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Warlord1981NL

Warlord1981NL

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Warlord1981NL
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  • @Wowie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326875#Comment_3326875

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326785#Comment_3326785

    Skill issue?

    In all seriousness I don't understand modern-day complaints over Dead Hard. It isn't difficult to counter, even with basic killers like Sadako.

    There is no reason for you to have to work for it, and any other effect would legitimately ruin what Dead Hard was intended to be.

    If anything I might argue that Dead Hard needs a buff, to last a few milliseconds longer to make it viable against poor-connection killers.

    That being said, Halloulle is right. You've already made up your minds and nothing I can say will change that.

    Have a good night, fellas.

    if you need a third health state then you are the one with a skill issue for running perks that broken

  • @PowZapBamWoofMeow said:

    I don’t know if im reading too much into this, but now that Solo Q got a buff to be more up to par with SWF, does this mean BHVR has plans to buff killers in general in some way? Or they can now work on certain killers that need help (trapper, pig, clown, etc)

    What do y’all think?

    Killers get headaches, as usual. BHVR is far too busy catering to the bs of survivors.

  • DBD isn't close to my most played games at roughly 400 hours. I am 41 and my most played game of all time is Tetris. I've been playing Tetris for 30 years and out of all the games I have played over the years: the Starcrafts, the Homeworlds, the Command & Conquers, Mario games, Ratchet and Clanks, and all the other games I've played on PC, on Gameboy, on NES, on SNES, on N64, on PS2, PS3, PS4 and PS5 Tetris is still my most favorite game in the world. I have racked up 10s of 1000s of hours for it and it never gets old.

    Other games I have a 1000+ hours in are StarCraft: BroodWar, Homeworld 2, Secret of Mana, Final Fantasy X, Ghost Recon-franchise, Guild Wars 1 and 2, Warthunder, Super Bomberman, Midnight Club 3 DUB Edition, the various Need For Speed-games all put together.

  • @jinx3d said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326814#Comment_3326814

    no shot you think furtive chase is fine lmao

    it reduces your terror radius while ALREADY IN A CHASE, the one time your tr doesnt matter

    I wouldn't pick FC for TR reduction... That is it's least interesting property.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327230#Comment_3327230

    Makes it hard to take your thread seriously when you preface with incorrect information. Makes me wonder how much research you put into your feedback.

    Yeah, like you never make mistakes huh... Gee, I wish I was as perfect as you in things that do not matter...

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326974#Comment_3326974

    Do you realize all killers move at the same speed when carrying a survivor?

    Didn't research it but some killers feel slower when carrying than others, I assumed it was due to base movement speed. Either way that doesn't really matter, point still stands.

  • Don't really get the 3-gen argument, you have the entire match to prevent it. No killer just sits in one corner of the map patrolling it. It only matters for the last gen and if you have done gens in such a way that a 3-gen is left then you've misplayed the map. That is on you.

  • @Audiophile said:

    Implement basekit Unbreakable FFS. There are FAR too many killers that use this unsportsmanlike tactic. It’s just GD rude to leave someone on the ground where they can’t do jack.

    How about you stop touching my gens?

  • When that happens I am already agitated, no perks required :P

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326974#Comment_3326974

    Well I’m a killer main.. hence my name… so no, not really an issue.

    I have had zero issues getting hooks on the new eryie.

    Cool, on the new eryie when you look to main building from killer shack, the right hand side can spawn completely hookless. Very irritating.

  • Downing a survivor in a particular corner makes it exceedingly hard for 4.6m/s killers to reach a hook and for 4.4m/s downright impossible if experiencing any hindrance at all. This should not be the default map design.

    @HugTechLover said:

    I genuinely have no idea what these complaints are for. I have had zero issues on the new eyrie.

    Surely you wouldn't be happy if a particular portion of a particular map had no pallets or vaults there but were forced to go there anyway.

  • All you have said here makes me doubt you have ever even so much as clicked the "Play as killer" button, let alone played an actual game as killer.

    And that last paragraph is you acting in bad faith. Utter nonsense.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326912#Comment_3326912

    40s gen regression and prolonging game to 40 minutes is perfectly fine but taking some iri stuff (also some stuff is not iri and I listed also all the perks) is broken. Like sure mate. You are not entitled at all.

    Also for "garbage killers". Once again. 60% murder rate

    1. "40s gen regression and prolonging game to 40 minutes". This simply doesn't happen. Ever.
    2. "taking some iri stuff (also some stuff is not iri" while true that you also listed non-iri stuff, your solution to a perk that can be taken at will is turn run limited resources, of which the vast majority is exceedingly rare, particular killers and particular perks, all to counter the possible appearance of 1 perk... Yeah that IS broken. It is the definition of broken.
    3. "Like sure mate" yes, indeed.
    4. "You are not entitled at all" also correct, as I am not the one demanding to not fix a broken perk
    5. "Also for "garbage killers"" didn't say that, I said: "You just want all killer perks to be garbage"
    6. "Once again. 60% murder rate" has absolutely nothing to do with any of this, literally zero
  • @Gandor said:

    DH can be countered by killers: deathslinger, legion, trapper with lenghten jaws, billy, bubba, any tombstone meyers, doctor, huntress with venomous concotion or iri head, pig with interlocking razors or slow release toxin, clown with pinky finger, ghostface especially with victim's detailed routine or night vision monocular, oni in ability, pinhead with slice of frank or original pain, blight with Iridescent Blight Tag, nemesis with Iridescent Umbrella Badge, artist with o grief o lover or Garden of Rot, dredge with field recorder or Iridescent Wooden Plank, trickster with Iridescent Photocard, knight with assasin or blacksmith's hammer, wesker with Iridescent Uroboros Vial

    perks: fearmonger, blood echo, septic touch, starstruck, dragon's grip, devour hope, haunted ground, NOED, hubris, iron maiden, make your choise, rancor

    Situations: being in the open, not being at pallet, being at pallet but having perfect timing (yes survivor can't drop pallet during his DH animation giving killer some very short time), trying to vault window (just wait until survivor commits), killer having bad ping.

    Quite a long list. It's so long, that I actually don't like to play the perk and never equip it - especially for the very last reason. And for a lot of these things balance landing just provides better value (sure for all the exhausted effects this does not do anything). What I am trying to say is, that DH has now huge list of possible counters. And it requires skill from survivor to successfully use. The perk is strong, but it's very far from being as free as say eruption and I provided a list of counters to the perk - and it's quite large as you can see (especially compared to say eruption - where the counter is only being in SWF and that's it). The perk is fine

    Nonsense. All of the quote. Utter nonsense. You CANNOT be going "just run iri stuff all the time and have that stupid OP perk determine your entire build and even what character you play" because that is what it boils down to.

    Also, you are still wrong about Eruption. Eruption is not an issue. Never has been either. You just want all killer perks to be garbage for free wins. No.

  • And while you are at it, also put something interesting in the boxes for killers... All we get is that red envelope and surely you can think of something else to give than that thing.


  • @Wowie said:

    There is nothing wrong with the current Dead Hard. It is a fun and balanced perk, and I believe that unironically.

    Dead hard is a basically a third health state which is just blatantly unfair. Catching back up to a survivor takes at an absolute minimum 21 seconds for a 4.6m/s killer or 30 seconds for a 4.4m/s killer to get back to the point where you are back in striking range, assuming no major errors on either side. This times having to hook 3x and do that with potentially 4 survivors. It is an absolutely massive time waster.

    My proposal would to limit DH to once per game.

  • @BenSanderson55 said:

    If it wasnt bad enough before with 3 potentially gen spawns in lobby, 2 spawn in most cases, now theres another which is just meters apart (bottom of stairs by green crates and one nearest gate). Not to mention the interrogation room can have one, 2 can spawn in that room with hole in wall next to lobby another in that hall just outside, one upstairs by puzzle & 3 lockers (good for teleporting/blink killers). Anyway just a bit ridiculous IMO.

    On a side note HUD is great, now need to see others perks and Kindred basekit.

    I as a killer main don't like it either as it is a maze when that situation doesn't occur.

  • Bloodhound : No idea what could fix this pile of garbage

    Predator : No idea what could fix this pile of garbage

    Beast of Prey : they should reveal the aura of the chased survivor while within 4/6/8 meters.

    Furtive Chase : Seems fine to me.

    Hangman's Trick : No idea what could fix this pile of garbage

    Huntress Lullaby : increase regression penalty to 6/8/10 percent.

    Insidious : No idea what could fix this pile of garbage

    Unrelenting : add start running at full speed without the buildup

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325628#Comment_3325628

    Depends on rng, I've had maps where they spawned dead zones where there isn't a pallet in sight and others where they may have 2 or 3 good ones within running distance. And AMN only works if killers don't destroy them which most do

    Same goes for hooks for the killer, that's all in the game.

  • There's A LOT of pallets on the map. And I mean A LOT A LOT.

    There is a perk that allows you to restore pallets, it is called: Any Means Necessary

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325450#Comment_3325450

    I never run into toxic killers when play as killers. Killers have my respect.

    To be fair, toxic people dont know they're toxic. Play as Killer and you never run into other killer, while there are 4 survivors (100%). Play as Survivor and you run into 1 killer, but 3 survivors (75%).

    IT DOES NOT MATTER WHO DOES IT. STOP IT. IT IS JUST A GAME.

  • @OneGoodBoyDemo said:

    I know camping is a bit controversial and boring gameplay but there are situations that there are no reasons for the killer to leave the hook.

    if you somehow manage to hook two survivors close to each other which is a situation that doesn't happen in every game, why would you leave them? there is literally no reason to do this. it's a completely killer-favorable situation that survivors shouldn't be in that position.

    The argument that you can leave them to try to find the other survivors is totally invalid since half the team is incapacitated and from the killer's point of view it is much more difficult to find a survivor because it's a situation where the other survivors should mainly focus on rescuing the hooked ones as best they can and get around the situation.

    Yes, completely justifiable. No question about it. It pretty much guarantees a win and if they mess up that badly then that is what you should do. It is your job as the killer.

  • @HaunterofShadows said:

    Eh. I don't approve but for me this is just another day at the office

    Yes, and don't you think that should change? Surely if the community was more welcoming on the whole and more fun to be around then surely it would be dying a lot less. Nobody wants to be exposed to this kind of stuff over a draw.

  • @GentlemanFridge said:

    https://us.v-cdn.net/6030815/uploads/ZNWYEU9TZNLG/image.png

    It ain't that hard, folks.

    Good on you for reporting it, but posting about it here won't do anything.

    Public awareness of how behavior affects the community doesn't do anything? Ok, let's protect the abuser then.

  • @legacycolt said:

    Dead hard is fine.

    Blocking a gen when eruption activates is a lazy solution.

    Dead Hard is not fine by any stretch of the imagination

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323501#Comment_3323501

    This combination requires that the 3 people have certain perks (two of which have all slots filled), certain items and specific circumstances - the killer cannot destroy the totem, the first aid kit must have charges, everyone must be injured.

    These are not things that occur in the regular games.

    Interesting... Doesn't happen in normal games huh... Sure, it's not that particular setup but this is pretty god damn atrocious. There is simply no way to deal with something like this.

    image.png


  • @Halloulle said:

    The issue with Killers blocking swf is the same issue as survivors whitelisting killers in order to go against them.

    I mean, sure. Have killers be able to only match with what they whitelisted (be that only SoloQ, or Duos being ok or whatever) and have survivors be able to only match with killers they whitelisted... and... you don't get any matches on either side.

    Sorry but that is not even remotely the same.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361867/opt-out-of-being-paired-against-swf

    At my MMR 95% of players I come across are in a SWF (as I can see when they leave the game or I can see who is on their friends list).

    It would likely take 30 minutes for me to find a non SWF game.

    Rather than deny people the option to use SWF - the smarter idea is to limit SWF so that it isn't broken and an automatic advantage over solo queue.

    Add the rule : No character, item, perk or offering repeats inside a SWF.

    Lock any changes other than costume once a SWF enters queue.

    This would mildly punish 3/4 man groups to prevent bullying and have almost no effect on 2 man teams which are the majority of players.

    If requiring perk uniqueness in a SWF became a thing then that would improve things a whole lot to be honest.


  • @Chordyceps said:

    I find SWF frustrating at times, but at the end of the day, people who play SWF are really just people who want to have fun playing a game with their friends. Being able to turn off going against SWF would make their queue times a lot longer for sure, and I don't think anyone should have to deal with longer than necessary queue times.

    I find this game hard enough without the survivors having setup up their builds to perfectly pair with eachother and sharing information they should not be privy to over voicecomms. That however doesn't mean that every single killer will turn it off and it doesn't mean that I will have it turned off all the time.

    I am just getting tired of facing perfectly synchronized groups who then will insult you after the match because I brought something other than a top tier build. Believe it or not, killers do enjoy running for fun builds, experiment with perk setups and when this happens every time you face a SWF... Well, guess what, I see 3 or 4 of survivors enter the lobby at the same time, I just leave. All I am asking is to automate the bit that I do manually right now. This way no-one's time is wasted with queue-ing, leaving, rejoining queue.

    It won't actually change anything.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324300#Comment_3324300

    As for 8mins - I understood it. I meant doing 5 gens for 8 mins each which is of course those 40 minutes.

    From my experience you are just plain wrong. 3man eruption happens to 3gen campers (the people that will decide to camp their 3gen from the moment game spawns them) literally every other game. If you play normally, this does not happen that often (or it might even be rare), because you will not even kick all 3 gens as going for it will require you to actually patrol gens even when you see survivors nearby (and yet some killers do exactly this - they don't chase. They just kick gens and that's it).

    Also I wasn't talking about 3manning single gen. I was talking about doing 2 or 3 gens out of last 3 (it does not even need to be last 3, but it needs to be all 3 of the 3gen) - but if all of them are kicked, then hitting all 3 other survivors with it is not that difficult - especially with efficient survivors that will hop on gen immediately when killer is not within 5m of a gen (to actually try to break it).

    About slowdown - it is potentially 40,25s exactly per hit survivor. 25s of incapacitated (and no you can't do anything - not even heal - but move on a map and go for unhook - which means fully wasted time for 2/3 survivors and partially wasted for that 3rd as he comes way too soon) + 9s instant regression (10% from 90s gen) + 6,25s normal regression when you can't stop it after explosion, because you are in fact incapacitated. So once again your 25s are WAY OFF. Also when you are incapacitated you might as well stand next to gen. Because what is the alternative when you are trying to break 3gen? Running around headless? Going 3 people for single rescue? Heal-but-oh-you-can't? Tell me what should I do in fact that's not actually doing the same as standing next to gen?

    And about 3gen not being unbeatable:

    https://www.youtube.com/watch?v=Vv3I9hHLblE

    Also Hens wasn't trying to win. If he wanted to, he had whole hour to do so. He deliberately let them pick-up and heal and so on just to hold the game hostage...

    So? What is your point?

  • im gonna play nurse just to piss you lot off... what a bunch of whiners

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324310#Comment_3324310

    Considering same logic, devs should implement something to fully circumvent fully-stacked "no way out" that by no means can take more then 5*4=20s (and could be potentially done in those 5s if all 4 survivors do that counter-tactics), because that's by the same logic also fair.

    They do consider that fair... Hence there are no mutually exclusive survivor perks...

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324300#Comment_3324300

    You seem like you're mixing up Dead Hard and Borrowed Time a few times in this post, so I'm genuinely not too sure if I can follow what you're trying to say, sorry. I think you're talking about Dead Hard with the telegraphed hits thing, but before you said it was Borrowed Time that provided near guaranteed value because people bodyblocking with it caused every hook to require three hits?

    I'm definitely assuming some wires got crossed here, so clearing that up would be useful-- forget about Dead Hard entirely for a second, what makes Borrowed Time overpowered? That should make it a little simpler.

    Regarding your last point- it's kind of relevant that it's not just a good strong effect, it's an overtuned effect that brings far more slowdown than any other comparable perk. Additionally, the risk/reward is completely outside of your control- and the control of solo queue players who end up facing it. That's kind of a problem, players shouldn't have their perks nearly nullified by the whims of whether their opponents happened to queue up with friends or be hit way harder just because they happened not to queue up with friends.

    None of the above is about Borrowed Time.

    Ok, imagine a scenario where one survivor is hooked and another is going in for rescue. You as the killer arrive there while the unhook happens. Nothing too wild to imagine, I assume. Chase starts with the unhook survivor body blocking for the unhooking survivor. Stand (essentially) still for 2.7 seconds while the unhook survivor sprints past the unhooking survivor. You catch up after about 30 seconds later (thats how long that takes from a 2.7 second delay) when you are essentially in the exact same state of progress. All for free, wasting 45 to 55 seconds of time for free.

    Even in just a straight line with nowhere to vault or obstruct or anything like that, that 2.7 seconds means a survivor will have covered 10.8m from just that single swing bouncing. Killers run 10 to 15 percent faster than survivors. So 0.4 or 0.6m/s. That means that to get back into striking range takes 27 seconds and even if the killer runs at 0.6m/s faster then that is still 18 seconds that it takes to get back into striking range.

    Now when you catch back up after that time, then now the other survivor is behind because the first one will have sprinted past due to the sprint survivors get when struck. Borrowed Time affects both of them and since it lasts for 40 seconds the Endurance effect is still active so the other survivor gets a free hit too.

    All that from Borrowed Time. And you don't even have to do anything for it, it's all automatic, zero skill involved. Granted, it's only once a match but it is only once a match per survivor. That means that, as killer, you'll still have to deal with this nonsense up to 4x per match. Then at that point they still have their Dead Hards, Sprint Bursts, etc etc etc.

    This single perk just automatically forces you to go look for the other survivors. That is not playing a game and making decisions. That is a flat out: this is your only option. But it is something you as killer are only informed of once you have actually swung, chased down and then swung again. If you then decide to go looking for the others, which also takes significant amounts of time especially on large maps, then you are also wasting time as theres plenty of places they could be. Time you, as killer, don't have. You want to talk delays. Let's discuss this first then because the above does not take enviromental factors into account like getting pallets flung at your face, vaulting, losing sight, getting fire crackers/flashbanged/flashlighted and all the rest.

    Especially in combination they are just flat out broken and waste far too much time, especially with the current gen rushing meta. The above doesn't even take the killer's acceleration and the survivor's speed burst from getting hit into account.

    "it's an overtuned effect that brings far more slowdown than any other comparable perk." Are you saying that every perk needs to be on the pethatic level that the average killer perk is at?

    "That's kind of a problem, players shouldn't have their perks nearly nullified by the whims of whether their opponents happened to queue up with friends or be hit way harder just because they happened not to queue up with friends." No idea what you are on about here, Eruption doesn't do anything based on SWF or not.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323527#Comment_3323527

    Sure. Just about the same as hatch that could open for whole team - that was also "good play from survivors". And for some unfathomable reason devs decided to actually remove it from the game. Maybe because it was actually unfair.

    Imagine survivors could do some abuse like this for no-way-out. Would you be OK if survivors could say touch some finished gen (other then the last finished one) for like 5 seconds and then gate to prevent the perk from activating? Because it would be "big brain" to touch it instead of going for gate immediately. Well think again - it's end game perk that can activate exactly once. You need to earn it (stay alive until this point/hook survivors before last gen pops) and you call it "big brain" to be actually able to totally turn the perk off? I call that bullshit mechanics

    Except this isn't unfair. Devs said so. You'll have to get over it.

  • @xfireturtlex said:

    This is such a strange post. There are perks that reduce pallet stuns, break pallets (multiple ways), block pallets, block windows, hell....some killers have fake pallets or can vault pallets. Have people simply run out of stuff to complain about?!?!?!?

    And all of them EXTREMELY situational, requiring additional perks to actually function in useful ways, etc etc etc

  • Killers have addons. Unique addons. The killer can't bring multiples of the same perk, the killer cannot bring multiples of the same addon. But if you are just going to play victim here and cannot even see how many advantages survivors have then I have to assume you spend more time on this forum than actually playing the game...


  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323752#Comment_3323752

    I assure you I'm engaging in good faith here, but I have to ask- how is the delay from BT guaranteed? If someone's unhooked while you're on another side of the map, BT does nothing. If someone's unhooked while you're nearby but that survivor chooses to run away instead of bodyblock, BT does nothing. Heck, if BT isn't even in the match but survivors try to use their basekit Endurance to bodyblock, it's the same situation as your description up there, surely?

    I also agree that Eruption has multiple "ifs" attached, but that's part of the problem. It should be more consistent than that, and, when those "ifs" line up the effect is too strong. Remember that it's effectively more than 25 seconds delay because it takes a chunk off the generator and the generator starts regressing, so after that 25 seconds has passed the survivor has to catch back up to where they were again.

    It is not guaranteed. It is all but guaranteed. This because killers telegraph their strikes. It takes quite a long while from the click to start the hit. It doesn't take much practice to get it down pat. And if you are acting in good faith why are you bringing up situations where DH doesn't apply. I don't bring up situations where Eruption doesn't apply.

    "Heck, if BT isn't in the match" I have never seen that. And I mean that in the literal sense. Every single match, no exceptions, I play multiple survivors bring it.

    But you seem to forget that unlike with Dead Hard where there is only one killer to deal with and as such wastes 2.7 seconds every single time it occurs, Eruption doesn't disable the entire survivor team. In the vast majority of cases if it hits then it'll hit one survivor, not the other 3 that will still be doing whatever it is that they are doing. If you are exceedingly lucky as a killer it'll hit 2 survivors but that also means that the other half of the team is still out there doing their thing, buying you as the killer a little bit of time. Personally, I have only had it happen once, and granted: a fond memory it is, where my Eruption hit 2 survivors. 3 simply doesn't occur.

    Now I get what you are saying concerning consistency but this is a risk/reward situation where the risk of having those if's gives a good strong effect when it does hit. So I remain of the opinion that it is balanced. Big risk of being a dud with a mere 10% regression, big reward in the few cases where it does hit.

    @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323750#Comment_3323750

    If I could get 40k for objectives category alone, I would - and I was one of the people that died sooner. Yes I can't do 5 gens in 8 minutes, because I don't bring 4 BNP's in case killer brings Eruption+CoB+map with close gens together and camp them. You can't go near gen without getting hit once, because they are so close together. And you can't really work on a gen for longer time, because eruption/CoB will reset them to 0. The only chance you get is totally outplaying the killer so that he can't even hit you (read new killer player - the game is designed so that killer should get survivor eventually) - and once this happens, then the forum is full of killer main asking to shrink the maps, make weaker loops and remove pallets.

    But what will happen when the devs actually decide to go with it? Nothing - the cycle will just repeat. It will be just even less skilled killers complaining about even stronger survivors, that they are not able to lend a single hit. Because the fundamental problem is, that killers can sometimes hold the objective indefinitely (Hens made a video about that one with knight), so it's just a matter of time until killer gets his 3/4K.

    Also eruption slows down the game by up to 40s for each survivor hit (so if 3 survivors are working each on his own's gen and killer hits 4th, killer will get equivalent of 120,75s game slowdown just from this perk). And YES. This DOES happen. Especially for killers that do camp their 3gens (some of them from the very start of the game - not giving any chance to break it - making perks like dejavu about as good as very time-limited 5% repair speed boost).

    I didn't say 5 gens in 8 minutes. I said 1 gen in 8 minutes. You said the match lasted 40 minutes. 40 minutes divided by 5 generators equals 8 minutes per generator. That is one hell of a lot of time.

    First of all, you shouldn't be 3-manning a generator ever but secondly, that simply doesn't happen. I invite all killers on this forum that have ever used Eruption to list the number of games they have played with it and list the number of times Eruption hit 3 survivors. Because you'll be seeing a lot of 0 times happened ever. Like I said earlier, I had one single occurance where it hit 2 and I have been using Eruption forever.

    In the last paragraph you make several mistakes. Besides the fact that hitting 3 survivors is straight up fantasy and the fact that the disable lasts 25 seconds, not 40, that doesn't mean you get a cumulative gameslow down, the slow down is still only 25 seconds and frankly not even that as then you simply do something else like getting yourself in position to rescue the hooked survivor, find a different gen to work on, etc. By the time you are done repossitioning the disable effect will be over. You are exaggerating the effects of Eruption in the extreme. You make it sound like all you can do is stand next to the gen. This is a bad idea in and of itself because if the explosion hits, the killer will see you are there and if you are still around then the killer will be on you. Now I understand how that game lasted 40 minutes if that is how you played. This is just bad gameplay on your behalf and has nothing to do with Eruption.

    Also, complaining about 3-gens is about as useful as complain about shack loop. Yes, it is strong but not unbeatable. You'll have to find a way to make it work. Don't blame the killer for doing his job. I don't blame survivors for making use of loops despite of how annoying, and frankly lame, it is.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323834#Comment_3323834

    Both perks would honestly not even be comparable because they have 2 objectively different effects, counterblanaced by 2 objectively different objectives and 2 objectively different cooldowns.

    It's like comparing apples to oranges, except the oranges are actually a Dyson V10 Absolute Cordless Vacuum Cleaner from April 2019.

    No, you just can't stand the thought that killers would have access to something as broken as dead hard, but you keep telling yourself that nonsense.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323503#Comment_3323503

    So you want to take Spirit Fury and Enduring and combine them both into a singular perk instead which also happens to be better than the combo you use two perk slots for because of needing to charge up SF, get a stun on a survivor that knows you have EndFury, and doesn't require half of your build?

    Sounds fair and balanced to me.

    Yes. It is the same as Dead Hard, except the cooldown is twice as long... Very balanced, I'd say. But if it is not balanced then you'll have to admit that Dead Hard isn't balanced either. And there would be only 1 Juggernaut rather than 3 or 4 Dead Hards...

  • I like your idea for Distressing!

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323695#Comment_3323695

    I just finished 40mins game. Against blight. He was REALLY BAD. But we played RPD. With bad spawns. All gens but 1 (so 6) were close together. And you guessed it - killer had eruption and call of brine. No matter how bad killer, he WILL eventually get you. He will eventually get rid and eat all the pallets. And no you just can't do the gens in the meantime because killers convinced all the devs that maps are way too small so getting from one gen to another now takes 5s. We were still able to do 4 gens. But hell 40 minutes game. How is this healthy?

    The perk is HARD carrying some killers. Making the game MISERABLE.

    Yeah not buying that. My games, win or lose, last no longer than 15 minutes.

    But lets assume that what you are saying is true... You telling me 4 people can't do 8 minutes per gen... You have bigger problems than 1 perk not being total trash like every other killer perk.

  • @RakNieborakYT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323498#Comment_3323498

    This perk got buffed the way that soloqs are more punished, while the SWFs would feel no difference. Are you nurse main?

    Doctor. And don't bother responding, I already know you are just going to make crap up to somehow make The Doctor to be greatest killer since malaria.

  • I would like more skins for killers in general. Killers get nothing ever.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323519#Comment_3323519

    Didn't see this until now, oops.

    If you're able to recognise it as unhelpful and crummy when others say it to you, surely you'll see that it's unhelpful and crummy when you say it to others, right?

    As for your second point, what about BT is overpowered? I can see why people might think DH is, even if I disagree, but I genuinely don't see what's supposedly overpowered about BT. Also, even if it were, that doesn't change that Eruption is also overtuned and in need of a change.


    Ok, BT by itself on 1 player is not overpowered. The problem arrises when there are multiples in the match. Taking down a survivor takes an extra hit. This might not sound like a whole lot but it in fact is as you, as the killer, have to do it for 3 hooks that take 3 hits each now instead of 2 times 4 survivors. When you hit you do whatever it is in the swing-cooldown period which lasts 2.7 seconds.

    This mean that if everything goes to plan and I strike perfectly in that I never miss then we are talking:

    2.7 x 3 x 3 x 4 = 97.2 seconds standing around doing f all, instead of

    2.7 x 3 x 2 x 4 = 64.8 seconds...

    This assumes perfection from both sides, but that doesn't matter because as survivors will sometimes have bad timing with their DH, so will the killer with his strikes.

    And you lot complain about Eruption miracling a hit every now and again. This doesn't disable your entire team where Dead Hard literally causes this effect on all of the killer as it provides, as you can see, provides a much greater delay. At will and for free, no if's involved. It's cummulative effect is insane. So if DH isn't overpowered then neither is Eruption. Can't have it both ways.

    Borrowed Time is overpowered because of the body blocking that it enables and thereby wasting the even more hit recovery time on the killer. Body blocking is a stupid concept that shouldn't be in this game in the first place but BHVR doesn't seem to think it is absurd for people to jump in front of chainsaws, knives, swords, maces and whatnot. That 10 seconds it grants is bogus. Taking a hit for someone else should be at great peril, especially when the exit gates are open this is particularly annoying with the sprint survivors get from being hit which generally results in: invulnerable by BT... invulnerable by DH... hit... sprint past someone else who then body blocks... its a bunch of bullshit. Body blocking should carry WAY more risk than it currently does... Absolutely ridiculous.

  • Your idea of "non-overkill" is broken.

  • "As the upcoming midchapter is coming with some changes in Nurse, I have come to a conclusion that she will be still oppressive... "

    Stopped reading here. Killers are supposed to be oppressive.

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321846#Comment_3321846

    because this is obviously a bug that can be abused and not given a chance to survivors

    No, this is just playing well. I know... I know... You don't have to tell me, I know survivors hate it when killers play well but that is merely what it is. You'll just have to deal with it. Survivor's exploit so much ######### it isn't even funny, don't see how you even dare complain about this...

  • I know it isnt helpful but that's what survivors tell me when I complain that I see 3 or 4 dead hard's every single game...

    Also: "Get good" is a joke of a response, literally, and "stop asking for nerfs" is pretty ill-fitting when we're talking about the only overpowered perk the game currently has. Eruption obviously needs something done to it.

    Dead Hard and Borrowed Time would like a word with you, sir.

    Stop complaining that killers have 1 perk that isn't meh at best.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323501#Comment_3323501

    This is a group testing the limits of perks, items, add ons, etc. This is not something you'd see in regular play. No one is dedicating their perk slots to 2 second heals lol

    Nope but I see 3 or 4 dead hard's pretty much every single game. I see double iri cogs every 4 to 5 games...

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