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Skillfulstone

Skillfulstone

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  • Well, rip Distortion I guess, for the vast majority of Survivors they will get 3 uses per match tops since all their chases will end on a hook. Complainers won, it might as well have only 3 tokens for most of the playerbase.

    Goodbye altruist-stealth build, hello yet another gen perk or Sprint Burst/Lithe.

    Good ol' perk variety getting lowered again...

  • Well, rip Distortion I guess, for the vast majority of Survivors they will get 3 uses per match tops since all their chases will end on a hook. Complainers won.

    Goodbye altruist-stealth build, hello yet another gen perk or Sprint Burst.

    Good ol' perk variety getting lowered again...

  • I mean, BHVR is likely killing Distortion because people complained that too many people were tired of getting jumped 5 seconds into the game and being unable to hide near gens.

    Sorry to say this but, if Distortion gets the Ultimate Weapon treatment, hiding will be a thing of the past. Too many people whined about Survivors hiding so they are likely making it harder.

    Edit after Dev update: jeezums it's even worse than I thought, it's just as bad as Ultimate Weapon...

  • @Witchu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795905#Comment_3795905

    Nothing we can do unfortunately. If none of the fixes worked for you, then you gotta sit with the majority of us and wait :(

    @GuyFawx said:

    Ok I didnt see this post when I briefly made mine i have this same problem is there nothing we can do to fix this on the client side?

    Given that a dev specifically said that there's no update or ETA, any (volontary, it's possible some random update fixes it by coincidence) fixes will likely have to wait at least until late-september/early October since it's very likely not gonna be in the upcoming PTB.

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795830#Comment_3795830

    The problem is if you punish it, you’re effectively telling the killer not to try to win. You’re telling somebody to make sure that all four survivors stay in the match as long as possible and that’s just unrealistic as keeping all of them in the match longer goes against the killers win condition.

    Which is why I also said, about 2 words after, that there should be incentives to not tunnel.

    More perks should be like Pain Res: powerful but don't work if the Killer decides to tunnel off-the-bat (asking the Killer to not tunnel lategame if they are getting steamrolled is just unreasonable). Tunnelling (turning the game into a 3v1 asap) will always be the most efficient strategy even if it's boring for all parties involved, but there should be mechanics or perks that make not tunneling almost just as appealing.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795618#Comment_3795618

    How would you change the achievement to fit this? I am inclined to agree that yes, kills aren't owed but when a tactic can be this reliably countered all the time every time, for no other real reason BUT to deny someone an achievement for 30 minutes, that probably shouldn't be a thing right? This sort of locker trick kinda needs to go, being able to hide in a locker to avoid a Mori I mean.

    A rather simple alternative would be to make the achievement obtainable through Mori offerings and perks like Devour Hope & Rancor.

    Or simply rework the whole achievement and do something like "Mori at least 1 Survivor using the Tombstone(s) add-on and achieve Merciless Killer in the same trial".

  • @dwight444 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794478#Comment_3794478

    they have already said that based on the data, tunneling/camping complaints and stats have remained fairly consistent before & after regression nerfs. Enough with the 'we only tunnel because gen regression is weak now'….

    Tunnelling has always been and will always be in the game, the regression nerfs didn't start anything, but just by looking in the forums/watching Youtube/Twitch and listening to people (and/or just playing the game on a regular basis) you can tell it's been getting worse. As long as tunneling isn't either punished or not tunneling is not greatly incentivized (the reason why Pain Res and Grim Embrace are among the most well-designed perks in my opinion) then it will always be a thing. Even then it will never go fully away. People don't tunnel because regression was nerfed, people tunnel more because regression was nerfed, anti-heal was nerfed, popular non-regression perks were completely overnerfed into uselessness (or nerfed the wrong way) in a pretty short amount of time.

    People will always complain about tunneling due to it ruining the game, people complained back then almost as much as today (I think the only period where it was really horrible and comparable to the last few months was just after DS's initial nuking, it calmed down after a bit) because it's just as annoying and basically uncounterable for SoloQ as ever.

  • Merciless Storm is already a perk that messes up newcomers/casual Survivors but does basically nothing when Survivors know what they are doing.

    No need to make it worse by making it basically impossible to deal with for newcomers/casual players but a mild annoyance to decent players.

  • It's true that the achievement is just poorly designed just like the "Eye-Hand coordination" achievement since ypur own actions have little impact on the achievement even being possible and is entirely dependant on other people.

    However Survivors do not owe the Killer a free kill, especially not at 0 hooks. If a Survivor goes into a locker to deny the mori then nearly every time they are only doing that: avoiding getting killed instantly and forcing the Killer to either hook them or slug them by grabbing them off the locker and waste for time for their teammates, not maliciously aiming to specifically deny the achievement. Going in a locker is arguably the only counterplay against an instant-kill move.

    If anything needs to change it's the achievement and not adding an arbitrary mechanic to just hand over a free kill.

  • Why is this still marked as "need more info"!?

    There's logs and videos in the thread, in several threads about the same thing in fact (which for some reason some of them aren't marked as duplicate).

    What more is needed to prove that the emblem is broken?

    Edit: Jeezums finally it's marked as "under review" (granted it doesn't mean much, threads sometimes spend months "under review") so at least it's being looked at, took almost two whole months but we're there at least.

  • Yeah people have been saying this before but the strategy of "ignore the issue until people shut up about it and focus on something else" was unfortunately successful.

  • 90% chance that Frank Stone (Champion) ends up as a Trapper Legendary/Visceral skin. They already look kinda similar in build.

    @Emeal said:

    Frankly, I would enjoy such a Chapter, I hope they would Cast the same voice actors for their roles.

    It would set this Chapter solidly in Stone.

    I like the wordplay here XD

    2025 edit: Holy hell I was right!

  • @Emeal said:

    If you did that then it would tell you when the Killer is near or not, removing the need for players to actually orient themselves.
    Do you really wish the game to be this sort of automatic gameplay instead of people making their own decisions?

    To be fair, the point of this mechanic would be to reduce the gap between SWF and SoloQ ever so slightly.

    SWF can already call out the meter progress (and as such if the Killer is around) so it would merely level the playing field a bit without making SWF stronger.

    Even then, SWF can call out the Killer's exact location while SoloQ would merely have "he's camping" as info if the meter was shown. It would narrow the gap but it would still require awareness that SWF doesn't need.

    Honestly, the game lacks a lot of perk & position information for SoloQ, so many perks and teammate position that SWF already has could be easily implemented for SoloQ.

  • Oh oops XD

    My bad, it's sometimes hard on this forum to guess if something is sarcastic or not…I literally read someone saying "NOED, Unbreakable and Adrenaline should be basekit" and be completely serious when asked afterward XD

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794923#Comment_3794923

    It's not impossible. BHVR just needs to add spyware to the game, so they can see what players are doing on their PC. I'm sure PC players would have no issue with that.

    I had to reread that a few times to be sure I wasn't going insane.

    You do realize that adding spyware to their game will nuke their reputation and potential trustworthiness right? Furthermore, they did add spyware to the game in the past and the backlash was so bad that they promptly removed it when the information was made public.

  • Honestly, the map is so tiny that it'd be more surprising that there's no 3-gen.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/426281/dead-hard-buff-suggestion

    nerfed to the ground? it's still a decent perk lol, it just has a condition now so that you don't have it available for like 75% of the match

    To be fair, while not needing a buff, it's still a shadow of it's former self. Even if it's only after getting hooked it's a single-use perk that can't be used again even if the Killer drops chase after managing to land it.

    If it ever gets any other changes then it should only be that it's no longer single-use. It's hard enough to actually land it because of ping and horrid hitboxes.

    But honestly, it doesn't need any changes, nearly any other perk getting a change would be more useful.

  • No...Just no.

    People will already lobby dodge because of cosmetics, removing prestige would be completely useless if perks were shown in lobby since lobby dodging would be even worse than before. People would have to last-second switch to deal with teammates.

    Many challenges would become almost impossible (imagine having to use No Mither or Autodidact or something like that) since people would get lobby-dodged non-stop. As Killer you would almost always go against genrush squads because everybody would shop until they got teammates that do gens.

    Even in-game, people would go next or DC the moment they see an unoptimal build. Don't forget that a large portion of players will downright go next on first hook at 5 gens just because they don't like the Killer or map.

    With the current mindset of the community, info on perks is just gonna lead to toxicity.

    What SoloQ needs is position and perk indicators that would help bridge the gap with SWF, such as;

    If Head-on is active, the locker's aura is revealed to other Survivors in yellow (Survivors in chase could pass by/get downed by those lockers so their teammates can help.

    A Survivor with Plot Twist has an indicator when using the perk (to avoid people fully healing them and preventing the full heal).

    Survivors with a Flashlight/Flashbang/Firecracker have their aura revealed in yellow to Survivors in chase within a certain radius (to make a possible save easier).

    If a Survivor is near a pallet, the pallet's aura is revealed in red to a Survivor in chase (again, to help potential saves).

    There's a reason why prestige was removed; people would lobby-shop and it would screw matchmaking up and put baby Killers against comp Survivors and vice-versa (arguably the reason for most compilation videos).

  • Nearly every major updates since 7.5.0 have made BHVR's stance on gen-regression pretty clear: if it's too good then it'll get the hammer and/or get a limited amount of uses.

    All of what you said is true but, since it's in nearly every games, I honestly don't see any way it gets changed in any way except a straight nerf, despite the weaker & limited regression since 7.5.0 being partly responsible for the tunnelling rise (with nearly every update after that making it worse or doing nothing).

  • Yeah it's been broken for a while.

  • @GenmLV10 said:

    Still bugged in 8.2.1

    STBFL has been nuked from orbit and it's not coming back.

    Trickster and Deathslinger lose STBFL token when hitting the Obsession (not damaging) just like Nemesis when infecting (not damaging).

    Too many people complained about it and instead of just removing it's camping/tunneling power they just killed the perk.

  • Not only did old Spine Chill utterly kicked stealth Killers in the teeth but it also kicked every stealth perks.

    Also, given that the devs are nerfing Distortion (and judging by UW, STBFL, Mangled/Hemmorage, will likely nuke the perk from existence) it's pretty obvious that due to people complaining about Survivors hiding they have given up on stealth gameplay.

  • Unfortunately, it's not really an option in today's perception of how a dev team should interact with their playerbase, especially if the game is ever-evolving.

    Limiting/removing ways to provide direct feedback would just sour the image that BHVR has with their playerbase and all you would hear around social media/Youtube everytime something was changed the wrong way would be something along the lines of "This wouldn't have happened if BHVR talked to their playerbase".

    And to some extent it's sadly right. Pure match data simply isn't enough in this game due to countless factors.

    For example, no balance changes should ever be made purely on killrate. There are so many ways that certain Killers (cough Skull Merchant, Nurse, Billy cough) artificially inflate their killrate (the former much more than the others) because most players go next on first hook/go afk. I've had so many games that could have been easily a 2-3 man-escape if one teammate didn't give up at 4-5 gens.

    Basing any balance changes on killrate alone would lead to many unreasonable changes.

    Same goes for escape rates. Basing changes based on escape rates without community feedback would cause WoW to be promptly killed off purely because of pickrate despite how crucial it is for beginners/casuals and how, in the end, it doesn't make someone better in chase, it simply makes people not run in deadzones if something else in in range.

    Likewise, without communication it's likely that the horrid Finisher Mori + Basekit Unbreakable would have been released since it did prevent long bleedouts and that was the goal. However the community (both sides for once) rallied and pointed out all the flaws and toxicity this would cause and it was scrapped (although it seems not entirely unfortunately, hopefully the community rallies again) because of the info they got from people as opposed to pure internal data.

    Unfortunately despite all the complainers and those that whine just to whine, most of the community's feedback does help paint a clearer picture than what sheer numbers could ever do (whether BHVR actually uses that feedback well or not is hit or miss).

  • @Bookern said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793075#Comment_3793075

    Everybody was hug teching when the wesker swarm happened also you have that flipped

    Meh, even when Wesker was everywhere I didn't see a lot of hug techs outside of specific loops (mostly car loops and some main buildings) and 30% of Gideon for some reason.

  • I honestly believe that it's because Wesker's hug tech is way harder to pull off, especially on controller, than the Wolf's.

    Why rush in patching something that's not widespread enough to warrant big content creators making videos on it and blasting the forum?

    In all seriousness though, it's only a matter of time, the fact that it's less reliable and can't be used on as many loops is likely part of the reason.

  • Dracula is literally 3 Killers mashed together with each power being a watered-downed and weakened version of the originals.

    Hellfire: Pyramid Head's "Punishement of the Damned" but can't go through walls/high obstacles, has a shorter range and has a massive post-use movement slowdown. It looks cool I guess.

    Wolf Pounce: Wesker's Bound but with less range, no infection (although tbh infection is pretty worthless after it's useless nerf, if tunnelling was the issue then just make infection not progress post-unhook until conspicuous action is done instead of making good Survivors basically ignore the infection) a long cooldown after breaking pallets and less control over the direction. 3rd person is nice I guess and pet the doggo meme is funny.

    Bat Form: Spirit phasing but can't attack and goes 1/5th the speed, makes nearly just as much noise as original Dredge, so much so that it's tough to even hear Survivors, so Undetectable is useless and teleport is too short to be useful outside of multi-floor maps unless certain add-ons are used to actually make the distance decent (even then, it's a slow-ass teleport that Survivors can see and hear). 3rd person is nice and it's convenient on Midwich, R.P.D and The Game I guess.

    Dracula is honestly "what if Vecna but even shittier and non-unique powers?". At least Vecna has some unique things for him (Mage Hand and Sphere are brand new stuff for Killers and the magic items triggering a hidden Mori is awesome) even if he's high B-tier at best.

  • While most people can agree he needs to be toned down, I'm honestly not sure anything meaningful will happen purely due to how popular he's gotten since they got rid of that overheat mechanic and made his curve window easily accessible even to the average controller player.

    Any substancial nerf would send the community into a rage that would tear the forum apart.

    It will most likely be some minuscule number changes with maybe a few add-on changes which will make it possible to play exactly the same anyway. I just don't see how any meaningful nerf won't cause a massive uproar.

    Distortion and Weave are most likely getting nuked from orbit though.

  • Whenever I see people saying that Distortion should recharge in chase, all I can think is that the perk would die instantly for the average player and would promptly get replaced with yet another gen-speed perk.

    Newcomers/casual survivors tend to have chases that often don't even reach the 30 second mark (especially when pallets are getting scarce and they end up in a deadzone). Making Distortion recharge on chase would essentially make the perk nearly useless for newer Survivors but still good on cracked Survivors that don't need it.

    There are enough perks as it is that only experienced Survivors can truly get value out of. Making a stealth-focused perk bad for those that need it most but still functional for those that don't need it is just counter-productive.

  • Quite frankly, it's easy to pinpoint some factors that increased (not created, there's a difference, tunnelling has always been in the game, it's just been getting worse) the frequency of tunnelling.

    Almost every single gen-regression perks were nerfed, some of them might as well be useless (CoB, Eruption is literally a risk to use since the ill-thought-out regression limit and same goes for Undone) while most of them are merely decent (Pop post-nerf, Overcharge but only against newcomers/casuals, Oppression) and Pain Res remaining the best despite all the nerfs since it provides the best value for the least risk to trigger the regression limit.

    Having less options for getting more time, especially for weaker/slower/M1 Killers, obviously incentivizes playing more aggressively to compensate. The best slowdown is a dead Survivor and it's only getting more true as options keep getting reduced.

    Then, popular chase & non-regression slowdown perks, which were used to shorten chases, slow down healing or to get into chases faster after a hook, were nerfed into the ground over a rather short period of time; STBFL became worthless on some Killers and downright unuseable on Deathslinger & Trickster, Sloppy and every sources of Hemmorage and Mangled was put on a timer that decent Survivors ignore most of the time, Ultimate Weapon was killed off completely.

    All those nerfs made Killer, perk and playstyle variety go down, encouraging tunnelling and proxy-camping to compensate for weaker/limited slowdown, anti-heal and chase power. This is even more true for Killers on the weaker end of the spectrum.

    If tunnelling goes down (not disappear, that's impossible) it will be because even for weaker Killers and against decent Survivors, there will be either other viable options and/or incentives to not tunnel.

  • First, let's be honest here. Looking at most nerfs, Distortion is likely getting sent to the Shadow Realm in order to make people shut up about it.

    For the sake of optimism let's say it doesn't get absolutely gutted and we're aiming for a healthy change without removing yet another perk that isn't a gen-speed perk from the game from common viable loadouts. I would honestly think Distortion should be tied to gen progress.

    The most common complaint I see about Distortion is that it makes people not do gens and play like rats (which is nonsense, almost everyone using it is simply trying to avoid being sniped/chased 5 seconds into the game or being able to actually hide near gens and survive against a half-decent Nurse) so why not make it so that token recharge is tied to gen repair instead of Killer proximity?

    Something like needing to repair 15-20% of a gen to recover a token.

    So Killers that are slugging for the 4k but just can't seem to find that last Survivor will eventually get their juicy and wanted 4k due to Survivors needing to stop hiding if they want to keep avoiding aura-reading and inevitably getting spotted eventually. Or when two Survivors remain at 2+ gens remaining because someone went next on 1st hook (which basically means an impossible situation) they will need to eventually do gens (and get spotted eventually) to stay hidden.

    It will make hiding for long periods of time harder and will force Survivors to contribute if they want to hide.

    Honestly I'm likely just being too optimistic with this. It's likely that the goal is simply to make Distortion complaints go away just like Ultimate Weapon complaints (lo and behold, people no longer complain about UW) and it will likely be something like "tokens don't recharge" or it's aura-reading block being so short that most aura perks will chew through 2 tokens or the recharge timer being so long that barring a Wesker using Distressing on Dead Dawg it's going to be hard to recharge tokens before getting found and chased.

    Edit after Dev update: Jeezums it's even worse than I thought, welp, back to gen perks/Sprint Burst it is.

  • What's hilarious to me is that no one would give a damn about this perk if it didn't synergize with Franklin's.

    Weave on its own is pretty trash and would likely barely see any use outside of Adepts or meme/challenge builds.

    Franklin's, despite admittedly being a mediocre perk on it's own, is a despised perk since it takes away a limited, albeit farmable, ressource for Survivors. Most of the time I've seen this perk are in petty and vengeful builds that aren't meant to win/have fun so much as piss off the other side as much as possible, usually alongside Knockout & NOED. But it was pretty rare before since it's usefulness was entirely dependant on items (so Survivors could simply immediately empty their toolboxes asap to not care about Franklin's, or simply drop their items before doing a gen etc.). Calls for Franklin's nerf (read: nuke from orbit into uselessness like most nerfs) are very rare due to the perk being mediocre alone and having a mediocre pickrate.

    Weave made Franklin's viable outside of low-key toxic builds and as such it made it more common, automatically putting a massive target on it's back.

    Literally all it needs to be less obnoxious is to show the item's aura, that's it.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790688#Comment_3790688

    I don't think the concept is necessarily unhealthy, it's a good opportunity to solve slugging for the 4k in a 2v1 as a whole perhaps, which people already do a lot anyway.

    But that's the thing, it doesn't solve it, it makes it worse and effectively removes Hatch.

    Why ever hook the 3rd or 4th Survivor? Leave the 3rd to bleedout and when the last one is downed then it's just a matter of waiting the bleedout timer, probably nodding or "walking over" the slug in the meantime (some might even wait-out the timer until the last possible second before Mori out of petty revenge).

    Even slugging for the 4k now, there's an itty-bitty chance of Hatch just spawning right there. Finisher Mori would essentially remove Hatch from the game and guarantee that the game ends in a slugfest.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789109#Comment_3789109

    On one of the PTBs, they tested a version of the finisher mori that messed with a BUNCH of stuff, like they had to rework a load of perks, there was basekit self pickup and stuff. It was never intended to be released from that PTB, but it was a mess and was scrapped entirely.

    This version of the finisher mori is probably going to be way less complicated and will probably end up just being Cypress Mori basekit, but people still associate the words "Finisher Mori" with the first iteration, which was unpopular.

    It's not just that. The idea of Finisher Mori as a whole is simply unhealthy.

    By hiding the Mori animation behind a 4k, it automatically incentivizes people to slug for the 4k...and we all know how fun and riveting it is.

    Not to mention it also indirectly encourages proxy-camping/tunnelling, reduce Killer variety and perk variety in order to get that juicy animation (which I guarantee will get old really quick and will be met with more scorn than a normal 4k, it would be a matter of time before Mori animations are seen as a form of BM like "let me rub my victory in your face a bit longer with this cutscene") since when Survivors start to get better, weaker/slower/M1 Killers tend to struggle more and need to play more aggressively to compete.

    Hiding Mori behind 4k is, in my opinion, only going to make people hate those animations and will make the game even less casual/newcomer-friendly than it already is.

    There's a reason why the dreadful basekit Unbreakable was attempted alongside the Finisher Mori PTB: otherwise every single games would just end in a slugfest. Hell, during that PTB there were more bleedout games than normal even though people could get up because Killers wanted that animation after tunnelling the first 2 Survivors.

  • Update: still an issue after 8.2.0 and still not in the known issues despite several threads about it, some of which have logs and videos.

  • @TNowick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790557#Comment_3790557

    Did BHVR actually said that or do you follow through common sense?

    Oh, so that's what I noticed. I felt something was off about it so I wasn't wrong.

    I mean, why would any game Dev ever openly admit that minor stuff is being overlooked? Everyone knows it and it's sadly an expected thing but no devs in their right mind would go and publicly go: "Yeah some minor stuff that gets reported gets glossed over".

    But yeah, I assume the Hinder problem will be resolved in 1-2 patches due to how it was popularized by a few content creators.

  • @TNowick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789778#Comment_3789778

    There is a handful of bugs with the Nemesis, but I believe that most of the bugs that I encountered are reported here. I'm thankful for the people who care enough to report it.

    The only issue is that there aren't enough people actually reporting them for BHVR to have any urgency to actually fix them (or at least acknowledge them) in a timely manner.

    The only saving grace is that most of those bugs are cosmetic-only (there is currently a major bug with his Hinder that is supposed to be longer but it's basically the same as before even with Licker Tongue, Scott Jund recently made a video on it) and that they aren't making him unplayable.

  • Yeah, the only problematic part of it was how strong it made camping & tunnelling and yet everything except that was nerfed.

    Easy fix:

    Revert all changes.

    STBFL deactivates when within 16 meters from a hooked Survivor and for 5 extra seconds after unhook if the Killer is within the zone.

    STBFL doesn't work upon hitting post-unhook basekit Endurance.

  • @MOONPHASE said:

    Still bugged in 8.2.0

    It's both sad and baffling that even with multiple threads, logs, videos, screenshots & a bunch of people reporting it, the issue is still at "need more info" and not acknowledged.

    Like, this straight up makes a few challenges impossible and makes ranking up in high ranks much harder. It's been more than a full month.

  • @Coordi said:

    We need more logs for these instances as we need to be able to see match times, and other conditions happening in the Trial. Thank you!

    And for people not playing on PC that can't provide logs, is there an alternative which will contribute to fixing something making some challenges nigh-impossible and making ranking up in Gold/Iri rank much harder? Are images including match-time enough?

  • Yeah this bug's been around a while, nothing gets done.

    It took weeks for the original report to get acknowledged and even then it took videos & logs for it.

  • It's not the first time this bug's been around.

    How on Earth can this bug come back after being fixed?

    It took weeks for the bug to originally be acknowledged, let alone fixed.

    The tier up animation for Nemesis has been bugged for ages and no mention of it anywhere (tentacle kinda clips through his arm when going from tier 1-2 and from 2-3).

  • I mean, Dracula's perks are all trash (Wretched Fate is the best of the three and it's still trash outside of a build dedicated to it).

    Trevor's perk requires to jump through too many hoops/are too risky for too little value to be worth using.

    It's been a while since we got good perks that are good on their own (and even then, powerful synergies tend to get deleted just like Weave is about to be). People going for adepts usually get it in 1-3 games (since Killer MMR is Killer-dependant contrary to Survivor MMR which is shared through all Survivors) and then basically never touch them again.

    Ironically the best moment to get Survivor adepts is by playing in the first 12h after a chapter release since not only will more people try to do adepts themselves (which isn't that different to playing against a perkless Killer most of the time) but most players are new and pretty bad at the new Killer which means overall chances of escape are higher (unless said Killer was designed to be able to get results even if a monkey was playing, like Skull Merchant, which means people will be almost just as good day 1 as day 60).

    I did Dracula's adept and it honestly felt like playing perkless. At no point did I feel my perks were really contributing to the game in any meaningful fashion. Even Wretched Fate was useless since they died at 5 gens and a gen needs to be finished for it to activate XD

  • Ideally none, Nick Cage was a funny meme (even all his perks are memes) and was kinda-acceptable because Nick Cage is a "character" himself.

    But if any other actor had to join DBD, I'd like Keanu Reeves to join. His perks could be named after references to Neo, John Wick and Shadow XD

  • The zombie AI is pretty bad overall, it's harder to find a map where they don't get stuck.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784346#Comment_3784346

    I wouldn't say bleed outs are rare, it's a very common thing especially in 2 v1 situations. But as you say when survivors get slugged for 4min they don't like it... Sorry but no sympathy from me. I even made a post 2 days ago regarding a match I had where survivors hid for 25min not touching gens. 25min not doing anything v 4min not doing anything. It's getting to the point where I will drag it out to server end time, survivors would wish for the bleed out then.

    To be fair, getting slugged for 4 minutes for the 4k happens almost every single games that end in a 2v1 (or even a 3v1 depending on the Killer).

    I rarely go against Survivors hiding for so long, the difference in frequency can't be compared. I'd understand if Survivors would hide for 20+ minutes every games but it's not a common thing so it affects less people overall.

  • I think it's because the Hand teleports you into a random locker and not necessarily a far away one (many times I've teleported like 20 feet away still in view of the Killer…)

    So I think you had really bad luck and teleported to the same locker.

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424175/generators-need-another-10-seconds-added

    i love how you say this whilist there havent been any significant nerfs to gen regression, and kill rates have been at its highest for a long while. 60-72% kill rate

    While kill rates I can't argue much (although the rise in tunneling is partly to blame) gen regression did take a hit.

    The 7.5.0 update gave a hard-limit to regression, which means that every perks requiring either a kick or that caused remote regression suddenly gained limited value per gen (while 8 sounds like a lot, it can go by fairly quickly if Survivors are decent and thus the only regression perks that are worth running are the ones doing the most damage per events: Pain Res and Pop, basically every other regression perks have faded away or aren't being used together, some perks like Eruption and Undone are now simply counterproductive since they effectively can only trigger 4 times before blocking the gen and their value is too negligible for the drawback). This regression limit, while not unhealthy by itself, should only activate when there is 2 gens remaining since weaker/M1 Killers in particular are now more pressed into getting one Survivor out asap to compensate for limited slowdown.

    Furthermore, nearly every regression perks was later nerfed to varying degrees, while the nerf to Pain Res was manageable the nerf to Pop was harsh and I see it much less than pre-nerf even if it's still fairly present (Grim Embrace has since semi-replaced it).

    Also, I think everyone has witnessed that in the recent months there's been a big increase in Survivor giving up early for many (most of them petty) reasons and effectively dooming the rest of their teammates. Especially for certain Killers (Dull Merchant, Blight/Nurse etc.) their killrates are inflated by Survivors going next on first hook.

  • Several people made posts about it, me included (eventually people even started to use bring logs & videos since nothing was getting acknowledged).

    People are starting to notice it more (I assume it's because of the rank reset combined with new tome challenges requiring certain emblem ranks) so hopefully something will get done.

  • Same on Xbox Series X.

  • @まうっす said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781803#Comment_3781803

    Perks that already regress the progress of generator repairs are too weak to be used.

    Indeed, like I said in my post (which you quoted btw) most regression perks except for Pain Res have been nerfed to the point where they don't give enough regression on their own to be worth using and if you stack several then you risk being unable to kick gens very quickly.

    This indirectly makes weaker/slower/M1 Killers (Trapper, Pig, Nemesis, Freddy etc.) even more stressful to play as they simply don't have the mobility to monitor multiple gens and regression is limited which forces them to be cautious. If the limit only kicked-in at 2 gens remaining it would be fine.

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