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SweetTerror

SweetTerror

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SweetTerror
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  • I stopped playing DBD for quite some time, and only recently did I come back. The thing that really surprised me was seeing that you could carry secondary items forever without having to put down your main item. Being able to carry around EMPs forever made the Singularity's job far more difficult than it had to be. Knowing that survivors have a guaranteed "get out of jail free" card at all times made playing even against bots ridiculously difficult.

  • @Saiph said:

    In July 2022 I sampled random solo queue streams on Twitch and the average solo queue escape rate seemed to be around ~30%. This is my experience in solo as well. Although keep in mind, 30% average can mean you win 5/10 matches one day (50%), and then you lose 9 matches out of 10 the next day (10%).

    I do not believe the official killrate of 60%, at least not for the vast majority of players. It has become comical that simple challenges like "escape 2 times with perk XYZ" or even "open the exit gates" have become so tedious that we regularly see people complain about them on the forum. I'm frustrated about solo queue and I don't even play to win, I can't imagine how it must be for people who actually try, lol.

    I think what's even more disparaging is seeing DBD streamers upload fun matches they've had which incentivize other gamers to try the game out, only those gamers don't realize that in order for those streamers to have stumbled upon that single fun match, they played like 5 hours of tedious matches.

  • @Nazzzak said:

    Best time to get them is the first few days of the event imo. Which sucks for those who aren't available to play then. I got them all in less than 20 survivor games. They're much easier to get as killer though, so killers will get them fast and any that were playing a bit more chill will go back to playing normally. As above, better off getting them as killer.

    Yeah no joke. I hate killer games because they're nothing but a sweat fest, but knowing that I can just grab a scroll and then just go AFK for the rest of the match and still walk away with a mask is ridiculous.

  • @thisgamesuck said:

    How come there are like 5 different pride flags in DBD but not one American flag? Really makes you think

    No, it really doesn't.

  • I don't even know why emblems are still a thing in this game. If this game has true skill-based matchmaking, then the emblems are meaningless. It also goes to show just how much a pain in the ass getting emblems are.

    Personally, I'm getting fed up with playing as survivor in events like these because I'm tired of being required to either escape or get the gate open just to obtain event items. I've been playing for five matches in a row, and I haven't been able to make it to a single gate being opened. I stopped playing this game for a long time, and I think I'm going to go right back to doing just that. Dead by daylight is just not made for casual players.

  • @PeacenGreasealt said:

    Good luck practicing Singularity against the boys. Even if you practiced against live humans, until you start learning the best places to pod in loops and how to spread maximum value coverage across the map (while avoiding easy los blockers) you will have a very bad time and believe he’s the worst killer in the game… He’s a killer you will lose using for almost two weeks before you hit a breakthrough, buuuut I have a hard time having as much fun with any killer now that I’ve mostly gotten him down

    (also you have to learn EVERY map with him individually. He isn’t as map dependent as he would seem, but unless you know where on each map is a good pod placement, indoor maps and certain ones with a lot of debris will crush you).

    After 7 years of killer implementation, I find it very odd how so many killers are designed as being hard or very hard in regards to their learning curve. Unless I'm mistaken, I believe the only killers marked as easy are Trapper, Wraith, and Legion. I'm not suggesting that every killer be a walk in the park, but it's definitely odd to see so many killers with such a high difficulty curve. Is it any wonder why we sometimes see the same killers played over and over? I know lately a lot of people have been seeing Wesker time and again, and between him and a high learning curve Singularity, more than likely people are going to choose Wesker.

  • @HugTheHag said:

    I've noticed that too while testing Singularity but to be fair the survivors DO know when you're in the biopod, so it makes sense that the bots do too. I did not know that at first because I have yet to go against one in a real game.

    Yeah that I'm aware of, and it makes perfect sense. However, what was making it a real pain is that I would be looking at survivors through a pod that would be nowhere near them, but they would instantly detect it and immediately hide. Worse, if I did manage to get a pod attached to one of them, they would just instantly break it with the EMP that they were able to hold on to for the entire match. I literally could not practice slip stream, so I just stopped trying.

  • @WeenieDog said:

    Yeah, the bots are either really dumb like on LT walls, or psychic on plain loops.

    Then there are something like the god window on chapel that makes me wonder why it's still here when just loading in bots shows how strong it is.

    No joke, I haven't been able to successfully slipstream a single bot yet. They either hide, or use an EMP that they've held onto throughout the entire match.

  • @Yamaoka said:

    I think the bots do not have a programmed reaction time which makes it nearly impossible to test certain killers under realistic conditions.

    Try Pyramid Head against them and do this for the "lolz": Shoot at them while they are NOT animation locked. They will perfectly dodge the shockwave almost 10/10 times because the travel time allows you to dodge it if your reaction time is good (or in case of the bots literally 0 seconds).

    Yeah, what was interesting too is that when I was testing Pinhead, they would only do the box once I had picked up a downed survivor. It's a very smart thing to do don't get me wrong, but it all but removed the teleport ability.

    Funny enough, I wish you could choose to have them be brain dead so that way it gives you a guaranteed chance to test out all functions of a killer. After five straight games in a row with the singularity, I was unable to get slip stream going because they would constantly hide, or immediately use an EMP. It's really nuts that you can hold on to secondary items forever without sacrificing the item you're currently carrying. Having survivors hold on to an EMP forever and use it at their leisure makes it really hard to learn how to play as the singularity.

  • @Nazzzak said:

    I prefer the bots to be difficult, personally. The more challenging is it, the better I learn. As someone who has played against the Singularity, you know when he's looking through the pod - it makes a sound and lights up. So real survivors may also respond as the bots do. Singularity has a high learning curve, he's not easy (I've tried)

    I don't want them to be easy to play against either, but they have an uncanny ability to know when I'm looking through a pod. For example, there was one instance when a bot had jumped through a window and started running to the left. I had a pod lined up perfectly that would have caught them running around the corner, but instead they proceeded to immediately duck behind the corner instead of running out into the open, even though I was on the other side of the wall.

    Most likely a human player would have kept running, but they chose to stay there because they knew I was immediately looking through a pod. Like I said, I haven't been able to use his power effectively, and I'm just about done trying. I haven't played this game in a long time, and the last thing I want to do is learn a hard killer in live matches. I have 56 anniversary cakes accrued on him too. Bummer.

  • @HugTechLover said:

    You don’t have to escape. Just make it to an exit open, or hatch. You can be the last one sacrificed and still get a mask, or multiple survivors can if they are sacrificed at the same time.

    Yes, killer is easier to get the rewards, but survivor isn’t that bad. I think it took me 13 games to get all of them done.

    Edit - I do agree, it should be an acquired thing like last event where you had to fill up the thingy all the way to get a reward either way.

    Yeah I haven't been able to make it that far into a match. LOL Like I said, I'm not that great at survivor, but holy hell I didn't think I would have to make it until the gates were opened. But yeah I agree, it would be nice if it was like the last event to where all you had to do was acquire it.

  • @GreyBigfoot said:

    It's a lot like being mindful of generator placements, to complete them strategically and ensure you don't 3-gen. Very rarely do I even encounter this problem, because even in a corner of a map or exit gate, there's almost always two hooks you can reach. If you encounter this often, you're probably winning your matches anyway. If it's a sabotage SWF, then you can play smart and counter their efforts. Or just slug them if they want to act the fool.

    Though, I do wish that a Scourge Hook would transfer to another hook, to ensure that you always have 4 on the map. Because sometimes the only good one gets used several times and you can't get to the others, especially on a map like RPD.

    That's the point I'm trying to make though. You said you rarely encounter this scenario, and to be fair some people that play killer probably feel the same way, but the point is is that it does exist. A killer should never have to worry about finding a hook, and on some maps that can be extremely difficult if a hook has been removed. Worse, if a survivor notices that, then they're more than likely to take advantage of that.

    Bottom line, these kinds of instances shouldn't exist in the first place. Hooks should always be reachable. There are many ways to fix this issue too: don't make hooks disappear, rebalance maps with their hook placements, or give killers built-in iron grasp that gets stronger with each hook that disappears. Also, I do agree that scourge hooks should never be removed. Given that there's a limited amount of them in the first place, should one break upon a survivor's death, then it should be transferred to another hook.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379950/hooks

    I think honestly since it creates a potential for a stupid experience it should be removed. Survivors can get themselves into a position where they sit in a corner where a hook is gone and they become impossible to hook if they wiggle out. They run back to the corner, and then get downed at the corner and the cycle repeats. Thus creating a situation where the killer's only option is to either let the survivor go, or just wait out the 4 minute timer. Obviously this is no fun for anyone.

    Exactly. If such a circumstance can be created (which it can), then it should be removed. I've had plenty of matches where that one corner of a map had no hooks because the only hook that was there disappeared upon a survivor's death. This caused the remaining survivor/s to continue to run to that same corner over and over. Unless BHVR pans on rebalancing hook placements, then this mechanic should be removed from the game entirely.

  • This was one of the primary reasons that caused me to stop playing the game altogether. Playing killer became an absolute sweat fest. Many generator defense perks continued to get nerfed, while perks and items that aid generator speeds continued to be left untouched.

    I experienced so many games where 2-3 gens would be completed, and I only had 1 hook. Eventually I started playing against bots only. At least that way I felt like a somewhat effective killer, because playing against survivors on comms and that know what they're doing made DBD pointless to play. Is it any wonder why there always seems to be a 100% blood point incentive for killer?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455967#Comment_3455967

    I think the issue with EMPs is largely that the killer has nothing else power-wise other than Overclock mode. The EMP disables the Biopods AND Slipstream effect AND the only way the killer has of applying the Slipstream effect. It's fine if they want to reduce the number of crates, adjust the timer, etc., but none of that changes the core issue of the EMPs, which is the effect of the EMP itself. It's mainly what the EMP does that is causing the issues, with the number of them being secondary.

    Making the EMPs harder to obtain will just lead to smart survivors being more cautious and slow while they wait on EMPs, and slow paced trials without interaction are never a good thing.

    I'm all for plentiful EMPs and letting both sides be aggressive. The EMP just shouldn't screw over the killer's entire kit. Let him harvest damaged Biopods for direct Slipstream application shots, or make it so the EMP only disables the Biopods, something like that.

    I didn't realize that the EMP also disables the slip stream effect. That's rough. That's like the exposed effect being removed when breaking Ghost Face out of his cloak ability. No item on the survivor side should ever completely disable the Killer's entire kit. I swear the more I hear about this killer, the less I'm inclined to start playing again.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455955#Comment_3455955

    This is a very good assessment. The second glaring problem to me is the time that a pod gets deactivated. It used to be 60s and that will be reduced to 45s, which is a 25% reduction, but is that actually changing anything? 45s is like an eternity during the gen repair and chase part of the trial; be it 45s or 60s or 180s, that pod is dead to you and you either got to walk over there and manually decomission it and plant a new one, or move on, forget about it and probably cycle through anough new pods that it gets replaced.

    Remember when we had the Eruption meta and survivor players were rightfully claiming, that 25s of incapacitated was way too much? How is this here any different? Because of the abundance of pods, I would say that 25s are a pretty good number: its long enough to be meaningful, but not so long that the pod becomes basically dead meat. The main effect of EMPs should always be to cleanse a survivor of the infection, with the shutting down of the killers power in a radius a weaker, secondary effect. But right now that stuff is so oppressive, that both effects are like main effects, with no secondary power, but two main powers.

    Having a pod deactivated for over half the length of time that is required to repair a generator seems a bit much. All the more reason for EMPs to either go on a longer cooldown each time they're used, or have to be forced open by survivors to obtain.

  • @Brimp said:

    Honestly all they needed to do is make it so the emps can only self print to 80% and the last 20% had to be done by a player. Idk what they're thinking with reducing the boxes even further and making them longer to charge when that wont fix the glaring problem with them.

    That sounds perfectly reasonable. Have it print the EMP to a point, and then have survivors complete it in the same amount of time that it would take to open a chest.

  • @sizzlingmario4 said:

    They changed all the other special items so you never have to drop your regular item now.

    Wow, really? That's quite the game changer! I personally thought it was a great risk/reward scenario. But having that removed probably makes playing killer a tad more difficult.

  • My heart broke for him whenever I read his posts on Twitter. It was so hard for him to find light at the end of the tunnel throughout his fight with ALS, but that's where the DBD community would step in and shower him with their love.

    My heart goes out to his family and friends. And to the DBD community, thank you for always being there for him in his time of need. We truly have an exceptional community out there. ❤️

  • @Dbdfan398 said:

    I really dont think they know what theyre doing. They dont have anyone who has a clear direction. I have seen interviews with the head of gameplay people and they say thing that just make you think " ######### are you talking about ? "

    They just change something, put it to PTB and see what happens and we need to suffer through it. There is just too much of a lack of logic to their "decisions"

    For example adding 10s to gens, but making genrush builds the most powerful theyve ever been. Its like they just pull a number from nowhere, put it to PTB, see what happens and change it after.

    I myself don't understand the additional 10 seconds on generators either. They added 10 seconds, and now they've nerfed every major generator regression perk without adjusting any items or perks that increase repair speeds. Surely BHVR can't think that those 10 seconds make up for that, right? Right? 🤨

  • @Katzengott said:

    All it needs is them versing a really good killer and good survs, i would love to see an event like this. Not a friendly match were everyone is just goofing around like they used to do. Doesn't need to be a tournament, but both sides should really want to win with no restriction on loadouts. They could do that on their twitch channel. I really think it could open their eyes when they would play against actually skilled players. And having a conversation after each match.

    That's not a bad idea. Having the developers versus their audience on a regular basis could be a real eye-opener for them, probably even more so than the information that is relayed through a PTB. Have matches that adhere to their own win and lose guidelines. According to BHVR kills and escapes equal wins, and having them versus a high MMR team under those guidelines would be something that I would love to see.

    Who knows, maybe they might actually second-guess having the game balanced around kills and escapes? There's a good argument to be had in regards to balancing around hooks, because right now gen rushing, camping, and tunneling is what leads to wins, and as we all know those result in very boring matches.

  • @Sonzaishinai said:

    Seen this floating around a bit so to correct this

    You only lose the safe unhook bonus if the unhooked survivor goes down in 10 seconds, the basekit endurance is 10 seconds.

    The only way you don't get dead hard on a unhook is if your team is trolling

    Not if you have STBFL. If you have enough stacks then it won't take long at all to catch up and get that second hit in, especially if you're a high moving killer like blight, nurse, spirit, etc. Even Bubba with his high speed chainsaw add-ons are enough to catch up with an unhooked survivor.

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/370751/who-exactly-play-tests-for-bhvr

    How is it that when you take into consideration some of the strongest add-ons between killers like blight, spirit, Myers, etc, that you come to the conclusion that it's Billy - a killer with one of the lowest pick rates - that needs his best add-ons changed?

    They were looking into Billy and not those killers. They made changes on his add-ons because they saw issues with those add-ons with the data and thought it should be changed.

    How is it fine that altruistic healing takes the same amount of time to heal as self-healing with a medkit?

    Medkits are a limited resource which makes them being equal in healing speeds fine. Those items are balanced around them being a limited resources and not something that you will always heal with.

    How is it fine that you nerf every major generator regression perk, but don't alter the items or perks that increase repair speeds?

    Just because something wasn't changed in this patch doesn't mean it won't be.

    And what's really funny is how BHVR has already stated that there will be changes made before this goes live. Clearly they can see just how busted this game would be if everything stayed the way it was. 

    They need to change the recovery speeds. They wouldn't be lying if they said changes will happen when players are clearly not ok with the Billy changes or slugging buffs. Saying that doesn't mean they will scrap the entire thing and they were just clueless on how the changes would impact the game.

    For starters, nerfing add-ons for a killer that has a low pick rate doesn't make any sense when you have stronger add-ons that are borderline busted on much stronger killers making them even more efficient than they need to be.

    Secondly, yes med kits are a limited resource, but you shouldn't be punished for working as a team. I'm fine with it taking 24 seconds to self heal, but having altruistic healing take the same amount of time means there's no benefit to heal as a team. Why stop working on the objective or put yourself at risk when you can just hoard a med kit and keep as far away from your team as possible should they get in danger?

    These are ideas that have not been properly thought through. You don't need a handful of people to tell you that certain decisions are bad for the game. This is BHVR's game, and unless it's a radical idea like base kit unbreakable, then they shouldn't need us to tell them what works and what doesn't.

  • @egg_ said:

    Did the increase in healing time fly over your head or something...?

    Did you literally not see where I said that the nerf to healing helps chases? Regardless that's not what this post is about. It's about generator repair speeds, and the fact that either the base speeds or the perks and items that aid them need to be adjusted.

  • @Belzher said:

    As much as I want to agree that controlling gens will be harder, I also think about how boring doing gens is, nobody wants to spend more than 90s on each one, and even that is already boring as hell, so idk.

    It's definitely a mixed bag for sure. Even tweaking tool boxes would be better than nothing. That, or rework the increase speeds that more than one survivor have on a single generator.

  • I play the game the way it's meant to be played, but if I notice that the other side is having a rough go of it, then I'll usually throw them a bone. For example if I'm the killer and I notice that a survivor has given up or is clearly inexperienced, I'll usually walk past them and go after someone else so that way they can keep playing. As a survivor, if I see that the killer is having a rough go of it, I'll usually let them get a hook or two at EGC. If I die then that's okay.

  • @Pulsar said:

    Two seconds is being generous.

    It's really like a one second loop. Just like that damn washing machine they gave to Ghostface

    True. Sound plays a pivotal role in this game, so playing with a headset is practically a necessity. But because the music is so grating to the ears, I'm looking to end chases as soon as possible so that way I don't have to keep listening to that god-awful loop.

    More power to those who can, but I'm not one of them.

  • This is a talking point that continues to go around and around because Myers, while effective against inexperienced players, can absolutely be destroyed in the hands of a competent team of survivors.

    Because of this he definitely needs a rework. He's the first licensed character to ever appear in the game, and since his implementation there has been a plethora of balance changes to DBD over the years, and sadly he hasn't been touched to reflect those changes. His biggest disadvantage is that not only is he quite ineffective in tier 1, but unlike Ghostface he can't keep stalking over and over. Once a survivor is in the red, they can no longer be stalked. This is a huge disadvantage because that means he no longer has a power. I've had many games where the last remaining survivors were fully in the red, and it turned me into just a basic m1 killer for the rest of the match.

    Many have suggested that he needs to lose the tombstone add-ons in order to be given a buff, and I agree. I'm perfectly fine losing his strongest add-ons if it means that we can get a competent rework. While I do agree that the twins need a rework too, Myers has been untouched for many, many years. If anyone should get a rework next, it should be him.

  • Yeah this game should definitely have more customizable options on the next gen systems. PS5 and Xbox series X are definitely capable of higher frame rates and FOV sliders (which should be standard on all platforms). I can understand needing to customize graphical fidelity in order to get the game to run better on PC, but it's kind of a moot point on console.

    Regardless, FPS needs to be higher with the ability to increase FOV, especially on console, because there are some killers that are just too much of a pain to play with a controller versus mouse and keyboard (Trickster, Nemesis, Blight, etc).

  • @sizzlingmario4 said:

    In 2700 hours I don’t think I’ve used Lightborn once.

    Also it doesn’t even counter Blast Mine, you still get stunned (just not blinded).

    While it's true you still get stunned, the nice thing about the perk is that it will show the aura of the person that blinded you. I had one match where I went up to a generator, kicked it, got stunned, and then immediately after saw the aura of the survivor that did it hiding behind a wall. It was funny because at the end of the match they thought I was cheating since I made a beeline straight for them. LOL

  • I did see today a post on Twitter and Facebook that shows a video of the devs boasting about the design of the skull merchant. The fact that this coincides after so much backlash (not just from the public but their own fog whisperers) is obviously more than just a coincidence.

    But I do find it interesting that instead of addressing everyone's concerns, they instead make a PR move to gloss over all the bad press.

  • I would be comfortable with them removing the tombstone add-ons if it meant that he can get to stage 2 more quickly, and that the survivors no longer run out of stalking capability.

    Myers is the only killer that can literally run out of power. Once all survivors are in the red, he becomes just an m1 killer for the rest of the match. I would change it so that the stalking is reduced by 50% once they're all red, thus ensuring that he doesn't lose his power.

  • Honestly this is why I love playing against the bots, and the fact that you can now equip them with perks is even more of a blessing.

    I will agree that playing killer is a sweatfest against a well coordinated team. Like you said perks that increase generator repairs get to stay, while generator defense perks continue to get reworked into uselessness: ruin, pop, eruption, etc. It doesn't help either that second chance survivor perks are also a dime a dozen: base kit BT, normal BT, UB, DS, OTR, DH, styptics, etc.

    I know some people say just go into each match with a chill mindset, but that's easier said than done when you're constantly getting your ass handed to you over and over. DBD can be a fun game, but we're going on 7 years now with just one singular game mode, and it's really worn out it's welcome. BHVR desperately needs to inject some fresh blood/ideas into this property, because the skull merchant is "bottom of the barrel" material.

  • Just a few tweaks could significantly help this killer. For starters, it takes too long to get the drone up and running (thereby making it ineffective in chase), and it takes way too long to get a survivor marked. 10 seconds is a ridiculously long time, and serves no benefit other than to camp generators.

    And why the hell do survivors get to see radar??? Survivors shouldn't get any notification that the killer is tracking them. After all, that's what the terror radius is for. When it gets loud you get the hell out of dodge. Giving survivors base kit spine chill is a tad much. But if that's not going to change, then remove the slowdown the killer gets when looking at the tracker.

    And please for the love of God get rid of this chase music. I don't know why BHVR is in love with washing machine sounds as of late, but her chase music has got to be the most annoying out of all of the killers. It's literally a 2-second loop recycled over and over.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348342#Comment_3348342

    "The amount of information that has been leaked over the past few years by BHVR themselves did them in on this one... :/"

    Hi. This is probably really random, but could you elaborate on what you mean by this a little please?

    I'm probably just being silly and missing something obvious, but I don't really understand what this means.

    Personally I don't know what the "leaks" are, but Paulie said in his YouTube video that there were many leaks that may or may not have cost BHVR the Prey license. Because at the end of the day, Prey definitely makes A LOT of sense in regards to what this chapter was probably supposed to be.

  • Yeah this chapter definitely gives the feeling that it was meant to be something else entirely. Now obviously we can't know that for sure, but considering how the lore for this killer is incredibly bland, the fact that the term "skull merchant" doesn't play into her power in any way, the Mori being a literal reskin of Freddy's right down to the same animations, gives this killer a feeling that everything was a rushed patch job.

    Again, I can't say any of this with absolute certainty, but when you have The King - who is one of BHVR's most upbeat fog whispers - literally tearing this chapter apart, let's you know that they definitely dropped the ball here.

  • My only problem with it is that just like the boons, DH can be used over and over. Second chance perks shouldn't work this way, especially with generator defense perks continuing to be nerfed. DH should be redesigned to be a limited or one time use perk. Like many others have mentioned, it all but guarantees safety at a pallet. Either the killer swings and hits the DH, or the survivor can turn around and drop the pallet afterwards.

    Either way, this new meta still hasn't differentiated enough from the old meta, and more needs to change.

  • There's a reason why killers relied on generator defense builds, and that's because far too many survivor perks aid not only generator speeds, but also second chances. Without those regression builds, good survivor teams can have most if not all generators completed within just 3 to 4 minutes. And I'm not saying DBD is survivor sided, only that the game is lacking in balanced design.

    Most killers can't guarantee a win on just power alone, they need good perks, and the best perks usually revolve around generator defense. Having the most effective regression perks less effective now than they were since before the meta shake up, means that you can probably expect a lot more tunneling. I hope I'm wrong, but without effective perks that aid generator defense, I foresee a lot of one hook deaths in the future.

  • I just hope that when the mid-chapter rolls around, that we'll see at least some of the high number of second chance perks that survivors have access to, be reworked into something more manageable.

    I'm not rooting for anything to be gutted, just properly reworked. Killer perks like pop, ruin, thana, and now eruption, have been gutted to the point to where they are worse now than when they started, and with survivors having access to perks that greatly increase generator speeds and extend chases far longer than they have any right to, it makes playing killer an absolute headache. There's a reason why killers would use slow down builds, because without them generator repair speeds and second chances are far too accessible to survivors, especially when they're using items that help aid their perks/objectives. It'll definitely be interesting to see what the stats are going forward without quality slowdown perks for killers anymore.

    Here's hoping that things improve with the mid chapter, because right now quality perk design/fusion is seriously lacking, and that's for both killer and survivor.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341371#Comment_3341371

    Why are you surprised? We got over a year of BHVR telling survivors they care about the survivor experience, months of BHVR telling survivors they care about survivor accessibility issues, and now we get buff after buff for survivors, and zero anything for killers. Why on earth was anyone expecting BHVR to help with killer frustrations, when they refuse to talk about it at all, and instead just give survivors patch after patch of good things for survivors?

    I'm hoping for more shake-ups when the mid-chapter drops. They already said that more is coming, it just would have been nice to be given an indication that while a popular killer perk is being adjusted now, in time so too will adjustments be made to some of the plethora of second chance perks that survivors have at their disposal.

  • Not only is eruption dead, but I'm genuinely surprised that they didn't reveal a change to DH as well, at least that way they can say "we're not just changing killer perks".

    The change to eruption after the meta shake up was definitely needed. The hindered status effect was too OP, but we're still seeing just as many complaints about DH as we always have. Make no mistake it's better than it was, but with so many perks allowing second chances now, there's just no need (imo) for DH to be allowed to be used over and over.

    But yeah, BHVR has officially killed eruption. All they needed to do was block the gens for 20 seconds instead of the hindered status effect. Being able to see auras halfway across the map on a generator is only viable if you're nurse or a long-range killer like Huntress.

  • Once it was revealed that the dredge will automatically teleport to the locker that's locked, I stopped playing him. If the locker isn't locked, then it makes no sense for me to teleport to the one that is.

  • @Pulsar said:

    They've probably been trying for that achievement all night and closed their stuff down when it was clear they weren't gonna get it.

    That's it.

    Yeah lord knows I've been there. One night I was attempting to get Cheryl's adept achievement, and unfortunately for me I played against the most sweatiest of killers and entitled DCing survivors that I never got it, despite trying for over an hour. After 90 minutes of trying I just shut down my system and called it a night.

    That match also completely made me stop caring about achievements from that point forward, especially for killer.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340234#Comment_3340234

    What’s the difference between those and brown / yellow addons that you never use??

    How are they a BP sink then they literally pay for themselves plus some. You got what, 5k just for somebody opening yours?

    Idk about you, but I made a ton of BP off envelopes.

    I understand not wanting to have a fat stack left over, but BHVR wanted to ensure nobody ran out of envelopes during the event. If they didn’t give as many as they did, then you’d have people making this exact same thread, but it’d be “stupid incompetent BHVR can’t do anything right and they don’t give me enough envelopes for the event blah blah blah.”

    The difference between those "brown and yellow add-ons you never use", is that unlike event items, those items will never go away.

    BHVR has the ability to compensate every gamer with blood points for items that are no longer available to use. Perfect example, the map offerings for the stranger things lab. When that map offering became deactivated, everyone got blood points, and event items should be no different. Justifying keeping them around because "you can use it next year", isn't exactly a compelling argument.

    At the end of the day, it wouldn't hurt BHVR to at least offer a congratulatory blood point code for finishing an event, because at least that way it can help to offset the thousands of blood points that were spent on items that can no longer be used.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339628#Comment_3339628

    I have though this idea too so killers would not have to bait it out as most likely you will going to hit it once anyway so you have to only just eat it once and that's it. But I think ds with 80s timer should be made basekit then because dh can work as anti-tunneling perk too so survivors need something to help in that as tunneling is even now most viable strat and would still be.

    Personally I don't think DS should be made base-kit since there's already base-kit BT. Not to mention, when you combine that with OTR, the two make for a great anti-tunneling combo. Having more on top of that is just too much.

  • Survivors now have a plethora of ways to protect themselves, thus making playing killer a headache. With things like base kit BT, normal BT, UB, DS, unlimited heals w/ COH, DH, OTR, styptics, etc, I just don't see the need for dead hard to be multi-use.

    I suggest a rework that makes it one time use only, but just like DS if you don't trigger it successfully, then you still have the chance to use it. In the past good survivors would use DH for distance, but since the rework good players now realize you have invincible frames that can be used to either extend chases or body block, and getting the chance to do that over and over (while risky) should not be an option. IMO second chance perks that aren't tied to unhooking shouldn't be multi-use.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338279#Comment_3338279

    I don't think "being injured" is a "very specific situation" tbh. For most people it happens every game, and it it doesn't, you're totally dominating the killer anyway so you don't need it (and obviously no second chance perk would trigger, you'd have to use your first chance first lol) But yeah, it's a second chance bonus health state perk you can use an infinite amount of times with almost no requirement for activation.

    Also, I think you meant BT, not UB.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338296#Comment_3338296

    They definitely didn't "outright say they are gutting it soon" lmfao. DH is a problem and I think you know that.

    Yes you are correct I meant BT not UB, so I'll correct that. And I was simply comparing how both DS and DH both require their own specific situations to pull off.

    But I do agree that there are a ridiculous amount of second chance perks in the game now. Between base kit BT, regular BT, DS, DH, OTR, styptics, etc, playing as killer is painful these days.

  • Having a chance to escape from getting downed every time that you're injured always seemed odd to me, especially when compared to other perks like DS. Both perks work in the exact same manner. They both require very specific situations, and precise timing to pull off, but unlike DS you can keep using DH over and over. And with there now being base kit BT to coincide with other perks like off the record, makes the need for DH to be multi-use seem rather redundant.

  • Having a chance to escape getting downed every time that you're injured always seemed odd to me, especially when compared to other perks like DS. Both perks work in the exact same manner. They both require very specific situations, and precise timing to pull off, but unlike DS you can keep using DH over and over. And with there now being base kit UB to coincide with other perks like off the record, makes the need for DH to be multi-use seem rather redundant.

  • @Rizzo said:

    Have you checked if you have the cosmetics in your inventory?

    Because for what it seems, the issue is the lack of notifications.

    These are the rewards:

    https://us.v-cdn.net/6030815/uploads/AMJMNGC1JB4J/image.png

    I'll do that Thank you. Yeah I wasn't getting any notifications so I'll be sure to look to see if it's been unlocked.

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