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  • @Config said:

    U can’t catch up survivors by shocking them.

    If they have made for this, and the survivor hugs tied enough u can’t compete since u get slowed down.

    You see, the problem is with all killers. That perk is pure trash, as it makes a chase impossible to end. Unbalanced, that is the word. The base concept is the problem. The perk needs a kiklswitch or a complete rework. Being faster just because you mess up once in chase is not fair nor earned.

  • @whyrurunning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462563#Comment_3462563

    It's just how you perceive a game.

    If I and my teammate gonna not get caught by Wesker thats gonna mean that something wrong with balance in game. Killer should catch and kill, it's not possible to not get caught.

    Then, with all due respect, the problem is yours and others should not pay for it. People like voicelines, have been asking for killers with voicelines for a looooooong time and just because you are a little bit depressed they should not remove something the community wants.

  • @whyrurunning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462559#Comment_3462559

    I played this game for about 3-4 years. You can't tell me that DBD is "not my game". It's also more casual then competitive. It can be chilling for both sides, I played both sides and I have a lot of fun (with the exception of this one). So you always play competitive game, it's your choice.

    It isn't, it's just a high mmr thing.

    Anyway, then there is a simple solution: do not get caught by Wesker. Simple.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462550#Comment_3462550

    I don't care. It's in character and adds to the atmosphere. It's also funny when you do outrun him and he says the lines.

    Really expresses his arrogance when this happens, like if he were saying "I did not loose, I merely failed to win"

  • @whyrurunning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462549#Comment_3462549

    If you're in a bad mood and want just to play a game just to relax this lines will trigger you.

    Also Trickster didn't humiliate you.. Didn't head a lot things from Hux ether because haven't played a lot against him. But if game (which tried to fight against toxicity) gonna keep this way... well, that's terrible.

    This is a game, if it gets to you stop playing. DBD is not meant to be chilling , it is competitive, not casual. And in the past it was not chilling either, it was tense with some scares.

    If you want to chill out DBD is not your game.

  • @Coffe_e said:

    Head-On is pretty fun, but in Soloq it's true potential is pretty hard to take advantage of. Since you can't tell Survivors that you have the perk, nor what locker you're in, you often have to take guesses and risk a lot in order to pull off some good Head-On plays.

    I feel Head-On would benefit from the same treatment that the Survivors got with the Survivor Hud, where we attempt to bridge the gap between soloq usefulness and swf usefulness. I'd like to propose a small but really nice change for the perk that could do so:

    Head-On now highlights the locker that you're in to other Survivors in yellow.

    This could be limited by only activating when the stun is ready, or having a range at which the aura appears, but I don't feel like it'd need that. This is mostly just a QoL suggestion to help it feel less like a perk that SWF uses better than Soloq.

    Head On is unfun for killers, this would make bully survivors multiply. Currently bullies only work in swf, thankfully. This change would increase the amount of unfun moments for killers in games.


    Plus, there are far more useful perks than this that actually help do an objective or are useful in chase. Head On is simply mean

  • @328 said:

    Hux had a fun design but really needed a lot of buffs, and what do you know, you guys at Behaviour actually listened. Because you decided to buff Singularity so much, he's in a very good spot and is very fun to play. I really hope you keep this up in the future and won't be afraid to give large buffs like this to other things that might need it, like Trapper and Myers.

    Agree. There is one problem with him still though...Lery's. If something is done with that map then everything would be alright with Hux.

    Now hope they do this with trapper as well, that killer needs a buff desperately.

  • @whyrurunning said:

    So imagine this situation: you try to have fun in the game, but sometimes you think that you terrible in it. But still try your best. And then after a not so long chase you can be told that you're "worthless".

    Why? Just why? Yes, maybe it's fine for this caracter in RE, however we're not playing RE. Why you made this bully voice line for Wesker?

    • "You disappoint me. Is that the best you've got?"
    • "You are nearing the end of your meaningless existence."
    • "You would last if you were worthy."
    • "Worthless Humans."

    If you let random voicelines said by a character in-game get to you...well. Those lines are just to give personality to Wesker.

    Hux calls survivors "inferior" or "worms" as well. Trickster also insults survivors. Killers insulting survivors is becomming a thing, and it is fine.

    But if you are offended by these just stop playing. Normal people know that Voicelines are not meant for them and that they are random. Noone is saying that to them.

  • @Dipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456658#Comment_3456658

    How about removing the manual part. You have to wait for an EMP to get printed. Dropping the EMP destroys it

    That could work as well, but it would end up being the same in the end, theybwould wait then use them then rush.

  • @Khastrx said:

    It's being adjusted in the next hotfix. We'll see how this works out...

    EMP creates reduced to 4 per map and increasing EMP charge time to 2.5 secs (from 2.0s). Survivor movement speed will also be slowed while they are charging it.

    If this is happening I don't trust it will do much. I do not think 0.5 seconds will make a nig enough difference, and we'll have to see how slow they become when they use it. But 4 crates per map? 1 per each survivor? If EMPs are keeping their actual radius then I believe it will still be a problem. This will solve nothing in high mmr, singularity will still be unplayable there.

    I still think that the pods should be affected by an EMP lesser time, survivors often group at the gen with the affected pods and repair it fast. And before your pod goes back online and/or you get to traverse the whooole map to get to the gen in some cases, they'll have already repaired it and will be fleeing.

    Conclussion, the problem again is genrush and how swf can be busted against this killer. If the EMP numbers were reduced, I believe that would make the op tool more exclussive and limited. Or if the radius is reduced, the tool would not be as op but still be useful.

  • @Percival_nxs said:

    Expecially for M1 killers, the "Made for this + Hope" meta is a real problem.

    Some players are seying "ThE PeRK is FiNe" and 80% of the players are using it.

    Speed bonus is a REALLY delicate topic, you cant just give it like bread, this has to stop.

    Playing an m1 killer feels awefull right now.

    I do not know what were the devs thinking when they made this perk. It crushes all sort of balance for m1 killers. And poor hag is gonna suffer the most for it.

  • The filling the bar when dropping aspect is the only part that has no counter, and that they try to abuse the most consequently.

  • @DY86 said:

    Boul over ONLY works on certain maps, the same way scratched mirror Myers or Sadakos Condemn Only Build function. It doesnt need rework or anything tbh. Its pretty weak as is

    Casually maps in which main buldings have a second floor that has no hooks. It is not casual, and survivors use offerings to go to those maps.


    Condemn Sadakos are a bad example, they do work most times.


    Scratched mirror Myers is also a bad example, it has counterplay. He is slow and has no access to bloodlust, appart from not being able to lunge.


    Boil Over on second floors has no counterplay most times unless that floor has a hook, and when used with sabo and no mither it forces a slug, which nobody wants due to the boredom it brings. And you may say that the perk by itself is not the problem, well same thing happens with Call of Brine and it got nerfed, so if that perk was worthy of a nerf, Boil Over is as well.

  • @ARTRA said:

    First of all, yes we all hate basement bubbas, ok with this anticamp.

    Now, my fear is more about spaguetti code that BHVR have.

    What happens in Game/Midwich if someone is hooked in the middle? Or just above you.

    That still count as ""close"", so i just hope that new auto-unhook is good enought at close but bad enought at some distance.

    It will not affect in bigger maps, my worries are more in small /2 floors maps.

    Just wanted to comment it. Have a good day.

    This could be solved if, like Spine Chill, it triggers and builds up when the hooked is in the line of sight of the killer. A camper that cannot see what they are camping has their effectiveness reduced.

  • @Nos37 said:

    Speaking of addendums...

    If the killer's inside the penalty radius for more than 10 seconds, the perk Deadlock should deactivate (will not trigger when a gen finishes) until they have left the radius for more than 10 seconds.

    Face-campers like to use this perk to buy them time to face-camp and still get 1 or 2 more kills after the 1st.

    I disagree, Deadlock has counterplay: repair more than 1 gen at a time.

  • @knell said:

    Since we've just been introduced to this new self-unhooking mechanic to discourage face camping, may I suggest few more ideas to add?

    1. Since ten seconds were added to to the repair time per generator from 80 to 90 seconds last year, this had given killer players additional ten seconds of leeway to camp as the hook-timer decreased at the same rate as before for the camped player. I believe the generator times were increased in order to ideally give killer players more time to chase and pressure the other survivors, but it had actually made camping strategy even more viable. I personally think that camping (as well as tunneling) is a valid strategy - but it (or any other strategies) shouldn't be the "best" strategy. A good game design would require its players to adapt their strategies dependent on their opponents' actions, as well as have counterplays available. Right now camping and tunneling are the dominant strategy - it is almost always better to camp and/or tunnel out a player than not camping and/or tunneling regardless of circumstances. Adjusting the hook-timer in parallel to the generator completion time would help alleviate that problem. Perhaps starting out by adding ten seconds to the hook-timer.

    2. The next two ideas are anti-face camping mechanics, but more importantly, also ways to raise solo-queue to the level of SWF - due to their difference in informational awareness. Currently, SWF can communicate to the other members "hey killer is camping - everyone keep doing their generators." Solo-queue players right now have no method of communicating that to the other survivors. Due to this, the new upcoming anti-facing camping mechanic would widen the informational gap between SWFs and solo-queue even more. SWF would have a way to optimize the self-unhooking bar to fill faster while also making progress on their gens, while solo-queue would have at least one member who would "come to the rescue," but in fact actually be slowing the self-unhook timer as well as not doing a generator they could have been doing. So what if we add few new input button options for those survivors who are on the hook? The input could provide a new UI pop-up on the other survivors' screen informing to keep working on generators, etc. (This would also help out solo-queue with the Deliverance perk.)

    The other issue with solo-queue deals with perks. Like Deliverance mentioned above, there are some perks that are much less useful for solo-queue due to their inability to communicate. Reassurance perk would be one such example. SWF players have a way to maximize its potential - one player goes to put reassurance on the camped player while the other two players stay put on their generators. Because solo-queue players have no idea whether Reassurance perk had been used, they may believe that more survivors are needed to help the team. Perhaps making UI changes so that all players know when other players' perks are in effect (like boon-perks or Thanatophobia, etc.) and highlighting the 'Reassured' player in a different color would help with the problem.

    The main concern I have with this new self-unhooking mechanic is whether it would just increase the number of tunneling. Given that the killer have no other immediate survivors in the vicinity to chase, wouldn't they be more motivated to just wait out the 5-second endurance effect of the self-unhooked player to put them out of the game? 

    About hook times, with Reassurance in a game it can take looooong for somebody to die on the hook. The hook times are fine as they are now that said perk is a thing now.


    Then, you say that soloq survs. cannot say that a killer is camping, I disagree. Kindred does that for you, showing everyone a facecamping killer. If Kindred is not in the game, then raise and lower your arms, I remember seeing many survivors doing that when a killer was camping and it was quite effective.

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430514#Comment_3430514

    I disagree, as survivor i often use last man standing builds, however i do indeed play for the team. However, if you have people dcing and suiciding every second match, you start to plan for that.

    Yeah, we all play for the team...but it ain't our fault that accidents happen.

  • @Bartlaus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430549#Comment_3430549

    You monster! If I see you in my Solo Q Lobby I will dodge you. As a killer I will love you <3

    Nah, you'll hate me for using blast mine and maybe Head On (soon).


    Also, I am one of those strange specimens who use counterforce, so say bye bye to your hexes.

  • @Xernoton said:

    It's even more annoying when you face a group where all players use No Mither, so you can't even slug them.

    You will win against most of these groups but they will succeed in making your match an absolute slog.

    Oh, some of them were, but I just killed them and left the two who were not using it on the ground.

  • @jamally093 said:

    What I mean is let's say the game ending or your playing killer and are half way through and you get the usually "nice camping,tunnel, ect" kind of stuff how do you deal with it?

    For me simple I stopped doing the whole argue back since it made no sense why argue back it's a waste of time. So I usually do the simple if the killer is camping I'll complain but never message no reason for it but if I get a message most of the time I just smile and basically just say "that's nice" and done.

    So how do you deal with toxicity.

    This playstyle is often a consecuence of genrushing, so simply answer back "yeah, nice genrushing as well".


    If there is no genrush though, you were just being like that for no reason, so you pretty much loose that argument.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428830#Comment_3428830

    It doesn't change that it is garbage.

    The game's state is awful atm and it is even worst against killer with huge map pressure, it is literally unplayable.

    But it is easy, deal with genrush effectively then camping and tunnelling will decrease

  • @Veinslay said:

    I have like 200+ salty survivors blocked on PSN lmao

    That I understand, but I mean now everybody has the option to start a chat unabled even if they are good players. It is frustrating to see that the community's attitude has caused this.

  • @KenwanObinobi said:

    Crazy how 9 games out of 10 is against a camper/tunneler, the last patch has definitely changed the yway the killers are playing.

    It is unbearable.

    Camping and tunnelling are consequences of genrushing. They come in the same pack. Most games the only way to secure a kill is tunnelling and maming sure to delay the unhook, especially when gens start popping fast. The killers I see take a different approach are usually using one or two slowdown perks.


    In its current state, the game is not usually forgiving with killers that make mistakes, thus encouraging this playstyle.

  • @Dogma_loki said:

    I play primarily on my PS 5 and I dont have my messages turned off.

    I have noticed a lot of killers on playstation who use what I would describe as "unfun & unpopular" tactics have them turned off for obvious reasons. 🤔

    Yes, I also noticed that. Players that show a more toxic attitude on purpose have them turned off always.

  • @stvnhthr said:

    I think perhaps one in ten games are fun, like old dbd where you felt it was a fair matchup. Seldom are games fun, between cheaters, sweaty aggro players, and dcs it really is not fun. Playing dbd is sort of like playing the lottery. You get one win and it hooks you to play again, but the wisest players do not play at all.

    Majority for me are fun, however when I go too high on MMR I end up finding a match in which everyone is soooo competitive that it stresses me out, and at this point I usually give up as killer and give a chase to a survivor while letting the rest do whatever they please just to get to a mmr lvl that enables me to access the matches I want.


    As survivor, though, it is more difficult, as with low mmr you find killers camping and tunnelling too often, and in high mmr you find the same, but in even more tryhard version.


    As killer the only thing I mind is that in high mmr the people with meta perks start popping up everywhere, acting as tryhards and being overall annoying yet unreachable for me in my current state regarding my skills, which is frustrating.

  • @BloodBird said:

    https://us.v-cdn.net/6030815/uploads/AP4Q3Y4X6D23/prestige-100-victory.jpg

    They only repaired 2 Gens, I never tunneled, slugged or camped a single person the whole game.

    Last person got hatch at shack, 50/50 I picked the wrong side of shack to check first lol.

    Wraith is strong in certain situations. He has decent mobility while cloaked, and can be annoying with the bodyblocks. However, he is not as effective as the nurse nor possesses the mobility of blight or Billy. Hence, he excels at small maps, where he can apply pressure in a better way. In chase, the said bodyblocks and the speed can help a lot, but he is a m1 killer, with everything that implies. Conclussion: not the worst choice but there are far better killers to choose.

  • @Thralfazuz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425856#Comment_3425856

    Then by your logic camping and tunneling is not a problem because BHVR provided perks to counter that

    Camping and tunelling are a bad example, as those are not problems, but the direct consequence of the high genrush risk in matches. I have used Bamboozle alongside some chase oriented perks to get this going, but pairing it with superior anatomy also gives you a strong combo to not only block the god window but also vault them fast. So there are ways of countering these windows effectively.

  • A protection hit occurs, you get the deep wound effect as usual but decisive strike deactivates.

  • @GhoulNative said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425884#Comment_3425884

    a single perk doesn't need to have a single purpose, it's not like it's overpowered anyway. If it ain't broke don't fix it

    Ok, what if you have the endurance status effect activated when it happens but once you receive the hit and the effect is applied, you loose the things you loose with a conspicuous action? (DS for instance)

  • @GhoulNative said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425873#Comment_3425873

    Protection hits are part of the game, a good percentage of people (Including me) find it a frequent cause to use off the record in order to take a protection hit, not to mention, the perk completely negates you from completing generators / totems whilist it is active, sometimes have a few seconds left of it and want to get value from it even if you aren't being tunneled, What I'm saying is survivors should not only use perks like these ONLY for tunneling as it isn't that common, it would be quite a big nerf towards the perk

    But that is not its purpose, it is meant to discourage tunnelling, not being a shield for receiving protection hits. Their goal is the same as healing others yet healing others counts as a conspicuous action and this does not.

  • @GhoulNative said:

    no

    Arguments? As you see, I gave mine.

  • @Orthane said:

    How is it that a gen can finish before my TVs spawn as Sadako? How can I constantly have 2 people on me, and 4 gens are done in 3 minutes? How is that even playable? Gens get done so fast that I can't even play the game even though I have 25-50% of their team occupied. It's driving me insane because it feels unplayable.

    Sadako is a weak killer unless you have a condemn build. Her early game is difficult and she lacks pressure, like many stealth killers. Her optimal playstyle is hit and run, Sadako is not a killer that can commit to a long chase and be successful. Concentrate on gen patrolling and catching survivors off-guard and it works, though never expect a 4K with her unless you use a condemn build.

  • @Thralfazuz said:

    The killer could break any god window in the map but it will come back after some time has passed, it would be similar when entity blocks a window when you vault it too much.

    This is to make some of the anoying maps more bearable.

    Bamboozle exists, those windows can be blocked with this perk easily, discouraging survivors from using it and maybe leaving them trapped. God windows? Shouldn't be a problem with this perk.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425743#Comment_3425743

    yeah because it was funny and most wraith players are sweats anyway

    Ok...I admit that trying to avoid that light beam was entertaining.

  • @SkeletalElite said:

    I disagree, CoB/OC enabled hyper defensive 3 genning on ANY killer.

    The only regression perk that even compares was ruin before it was nerfed, all the killer had to do was push you off a gen, and it would start regressing. What kept ruin balanced is that it could be disabled, it wasn't a permanent solution.

    CoB/OC, can't be disabled, the killer can just keep pushing you off gens and kicking them over and over again and regressing them for extremely long periods of time. Killers like skull merchant made this issue more obvious as it removes the need for surveillance and her lack of lethality lead to what was basically a hostage match. But if you were to try a similar thing on other top-tier killers, you would find that they are equally good at doing it.

    If put CoB/OC/Surveillance on blight, for example, your insane mobility can easily be used to lock down an unbreakable 3 gen. The difference between skull merchant and blight though is that he's so good at getting hits that if a blight were to decide to do this, he would probably outright win the match within 10 minutes. This is because he could actually manage to down survivors before they escape the 3-gen.

    When a skull merchant did it, she just plays defensive for 45 minutes because against a good team, she can only get a hit before the survivor escapes from the 3 gen. This creates a situation where she must choose between committing to chasing for the down and defending the 3-gen. However, a stronger killer like blight or a nurse need not make that decision, they just win instead. The build enabled the weakest killers in the game to delay for unreasonable amounts of time despite not having the lethality to outplay survivors in chases, and gave the strongest killers such an effective gen defense that they can't be beaten.

    If the killer keeps pusing you from a generator simply go repair somewhere else, the killer will be distracted defending that generator, thus abandonning certain zones while the gen is regressing.


    Then, to avoid a 3 gen on other killers the only thing needed is a strategy to repair so that the last 3 gens are not close to each other, if the killer is a problem just distract him while the others repair the gens there a bit, it is difficult but with good coordination and a good team it is possible.


    Skull Merchant is the real issue here, this killer's power is what encourages a territorial playstyle, fortyfying an edge of the map with the drones is the most effective way to play her if kills are wanted. That is why a rework is needed, her power seems to be built around and only for this strategy. Other killers have the option to play differently in order to squeeze the most out of them (and then there's hag, who has counter and is slow). The fact that this got more notice after the skull merchant's arrival speaks for itself.


    And about your blight example, that build does not work, as survrilance and CoB use the same aura colors, so surveilance is being wasted there. Plus, those regressions can be stopped, and kicking a gen makes a killer loose time, I assure you. Just hide well and tap the gen, repair while the killer is distracted and if the killer decides to hold a 3 gen, then this is a standoff to see who has more patience. You could try annoy them a bit so that they make a mistake. But most killers, as I said before, encourage survivor hunting/chasing so if they want kills they'll have to leave that area.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425452#Comment_3425452

    I guess, but a lot of people didn't even know you could do it until they removed it and those that did would mess up their timing a lot anyway.

    True mostly, but if one knew the timing well they would spend all the match using the mechanic to be as annoying as hell to the wraith player.

  • @DaddyMyers_Mori said:

    I do not get why have they been nerfed.

    They made holding 3-gen super easy and it's not really "earned" regression.

    Skull merchant made it strongest, but there are other killers that made it really good.

    Hag, Legion, Doctor, Knight, Wraith.

    Some killers made it really broken, but it was strong on any killer. I could use Nowhere to hide, Eruption, CoB, Overcharge with any killer and it was really strong. There was not really way to deny it, no CD, I just have to kick gen. You can't be near gen to stop it, because I will see you with Nowhere to hide.

    3-gen is still possible, but it's not that easy anymore.

    The strength of these perks appears when in good builds. By themselves they did little. Overcharge was not a huge deal for exoerienced survivors and Call of Brine does not tell you where are survivors hiding by itself. These perks were not strong, they could be easily countered: for COB judt tap the gen, for overcharge just do not miss the skillcheck and no problem at all, with good coordination these perks become small nuisances.


    The problem, as I pointed out before, are killers that encourage a territorial playstyle rather than hunting down survivors.

  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425392#Comment_3425392

    How can you possibly feel it was punishing for survivors? Did they suffer for not having one? Is Wraith absolutely necessary to burn in order to win? Because last I checked he's a regular M1 killer you can loop super easy.

    So again, tell me how it was punishing for survivors to not bring a flashlight and not rewarding it by adding an extra interaction.

    Ok, misunderstanding detected due to a poor choice of words from me. I was speaking about how survs with flashlights had an additional advantage against wraith others did not have.

  • @notyarbllewe said:

    As Sadako is still definitely deserving of a fair buff, what if they made it so she is entirely invisible and has no lullaby while within range of a powered TV? This would slightly encourage people to pick up tapes a bit more, otherwise they might be grabbed more often like Ghost Face and Wraith sometimes do.

    A little strong, but they could have it so that she makes no sound while manifesting either while also within range of a powered TV.

    Sadako has a tiny problem called iridiscent VHS tape. Her strength varies a lot depending on this add-on. The best way to buff her would be making the tv cooldown lotería and making the condemned status effect an actual threat instead of the meme it is without the build centered around it.


    Removing the lullaby would be fitting. The demanifested state is a much weaker cloaked state after all, and a comoensation may be necessary other than teleporting to televisions once in a looong time before you can use that tv again.

  • @lifeisstrange said:

    Removing off lightburn off wraith was a bad idea, I dont care its gone off nurse cause honestly it was near impossible to even get one on her, only maybe got 2 lightburns in the 3 years of playing, artist birds still can be rid of via locker so np there, removing it off hag was a nerf since usually flashlights=a hag would franklins it and her traps safe but now we can simply wipe it(not saying i dont mind that but thats a nerf to her as she is a pretty tough killer to use , yet yall buff one of the easiest killer for even beginners players, by removing it off wraith was way too much, he easily can catch up to survivors in the breath of an eye, + always notorious of blocking off a window/pallet when you try run to it, if lightburn cant return back to him then we should be able to go through him when he is cloaked

    Finally with all these aura reading perks killers have I think killer instinct should be gone since its pretty much something that can be use to find survivors no matter where they are at(lockers dont even work on that) and there is no perk that counters killer instinct. Wesker/Neme getting that alert if you cure yourself/ mend simulator uses it to injure everyone on your team lil to no effort(spread out strat dont work on tiny ity bity maps on legion only big maps). I think honestly only killer its actually fair on cause he does sorta need it is triangle head.

    Lightburn was a punishment for the survivors who did not bring a flashlight to the trial against wraith. This killer, however, is no real threat unless it is uncloaked. Cloaked it is just annoying, but not threatening at all. Try to anticipate its moves and mindgame them out of your way.


    The Killer Instinct thing...well, it is not strong at all, and aura reading would be far better to replace it. But if that were the case, surv mains would complain so you have this thing pinpointing at the survivor's location in a certain zone, but tracking them is difficult with it as it comes and goes. So either replace it with auras or leave it be, these are the only factible options I believe.

  • People learnt to depend on DH far too much and now they need to readapt. Find a new exhaustion perk that satisfies you and run it until you get used and you find DH was not so necessary after all. The most used ones, at least as far as I am concerned, are Sprintburst and Lithe.

  • I think it would be perfect to know after a game if you played against a swf. Would help a lot to meassure our skill and so...


    But I will add this: in PS at least (idk if in other consoles and steam or whatever as well) you can find evidence of it being a swf in the pre match lobby as well, as if they share a common language they could be a swf.

  • I do not think Plague needs a rework. She is strong, yes, but lacks map pressure. She can be quite predictable at times. Her corrupt purge can be avoided, not easily though, but it is possible. She is weaker in certain loop structures, especially the ones with tall walls.


    Also, I have not seen a plague in ages, and that may be a lot from someone who played against twins once this month.


    I do not think she needs a rework nor a buff. In fact, I would not touch her at all yet.

  • It is rare, she has to lean on condemning basically. Her map pressure is limited and her stealth is not the most efficient, as wraith is better for this kind of stealthy approach.


    Actually, she is weaker wraith+ weaker dredge.

  • @NERF_KILLERS_######### said:

    There should be no reason a killer can 4 stack gen perks making it close to impossible to do gens all game, but survivors can't stack exhaustion perks honestly, I been playing for a long time I only made this account to make comments now because the people that main killers are dead crybabies but in reality, now at this point in the game killers that are just decent at the can throw on a killer like ghost face, the shape, the legion, or the pig and win, but if they are good killers then they use more overpowered killers like the nurse, the plague, or the spirit and jus end your loop entirely making the game really unfair for survivors because they end our only hope of getting away, but not to mention how unfair does this sound, survivors have to wait 40 seconds for exhaustion perks to come back but killers perks take 10 - 15 seconds making even easier to catch us like killers already move faster than us why do they also need they perks so fast, I'm not going to name them because there are so many, but there is one perk I have been running to lately that is lightborn I think perks like lightborn and lightborn should be like the killers exhausted perk and once active it take 30 - 40 seconds to reactivate like survivors exhausted perks

    Well, well. May you tell me what slowdown perks did you run into to think this? Look, I have played as killer with one slowdown perk sometimes (deadlock, which is arguably one of the best ones) and let me tell you it was not enough to contain the genrushers. Then I paired it with the dead man's switch+pain resonance combo and still nothing.


    About lightborn, when you see a lobby with 4 flashlights and you know you are going to be constantly blinded (maybe noone will be hooked because of that), which is annoying, you want to prevent that. But the counter is easy, DO NOT TRY TO BLIND THE KILLER, and he will have wasted one perk slot which could have been occupied by another slowdown perk.

  • There are several storylines that advance quite slowly, such as Otto Stamper and the Black Vale. But most of the lore is indeed isolated from the rest of the story.

  • @Brandon48 said:

    I reckon a very slight nerf might be healthy but maybe I’m just whinging? Feels a little dirty imo.

    This perk is not seen to often by me. Only killers with smaller chase potential tend to use it, and I am fine with it.

  • @CookieBaws said:

    There is too many items for survivors. The worst offender are med-kits. They make healing a simple one man action. The problem is the amount of them on hands of survivor is way too many, thanks to prices and role incentives. If i see a 2+ med - kits, even browns, i know i need Franklins becaue i won't be able to apply preassure without mean ways, like tunnel, proxy or camp.

    What i propose? Set default healing speed to 50%.

    Considering they said that being able to heal yourself at will with very little cost is OP, it is a contradiction. Yeah, just like toolboxes were nerfed sometime ago something has to be done with medkits and COH.

  • @Pulsar said:

    Bubba's ability to facecamp is a relic from a long-past era of DBD. Something needs to be done about this. Almost every single Leatherface plays this way and it is beyond frustrating to get 3K BP through no fault of your own.

    Likewise, this strategy is viable. It isn't like you'd be throwing to attempt this. You can get consistent 3K's even if Survivors correctly counter you.

    If locker saves are being removed because they remove Killer agency and feel unfair, Bubba's ability to facecamp needs to get yeeted into next week.

    https://youtu.be/y5mBTNZP4v0

    Reassurance has that purpose. And most times he does not prevent unhooks but rather down one survivor while the unhooked runs away with the basekit BT. He also looses a lot of time camping, so just genrush and leave.


    And to use reassurance just use his blind spots. If he sees you he will have to chase or stay. If he chases, someone else can go for the rescue. If he stays you will have used reassurance and will be busy for a longer time.

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