Avatar

Shroompy

Shroompy

About

Username
Shroompy
Joined
Visits
19,515
Last Active

Comments

  • Thanks brother 👍👍

  • @BougieBlackChick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391473#Comment_3391473

    Wait what? But how is the gen losing progress when two survivors are actively working on it and pop it? I’m not understanding

    What might of happened is as the gen was going to pop, one of them failed a skillcheck

    Which would of screwed with the UI

  • @Canas said:

    Some of you still are wondering about the definition of a bully squad. I'm literally talking about bullies harassing me in the aftergame-chat, relentlessly taunting and harassing me for the outcome of the match. Also the fact that I consistently get games like this on various m1 killers only proves two things:

    1) Matchmaking literally doesn't work, it doesn't adapt to my skill level.

    2) Map design is so blatantly broken that it doesn't matter what items or perks the survivors bring, they can win easily.

    There is so much wrong here

    First of all, generic endgame BM is not "bullying". And if it really bothers you that much there is absolutely nothing stopping you from turning off chat or literally just moving onto the next game.

    Second of all, Knight isnt even an M1 killer, and if youre playing him like that then we just found your actual issue.

    Lastly, maps can be pretty frustrating and a deciding factor of why you lost a game. How ever this is only on the extremes of being a mid/lower tier killer and a map that directly counters that killer. Billy on Lery's for example.

    Here's my advice for when you have a bad game: Acknowledge your mistakes and move on to the next, even in games that seem unwinnable.

  • Ive had this happen to me thanks to latency, essentially the gen loses progress at the same time it gets completed and it screws up with the UI

  • @Blueberry said:

    Well they didn’t fully commit to anti tunnel/camp because they also didn’t fully commit to making tunneling never necessary to win. They kind of go hand in hand.

    Also the reason tunneling is going up is because they keep nerfing all the regression perks and taking away the killers other ways of winning. Essentially nerfing more gen regression perks increases tunneling.

    The fact of the matter is that gens go too fast. The killers are fixing this by stacking gen slow down perks. Then that gets nerfed. What are they left with? Tunneling.

    So either we give gen slow downs back or we fix gen speeds. That’s the options for preventing tunneling from being as prevalent. Realistically map design and map size are the core issue of gen speeds so I’d prefer that fixed. Healing was also an issue but we’ll see how that turns out from the PTB.

    Thing is, tunneling is far from necessary and most people who put it into practice usually just throw the game for themselves.

    Its just the easiest option that yields results against those who dont know how to deal with it.

  • Yknow to actually add something as well, these dont seem like bully squads at all

  • @mustdogen said:

    so which part of my words is wrong?

    Most of it

  • The problem with MDR is that it has such a strong upside with a downside that might as well not even be there since not only does the strength cover the weakness, but there are other perks and add ons that cover the weakness even further. So in reality all this add on does is give less time for Survivors to react, when they already have little wiggle room to begin with.

    That being said I dont think the add on needs a rework, just a heavier downside. Either a longer cooldown, or a longer charge time.

    EDIT: On second thought, this fixes quite literally nothing and just keeps it oppressive while making it feel awful to play with. I'd have to sit down and think about it some more.

  • Ever since the basekit Windstorm, he's always been a solid pick. This next mid chapter will have a few ups and downs tho

    On a good note, hit and run is going to be without a doubt more viable and Wraith excels at this. Lightburn being gone will also help but wont necessarily matter all too much

    As for the bad, Sprint Burst is likely going to sky rocket in pick rate which is the Exhaustion perk that hurts him the most. Wraith relies a good bit on the element of surprise and SB completely negates that.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389864#Comment_3389864

    I agree with you honestly quite a bit on things, and this is no different. I mained him for quite some time when I first started actually playing killer, and do love a bing bong every now and then, and I do think he's a lot of fun (despite me being burnt out from him) and I really don't think he's as weak as a lot of people say. He's also the perfect beginner killer, other than legion, because his power is so simple and it teaches you the core mechanics of the game.

    I actually don't think the speed burst really changed anything, there are some cases that actually made a difference but I feel like most of the time, at least for me, I would have gone the hit regardless. I'm also not opposed to shadow dance being base kit or anything, but I think what I'd like to see the most would be his faster cloaks or uncloak add-ons, maybe the low tier ones at least, be in his kit base kit.

    I agree with basically everything here, including the speed burst part.

    The problem I have with them changing that is the same reason why I disagree with the changes to Billy's Engravings. It lowers the skill ceiling for no reason and is just a fun aspect of the power that no one had an issue with. It didn't really change his performance in lower levels either since newer players didn't take advantage of the speed burst to begin with.

  • Wraith to me has always been a sort of sleeper pick, hes much stronger than people give him credit because he can deal with basically any situation and is not necessarily lacking in any department

    To me the only things Id change is the speed burst revert, and give him some form of Shadow Dance base kit since it usually finds it self in at least one of the add on slots

  • @Sava18 said:

    "bigger FOV while rushing" - what??? Flat out wrong.

    I'm fine with adrenaline vial nerf since it rewards bad play but also people have no idea that it limits blights max skill cap by quite a bit. The add-on is abusable by both sides.

    c21 is fine, it's pretty easy to tell when a blight has it and play around it accordingly.

    Ring and c33 are beyond busted though. Alch ring ring still takes skill but is still too much. C33 takes no skill and is basically a better Nemesis in add-on form.

    Not necessarily wrong, just the wrong term

    It gives a bigger look angle, meaning you're able to look to the sides a bit further than normal

  • Alright... alright... but check these out

    image.png image.png image.png image.png image.png image.png image.png image.png image.png image.png

    My current top 5 for each side :)

  • @Carth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389301#Comment_3389301

    The root cause of it all is the hate of 3 gens(which I think is totally valid but imo is more of a map thing than a perk thing). What were people expecting to happen? CoB and OC and pain resonance to get dumpstered and nothing else changes?

    BHVR has been on a tear nuking every gen regression perk that shows any popularity into dumpster tier. Pop and ruin with 6.1.0 and many of the buffed alternatives that came with 6.1.0 have been also dumpstered at this point in time due to survivor complaints. How exactly are killers supposed to keep up without regression? Base regression is laughably bad at .25 C/sec and now almost all regression perks are getting trashed. BHVR is just playing a shell game of moving that regression time from perks into healing.

    You can't have killers with no regression options and also have 8 second solo heals just because it's "fun" for survivors.

    Gen regression shouldn't and isn't nearly as necessary as you'd think, especially with how matchmaking is. Also the devs nerfing these perks is taking a step in the right direction, as mentioned previously holding M1 is not a fun thing to do and gen regression exaggerates this. Survivors don't like holding M1 on gens just as much as killers yet its a necessary evil, the reason why this PTB is getting so much backlash is because yes, their complaints were heard in the form of nerfing gen regression, but it gets cancelled out with having to take 50% longer to heal which is also holding M1.

    Now onto the subject of healing, addressing it was a step in the right direction. (Especially Medkits) How ever I don't think there was anyone out there complaining about altruistic healing. Self Heals and Medkits absolutely needed addressing but a blanket change like this is not the way to do it. Self Healing and Healing should have their own speeds, not the same.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389301#Comment_3389301

    My post isn't addressing inexperienced survivors.

    If I only run No Mither, and bring no items or offerings, I cannot then complain to the devs about how difficult their game is--I have voluntarily made the game more challenging for myself. I am using the same logic in my post--these aren't new concepts I'm bringing to the table.

    Playing smart is not "sweating." People play PvP games because competition is fun. Having the opportunity to outplay your opponent and master new skills are fun. Feeling like a valuable contributor towards a team is fun. Picking others up when they are down feels good.

    This isn't a singleplayer game. "Sitting back and having a good time" still requires a certain level of engagement and thought. Your opponent is trying to beat you, and you're souring the experience for your teammates if you are not trying to beat them.

    "My post isn't addressing inexperienced survivors."

    But it is considering they're the ones who would have these complaints in the first place? People who willingly put themselves at a disadvantage don't really complain, and if they do they're apart of a VERY small minority.

    You're right that playing smart isn't sweaty, I should of used other wording. This whole thing here in fact I agree with but it fails to acknowledge that the game doesn't reward learning new skills or putting tones of hours into something.

  • @ButterFlee13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389301#Comment_3389301

    Well, isnt that the case of Survivor HUD?

    Dev wants to prune survivors playstyle to be as efficient as possible. Then the other side response is also playing with killing in efficiency too which means tunnel one out early.

    Which theres nothing necessarily wrong with that, the problem lies with those things being very unfun for the receiving side.

    In a perfect world, the meta would be something fun to play and play against.

  • "You've no right to complain about how hard the game is when you continue to use the least efficient strategies." Im sorry, but this is just wrong.

    One of the most common complaints from killers, is that its 'necessary' to camp and tunnel in order to win. Is this true in some scenarios? Absolutely, but in the large majority of cases its not. That doesnt stop those people from complaining, and they have every right to do so.

    People want to feel as if they have options that are actually meaningful. Can you imagine just how boring this game would be if all anyone did was play 100% optimally? Or literally any game for that matter? People play games for fun, some want to just sit back and have a good time, not sweat their ass off.

    In the case of this PTB, its been a common complaint that holding M1 is just not fun and should be addressed in some way. Wanna know how their complaints were heard? By making them hold M1 even longer. It just feels like a slap in the face.

  • this post real updog ngl

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387495#Comment_3387495

    Plague can down survivors with her Corrupt Purge but ironically healing in her fountains is more efficient than the entire survivor healing mechanic now. Lol.

    She dont have that for the majority of the match 90% of the time

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387017#Comment_3387017

    And yet soloQ survivors are able to beat legion and plague.

    Seems like they are able to repair generators while being injured.

    This completely ignores the fact that these killers have to rely purely on getting a normal hit to get a down.

    A 50% increase to heal times is nothing to scoff at

  • This isnt a Survivor exclusive issue, nor is it an issue exclusive to Dead by Daylight

    All multiplayer games suffer from this, and everyone knows this. Posts like these only serve to antagonize the other side, and its getting old

  • For all killers to have one of 4 things. Map mobility, presence, slowdown, or lethality.

    All strong killers have a mixture of these, mainly mobility and something else. If you look at Nurse, Blight and Spirit for example, they have a mixture of lethality and mobility. While killers like Plague, Artist and Pyramid Head are more towards precense and lethality. Wesker to me is the perfect killer who has a good balance between the 4. He doesnt excel at anything but he also doesnt lack at anything either.

    You'll come to find that the majority of cases of killers who specialize mainly in one area, they tend to be weaker. Just for a few examples, Pig only really has slowdown, Clown has lethality, Sadako has mobility. Thing is they dont really have much else, and theres not a blanket change that benefits all of them. Add portals throughout the map for better mobility might help a killer like Clown or Pig a lot, but wont do much for Sadako. Increase base movement speed to increase lethality, which will make Pig and Sadako happy, but barely make a difference for Clown.

    What needs to be done is a review to each killer on a case by case basis by adding extra strength(s).

    This can be done by just a few number changes, but it could also be done in more creative ways. (Which btw Im caving in, Ill do more rework posts since they were fun to do)

    For example I wrote a Billy rework roughly a year ago, Billy has 2 strengths but compared to other killers hes lacking just a little bit. So I decided to go into this post with the main goal of making him more accessible but also improve his main strengths. Its not like these changes are anything too crazy either. If youre interested, you can give it a read:

    @Shroompy said:

    INTRODUCTION

    Hello friends, this is Shroompy (at least according to my username) and today I'm going to ruin yet another killer perfectly in my own image

    Now Hillbilly is a tricky one as he's probably a community favorite in terms of playing as and against. I'm normally pretty nuclear when it comes to making changes (in a good way of course!) but Hillbilly is more going to be a few number changes. Now of course its not in Shroom Boom Boom fashion to touch up a killer without changing at least SOMETHING. So, I'm gonna be looking at all his add ons and giving him an add on pass!

    Enough with the chit chat lets get that rework goin'

    CHAINSAW CHANGES

    • Increased Chainsaw sprint speed from 9.2m/s to 10m/s.
    • Increased Chainsaw charge time from 2.5 seconds to 2.8 seconds.
    • Decreased Chainsaw successful hit cool-down from 3 seconds to 2.5 seconds.
    • Decreased Chainsaw missed cool-down from 3 seconds to 2.5 seconds.
    • When initiating a Chainsaw sprint, for the first .75 seconds you cannot bump into objects.
    • Changed "roar". Only triggers after getting a Successful Chainsaw Hit.

    Overheat Changes

    Overheating the Chainsaw no longer disables it.

    While Overheated:

    • Using your Chainsaw will pause heat dissipation.
    • Successfully hitting Survivors with the Chainsaw will only damage them for 1 Health State.
    • After finishing a Chainsaw Sprint by any means, you suffer a 3.5 seconds cool-down.

    These changes aim to make the Hillbilly feel better to play and make one of the more fun aspects of his kit being curving more accessible

    Add-on Pass

    The Hillbilly has some pretty lack luster add ons, so lets change that!

    Some add ons I think are fine and will remain exactly the same, how ever the majority of them I feel are very situational and even then aren't really helpful.

    The new/changed add ons will have an asterisk ( * ), those without an asterisk will be add ons that are exactly the same

    Common

    * Old Chain Brake (Replaces Steel Toe Boots)

    A safety mechanism for the Chainsaw. While its seen better days, its still better than most stock ones.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 17%.
    Junkyard Air Filter

    A cracked and dusty filter which still manages to work better than the stock model.

    • Increases Overheat limit of the Chainsaw by 20 charges.
    * Heavy Clutch

    A well-made clutch that keeps the chain moving smoothly.

    • Increases the time you cannot collide with objects when starting a Chainsaw Sprint by 67%.
    * Speed Limiter

    A mechanical device that limits the amount of fuel small engines can intake at one time, forcing a constant safe speed.

    • Grants 100% Bonus Bloodpoints post trial.
    • Reduces Chainsaw Sprint movement speed by 17%.

    Uncommon

    * Spiked Boots (Replaces Dad's Boots)

    Boots with strapped-on pieces of metal which burrow into mud for more stability and control with each step.

    • Increases Turn Speed during the Chainsaw Sprint by 28%.
    Punctured Muffler

    A roughly modified muffler that allows for extra air flow.

    • Increases Chainsaw cooling speed by 50%.
    * Off-brand Motor Oil

    Affordable oil, used to reduce friction as well as increasing the longevity of the chainsaw.

    • Increases Chainsaw missed cool-down recovery speed by 12%.
    * TV Antenna (Replaces Death Engravings)

    An old TV Antenna, it reminds Max Jr of the little peace he had. Greatly motivates the user

    • Increases Chainsaw Successful Hit recovery speed by 12%.
    * Low Kickback Chains (Decreased Rarity from Rare to Uncommon)

    A specialized chain that reduces the likelihood of kickback.

    • Reduces Cool-down time after hitting an obstacle during a Chainsaw Sprint by 33%.

    Rare

    * Ma's Tooth (Replaces Mother's Helpers)

    A cracked and bloody tooth dropped by Evelyn Thompson during her murder. Fills the user with rage and sorrow

    • Decreases Chainsaw Charge Time by 12.5%.
    • Does not stack.
    * Thompson's Mix (Replaces Leafy Mash)

    A special oily substance used in the lubrication of all machinery, concocted by the Thompson's themselves.

    • Increases Chainsaw Missed Hit recovery speed by 20%.
    * Glass Shard (Replaces Black Grease)

    A piece of glass taken from Max Jr's only friend

    • Increases Chainsaw Successful Hit recovery speed by 20%.
    * Doom Engravings

    Engravings found on the Chainsaw body representing the dark beast that lives in the Fog. Fills the user with determination.

    • Increases movement speed during a Chainsaw Sprint by 15%.

    * Tuned Carburetor

    Despite being caked in dirt and oil, this carburetor has been well adjusted.

    • Reduces Charge Time of the Chainsaw by 25%.
    • Does not stack.

    Very Rare

    * Thompson's Moonshine

    A strong beverage made from corn and a recipe passed down in the Thompson's family.

    • Increases Turn Speed during the Chainsaw Sprint by 44%.
    • Increases Cool-down time after hitting an obstacle during a Chainsaw Sprint by 28%
    * Pa's Hand

    The severed hand of Max Thompson Sr, used to endlessly beat and shove Junior around when he wasn't listening . Gives the user a sense of direction.

    • After getting a Successful Chainsaw Hit, any Survivor within your Terror Radius is revealed by Killer Instinct for 3 seconds.
    • Does not work if Overheated.

    "Come on! Show 'em Boy!" -Max Thompson Sr.

    * Pighouse Gloves

    Rancid smelling gloves, soiled with unknown substances. Despite everything wrong with them, they do have thick fabric.

    • Grants the ability to trigger the Dying State on Successful Chainsaw Hits while Overheated.
    • Increases Chainsaw Charge Time by 25% while Overheated.

    "Ain't no mess can stain a hard-workin' man's soul." -Max Thompson Sr.

    Apex Muffler

    A masterfully crafted chainsaw muffler that outperforms all others.

    • Silences the Chainsaw for all Survivors outside The Hillbilly's Terror Radius.

    Ultra Rare

    LoPro Chains

    Light chains that decrease the weight of the Chainsaw, allowing for greater maneuverability.

    • Continue the Chainsaw Sprint after breaking a Pallet or Breakable Wall with the Chainsaw.
    • Survivors hit with the Chainsaw within 5 seconds of breaking a Pallet or a Breakable Wall are only damaged for 1 Health State.
    * Iridescent Brick

    Once representative of Max Jr's confinement, this was the first brick to fall when his room's barricade came crashing down.

    • While recovering from a Successful Chainsaw Hit, press the Active Ability button to immediately start another Chainsaw Sprint.
    • Survivors hit within 5 seconds of The Hillbilly getting a Successful Chainsaw Hit will only be damaged for 1 Health State.

    FINAL NOTES

    Well, thats all folks! I really hope you enjoyed reading through this as much I enjoyed writing it! The Hillbilly is a killer that has been wronged in the past and while Overheat is something we wish we could live without, I think its time we embrace it. This was my shot at keeping it while still keeping him enjoyable.

    Feedback would be greatly appreciated <3

    Another thing I think should be done is every killer should have different map pools. No matter what improvements you do to a killer like Trickster, he'll always be worst on a map like Lerys than on Autohaven. Each killer having their own map pool would fix this issue and make a killers performance more consistent and enjoyable. No more worrying about playing Billy and worrying about getting RPD or Lerys

    Thank you for coming to my TedTalk

  • @irnbru said:

    Just give them more base movement speed and call it a day.

    wouldnt really do much

    people love to say that 110% killers have such bad mobility compared to 115%, when over a 100m distance the difference between them is roughly 1 second

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384694#Comment_3384694

    I forget which version, but maybe it was a beta, it was basekit, then it was changed to a totem on 1.0.0 because it was seen as a bit too oppressive.

    The general idea though is "No one escapes death" as in, the killer at the very end of the game becomes very powerful. It incentivize escaping, back before they had the EGC.

    NOED was always a perk, how ever when the game first came out it was just a normal perk. There was no way to prevent it from activating and no way to disable it either. Once the gates were powered, the perk was active for the rest of the game. Later on how ever, they added a 2 minute timer to it.

    It became a Hex once totems actually became a thing with the release of The Hag, and has basically stayed the same since. The only changes it got since was removing the 8% attack cooldown reduction, a long with making it instadown across all tiers instead of just tier 3. The only other time it was changed was in 6.1.0

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383993#Comment_3383993

    back in my day, it was basekit. And wasn't tied to a totem.

    but it was never basekit...?

  • @bazarama said:

    Wow that seems to be standard survivor reaction to losing a game. The killer used this and that nerf them

    Get a grip. Killer perks have been constantly nerfd some like pop and ruin are completely useless.

    What do you want? A gen simulator game? Pick pretty flowers and pat the unicorn?

    How dare the killer use perks to try and win.

    Youre acting as if this is something only Survivor players do

  • @DragonMasterDarren said:

    I spent 500 cells from the rift pass on SM and I have never wanted a refund more in my life

    I will support BHVR when they release stuff that isn't bland to look at and completely worthless from a gameplay standpoint

    I said this once and I will say it again, You want to play a actually effective and fun version of Skull Merchant? Boot up Apex Legends and play Crypto, not only do you get a actually effective and fun drone-based character, but you also get a character with an actual personality beyond "I'm super smart and evil and apparently know how to build drones out of skulls despite it literally never being brought up in my backstory save for a single throwaway line"

    Her backstory was meant to have holes in it now that we know that tomes are meant to expand further into newly released characters. SM has A LOT of potential when it comes to lore

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383993#Comment_3383993

    Shroompy, I must say that I am surprised by such a bold move, as well as pleased. I would never have thought this up myself, but this is rather elegant!

    With a base-kit NOED "do bones" would suddenly become the new de-facto secondary objective, everybody knows what to expect from endgame and it would give this awesome adrenalin kick, with the escape so close, yet the danger of failure looming high.

    One thing I would add: make the totem for base-kit NOED visible to everyone, but if the killer got the perk equipped, the totem becomes gradually visible to nearby survivors, maybe even starting at zero to account for the perk slot "wasted".

    Why thank you kind sir :)

    This is something thats been on my mind for quite some time now, all the way back when I was in my potential rework phase where I'd spend hours or even days trying to come up with something (and most of them I think are hot garbage now, except for my Billy one which I'm still quite proud of)

    I had a Nemesis, Freddy, and the more fleshed out Totem rework planned out, how ever I can't seem to find any of them now. (They were either deleted, or they're just buried in my Drafts) The whole goal was to make all Hex Perks have a perk slot of their own but they would only activate under the same conditions as current day NOED. I remember just giving up on the post entirely as I couldn't figure out how to keep the identity of some of the more enjoyable ones such as Devour Hope, Plaything or Pentimento.

    Posts like that are something I've considered restarting as I did have fun making them, even if they barely got any attention. Freddy and Pig have been on my mind as I've been enjoying them a bit more recently, but I feel like they could be more than what they are currently.

  • Honestly, I think the best "nerf" it could get is if it were to become base-kit.

    Now that might sound crazy at first, but think about it for a second. People have been asking for a secondary objective for a LONG time and this would fit the role. Survivors aren't forced to do it how ever they would suffer the consequences if they don't. Another thing that makes NOED so strong is its surprise factor. Remove that and you'll realize it won't have nearly as much of an impact.

    Honestly I think that should be a new kind of perk with a dedicated slot to it. It would work similarly to totems but the perks associated to it would only work during endgame.

  • what other games have you been playing??? Candy Crush?

    There aint a single multiplayer game out there that doesnt have people suck the fun out of it

  • Im going to call it now and say the story of the Yamaoka's isn't over. We already have 2 characters from their bloodline and my guess is that they have something to do with The Fog or even The Entity it self.

    That being said, I could 100% see Rin becoming a Survivor with her father as the killer. This isn't too farfetched either considering we know there are multiple universes and we've already seen this being explored in a chapter with Dredge and Haddie. Lets just hope it doesn't stop there

  • @NerfDeadHardPLZ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381509#Comment_3381509

    all streamers talking about devs sliently said they will reverse healing nerfs or nerf it much less, which is so wrong, healing nerf is a must along side gen speed nerf ( i hope will come sometime in the future ) to balance the game out

    Streamers know just as much as we do. They have absolutely no authority

    Also the base gen speeds are fine, and the majority of perks that increase them are fine as they usually have some sort of pay off. If you really think this game favors Survivors that much, its nothing more than a skill issue.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381310#Comment_3381310

    Where was BT "destroyed"?

    With the first change, it was changed from one-time use to multiple use, with the stipulation that the unhooker no longer gets protection. Thats hardly a destruction, overall it was rather a buff.

    And with the great perk overhaul, the timer for using BT was even increased (from 15s to 20s including base BT). So it got buffed here as well. The only reason NOT to run BT now is the base BT effect after unhook, which is sufficient in most circumstances.

    Calling that shift from perk BT to base BT a "destruction" is really far fetched, imo.

    I never mentioned the recent changes to BT, only the initial rework which was a long time ago and yes, if you compare its strength from before its noticeably different even if it remained strong

    The whole point is that Survivors never felt one of their perks being destroyed. And again, thats just them being ignorant

  • 24 seconds heal

    Medkit nerf

    DH nerf

    Autohaven (the Surv sided ones) rebalanced

    Your ignorance is in a spotlight

    Also who the hell said they were thinking of reverting some of these changes?? They havent even reached PTB yet.

  • @Maganey said:

    I love how many survivors are crying about the game being held hostage when their doing it to themselves. Just finish the last gen and leave, the games over in 3minutes DONE. Instead we ask for more killer nerfs from crutch perk users who are all clearly here to complain or they would not have searched this up 🤣

    1. The situation described by OP is taking them hostage, the one you described is not.

    2. You make fun of people searching up a post like this, but youre the one bringing back up a post from over 3 months ago.

    First impressions mean a lot yknow

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381420#Comment_3381420

    I personally wouldnt count that as the perk being "destroyed" since the perk itself is not receiving any changes, only the gameplay elements around it.

    It would be similar to BT, in a way.

    BT used to be a "must bring" to every match, nowadays you never see it because gameplay elements have changed and Endurance on unhooks are basekit so people feel less inclined to bring it. Hell, BT got buffed technically, since it has longer duration + Haste.

    It was still a change at the end of the day that made the perk obsolete. Similar to the scream changes done recently, but more on an extreme level.

    BT was destroyed back in the day as well. It used to provide both the savior and the saved Endurance for 25 seconds, and have a Bleedout timer of 45 ssconds. Before Legion and Deep Wounds were added BT had its own timer which would only pause if you healed yourself. The nerf only gave it Endurance to the saved and reduced the timer from 45 to 25 seconds.

    The perk was still being ran since it helped deal with camping, but was no where near as strong as it used to be.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381310#Comment_3381310

    Vigil? I thought Vigil was buffed compared to it's original? How is it a "destroyed" perk?

    The recovery % from Status Effects was increased, the amount of Status Effects covered by the perk was increased, and BHVR finally let it's effect stack. Vigil was never "destroyed", it just released in a state that nobody liked, it's always been an underrated perk in general.

    Vigil was a very popular perk when it was first released since you could recover Exhaustion while running at the time, making it much more manageable to SB or DH twice in a chase

    When they got rid of Exhaustion recovery while running, the perk fell down HARD and only really saw use again once it got buffed to 30% and got the other Status Effects added to it

  • @dollidahlia said:

    If you’re a killer main, you’re pretty use to perks being destroyed (Pop, Ruin) so this chapter isn’t surprising.

    but survivors never have a perk “destroyed”

    iron will sure but it didn’t change the core gameplay. It’s just a tantrum for 2 weeks. I would stay off the forums for 2 weeks until their tantrum is done and they learn to adapt instead of complaining

    Borrowed Time, Self Care, Vigil, Decisive, Balanced Landing, MoM. These are just the ones that come off the top of my head. These are just perks, which werent even the strongest thing Survivors had.

    To say that theyve never felt a perk of theirs being "destroyed" is just plain ignorant.

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380612#Comment_3380612

    alright, I'll live with stupid game balancing because you had to as well. doesnt make it okay, if the changes suck I can complain about it whether or not ruin used to be the only regression perk. Its very well known knowledge that survivors were once the unbeatable paragons of dbd, with way too many pallets and infinites.just because its less bad now doesnt make it not bad

    Its not even stupid game balancing, the game is in more of a fine state and will be even moreso once this patch goes live (al though those Billy changes seemed quite stupid)

  • @HugTechLover said:

    I NEVER saw anybody try and burn Nurse. You cannot hardly call this a buff.

    Youre right, but whats a bit more common is shining a light on her to prevent her from blinking

    Im pretty sure removing Lightburn will also remove that as well

  • @ehe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/369171/the-next-killer-meta

    the fact that eruption is now the second best regression perk......

    goes to show this patch is dumb

    yknow back in my day Survivors were actually stronger thanks to a number of factors, and the only gen regression perk was Ruin (which was VASTLY different)

    If we could make it through that for nearly 3 years, you can deal with Eruption being the 2nd best

  • I honestly feel like add ons of that nature that are being ran just because theyre good, accessible, but most importantly fun should become basekit in some form.

    Such as Blight with Blighted Crow and Rat, rework their effects altogether and give him the Rat basekit (or tone done their effect) Trickster with Ji-Woons Autograph and Fizz Spin Soda, 8 is just a weird number now to reach max throwrate. Dredge with Haddie's Calendar and of course, Billy with Engravings

    This would encourage the usage of other add ons since it wouldnt feel as necessary. Billy especially, I only really have fun when running at least 1 Engravings add on, and a lot of Billy players feel the same way.

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379985#Comment_3379985

    I can't thought. They've made it nearly impossible to enjoy.

    Who is they??

    We are all human beings here

  • Can we all just stop be ######### to each other and just enjoy the damm game???

1 … 62 63 64 65 66 … 147