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Sharby

Sharby

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Sharby
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  • Deserved.

    in Look! Comment by Sharby
  • They probably need a workable solution before they say anything.

    Let us imagine for a second, that they come out and say Servers are experiencing issues.

    Not only would that deter people from playing and make them less money, but then people would just go back to asking for compensation through no dc penalty or extended event with an equal amount of fervor as they are now.

    They don't stand to benefit from saying anything until they can fix it. Or it might be a problem in which there is no fix, so they might not say anything at all.

  • Huntress is incredibly stale to play against imo so I would agree.


    I have no idea why she's so overrated. Feels like Stockholm.

  • As a Survivor. The most fulfilling thing about this game is the teamwork between the four of us and "Hero" moments that swing the match back in our favor or save a teammate.


    I like feeling like part of a team, but also enjoy having agency as an individual that can have a meaningful impact on the match as well whether it be through perks or player ability.

  • M: Wesker/Wraith - I feel like they would treat you well if they were fond of you.


    F: Oni/Deathslinger/Trickster - Covering all the bases.


    K: Huntress/Freddy - I dislike that they harm children.

  • I'd wait until after the event tbh.


    I know people don't like playing the games they hate but if you liked the game enough to play it so much might as well grind out some terrormisu you can use later to cut back on some of the grind for new content.

  • @DavidHypnos said:

    Honestly, I’m against them toning down anything to make scratch marks easier to track. Having maps that are more challenging for different styles of gameplay is great in my opinion.

    And then you play killer vs people who have good pathing/macro and chasing anyone becomes agonizingly tedious.


    Scratch marks def should never have reduced visibility unless it's from a perk. Especially not from a map you have no control over.


    In fact I'd go a step further and say killers should be able to choose what color the scratch marks appear as for more accessibility.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463691#Comment_3463691

    While I don't want to force people to stay in games, that's a pretty crappy attitude to have.

    They've turned on DBD and went through the process to get into the game and by giving up they're actively ruining the game for others. If folks aren't willing to commit to playing a game out they should consider whether or not they should be playing the game at all. Perfect example happened to me last night, I play Skull Merchant and down a Feng and they dc the moment I pick them up. Didn't tunnel them, wasn't camping, didn't even attempt to hold gens, just play regular m1 killer chases. They threw their toys out of the pram and dc on their first down which hurt their team.

    Why even play this game specifically if you can't handle playing a game out? To me it just seem like if you're just gonna give up on first hook or dc maybe you don't actually want to play dbd. People playing Knight, Artist, Spirit, Nurse, or Skull Merchant doesn't absolve them of blame for being bad players.

    If 1 out of 20 games are not fun why would I play it out when I can go next and get to a more fun game?

    I'm not sure why people get so tilted if someone dc's.

    Not encouraging it, but I personally just detach myself from the game emotionally and try to get good chases before I die. The games are like 5 minutes on average.


    It's a very overblown issue imo, and if we're going to have a real discussion about it then we will need to discuss how killers cause the overwhelming amount of dcs and self hooking due to their playstyles and how said playstyles need to be taken away.


    The solution isn't practical, punishing self hooks isn't practical, so I'd imagine in bvhr's eyes it's a very low priority topic.

  • @Shaped said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463515#Comment_3463515

    I don't think this game can be fair but I do feel it's more fun when both sides have a chance and are some challenge to each other.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463511#Comment_3463511

    Does that go for pvp games only?

    Would you play a sp game where you die a lot but you can finish it with enough patience, practice and effort?

    In general, since you prefer wins, do you like wins where you really had to challenge yourself and do something hard or easy wins more?

    Sorry if this is too much, I understand if you choose not to reply.

    I'll never turn down a chance to talk about myself don't worry. 😁


    Yeah pretty much for pvp games that's my mindset to keep them from being miserable.

    Single players are a bit different since their difficulty is finite and I can chip away at them at my own pace.


    Going against another human brain is a different endeavor. I strive to be above average to where I can hold my own against most players and have fun with my friends, but the effort that goes beyond that to truly be among the best of the best I reserve for irl stuff or other games. I have immense respect who put that much dedication to their craft for sure though.


    When it comes to dbd, that's why I'm personally in favor of having unbalanced stuff. The game is for fun at the end of the day, and as long as both sides have equal opportunity to do crazy things I think that leads to a fun game.


    I'm not exactly trying to work my brain to the bone to get blood points. It takes all the fun out of the game for me.

  • I like my opponent to struggle enough to make me sweat a little. But ultimately I like winning and I like winning often.


    I don't really play games where I don't win a lot.

  • Me when I vault the main building window in Garden of Joy and block it off (I am abusing the event ability.)

  • @xEmoGirlxAlexisx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463246#Comment_3463246

    Survivors already got all best Gen Regression Perks nerfed and Killers didnt got nothing for it

    And no dont Talk about the Healing nerf the Nerf is Non existend Survivors still get healed in like 4 seconds when get healed by other Survivors and a good Group always heals together

    Except DH and CoH, two of the most widely used survivor perks, got deleted out of the Meta.


    These were perks killers were seeing multiple of every game, to claim that they didn't affect most killer games is false.


    Altruistic healing was never an issue and the reason why it barely got touched, self-healing was always the problem and self-healing is objectively much worse than it was before the nerfs.


    You watch too many streams if you think most survivors are being super efficient with gens and healing. Its not reflective at all of the current reality of 70+% of games.

  • @xEmoGirlxAlexisx said:

    Its insane it doesnt Matter how fast ur chases when Survivors doing Gens u are going to lose whit just 1k because the Gens are way to fast

    i hv so many Game where i end a chase in like 20s and still just get 1k at the end because the Gen speed is to fast if u are not Blight or Nurse ( and maybe Spirit or Wesker ) u cant hold the Gens because of the awful Map Design

    Map Design is the biggest Problem of the Game but since it is impossible to Balance all Maps they need to do something about Gens

    How to fix Gen Speed

    - Nerf Toolboxes Gen Progression

    - Nerf Prove Thyself

    - maybe make a weaker Version of Corrupted Basekit

    - Buff Base Gen Regression

    - nerf MFT ( it doesnt do something about Gen Speed but it extend a Chase way to long u can hold a M1 Killer 4 ever on a Strong loop )

    Plz BHVR do something against Gen Speed

    U nerfed the best Gen Regression Perk because the Gen kicking Meta was unfun but didnt nerf the Gen Speed, the Healing nerf was a good Idea because it would have give Killer way much more time but sadly the nerf got reverted and Killers didnt got anything

    im watching a German Streamer who plays in a 4 SwF Group and they alway escabe where the Killers just have like 4 Hooks or just 1k is this how the Game should be in High Rank ?

    And what would you compensate Survivors with for all of these nerfs?

  • @Slaphappyhobbit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463105#Comment_3463105

    You....you realize that's how game balancing actually works right? You're supposed to balance around top end play, not low end play.

    Actually no, you balance around all levels of play, with the bulk of it being around the most populated player demographic (in this game, solo queue.)

    Reason being that the top end of any game will be completely different, you should only address absue cases that threaten the competitive integrity of comp dbd. Otherwise, all other balance changes should be focused on solo-queue and average killer experience.

    A good example of a game that does this successfully is League of Legends, one of the biggest games in the world. They've made plenty of changes that had no relevance in professional play, but specifically because it was making lower-end play worse.


    Perfect Balance is an outdated ideal that devs need to let go of, you sacrifice too much and water the game down too much to try and achieve something impossible.


    If I can log on at any given day and win most of my killer/survivor games, then the game is in a good state balance wise. And currently I'd say it is.

  • @Justa335i said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463146#Comment_3463146

    Dont gaslight this as a survivor nerf.

    Its a survivor BUFF since people wont be killing themselves on hook.

    The luck system should have been changed a long time ago.

    And then they stand under the hook with crows anyways because they don't want to play.


    What does this fix exactly?

  • Treat it like Garden of Joy main and ignore it.


    There's usually only 1 Gen there and the rest, including the typical 3 Gen are far enough away where they can't W key there every chase like Garden.

  • @Sometimes_Sage said:

    I usually try to adapt to the Survivors, I start out casual and only start to play more "optimised" if they are doing it too.

    I feel that doing it this way is the most fair and fun for both sides.

    This.


    All people ask for when they say to play fair is don't facecamp or tunnel at 5 gens. Which benefits the killer anyways because tunneling the wrong person results in a loss.

  • No thanks. I'd rather not have killer base kit be buffed to hell and back to compensate.


    I also think corrupt should be baseline but only affect 2 gens and the perk should be reworked in exchange for a hemorrhage nerf.

  • I just played a game as M1 only oni with bad perks and still got the 4 down (I let them all go ofc.)


    I think its just RNG. Though a lot more veterans are probably playing again to farm the new stuff so on average you will get better survs.

  • I live in NYC, been getting 110+ MS all day when I normally get 30-40.


    I just wanna be able to use Dead Hard again man. :(

  • I mean are they wrong.


    Cakes are so easy to get you could literally put in a single BP code and get them.



    Zero reason to not use one. Had someone offer a map over bringing a cake lol. Fist pumped when the killer DC'D.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461700#Comment_3461700

    That isn't actually true, she has quite a bit of build variety. 3-genning is just stronger than all of them, because of course it is, some variation on 3-genning is basically the strongest thing any killer can do.

    I wouldn't know.


    Every game people just go next vs. her so it's not a real game.


    The games that do leak through are all 30 minute 3-gens. ¯\_(ツ)_/¯

  • @BlueRose said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461109#Comment_3461109

    SM isn't getting a rework, the devs never said rework in their AMA. Their exact wording was "She is getting an update." That does not mean a rework. In that same answer, the dev thinks she in her current state is in fact fun " We feel the killer is fun and interesting in general"

    They know 3 genning on her is a problem but their solution to that isn't a rework for sm but a new system solution to help with 3 genning in general. "We are currently working on a systematic solution to deal with 3-gen games, which will ALSO help with playing against the Skull Merchant"

    Changes to her 3-gen potential, her current only viable playstyle is 3-genning.


    That means she's fundamentally getting changed, aka rework.

  • I've just been manually getting anni items then clicking autobuy because I noticed it as well.

  • Everyone cheered.

  • I just assumed it was an epidemic of VPN'ing killers. Which should be fixed as well by the way.

  • He sucks but there are worst things to play against (Sloppy Butcher stealth killers.)

  • Its funny seeing people defend SM as fine when the devs already confirmed she's getting a rework.

  • Why would I spend 30+ seconds healing or finding someone to heal when I know the killer is chasing someone else? Especially if I have dead hard and also can see that the killer is chasing another survivor.

  • @Phantom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459951#Comment_3459951

    He's a copy-paste of Nurse/Legion and Nemi wdym no one is like him 💀

    By your own admission it would take three different killers being combined to equal his playstyle.


    I'm so confused.

  • @Zeidoktor said:

    I forget my last survivor loadoit but for Killer, not my most recent loadout but the most recent that immediately came to mind is

    The Doctor:

    Hexes Pentimento, Plaything, and Retribution with Hysteria.

    Reasoning: Static Blast Hits Oblivious Survivors

    That sounds so evil I don't think I've ever played vs a Doctor with that build.

  • @HeyItsQuiet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459661#Comment_3459661

    "bRo ThIs GuY"

    While absolutely sobbing that 1/32 characters is unavailable so the game is COMPLETELY UNPLAYABLE!!1111! UNFAIR!!

    My goodness. The entitlement.

    Killers aren't skins, they're playstyles.


    Wesker happens to be a playstyle someone enjoys the most, out of any of the other killers.


    Wesker is disabled, no other killer has his playstyle.


    Player stops playing.



    Where is the entitlement??

  • It's incredibly stale but most wraiths are pretty bad so you can usually still win. I don't really think it needs a nerf.


    If anything Hemorrhage is the problem.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459903#Comment_3459903

    Actually, for some extremely weird reasons they even managed to make it so survivors won't regress wiggling progress during being slugged, making them unhookable if killer failed at it once and dropped it.

    It's unbelievable because all it does is making survivor's life unnecessarily miserable.

    I've had a game on Midwhich where the killer had to drop two people because of terrible hook placement and hooks being blocked by breakable doors.


    We ended up farming with them because they understandably got tilted and afk'd in the corner.

    in Hooks Comment by Sharby
  • I still maintain that killer rewards should be mostly dumped into getting hits/downs/hooks instead of kills.


    That way you could walk away from an 8 hook, 0kill game with tons of BP/Pips/Achievements without feeling bad. Instead of the current system where you don't get a whole lot for not killing anyone.

  • I think Wiggle, Hook Spawns, Hook #, and Hook interaction with Sacrifices are all pretty outdated and most likely need reworks.


    But the problem is that they're functional enough to where its very low priority I'd imagine. The amount of times survivors abuse a deadzone would be pretty minimal, not to mention pulling it off right without just bleeding out seems unlikely.

    in Hooks Comment by Sharby
  • @[Deleted User] said:

    Zarina is the only one worth getting tbh

    Came here to second this. Its probably the only one I'll buy.


    Which sucks cause Oni and Ace are a close second.

  • In an ideal world, Survivors would be able to purchase skins for various survivor actions like repairing or healing.



    I'd kill to be able to replace the manual repair animation with something similar to potential energy. That animation is so sick.

  • Also idk how many times it needs to be said, this perk will not singlehandedly win chases for you unless you were already good at looping or the killer is bad.


    Its a win-more perk not a automated perk.

  • @ChaosWam said:

    I'm convinced anyone defending it at this point uses it as a crutch.

    You guys will call anything a crutch at this point.


    Promise you M1 killers will still be bad with or without the perk, and if you're struggling to play killer against solo queue survivors you just aren't good at killer I'm sorry to tell you.

  • I personally feel like something changed recently and they're going really fast now.


    Either people are more keen on doing gens than before or killers just gave up on defending them.


    Even while soloqueueing and getting bad teams, I used to die at 3-4 gens a lot, now every game at worst ends at 2-1 gens and I am getting a lot more 2-4 escape almost every match.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457739#Comment_3457739

    Ah yes, the classic "but X exists so Y is fine, checkmate killer main"

    Let them cook.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456982#Comment_3456982

    There is one big issue you overlooked. And that is likely why you believe all complaints about survivor perks are about their actual strength.

    Picture this: The killer loses the game and is then rewarded with extra speed and permanent exposed status on survivors as long as a hex totem that only activated after the gens were finished remains (noed). Seems like a pretty stupid perk, right? Well, that's because it is! And yes, you see a lot of hate for noed as well. It's not overpowered but it's one of these perks nobody likes to play against.

    The problem is not about the perk's actual strength (at least not completely) but how you activate a perk with such a strong effect and its restrictions. Noed is activated once the exit gates are powered. Made For This is activated once a survivor is injured. See the pattern here? The survivors / killer make the right play and get punished for that with no further restrictions or conditions to activate the perk. How is that acceptable? This is the main difference between Made For This and Dark Theory, which has a good effect but is so heavily restricted that it's basically useless (though these restrictions cannot easily be loosened without making the perk unfair).

    Gen progression is a concept that should not be altered by perks at all. You either get something like Prove Thyself, Resilience, Deja Vu etc. (basically perks that will acitvate without you really doing anything for them and therefore becoming problematic) or Overzealous and Potential Energy (good perks but so heavily restricted, that they mostly fail to work in solo queue). Besides, we already have a problem with survivor efficiency but to explain that issue I'd need an entire thread. So I'll keep it short. A killer will not be able to reach the efficiency of survivors that just sit on different gens (or rush with Prove) without resorting to camping, tunneling and slugging because finding a survivor, chasing, hitting, downing and hooking them takes way longer than to repair gens (do the maths, you'll see what I mean).

    Health states are not overpowered as long as they come with some restrictions. That was not the case with medkits and CoH, that allowed survivors to heal 4 injuries way quicker than a killer could ever hope to inflict even 1. The math doesn't work out here and shows why you cannot have every survivor be 100% efficient on their own. It again means a killer has no way to compete.

    Haste is not an overpowered concept on itself as long as it has the right restrictions. Hope was pretty universally approved to be a good perk but not overpowered. Because it actually requires the survivors to do something to activate it just like Dark Theory (although admittedly that perk is too restricted). This is not the case with Made For This.

    I have not seen anyone say something like "Aura reading is overpowered, pls nerf." yet. Not once. If you are referring to old Object of Obsession, I would advise you to watch some videos from that time. It really was that ridiculous. Wiretap on the other hand is a great perk, that unfortunately screws some killers way more than others (especially killers that already struggle). But I would argue it's not overpowered either.

    I also have not seen anyone stating aura denial is overpowered. It is simply not the nicest thing to run. And what I have seen killer players state is something among the lines of: "Well, if I can't see your aura, I'll go for someone whose aura I can see, which basically makes me focus other survivors more increasing the odds of me tunneling." Again, not overpowered but an effect that encourages unhealthy gameplay.

    End Game perks are not overpowered either. Because all of them have restrictions. No Way Out requires the killer to get hooks on different survivors to get useful, noed can be cleansed is even highlighted, Hope requires survivors to finish all 5 gens and at least 1 survivor to play with only 3 perks up until that point and Blood Warden requires the killer to get a hook while the exit gates are open and at least 2 survivors remain in the trial to do anything. What, if you removed the restrictions from Blood Warden? That would make this perk rather stupid and arguably overpowered because it basically guarantees kills.

    A fine perk in my opinion is SB. It's a perk that requires you to be mindful of managing your exhaustion, can backfire when you use it prematurely (you literally waste your exhaustion and risk getting caught without it later on) and it has some counters but is also strong enough to still be viable and good. Also, it is a perk that is pretty strong on it's own but doesn't have great synergy with a lot of perks (besides Vigil), which prevents many unfair scenarios from happening.

    Sorry for the lengthy post but this is quite a complex issue.

    Don't apologize for writing a lot, I enjoy hearing other perspectives and opinions.


    In regards to NOED/Injury:

    The killer isn't being punished for landing a hit, they are rewarded with removing an entire healthstate. I feel as though people are still continuing to underrate injury. Pre-healing nerfs and pre-DH nerf I would understand the point of view a lot more. But right now, especially if the killer is running hemorrhage/mangled, the survivor has no way of healing again unless they find a teammate or use their single-use medkit. That is huge value for the killer as it removes a lot of gen pressure.

    The 3% haste is a very strong bonus, I have never downplayed the strength of it, but I struggle to find it gamebreaking, because most players will not know how to get value out of this perk. It doesn't make you invincible, otherwise no one would ever go down using Hope. Can good players make the most out of it? Absolutely, but most players are bad. The claims that killers are struggling every single game vs this perk are farfetched, and the claims that everyone can become good loopers with this perk is false. If out of every 30 games you go against one or two survivors that make your life hell with this perk where the rest of the users are easily crushed, is that truly gamebreaking? If so, then virtually every meta perk for survivors could follow the same logic for needing nerfs as well.

    Resilience is gamebreaking because good survivors will know exactly when to vault and bait a missed swing that would otherwise be a hit due to vault speed, good survivors will also forgo healing, negating the killer's pressure, and do gens even faster. It is also a permanent boost to every action just for getting hit.

    Adrenaline is gamebreaking because good survivors will see the final gen being close to completion and bait the killer into a fruitless chase then get an uncounterable speedboost and healthstate in a matter of seconds, which is even worse if they're playing in a SWF and multiple adrenalines go off.

    The counterplay to MFT against good players is to move away from bloodlusting hold W killer gameplay, and to get better at cutting chases short with zoning, mindgames, and good power usage. Why do I say this? Because this counterplay already exists for a similar perk, Hope.

    To me, NOED isn't comparable because its simply a comeback mechanic, that announces itself and reveals the totem. Does it feel cheap sometimes, sure, but that's the nature of a PVP game. The only nerf to NOED I'd want to see is that the totem moves if the killer lingers next to it, as hooking near noed is gg. But otherwise its fine, there is plenty of counterplay.


    In regards to Gen Speed/Healthstates,

    I agree completely that they need to be heavily regulated or just shouldn't exist, the healing nerfs sucked, but I've grown to fully accept why they needed to happen. It isn't without consequence though, as that's an entire subsection of perks that the Devs can never make good perks for. Further restricting their creative space. In an ideal world, survivors are supposed to be 1/4th the strength of the Killer, and rely on teamwork to make them strong, but teamwork is not easy in this game and the devs know this, which is why some perks make a survivor a lot better as an individual. These perks need to continue to exist and be strong otherwise soloqueue will be miserable, and adding communication tools to basekit survivor isn't really feasible.

    MFT is just another perk that aligns with this design goal, being enhanced in chase gives my team more time to recover/reset and it feels good being able to have such an impact on the game if I play well. This makes me want to continue to play more, and makes soloqueue less of a pain.

    Does this mean that SWFs will be super strong? Of course, and there isn't really a lot of counters to a good SWF for most killer players, but that's a pill you have to swallow because good SWFs are much more rare than bad players.


    In regards to Aura-Reading/Denial

    When Wiretap had its minute in the spotlight for a bit, I did see plenty of complaints, the only reason why I feel it wasn't a big thing is because gen kicking countered it, and we were in a gen kicking meta. If 3-4 players were running wiretap every game, the complaints would return I'm sure.

    Distortion also gets complained about constantly, as you said, its considered a "buzzkill" perk by some people.

    Its inevitable that everything will get complained about, but there are definitely ways to make even innocuous perks in this game seem unhealthy/overpowered, so I would like people to be more careful in wording their thoughts. Calling things broken or gamebreaking when they're just strong creates a very janky feedback loop for the developers who may occasionally use player feedback.


    Examples of Gamebreaking:

    Nurse- Ignores fundamental rules of the game, has extremely minimal counterplay that relies on user error rather than skill of opponents.

    Original DH- Ignores fundamental rules of the game, I-frames are something survivors should never have gotten.

    MFT does not fall into this criteria at all, thus it isn't gamebreaking to me.


    Final thoughts (Sprint Burst:)

    All of the reasons you cite for it being a good perk are why I dislike it, its only strong in very edge cases, extremely clunky to use, and very punishing. People cite it as the best exhaustion perk, but I feel like practicality adds to a perk's strength as well, DH was so loved because it was extremely practical (and strong of course), and could work in virtually every build. I don't think SB is good unless you pair it with Fixated/Vigil. I would not want more perks to be like SB personally, perks that fit in most builds add a lot more to build diversity.

  • When someone runs around for 20+ seconds just to come to my gen and stack it with no gen perks and I have to get up and find a new one.


    People that spam tbag at me to heal them and when I don't they just sit there, especially if they didn't bring an item.


    People that tbag the killer at the end of the game when they didn't do anything all game and got carried by the other survivors.


    List goes on.

  • @Xernoton said:

    Good perks are not a problem. Reassurance is still a good perk. Lithe and SB are good perks. Bond, We'll Make It, Hope, Adrenaline etc are good perks.

    But Made For This is not good. It's gamebreaking. There is a reason the devs used to be very reluctant with any modifications to movement speed and the few modifiers we had were heavily restricted. Think about why they added Bloodlust for a minute. It is a band aid fix for a bigger issue and now they seriously released a perk that makes survivors 3% faster because the killer failed to down them in 1 hit. Ridiculous. Shack is already insanely hard to mindgame against any competent survivors but with +3% it's literally impossible. Pretty much all close hits (mostly hits a killer would get on a window or pallet) will not happen. Also, I've warned about this perk enabling some infinites and I was right. You do actually lose chase on some main buildings now.

    That doesn't sound like a good perk to me. Broken and overpowered but not good.


    Really because you guys(not you in particular) complain plenty about every perk you mentioned.


    I'm not being facetious at all here, but I want you to create a survivor perk that's both strong and acceptable by your standards for me. Can you do that?


    Gen progression is op, health states are op, haste is op, aura reading is op, aura denial is op, end game perks are op.


    So what's left? If this is how it's going to be everytime survivors get a new perk that's not trash how in the world are the devs going to create new ones going forward?

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456779#Comment_3456779

    Why should the game allow it? That's the question.

    Game used to allow all survivors to get out through hatch at some point in time.

    Killer is supposed to be the power role according to the devs. So it most likely is due to the killer being the one that dictates the pace and tone of the game.


    Don't get me wrong I detest slugging immensely. But until it gets changed (its basically confirmed its getting changed) people should focus on what they can do to minimize the impact slugging has on them rather than try to convince killers to not slug out of kindness imo.

    For me, if I see that I'm getting slugged until I bleedout I just tab out of the game or go use the restroom, by the time I'm finished I'm dead anyways.

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456828#Comment_3456828

    It's not that it's irrelevant. It's that being injured isn't nearly as scary as you're painting it out to be, especially when you have a passive bonus to your distance management, AKA the core skill curve of chases in this game. Being injured should be a bad thing, but there were already perks that gave you a big offset to what risk there is to being injured like Resilience and Dead Hard, and MFT is far and away the biggest offset for what little risk there is to being injured that has ever been introduced to the game.

    Tell me being injured isn't scary vs:

    Nurse

    Blight

    Spirit

    Any of the stealth killers

    Wesker

    etc.


    It still very much is a bad thing, given as though people still heal in the highest level of play. The whole point of these perks is to add a playstyle that's risk-oriented to preserve efficiency. If you choose not to heal, you get a bonus to your gameplay and can add 10+ seconds to your gens, but will remain at one healthstate and be trackable through sight and sound.


    If DH still didn't require hooks, I would agree with you, since you'd have two health states always.

  • @LiveBritishReaction said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456315#Comment_3456315

    The fact that this abhorrently reductive and ignorant reply has the same number of upvotes as the original post really makes me understand by BHVR has a reputation for not listening to community feedback.

    Just because you and others seem to think being injured is irrelevant doesn't mean that's how the game works.

  • @Slurpin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456779#Comment_3456779

    The question didn't pertain to the legitimacy of the act of slugging for the 4k, it was to the reasons as to why some killers do it as if it's a necessity. Reasons were given.

    The game also allows groups of friends to endlessly click and tbag lesser skilled players. They want to do it and the game allows it. Doesn't change the fact that it's annoying and people ask why it's necessary for this to happen.

    "As if its a necessity" is assuming the killer's pov. There could be any reason to slug for the 4k, but it boils down to because the killer wants to.

    The same could be applied to tbagging and clicking. There is no current solution to this behavior that doesn't hinder gameplay, so the game allows it.

    They just need an option to go next if you're slugged, and remove collision if you have crows. Then there will be no way to hold either side hostage.

  • Because the killer wants to slug for a 4k and the game allows it.


    No further reasoning is required.

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