Rudjohns
Rudjohns
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- Rudjohns
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The meta right now
A below average perk that nobody uses it get buffed
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The buff is considered too strong and then the perk gets nerfed
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The nerf makes the perk worse than before the buff -
Worst Rift ever
most of badges and banners are also really bad lmao
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011554#Comment_4011554
Then how does it work?
Unbreakable gives you a prompt you have to click before you get up. That's part of the perk.You can't 99 the progress bar, it stops at the same level as if you can't self recovery
Thats my point
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It does not
It says in the perk description
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@MoZo said:
you still get the 40 seconds of endurance in endgame i’m pretty sure (which is gonna be insane with sprint burst allowing for almost free escapes if you’re close enough) so overall it’s like a sidegrade rather than a nerf to OTR. don’t forget the no scratch marks didn’t get removed either so now we get 4 effects from OTR.
I will be in shock if they still leave activated in the endgame
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@MarbleThrone said:
You can absolutely 99 your recovery.
Do NOT hold down the button to recover like you would normally, since it's now automatic.
Because if you do, you will indeed get up when you might not intend to.
Once the recovery bar is full, you get a prompt that you have to press/click to complete the recovery, get up, and keep moving.Thats not how it works
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@Crowman said:
It's silly how often BHVR creates more work for themselves by touching things that didn't need to be touched. There was no reason to change Myer's power to be a chargeable dash attack. It was perfectly fine that he was an M1 killer who stalks to become stronger.
I still wonder who asked for that rework?
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Hopefully is just a reverse to what he was before
the actual "rework" could have been an add-on
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Great, now I know which survivor to tunnel
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@DaSonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004644#Comment_4004644
You know what you can do in that scenario? Hit the survivor. Cancel their perk and hey at that point, chase them since they brought it upon themselves. Pretending like they don't exist because you are scared to hit into endurance is just a bad play.
You unironically would rather have that person do close to a full gen than to run after you in the hope of blocking you? Be real.
I'm hoping for the day No Mither becomes meta. Then people will bring Resilience and just do gens likes its no tomorrow
I wanna see the killer's main reaction
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@Shaddoll_Serpent said:
Tenacity also has been nerfed going to 25% faster crawling speed instead of 50% and loses its ability to recover and crawl at the same time.
It's hilarious how they revert the changes for anti tunneling and slugging, yet still nerf some of the perks that helped against that leaving anti tunneling and slugging in an even worse state than before. Like please tell me these were mistakes. Please.
OMG REALLY? Theres no way
Thats even worse
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@SkeletonDance said:
Looks like Myers rework is coming to live…
Thats why I never P100 a killer
Myers is dead to me
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Make the rework an add-on
Everybody will be happy
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001885#Comment_4001885
Isn‘t it obvious as to why? Male survivors are pay to lose. They are much bigger than females which is a huge disadvantage in dbd and the females just look way better. I would love to play Yoichi, but I won’t put myself at an disadvantage for that.
Unless you wanna hide in a bush or behind a barrel, male survivors being bigger is not an issue. Maybe they take more space of the screen but its probably something like 5% total.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001885#Comment_4001885
It wouldn't be a bad idea. I was really hoping the Gabe one would be a winner. But with the overwhelming popularity of female Survivors, I think there's little chance a design for a male Survivor is going to win in these competitions.
Its not about the actual cosmetic anymore, its all about "which cosmetic is for my main character"
Its sad but true
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No male survivors
Might as well have separated gender for survivors next time
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@solidgamer44 said:
How is it a buff? Seriously read what you have typed respectfully.
Genuinely confused.
I literally explained in the post
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This "update" should be a couple of reworked add-ons, not his entire kit
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I have been saying this for so many times and will continue to do so
Maps and keys need their charge system to go back to whats were before. Streetwise and Franklin's Demise got nerfed because of the new charge system. Change it back and everybody will be happy
Maps need to show auras of gens, totems and chests. Maps need an add-on to show the aura of stuff to all survivors. Maps need the aura revealed by perks (deja vu, visionary, detective's hunth) do be added to them.
Keys need their Blood Amber back. Some of keys "buffs" are nice and could be added to their previous iteration (instant open chest, show aura of teammates without add-ons), but the charge system and blood amber need to go back.
Fog vials need either revert back to what they were when they were introduced with charges (like 6) or keep it as it is but give them back infinite charges
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To me LUCK needs a buff
and needs to affect killers as well (in their favour)
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@Abbzy said:
I mean killer should be able to abandon when exit gates are open because thats when he mostly lost and if he has no one on hook,sluged or in chase which goes in killers favor there is no point in being there just time waste like mori for survivor.
I'm okay with that if survivors still end the match with an "escape" and gain the 7k bloodpoints
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Only toolboxes, flashlights and medkits are still worth using it
Maps and keys are useless
fog vials are just there to waste bloodpoints
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Sole Survivor
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@Daniel_Silva04 said:
I would say that it was nerfed because of 4.4 killers. This perk is extremely overpowered against them, you can literally just run forever around a loop that blocks the killer's line of sight and he could never catch up to you. I've seen this many times.
I don't like this excuse because 4.4 killers have that speed for a reason
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999498#Comment_3999498
Would be cool if they'd make the instruments sync up when used next to someone else who's playing. I want 1 song, not 4 mashed noises.
Also... we talking about classical violin or a fiddle?
Maybe a fiddle fits better, idk
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If you run Hyperfocus without Stake Out then you are going to be accused of cheating 99% of the time
Its enough for killers doing a streak to not count the match if they lose lmao
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999490#Comment_3999490
Im pretty sure they weren't talking about game balance. Alot of us just want to make a band.
Ah okay, then I want a violin perk now
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@TheGoone said:
One two three four with Bardic will be op
Literally 30 seconds performing the perks that could have been used to repair the generator
"Nah but it affects teammates as well"
Still faster to spend the 30 seconds doing the gen with the teammates
2 perks slots that could be replaced with just 1, Prove Thyself
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999022#Comment_3999022
The thing about that is, while you're spending 17% of your charges on one use, you have more uses and the chances of not seeing someone went down, not up.
Remember, a really hefty range increase and a ten-second linger were added alongside this change. There is less chance of you wasting your charge for nothing, that's part of what makes this system so much better for keys.
Genuinely, have you tried using these new keys across a few trials? The ability you have to track your teammates with them is so much higher than old keys it's insane. There ISN'T an appreciable risk of you wasting charges for nothing with new keys, certainly not more so than old keys.
Yes, you could bring Bond, but if you bring keys that frees up your perk slots for more useful effects. That's how it's supposed to work; the choices rival each other but use different loadout slots. Before, keys weren't worth the item slot for this purpose, and now they are.
I'm not going to argue about maps, I don't like that rework and I think the item should get its core use cases back. Keys, though, are not in the same boat: They got better, not worse.
I didn't use keys very much before, but that's not because I didn't care about them. They just weren't worth it without the Blood Amber. Now they are, so now I'm really pleased I don't need to invest nearly as much for a worthwhile effect + the effect I do get is significantly better. I am a map lover and I don't like that rework, though, to be clear."I didn't use keys very much before"
Thats all I needed, thanks
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999013#Comment_3999013
…No.
That change improved keys because of how that item functions. Larger overall uptime + less chance of wasting any charges + the ability to perform other actions while still reading auras is just an upgrade, it only make keys better.
That change… sorta could improve maps if that rework were better, but there are other problems there. Same general principle behind how that could help maps if they were a bit better designed overall.
The way medkits function, it's hard to imagine how you would even implement such a change without stopping the item from doing what it currently does. I genuinely can't comment on this one because there's no obvious coherent way you'd make this change.
For toolboxes you could do it - consume a charge to get repair speed - but that would just make the item's use case weaker, not stronger. There's no benefit to toolboxes working that way like there is for keys and potentially maps. It also wouldn't really work for sabotages, so there's another logistical concern there like there is with medkits.
Ditto the first part for flashlights - you could maybe do it, but why? What's the benefit? Keys are materially improved by this change for specific observable reasons, and those reasons don't apply to other items.Let me turn the question around on you - why do you think this new system makes keys worse? What's the material effect you think is harming keys?
"less chance of wasting any charges"
You are literally spending 17% of the charges with a single use.
"the ability to perform other actions while still reading auras is just an upgrade"
Or you could bring Bond and another more useful item such as a toolbox, or a flashlight, since you care about seeing teammates auras
"why do you think this new system makes keys worse? What's the material effect you think is harming keys?"
It's not an on-demand use. Now it's very limited and I might waste my charge for nothing.
The problem is not only for keys but for maps as well. Same thing as above, not on-demand. I want to tap my map and see the aura of stuff within a single second. I want to show the aura of the stuff to my teammates. I want to see gens, totems and chests. As for the keys, I want to use Blood Amber more efficiently as well.You can ask as many keys/map lovers as you can, I promise you the vast majority don't like the changes. And if they say they do, they were never an user in the first place, probably just a player that were sick of finding useless green maps and green keys inside chests.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999004#Comment_3999004
That would make no sense for their use case and wouldn't improve the item in any way, so no.
The items aren't all the same, some of them benefit from specific changes more than others do. I mean hell, how would you apply this charge system to medkits? It wouldn't make any sense.
Yeah so that literally tells the items got worse
Thanks
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999001#Comment_3999001
Of course I do?
Why wouldn't I prefer the stronger, easier to use, more effective system?
Okay, would you like medkits, toolboxes and flashlights to have the same charge system as well?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998985#Comment_3998985
Nobody used keys to track teammates because they were bad at it.
That's always been their biggest obvious use case: Track players, to contrast maps tracking objects.
The old keys actually had okay numbers for tracking teammates if you leaned in: Referencing the old wiki, the Skeleton Key with the Gold Token addon gave you 48m of aura reading on teammates for a potential total of 30 seconds. Okay numbers, but requires an iridescent item and a green addon.
Contrast that to new keys. Bringing a Skeleton Key now, with no additional addon support, gives you 64m of teammate aura reading for a potential total of 60 seconds. Right off the bat, those are significantly better numbers.
Additionally, the new key system has passive use, meaning you can pop the key and gain the effect while doing other actions instead of having to micromanage, and means the likelihood of wasting any charges is substantially lower.
On top of that, the Skeleton Key is now a blue item, not an iridescent, and no longer requires any addons to function in this regard so it's much cheaper to access.
On top of that, because it no longer requires addons to function, it means a key you get from a chest actually does something worthwhile, which while only mildly relevant to the overall strength of the item definitely means it occupies a much healthier space within the game.There's no way around the fact that keys got substantially better at their actual job overall. They also got a new job as well, which is nice; I've used the new keys for chest builds and while it's never going to be meta, it's just strong enough to mess around with for fun without feeling like you're throwing. Actually an area where new Streetwise shines, funnily enough.
I would be hesitant to say things like "Nobody likes [X]" when there are people directly saying they do in fact like [X]. It's not less of a criticism for you to just say you don't like it and make a case for why you feel that way.
Everything sounds nicer…but it has the awful new charge system
Theres absolute no way you prefer that over the old one
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@SoGo said:
Keys, no.
Maps just need some old functions readded.
Streetwise half yes. The new effect is nice, but I liked the old one too.
Franklins yes, but revert it to the version that caused a chunk of progress to be lost right away.
Map Offerings will likely never get removed because of map achievements.
And Fog Vials could be really fun if not for the overtly big nerfs.
New charge system sucks. They need to revert back to old system and then they can revert Streetwise and Franklin's Demise
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998823#Comment_3998823
I have to say I disagree strongly.
I don't see an angle one could take on new keys where they'd be anything other than substantially better, other than the Blood Amber being admittedly a little overnerfed.
Opening hatch, they're exactly the same.
Tracking teammates, they're substantially stronger.
Chest builds, they now have a purpose they didn't have before that's honestly pretty alright.Keys were noticeably improved across the board, and I couldn't be happier. I always liked them as teammate-tracking items but they were never good enough to warrant actually using, unlike now.
The new charge system is terrible and it needs to be reversed
Nobody used keys to track teammates. There are perks that can do that (Bond, Empathy, etc)
Keys were only used for 2 purposes: open hatch (which means rat survivors), and Blood Amber (which is basically dead)The buff that keys needed:
Track teammates basekit
Broken Keys lasting for 30 seconds
Ring showing aura of Obsession and vice-versaNobody likes the new charge system. I wonder why medkits, toolboxes and flashlights don't have them, hmm…
And of course, because of the new charge system, Streetwise and Franklin's Demise are dead
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Imagine if they rework medkits to, instead of increasing healing speed, they give "empathy", "emphatic connection" among other minor things
They rework toolboxes but instead of increasing repairing speed they now just decrease skillchecks frequency, increase normal skill check size, show the aura of the gen to teammates etc
They rework flashlight but instead of blinding the killer now they create beams of light that show your location to your teammates
Thats how people feel with the new maps and keys
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@jesterkind said:
I'd rather not lose the version of keys that are actually worth using, personally.
I'd also sooner see the rest of those things adjusted over reverted, and while I understand the impulse behind removing map offerings, I'd rather see a big dedicated overhaul to offerings - they're honestly not even the least useful offerings in the bloodweb, as they stand.
its easy to buff the older version of keys
These new ones are absolute trash -
@ArcT said:
You forgot map offerings and spawn rules, also recently changed specifically to strengthen killers.
Hook respawns
Mori for the last survivor
Mori for all survivors in the dying state (and if survivors are on the hook)
Removal of 4% even in the endgame
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Terrible
I hope they scrap it completely
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@Rudjohns said:
All perks were reverted to "normal" or only the ones associated with the anti tunneling/slugging system? Because some perks could really benefit by the changes
Clairvoyance
Friendly Competition
No Mither
Leader
Lucky Star
Pharmacy
Poised
Quick Gambit
All Shaking Thunder
Dark Arrogance
Ruin
Oppression
Septic TouchApparently the perks that are going to be changed have been leaked. I didnt find any official statement by the devs
No Mither is not on the list? Why? 100% no grunts of pain is really too strong for the perk?
Why Hope is still getting nerfed? So the survivor plays the entire match with 1 less perk only to get to the endgame with a weaker version?
Vigil nerf is also a slap in the face. Just bring back the first version of the perk (before the Nightmare rework), which it was 30% 8 meters. Nobody was complaining about that. -
I guess we should go back to 5 seconds stun for the time being?
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All perks were reverted to "normal" or only the ones associated with the anti tunneling/slugging system? Because some perks could really benefit by the changes
Clairvoyance
Friendly Competition
No Mither
Leader
Lucky Star
Pharmacy
Poised
Quick Gambit
All Shaking Thunder
Dark Arrogance
Ruin
Oppression
Septic Touch -
I'm a survivor main and I really dislike the anti tunnel PTB
Just go for the points. Tunneling killer earn less points at the end of the match
Just buff the anti tunneling perks: Babysitter, Decisive Strike, Off the Record, Reassurance etc
Buff killer perks to discouraging tunneling, promoting fresh hooks
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Yep, I stand with everything I said after testing the PTB
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Does anyone know if they added pallets inside Thompson House's main building?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994067#Comment_3994067
This post has the same fundamental value as your initial post btw. You get an educated opinion by testing it on the PTB and ideally testing it on the Live Servers (since PTB is not that valuable for testing). You dont get an educated opinion by saying "I watched the Discord Live Stream".
ok
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@Astel said:
Is it true that DMS is dead? I heard someone saying it is nerfed to 35s but cannot confirm.
Yes, and Pain Resonance too
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@Aven_Fallen said:
It wont. You tested 0 of it, you post a completely uneducated opinion without any evidence to back it up.
ok
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@Chilli_man2400 said:
people complain for 9 years about band aid fixes and the one time BHVR actually is going to try to fix the issue of tunneling without band aid perks people don’t want it now
This update will be the riskiest update ever but if it works it could fix these 2 long standing problems
People complaining are the ones against the band aid fixes
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@AmpersandUnderscore said:
They have already said twice now that 5 second DS isn't allowed: first when it was nerfed in 6.1 to 3 seconds, then again when they revisited the perk and tried 5 seconds again, then resorted to 4 seconds before it actually went live.
And I'll point out that we had 5 second DS before 6.1, and it was much stronger to boot (worked in end game, no conspicuous actions), and people still tunneled. So no, this isn't the solution.
It's might be part of a solution, but by itself isn't enough. Demonstrably.
Imagine a world when 5 seconds DS is too strong than the new PTB, lmao