Avatar

Spectralfx

Spectralfx

About

Username
Spectralfx
Joined
Visits
0
Last Active
—

Comments

  • @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.

    100% true.

    I play Oni and I can't even land a flick on an injured survivor in this meta.

    All they need is a trash tile to circle around and it's so brain dead to face.

    What happens after is that whatever survivor without the combo gets tunneled out and if they all have it it's an automatic game lost.

    It's waaaay worst than DH since you can't tell if it's the perk or subtle hacks and I am fairly sure that many hackers are ecstatic that now there is a perks that does exactly what they do... way easier to hide it.

    Killswitch the perk.

  • @Mandy said:

    Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.

    Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.

    How do those sound?

    It's a start but honestly... fix the range on the biopods and it's ability to trigger on slightly obscured surivors

    There is no way that the fences on dead dawg should block that! You can see them clear as day!

  • @notyarbllewe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455574#Comment_3455574

    I entirely agree with all of that! The pre-dropping also works as a great example of that, IMO; like all the survivor can do is hold W because they constantly get tunneled, all the killer can do is also hold W and break when everyone keeps slamming pallets early. Neither side gets the enjoyment from the chase in those two strategies, and people often say chase is the fun part of the game.

    Man I hate the chases so much right now.

    It's literally more "fun" to play killers people hate to face to see an early DC because THEN and only THEN do you feel like a chases becomes viable.

    I always make a basement play as early as possible for that reason too. Play lame, win game.

    Fighting 3 survivors feels good, fighting 4 feels like a waste of time, when none DC I afk or dc myself cuz why play?

  • @notyarbllewe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455551#Comment_3455551

    Not sure how much you fully agree with my argument, but thanks for not being one of the people like AMOGUS. Starting this discussion, I was literally planning on seeing people like him, LOL. No offense.

    I am just trying to point out a logic fail in your claim that a tunneled survivor do not get to play the game they queued for.

    The fact is that, camped/tunneled or not...

    For either of these scenarios to happen...

    A survivor need to have been chased AND downed, hence they played the game.

    Now if they get downed instantly... that's on them, it's not the killer's fault if they are bad at the game.

    On the other end, if we accept that a tunneled survivor didn't get to play the game, we consequently also have to accept that bully squad and gen rush squads have denied the killer the game they queued for.


    It's ALWAYS a two way street

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379312/the-cannibal-gasoline-tank

    Or we can just give Bubba the Plague treatment and only allow his saw to contact each Survivor once per chainsaw rush.

    Won't completely fix the issue, but it's a great start. Shuts down 50% of the issue nicely and doesn't affect anything else.

    So... his chainsaw becomes an M1 with a charge bar?

    How about this:

    No change. Bubba is fine.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379247/predropping-pallets-is-like-tunneling-works-but-is-stupid

    People comparing blowing pallets to tunneling is really showing how entitled people are becoming and how they can't counter even bad Survivor gameplay.

    Dude, pre-dropping pallets is what comp survivors do wake up, you are in Freddy Kruger's dream dimension again.

    Snap back to reality.

  • @adsads123123123123 said:

    The 0.1 charge rate delay is already enough. I keep accidentally moving to a camera near a hook and getting random 5 second wakeups. It's too annoying.

    This.

    "The camping potential" isn't a thing anymore, survivors now have all the basekit perks in the world already.

    Complaining about campers is just something straight out of "the survivor's rulebook for killers" and should always be ignored completely nowadays.

    The fact this killer came dead on arrival (it's unplayable, worst than Knight or SM by a LONGSHOT) is actually impressive.

    I never thought a new killer could be so bad, yet here we are.

    I am so glad I spent shards and not money on this pile of junk.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455537#Comment_3455537

    It's technically a power specific problem still, I heard doctor has similar problem (allowing survivors to make more distance during his power AND takes more time to reach them), but not much killers get this "double dipping" effect from the perk.

    Permanent haste being OP as heck is different problem.

    You are correct.

    Lets just wait to see who will show up to tell us that since it's not universal it shouldn't need a fix lol

  • @CatnipLove said:

    Survivors hate being tunneled but killers suffer just as much because they get pallets dropped on them? Why not just make a post complaining about how strong pallet loops are?

    You have a choice on how you engage with the match. If you can't get one survivor then go chase another survivor or kick a gen. You still get to play the game. Being tunneled means barely getting to play the game you waited in line for. It's not the same thing, not even close.

    There are a bunch of issues for Killers, map design being one of them. Why not make a thread complaining about that instead of comparing two community issues that aren't even remotely similar?

    Get out of here with that.

    Getting your way blocked all game by a few silly survivor with flashlights that just pre-drop everything and wait from a safe distance to blind you 2-3 times if you go for a pallet break isn't "playing the game".

    That's a ridiculous statement to make.

    The flip side to that is very simple and hilarious tho.

    If you get tunneled after 3 hooks and die... it literally means you lost 3 chases in a row... your team is either winning or losing BASED ON HOW YOU PERFORMED in said chases...

    If that's not playing the game... I don't know what is.

  • They are too many pallets and not enough deadzones on maps, that's the issue.

    You people have no idea how often I screw up a flick on Oni due to a pallet that is literally 5 steps away from one I just broke.

    In those moments I think "there's no way they put a pallet there too."

    But there is, there always fu- is.

    It's freaking dumb.

  • You lost at the proximity to hook thing.

    Just because you are playing around a hook doesn't mean you are camping.

    It makes no sense to have a power/effect that gets affected by the presence of hooks because sometimes, they are next to a gen... and/or a survivor is being reckless and try to immediately unhook in your presence.

    Trying to stop camping is a wasted effort too, survivors ALWAYS weaponize whatever anti-xyz killer playstyle they get against normal killers.

  • As badass as it sounds, it's true.

  • @fulltonon said:

    Let's make it simple, hux teleportation duration and wake-up time seems to be 2 seconds total, and assuming survivor moved straight away from him, that's 8m vs 8.24m, then I'll assume lunge viable distance as 4m for non MFT/3.9m for MFT, so the gap killer has to close will be 4m vs 4.34m.

    Now those numbers doesn't seems that much, but then they have speed gap of 0.6m/s and 0.48m/s, by converting those to the actual seconds for reaching survivors, it's 6.6 seconds vs 9 seconds.

    Yeah still numbers itself doesn't seems "that" much, it's just a 2.4 seconds after all (even though this is like 40% increase), but then we have to consider this is the time survivors have to reach the next tiles, so let's convert it to distance once again.

    Simply multiplying seconds with speed, for non MFT players they can reach 26.4m, for MFT players they can reach 37.08 meters.

    So every time hux uses his power to teleport, survivors gets 10 additional meters to get next tile just from made for this, this seems like quite the difference to me.

    Oh no, you did the math on the official forum, that's illegal!

    How are they suposed to sell more DLC if you mathematically proves it's overpowered and force them to fix it?

    Besides, you are about to get swarmed by survivor mains that can't do math themselves that will tell you it's not a big deal if killers "git gud"

    Smh

    (I agree tho)

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455411#Comment_3455411

    My beloved Piggy has an add-on that causes Blindness to the headgear. She already has an unfortunate rep for tunneling the trapped survs, and that change would facilitate such tunneling significantly.

    What kind of obscurity effect we talking about here? That darkening mending nonsense is terrible on console, which has precious few graphic settings & no ability to use filters.

    Under all due respect, I'll disregard the tunneling concern you brought up and here's why:

    Every times we try to buff killer in a problematic survivor-biased meta, folks show up and make dubious claims that it will break the game as killers will use it to tunnel or face camp "even more"... but these are not prohibited strats per the rules of the game and we are in this situation in the first place because survivors abuses the freebie they get to counter those killers playstyles... or other crazy new perks/addons changes.

    In regards to pig, she is weak as hell, I don't want to hear a complaint about that killer of all killers... that is honestly silly.

    But in regard to a good question you asked, "what kind of obscurity?"

    I think a good template for it would be a somewhat toned down version of nightfall from the dredge.

    Blindness SHOULD be a status effects that helps stealth killers be better at stealth while potentially hurting aura reading as well.

    Combined with oblivious... it would make for some fun jumpscares/ambush and both sides should have fun with it.

    People on coms could still relay info... but with the targeted survivor having an actual handicap... it would be much more fair for the killer... without really being any different/more oppressive on soloQ

    Hope this clarifies well.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455523#Comment_3455523

    How exactly must the stars align perfectly? You slug the obsession on 1 gen left, wait for the last gen to pop, kill them instantly, go down someone that's at a gate, if they're not obsession, leave them slugged and find another, rinse and repeat

    You're just underestimating it like I said

    You answered your own question in your first sentence.

    "Slug the obsession"... yeah sure, you go run around the map to find that.

    Sure if you are lucky and find it 1st encounter... maybe... you ain't out of the wood yet if you face a competent obession that predrops pallets on a pallet town map.

    You assume like a million things will go your way in that build.

    That's why its bad.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455429#Comment_3455429

    Yeah its 4 perks but it really does work well, particularly with skull merchant or teleporting killers

    Nobody runs it because they underestimate it or simply don't use it right, or cuz they don't like moris

    I disagree.

    The planets must align perfectly and you are still very susceptible to gen rushes.

    People don't run it because it's bad.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455381#Comment_3455381

    That is just saying 'revert the change'. It still is a solid perk, and better performs in the early game (1-6 hooks), at the cost of late game (7-12 hooks). Even then, the game is practically a free win once you get it to a 3v1, and by 7 hooks it is likely you can have someone dead if you need them to be in order to win. It also doesn't force you to use it, so if you get an early down you don't feel like you have to cross map to that distant white hook.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455413#Comment_3455413

    PR is still plenty good on it's own, and even better paired with Floods (and Gift of Pain on some killers like Oni). Also Eruption's regression hasn't been touched, and Pop was rebuffed to 30% current, so running Pop+Eruption(+Nowhere to Hide if desired) is the free win build in the current patch. CoB/Overcharge was so busted a monkey with a spacebar could beat people by making them think DCing was a better option than playing out the torture simulator. It also had no pre-reqs or CD, making it truly unearned.

    How does Killer win against PT+BNP? Pressure aka skill. A person on hook can't progress gens. A person going to rescue can't progress gens. A person in chase can't progress gens. If you hook Survivor A, while chasing the PT Survivors B+C, Survivor D has to go for the rescue. This cycle can then repeat with Survivor B or C on hook, the other going for the rescue after you chase them back into Survivors A+D PTing the gen they were hooked near. That basically makes PT a Killer perk instead of a Survivor perk. Pretty easy all in all, but it requires the forethought to recognize and intentionally provide pressure the Survivors have to respond to, instead of autopilot chase the first person seen into a pallet+window haven. PT helps the skilled Killer more than hinders them. Survivors soloing gens is what is more difficult to deal with due to not being able to take advantage of the double chases off of gens. Plus if PT is truly a problem perk for a player, they can bring the hard counter Discordance, and PT becomes an even greater Killer perk than before.

    Yeah... no.

    1 person on hook / in chase leave 3 others to rush 3 gens in no time and it means you go into a losing state within 3 min.

    Without gen regression as a pay off, none of what you mentioned makes sense.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454924#Comment_3454924

    Pallet exists.

    There is pretty much no chase where killers can happily stack up bloodlust, they have to use power, break pallet, mind game, all those things will remove/reduce bloodlust.

    Not to mention hitbox difference do exists and it will immensely help MFT over dead hard (as dead hard is more or less straight only).

    And even then you purposefully ignored the fact bloodlust is there only because of BHVR being so incompetent to make maps they can't stop releasing literal infinite without bloodlust, so this is already a compensation for extremely bad map design.

    I want to further support what he said.

    Removing Bloodlust would definitely help survivors... even if Bloodlust is highly circumstancial and don't help you in most instances due to it being very poorly designed... it helps sometimes.

    that is infinitely more than never.

    but that does not mean that bloodlust really has the weight to change the outcome of any match really, it just means it exists in an inadequate form.

  • just spam EMP, its super easy.

  • @AmpersandUnderscore said:

    This is the most recent info we have from the devs about kill rates. It's from September 2022:

    https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022

    Your assertion that 'only S-tier killers' break 60% is blatantly false, given that Freddy, Pig, and even Sadako have a higher percentage than most every other killer.

    We also don't have stats on how much the gen kick meta boosted kill rates either, since this was published before Eruption took off to dominate the game. I believe the data they used, if taken the same time as the perk data in October, was pulled from just after the 6.1 patch, before the dust settled.

    Wow, I am at lost of words here.

    I want to be respectful so I'll just abstain from commenting further, but this had to be said.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454317#Comment_3454317

    Unironically though rancor and game afoot work very well as 2nd chance killer perks, particularly when combo'd with remember me and NWO

    you named a whole 4 perk combo that is non-meta.

    like I swear, why would someone think its good if NOBODY is playing that... its beyond me.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453193#Comment_3453193

    okay let’s tet rid of blood lust then since it’s that bad! got it!

    lol

    buff Bloodlust, that's what's needed.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455411#Comment_3455411

    Uh I mean, most meta killer builds doesn't even have any blindness in it.

    that's because the status is not considered impactful.

    A lot of addon/perks do.

    it would be nice to have options.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454403#Comment_3454403

    I never said SB wasn't braindead easy to use.

    That's why used it, even before the DH nerf. It was so much more easy value and not having to deal with mindgames or Lag, i just run fast and you can't do anything about it.

    Fearmonger is really the only perk that counters SB.

    And the perk is still good against fearmonger, but you feel way more limited as you can't recharge SB while doing gens.

    But, on the other hand, this i will give you. If you have SB stored and go do a gen. Fearmonger makes it super easy to 99 your SB.

    Still, it's this or no counter. Because SB does not have counter play, never had.

    Fearmonger DO NOT counter SB, quit that.

    the survivor on a gens KNOWS IMMEDIATELY that Fearmonger is in play due to the inflicted status, all they have to do is on TR they pre-walk away sooner and 99 SB away.

    its merely a different line of play for them that is strictly beneficial, there is NO trade off for them, the survivor just needs to have more than 2 braincell and be somewhat situationnally aware.

    and honestly, that's easier than ever with the new freaking interface that tell survivors EVERYTHING they needed to know.

    They wanted to make SoloQ more on par with SWF but nobody stopped to think that killers have been complaining for YEARS about how OP SWF were and now its just every game that feels like that... for god's sake wake up.

  • Pain: Resonance is now dead and six feet under.

    was fun to pair with Deadman switch and the only thing that could make the later somewhat viable.

    so effectively, they killed 2 perks with one nerf.

    really is a massive feel bad when they hit CoB/Overcharge as well.

    Like, how is killer supose to counter a Prove thyself/BNP composition?

    SYKES , they can't.

  • Imagine if blindness removed the red stain and actually obscured the survivor's vision.

    that would be impactful.

    Probably why they won't do that, gotta let survivors get their free wins.

  • @adaw0ng said:

    This perk is the result of the healing nerfs that the community asked for, a new way of a perk being an Exhaustino perk without actually being one (+ countering exhaustion on its own). It IS a GOOD perk, well designed.

    There are so many options to counter it with addons and perks that apply exhaustion, when the meta for one side changes, the other side has to change as well to counter it. Now it's time to use Blood Echo, Fearmonger and such perks. Let the meta shake and have variety, please. This was one of the biggest complains from the comunity for so long, how the meta felt stale and boring for so long. Let this perk shine for a couple of months at least until something gets changed. Stop being scared of adapting to new gameplay styles and changes. The game is way more fun when you try different stuff and have so many options and new perks and builds emerge.

    I have played like 15 games since the perk came out as killer, most of them being PLAGUE, who gets everybody injured easily so the perk got to shine, and in only 2 games I struggled against it, so from my experience it's definitely not an issue. Perks are meant to be useful and strong, but mainly fun. Nobody as survivor is going to run Premonition, Deception, Diversion and Dark Sense, the same way as killer nobody is going to run Unrelenting, ZT, Fired Up and Dying Light. Let perks be fun and attractive to use.

    If this perk gets nerfed, everybody is going to go back to gen rush builds, and nobody wants that, not even survivors lmao. Please, learn how to play around changed and new stuff, take your time and try your best to enjoy the game. This situation with this perk is a new showcase of the problem being the mentality of some players and not knowing to have fun with what the game is designed around.

    This perk is absolutely unfun to face and should be nerf to oblivion like eruption and CoB/Overcharge was.

    its on part with NOED and Hex: ruin in terms of anti-fun factor, way worst than the DH meta we had prior as well.

    its just unplayable!

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453525#Comment_3453525

    If you walk around the entire time. If you have it on cooldown holds SB in cooldown for the time it was.

    So survivors need to slow themselves to only get the 5 sec, or have their SB cooldown not go down while doing gens.

    It doesn't destroy the perk, but it's the best counter to SB because of how the perk works

    Bro I used SB on survivor for a simple reason.

    It's brain dead easy to use and it always work.

    As a killer main I couldn't believe how easy it was until I tried it.

    So yeah, go preach that non-sense to others.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453202#Comment_3453202

    bruh cant believe you are actually arguing staying injured isnt risky.

    I mean, it's not.

    It's a fact of life.

    You get to rush gens and get adrenaline... it's currently the safest line of play most competent survivors use these days.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453284#Comment_3453284

    Looping skill is not related to perk at all, no matter what you do you will get benefit all the time.

    Those who bad at looping can be slightly less bad, those who decent will be even more decenter, and those who good at it will be really good at it, regardless of situation or skill level, it will always work exactly same.

    This tbh.

    It's a perk that either save or "reward" a survivor for either making a mistake or playing really good and eventually get hit naturally.

    Either way, it's free value. No effort required on the survivor's part, you get it when you need it.

    The problematic nature of this perk is that it's free value that completely destroy a large part of the killer line up... again, for free.

    People can try to semantic their way out of it... make all the excuses in the world by pointing at other unrelated events...

    Those who pretend this is healthy are just blatantly wrong.

  • @CaulDrohn said:

    Hello ppl of the fog,

    today I had to witness (again) a surv chaining SB with a well timed Adrenaline, which honestly is really frustrating from the killer perspective. Not only Adre healing and giving speed boost, but ALSO flat out ignoring the exhaustion from previous SB just seconds before. This chaining of exhaustion effects is really problematic imo. Just think about all the conditions you have to do for using Blood Rush, a perk DESIGNED for chaining exhaustion effects.

    I can see that this aspect of ignoring exhaustion was necessary in the past, since you did not know (in solo Q) when that last gen would pop. Ignoring exhaustion would guarantee you to get the effect. BUT, now that we have a HUD were you can see the state of the gens, you no longer have to coordinate Adre activating via comms, making it way easier to chain exhaustion effects, even in solo Q.

    So I 'm thinking, the effect of Adre to ignore exhaustion should be removed, so you can only get the speed boost when you are not exhausted before (the heal would be applied even when exhausted). It's a part of a very old Dbd time (last change to the perk was 1.8), which does not have a place in current Dbd anymore, imo. With the new HUD, you are perfectly fine to manage your exhaustion perks, to make sure you get the exhaustion effect from Adre when you want to. But you wouldn't be able to chain SB or Lithe into Adre anymore.

    I feel that would be a really minor change to remove the most aggravating situations with Adre for the killer, without really impacting it's core features. It would make the perk slightly more skillful to use, and give the killer a way to counter it (by using exhaustion perks / addons).

    What do you think?

    I agree,

    This perk I face in all my matches along side prove thyself and it's really annoying.

    Not only do survivors get to gen rush in record time, they also get rewarded for playing poorly or recklessly since one the last fen inevitably, they run to the gate from across the map scot free everytimed.

    I would killswitch adrenaline until fixed.

  • This new killer is garbage.

    It's not "hard to master"

    It came nerfed to the ground right out of the box.

    They really outdid their previous screw up with Knight and SM... I'm not even mad, I am legit impressed, never thought that possible.

  • @SirCracken said:

    Reading this thread was a trip.

    I've been playing nothing but Singularity since he came out and have won almost every single game with him. Since I'm a Knight main, I started playing him as a pressure tool to keep survivors occupied across the map since that's what came to me naturally when I saw how his power worked.

    It turns out that being able to survey most of the map with a click of a button and instantly teleport to survivors who don't constantly pop EMPs is really good. Whenever someone EMP'ed one of my pods it was always really quick and easy to replace it and keep forcing survivors to get off gens if they didn't want to get chased by a killer with permanent Spirit Fury most of the game.

    His biggest weakness is actually the same as Knight's; terrible map design. The new map is horrible for him. As is most indoor maps. But he's definitely not weak if you get something like Wreckers Yard and have your camera micro-game on point.

    I find that hard to believe.

    It's a cool story that I would like to categorize in the fantasy section at the bookstore.

    Survivors just spam EMPs and you are playing a strictly M1 killer.

  • Just take the EMP box away.

    Killer fixed.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453510#Comment_3453510

    I disagree. Fearmonger is really good against the best Exhaustion Perk SB and combos really well with any stealth build or killer, making it very dificult to recover exhaustion while in chase.

    Blood echo is niche, it's only good on hit and run killers or killers like plague and legion that make survivors injured all the time, but since the med-kits nerf i believe it's way better.

    The new perk from singularity, the debuff is the most severe, but idk how to exactly combo with anything yet

    They SB 5 sec later....

    Not a good perk.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453446#Comment_3453446

    It has conditions, but i don't see exhaustion perks or add-ons being very popular from Killers, so becomes less of a factor.

    Fearmonger, blood echo and the new perk from singularity look good, and most killers have add-ons that inflict exhaustion.

    Don't know. I just know that this perk counters killers bloodlusting at pallets and laggy hits, two of things i think are the most annoying in chase.

    So yeah, of course i love it. If it is OP, idk. Maybe, but since you can't use it with the best exhaustion perks, i think it's ok.

    I guess we will have to see.

    Those anti-exhaustion perk are hot garbage.

    Just saying.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453200#Comment_3453200

    Oh boy, Made for this stronger than old DH. Now thats a take.

    My last line is basically the same thing that happens ALL THE TIME in this forum. There is the ritual that one Survivor-Perk is OP and this ritual needs to be done every chapter. This time the Perk is at least decent, I have seen worse OP-Perk contenders.

    But I am very sure that after a week or so the pickrate will drop. Because the only Exhaustion-Perk where you will really be able to use Made for This is Dead Hard. And I dont think that it is better to use two Perks together than just using the two strongest Exhaustion Perks (Sprint Burst and Lithe) on their own.

    (Yes, you can also use Lithe with Made for This. But most of the time the Survivor will be healthy when using Lithe... Which will result in Made for This being a dead Perk most of the time when paired with other Exhaustion Perks than DH)

    So.. we are just going to read this post and pretend that years of survivors complaining about every possible playstyle imaginable didn't get ALL the meta killer perks nerfed over the past 2 years?


    Yikes.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453198#Comment_3453198

    Man, you are really reasonable and your argumentation skills are top tier. /s

    Of course it was a better move to do it that way. Because otherwise it would be a pain in the butt to balance Stun-Perks properly. E.g. DS affected by Enduring was a joke (kinda like it is nowadays). And if they would have buffed it so that it actually works against Enduring, it would have been too long for everyone who does not run Enduring.

    Let alone that currently there is not really a Stun-Perk which is problematic at all. Not even in the slightest. A Enduring-Buff like that would not even be justified.

    I appreciate the compliment, even if ironic.

    I do like reading people like you, it's entertaining :)

  • "The risks"

    Wow I cried laugh at that. Good freaking joke.

    Honestly tho ... remember when they nerfed noed because killers waiting for end game wasn't really a risk...

    Yeah, that's EXACTLY how this sounds like.

  • @Aven_Fallen said:

    Enduring used to affect stuns by Perks as well. Also for around 50%. The Devs changed it because it is easier to balance Perks without Enduring in mind.

    E.g. a stun can be too short with Enduring, but if they make it longer it can be too long without Enduring. So they removed the interaction.

    Ah yes, nerfing killer's perks into oblivion because it requires considerations to keep balanced.

    Classic move.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453167#Comment_3453167

    Bloodlust. And yes Killers use Bloodlust (which does not even require a Perk Slot) for way more than "Infinites".

    @topic:

    Comparing it to old DH is really a stretch. It is nowhere near that strong.

    But I guess it is the next "OP"-Perk which is now the topic for a few weeks until nobody is running it.

    Bloodlust is the most useless mecanic ever made!

    By the time you get a down with BL Tier 3... at least 6 gens would have poped!

    Get me whatever you are smoking, sounds like strong stuff!

  • Lol,

    Singularity has to be the most unfun killer to date to play has!

    It's a survivor's wet dream...

    They get not one... but multiple remote controllers to shut down the killer's power with.

    Imagine if solving pinhead's puzzle didn't allow him to teleport to it and his power just ended with no consequences or drawbacks to survivors... that's how it feel to play singularity.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453089#Comment_3453089

    Not sure what you’re on about. I wasn’t invalidating their experiences. Killer does feel more frustrating to play but devs will not take any drastic action unless the Killer population drops.

    The reason the Killer sided patch happened was because Survivor queue times were 10 minutes+ and people were complaining about it. The devs realized they needed to make Killer feel better to play or even Survivor players would start leaving the game eventually.

    Not playing or minimizing the frequency of playing Killer sends a message to the devs that the Killer experience isn’t good even with the BP incentive.

    What killer-sided patch?

    The one where they nerfed CoB and overcharge into oblivion while making, yet another joke nerf on DH and... for once... an actual nerf on CoH?

    Cuz that one killed the entire gen kick meta, survivors won that day.

    They need to stop helping survivors.

  • @deckyr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453121#Comment_3453121

    removing the EMPs would break the killer instantly. there would be no way to repair gens and open the gates, ever.

    Lol, it would not.

  • @YOURFRIEND said:

    It's not free apparently because it requires you to be injured.

    Because being injured is a difficult thing to come by, you see.

    Ah yes, the good old "me screwing up was actually helping me all along" that only survivors get...

    Can you begin to imagine what such a second chance perk would look like on killer's side?

    "Y'all pop that gen real good over there eh!?, let me press E real quick to INSTANTLY bring it back to 0% and make the gen counter tick back to 5.... much better! Shame for that BNP tho..."

  • My games were impossibly fast tonight.

    Played multiple killers.

    I swear, I found and downed a survivor real quick, usual 1 gen pop.

    Same thing with second chase but... I hear lots of noise all a sudden, on second hook... 1 gen and it pops by unhook.

    4:30 min flat

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453102#Comment_3453102

    Ugh I know, it is so upsetting. I can *almost* sort of excuse the rework of autohaven and red forest because you can still hit over tiles or do long range hatchets still despite random clutter, and I think they are in general still very playable. But this map is completely unacceptable for her, it feels like everything eats your hatchets and you can do very little in terms of playing a lot of the non standard tiles. It's aggravating because I feel like everything is on point in terms of sound, graphics and overall aesthetic but it's just like, objectively terrible to play on, and I swear they aren't keeping in mind how maps interact with every killer power.

    It's not like it's something new, like how billy gets stopped by some random stupid branch on a tree on a few maps, or how they make maps without any grass for trapper. Or just random collision things with various killers that seems SO apparent. I don't even want to play her until this map stops being boosted. Which is a shame because she is my favorite killer and I really don't like playing the rest of the cast (other than slinger sometimes).. I guess luckily I am having fun with the singularity right now...

    Shrugs. Hopefully we can have some good matches soon enough with regular map rotations :)

    I played huntress on the new map and went "screw that, basement time".

    There was a hooked survivor downstairs and as I walked up, there was another survivor standing on top of one of the new ramp thing.

    I threw a hatchet thinking "wow, a free hit... ok"

    The survivor didn't flinched, looking straight at me, as thin air stopped my hatchet.

    They knew. It was bait. The hooked survivor got saved instantly after.

    I am so done with this game.

  • This new killer is an absolute train wreck.

    They should just open the gates at the start of the match... it would makes their survivor biais look more honest.

    The map for this killer is litered with brain dead tiles that has vaultable walls everywhere... a 2nd floor gen adjacent to a vaultable window (garden of joy's bad design! Less goooo)

    And they allowing survivors to unhook for free if killer tries to pressure survivors away from the hook... wow!

  • @SpiritsHusk said:

    He's just stupid sluggish, half the game I feel like an m1 killer, he is especially terrible on console from what I can tell, need to have stupid high sensitivity to dodge 360s etc, there should be a separate sensitivity for these type of interactions, like huntresses hatchets should be different from m1, anyway SM and knight are boring, but I can at least use my power without being cucked by an EMP which requires a few seconds to set up and can be used in full sprint.

    So true!

1 2 3 4 5 … 12