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Thirteen

Thirteen

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  • Grow a pair.

    If something as little as tbagging on an online video game gets you worked up, you have the mental fortitude of a wet toilet paper.

    >b-but they are wasting my time!

    force them out, or just afk and alt tab, go on your phone, go grab a drink/snack…

  • It is funny how Anti-camp was added due to bubba yet he is still the only killer that can still exploit it.

    You simply might not be able to escape basement even w anti camp unless you outperk him w DS/Exhaustion

  • @Withered8 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472504/can-blights-speed-addons-get-the-billy-treatment

    So your argument is we need more 50/50s, and that we should nerf one of the most skilled killers in the game who's already been pretty gutted?

    Survivors mains simply want to face a M1 only Trapper with 15 hours, anything further is too strong needs to be nerfed.

  • Luck Stacking was killed with Diminishing Returns.

    Your math does not account for diminishing returns, but yes that setup was what I had the longest win streak w my SWF with All Kill Comeback chapter Fast Track.

    We would run: Up the Ante, Slippery Meat, Fast Track and UB/WGLF whatever 4th perk we wanted to bring w 4x Salty Jars and 4 commodious toolboxes w BNP and Socket Swivels.

    Nobody would go for unhooks, since all of us could unhook ourselves, just slam gens 24/7, our shortest match took 3 minutes and 20 seconds against an Unknown in Nostromo Wreckage.

    It was disgusting.

    With the slippery meat rework, they should either change luck or fully retire it, since naked Up the Ante + Jar offering alone does not merit much.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118281#Comment_4118281

    Game has changed a lot. You can now stall gens more, you can now repair gens faster (untill ptb goes live)… Modern killers are not those old who had average chase of 2mins, new modern killers are capable of downing you in matter of seconds if they play well. Some of them have very low or none counterplay (Henry, Judgment, Nurse…). So shifting hooks isn't "this never was a thing" excuse. I'm glad they are making stronger killers but both sides must feel like they have chance to win and not like "It's Legion, free win." or "It's Nurse with full aura, gg."

    I don't really agree with this argument because you're lumping several completely different balance issues together.

    Yes, modern killers are generally more lethal in chase than a lot of the older roster. But a killer being capable of getting a very fast down doesn't automatically mean the overall hook economy needs to be made more forgiving for survivors. Chase strength, map pressure, gen pressure and the ability to actually convert downs into kills are all different things.

    Nurse is probably the worst example to use for this too. She's an extreme outlier who fundamentally ignores most of the normal rules of a chase. If Nurse with full aura is oppressive, then Nurse/full aura is the thing that should be looked at. You can't balance universal mechanics around Nurse without also applying those same changes to Trapper, Legion, Myers, etc.

    And the game hasn't just universally shifted in the killer's favor either. Gens went from 80 to 90 seconds, sure, but regression has also been heavily restricted compared to what it used to be. Killers literally have a cap on how many regression events they can cause to an individual generator now. Meanwhile survivor gen efficiency and killer regression have both gone through a million perk/meta changes over the years.

    If Henry or Judgment can down people too consistently with too little counterplay, tune Henry or Judgment. If Nurse + aura is ridiculous, address Nurse or the interaction with aura. If Legion is hopeless against good survivors, address Legion.

    Trying to use the hook system to compensate for a roster where the weakest and strongest killers are miles apart is just treating the symptom instead of the actual balance problem.

  • It is true.

    I would not call Singu weak by no means, but he is too matchup/map/rng dependent to be consistently rated A+ imo.

    He can absolutely make you cry on Suffo 3 gen but at the same time a map like Lerys makes him relatively harmless.

  • Shoulder is fundamentally broken due to providing a game breaking interaction. For 8 years, the games fundamental was:

    -Hook states are permanent progression.

    The more you hook someone, the closer they are to being killed, which is the killers objective.

    Shoulder says "nah", it does not undo progress, but it gives survivors the ability to intentionally spread hook states to buy more time and stretch a game out (killer is always racing against time).

    >Just go after someone else/target the person who shouldered

    Still does not defeat the point, if you are down to 2 gens, you need someone out ASAP if you want to actually create pressure, someone being shouldered gives you 2 more chases on the said survivor, which can lose you the game.

    Bonus points if its stacked.

    You have 2 survivors on death hook.

    With 2 shoulders, now every survivor has 1 hook state, while the progress is the same, it is definitely not the same, each survivor needs to be downed 2 times for an elimination versus 2 survivors being out in one down, which on its own applies pressure by making them unable to pull aggressive/reckless plays.

  • If anything, doubling up is rather inefficient, two killers chasing 1 survivor means virtually no pressure on any other point of the map.

    Personally I found it pretty fun to be chased by a Billy + Nemesis, granted, you go down sooner or later, but its fun trying to outplay 2 killers at the same time especially if you actually get decent tile rng.

  • >only applies to already weak M1 killers

    >the said weak killers cannot realistically afford to slot 2 chase perks over slowdown

    imagine not being able to hold a chase against a trapper, doctor, ghostface etc in 2026, you genuinely have to be terrible at this game.

  • @Slurp_Ramen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118262#Comment_4118262

    I mean, twins, singularity, judgement, Billy, blight, drac, vecna 2, nurse, ghoul, Jason, are all in the game the killer role as a whole is far from underpowered

    image.png
  • I can see this being very obnoxious against Legion ngl

  • Elusive is not healthy for this game.

    I am not a fan of aura perks for killer either.

    Tracking, game sense and second guessing are all expressions of skill you pick up as you play.

    So is proper stealthing and being unpredictable as a survivor.

    Both sides getting crutches "I see you for free" vs. "I will not let you see me for free" is simply never ending, as per the previous Distortion nerf.

  • It is more or less a volume problem. One bad teammate in 1v4 can be dangerous, but depending on the killers skill level and the skill level of the other 3 other survs, matchups can be winnable, or you get smth like a 3-2 man out. With 8 survs, if you actually have 3-4 teammates who are genuinely just bad (very short chases, questionable gameplay) then you lose due to pressure. You know its over when theres 4 people caged on the other side of RPD at 7 gens xD

    You do not need to "sweat" or "tryhard" to be more optimal.

    I strongly think this game ACTUALLY needs a proper in depth tutorial.

    Most weak/casual players are weak, because:

    -They have no gen discipline, theres barely any gen uptime

    -They have no clue how chase fundamentals work, a basic tutorial on how to run and chain tiles would help players

    theres this overall "running around like a headless chicken" phenomenon, touching dulls (why even exists in 2v8), opening chests, selfishly ratting at 0 hook states.

    No matter of buffs will fix this, dbd needs a proper way to teach the game

  • @Oputeev_Stas said:

    It's bad, it should activate faster at least or you waste a lot of time and you need to find them in chests so its quite rare too, plus 5% haste is nothing when killers only double teaming everyone, it should not decay at least

    5 percent haste is not something trivial, you especially feel the sting if you are a 4.4/M1 killer.

    However, I think they are fine, if anything, not even that good due to having to find them + spend precious seconds that could have been used to pop a gen.

    Gimmicky, but not OP.

  • I have conspiracy theory that it was not actually bug but a silent push w the on-going anti cheat trials to gather data on auto skill check cheats…

  • It is.

    image.png

    If you cannot attain a >60% escape rate in todays DBD w broken perks like Resurgence, Deli, STB on top of exhaustion + pallet density you are just bad at this video game, no ifs or buts.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112075#Comment_4112075

    Distortion would burn out too quickly with little means to recover the tokens I think Object is simply the better option even though it's more dangerous. I've seen people use Shadowstep though I'd recommend Shadowstep

    Shadowstep is indeed decent, I see lots of Nurses Calling on Judgement, perhaps Id pair it w CoH and smth like Flowstate to quickly move the boon around when necessary.

  • If you specifically want to counter pick against Judgement, best build rn is imo:

    Distortion:

    • Aura perks are very popular on Judgement for obvious reasons, denying this helps.

    For the People

    • Instant picks on downed survivors to prevent exile/mori can be powerful, see WGLF below.

    Exhaustion perk of your choice (excluding DH)

    • Personally I would shy off of DH but also Smash Hit, since Judgement has no reasons to commit to a traditional chase. Lithe, SB, Drama, Balanced etc are all solid picks.

    Were Gonna Live Forever

    • Paired with FTP, instant pick up on the ground + Endurance essentially gives a survivor with heresy a second chance before being exiled/morid.
  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111140#Comment_4111140

    I mean the number of downvotes you attracted with that reply kind of speaks for itself.

    For a start blaming it on survivors is wild. Running chase as survivor is absolutely the single most difficult skill to build in dbd. You can't expect the majority of players in this game to run chase well enough to be able to run a hard tunneling killer for 3-5 gens. Particularly since the second two chases they will start wounded. Having a team coordinated enough to get a killer of their targets back in this situation requires 3 or 4 man swfs with serious chase and flashlight skills. All that to counter a tactic that even the newest killers can pull off with minimal effort. And as a rule bodyblocking and interfereing with a chase when someone is being tunneled is a very bad idea, because unless you pull it off flawlessly it usually backfires and just gives the killer free hooks or mad slugging pressure while also not contributing to gens.

    Secondly it's also mad boring. When I play killer I never hard tunnel like that right at the start of the game. Because it's such a tedious, skilless tactic, and without it most of my killer games are still wins. It puzzles me how many killers will sweat buckets for a 4k using cheap shots like that, because as killers those games are very boring and uninteresting with no sense of achievement. If i know I'm going to win 2 minutes into the gsme then what's the point?

    chase is a core part of dbd, so is being alturistic. you do not need to be in a 10000 hour swf squad to have saves, bodyblocks and protection hits. I see such plays even on solo q / versing non swfs. Again, it is indeed survivors fault, killer can play however they want, if you are unable to punish their playstyle, then they win. for comparison complaints like "genrushing" or "bully squads" can also be blamed on the killer since the former is about being unable to create adequate pressure to force people off of gens and latter is due to being too nice and not slugging. the counterplay is right there baked into gameplay, git gud and utilize it instead of asking for even more blanket protections

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111141#Comment_4111141

    I think the problem with 9.2.0 was that the survivor could still be hit and targeted out of the game by the killer which is why I suggested Incorporeal as it would force the killer to chase the unhooker as attacking the unhooked survivor would just make your attacks pass through them, so you can't really weaponize it.

    This makes it so that the invincible survivor can tail another chase and hover for save with no counterplay from killer.

  • I taught a lot of people DBD, realistically, theres not much you can do to teach them faster, unless they like the game and want to improve themselves, but here are my few cents:

    Teach them gen discipline, if not in chase, going for unhook/heal, they should be on a gen. No running around aimlessly, no touching dulls and chests, always crank gens. Deja Vu is a very solid beginner perk since a new player will not know gen spawns across dozens of maps.

    Windows/FMA are good teaching wheels perks, they should know that looping is the only way to keep the killer from downing them. Knowing where to path to helps, but of course these perks will not teach how to run a tile, hold checkspots and overall muscle memory and reading killers movements. For this, the FASTEST way to learn is to play 1v1 ladder, since on pubs there will be a lot of matches where you will not be chased as much.

    Other than that, you guys should play around keeping your weak link alive. Make them equip DS while you guys bring perks like StB, Babysitter etc so you can deny tunnel out.

    {08436802-945B-4F8E-864E-F84BB6EB3C5D}.png

    This was the build I was running w my 3 man SWF when our 4th was a fresh install. We got some solid results. Feel free to swap exhaustion perks to your liking, but the main idea is ensuring they can survive and patch up their mistakes. This setup covers tunneling, camping, slugging and alike.

  • 9.2.0 PTB showed that its not really possible.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111132#Comment_4111132

    Like I said, I'm not saying killers shouldn't tunnel ever. They shouldn't be throwing games in the name of the other side's enjoyment. What I'm saying is that hard tunneling one survivor to the exclusion of all else at the start of the game is a tactic that should be punished/prevented.

    Killer takes the hard tunnel because the survivors make it possible.

    If a survivor has no anti tunnel perks, is actively bad in chase and their teammates are not helping them, I will take it, since committing to them generates massive pressure. If I were to try to tunnel a survivor who has DS/teammates with STB, is good at playing tiles and their teammates properly rotate to take protection hits, its a different story, I lose too much time committing over a chase I cannot end, so I switch targets, its really that simple.

    "b-but I do not want to run meta!" then accept that sometimes you will be tunneled or slugged and left to your own vices, especially if you are not as good at the game. I run goofy builds, I play without exhaustion perks, I still can hold decent chases and live to tell the tale since ive been playing since 2020 and have thousands of hours on both sides, if I get hard tunneled, I got outplayed and had weaker teammates, as simple as that.

  • Tunneling is a core mechanic of DBD.

    The counterplay to tunneling is either outperking the killer with the gazillion anti tunnel perks, getting better at chases or having teammates take hits/downs and cover for you instead of hiding in lockers. Asking the killer to play sub optimally for your own comfort/enjoyment is bogus in a pvp game

  • @IlliterateGenocide said:

    Its a pretty big change, so I'm glad they are just looking into it before changing other perks first.

    I hope they collect data all the way until the next chapter even.

    Because who knows it could end up horribly and skyrocket kill rates. (Probably not tbh but who knows) And then they would have changed those perks for nothing

    Realistically, its a buff, the idea is to make tunneling harder, you come back to hook, theres only one set of scratch marks. Assuming the unhooked survivor isn't stupid and immediately walzts to mid map they can stealth and get a full reset (especially paired with Resurgence). I do not know how it will go, but I feel like it just further kicks lower tiers in the nuts. Tunneling can be necessary for pressure, a blight or billy has no problem spending some time using their power to rotate around and attempt to find the elusive survivor but a trapper or ghostface simply cannot spare wasting precious seconds for a patrol that might not even find them the survivor and start a chase.

  • I agree w OP, this map is a huge disappointment. Literally nothing about it is TWD coded. I was really expecting a proper map with a main building that is a multi floor hospital and even has the room Rick Grimes woke up in as a reference. Even the FNAF map (which imo was still a let down) handled it better.

  • @Wyndsor said:

    Most maps are being designed/balanced to be like this.



    Notice how killer players never bring up this map and that should tell you everything you need to know.


    That being said, if you break the static 3-gen at the 'main building,' you can still win, but that relies on the killer being bad.

    Well, given how maps like Garden of Joy, Badham etc exist, I find it perfectly fine for there to be few maps biased towards Killer or at times biased towards certain killers (like Midwich for Dredge/Sadoko).

  • @Rock_KBob said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110973#Comment_4110973

    Ah! Yes, Kwon having Lithe definitely changes things and would make me a lot more stressed out on how to go about that ending for sure 😅

    Gameplay completely aside, thank you for the kind reply and the input. I play 50/50 survivor and killer and I don't say that to make my opinion sound more valid at all, just to say I see both perspectives in this, which was why I was firstly wanting your thoughts on what change you could see happening.

    This is a hard one because changing the rules specifically for endgame for haste could be seen by some as the other side of the same coin of handholding, just for killers. But I also know how awful it is playing killers with weaker power and little mobility in general too. I play Billy most of the time, and the exact scenario you laid out would've been a totally different ballgame for him as I could've run ahead of both players and cut them off.

    If we went ahead and entertained the thought of reducing haste in endgame, maybe it could be specific percentages based on remaining alive survivors? For 3-4 survivors maybe 5-7% and 2 or less the full 10%? Or it could be proximity based, say if any survivors are within a certain distance, you get the lower haste percentage in exchange for that body being there to help protect?

    It's a bit of a slippery slope because in your same scenario, except with my killer, lowering their haste is just extra help for me and a senseless nerf for them. It leans more to me towards the argument that has been ongoing for sometime about the power creep DBD killers are experiencing and what can be done to balance that unfortunately.

    I have more hours on survivor than I do on Killer, its simply way too over tuned at this point.

  • FTP/MFT + WGLF absolutely destroys Twins, you can just cheese Victor with endurance and once you force Charlotte to hook since slugging does not give her pressure, you just cheese w typical Deli/DS/Resurgence. Same story as always, its just about outperking her. She will forever be a solo q stomper since most survivors are clueless on how to play around slugs.

  • @Rokku_Rorru said:

    I love flow state for boons which are irritating to get rid of late game, I always have one up coz of how much time it cuts off a bless when I reach 30 percent, it's nice. Plus I also get to heal others faster and unhook faster in the late game.

    Flow isnt a terrible perk, its Boon side can be super useful especially with a late game expo, plus imo it beats no one left behind as you still get a slight boost to your heal/unhook speeds throughout the entire match versus it being saved for egc.

    But if you purely want smth for heals, it cannot beat botany.

  • Survivor is too easy, play killer for an actual challenge.

  • @Rock_KBob said:

    Just based off your description without seeing the actual gameplay, there's 2 things I would've done differently that would've likely changed the game for you.

    1. Slugged Ace, THEN pressured the Kwon and Tapp at gate. I would've focused on injuring the Kwon which then forces both standing survivors to make the hard decision to chance the save injured or run out. If Ace was slugged far from the gate, I would force them both out or at least attempt to down one of them as well and hook them. If Ace was slugged very close, I would pick and hook because by the time I've done that, I am still going to get one of the two standing injured survivors regardless if they trying saving Alan.
    2. If I made exactly the moves you did up until Kwon was saving Alan, I would not have hit Alan knowing he had off hook haste plus the haste from you hitting him. It was far more likely you could've got a hit off on Kwon and downed him before he got back to gate. Alan may have tried to take a hit, but without seeing the gameplay honestly I can't tell in seconds how long from 8 to 12 that would take to say his endurance ran out or not. But this is why I would've done point 1 vs the moves you made.

    This of course isn't really touching your opinion about haste at all, moreso saying just based on what you described, the gameplay here could've been vastly different. Don't crucify me please because having it described is nothing like seeing the game itself, so just doing my best here for pointers that might help in future similar scenarios. Most here know Pig is difficult, especially on a map as large as Groaning Storehouse.

    So far as the haste is concerned though, I'm just curious to know what you suggest as an alternative in endgame? I want to talk on it, but feel I think it's too important to fully be rid of, so just want to know your thoughts.

    First of all, I appreciate the reply, given the massive spam of down votes without trying to present an argument of sorts is rather cowardly of the other forum members.

    Of course, if I had a VOD, I would show it, but was not recording anything atm and its impossible to translate gameplay into purely words.

    You make valid points, looking back, I did not disclose certain details such as I intentionally did not hit Kwon because I knew he had Lithe, he did not use it during the rotation (since he had good distance on me) so I intentionally tried to focus Alan as he had DH. It was probably the best call I had on the go, since an injured Kwon still could lithe to gate from that point, but this is more or less simply unlucky perk matchup rather than off the hook haste being a problem.

    I understand basekit hook protections during mid game, but imo endgame should have its own special rules, since its super dependent on how well survivors performed mid game. Preventing tunnel outs and surviving as 4 naturally comes with the benefit of having 3 people who can reset, open gates, pressure the save etc, but if the killer managed to remove a survivor or two before than, then it should not compensate for the lack of survivors. Basekit endurance and haste basically ensures that the unhooked person can hold W to gate from the other side of the map, especially against a no mobility killer who has no means to two tap with m2. Maybe make it 5%, I do not know, theres also the case of immediately having your exhaustion perk up in that case eitherway, so you are virtually untouchable if you have SB/Lithe even without haste honestly.

  • Botany is just too good to beat.

    No activation condition, not based on a timer, applies for ALL types of heals…

    Realistically, it needs to be nerfed or reworked in some form to make other healing perks more viable, as buffing other healing perks just makes them too strong.

  • @GroovieAshes said:

    I think BHVR went a little overboard with Jason to make sure he was a strong Killer. Like nobody realised that the Killer has no downside?

    Unlimited OE

    Haste out of OE

    Tracking in OE

    No reload time

    How much hand holding does it take to fabricate a 60% kill rate?

    His projectile is very spammable because it is very easy to juke.

  • Brown addons still provide a BP bonus, I do not see why they got rid of it for perks.

  • The only wincon in this game should be 4k or 3k 1 hatch (before all gens are finished).

  • Probably very low priority for BHVR.

    Harassment bans exist, you do get timed out of the game temporarily, but from what I have seen it requires a lot of reports on top of the offender constantly repeating it.

  • I only dodge if its a cheater.

    I will play any match given to me. Mama aint raise a quitter.

  • Its a PvP game, you face players, you either best them or they best you.

    If the thought of losing (being outplayed) makes you stress, then the game is realistically not good for your mental health.

    Just play to win, but even when you know you will lose, play to learn. Look at what perks combinations, play styles etc make the game in survivors favor. Look at how they run you around certain tiles and loops, study the game and figure out how to counter common things that cause you to lose. Thats how you get better at any PvP game, by going against opponents and learning how to outplay them.

    As consolation prize, you could always just play low tiers, or play with suboptimal perks. It will mentally ease the pressure, since you are intentionally playing with a suboptimal setup giving your opponents more room to win. Endgame chat can entirely be ignored if survivors say "ez" after 4 outing you while you are playing Sadoko with no slowdown on Mothers Dwelling.

  • Definitely, game should advertise and push itself as a teamwork game. On low/mid MMR, a lot of survivors are selfish, where they will allow their teammates to get tunneled, hide edge map/in lockers for a shot at hatch etc. Culturally, we should erode this way of thinking and encourage getting team wins. Take hits for your teammates, hover for saves, trade hooks when someone is being camped, sometimes you will need to eat a down for someone, sometimes you will need to die to break 3 gen, it is a part of the game.

  • @Artimenius1307 said:

    Pyramid Head needed a buff 3 days before he was released in 2v8. It's unclear who thought that "Hmmmm his cages are pretty much basekit, his power is lower in terms of zoning cuz loops are much closer, yep, sounds good to go!" when it was obvious that he needed A LOT to compensate his power being much less relevant

    Cages are still good to deny a save, thats really it.

    Overall, he is a poor pick for this mode.

  • Its boring for both sides, I play it for novelty for the first few days at best and then go back to 1v4.

    W my duo, we just seal club most lobbies, this is not to horn my own tooth, but Oni + Blight/Billy is a very strong combination especially due to the fact that theres no proper MMR in this mode and we regularly go up against survivors with less than 200-300 hours all the time. (we have thousands combined).

    Survivor is also boring because its mostly a winning simulator, you can attain a ridiculous 70+% escape rate on this mode with your brain turned off due to how easy it is. Infinite pallets, on demand SB, instant heals yada yada yada.

    I can see the appeal, but just not for me.

    {4BF247E4-FFC4-46CB-81CC-85A5D9CBB789}.png {4C11C3C9-5040-473B-827A-2CB66096BB01}.png
  • @Mr_K said:

    There's probably some signed driver being exploited to gain ring 0 access bypassing EAC. So DBD is going to not launch if that driver is loaded. I doubt it will have anything to do with hardware like motherboards or keyboards. It would be the software and drivers.

    Pretty funny how this game still does not have server side checks for impossible actions. Cheaters can add haste, teleport, bypass game rules like cool downs with no challenge from the server. It literally accepts anything the client sends. You could not pull this off in any modern PVP game.

  • If something like teabagging or flashlight clicking is considered toxic to you, you must have the mental fortitude of a wet toilet paper.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087696#Comment_4087696

    You need to keep in mind that the PS5 came out in Nov 2020. That was almost 6 years ago. How long would you expect a game to support a legacy console? We are probably only a couple of years out from a PS6 announcement.

    It will be announced and released next year, probably late 2027.

    Sony Console cycles are 7 years.

    2006 for PS3

    2013 for PS4

    2020 for PS5.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087723#Comment_4087723

    Not everyone has the game on more than one platform nor the financial states to get another platform. That's the entire point of this thread, which you seem to have missed.

    You seriously cannot spare 20 bucks (game routinely goes on sale for 5) for a game you have been playing for 3 years?

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087354#Comment_4087354

    That’s very good! A good inspiration for anyone complaining about how the survivor role is too hard 😉

    Do you play solo or SWF?

    Mostly SWF.

  • Sadoko buff:

    Condemned survivors become Exposed, being unable to simply remove it mid chase by pathing to the yellow TV and placing the tape during your wipe animation.

  • @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087261#Comment_4087261

    80% escape rate? Across how many matches? Can you show screen shot of stats? If this is real, I’m impressed

    image.png

    80 percent escape rate with Shoulder the Burden.

    image.png

    My escape rates across my top 3.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087250#Comment_4087250

    Except shoulder the burden doesn't undo overall progress, it's a lateral move to stop every blight under the sun from tunneling someone out at 5 gens. If it actually removed a hook state from the killer, then it would be a major issue.

    It does not undo but is still problematic which is what I was trying to show with my example killer perk. Imagine the said perk being able to recreate a broken 3 gen, that is essentially what Shoulder does, removing immediate pressure by spreading hook states.

    @Your_Dad_Playing_DbD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087250#Comment_4087250

    Why do you think Shoulder the Burden is problematic? It’s extremely risky to use - if the killer goes after the unhooker, who is now exposed, that’s two quick hooks states for that survivor. I very rarely see anyone use it in my matches, and there’s a reason for that. It’s just not that good.

    It is not risky to use it at all.. Just stealth for pull and use it when the killer is committing to a different chase/is far from hook. Even if its a killer like Billy, Blight, Kaneki etc who can return to hook incredibly fast, the unhooked person can use basekit BT to prevent a trade, not to mention the person who is running Shoulder can use something like Sprint Burst or Vigil to reach safety more easily by either getting to a strong structure and/or shortening the exposed effect. I have 80% escape rate with this perk alone, it is very strong for survivors.

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