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Venusa

Venusa

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Venusa
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  • I played some Survivor games and AFC didn't do anything since none of the Killers facecamped.

    Then I played Killer games and AFC didn't do anything since I didn't facecamp.

    I did have to proxy camp sometimes and chase survivors around hook but it didn't work against me and AFC didn't trigger.

    Maybe it's working as intended and only against legit facecamping... We'll see...🤠

  • They're all so good I'm losing my mind.😭

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559689#Comment_3559689

    WoO was never a bad perk. It just wasn't something most people needed or wanted to give up one of their other perks for. If you asked people back then, why they didn't use it, most would have told you something among the lines of: "I know maps, so I don't need it."

    That qualifies it to me as being a 'pretty bad perk'. It's the same reason why Visionary is considered F-tier. All it provides is intel, and the intel is something you already have if you're sufficiently familiar with the game.

    But now WoO has a different use.

    It can't have a different use because it gained no different functionality. It didn't get a new synergy, it didn't get a new function, it didn't get changed in any way to how it can be used.

    What happened is that its competition died a violent death and WoO was just left over in the aftermath.

    "What happened is that its competition died a violent death and WoO was just left over in the aftermath."

    This.👏

    This is also the only reason why some started considering Adrenaline, Hope, Resilience etc. "OP" all of a sudden now even though they haven't been touched for years...

    It would be like calling Jolt/Surge OP now because it's the top picked Killer perk when in reality it's the same old perk but its competition was gone and it naturally rose to the top.

  • @Shroompy said:

    I want to go back in time, like 2018 or 2019.

    Just so I can tell everyone that DS is now one of the least used perks and people are complaining about Windows of Opportunity

    😭😭😭

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559642#Comment_3559642

    WoO was never a bad perk. It just wasn't something most people needed or wanted to give up one of their other perks for. If you asked people back then, why they didn't use it, most would have told you something among the lines of: "I know maps, so I don't need it."

    But now WoO has a different use. It's a crutch for pretty much everyone who can follow simple directions. Run from tile to tile, pre drop pallets, that you can't loop around very well and repeat. You could be a complete beginner and still get the results of someone with 2k hours more experience. Meaning, it deletes a large part of the skill expression that goes into looping.

    WoO also does pretty much the opposite of what many people argue, that it should do. If you rely on WoO then you don't learn maps. After all, why would you? You have a perk that makes this obsolete. My idea was to make it a perk, that would still be useful in chase and help you learn maps but would also require you to do some things right in order to really get value out of it.

    Thank you for explaining your point of view. I got what you said more clearly now. I can see how WoO has the potential to be really powerful since some only use it to autopilot from one loop to another and nothing more.

    Though I still don't think WoO is in the same level of problematic as old dead hard, old coh, current mft etc. and believe that the general standard for "OP" perks has been substantially lowered by the community. I think this is because some people have been playing longer than others and newer players are going to have a different vision and lower tolerance. Seeing what survivors could pull off back in the day, I can't really call out WoO as "This is so busted and OP!" like the title. It would be disingenuous.

  • @Xernoton said:

    Broken: MFT, Buckle Up and to a degree Resilience because of its synergy with different perks.

    Not broken: Adrenaline, DH and FTP. Adrenaline is a symptom of a larger problem called "gen times". DH is completely fine now and FTP will be fine when Buckle Up gets nerfed.

    WoO is in a weird spot. It can somewhat negate the skill gap between mediocre and good survivors and is mostly used as a crutch for subpar looping. I would like to see it nerfed, so that it goes on a 25 seconds cooldown 5 seconds after the chase begins and then repeats.

    I do agree that WoO is in a weird spot because it doesn't guarantee any concrete value and the amount of value you can get from it is upto your knowledge of DbD. But the very high pickrate does say something.

    However I think the nerf you suggested would throw this perk back into the void where nobody even touched it. Before the buff it had a cooldown of 20 seconds once you performed a fast vault and its pickrate in this state was abysmal. Wouldn't your nerf make it even less appealing than its older version. Unless I'm missing something?

  • I'm going to quote one of my favorite comments here made by @Firellius to a topic similar to yours that explains the reasoning for your complaint thoroughly and why this stale meta exists:

    "I'd say this is because the majority of survivor perks are really, really, -really- bad. Ranging from 'does nothing of significance' (Corrective Action, Diversion, Fast Track, Friendly Competition) to 'really niche and unlikely to be impactful' (Boil Over, Breakdown, Kinship, Left Behind) to 'actively detrimental' (Calm Spirit, Autodidact, Potential Energy, most boons).

    There's relatively few that are consistent and valuable, which causes them to rocket to the top of the charts.

    I think a while back, Otz had asked his community to tally how often they saw certain perks in their matches, and despite each match having four times as many survivors as killers, there were more survivor perks than killer perks that had a 0% pickrate.

    There's just a TON of dead weight in the game with perks that just have no real reason to exist. I do think it's solvable, but it would require a colossal balancing patch."

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559574#Comment_3559574

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559569#Comment_3559569

    You are both missing the point.

    Point is, that the killer meta is constantly changing, because survivors complain about boring to face combos. Devs nerf it and yet, the survivor meta hasn´t really changed in the last 5 years. At least according to the official stats.

    Complaining about a boring meta on the other side, while the own meta doesn´t move is kinda...

    That's not really fair though, is it? There were also a bunch of busted Killers/Killer Perks that were left untouched for a long time. It goes both ways and it's still continuing.

    Anyways I'm going to disengage from this discussion since it's an endless cycle of "but survivors have this, but killers have that" arguments that don't lead to anywhere. But I got your point and respect your opinion! Thanks for the discussion.😇

  • If we're going to keep the Haste as a feature of this Perk, I also have another suggestion and it's that MFT disables after all gens are done. When I'm playing a slower killer I can literally visibly see Survivors running faster than me when they have MFT+Hope during end-game.

    I'm not going the "Prevent Haste from Stacking" route because it's not logical to balance the whole game and Haste around MFT when Haste hasn't been a problem until survivors had easy access to it via MFT. This means if MFT is a problem it should be dealt with separately. Nobody even cared about Hope until MFT was released. Also there are already bunch of useless Haste perks that work in limited conditions like Dark Theory, Blood Pact etc. and this would make them even more meaningless.

  • @RaSavage42 said:

    Use Alert to know when the Killer breaks a pallet (out of cloak obviously)

    Use For The People to get a pick up quickly if you are healthy

    Botany Knowledge to help the healing needed... I'm afraid that this would be the only perk that'll help

    Knockout only works outside of 16M... so Urban Evasion to get close enough

    Resilience to help with Gens while being injured

    Leader to help others picking you up and group heals

    Unbreakable to pick yourself up and recover faster

    Tenacity to move closer to a good spot to be picked up and it also helps counter Knockout's other effect... and you can move and recover at the same time

    OOO to help getting a read on the Killer if the timing is right

    Empathy to know when someone is injured

    Bringing a Med-kit to make healing other faster

    No Mither to allow you to use any injury based perk in the game and you can pick yourself up

    Bond to know who's within 20M of you

    Autodidact to help with the healing... but you kinda need to get the stacks

    Bite the Bullet to make healing quieter

    Buckle Up to see the Killer's Aura if they aren't Cloaked and picking up a Survivor grants endurance so a limited time

    Lightweight to help with the stealth aspect

    Built To Last to gain back an Item (but gets weaker the more you use it)

    Dark Sense this perk all depends on how good the Wraith is

    Solidarity to help with Sloppy Butcher and saving others heals you for 50% (so by healing 2 Survivors potentially heals you fully)... Also I think that this perk shouldn't be effected by Sloppy Butcher

    In any case... there are perks that help out but it's all on how you use them... also Knockout only lasts for 15 seconds... so Buckle Up, Unbreakable, Tenacity and Empathy would help out the most

    You just listed what a bunch of random perks do and nothing else. In a real life scenario those won't do anything against OP's question if we're being completely honest. Only FTP+Buckle Up would be useful but even then you're already close enough that Knock Out's aura-blocking is kinda redundant.

  • Y'all just watch. Ultimate Weapon is going to cause so much trouble the more people find out about its busted potential.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559554#Comment_3559554

    Oh yeah: Lithe, SB, SC, DH, Adrenaline... So much variety over the last 5 years. Yet they are still in the top 10 most used survivor perks.

    Lithe and self-care meta 😍

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559549#Comment_3559549

    You mean like the survivor meta that has been stale for years?

    Yes? And that's why it got changed too?

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559542#Comment_3559542

    Its like people don´t understand what Ruin does. Ruin ONLY worked when no one was sitting on a gen. You could entirely ignore it and didn´t had to cleanse it 4 times.

    Also, its a 4vs1 game. Even IF survivors had to cleanse it, it wasn´t exactly a monster task to cleanse 1 or 2 totems per match. Which still was totally voluntary, as Ruin had no effect on gens that are being worked on.

    Furthermore, the 200% regression was 1/2 of what a single survivor would have taken to repair a gen.

    Survivors are constantly complaining about camping and tunneling. Guess what a killer that constantly has to move beetween gens, to get survivors off the gens, isn´t doing...

    Ruin undying tinkerer was so boring I'm sorry. It was a copy paste build and every single game was the same killer build. At least we have some diversity now even when it comes to gen perks.

  • What's your point? You left no room for discussion and neither did you explain anything. Why would anyone want to discuss anything with someone using that tone? What do you want to come out of this?

  • @GoodJobGuys92 said:

    They should keep it as is. Survivors get mft, so it's cool.

    The perks aren't even comparable. One is an information perk and other is a haste perk. And not every discussion on this damn forum is about MfT.

  • I understood your reply to me and what you meant but they still aren't %100 comparable like others said. Because yes, sacrificing survivors is the Killer's objective just as much as doing gens is Survivor's objective. But in your reply you implied using certain strategies to sacrifice survivors efficiently makes others complain. Tunneling and camping are strategies. Simply doing a gen isn't really a strategy. It's just doing your objective. But this is kinda nitpicky I still got what you meant by the comparison.😇

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393472/stop-genrush-enough-of-favoring-the-role-of-survs

    Killer is simultaneously more and less stressful. You have all the burden of success and failure on your shoulders, but you also can't be dragged down by that mother freaking Mikaela who waited till 61s on hook to rescue, or the Feng who burnt all the pallets early.

    Gen count is important not to think of in terms of individually, but collectively. Think of any game where you have an HP bar. You can play at full effectiveness at 100% HP and 1% HP. Now swap that over to gens. You are still in the game as long as you have 1 gen, or 1HP. Also just like a fighting game, many times you suffer 'chip damage', when you play correctly, and block the opponent. So if it helps the mindset view losing the first 4 gens as nothing but 'chip damage'.

    Map sizes I can understand. Just the other day I played Oni on Mother's Dwelling, and despite the power, it took me too long to traverse the map to get the blood needed. (I also relied too heavily on Scourge hooks [3/4 of my perks] and it didn't help that most of the action took place on the hard opposite side of the map of all 4 of them.) The key to making larger maps 'playable' is cutting up the map. Coal Tower (generally regarded favorably to most Killers in terms of size) is 8,448 Sq/M. Ignoring 2 gens from the onset can cut ~28% (2/7 gens) of the map out, and putting that on the largest map (Mother's Dwelling), you get a map of ~8595 Sq/M, or roughly a Coal Tower. This can be done to even greater extremes on maps like Azarov's Resting Place, cutting out nearly half the map from 11,264 Sq/M to 5,632 Sq/M. Since I do that, it makes most maps much more playable. Remember, you have to combine this with the above paragraph, you only need 1 gen to win, the rest are 'chip damage'.

    As far as 80% of Survs being SWF, that is grossly inaccurate. The last stats (that I recall) they gave showed soloq sitting at slightly above 60%, so that would leave 40% max of players being any degree of SWF (which is vastly different matches being against 1/1/2, 1/3, 2/2, and 4 as each combination of SWF possibilities). That 40% is half your estimate. It is also important to weaponize your opponent's tools against them. Just as you can force a Sprint Burst to waste a Survivors time, you can get them to say the wrong thing to each other over comms. All too many times when playing with friends, they say something like "he dropped me", only to get downed seconds later. Make the Survivors you suspect of being a SWF give false callouts to one another, and you will get easier downs as a result.

    That was a really cool analogy! It's never over till it's over in DbD, there's always a chance to make a comeback. You never know. Someone makes the tiniest mistake and the tables turn.

  • I love the Farm maps because of the lighting. It's the only map that gives me hope and warmth in the Realm. Also survivors look prettier on those maps since the lighting isn't horrible.

  • Deja Vu's buff was one of the most successful and best change made to a perk in DbD's history. 3-gens aren't gone Adriana is.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558661#Comment_3558661

    Killing is the killers only objective. Yet, when the killer does his only objective as efficient as possible, since there are no other objectives, its considered kinda toxic from the community.

    Funny how that goes, isn´t it?

    Made-up rules by both sides.

  • Doing gens is survivors' only objective except for altruistic interactions when needed. I can't really shame people for doing what the game is telling them to do and their only objective. This behavior only creates a toxic environment because it's essentially not the survivor's fault. They should be doing gens, if they aren't doing gens they're being inefficient. I wouldn't want a survivor whose priority isn't gens on my team, would you? Why would they walk around aimlessly when I'm being chased? Does the Killer ever stop chasing survivors? No. He doesn't have a reason to do so. Then why should survivors ever stop doing gens. What else are they going to do? There are so many questions LOL. Survivors had other stuff to do a while ago like boons but most of them are trash now so back to gens. Medkits were nerfed so people rather stay injured now back to gens. They don't have anything else to do that progresses the game.

  • @SpanishExecutioner said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558535#Comment_3558535

    Oh right, because survivors are so nice they won't abuse it.

    Basekit borrowed time, AFC feature and still not enough for you?

    Just say you don't care about tunneling then instead of hiding behind "It's going to stop tunneling😇" as a façade and reason for you to push basekit NOED and buff all Killers. You don't care about it because once I mentioned something that would actually discourage tunneling that doesn't involve buffing killers you became hostile right away LOL... Have a nice day.

  • I think her crouch should be buffed because it isn't practical to use at all except for a few niche applications.

  • Damn, this kinda sounds good? I love this idea.

  • @Devil_hit11 said:

    i do not understand design point of this perk. quick & quiet but worse. maybe give it 25% vault speed bonus for the duration of the perk.

    I think it's suppose to be a "mind game" perk where you vault back and forth without the Killer noticing if they don't have line of sight but that's such a niche application for a perk that it might as well not exist...

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558487#Comment_3558487

    1. Fair with Pentimento, but I think in general you would only cleanse AFTER 3-4 gens are done in case a Killer turbo-tunnels, so this wouldn't hurt normal gameplay too much.
    2. I think the kill rates already 'assume' 1k minimum, that's why they target 60% (as endgame facecamps done correctly always will result in a kill). If the Kill is already gotten, basekit NOED won't spawn in endgame anyways as I suggest it. If BHVR's 60% isn't based around the concept of a rough 1k minimum, then I think this point is fair.
    3. I think you mean crutch, but yeah, I would want the dumb fun party game to have comeback mechanics for both sides in order to minimize the entirely negative experiences. I wouldn't consider this a free kill, because if the Survivors were dominating a Killer so harshly as to reach endgame without a death, they can easily have the time to cleanse 5 totems as well. If the Killer gets a kill, they don't get basekit NOED, nor does it function while anyone isn't standing. Did you not read the full rules for my proposed version? I laid them out quite cleanly at the end, and a preface in the opening paragraph mentioning the details were found below. Just as 6.1.0 basekitted T1 Brutal Strength and 2 stacks of STBFL, this would basekit a lesser version of proper full on perk NOED.
    4. I don't disagree that soloq needs help, but baby Killers need love too. I encourage soloq buffs as well, and buffs to the bottom 90% of perks for both sides, so I don't see this impeding that goal. This would hardly alter my (Killer) matches, as I typically win long before the gens pop, but baby Killers often express dissatisfaction with current gen timers, and I find nothing wrong with those. As far as kill rates are concerned, again, I believe BHVR balances around 60% assuming a 1k rough minimum. That is a fair position if you would want 50% to be the true fair balancing number, but my understanding is BHVR has it higher for other reasons.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558496#Comment_3558496

    I don't quite agree, as I see endgame as Killers final chance to get kills. I see Hope as a earned and deserved personal 'free-win' perk, because it only works in endgame, setting you behind a perk during the vast majority of the game. This basekit NOED doesn't function if the Killer has a single kill, so I don't think you've read the post. In particular you said "... rewarding Killer for their lack of ability to sacrifice ALL (emphasis mine) Survivors before all gens were done...". Again, this proposed basekit NOED does not function if there is a single kill going into endgame.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558513#Comment_3558513

    That's fair, I just wanted something to help weaker Killers who complain 90s is too short for gens, when I didn't even have a problem with 80s gens. This weaker basekit NOED is just meant to help the weakest of Killers who reach endgame without a kill, while not impacting what I consider 'normal' matches, which typically do have at least 1 kill before endgame.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558533#Comment_3558533

    Every Killer benefits - While this is true, I feel like it moreso helps players than Killers if you know what I mean. Also a Nurse would make far different use out of this than a Spirit for example, so I totally get Spirit doesn't need the same level of assistance the normal M1 variety would need. I feel like this mostly evens itself out though. Stronger Killers are far more likely to end up with a kill before endgame, so they rarely if ever would get to use it. Weaker Killers on the other hand would be less likely to end up with a kill before endgame, so they might get some use out of it. I'm of the opinion Spirit's hits that give the score event should count as a power hit (not a basic M1), and Blight and Artist should be 4.4 though, so some of what makes this proposal a good idea is the hope in the back of my mind that those changes would also come to fruition.

    Iffy as basekit - Yeah the haste + exposed might be too much, and I'd be willing to drop the basekit version's haste and only give the Killer exposed as an effect. The idea being in endgame everyone is 1 hit from death until someone is 'secured'. I think the 45s basekit UB was a good idea, it was only the fact it was tied to the endgame Mori system that I found distasteful. The main reason being even the classical Oni slugging example allowed for downing all 4 Survs and hooking each sequentially against basekit UB without a self-pickup happening, so it was only BM that was punished (for the most part).

    Idk... I respect your design and opinion but this still doesn't sound more than "let's gift killers 1 more kill each game" or a "pity kill"... which would end up dropping escape rates and bloat kill rates even more, forcing BHVR to come up with a new concept to not make that gap so wide. Also as I mentioned this would only hurt solo Q more since SWF can be more coordinated and have the luxury of communicating where NOED is located at etc.

  • @SpanishExecutioner said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558500#Comment_3558500

    This would help against tunneling overall.

    Currently killers simply don't want to get into end game, because of Hope, or Adrenaline. Best way how to prevent this is kill someone. This feature would work only when everyone is alive, so it would basically support going for 8 hooks.

    Most killers don't care about "playing nice" so this won't magically make them drop tunneling. It's going to be present in the game no matter what. If we care that much about discouraging tunneling give survivors basekit DS which would be a direct way of doing it.

    @TheRealConsent said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558496#Comment_3558496

    Absolutely unrelated.

    Killers are weak early game, and survivors are strong. Killers are strong during endgame, but survivors are weak.

    Doing all generators doesn't give you a win, so why should it be rewarded? You're still in the game so long as you're not through the gates.

    This is like saying the killer should be rewarded for each person that is dead on hook. Which, would be an interesting incentive to prevent tunneling actually.

    Most people forget the value of haste NOED provides and so did you. I compared them based on Haste so it's not "absolutely unrelated". Survivors worked to reach end-game and get value from Hope meanwhile for Killer existing and not getting a 4k was enough (if basekit NOED was a thing).

    "Why should doing all generators be rewarded?" Perks like Adrenaline(health state+sprint), Hope(permanent haste), No One Left Behind(permanent aura+altruistic bonus), Plot Twist(one more use) already do this. Survivors get a reward if they complete all gens and reach end-game. So I don't understand why or how that could be debated?

  • @SpanishExecutioner said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558496#Comment_3558496

    I don't really like this idea for different reasons, but it might help to reduce tunneling. Killers would simply be less afraid of end game and it works only if everyone is alive.

    Well tunneling isn't a thing during end-game so I'm not sure how this would help. If anyone is complaining about getting tunneled when all gens are done, it's their problem. We don't need basekit NOED. This would do nothing but destroy solo Q even more and widen the gap between solo and SWF since they'll be more coordinated and have the luxury of communicating where NOED is located at etc.

  • Giving killers basekit NOED is like giving survivors basekit Hope.

    But even then basekit Hope makes more sense. Because you're rewarding survivors for repairing all gens and surviving until end-game vs. rewarding killer for their lack of ability to sacrifice all survivors before all gens were done and just existing until end-game which doesn't require you to do anything but fail.

    I'm not advocating for basekit Hope. I just know the reaction it would get to suggest such a thing and try to show a different point of view where even having basekit Hope (which is absurd) would be fairer and more logical than basekit NOED.

  • Yeah it would help if they at least acknowledged it... The tail hits feel so off now and camera view gets locked too. All weird stuff that wasn't intended or noted as nerfs. I hope for the day we can experience this Killer without those bugs. It doesn't make sense to start buffing or nerfing stuff before they're working as intended...

  • Yeah I never got them and probably never will... I just gave up.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558274#Comment_3558274

    Let's not pretend the PTB is "extensively tested".

    Consoles and epic players can't even access it, and from steam the ones with the ability to do so, most don't want to play the PTB just to have access to a singular killer in essentially early access mode.

    The *real * xeno testing was the actual release date. Xeno released with a slowdown to 2.0ms on tail use + a bug.

    Nobody was able to accurately provide balance opinions on xeno because his tail attack was bugged and provided *no slowdown at all*.

    Now BHVR instead of fixing the bug and keeping the 2 ms slowdown decided to fix the bug , nerf xeno, and break the tail all in one patch.

    All in all xeno was fun to play but survivor mains cried hard enough to get him gutted.

    Oh yeah he definitely got his penalty nerfed (only on LIVE version since PTB value was buffed for some reason). But we weren't able to test the buffed version on LIVE because it didn't apply correctly. So I think getting it nerfed before we even got to see how it was suppose to be wasn't too logical.

    Now it's nerfed but there is another bug (lol 😭) so it actually makes him feel worse to play. But some people can't understand or differentiate how wrong his tail hitbox feels now and think that's the intended part of the nerf when nerf is only regarding miss-hit penalty speed and hitbox inaccuracy is clearly a bug.

  • They only reverted his movement penalty for missing a tail attack back to the same value on PTB.

    But when doing this something happened. Now the hitbox feels kinda off and your camera gets locked in the position you hit. Because of these bugs people might be turned off from playing them or the chapter hype just died down.

    (Ps. don't take advice from people who can't differentiate bugs from nerfs.😇)

  • @Quizzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557910#Comment_3557910

    I honestly believe that would be more appropriate and I agree with you. I would rather it be a radius when you opened the locker rather than it lingering for that whole 30 seconds

    So funny how their intro to the discussion is "Not trying to start an argument i'm just looking for an explanation" but ever since you left a single comment trying to explain they implied you should shut up and you're salty and nothing more etc. LOL... Love this community.😍

  • Yes. Since Built to Last works based on percentages it will also scale with the charge add-ons you have.

    Also as long as you don't consume an add-on/item (syringes, syptics, BNPs) it'll be staying.

  • I usually end up befriending survivors when we goof around at endgame chat! Made many friends that way since I always pull some funny stuff during game.

  • @HugTechLover said:

    No, you can not opt out of SWF. You have never been able to. You cannot currently do it. You will never BE able to. This has been made very clear by devs. Idk why this thread comes up so often.

    You cannot punish people for playing with their friends.

    Permission to quote this response whenever a "new" account makes a discussion about this same topic for the hundredth time?😭

  • @NewPlayer100102 said:

    No we don't need it.

    But, they want it a lot, so like a new car at Christmas, they get one.

    =)

    Who is gifting new cars on Christmas...? Imma need you to connect me with them.

    As for the OP's discussion, it's too late.

  • This is why we give feedback. Hopefully it'll be a fair addition to the game that can't be exploited. Mine is just one of the feedbacks regarding information. I'm not really discussing if AFC is implemented fairly.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557199#Comment_3557199

    Because you are wrong, it doesn't stops, it just get slowed and there is multiple videos of the system being abused.

    That's why we need to test if the changes they did are enough for the system to work as it should and only prevent what it should prevent, not punish killers that are not even camping because survivors abuse it.

    I literally have clips of me getting camped on PTB where bar isn't moving at all because there's a survivor near hook behind the wall. But I understand the feature itself should be tested more to make sure it's not abusable. My only request and what the discussion is about is the lack of info solos are going to have compared to SWF with AFC.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557041#Comment_3557041

    soloQ will get information that SWF will 100% provide to their teammates via discord every single time (if said SWF is using voice comms that is). So if this is the case - then providing this information to everyone is strictly buffing soloQ (or non-voicecomms SWF).

    By their logic survivor HUD update was also breaking the rules since now solos could tell what others are doing when SWF always had this information and more... LOL.

    They also said "Giving all survivors more info doesn't change the disparity, just means it's the same but survivors get extra info." They don't understand how important "extra information" is. Survivor HUD update, even though it doesn't perfectly tell you what's going on, was such a great and effective QoL addition. But by their logic it shouldn't have introduced because it's "breaking the rules".

  • @tyantlmumagjiaonuha said:

    An experienced survivor can count the second hand on the clock next to his desk from the time he was hung, BhVR says.

    Setting my clock, measuring Killer distance to hook and doing calculations to find out the AFC meter progress!☝️🤓

    @BubbaDredge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556719#Comment_3556719

    I think it's going to have to, that's how the game works. You bring the loadout you need, or don't. Your call.

    This "balance of the game" issue doesn't involve killers. We're not using outside communication for in-game advantages.

    Why do you feel the killer's game should suffer to fix this issue that's created entirely by survivors? Them messing up our stealth perks/powers isn't good enough?

    The killer isn't suffering if they aren't facecamping. I don't understand your point and dedication to make sure solo players lack this information. You are forcing people to play in SWFs to have a decent game just for you to come back to this forum to complain about how busted SWFs are. AFC probably doesn't serve you personally and you want least amount of players to benefit from it so you have a hard time emphasizing.

    @Batusalen said:

    So you can know how much you would have to loop the killer beside the hook to get a free escape? I think we need to test how much abusable is the system even with the changes they made before allowing more abuse of it, if you don't mind.

    In any case, both the killer and the survivors should get a warning that the killer is still in the area of the hook (and not even for the survivors, as they already have Kindred). But never the progress of the bar itself.

    Did you test the PTB? I did test it. If a single survivor is close to hook and killer doesn't see them (meaning they're not even in a chase) the meter literally STOPS. Ofcourse I understand it needs to be tested more on LIVE but I don't understand why some are so scared for solos to have the tiniest bit of information compared to what SWF is going to get with this feature.

  • @Xernoton said:

    I mean, it's good that it will have some use now. But I'm not sold on another Haste perk.

    DBD's motto has been "The community doesn't like it? Slap haste on it!" for a couple of months now...😭

  • I think this is one way to do it:

    1. Killer brings a Hex perk.
    2. Survivor blesses the Hex totem using a Boon perk.
    3. Killer snuffs the Boon totem.
  • Who is this woman?! Nobody knows.😭

    In all seriousness I have a theory that the picture showing "Old vs. New" never actually happened...🤔

    and almost all the pictures you've shared are unofficial renders made by fans using custom lighting and expressions so she might look different in eachone even though her model is the same.

  • @BubbaDredge said:

    It's to help the player being facecamped, not to help the team get free info and save time. Bring a perk if you want info, otherwise just go look.

    "Bring Kindred" they said for years as if it's going to magically fix the gap between solo and SWF. This is a brand new feature that is being introduced to combat a specific issue that is most effective against solo players but the solution is still "Bring x Perk"?

    Yeah because we all know countering x problem with y perk has been such a healthy bandaid fix for the balance of this game for years... I'm sorry "Bring Kindred" ain't cutting it no more.

  • Yeah, I just realized this. It's upsetting how they didn't acknowledge many of the simple suggestions made on the Forums. Like the AFC progress bar being visible as a HUD element to other survivors, which seems very easy to implement.

  • I don't like pulling the "OP"/"GARBAGE" cards immediately so imo we can only tell after the LIVE update. There's a possibility you're right though LOL. It's also very possible players are going to figure out different playstyles and tricks by playing the killer. The time will tell. My only worry is that it looks like there's going to be a lot of micromanagement when playing SM.

  • So excited! I love that they listen to the community and are trying.

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