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Shaddoll_Serpent

Shaddoll_Serpent

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Shaddoll_Serpent
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  • Yeah, even though it's Background Player, I genuinely think it's overtuned and should be changed.

  • Literally three posts saying the exact same thing as one another. Can we stop with the victim mentality? BHVR has not neglected survivors. Y'all are about to get the long requested buff for DS for example.

  • The only nerf I disagree with is increasing the RBT time from 2:30 to 3:00. I think they should instead replace that with stopping to search through a box by any means will no longer force you to have to restart it all over.

  • @Devil_hit11 said:

    the problem now is that kicking gens is unrewarding. the only time i ever kicked gens was in 3 gens and now that 3 gen are limited in regression, kicking gens is now under-powered because reward is pathetic.

    They should consider buffing killer's base regression to 200% to increase reward of kicking gens but nerf hex:ruin to 50% keeping the power-level the same.

    So no, I don't think the perk are issue. it is base-kit. base-kit is unrewarding therefore perk are unrewarding.

    What? Basekit kicks take off 5% and survivors can no longer tap to stop that regression. How on earth is that unrewarding?

    Base regression's low, sure, but I don't think it's necessary to raise it considering everything else they've done to improve killers' abilities to defend generators.

    @Pulsar said:

    Overcharge needs to lose the skill check and get a new effect

    There's definitely a point to be made about that skill check, but I don't think it's necessary to completely remove it, especially because it's basically the entire point of the perk. Just like remove the extra penalty or make it only stay there for 30 seconds and then buff the regression aspect of the perk to compensate.

    @Topic:

    Always felt like the nerfs to both especially Call of Brine were a little too harsh and felt like now would be the time to buff them a bit considering the generator changes, but I must say, we would have to be very careful about increasing their regression. They're still unearned regression that provide free extra value for nothing and could in theory be brutal when stacked together with some other kick perks.

  • I disagree with OP.

    Maybe 4 months ago (back when MFT was still a perk) I'd understand more, but I'm pretty happy with the state of the game these days. Minus like FTP BU and map offerings (but those aren't just an issue for killers to deal with), playing killer's never been better IMO.

  • How often do killers actually instantly hit off hook to negate the benefits of OTR since I keep hearing this argument brought up?

    Not necessarily agreeing with OP, but I just don't feel like this is something that should be happening very often since the killer basically has to be directly face camping in order to do that, which people aren't going to do with the AFC mechanic. I guess I could see them doing it after getting hit by OTR the first time, but randomly hitting unhooked survivors when you're not even sure if they have OTR or not is just a bad move IMO.

  • I can't stand playing as Dredge. Everything about him feels awful especially when there's so many other killers that basically do the same thing, except better.

    Teleport takes forever, unless you're in nightfall.

    RNG dependent as heck.

    Lackluster anti loop ability.

    Locks make the map traversal feel even worse.

    I'd rather just play Demo, Wraith, or even Freddy if I want a killer with good map pressure.

  • @JeanGreyarea said:

    https://forums.bhvr.com/dead-by-daylight/discussion/405078/should-anti-facecamping-be-buffed

    I would love for them to do something about Myers facecamping with tombstone

    That addon in general needs a rework.

  • Seems good, although I still think the condemned locking should not have a limit, and there should be an actual downside to holding tapes, whether it's passive condemned gain like in the first iteration, or you gain two stacks upon being hit with a tape like in the second iteration.

  • I wouldn't really adjust medkits any further tbh, they're in a good spot overall minus two addons, and the fact that each individual rarity doesn't make a very noticeable difference. I'd at least make the healing boost from the different medkits a little bit higher (35, 50, 75, 100), or alternatively, maybe reinstate their original gimmick, but with a penalty. Ie, the green medkit could boost your altruistic and self healing speed again (not by the old amount), but with the penalty that it consumes your charges even faster. Or the purple could provide more charges (enough for two self heals) with the cost of the healing speed penalty being even higher than the default 33%.

  • Only times I've hit the cap or seen the cap hit has been when Surge is being ran. It'd be nice if something could change in that regard whether it's adjusting the system or buffing that perk.

  • @peti28 said:

    It will be fixed in a patch that may come tomorrow.

    https://us.v-cdn.net/6030815/uploads/THG6RY8O9VFV/gen.jpg

    Thank goodness. Don't think I've ever had that used against me before, but it was always something I've never wanted to have to go against.

  • If we can do some basekit buff for the Hex mechanic to make ALL the perks a little better and fix their weaknesses, then I'd be happy to prohibit killers from guarding their Hexes with traps, portals, or whatever.

  • @OnryosTapeRentals said:

    It's a bug. Currently everyone has that skin unlocked.

    It'll likely be fixed in the next update.

    You can also use each individual piece separately, even though it's a set and you're supposed to only be able to use them all at once. Mixing and matching the set pieces with other outfits however really makes me wish this outfit wasn't linked in a set.

  • Its duration needs to be cut in half and a longer cooldown added at the very least.

    I personally think though it shouldn't even be active for 30 seconds and instead just immediately cause survivors in the terror radius to scream upon opening the locker with maybe an additional way to get survivors to scream. Eg, survivors in your terror radius and whichever survivor is located furthest from you screams and gets blinded.

  • System works fine at combating what it's intended to address and the buffs to kick/regression feels great, although I do have two things to add.

    1. Sound and visual warning shouldn't apply till you kick the gen the 6th time. It's distracting, misleading and it's rather unclear visually and audio wise how close the gen is to being blocked. 6th time should apply it so it can serve as a "3 strikes" you're out type deal like someone else mentioned.
    2. Surge and Eruption are pretty negatively affected by these changes as they blow through your stacks very quickly for not much, so I'd change the way regression events work when perks/add ons apply them. My suggestion would be that any damage from a perk that does 10% or less damage only counts as half a regression event, while anything over counts as a full regression event. Or alternatively, just buff Surge and Eruption to be a little stronger since using up your regression events for 8% and 10% respectively is just not worth it for most players if you don't have the ability to spam them like before. The only times I've hit the gen limit without holding a 3 gen has been when I'm running either of these two perks.
  • Mangled nerf is stupid, but the rest is good/fine.

    I personally doubt all of these are happening next patch though since it's a new chapter release, most of these will probably occur in the next midchapter in April.

  • @Batusalen said:

    I don't even know why everybody said it was OP in the first place. Just as with any DMS combo, like DMS + PR, you just let go the gen when you know it would trigger. Problem solved.

    That still results in 12 seconds of blockage + however much time it takes for the killer to exit the 16m range. It's a win-win regardless.

  • I like the perks as is, but Illumination could potentially use a little something. (Deadline's good with other perks especially Autodidact, so I don't think any further buffs for it are necessary.)

  • I love it, feels so nice to have that heightened FOV without having to devote a perk slot for it.

    As others have said though, adjusting the minimum and maximum number for FOV would be nice and appreciated.

  • @fussy said:

    I was going to make exactly the same post. I swear this community only trying to create a problem out of everything. It's not bad combo, but nowhere near buys you as much time as other slowdowns. Not to mention it works only 3 times (and 4th time it does nothing with dms), but on my Artist i can block gens literally after every hook and people still doing fine.

    If they will nerf it, I will no longer have any doubt that they are making balance changes based on who is crying louder.

    – We are so tired from tunneling, pain res + pop.

    – There is some other okish alternative for killers, which reward spreading hooks.

    – ITS OP NERF IT NOBODY CANT STAND A CHANCE AGAINST IT!!!!!

    Regardless of how good/bad it actually is (I think it's broken as heck), it's not fun at all to go against.

    I know you could make the same argument for any perk you don't like, but hear me out, being completely locked out from participating in the game's main objective is never going to be fun. It's like going against the sabo squads who go down in areas they know you can't hook them at, it's infuriating and unhealthy to just never be able to play the game essentially.

    Doesn't mean blockage perks shouldn't ever be allowed to exist, but they need to be careful designing them and keep their synergy in check because having your gen get blocked again and again and again and again is gonna get tiring and unfun because it'll feel like you can never really participate in the game's main objective.

  • I played against a Nemesis with it and my solo que team couldn't even finish one gen.

    I played a game as Trapper and completely controlled the game with it after losing 2 gens in the beginning.

    This build literally plays the game for you. Hope it's addressed soon.

  • Bloodweb improvements - great

    Ultimate Weapon - great

    Decisive Strike - good, just hope something can be done to lessen its ability as a bodyblock shield in addition to strengthening its anti tunneling capabilities.

    Genetic Limits - meh, don't really know what they can do to make this one good, but I guess we'll have to see. (Probably needs another status effect on top of Exhaustion.)

    Adrenaline - meh, okay, but hope it's not overboard.

    This Is Not Happening - nice, not sure what they can do though that'd genuinely be useful that's not already been done before.

    Distressing - nice, although boy, buffed Distressing could potentially be annoying on killers like Doctor or Wesker, especially with Coulrophobia.

  • "Isn't that strong"

    I disagree, I did a game with Pain Res DMS Grim Embrace on Trapper and was in complete control once I started getting downs and this was after losing two gens off rip. It should not stay in the game.

  • Yeah, killers are eating good rn.

    Blight still strong, Billy insanely oppressive, new broken killer meta, buff to general gen defense.

  • @Pulsar said:

    I don't think you should be losing chase entirely, but I don't disagree that they are too strong.

    The issue is that the rest of the map is kinda ass outside of the two houses.

    Precisely why I think the entire map should be reworked. Put in more pallets and get rid of those stupid windows and the map would be more enjoyable for both sides.

  • How did they not remove the regression tech? They're really gonna allow survivors to prevent the killer from ever kicking gens in live? Yikes.

  • Someone else already mentioned this, but 8 uses is a lot for a single gen. So 3 gen or not, you should still be able to defend gens just fine.

  • Disable the killer's power for 10 seconds after using it so it can affect all killers "equally" instead of barely doing anything against strong killers, but hard punishing the weaker M1s.

  • -Iron Will

    -Self Care

    -Decisive Strike

    -Dead Hard

    -Circle of Healing

    -Prove Thyself

    -Spine Chill

    -Made For This

    Yeah totally just killer perks getting nerfed. It's not like survivors have also lost their fair share of perks too.

    @Ghoste said:

     I feel like killer should be able to have 5 or six perks.

    4 perks is plenty. If you're struggling, you're either using sub-optimal builds, playing one of the weaker Killers, or just need to improve. A good Nurse or Blight, for example, doesn't need any perks to win, let alone 5 or 6.

    the game is pretty survivor sided

    According to Nightlight, the current Kill Rate is 55%. So DBD is Killer-sided on average. In fact, not a single Killer is averaging below 50% right now.

    https://us.v-cdn.net/6030815/uploads/ISW51XMJBQTF/dbd-nightlight-kill-rate-jpg.jpg

    every survivor we have gotten in the past year just have perks killers can't even counter.

    The only Survivor perk in the past year that became meta was Made For This, which has since been heavily nerfed. No other perk is even close to meta. In fact, most of them have been garbage recently.

    Not to mention this is going off of nightlight's stats, an unofficial 3rd party source, I guarantee the actual kill rates across all MMRs and regions is probably much higher than what's displayed here.

  • It's a good perk, but nothing crazy. 6% only shaves off 5 seconds, which is helpful, but not broken.

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