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Sandt1985

Sandt1985

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Sandt1985
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  • @board24jason123 said:

    Eruption

    Hex Ruin

    Call of Brine

    With the 8 regressions events things for gens in place, I see no reason why Call of Brine needs to be as weak as it is. It got overnerfed

  • I typically don't have a problem with an offensive DS, but if it happens, they're getting tunneled out of the game, pure and simple. I do my best to avoid tunneling, but if you use DS to protect another teammate, my focus is on you until your out of the game. Best to just let me chase the unhooker, yes?

  • The only change distortion needs is that token should only be able to be regained while being chased by the killer. That way, you don't just earn token just buy existing, you have to earn them. You get 3 by default. After that, whether or not you get any more is up to you

  • While i was playing killer last night, there was one survivor who was incrediblt toxic to me all game with teabags. Fast forward 4 gens and 11 hooks later, he was the last survivor alive and was on death hook. Still tea bagged me at every single attempt. Eventually I down him and pick him up. He doesn't struggle, accepting his fate. Instead of hooking him, I walked around looking for the hatch, and eventually I found it. About 1.5 meters from the hatch, I put the survivor down and watched him crawl to the hatch. As he was about to crawl into it, I walked up, closed the hatch, picked him back up, and hooked him on a nearby hook.

    You either die a hero, or live long enough to see yourself become the villain

  • @Livion said:

    Nurse is the undisputed strongest killer.

    https://us.v-cdn.net/6030815/uploads/SC4PRCN76G66/my-image-281-29.png

    I don't see many of them but when I do I either face a bad nurse or I face god himself.

    And it got me thinking "are there any plans to nerf her or do we just assume she is the best?", that's basically it I jus wanted to know if there where any plans to nerf or rework her

    The Nurse has already been nerfed over and over and over. She lost the ability to have more then two blinks. She lost her range addons. She lost her ability to use basic attack perks. Her addons have been nerfed into the ground.

    Just say what you want. You want Nurse to be loopable. Just be honest

  • @kosaba11 said:

    Is it just me, or is wiggling just kinda… pointless? Like, I'm pretty good at hitting the great checks, but it doesn't seem to matter. Unless the killer just absolutely messes up, or your team manages to body block, there's no escaping the killer's grasp, with or without Iron Grasp. At least in my experience. Doesn't matter how far I'm dragged across the map, the bar never fills up fast enough for me to get out.

    Wiggling isn't meant to get you off the killer's shoulder anything even remotely resembling consistently. Its meant to keep the killer from getting a basement hook every down.

  • Bloodpoints are the weekly gift?? Thats downright dissapointing

  • @radiantHero23 said:

    On the Ptb I saw the option to buy the old trap charm in a bundle.

    Is this live?

    (Sorry, I'm not able to check but am really interested)

    Wait, people actually use charms???

  • @JeanGreyarea said:

    https://youtu.be/GD6c9hMLve0?si=cNpyaXR44XMtUv1d

    Yes background player needs a change. And for the people buckle up shouldn’t have synergy. But now we complaining about all exhaustion perks? And I saw this other streamer (won’t say his name) complain about how Blastmine has no counter play. How many more nerfs do survivors need?😭

    Just throwing the idea out there, it would be interesting to have a killer perk that causes permanent exhaustion on a basic attack, but in return, your movement speed is permanently reduced by 5% and can't be raised by any means whatsoever

  • @C3Tooth said:

    Some killers play the game like 1v1 & 1v3 instead of 1v4 is why the game is balanced on 1v1 & 1v3.

    There is no meaningful buff when escape rate is 40% right where Devs want to. They just try to make 1v1 less frustrated.

    I honestly thing the current start of the game is easily the most balanced its ever been, and that with killers Kill Rate being at the desired 60% that the devs want. If Killer is meant to be the power role, then the kill rates should slightly go in their favor. If the kill rates were 50/50, then there wouldn't be a power role.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704422#Comment_3704422

    Im gonna take your word for it. Im not that experienced as him. I feel like even when i place a guard right on top of a survivor or directly ahead of them, the range just doesnt fit to tag them. Am I doing something wrong?

    My build is as follows...

    Addons: Dried Horsemeat, to increase the chance of getting an injure with a guard, Call to Arms, to better sneak up on survivors on gens.

    Perks: Lethal Pressure, to guarantee early pressure and synergize with my other perks; BBQ and Chilli, to know where to go whenever a get a hook; Discordance, to know which gens to head towards to get two chases at once, and Nowhere to Hide, to kick a gen and potentially find a hiding survivor (which happens a lot) so I can either start a chase or send a gaurd to do the heavy lifting.

    Your goal is to be in two chases at once as often as possible, one with a guard while the other as the knight at the same time, with a secondary goal of chasing one survivor and using that guard to create a pincer attack, putting that survivor in an unwinnable situation where the guard and the knight are coming at them from two opposing directions at once

    Give it a try. It may change your opinion on The Knight

    Lastly, I understand why people like Map of the Realm, but I value the two addons i always use MUCH more

    Sincerely yours....

    Sandt, The Knight Main

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704422#Comment_3704422

    i run the same too but map of the realm is such a difference maker for short vision guards like the big guy and assassin it should be basekit along with the others mandatory addons

    I wouldn't mind it being basekit, but I still feel Map of the Realm is just not needed to plkay the Knight as his full potential. That being said, whoever likes using it, more power to you. It's just not my cup of tea. I value Dried Horsemeat much more, as it makes your guards get free hits far more often.

  • @radiantHero23 said:

    Knight could be so much fun to play. I love the multitasking you can pull off as him.

    Sadly he is punished so much by being completely reliant on map of the realm and multiple bugs.

    Desperately in need of some polishing. GET THAT ARMOR CLEAN!

    I'll never understand why everyone says Knight NEEDS map of the realm. I'm aware of what it does, but I've always felt its a crutch to be used when your starting as KNight, but should be taken off when you get better then him.

    As a Knight Main, my addons of choice are Call to Arms and Dried Horsemeat, and I'd sooner take a bullet to the head then use anything else. They're just that damn good

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704033#Comment_3704033

    See you think this is a killer nerf but it would be a buff in reality, you'll eliminate flashlight, firecracker, flashbang and pallet saves by implementing this, also Sabo would be gone, breakout and breakdown would be useless, killer would save time because carrying and hooking would be gone, and the only thing you can think about is you can't proxy camp the hook and make the unhook risky.........I don't want this implemented because while it sounds like it's helping it would hurt survivors

    You missunderstand, good sir. He's not saying "dpwn a survivor and teleport them to a hook." He's saying "teleport the survivor to another hook whenever the killer may be near."

  • …………………..So basicly, survivors would always get a free unhook? No risk, no danger, no counterplay, just a free unhook no matter what?

    Seriously?

  • @Marioneo said:

    Oh boy people are sleeping on Clowns addon changes the two flask addons now give 5% more speed to the already 10% yellow bottles use 1 yellow Bottle and 1 purple bottle on the survivor and they can't even finish 1 loop on a tile

    As good as those addons are, it'll be a cold day in hell before I ever take the cigar box addon off of Clown

  • I mean, I'm kinda okay with Plague loving her power to any stun. IT gives survivors some solid counterplay against a killer that completely shuts down the entire gameplay mechanic of healing. seems like a fair trade off

  • @Marioneo said:

    if Devs just made Victor Latch on both healthy and injured survivors this would have solved the slugging issue they also should have kept the haste Charlotte gets while victor is latched.

    Now were just back to Victor slugging the injured not to mention Devs did not say they reverted Victor gaining immunity so now Victor is now invincible while slugging injured survivors.

    See y'all in 4 years when they "may" look at them again

    First, the devs said the rework was scrapped except the quality of life number changes, so invincibile Victor is no more.

    Second, I think its time for the community to be mature about this and accept that Twins and Oni are the slugging killers. It's how they were designed and its not going away. Some killers are better at some things then others/ The twins just happen to be good at slugging. The only way to prevent that as a whole is to forever remove slugging from the game, and that simply isnt ever going to happen

  • @duygu said:

    the 2 perks despite being mediocre are licensed and if you wanna never spend real money on the game you should get them now and then get the 'free' killers later.

    …………Did you just call Lethal Pursuer and Surge mediocre?? Thats like saying Mike Tyson was above average in his prime!

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702180#Comment_3702180

    Wait, really? There's no way they're that slow. I could have sworn you could get them to move at almost 4.0 with shattered badge and ink ribbon.

    That brings them up to 75% movement speed of a running survivor, and the 75% zombies are actually really useful. I suggest giving it a try. You might be surprised with the results

  • Zombies only move at 1 meter per second, or 25% survivor moving speed. A 50% boost to that would bring them up to……

    - dramatic drumroll -

    37.5% survivor running speed.

    Even with Nemesis's current zombie speed addons, this is not an issue at all. The goal is to make T-Virus infection do something else besides make survivors take damage from the tentacle strike. But if you don't like that suggestion, please, I'm willing to hear others

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702153#Comment_3702153

    Zombies move at, like, 2.0 m/s by default. If they're moving 50% faster than they usually do with this suggestion, that's 3.0 m/s. Strong, but not worth losing it over. His zombie movement speed addons would probably need an adjustment but you're grossly exaggerating.

    Zombies actually move at 1 meter per second, or 25% of survivor running speed

  • @GeneralSkien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411260/killers-with-useless-or-unnecessary-mechanics

    1. Losing Heat is both, to encourage you to keep using your power, but mostly its because too much work was went on adding the original heat meter, I guess they wanted all of it
    2. Bubba tantrum is to punish hitting a wall, if a survivor vaults a window and bubba hits the wall the tantrum gives a survivor a chance to escape, it also prevents using the chainsaw around tight loops without a risk of heavy punishment
    3. Wesker's infection without the hindered is the weakest. With all other killers its somewhat deadly (Even Nemesis's disease is stronger than wesker's not taking hindered into account) also, you get plenty of cures throughout the match. However I will admit the hindered is TOO strong and should be toned down a bit.
    4. Skull Merchant… Yeah I don't have a defense for that, its a bit jarring they linger, only to be destroyed, it adds nothing honestly

    "Even Nemesis's disease is stronger than wesker's not taking hindered into account." In what way? Nemesis's infection does absolutely nothing except allow for the tentacle to damage survivors. I wish being infected hindered the survivors in some way. LIke, for example, zombies move 50% faster when chasing infected survivors

  • @Devil_hit11 said:

    2k is a loss. yes.

    Really? I always saw 1k as a loss, 2k as a draw, and 3k as a win

  • @Brightened said:

    1st Game:

    Singularity hooks a Leon and starts to chase and down an Ada Wong.

    Leaves her down and uses his teleport to come back to the hook right as the save happens on the Leon.

    Why would I play this game? So I die on hook. :)

    2nd Game:

    Leon gets downed. Haddie gets downed right next to Leon.

    Leon gets hooked. I go for Leon. Haddie gets hooked right next to Leon because the hooks are literally right next to each other most of the time.

    Unknown hooks Haddie and then goes back to Leon's hook and then is able to hit me AND spit the bomb on me.

    Why would I play this game? So I die on hook. :)


    Like how are any measures being put in to actually help the survivors enjoy the game? In the past 2 years there has been nerfed flashlights, nerfed medkits, nerfed survivor perks, nerfed loops, nerfed boons, an increase in silent killers, an increase in anti-loop killers, an increase in teleporting killers, an increase in aura reading perks, an increase in screaming perks, an increase in exposure perks. What have survivors gotten exactly? The ability to unhook if a killer stays right in their face HOPEFULLY before they hit 2nd hook as long as no teammates are around? I'm sure the additional seconds to decisive strike will help in the next patch………….. as long as you do nothing that is considered a conspicuous action… such as existing.

    I already know these forums are killer-sided. The devs are killer-sided as well. But if no one ever actually speaks up for the survivors, you're going to lose them all.

    PLAYERS DO NOT ENJOY SOLO-QUEUING ANYMORE.

    PLAYERS FRIENDS HAVE STOPPED PLAYING BECAUSE OF THE IMBALANCE SO THEY STOP PLAYING ALSO.

    This does pose an interesting question: Are survivors entitled to a free reset per hook? (An unhook, healed to full, and the killer going after someone else is what I'd call a reset.) Furthermore, are there any instances where proxy camping wouldn't be frowned upon, such as you knowing survivors are near by, or a gen you want to defend in that vicinity?

    I'd love a survivors input on this.

  • I don’t recall survivor players being upset when they were the stronger role for 6.5 years. Quite the opposite actually

  • I think for the most part, survivors will never be satisfied with this game, because not all survivors are meant to escape trials. 4 man escapes should NEVER be a thing. If it happens, then the killer MASSIVELY misplayed. Some survivors are ALWAYS going to die in trials, so some survivors are always going to be angry. I've made peace with it

  • @Commander_Nefarious said:

    picking up a survivor takes 3 seconds. survivors can cover 12 meters of distance in that amount of time without background player, and get a flashlight or flashbang save, and insist its a skill issue, so ok keep ur perks just allow killers to move their camera as they pick up, and if they manage to get a save that way, then they truly are gods among men.

    all im saying is that picking up survivors takes too long, fire up is too weak to use, walls are no longer counters, so let killers have some sort of defense against saves instead of running a perk to do so.

    or the ability to cancel a pickup

    the window to flashlight save is too long

    For years I've wanted a perk that allows you to pick up survivors 30/40/50 percent faster

  • @arcaneGospel said:

    Genuine question, because I'm not sure her power functions. I can teleport around thirty times, focusing down one survivor holding a tape which should passively build condemnation, and nothing happens. It's possible I just don't even know how the killer works anymore after at least two full reworks, I'll admit, but it feels like something should be happening. Is she bugged, is she just bad, do I not get it?

    Sadako's biggest flaw is that there's no downside whatsoever to grabbing a tape. In fact, if your not actuvely holding a tape as a survivor, its like your throwing that game intentionally

  • @MikeyBoi said:

    From what arguably was the most strongest broken to some and effective way to always win in public matches (besides nurse) is now being overshadowed by pop/pain res/ corrupt/ grim embrace on efficient Nurse/Blight/Wesker/Billy and Spirit players.
    We’re getting closer and closer to adding even more killers to that list..
    Can we all take a moment to let this sink in longevity wise please..

    I have never seen a killer meta that survivors didnt complain about. SO, survivors, I must ask, what is your ideal meta for killers?

  • Sadly, survivors cant get overly strong perks ever. Because we have to remember the potential of four of these perks being in a trial at once. Made For This and Mettle Of Man are great examples of this happening to disastrous effect

  • @ArkInk said:

    There have been hundreds of perks added to the game post launch, and despite this, numerous mechanics have been kept consistent across each trial. Some things I can think of off the top of my head are:

    -Gen counts (a killer has never been able to functionally add another generator to the count or regress a finished gen)

    -Hook stages (A survivor has never been able to regress their hook count)

    -Exit Gates (A killer can't close a gate under any circumstances)

    -End Game Timer (A survivor cannot refill the timer under any circumstances)

    My question to you is which of these kinds of mechanics do you think should be on the table for perk design, and which do you think should be kept firmly off limits from manipulation?

    Personally, I think things like Gen counts should be unchangeable, though Hook stages on both the survivor and killers side could be manipulated with the right design imo.

    Also, a killer perk that makes it so finishing a gate opens the one on the other side of the map would be funny.

    I want to push back on a hook stage perk. I'd love a perk where I could remove a hook stage on a survivor, and in return, I gain a hook state.

  • @Kai6864 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695370#Comment_3695370

    Yes, I’m very well aware how they DO work, but WHY do they work this way?


    Think about it from a more critical perspective - cages do not fit the new design ethic BHVR have taken to anti-tunnelling and camping. The current way cages are designed means they are incredibly predictable, and alongside new reductions in map sizes, cages are a relic of the past that allow you to bypass (now) core gameplay mechanics and facilitate tunnelling. Cages have never been the strongest part of PH’s kit, and it makes little to no sense why there wouldn’t be changes to curb a playstyle that inherently encourages tunnelling. My whole point was that we can redirect that to the unhooker to allow for far more interesting snowballing gameplay that doesn’t rely on rushing down the same person over and over again.


    Just because a mechanic exists and has unique interactions, it doesn’t mean we shouldn’t look at how that can affect the state of the game. Cages are inconsistent with all the new core gameplay mechanics and perk changes that encourage spreading out hooks. PH isn’t desperately in need of a tunnelling to sustain him as a killer, his power aside from cages is a strong ability that requires a lot of skill but for good value. I don’t think that it should just activate survivor buffs for free, there should be compensation for it in his kit somewhere, but cages are objectively outdated and inconsistent.

    Fair enough. THey exist as a way to sacrifice a survivors to the entity without hooks. AND they exist as a counter to any hook related perks. One could argue that the second reason is the main reason for the cage to exist.

    Many people say that its time for the cages to basicly count as hooks, and have hook related perks activate with cages, both for killers and survivors. But I HEAVILY disagree with this. If the only benefit i'm getting from using a cage is to simply save a few seconds carrying a survivor to a hook, then really, the cages serve no purpose. And that would effectively remove half of Pyramid Head's power

  • Springtrap. Maybe someday

  • @Kai6864 said:

    So I’ve had a strange increase in PH games lately and they made me think - why are PH’s cages exempt from all the new features + does not activate perks?


    I understand that there are (some) anti-tunnel/camp features already encapsulated within the cages, such as them spawning the furthest point from the killer and them moving when the killer gets too close but I don’t think they are good enough to justify none of the new measures (like endurance after unhook) being present.


    With recent developments and how the cages work, such as the reduction of map sizes across the board and the cage always spawning predictably in (most likely) a corner across the map from you, it’s no longer difficult to just walk up after the notification and chase the survivor again, who’s guaranteed not to have endurance from the unhook or off the record, nor decisive strike and perhaps even dead hard technically (though I’m not sure of that one).


    I do understand the opposite perspective as well, that with cages you can’t proc things like scourge hook perks but I’d say having the capability to essentially 2 hook someone with little to no fear of perk consequences makes up for it. Cages should be distinct from hooks otherwise why would you choose to use them? The added difficulty of making a survivor tormented should be worth something extra. However I don’t think that benefit should be tied to tunnelling. I think there should be a negative consequence for the rescuer, if anything (they are rescuing someone from a very spiky cage after all!), and it adds a nice risk/reward with saving a team member, potentially removing your own torment, but at some form of cost to you for rescuing them.

    The whole point of cages is that they ignore anything and everything related to hooks. The ENTIRE point

  • Have we really gotten to the point where we're complaining about The Plague?? I can't even, any more

  • HUNTRESS PAINTBALL!!!

    All five players play as the huntress. We all just throw hatchets at each other. When you get hit by three hatchets, you're out of the game. Last man standing wins

  • AT this point have to ask, what level of Gen Regression are survivors actually comfortable with?? Because it seems like most think the level we had 18 months ago was too much, and the level we have now is apparently still too much

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691477#Comment_3691477

    Thats not how the hitbox works. The hitbox is like a kit-kat if you ever had one of those. So it would be like 4 bars high and a survivor crouching behind a window covers the 2 lower bars. No matter what you do you will NOT be able to hit that person with the tentacle unless they suddenly gained height from an elevation like a hill where it brings their hitbox back into view.

    Hand to god, whenever a survivor does a crouch behind a pallet, I just raise Nemy's arm as high as it can go and whip. I almost always get a hit even when they are crouching, though its always at the tail end of the animation

  • My Little Oni allowed me to FINALLY get the Left for Dead Achievement. Make of that what you will

  • @Marioneo said:

    Now hear me out the only problematic thing about boon was Circle of healing Devs just don't touch COH and instead buff the basekit thing about boons increase the range and for killers make that one boon destroy perk basekit

    I'll be blunt, the idea of Shadowstep getting any kind of buff kinda terrifies me

  • There's a counter. I've found that raising the tentacle as high as you can before swinging almost always beats the crouch tech. I have no idea why, and I'm sure someone who understand the tentacles hitbox could explain, but give it a shot. Since theyre crouching when that get hit, they'll lose some of the speed burst

  • Blood Rush does not need to be touched at all. I pray survivors never realize how strong it is

  • @Blueberry said:

    1. Survivor gets rescued off a hook.
    2. Killer decides to go for the unhooker since he doesn't want to tunnel.
    3. The unhooked person then uses OTR or the base Endurance mechanic to body block 1 hit for them.

    Killer then has 2 options. Continue chasing the unhooker or now target the unhooked who abused the "anti tunnel" mechanic to body block.

    If he chooses to now target the unhooked that body blocked he has to get a 2nd hit on them. Then he eats a DS (now getting buffed) to the face. To then have to chase him for a 3rd hit, which now eats him a DH. To now chase him again for a 4th hit for the actual down.

    Note if we choose to instead continue going after the unhooker, the unhooked person still body blocks all these attempts to force this above interaction regardless. So we have the same result.

    Now we may say, let's ignore all this by just forgetting them both and go just randomly check the remaining gens to look for someone else. Except that unhooked is still following you and doing the same thing.

    Hey though, just down him and leave him there! Except you still wasted 2 hits just to get him there in the first place from him body blocking you and he has Unbreakable for that not to matter.

    I am not saying we shouldn't have anti tunnel mechanics, I like those. I'd even improve them. My point here is simply that would y'all agree that we could/should design the anti tunnel mechanics in a way that also prevents them from being abusable for their unintended purpose? I intentionally try not to tunnel, like going out of my way, and I am still getting hit with consecutive OTR, DS, just the base kit Endurance, as they are very regularly forced in my face. Maybe this is rarer at lower mmr's, but this is extremely regular in my games.

    Thoughts?

    my general rule of thumb is, if you bodyblock when you get unhooked while I'm trying to go after the attacker, I'm tunneling you out of the game. No exceptions

  • Any answer that isn't Myers is wrong

  • @BlightAbuser said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688748#Comment_3688748

    Knightlight says Nurse and Billy will be the two strongest after this patch. I thought that was an interesting take.

    wow, I didn't expect Billy to overtake Blight. That was unexpected

  • Then one could argue that Blight is no longer the 2nd best character in the game.

    Personally, this doesn't effect me, since I don't ever play Blight, but its definitely one of the biggest Killer nerfs in DBD history. This will fundamentally change how Blight is played

  • I'm really starting to think that survivors don't want gen regression in this game at all. and if they do, they don't want it to be higher then Surge

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