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Sandt1985

Sandt1985

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Sandt1985
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  • He needs to be able to walk through dropped pallets and breakable walls, maybe with a slight hinder when he does. Walking through walls and objects with no issue whatsoever is kinda Jason's thing

  • @Shroompy said:

    All Im hoping is that he can only hurt asleep Survivors and that he has a way to pull Survivors into the Dream.

    Would already make him 10x more interesting

    By design, that makes him a weaker killer by default. The worst part of original freddy was that first he had to find survivors, and then pull them into the dream world, which took 7 seconds, giving survivors plenty of time to make it to a loop, all while being able to see freddy during this time as he pops in and out of sight. Having to wait 7 seconds just to interact with survivors is downright painful, no matter how lore accurate it is

  • He either need to be a 115% killer, or needs his terror radius to be reverted to its original 24 meters. There is absolutely no reason for a 110% killer to have a 32 meter terror radius

    Also, completely rework the addon Hellshire Iron, as its effect is completely garbage. My idea for the rework is "Your redeemer shot is no longer attached to a chain, allowing the shot to be map wide. However, the reload time is increased to 4 or 5 seconds, and is unable to be reduced." I like addons that completely alter the playstyle of a killer.

  • I mean, lets be real. New players don't come for the original killers. They come for the iconic slashers, and stay for the new killers. Licensed chapters will always bring in more new players then any original chapter could ever dream of.

    While I'd like to go back to the old way of "2 original, two license" per year, it should never go back to more then 2 original per year. Original killers are great for the already existing player base, but they do absolutely nothing for players who are thinking about giving DBD a try.

  • @Iron_Cutlass said:

    Literally what is the point of this perk?

    You have to spend 60 second in basement doing nothing, does not progress the objective/Generators in any meaningful way. It leaves you permanently Broken for the entire game once it is completed and for the game to play a universal sound cue and notification telling the Killer that this perk is active.

    For the trade-off of being able to get 2 seconds of Aura Reading when they alert of a crow… only problem is that you often alert crows before this perk can even get value since you are leading the chase and often pass through an area first. So NOW you need to use two perk slots instead of just one perk slot to get value from this perk by using Calm Spirit.

    Calm Spirit is also an awful perk that has its own issues, often being detrimental to the game if certain Killer perks are in play.

    Oh yea, and did I mention that this perk does not stack with other Invocation Perk? Meaning youd need to waste another 60 seconds if you wanted to pair this perk with other Invocation Perks.

    Also many Killers just ignore scaring crows altogether or ignore the aura reading altogether. Meaning that you can get a Killer that's sole existence just nullifies the perk's effect. A prime example of this is Wraith, they dont alert crows (unless the touch their hitbox) while cloaked, they are also Undetectable while cloaked which means that aura reading does not work on them.

    Ultimately… what is the point of this perk? Ive never seen a perk be this poorly designed and awful.

    Switch it from "aura reveal when a killer disturbs a crown while your in their terror radius" to "aura reveal whenever the killer disturbs a crow while not in chase" and I'd seriously consider running this perk

  • @Monkeypox said:

    Nothing. He got changed before where they removed his manual scamper he didn't need anything. It's just bhvr pampering baby survivors yet again. Look at skull merchant and freddy for example.

    I'm still annoyed that manual scamper was completely removed. It was core to the characters DBD identity.

    What I would have done to balance it was allow chucky to keep his original manual scamber, but increase the cooldown of his power to 60 seconds each time he does it. Once his power comes off that lengthy cooldown, the cooldown returns to normal.

    He'll have his super strong scamber back, but at the cost of being a 110% killer with no power for a full minute, which is an eternity in DBD time. Strong, but at a cost.

  • The playerbase always drops during the winter times. Thats happened every year since DBD's release in 2016. Nothing new here

  • @JPLongstreet said:

    I imagine they'll treat this like they did for direct face camping, by adding something basekit that only deals with the "everyone down and no way to get up" scenarios, and just that narrow issue.

    They were only trying to address face camping, as that was the only issue. Proxy camping is not an issue at all

  • @zarr said:

    Chucky at 8 meters per second dash speed and 1.8 seconds dash duration catches up the same distance differential to a survivor he did at 10m/s and 1.2s (4m/s catch-up speed * 1.8s = 7.2m; 6m/s catch-up * 1.2 = 7.2m). The difference of course being that it takes Chucky 600ms longer now to do so, which allows the survivor to cover more distance before the hit happens - 2.4m to be precise. So if there is a pallet or window or sharp turn in range, now the survivor might make it into safety whereas they wouldn't have before. Chucky also covers 2.4m more himself now, but that doesn't matter if there's a pallet, window or wall between him and the survivor at that point.

    I think it would have sufficed had they simply increased the cooldown back to 18 seconds. Chucky is really strong and really easy to play, but the Rat Poison nerf already helped to make him less easy to succeed with and the slower dash is just unfun to use.

    Alternatively, settle for 9m/s and 1.6s duration, perhaps with a 16-second cooldown.

    Or better yet, bring back 180° flick such that a survivor making it behind a wall or pallet due to the lower dash speed isn't as detrimental as it is currently.

    As a concluding note: The decreased dash speed has actually made it considerably easier to hit people after scampering, as you don't overshoot quite as much. So it's not all bad.

    if his cooldown is ever reverted back to 18 seconds, then he will, at a minimum, need to become a 115% killer. 18 seconds is waaaay to long of a cooldown to be spent moving at 110% with now power whatsoever

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856540#Comment_3856540

    You're still going to have some specific situation where leaving a survivor on the ground may be a smarter choice,

    I completely agree. I think of strategies like camping, tunneling, and slugging as "situational". Which generally means they should be available for the killer to use, but shouldn't generally be the "plan going into the match" or "the only way someone plays". It's also why I'm generally opposed to base kit unbreakable.

    What I'm suggesting is a base kit mechanic for killers that rewards them for hooking a survivor; the reward being information of some kind valuable information regarding the rest of the map

    This is kinda why I pushed back on the inital post. Information, especially "valuable information" that isn't currently available, but is added as a result of gameplay is a buff to killers, specifically a base kit buff. And I'm not sure that you could give extra information that would be valuable enough to deter slugging, since both slugging and camping are generally (over)used to bring survivors to the hook/slug so the killer doesn't have to go searching at all.

    It's also why I think something like the BBQ BP bonus is about the only way to go with this, because it's an extrinsic reward and incentive. It doesn't do anything to affect the match or the balance of the game, but is still useful to the player. And might still be enough to encourage some players to play differently to obtain that reward. Player agency isn't touched at all, and neither is balance, but you might be able to sway someone to a mindset to spread hooks and maximize their reward.

    Anything that intrinsically rewards gameplay, or affects the gameplay directly, is a direct balance change (buff to killer or nerf to survivors in this case).

    This was fun. Good chat, sir

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856509#Comment_3856509

    First off, thats just putting words into the mouths of others.

    No it's not. You specifically state:

    The comment you are replying to did bring up a valid point. "Slugging is a thing because they have added so many perks, add ons and items to counter hooks. There’s a plethora of survivor perks that give second chances, get more health stages, trade hooks etc. They feel the need to nerf every chase perk and killers good in chase till they become trash." While I wouldn't have worded in such a way, this comment is factually accurate.

    And then:

    The core problem isn't that killers slug. The core problem is why killers feel they need to slug.

    So, to put it simply, you're directly saying that the main problem is that killers feel that they need to slug, and that slugging is prevalent because of the perks, items, and add-ons to "counter hooks" (otherwise this isn't a "valid" argument, in your words). So when you go on to say that

    Lets come up with ways to address the core problem

    You're implicitly saying that those "perks, add-ons, and items" need to be adjusted. And since buffing those would only make the problem worse, then the only solution from your perspective is to "undo the damage" by removing those "core issues" as you put it.

    how is making changes that incentivizing hooking "buffing killers and nerfing survivors?" I'm quite curious about that.

    It doesn't necessarily have to be, but that's what you're directly saying in your post, for the reasons I explained above. And just about any changes to balance will be perceived that way regardless.

    However, instead of nerfs or buffs: You could, for example, make the "old" BBQ BP bonus for hooking each individual survivor a base kit effect. You can even add an on-screen UI element for the killer to see their bonus amount, and even further, disable additional bonuses after the first survivor dies. It's a non-controversial way to incentivize spreading hooks that has basically no balance impact, but would have a minor impact to player mentality and gameplay. I've wanted that, or something like it, since they removed the BP bonus from the perk itself.

    I'm actually glad you brought up BBQ because that was one of the best perks that incentivizes going for hooks. At first, I wanted to suggest making BBQ base kit, but I'm of the firm belief that built in aura reading should not be a thing for killers, at least in the base kit. But I still think a base kit BBQ does have some merit, or at least the concept of it. I just couldn't figure out a way to make it work properly. And then, Scourge Hook: Jagged Compass was introduced. A perk that shows the gen with the most progress. This isn't what i had in mind for the base kit addition to killers to incentivize going for a new survivor once an old one was hooked, but its a step in the right direction.

    What I'm suggesting is a base kit mechanic for killers that rewards them for hooking a survivor; the reward being information of some kind valuable information regarding the rest of the map. Now, what that information should be, i cant really say. I think giving the specific location of the other survivors is a bit much, and Jagged Compass already shows the gen with the most progress, but by giving the killer something valuable, in a way that could be minor or major depending on balancing, you incentivize picking up that survivor and hooking right away rather then simply leaving them on the ground.

    Now, You're still going to have some specific situation where leaving a survivor on the ground may be a smarter choice, but they'll be far less frequent. And frankly, the only way to really eliminate slugging would be to have the Entity itself hook survivors as soon as they're down and immediately move that survivor to a far away hook that the killer can't see the aura of, and thats just a bit too much.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856483#Comment_3856483

    Slugging is a thing because they have added so many perks, add ons and items to counter hooks.

    This is simply not correct. The only things they've added have been to deter camping and tunneling, and do nothing if you leave the hook. And while there are a disturbing number of killer players who see that as synonymous to "hooking" and can't literally think of any other way to play the game, that's entirely and completely wrong.

    Anyone who says or thinks this is because of perks or mechanics is being disingenuous to everyone, possibly including themselves.

    The core problem isn't that killers slug. The core problem is why killers feel they need to slug.

    People will always feel the "need to slug". In general, there are (unfortunately many) killers who put ego into everything, especially on these forums. Losing a game, or even not "winning completely" is not even a thought that crosses their minds. They can "play normally" or "play how they want" and stay in their own/appropriate MMR bracket, but many of these players aren't satisfied with that because it means they will only get about 60% kills, and eventually will not be winning all the time.

    When that happens, they start using strategies that are "easy to execute, and hard for survivors to counter". They will tunnel until that inevitably stops working for them, and currently the meta is to simply slug until even that stops working for them. Usually, once they hit the absolute limit of their ability, they post on the forums for "devs to do something, because they insist they have to tunnel and slug every game".

    But you don't have to. You can kill about 60% of the time in easy games, or you can sweat incessantly and have really frustrating games and still kill about 60% of the time. And your insistence that this is "a focus on the core problem" is, simply put, just another plea for the devs to buff killers and/or nerf survivors. At which point the cycle will still be identical, just with a few more easy wins in between before again hitting your skill cap.

    The mindset for killers is the core problem. And somehow this is the only PvP game I've ever seen where players seem to expect to win every game, and when that doesn't happen, scream at the devs to fix it. That is the core problem, and no amount of balance will change the fact that people will seemingly always feel entitled to win all the time. The only thing that changes is what "flavor of the month" perk/mechanic/item is being blamed for it this time.

    Agree to disagree, I suppose. However, there is one specific line in your post that gave me pause, and i'd like to push back against…

    "your insistence that this is "a focus on the core problem" is, simply put, just another plea for the devs to buff killers and/or nerf survivors"

    First off, thats just putting words into the mouths of others. But second, how is making changes that incentivizing hooking "buffing killers and nerfing survivors?" I'm quite curious about that.

    If you truly want slugging to be one hundred percent impossible or at least detrimental to killer gameplay (if you do, thats a completely different conversation, so lets put a pin in that for a later day), then there are two ways to go about it: Incentivizing hooks, or outright punishing slugging. I'd avoid the later choice personally, because there are sadly occasionals where leaving a survivor on the ground is simply the smarter move, whether it be because of nearby flashlighters, potential pallet saves, spoting a nearby survivor who is terribly out of position, needing to rush back to a gen to keep it from getting finished, and other such things. There are times when immediately picking up a survivor right after you down them simply isnt the smart play. But if you punish players by forcing them to choose a less then smart option, well, thats just not going to turn out well

    But the former option, incentivizing hooks more, thats different. Its the concept of rewarding good gameplay, rather then punishing what may be the smarter choice, specific situations withstanding

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854407#Comment_3854407

    Didnt even say anything about killers being op or something needing a nerf.

    Just pointing out that from what I am experiencing more and more killers use a playstyle where they rather bleed the survivors out instead of hooking them cause they either dont want unhook perks to trigger or dont want to risk the 4%.

    This means survivors are either dependend on having multiple unbreakables in their team or to go more or less afk for 4 minutes to wait out the timer.

    If more and more killer players do this, unbreakable will eventually become base kit. That's all I pointed out in this post.

    The true issue of this forum is that some people read "them vs us" stuff into everything. Instead of reading "killers are asking for unbreakable base kit with this playstyle" they read " I now demand unbreakable to be base kit" and then feel personally attacked for thinking you said something against their role.

    The comment you are replying to did bring up a valid point. "Slugging is a thing because they have added so many perks, add ons and items to counter hooks. There’s a plethora of survivor perks that give second chances, get more health stages, trade hooks etc. They feel the need to nerf every chase perk and killers good in chase till they become trash." While I wouldn't have worded in such a way, this comment is factually accurate.

    The point you were trying to make was, by your own words "killers are asking for unbreakable base kit with this playstyle". However, if you make that comment without addressing the previous comment via gameplay changes, all you're really saying is "Yes, survivors do in fact have plenty of ways to deal with hook states, but killers still shouldn't slug." And honestly, thats just not a convincing argument, because it doesn't even attempt to tackle the core problem.

    The core problem isn't that killers slug. The core problem is why killers feel they need to slug. And spoilers, its rarely to be mean and toxic. WHile I'm sure that has happened to a lot of us in the past, please lets stop pretending that it happens often. That dilutes the argument when it just isn't factual.

    Lets come up with ways to address the core problem, rather then focus solely on the side effect of the core problem

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856327#Comment_3856327

    I think your the one being ignorant a surrender button if you do not get what it does, is the same as hitting the quit button except there no penalty for doing so as long as all survivors all hit it.

    IDV has this option if a hunter wants to slug for 4k or everyone is down they all must press it and the game ends.

    Also then if its a bad idea killers need to stop qq for the easy fix to this solution we been asking for, now say it with me, " base kit unbreakable " or make the perk itself has unlimited uses but with a 1 or 2 min cd to make it fair.

    They tried basekit unbreakable in the PTB, and it went about as well as everyone quessed. It was abused by survivors, heavily, by building entire builds and team strats around it. It was universally panned across the board. And thats why it didnt come to the game. Blame the PTB survivors for that one

  • @Caiman said:

    The Infection was reset to 1% on hook. It takes over 2 minutes for a survivor to go from 1% to 100% infected. The Hindered was reduced to -4%. If you remove his infection on hook then it ceases to exist as a passive slowdown.

    Don't forget that they removed the hindered that survivors got just from being infected but not fully infected. It used to be 5 percent when infected and 8 percent when fully infected. Now its just 4 percent when fully infected

  • @ThatRyanB said:

    Hopping in to provide a little context on this, the team has been closely monitoring The Houndmaster's performance and determined that Knotted Rope posed a potential balancing risk when paired with certain perks and addons. They're currently re-evaluating this addon and plan to revisit it in 2025, but ultimately wanted to ensure that heading into the holidays, the risk of an over-tuned combo was minimized.

    We know larger balancing changes like this can be frustrating, but we appreciate your patience as at the end of the day, we want to ensure there's a solid balance between having fun as the Killer and playing against the Killer.

    A 96 percent reduction in effectiveness since the addon come out isn't "ensuring the risk of an overtuned combo is minimized", its a baffling overaction that would make the recent Skull Merchant nerfs blush.

  • Wesker could go down to a 32 meter TR, and it wouldn't bother me that much. 40 meters is a bit excessive

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854161#Comment_3854161

    2019-2022 was where most of the egregiously OP stuff was removed.

    True instant heals, old DS, old BNP's, instant blinds (kinda), busted maps, etc etc. It's also when a lot of Killers started trending towards a more competitive mindset.

    I feel like the gen kick meta was the first time killers across the board felt "strong." I acknowledge that the gen kick meta was super unhealthy for the game, but it was the first time killers went from being mostly on the weaker side to powerhouses almost overnight

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854067#Comment_3854067

    Eh.

    The game was Survivor-sided from 2016-2019.

    It was pretty even from late 2019-2022.

    Post-2022 has been very Killer-sided.

    I would argue that the game was still survivor sided during 2019-2022, just not as survivor sided as it was during 2016-2019. While killers started getting their fair shake of the tree during 2019-2022, they didnt really become "strong" as we know them now untill late 2021 to early 2022. Remember, it took multiple revisions of nerfs to perks like DS and DH to finally get them in a state where they weren't overwhelmingly powerful

    Then again, I acknowledge this is my own subjective opinion

  • @Shirtless_Myers said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854067#Comment_3854067

    I've been here since 2016 and have over 6k hours in this game. I'm not sure why some of you want to gatekeep discussion when the game is not what it was when it first launched.

    You misunderstand, and I apologize for not being clearer. I'm not trying to invalidate your opinion. What I was getting at was that the game balance and which side seems "stronger" is always a pendulum that swings back and forth. in an Asym game, there is NEVER gonna be a real 50/50 balance. Its always gonna swing from one side to the other. Thats just how Asyms are

  • @Shirtless_Myers said:

    The game is too killer-sided, and there's no reason to touch this mess outside of events because of how terrible it is. If the developers balanced their game, it'd be more popular, but it's downright pointless to play.

    As a solo survivor, you can't afford a coherent build with the current game design as you need to run various perks to possibly counter a totem build, a slugging build, a camping build, etc.

    You should have been here for the first 6.5 years of the games life, when it was undisputedly survivor sided. It got so bad that survivor cue times were 15-20 minutes during the tail end of that period. Only in recent years has the pendulum swung to the other

  • Yeah, these changes don't completely kill Chucky, but they come pretty damn close. Long cooldown on his power, anti loop was hit hard, slice and dice is now super easy to react to, and if you use the longer slice and dice for map traversal, you're left as a 110% killer with no power and no stealth for 14 seconds, which is a long time in DBD, especially in a chase.

    You know what? I take it back, these changes completely kills Chucky

  • "Assassin" is a bit of a stretch. She's never actually killed someone, and the one time she tried, her morals got the better of her and she froze.

    I do agree though, Taurie is a breath of fresh air

  • I've been back and forth over a weaker deerstalker being basekit for killers. It's be nice, but it also feels like hand holding

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852252#Comment_3852252

    Your always trying to twist things around, if you get GREEDY and slug a person to try injure and down another instead of hooking the first person you downed, then the slugged one has the right to waste your time as you wasted theirs.

    Your literally saying the person the person you down first should wait there for you to try get another person and create free snow balling lol?

    I swear killer mains do any and everything to justify their rotten play style yet have an audacity to find a way to make it seem the survivor is at fault always.

    Oh, they can move and try to hide if they want, but if the killer cant find them afterword, they lose the right to complain.

    Sometimes hooking right away isn't the smart move. Thats not opinion, thats just a fact

  • @Prometheus1092 said:

    Im still yet to see anyone actually explain what Myers is supposed to do in a loop scenario. Before the only advantage was that if a survivor looped Myers he could stalk them as he has no anti loop ability. At least being looped wasn't all that bad. Now stalk is so bad up close what does Myers do when a survivor runs closer to him straight to a loop location? Can't stalk efficiently and no anti loop.

    This is what's happening in my matches, survivors are deliberately closing the distance and hiding by a pallet knowing Myers can't counter it and can't stalk. I have taken the abandon chase approach but that leads to a survivor getting away for free and the next survivor I find does the same thing. Imo as killer and survivor I found matches way more engaging and fun before. It was actually creepy to see Myers staring at me doing a gen through a gap in the window. Now when I see Myers stalking me he's on the other side of the map and I think 🤷‍♂️ just move to the other side of the gen and continue because he won't get close with that awful stalk.

    On top of that, double iri is now useless. One would think have 2 of the rarest add ons in combination would be pretty strong (which it was before) but now it's the worst thing a player can do.

    I have found some success against soloq with unlimited T3 but the experienced swf players steamroll this new Myers.

    Also the indoor maps make getting distance very difficult, the outdoor maps have so many obstacles between Myers and the survivor it's pretty easy to block line of sight when he's so far away.

    I enjoyed Myers before, mained him, p100 him long ago. But this new Myers isn't for me.

    Myers is simply a quieter stabbier version of an M1 killer. He's one of the killers who doesn't have any anti loop, just like he was before. Myers, Legion, Ghostface, Twins and debatably Houndmaster all have this problem, and thats by design. Their powers are stronger in other areas to make up for it. So, to answer your question as to what Myers is supposed to do in a loop situation, my answer is "do whatever it is you did before his rework, because when its come to loops, nothing has changed, and that's by design"

  • I consider Ghostface a stealth killer more then a one hit down killer. The one hit down is really more of a bonus for him then the primary focus for his power

  • @SweetbutaPsycho said:

    To preface this: I very very rarely play survivor. Im mostly a killer main and have like 90% of my hours on killer.

    Today I decided to do some challenges from the archives for survivor and the experience has just been absolutely miserable.

    First of all the killers I got were some prestige 100 nurse and blights 8 games in a row, which I already find very weird since I would assume that my survivor MMR is super low since I almost never play survivor and if I do I rarely get out cause I'm not very good. So I would think that I shouldn't go up against prestige 100 S-Tier killers with 6k hours in the game but apparently MMR thinks otherwise.

    What I found even more annoying was that 7 out of those 8 killers played the same strat, which is just down everyone, slug them, wait out unbreakables if they even exist and then let everyone bleed out for the rest of the match refusing to hook anyone. I mean my team would have lost anyways since when I checked their profiles most of them were players with like 100-500 hours vs 6k hours killer players. Noone lasted in chases longer than 20 seconds.

    Both those things combined, the wonky mmr system and then losing one chase and literally not being able to do anything for 4 minutes just makes for such a miserable experience. No fun to be found.

    At this point those killers are honestly just asking the Devs to make unbreakable basekit imO

    Just want to through out a quick scenario: If a survivor is downed, and the killer sees another survivor nearby, its smart to try to get an injure or down on the second survivor if they are really out of position. However, sometimes, the first survivor then crawls away to hide so the killer can't hook them

    If you crawl away to hide, resulting in the killer being unable to find you, then you do NOT get the privilege of complaining about slugging. You brought that case on yourself

  • If we're ever going to get a Wendigo in DBD, it needs to be through an Until Dawn chapter. I'll die on that hill

  • @Lixadonna said:

    Remember what happened to Distortion when a Survivor Perk counters too much Killer Perks. It was Distortion that got nerfed and not the Killer stuff.

    I mean, Distortion did need a nerf of some kind, thats not even remotely up for debate (like, at all). A single survivor perk shouldn't completely and permanently shut down an entire category of killer perks and addons. I'm blown away that there are any survivors out there that think it should

  • @SweetbutaPsycho said:

    The devs have stated time and time again and also proven with many changes in the last years that they nerf and buff because of numbers and balance sheets and not cause one side screamed the loudest on the forums or on reddit.

    Saying it's the killer players fault that survivor perks got nerfed is honestly just bait

    "And not because one side screamed the loudest on the forums or on Reddit."

    Skull Merchant 2.0 would like a word.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848102#Comment_3848102

    If the killer gets a chunk of these tactics basekit and they're as broken as they are, yes.

    Enlighten me. What "chunks of tactics" do killers have basekit that are broken?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848097#Comment_3848097

    Just spin a wheel of torture and hope the killer you get matched against doesn't use one of the instawins that fell outside your perk budget. Fantastic design.

    I mean, are you asking for counters for most killer strategies to be built into the survivor basekit, so you can then use perks to counter the remaining of said killer strategies, so all your bases are covered, no matter the circumstance? I agree, "Fantastic design" 🙄

  • @Jacknalls_Paw said:

    Not even 24h that they are already all abusing this new hex combo build with Thrill of the Hunt that makes sure to cleanse totems at an unprecedentedly slow rate and makes matches of unbelievable misery. To cleanse a totem now takes half the time to repair a generator, do this multiple time because of Pentimento and you literally spend the game touching more totems than gens.

    Can we please re-examing this change as soon as possible, without having to wait 6 months as it happened with Eruption / Cob-Overcharge / Weave Attunement / Ultimate Weapon ?

    What you call abusing, we call working as intended.

    If we use a totem protection perk, you can use a anti totem perk to counter it. Problem solved

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847994#Comment_3847994

    On top of the anti-tunnel perks.

    And the anti-camp perks.

    And the anti-slug perks.

    And the anti-aura read perks.

    Pick your counters carefully. You're not meant to counter everything under the sun

  • @Langweilig said:

    I gave up on new perks. It seems to me like the devs don’t want to introduce new strong perks for survivors (and killers). The best we can get are okayish perks.

    Introducing "strong" perks for survivors is a dangerous game. Because you run the risk of all four survivors running a "strong" game changing perk, which can have extremely negative implications for gameplay. Original Mettle of Men, Original Circle of Healing and Original Made For This are perfect examples of this

    Survivors perks HAVE to be designed around the fact that four of them might be brought into a single game

  • I want more then just dream pallets. Give us dream gens, dream, lockers, dream totems, dream exit gates all base kit. And each have a negative effect when survivors interact with them. Make being in the dream world an actual detriment for survivors. It's where freddy is most powerful, after all.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844066#Comment_3844066

    Yes we want chase but it should be your task to properly find the survivors using eyes and ears not via perks, add ons like the good old days

    Also aura reads perks and add ons are tunneling abilities. The it's to spread out hooks is flawed statement now as bbq no longer give bonus bp and this was because they reduce the amount of grinding for bp you have to do.

    I always see killers who go back to the previous injured first hooked person after hooking another one via bbq or any aura read add on / perks tunneling them out.

    So, you want to be chased, but only under incredibly specific circumstances? You want to be able to be stealthy, but then get mad when the killer focuses on the one survivor they're able to find? You want killers to focus on the unhooker instead of the survivors that got unhooked, but conveniently left out that the unhooked survivors will, more often then not, bodyblock to protect the unhooker, and will then likely get mad when the killer just goes after the body blocker when this happens?

    I'll be honest, this has "Survivor Rulebook for Killers" written all over it.

  • I'm kind of confused by survivors hating killer's aura reading abilities as much as they do. Survivors often say that the most enjoyable part of DBD is the chase. Looping, mindgames, cat and mouse, that sort of thing. Auras reading abilities help killers find survivors and that leads to the chase. Is that not what survivors want?

    Plus, aura reading on stealth killers is pretty mush the only time that DBD, a horror game, feels scary. Why would anyone want to remove one of the few times a killer can literally scare a survivor player?

  • @Gardhome said:

    Seriously he one of the strongest and most insufferable killer to go againt. Seriously why he have so much broken stuff that make playing agains him almost impossible. For example:

    1. Why he has speed increase while cloaked?
    2. Why he has speed boost after uncloaked it makes mostly loops useless against him ( there is many times why il already vaulting but he is still get me cause stupid speed boost?
    3. Why flashlight dont stun him anymore while cloaked (literally it was only counterplay against hes busted power)?
    4. Why he has so insanely good addons that make him not just annoying but impossible to go against (fast breaking while cloaked, silent bell, gen aure, faster uncloaking and etc.)?
    5. And finally why he can bodyblock while cloaked its double unfair cause of his insane speed?

    So to fix this broken mess he should be nerfed very heavily. Cause its not okay why so easy to play killer being that powerful that only comp SWF can do something against him. So here is fix suggestion

    1. Remove speed bonus while cloaked (He is already 4.6m killer and gain undetectable, more speed is unessary and broken)
    2. Remove speed boost after he is uncloaked (I think hes need to be slowdown after uncloaked like 8% hindered for 3 sec)
    3. Return lightburn mechanic
    4. Rework his addons to get Freddy/Pyramid Head treatment
    5. Make him lose colision while cloaked

    …….Did you just ask why a basic M1 killer who's only other power is stealth gets a speed increase why cloaked? Like, for real?

  • I think people still say the game is survivor sided because for the first 6.5 years of this games life, it WAS survivor sided. Thats not even remotely up for debate. And after that many years, thats a hard stigma to get rid of. However, in recent years, the game has become much more balanced in recent years. Personally, I think the game is in the best state its ever been in, bugs and glitches not withstanding

  • I'm blown away that any person throughout the multiverse would ask "Why" for the single most important feature this game could ever possibly receive.

  • Typically, I slug when I down a survivor and another is in line of sight, thus creating more pressure on the survivors and getting them off gens. By the time I come back to the first survivor, they have already crawled away and I can't find them. If you crawl away and try to hide when your downed, you don't get to complain about not being picked up

  • Thats kind of how killers felt for the first 6.5 years of this game's existence

  • @CountOfTheFog said:

    Is it really the best move to use your toolbox charges at the beginning of the match? If you get caught first, the Killer can undo all your progress.

    There's the potential the Killer has FD though.

    I'm just curious, do you all use it as soon as the match starts? Do you wait until someone is in a chase?

    What is the best way to make sure your Toolbox was worth bringing?

    I typically only use my toolbox when another survivor is being chased

  • A scourge hook perk that gives you more then four scourge hooks as the match goes on? I adore this idea!

  • I mean, you're not wrong. Like, at all

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827297#Comment_3827297

    Till killer applies blind from the all ways posable. Worst being mindgames that's exhaust and blind on gen and for a bit after.

    If you can name 3 times you went against a killer who intentionally used the blindness status effect in their build in the past year, I'll eat my hat with BBQ sauce

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827258#Comment_3827258

    So lightborn also deserves a nerf by this logic?

    This is a terrible rationalization for a nerf, let alone deleting one of the only reliable counter plays to an increasingly large number of aura reads available to killer.

    The game isn't intended for the killer to have nearly constant wall hacks on survivor locations, and not having any way to deal with that is going to eventually either break the game or result in sweeping nerfs to aura perks. These distortion posts seem to be celebrating the former without realizing the later is inevitable now that the reliable counter is being removed.

    "So, Lightborn also deserves a nerf by this logic?"

    ……….YES!!!! Yes it does! Never let it be said that I'm a hypocrite. But lightborn absolutely shouldnt be able to completely shutdown one of the few defenses a survivor has. Personally, I'd give it a cooldown long enough to make sure it cant be used is rapid fire succession, like 90 seconds or something like that.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827012#Comment_3827012

    I don’t really find this to be true for survivors. Survivors mostly seem to get ‘side quest’ perks these days (a la Croft’s perks) or meme & questionably difficult-to-activate perks (a la Belmont’s perks). But when you consider it, survivors…

    • can’t have perks that increase gen repair speed
    • can’t have exhaustion perks or perks that make them faster during chase
    • can’t have perks that block their auras
    • can’t have perks that reveal the killer’s aura (Eyes of Belmont notwithstanding)
    • can’t have perks that heal themselves

    Unless said perk has a weird activation condition that borders on throwing the game. Killers don’t ever receive perks like this.

    Can't have perks that show the killers aura??? Object of Obsession, Kindred, WIcked, Alert, Eyes of Belmont, Poised and the blood amber addon for keys always provide great value

  • You can see auras in tunnels when playing as xeno

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