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VaporLion

VaporLion

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VaporLion
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  • Trapper is worse. He can snowball sometimes with Traps but on certain Maps the Traps are clearly visible and can be avoided or disarmed easily. Pig has the Headtraps that can sometimes kill you if youre playing in soloq, cuz people just do gens as they feel like and most importantly, they are always a slowdown. Trapper doesnt have a slowdown, in fact he slows down himself by setting up traps.

    Also the fact that STBFL is pretty good on Pig also makes her better than Trapper in my opinion.

  • I agree that we should see the Aura of opened Chests. I also run it with Plunderes and Ace in the Hole. It feels really stupid that if someone else opened a Chest you cant see it anymore.

  • I disagree. Currently you need 2 People to initiate a save unhook, which i think is a good balance. It makes Reassurance and Kindred make sense. The only problem is that certain Killers have the ability to insta-down which i think should not be possible near hooks ( best example being Bubba ). Also it shouldnt be possible that the Killer can stand in the middle of the hook making it impossible to protect the unhooking Survivor from being grabed.

  • What i mean is that Prove shouldnt exist but the speed when working together should be slightly higher than it is without Prove. ( btw back then Prove was basekit with 100% efficency ) And Prove is quite strong. It breaks 3 gen combos and it effectively makes the Killer lose time because they have to check more gens on average, which is the reason they removed it from the basekit. Also it happens quite often that you want to finish a certain gen together or youre just spawning together.

  • @Maxitolliony said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239008#Comment_3239008

    prove thy self and a few other are too tho. they kind of have to nerf both sides to make is even. like if a surv is running prove you kind of need to run something. i really hate this force meta stuff, wish the builds were more even and free.

    I totally agree with you. Prove is broken and i always regret when not running it. I think its the only Perk that is stronger than exhaustion Perks. On the other hand i feel like the gen speed should be a bit faster when working together.

  • Corruption is such a badly designed Perk because in theory the best way to counterplay it would be to hide in corners / lockers until the timer runs out, which is boring for both sides. Of course most survivors dont do that, but still.

    And yea i agree that midgame Perks are the best to run especially gen slowdown but i feel like multiple gen slowdons can be problematic to deal with as suvivor.

    Ive recently played against an Oni that had an insane 3 gen combo on Azeroth Resting Place and he was camping it since the game started and there was literally nothing we could do to stop the 3 gen. After all other gens were done we were trying to bait him over and split on opposite gens with provethyself but he would never go far from the gens. So at some point we basically had to give up on the game. Literally nothing we could have done to win the game. Thats where gen slowdown Perks and 1 shots are really broken.

  • Ye same i also felt like in old dbd times with total unbalance and clunkyness. It was kinda fun playing it for a few rounds until i noticed how op facecamping is. That goes to show how good the auto borrowed time change was for dbd.

  • Now after playing Feng for a while i have to say it is kinda op being that small especially with a dark outfit on, because Feng is able to heal or crouch in some bushes and cannot be seen by the killer. Its not game breaking but it does give you an advantage in certain situations.

    A good example where its op are the bushes on Grave of Glenvale. There is a loop in Raccoon City outside , upper floor where the exit gate is next to it where you can walk with Feng and not be seen over it and other Survivors would have to crouch to not be seen. This can be useful when the Killer is checking corners around the gen. I bet there is more of these kind of loops.

    Also i have noticed when i have a lot of Distance to the Killer and walk across the Map i get seen less often with Feng. I feel like there is also the advantage against Range Killers where they have to aim more precisly even if the Hitbox is the same.

  • Id like to add that this happened again on Ormond with a short freeze but luckily the game stabilized after 1-2 seconds. So i guess there is something wrong going on with this map.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233301#Comment_3233301

    No, I'm right. What Dead Hard did was technically a speed boost, lmao. Yeah it had invincibility on it as well but that wasn't the issue, the speed boost was. Free distance any time you need it is blatantly overpowered and there's nothing the Killer can do about it. Dead Hard was intended to solely be used to dodge hits and not gain distance, as the latter required no skill at all.

    does balanced landing & lithe require skill ? Theyre also an automated sprintboost / distance gain. I feel like you guys dont realize what small means. The Speedboost u would get could be as low as 2%. So not even faster than the killer, just for the purpose of reaching stuff a bit earlier while not being affected as much by ping difference. The good thing about this idea is, that you can basically just playtest and see what the right speed would be to make it balanced and honestly i would still see other exhaustion perks being better in different situations.

  • @R1ch4rd_N1x0n said:

    Lmao Dead Hard used to give you a speed boost and it was hugely problematic which is why they changed it to how it is now.

    No You are wrong. Dead Hard gave you an instant distance and invincibility on top. A Speed Boost works way differently because you can still get hit by Range Killers and the Killer catches you earlier if the Speed isnt very high. Also the Speed Boost has to be activated early enough to get the full value otherwise you just get hit. With dead hard u could just activate it whenever the Killer was close to you.

    I do want to say though that i would like the current Dead Hard if it just worked properly. But knowing the game i feel like it will never. I would also like the Idea of just adding a new Active Perk that literally does what i explained. Be injured as a requirement and give you a small 3 second Speed Boost whenever you activate it. It could also have the requirement of having to be full life but i feel like at that point it would just be a lesser sprintburst and makes it too easy to get tunneled.

  • DeadByDaylight-backup-2022.10.14-17.49.01.log DeadByDaylight-backup-2022.10.14-19.53.07.log

    I have 2 logs from yesterday so not sure which one. Thats where a time stamp in this forum would be helpful. The map was Ormond and the Killer was Wesker.

  • also interesting to note that the quest didnt get progressed and i didnt get a skin either.

  • Well my point is that everything in the game isnt designed to be hardcore competitive reaction-timed based except dead hard. So i think its just not fitting especially with ping differences. I dont think it would be op especially because you could just nerf the amount of Speed you get from it as well as removing the current endurance effect. A 3 second Hope speed wouldnt be broken. It would be pretty much the same as it currently is, reaching a window or pallet a bit earlier but more fair and consistent and better designed for both casual and hardcore gamers.

    The only problem i could see is it being overused because other active perks are situational and dead hard wouldnt be. But on the other hand i dont think dead hard is a good design as it currently is.

    And no a 0.75s wouldnt fix it. The duration is not a problem with it. I always use dead hard because i see myself in the killers pov and think like when would i hit the survivor. And when i think i would slap in his situation , i active it but then it doesnt go through because its to close to his action if that makes sense.

  • @Brimp said:

    1v1's dont work in this game. If the maps actually had set seeds it could but even the "most balanced map" comp tower really isn't as balanced as people say it is. Too many times I have seen setups that just run itself for you on tower.

    It doesnt have to perfectly balanced. Dead by Daylight in general isnt. The rounds would be quick so i think random seeds are better for replay-ability.

  • And honestly i think the reason why this bug even exists is because dead hard does not trigger when u press it. there is a delay to it which is why i made another thread about dead hard not working correctly.

  • Well the devs dont read it, others do. And if they think its important theyll forward it to the devs.

    I like that at least some suggestions come through f.e. ruin nerf or dead hard nerf was really important for the game but i feel like they didnt even got those suggestions from the forums. Id guess they gathered it from watching streams or communicating with the Fog Whisperers. Ive seen many useful things being suggested multiple times for a while and non of them have been adressed. All Posts that have BHVR-read on them are neutral / technical things that dont impact the game in any meaningful way.

  • i think the best solution to this is to change the breakable door aura to white

  • Xernoton i bet you play Killer and slap survivors and see it working and then u assume it always works which just isnt the case. Anyone who uses the Perk can tell you that it doesnt. Also Dead Hard was counterable by 1 shots or exhaustion affliction but i can agree that it was strong and had to be nerfed. However currently it is unfair and frustrating and undeserved that when u use it and active it in time you dont get the effect off. Also i know its 0.5 but u can see the Animation just starting and the hit goes through even from the Killers pov.

    Id assume its because of Ping Difference which brings up another Point i have and dissapointed about which is the fact you cannot see Killers Ping in the Lobby anymore.

  • does anyone have an answer for it? i cant find anything but these images that are conflicting with each other. Im trying to figure out which the smallest survivors are because you would have an advantage on certain loops by the killer not seeing ur headtip. I feel like Feng Ming is the smallest Survivor but I'd like a comparison to see which survivor might be worth to main as.

  • the worst part about facecamping is that most people dont even know how to play against it. They are always surrounding the hook like bloodthirsty hyenas waiting for the moment to unhook when there is just not. Thats also the reason why i think Reassurance is currently quite bad because u dont actually gain a gen time advantage if noone does gens during that time. But i think a basekit Kindred would help with that. Best part about it too is that it makes facecamping worse while also making the game more evenly balanced for swf vs soloQ.

  • im not 100% sure if it popped at 0% or if someone else could repair it but when i checked it was almost at 0% so i feel like they didnt have the time to repair it.

  • @Palevox said:

    I have an issue being the last surviving member in the 1st state... And not getting either my 3 attempts to get off the hook or worse: having a deliverance perk active and getting no "100 percent" chance off that hook. Hooks are OP.

    How about using the almost useless keys to increase your percent chance to slip off the hook?

    thats like the 1 argument against that change but honestly even getting off the hook when there is only 2 survivors left will most likely either end in your death or in this stupid both hide in lockers situation which im trying to get rid off. just not fun to be forced in this playstyle. its like waysting your own time willingly.

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/349346/endgame-suggestion

    Why pretend to have an idea when you're just taking BHVR's insta mori idea and making it shittier for one of the two survivors ?

    i think their idea is bad but mine is good. its fine that everyone dies when they are all on hook but not when downed in my opinion. also seeing the mori all the time will make it boring.

  • im curious if it still does. i feel like sometimes it does and sometimes doesnt. idk.

  • Im guessing my game crashed when reassurance was about to end. And since the player was already out of game / dead it has some kind of error going on.

  • @Viktor1853 said:

    Or you can just get better

    oh yeah because winning 50/50s is skill. The only way u can outplay a nurse is if she is bad, doesnt have a good headset or u get a map that has a lot of objects where she cannot look through. But id argue that if the nurse is good it doesnt even matter which map or if she has a headset.

    People that play nurse often have 600+ 4k streaks. It just seems ridiculous that the devs still havent done anything to her. Imagine a survivor had a 600+ escape streak. Everyone would go crazy. But hey its just 1 killer out of the 29, why would it be a problem to have an auto-lose every now and then.

    But to be fair, i can understand why the devs dont change her. Every killer main would complain about how devs only nerf killers while in reality the game keeps shifting more and more into the advantage of the killer. Just look at the game how it was years ago and how it evolved. And also, there is no good way to change Nurse in a balanced way because her ability is an imbalance in itself.

    And to the Freddy thing. I agree Freddy was way cooler back then. They shouldve just buffed him instead of chaning him completly. His Traps are boring and mostly useless and i think that Freddy might actually be played less nowadays even though hes stronger since his change.

  • @SuzuKR said:

    Any Means Necessary was changed cause it was a bug.

    Well, you get my point. There shouldnt be perks that are insanly op against one killer or insanly bad against one specific killer. That is the only reason i was fine with the Iron Will change, because it countered Spirit so much. Otherwise u get countered via random Matchmaking and that isnt fun.

  • interesting, thx for the info.

  • na im right. its not an opportunity to see a closed doorway. only open doorways are.

  • Another possibility would be to only see doorways that had a breakable wall in them.

  • Its mindblowing to me that you guys think nurse is balanced. There is killers having 600+ 4k streaks. No survivor would even come close to such an escape streak. And if u think about it, if nurse couldnt blink through walls or pallets, she could still be the best killer in the game. Its just that she actually has to break a pallet if its a save one and u dropped it early enough. Having a little bit of counterplay against her is necessary because she is consistently ending chases way to fast.

  • @Xendritch said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093272#Comment_3093272

    Lightweight's effect is random that isn't comparable to totems with preset locations lol.

    Self-Aware is actually decent as it allows you to loop in jungle gyms while getting your exhaustion perk back.

    Yes counterforce teaches you locations, what use is that to someone who already knows them?

    I think you misunderstand when you want alert. Alert is rather useless in chase, it's when you're not in chase but want to know where your teammate is looping so you know the safest gen to work on so you can stretch the killer thin.

    Distortion is so you don't have to hide and just ignore a BBQ or a Floods of Rage and keep working also I'd argue with the changes stealth is a bigger part of the game now in wasting the killers time.

    "self-aware is actually decent" but why run it every game when it is just decent?

    Totems are still random even if u know their locations they can spawn somewhere else. And I'd argue that even if u are a very experienced player u dont know where to look for every totem. Otherwise no top killer would run any hex perk. So there is always a big time save involved if u are about to cleanse multiple totems. Counterforce also gives you +20% cleanse-speed on every totem cleansed. That combined with inner healing is strong and definetly not 2 star.

    Alert is useless against Nurse, the best killer in the game and u consider it to be Top Tier. Makes no sense, sorry bud.

    Ignoring a BBQ should be a standart move unless you are going for the hatch and let your teammate die, at which point u have already lost the game. Also Stealth is not a bigger part of the game, they nerfed / destroyed Iron Will out of existance, the best stealth perk. So its more like the opposite. Its way better to play offensively with Sprint Burst than to be stealthing and not doing gens / waysting perk slots for doing so.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3093386#Comment_3093386

    Self Care is okay with BK, but you're now dedicating two perk slots to something that could be realistically accomplished better with an item, or better yet a boon.

    The thing about Open Handed+Kindred is that, on a lot of maps, you can basically see the killer's aura at all times and it makes looping/mindgaming so much easier, especially if they are defending the hook.

    I love Empathy - it's not my favorite friendly solo queue aura perk (that would probably have to be Kindred or Blood Pact), but it's amazing in so many ways.

    • You can tell when someone's being chased, allowing you to set up body blocks and saves with ease.
    • You can immediately find injured people, top them up and then either slam a gen or separate.
    • It allows you to narrow down the killer's location, based on what your allies are doing.
    • It often allows you to lead the killer away from people that are healing or injured.

    Empathy and Blood Pact are two perks that way too many people sleep on.

    Hm ok u sold be on Empathy. It does provide decent value fairly consistently. I would give it a B-Tier.

    I still think open handed is trash.

    Blood Pact is a perk that can be decent but it often doesnt provide any value. Seeing each other can be ok but isnt empathy straight up better? Looping together is terrible so the sprint boost doesnt provide a lot of value.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/337287/survivor-perk-tier-list-6-1-0

    Lots wrong here.

    • Dead Hard is not god anymore. It's not a bad perk, but 0.5 seconds means that you're playing latency roulette.
    • Self care goes down a tier. It's...not great now.
    • Calm spirit is trash. Open Handed absolutely isn't (OH+Kindred is crazy good in solo).
    • Empathy is at least 'A' tier.

    I can agree on Dead Hard.

    Self care is still great with Botany Knowledge. being able to heal anywhere is big. Of course running a decent Medkit right now is Meta and a lot better but if u dont run any items then self care + botany is definetly really strong in solo que. Self-Care without botany however is trash.

    Na Open Handed is trash. If u have kindred its enough information to see where the killers is going + if hes camping. Not more information needed.

    Calm Spirit is D tier so that is almost trash but yeah u are right it is trash.

    Empathy is a good aura reading but tell me why would it deserve A-tier ? people always run some kind of self heal and knowing where they get chased isnt that big of an advantage. kindred is the better aura reading perk.

  • @Xendritch said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092571#Comment_3092571

    I do make it to end game often so to me adrenaline can be game changing.

    Overcome could be moved down to 4 stars I just think it's perk synergies and ignoring the speed boost nerf when getting it is enough to not care enough about potential downsides.

    Lightweight gives me value every game I run it preferably with self-aware so you know when to try and take advantage of it's effects.

    Distortion is absolutely that high. Aura reading builds are the most common builds after slowdown and it will just negate builds from huntress and nurse a lot of the time by itself as they're more probe to run those types of builds.

    Alert is very good as it's always beneficial to know where the killer is and it let's you know what pallets are broken without you being over there so you know where to loop. Also knowing the killer in solo queue before you see them is valuable.

    Dead Hard isn't bad it's just Smash hit tier of exhaustion perks of it's good when it works but isn't worth the trouble most of the time when sprint burst and lithe exist especially when being injured now is so much more of a liability.

    Counterforce does what it's supposed to but nobody running hexes with ruin nerfed to ######### and you should know all the locations of totems anyway.

    Lightweight + Selfaware is even more useless. 2 perks that essentially dont give u any game changing benefit. Its funny how you say that you should know Totem Spots for Counterforce but not think that you should know when your Scratch Marks disappear for Lightweight.

    Also you shouldnt underestimate the fact that Counterforce teaches you Totem locations and therefore makes you a better player on top of being really strong with inner healing

    Alert is bad. U even mention that Aura reading perks are very common for killers f.e. nurse and huntress. Those aura reading perks not only outplay Alert but also those killers dont even kick gens most of the time and nurse ignores pallets as well so nice perk u got there that gives u 0 value against the strongest killer in the game.

    The reason id consider Distortion not so strong is simply because of the fact that a good killer will always find a survivor fairly quickly without aura reading and its better to have genrush or chase perks for the outcome of the game. If u are hiding everytime the killer sees your aura you are waysting time in which you could do gens.

    I can agree with you on Dead Hard. However im Rank 1 and i often find myself getting value from it but having something more consistent like Sprint Burst or Lithe is probably better in the long run.

  • @[Deleted User] said:

    I kinda like Rookie Spirit. Been having too many games where I get a gen to 70%+, getting forced off, coming back and finding it down to 10%. Good way to monitor Overcharge regression.

    If you get forced off your gen you should know where it was and blast mine would be better for that case, its useful to know about gens that others have worked on and got pushed off from, particularly for the last gen. however if u have a good team rookie spirit's value becomes very minor.

  • adrenaline overrated, u dont make it to the endgame consistently in solo que, therefore its definetly not top tier and even getting it off doesnt always provide you with a benefit,

    overcome overrated, u dont want to get injured to get your exhaustion off, being injured usually gets u to another window or pallet anyway + useless against 1 shots,

    lightweight heavily overrated, it rarely gives you any value,

    distortion overrated, being able to hide your aura isnt very strong and rarely provides you any benefit

    Alert overrated, the situations where u see the killer rarely benefit u, as you most often are either in chase or you are doing a gen, which in both scenarios there is better perks for. and for unhook aura reading kindred is the better option.

    Dead Hard underrated as it is still one of the greatest perks, because it can extend chases fairly consistently

    Counterforce underrated as it can completly destroy hex builds + provides value with inner healing,

  • Instead of redoing the entire ranksystem i think a decent solution would be to add addional ranks beyond rank 1. So there is at least a bit higher skillcap to grind towards.

  • @MERKARROW said:

    It is supposed to continue regressing after 30/60 seconds. Call of Brine will deactivate after 60 seconds though but overcharge will stick around.

    No dude, the regression is permanent. If i repair that generator and let go off it, it instantly regresses without the killer kicking it.

  • Nevermind i didnt realize they changed Pharmacy.

  • well i noticed that i had the dbd file gameusersettings on read only. that was why. :)

  • oh and i forgot another positive which is less pallets and less broken loops. Im a survivor main but i have to be honest back then the loops were often too strong to the point that they were infinite and now it seems more balanced.

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