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SolidRazo

SolidRazo

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  • @Trollinmon said:

    Throw OTR on top and be a ghost. Would be extremely hard for a killer to tunnel a survivor that makes zero noise and leaves no scratch marks/blood. Without something like OTR It would be meh. Problem with doing something like this probably comes down to maps. Indoor maps would insane with this mechanic but outdoor maps might have it do very little.

    Probably just be better to have survivors go into a different realm for 10 seconds where other survivors can see and interact with them but the killer can't. That would fix the consistency issue while also avoiding any abuse the survivor can do as much as possible.

    Yeah but they will probably never make survivors ghosts when unhooked due to it not making sense. No scratch marks and no blood isn’t meh it works pretty well while using “babysitter” and it genuinely confuses the killer when they try looking for the unhooked survivor. The mechanic would be slightly map dependent but I think that is fine.

  • @HINGIRIK said:

    I suggest you try playing killer without tunneling. Then you may change your mind.

    I have and I do when it is convenient and I still think this change would be good.

    Not leaving scratch marks would allow the unhooked survivor to just run to safety and it only lasts for a limited time. It’s not full proof but it could help in some cases where the killer doesn’t see you but just tracks you’re scratch marks and blood.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683619#Comment_3683619

    Realistically then the buff would do nothing against tunneling, when the unhooker doesn‘t get it. Almost everytime after the unhook you either heal under the hook or walk 10m and when the killer sees the unhooker‘s scratch marks he automatically also finds the unhooked (by then the effect might already be gone).

    My intention was more to make it easier to get away from the killer and be able to reset.

    The killer would still be able to go for both of them, but he first of all has to find them, tunneling shouldn’t be easy!

    If they do that then by all means that’d be great but I’ve noticed a pattern of not giving anything to the unhooker so we’ll see.

  • @MauriceMaverick said:

    It never was in need of nerving. It was a fairly decent stealth perk that never was in in any way a danger of becoming OP meta. Now it feels like just another one of the 30 "useless except in very rare situations, better use something else" perks.

    It should 100% stay on when unhealthy that way it can work with perks like iron will.

    i wonder if they should add another effect along side no footstep sounds since the effect is realistically extremely niche, my suggestion is to allow it to also reduce you’re staggering and sounds when falling by 25% and then putting the perk on cooldown for 20 seconds instead of vaulting

    basically a mini balanced landing minus the speed boost but with silent footsteps.

  • @jonifire said:

    The unhooker and the unhooked should not leave scratch marks and blood pools for a limited time, so they could go to a safer place to heal. It would make no difference if only the unhooked person would leave no scratch marks and blood, then the killer would just follow the unhooker to the unhooked.

    I wana add that both should get 100% iron will on top for the limited time of the other effects.

    Then tunneling would become more difficult if you have no clue how to find them.

    Understandable response however I disagree for the following reasons only the unhook survivor should be the only one receiving the untractability to allow the killer to go for the unhooker and to allow the survivor to get away. Idk I think it would be slightly unfair if you couldn’t go for the unhooker as killer

    i was thinking of iron will though but decided not to include it. That way it isn’t too much but if behavior does add a temporary iron will with no scratch marks no blood when unhooked then that’d honestly be great.

  • Things that should be nerfed? All of the killers that lack any reasonable counterplay or who’s counterplay is very weak, such as Nurse, Spirit, Artist, Skull merchant, Wraith, and Xenomorph.

    Aside from killers, some things should be in place to alleviate tunneling as it is such an issue right now. Like making survivors not leave blood pools or scratch marks for 10 seconds when unhooked to help reset that’d be a balanced change can’t really abuse untrackability.

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681541#Comment_3681541

    Hard to miss the point - basically the game is already full of advantages for survivors. Why do you need yet another? When will enough be enough before BHVR needs to realize you just need to practice more and get better rather than handing you wins?

    And? You act like the game isn’t full of advantages for killers too? So again what’s your point?

    no amount of practice will protect you from tunneling. On equal skill level the killer will guarantee tunnel you if they really want to there’s no way around it if you think not then you’re kidding you’re self since the killer has every advantage in chase, the game is literally designed for survivor to eventually lose in chase which is fine.

    But I think you missed my point when I suggested a basekit DS. I want basekit DS for early game tunneling not tunneling in general because feeling the need to tunnel at 5 or 4 gens is ridiculous and unfair to the guy who is getting tunneled. A basekit DS wouldn’t “hand survivors wins” it would just disincentivize tunneling early game the same way the anti-face camp feature is a thing because it’s just simply unfair.

  • @jonifire said:

    Flashbang: Reduce it to 30%, make flashbangs stack and make that you get one stack each 30% up to 3, so you don‘t have to jump into a locker every 30%

    Wiretap/Chemical trap/Repressed Alliance: Reduce it to 30%

    (Blast mine: That‘s the only one I want not to be reduced, it would be far too annoying)

    every Generator perk type like Flashbang is at 50% for a standard, I don’t think they’ll ever change it but who knows.

    however they could change Flashbangs having tokens that gives flashbangs charges up to a cap and that’s something I’d like to see.

    if I may add on to it:

    Flashbangs should deafen the killer and survivor when within its effective range for the same duration as the blind (deafen as in not hear anything, a new status effect I suppose)

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681945#Comment_3681945

    She needs to be even remotely viable and fun. She would have nothing for chase without it.

    Hindered is not that good, but there needs to be something in my opinion.

    When I try to make nerfs, I try to make it easier for survivors, or nerf other aspects of killer. It's bad to get nerfs that will impact how that killer feels to play, if it makes sense.

    Without haste she has nothing for chase and hold W would become ultimate counter, which I find rather boring for both sides.

    With that logic why doesn’t ghostface, legion, or dredge have haste? All 3 of those killers don’t have anything significant for chase but they don’t need haste?

    trapper has haste but his requires you to use a trap and has a fundamental and strategic reason to help him

    Skull merchant doesn’t, theres no skill in it no depth to it, someone gets scanned and now she moves 3% faster all the time since the scan doesn’t go away untill you’re completely scanned.

    There’s something fundamentally wrong with that wouldn’t you think? It’s similar to a certain survivor perk that everyone hated what was it again? Oh yeah Made for this.

    she doesn’t need haste, it’s quite literally unfair that she just gets haste just cause you walked into her unavoidable scanners, it’s unnecessary especially when you become broken after being scanned 3x she’s similar to legion and Plague in the sense that she can injure survivors very quickly and almost passively and that should be her power but the fact you say she “needs” haste tells me there’s a fundamental problem with her power if most of the strength comes from unfair status effects.

  • @GroßusSchmiedus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681939#Comment_3681939

    If stationary drones are to much for you then wait till you find out that Trapper exists, you will probably lose your mind on how OP he is, i mean he straight up downs you with them in chase, incredibly OP isn't it?

    his traps are avoidable and can be permanently disabled unless he has a add on

    skull merchants drones isn’t avoidable and no crouching and standing still during a chase doesn’t count you’re still gonna end up taking a m1 or wasting a pallet in the first 8 seconds of a chase if you do that and that’s just not counterplay and you can’t really disable them since she can just recall it and immediately replace it in under a second unlike trapper

    unlike skull merchant, trappers traps require brainpower to use unlike merchant who starts out with all 6 of her traps all of which can be replaced in a second and on the go and have a massive radius

    I guess what I’m trying to say is, skull merchant doesn’t require skill nor brainpower.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649025#Comment_3649025

    She definetly needs haste.

    Hindered is not really needed, but there should be something so drones can't be simply ignored when injured.

    EDIT: lol, didn't notice it's old post. It makes sense why I was having a Déjà vu moment :D

    Why does she “need” haste though? Most killers don’t have haste and do just fine. Never understood why this killer has both haste AND hinder in her kit at the same time if anything the fact her scans injure and track and give stealth should be good enough if not then her whole kit needs a overhaul cause how it works currently is just not good if she relies on haste to even be remotely good in chase (which she doesn’t she just doesn’t have any chase potential so they slapped on haste to give her chase potential)

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681586#Comment_3681586

    No. That's not how it works. That slugged survivor wastes a lot of time for the killer with the 1 or 2 hits they take. Way more than it takes for the other survivors to get them back up and healed again. That's why bodyblocks are so strong.

    Also, you overlooked the most problematic part. A survivor with DS is basically invincible. They can be hit and even downed but they cannot be killed. So what is to stop them from using it to stay around the killer and pallet / flashlight save their team mate? They are at no risk whatsoever. But the killer has to be very careful and look out for anyone that might have DS in every single chase. That's ridiculous and it wastes a ton of time the killer absolutely doesn't have.

    We know from experience that everything that can be used aggressively will be used aggressively and DS is no exception. Pre 6.1.0 DS was problem for that exact reason. Because even when a killer didn't tunnel, they still had to deal with it.

    There need to be further restricions to a possible base kit DS. Also, base kit perks were never a good idea to begin with. Making DS base kit just like that means, that survivors run around with 24 perks instead of the intended 16. At that point, you can give killers a 5th perk slot, which would create even more issues. You are not supposed to benefit from perks you and your team don't equip.

    It’s still wasted time, it would extend your chase sure but that one survivor is still wasting time. I won’t deny you are right about me overlooking a issue of a survivor just hovers over you waiting to save a teammate and to that I think nerfing the duration of DS back to 60 should be okay

    If they come for you and if you’re a good killer and stay cautious just down them and by the time you hooked the survivor DS should be gone especially when you account the time it took them to travel to you and wait for you to down the survivor. You also forgot to mention that it goes away once 3 generators have been completed after that a swf Messing with you won’t have that safeguard anymore. If need be nerfing it down to it deactivate when 2 generators have been done should do it and allow the purpose of early game tunneling to not be a thing.

    but even if Basekit DS doesn’t become a thing i would still recommend Basekit untrackability being a thing. That for sure wouldn’t be bad you can’t possibly abuse it cause it’s purely to allow you to run wherever you want without fear of the killer chasing you.

  • @Ayeiann said:

    Maybe itd be better to look into ways to not incentivize tunneling early game before jumping the gun and giving survivors more things to help them, things that could be VERY abusable by swfs.

    A SWF cant abuse it and let me tell you why, due to everyone having DS you know that they will have DS so if they try body blocking then you slug them and just don’t pick them up if they have unbreakable then good they just wasted their unbreakable if not good that’s free slowdown for you cause another survivor has to heal them. They can’t do generators and they can’t heal themselves which just wastes their time if they are trying to mess with you.

    the unhooked stealth isn’t abusable either since its stealth the killer won’t be able to track you so they won’t even bother with you

  • @tubalcane said:

    So bringing DS, improving your looping, improving your w-keying, using perks like dead hard, body blocks, jungle gyms, pallets and windows galore, firecrackers isn't enough?

    You’re point?

  • I agree, it’s a simple change that should be in the game, I had to lower my sensitivity to get a good controllable aim with flashlights and it makes my spins slightly weaker.

    so a change like this in every shooter would be very nice.

  • The Pig: recently the community has made an out cry about the pig boxes being extended to 30 seconds. Since then it has been reverted but I can understand the reasoning behind this change and why it was reverted due to backlash.

    Imo this was a necessary nerf to push the boxes into more of a slowdown instead of a alternative killing method due to how unfair the boxes can be especially to new players but I guess majority of the community do not think that for some reason

    i would like to suggest a healthy nerf to achieve both the goals in mind with the nerf that received so much backlash and still helping to alleviate the tunneling playstyle that pig boxes tend to attract.

    The Pig boxes should simply retain their progress if interrupted via screams and exiting out of the box.

    this change would eliminate scream orientated builds that plague the pig which causes head pops to unfairly happen just for trying to get the trap off and would hopefully help against pigs camping boxes and scaring off survivors

  • @Rogue11 said:

    As long as we're discussing subpar healing perks, can we improve Better Than New as well? I think it should have the same percent bonus as Leader and affect the same things. Currently it doesn't effect unhook speed or exit gate speed.

    Or have it work like resilience when you heal someone to full

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676081#Comment_3676081

    You have to think of Wicked like Soul Guard. You run Soul Guard for the endurance on pick up not the unbreakable effect.

    Wicked is the same way, you run Wicked for the 20 second aura reveal of the killer off hook and if you get hooked in the basement on 1st hook, you get an extra bonus.

    20 second is such a long time to be able to watch the killer.

    Yeah No, wicked is nothing like soul guard, the difference is the revive and 8 second endurance from soul guard can be game changing in the right circumstances. 20 seconds of aura read is good but it does not compare, the game changing part of this perk is being able to unhook yourself and I think for how heavily situational this perk is being able to unhook yourself TWICE if hooked in the basement would make this perk pretty good

  • Weaving spiders: it’s a unique perk nonetheless but the amount of time it takes and the fact you become broken makes the BNP effect not really worth it especially when you can’t leave it or else you have to restart it unlike a generator. A suggestion buff to this perk is to reduce the time it takes to complete the ritual to 90 seconds from 120 OR increase the gen progress back to 15%

    Strength in shadows: it’s fine, it’s a self healing perk and that requires you to be in the basement. It’s not weak at all but it’s situationally strong, I say it’s good as is

    Wicked: a cool perk, but I would argue it’s too situational and has the same issues as deliverance. I think the fact it’s situational is okay but I personally think for how situational it is it’s kind of lacking. A suggestion buff to this perk is to allow you to unhook yourself in both hook phases while in the basement

  • @GiraffeDadOfDestiny said:

    Overcome should receive the following buffs:

    1. If you are Healthy, any attack that would normally put you into the Dying State, injures&gives you the Deep Wound Status Effect instead.
    2. While afflicted with the Broken Status Effect, you receive 3% Haste.
    3. You retain the Movement Speed burst for 2.5 additional seconds.

    Completely unnecessary change, overcome isn’t a bad perk but it’s also not the best exhaustion perk due to its effect requiring you to take a hit which is risky if the killer has a one shot attack.

    that being said its strength is that you don’t have to do anything to activate it so it’s very easy to use and its in its own niche that pairs well with perks like Lucky break.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672584#Comment_3672584

    It is not about difficult to do or not, it is more about being out of your control mostly... It would probably be such a bait play because you will miss it in 99% of cases, and just give the nurse an even easier hit.

    I mean the nurse counterplay stuff has been discussed a lot and I am still of the opinion, that there are quite a lot of things you can do against her, as for example Hens presented in his guide how to go against Nurse... Otherwise you might want to ask some comp players that also stream what to do against Nurse, as they manage to outplay most Nurses, even those in comp to some degree...

    Even then it’s still a counterplay option. Just cause it’s “out of your control” doesn’t dismiss that’s it could save you. I’d go as far as to a lengthened stun duration to make landing them rewarding. Obviously it’s just speculation for a potential counter to nurse but dismissing it purely because it could go bad is dumb when it could also be good.

  • @ArkInk said:

    Often times a big thing newer and intermediate level players struggle with is map variations and pallet spawns. Each new map only exacerbates this issue, no matter how easy to learn they might be. It can be extremely daunting for new players to be thrown around from map to map without ever getting the sense they're comfortable enough with their knowledge of each individual layout.

    Something that I think would curtail this issue is Basekit WoO and Zanshin, as it gives a level playing field where all players know of the immediate options and plays in the area. It would serve as an indirect buff to blindness, making many add-ons and perks a good bit more viable. It solves the issue of Windows being the highest used survivor perk, cause now everyone has it. Killers get an outright buff that lets them better grasp the loops they're committing to.

    To be frank, I feel like everyone wins with this. Thoughts?

    Imo I agree because the game is already difficult as is especially for new survivor players.

    but just slapping on WoO as basekit shouldn’t happen because that removes its purpose and like others say it would make the survivor a lot more boring and somewhat unfair for killer since killers don’t necessarily need to know where pallets and vaults are because it doesn’t really matter to them making this change just a flat survivor buff

    heres a alternative idea for seeing pallets and vaults: allow maps to reveal vaults and pallets as a add on and in their basekit. Would make maps a solid option as a item and give newer players a way to help with chases and navigating the map.

    knock 2 birds with 1 stone

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672470#Comment_3672470

    It is not really about the lore but about how her power functions... It is a teleport that goes through walls, makes no sense for it to stop just because wood changed position, because she can still go through other material... I would be more in favor of a change to how stunning nurse works instead of this.

    The issue with this is also that Nurse moves too fast to be able to be stunned reliably... She moves at 13. 33 m/s, how exactly are you going to time that? And that is not even taking into account lag, high ping, desync and what not... I don't really think it would have much of an effect, and at that point we might as well figure out something else.

    I mean I can understand the inconsistency of it but I think from a gameplay perspective it wouldn’t really be a bad thing even if it would be difficult to do, it would still be a option for counterplay for a killer who really lacks any significant counterplay options for how powerful they are.

  • The perk just needs to activate on both hook states instead of the last one then it’d be a good perk because it’ll work similarly to dead hard.

  • Similarly to sanctum of wrath it wouldn’t hurt if the map was brighter and/or less grainy since sometimes it can be difficult to spot survivors as killer. But the map itself is alittle big could be shrunken but the placement of generators should be fixed due to the map having 3 generators in very close proximity to eachother.

  • Overall I think map is or pretty balanced overall it’s great to play because of easy on the eyes it is and how much you can see and how open it is. The only real complaint I have with the map as survivor is the building in the corner of the map next to the sign is very unsafe unless you’re using balanced and as killer it’s just slightly too big could be shrunken slightly on the bottom half of the map.

  • The map is balanced but slightly killer sided but I attribute that to the fact the main building is very strong for killer. Only one window is actually usable in the building and on the sides of the main building are essentially dead zones since the pallets that are there are very unsafe. Overall the map itself is balanced but the main building/tower is killer sided. As a side note It also wouldn’t hurt if the map was slightly brighter or less smoky and grainy to see survivors alittle easier as killer in this map not too much of course.

  • @Seraphor said:

    So much melodrama.

    Every time the topic of Pig buffs comes up, and it's fairly often, the consensus is always:

    • Buff chase
    • Buff crouch
    • Buff Ambush
    • Buff stealth
    • Nerf traps

    And that's exactly what we're getting.

    Traps are not supposed to be a way to reliably kill survivors. Ideally they should only result in a kill when the survivor ######### up, not when the Pig stalks and harrasses the trapped survivor.

    Traps are supposed to be slowdown. 12 box searches guaranteed, 12 seconds each, plus travel time. 144+ seconds of guaranteed slowdown. That's the value of RBTs, and that hasn't been changed one bit.

    Increasing the time survivors have to remove their trap doesn't change how long it takes to remove the trap. Hiding auras of boxes doesn't change how long it takes to remove the trap.

    There is no nerf here... unless you're a Pig who harrasses a trapped survivor to force a head pop.

    This is further convincing me that Pig mains don't actually know how to play Pig. You stick a trap on a survivor then you ignore that survivor until their trap has been removed. It's the single most effective form of slowdown in the game, and the best anti-tunnel mechanic that actually benefits the killer. But instead nearly every Pig I go against tunnels a trapped survivor, wasting their slowdown potential. Apparently all those Pigs frequent this forum.

    Completely agree, I’m seeing it all over Reddit. it’s crazy how the “nerf” is apparently a “massive nerf” like you said it’s literally not even a nerf to regular pig players. It is however a massive nerf to pig players who force head pops and tunneling by patrolling the boxes aka Toxic Pigs

    So the people who are mad that pig is getting nerfed are the toxic killers who can’t torture survivors as easily anymore or pig players who don’t know what their talking about

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652229#Comment_3652229

    Thank you for providing such a thoughtful response. I appreciate your perspective, and you've raised some valid points. I'm uncertain about whether Flashbangs are intended to 'replace or be equal to' Flashlights, particularly when players have the option to equip both simultaneously. Personally, I find the prospect of encountering three Flashbangs in a single chase to be beyond my own limitations.

    However, I really like your idea of deafening the Killer. While I'm unsure if it would be added to the Flashbang, it's certainly something I'd be interested in using in conjunction with the Flashbang in the future.

    Thank you that’s really nice to hear, idk imo the meta is very stale on survivor side I play a good amount of killer and survivor. Survivor imo feels so stale and a lot of interesting perks are weak and/or very niche like Flashbang

  • @Emeal said:

    The ideas you have here are mostly welcomed changes to perks that could have a place in the meta.

    But could you elaborate further on why you believe there is a need for a Flashbang Rework. Personally I would have thought, Flashbang stands between the best valued and well working perks, but Im curious to understand more about your perspective. Could you elaborate on why you believe the current availability flashbangs is not sufficient? And that it needs a 3 point counter to fix said issue?

    I would gladly explain my reasoning for a Flashbang rework and why I think it’s weak in terms of value

    Flashbangs are no doubt a very fun but that’s all that it is fun, it’s actual value and effectiveness is shoddy for a perk slot. The truth is Flashbang has a lot of downsides for it being so fun, as someone who uses it religiously it has 2 major issues that keep it down


    1: the fact it has only one charge makes it extremely hit or miss. With Flashlights you could use your flashlight to blind the killer 4x to 8x in a single game. I find that to be unfair considering flashlight is an item while Flashbangs is a whole ass perk slot that requires you to do generators before you can use it. Hence why I think having multiple charges wouldn’t be so bad. In fact it’s already been tested in the game during the Flashbang glitch that allowed you to hold multiple at a time everyone liked it as far as I knew. At the time and I never actually saw any killers crying about it either it honestly just felt balanced from the looks of it.


    2: Flashbang deafening on Blind. The thing about Flashbangs effectiveness is that it’s good at saves albeit hard to do but the perk isn’t just for saves because you can blind killers in chase and I think that aspect of the perk could be stronger. the biggest issue with this perk in chase is that even when you blind the killer he can still track you extremely easily through sound. Making the item that you worked for do basically nothing I think that’s unfair

    considering a flashlight it makes sense that the killer can still hear after being blinded by a flashlight but a Flashbang? That doesn’t make sense in my head especially when they’re harder to use. Which led me to thinking of deafening as a buff for this perk you check off 2 things with deafening. Deafening killers wouldn’t do anything during saves but during chases it could potentially knit you some clutch plays that you otherwise wouldn’t be able to get because the killer would have simply heard you and just follow you.

    im saying like it’d be op but in reality it wouldn’t when you still account the fact killers can look up and away avoiding the blind entirely and the deafening wouldn’t do anything because their not blind. Making this perk a high skill ceiling type of perk similar to Deadhard because you have to learn how to time it and such to make the perk work in chase.

    combining both extra charges and deafening would make the perk a lot stronger in chases. Giving you 3 chances to blind and all of which have the potential to extend your chase it would make a pretty strong perk that would still be balanced because it’s hard to use and the killer can avoid it.

  • @Kreaz said:

    Make it so all items addons & offerings are combined into one inventory. I don't see any issues why its not like that already

    Another great quality of life change since all survivors are essentially skins having all of them have the same items yet be exclusive to each individual survivor which doesn’t make sense to me

  • WoO is strong because it stops chance, there’s a chance that the loop you’re going to doesn’t have a pallet or window, WoO completely negates that since you can run for a pallet or window

    but it’s by far not broken or needing a nerf whatsoever killer or survivor players who think it needs a nerf are not right in the head. Its good and useful at what it’s supposed to do and does nothing else it’s a balanced perk

  • Should buff its anti tunnel aspects, I personally don’t think buffing its stun duration would help it does need a SLIGHT buff to its stun duration but I think it needs something else, I’m slightly hesitant to buffing the perk cause the unbreakable/DS meta would come back immediately so we need to make the killer not afraid to pick up, so my suggestion

    Decisive strike: stun duration 3.5 from 3, after stunning the killer you’re scratch marks and pools of blood are hidden for 10 seconds

    this will make the killer have a extremely difficult time to track you since he can’t tunnel you if he doesn’t know where you are or where you’re going and would potentially help get away from the killer

  • @luvcraft said:

    They don't happen very often, but when they do they're really awful. Even if I face a wall while picking someone up, a teammate somehow blinds me from behind and I drop. And even if I slug multiple survivors, the remaining survivors are somehow right there to blind me when I pick one up.

    I had a game yesterday against 4 flashlight SWF and I was playing as carefully as I could and got blinded on every single one of the like 8 pickups I got that match. it took them a LONG time to do gens, but it didn't matter because I wasn't getting a single hook.

    Everyone is saying lightborn, but sometimes you don’t pay attention and don’t have it but imo you don’t need it

    Just slug everyone, depending on what killer and perks you’re playing this can be either very easy or alittle harder then easy

    if you’re grabbing a survivor and they blind you and save them don’t panic it’s not the end of the game just try again but instead of grabbing look around your surroundings for a bit then go and wait a moment over their body and hear for footsteps if you don’t then go ahead and grab if you do then immediately try and hit them and rinse and repeat.

    Edit: i didn’t completely read it but if you are slugging and stuff then like I said wait a beat and continue looking in your surroundings typically if you manage to slug 3 people you try your best to look for the 4th survivor

    even if you get 2 downed they will be occupied trying to heal the downed one while you hover over the other

    at the same time some games are just not meant to be sometimes the survivors play their cards right and manage to avoid you or have the perfect thing for you, sometimes got to just got do your best and move on

  • @BlightedTrapper said:

    People will say absolutely anything to avoid confronting their lack of skill, huh? Look at any big killer streamer, they win more than 90% of their matches. Some like Scott Jund are just bored of playing killer due to how easy it is. Keep in mind you can always improve. You might need to improve your macro game, learning better awareness of everything going on in the map. Learning when to drop chase, improving your mindgames. Trust me, you'll enjoy the game more and find more ways to improve if you stop believing survivors have succeeded in their devious plot to neuter killers.

    The only sane person here Jesus Christ half of the chat is 1 guy complaining about how “weak” killer is if survivors are good and his word is gospel because he has 3k hour

    @Rebecca1InTheChamber said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561789#Comment_3561789

    As someone with 3k hours on both sides, it's a story that's told because it's true lol

    Bruh half of the comment section is you complaining about killer being “weak” when survivors are good? As someone who has no idea how many hours they have, you just sound like you have a massive skill issue

  • @radiantHero23 said:

    Puh....

    I was afraid you mentioning insidious.

    The perks you mentioned are already not the worst I feel like.

    Terminus is fine in my opinion.

    A dangerous perk is huntress lullaby. It's my personal favourite meme perk and I love to use it. Im pretty sure it doesn't receive any buffs because it's a noob stomper. It's a free perk that makes skill checks harder. That hurts primarily new players.

    Their not the “worst” but they are underused, the worst perks are literally useless for a reason and need reworks but I picked these ones because of how much fun they would be or actually useful if they were buffed, 4 of the perks on survivors are chase oriented perks which I think deserve buffs since they’re not the worst perks but they are mediocre hence why you rarely see them

    this goes for the perks I chose for killers too since they are 3 are alternative options of slow down perks that definitely deserve buffs, not the worst but mediocre which is also why you rarely see these perks at all

  • The counter argument is that the perk is MEANT for this, it doesn’t guarantee anything but it’s supposed to make getting saves much easier that’s what this perk is purposely aimed towards, because the perk outside of saving other teammates is useless and leaves you exhausted.

  • But then it’d be op when paired with vigil you wouldn’t be able to catch up to a survivor who has sprint burst or lithe and the second idea kills the point of bloodlust

    I think a more balanced way to go about nerfing it is to first off remove the endurance effect a chase perk affecting movement speed doesn’t need anti-slug capabilities on top of it,

    but to the 3% movement speed, the issue with it is that it lasts forever and when stacked with hope it becomes such a incredibly overpowered combo there’s 2 ways I personally would go with nerfing the combo and the perk itself without taking away what makes it fun to use

    1: MFT works like Lucky break, gain 3% movement speed for 60 seconds while injured and you can recharge it by healing other survivors

    OR

    2: MFT activates when you’re healthy and deactivates while injured

  • Here’s my take on fixing pig since reducing her terror radius doesn’t really do anything and doesn’t really help her in a meaningful way and she still has degenerate playstyles with her boxes that people abuse

    Pig: she can no longer see the jigsaw boxes and her boxes retain its progress if interrupted by screams or exiting the box, missing a skill check on boxes resets the progress, her crouching speed is increased and her ambush lunge is faster

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