaking,even bringig it up as an argument is disingenuous. The only time that perk was good was when it broke the game,it wasn't a perk used over a long period of timed altered to irrelevance for the sake of change.
Ds was brought up in my original post(along with Iron Will),but to further discuss it,they gave survivor base kit bt as a safety measure,and added off the record in the same patch,a perk serving a similar purpose,better in some scenarios and worse in others.The perk also still keeps a niche use case.You can tank a bit with basekit bt,use Ds and still have deadhard,effectively tanking 3 hits for free,so i would say its far from dead.
Dh is literally just being discussed and altered,the changes are not even final,and i guarantee you it will see more use than ruin,cob and eruption combine in 2 months.
That's probably because there aren't really lots of broken, seriouly overtuned survivor perks that were released in recent years.
Aside from the first COH, which got nerfed two times and now a third, i cant think of any seriouly overtuned survivor perk that was released recently that could function by itself without needing a full build or using specific items.
Most new survivor perks are either weaker versions of existing perks or very situational ones you can maybe get some value if you play in a strict way.
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@ironblade said:
Survivors will get what they want eventually. A buff to Dead Hard, reverted the healing nerfs, buffed boon circle of healing, etc etc etc etc but let all the gen kicking perks drown in hellfire.
How is it fair to call buffs to all those things you described?
You cant use Dead hard in the first chase, only 2 uses max, still has all the conditions it previously had(be injured, not exausted, not deep wounded) and you still need to time the 0.5 window.
Altruistic healing was changed to 16sec, self heal with medkits remains at 24 and all med addons were nerfed.
The main strength of COH (infinite self heal) was removed. The 100% altruist heal bonus was given so you can at least consider booning a totem instead of a running botany or desperate measures.
And pain resonance was given a buff with 25%.
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@DangerScouse said:
Gen speeds and pallets aren't being touched and gen defence is being nerfed. So the game remains survivor sided, but a small step in the right direction.
You just can't ignore the 3 huge nerfs to healing and the nerf of the most used survivor exhaustion perk to fit your narrative.
Not every map has a lot of pallets.
Not every surv plays full genrush and if they do, they are risking themselves to be tunneled/camped more efficiently.
Now, i am not saying gen speeds do not need to be addressed but let's not pretend that survivors are not going to get a massive hit this patch especially soloQ not just "a small step".
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To think i would see the day when someone claims Autodidact is broken
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I think bandages remained the same as before(8 charges) but now as you need 24 charges to heal instead of 16 is less useful.
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When will the patch go live? Two weeks?
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The lyra brothers are brazilian, so they speak portuguese
They say some phrases to each other when they are in the lobby.
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The main strength of DH was its versatility, adding a Deliverance's requirement will definitely hurt it a lot.
It is not like you will never get any value out of it but for me it will be relegated to pure unhook builds.
Personally, i would like for the devs to at least give it the 1sec window to use it it had before since you are already paying a cost (safe unhook) for trying to use it alongside the exhaution and deep woumd
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Because overkill nerfs will always be frown upon.
If you take a perk like DH, whose main strength was versatility and slap a Deliverance's requirement you are effectively killing it.
Same with healing, one thing is to want healings to happen less but killing the best healing perk, nerfing heavily all healing items and increase base healing all in one patch is trolling.
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I use Stake-out as a visual indicator of when a killer's terror radius is close because my headphones work horribly
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@NerfDeadHardPLZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382036#Comment_3382036
Yeah buff on something that no1 ever used :D big buff not gonna lie
99% of the survivors are running medkits and toolboxes, even if they remove flashlight completely i doubt killers would even notice that item is gone
Maybe if keys, maps, fireworks and flashlights werent so useless in this game to the point you are literally handicapping yourself by bringing them people would use them instead of medkits and toolboxes.
And now as the nerf hammer goes to the medkits toolboxes will be the first option to pick.
Still, now you have less reason to use a flashlight so expect more toolboxes genrushing you.
