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Witchubtet

Witchubtet

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Witchubtet
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  • It would feel much better if they removed like 4 pallets from each map and added a more RNG oriented system to the pallets and breakable walls. So it feels thrilling to go to a loop just to realize that “Oh no there isn’t a pallet here!” Or “Yes! I remember seeing this pallet here when I passed by earlier!” instead of almost always having a pallet at your disposal. Especially on loops like the one outside of the Carnival.

    Also The Game map does need a few more windows that aren’t either the ice box room or the big drop.

    RPD is going to be a hard map to fix anything on due to its super unique lay out.

  • @Pulsar said:

    DS is currently useless right now, so there's that.

    DH is useless to a large portion of the Survivor playerbase, myself included.

    Iron Will kinda got killed.

    Eruption was an absolutely ridiculous perk and it was a lynch pin holding the gen kicking meta together. It's still a fine perk after it's nerf, especially if they take feedback from the PTB and buff it to be 10% of total progress.

    I See DH in ever single match on at least two survivors. It’s not useless, you’re probably like me and have a hard time using it. I SUCK with DH but it’s not because the perk is useless.

  • @Sava18 said:

    If they are all mostly safe pallets than it's just as boring as being camped for most killers.

    I think that’s the issue. Most loops have safe pallets. If we had more unsafe ones it could feel much better to be chased or to chase.

  • I sucked as her then I probably suck as her now. Couldn’t get my timings right on her whatsoever.

  • The guards already have three ways to be disengaged. Unhooks, The Standard, and holding the W key until you reach a window and just vault. It slows down all the guards. Throwing pallets especially with the buff going to AMN is going way too far. It’s not bad that he slows down the game not every killer needs to feel like they should have to set up so the survivors get free points off gens.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344452#Comment_3344452

    That is not true, people run altruistic builds all the time, even perks that aren't that crazy strong like For the people.

    They just don't want to have to run boons because of the commitment that they are. They are way too restrictive, but COH doesn't care about the restrictions, i have said it before, COH could have the radius of 2M and it still would be the best boon in the game.

    Because the nature of the perk doesn't care about that. The others do and are limited because of it.

    Also the fact that they can be relit at will or whenever a the killer snuffs it. Now if it had a thing like “can’t be relit after being snuffed for 120 seconds” I think that’s a fair exchange

  • @KMainEZ said:

    I play a lot billy. Billy would be much more usable if the overheat mechanic was gone. That one difference would make him so much better without being oppressive. Importantly it would just make him more enjoyable.

    Same. They added more garbage to the maps too, so straight lines aren’t as easy to come by.

  • I think the issue with boons is if they make them too strong they’d have to make that useless boon destroying perk base kit. Because on some maps you can effectively cover like 30% of them with a boons. Especially if it has vertically like DDS or RPD. It’s the same reason they don’t want to buff some Hex’s

  • @CookieBaws said:

    Sinse you are not gonna bother with balancing layout RNG and nerfing tiles:

    • Remove ALL vault speed buffs, since you started it with Spine Chill. You gotta finish what you started.
    • Add a medium vault to pallets
    • Reduce vault actions untill window block ingages to 2, from 3.

    Truly all they need to do is make the pallets very random again. So survivors have to look for them. Not just run to the nearest jungle gym.

  • @Pumpkinbros said:

    The Twins have had a low pick rate for some time now and its easy to see why, no perks work on victor, they’re difficult to play at times, and victor has yet to be dressed like a little sailor ahem

    but those are issues that I'm not here to talk about, lets talk about baby sitting

    Babysitting

    babysitting is where a survivor gets hit by victor and decides to keep him, there is almost no drawbacks to doing this besides not being able to do gens, a smart twins will choose not to go after this person to get victor back, but lets make it interesting, victor should wiggle the survivor from side to side just like the killer when carrying a survivor, this completely changes chase and encourages survivors to remove him

    That sounds amazing to be honest. Poor V doesn’t really have a lot going for him so anything to help him would be nice.

  • Sorry for the late response, but some of you get the idea. Just either add-ons or in the Case of one Nemmy just a power boost so if you hit a gen with your M2 you can damage it slightly.

    The reason I singled Nemmy out is Because his whips levels are kinda… meh? Level two is good at continuing chases but three is just slightly longer range. It would be cool if it would hit gens and damage them.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344069#Comment_3344069

    Yes it did absolutely nothing. It's only a miracle that immediately after the buff killers had 3,5 out of 4 kills on average and once the dust settled their killrate went from 49% to 61%. Absolutely invisible insignificant buffs that did nothing.

    Especially nerfed DS that (obviously) raised the amount of tunneling thru the roof (so much that it's kind of rare to see killer NOT tunnel any more) - because devs said they will help with camp&tunnel and nerfing DS is obviously way to go (and don't even start me on best-designed perk OTR that works as antitunnel perk only if killer does not really tunnel - because otherwise you get hit within first 2s out of hook).

    But this is just a cherry-on-top. There are multitudes of changes out of which killers always find just one so they can downplay the effects and outright ignore kill rate change.

    So You’re upset that the kill rate went from 1.94 (around 49%) to 2.34 (around 61%)? That’s just a healthy amount. That means on average two survivors get out of the gates every match. With at least 8.5% of the time only one gets away.

    but that’s just following the math to logical conclusion. In practicality these numbers probably don’t fully reflect most games due to outlying factors like DCs or Hook Suicide.

    Also the meta shake up scared people away from using the old meta but after it was clear that the nerds weren’t as bad as people thought they went back. Its pick rate is still super high. I think I saw a video from a week or two ago where they showed the stats from like 188 games? DH was in 40 odd-ish percent of them, that’s 75 matches. DS was only in like 15% of them. So like 28-30 matches in total? which is low but like another person pointed out to me “It’s no longer a run to the corner for a free escape perk”.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344093#Comment_3344093

    M1 killers don't need help from perks cuz those help the already stronger killers as well,,i wish they sit down and look every M1 based killer individually and give them targeted buffs, like trapper starting with more traps on him ,better trap spawns ( on swamp you can literally finish 3 gens if you rush before they are done settin up )

    Trapper can be so easy to buff too. Give him all his Traps and turn his bags into movement add-ons for when someone gets trapped. Give him Haste for 5 seconds for the green and 10 for his purple. It would do him wonders.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344090#Comment_3344090

    Yeah, i agree that dissolution shouldn't alert the survivors, i think they played it safe there. I believe its good on plague, but i haven't tried it.

    Haste effects, only if they don't apply while using powers, because if they did, they would be broken.

    Exactly. More speed up boosts for the good’ol M1s

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344081#Comment_3344081

    Oooh surely ,,i hate eruption deeply and all the meta built around it but my only issue was the incapacitated effect,,generally speaking devs often miss the fine line between nerf and nuke ,,,i'm just glad the drop chase/ kick gen fiesta is gonna stop soon cuz it's borderline as interesting as watching paint dry up,,and as stated by Mandy more perks will be revisited down the line and i kinda feel it's gonna be mostly surv stuff

    Oh I know. I hated pure regression builds and never really ran it. My only problem is my M1 Killer build had eruption in it to help slow down the game because they refuse to help those poor souls out. My Trapper is going to be worse than Dark Theory if he can’t slow down the game.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364471/more-chase-perks

    I mean they have been releasing chase perks.

    Last year we had dissolution, superior anatomy and hubris. Only Sadako didn't bring a chase perk, but gave an aura perk that also helps in chases.

    The problem is that chase perks give different benefits depending on each killer. While some chase perks are amazing in some killers, they might not work well with others. Regression is universally good, those builds are easier and work for most killers.

    I would love the game to be more chase oriented for both sides and i would love to see more fun perks to be released.

    Sadly Dissolution suffers by telling the survivor they are effected by it, but I do agree those are good perks. I use Hubris a lot in my M1 builds.

    When I say chase I’m more implying movement perks. (Outside of powers because I don’t want to see a meth fueled Blight) Like breaking things gives you haste for Six to Ten seconds. Or chasing a survivor fills up a perk to give you a longer lunge.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344069#Comment_3344069

    Ooh i never implied it was smth major ,weren't also the sprint bursts survivors get after gettin hit reduced as well ? My point was it's not just killers gettin the nerf hammer

    it did I believe. From 10 to… 7 I think? Or perhaps 8?

    And the math was more there to explain that those “buffs” aren’t that grand. Especially compared to the thing that did help killers which was the extra ten seconds on the gen timer.

    lastly I do know survivors get the nerf hammer too, it just feels like the killers perspective is never looked at when it comes to these things. Like who actually looks at these Eruption changes and thinks “That’s a good perk!” It sucks for both sides. It’s going to cause slugging and gives you information at a time when you don’t need it. Now if it did something alongside the information then that could be interesting. Increased movement speed? Exposing the gen survivors for a certain amount of time? Blocking Vaults or Pallets around the gen for while? There is a way to make this nerf good but not irritating for survivors or killers (The Exposed one can definitely work now that Nurse can’t nuke you with her blink attack)

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343984#Comment_3343984

    It's bad for some because people need to think how to have most usage of it. 😋. They don't can run in map corner anymore brain dead without thinking about a good route. Imagine people use dead hard after ds 😮.

    It became a true anti-tunnel perk. Which is great and I love it that way, and you’re 100% correct.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344064#Comment_3344064

    didn't they get faster recovery from hits / faster pallet breaking and some other minor stuff ?

    Like by .3 seconds on some of them? Or at least that was what I remember reading. The buffs didn’t fully help the way the Devs made it sound. Because “reducing the animation time by 10%” on a 3 second animation is just… 2.7 seconds.


    Kinda like how alot of the “Current progression” kick perks suck because 10% of a 20% done gen is 2%. Bring it down to 18% than can be fixed in… like 3 to 4 seconds on the gen? So almost the same time it took to kick you can fix. Now at higher progress it’s has harder it hits but if 7, 8, 9% of a Gen is considered “harsh” then they really need to rethink what that word means.

  • @birkineer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341857#Comment_3341857

    No need to jump insults, you were making some good points but you just immediately took away your validity.

    Iron will is trash now, object was broken af in swfs and bad in soloq (better to have the be the opposite),sprint burst balanced landing self care (og) flashlights (specifically instablinds) instaheals keys MOM and DS all NEEDED nerfs.

    Instaheals are unfair because... instant healing? Drop a pallet, healed up woohoo! Now the killer has to spent time hitting you, which isnt instant.

    SB was broken as hell back when exhaustion wasnt a thing, especially when combined with balanced landing. Are you actually trying to suggest that just because the overpoweredness of survivor was removed that killers being upset about balance is invalid? Kinda stupid on your end.

    The thing with the devs is, they dont account that survivors outweigh killers 4-1, most of the time more than that. Logically they should listen to killer voices 4x as much then, so it equals out. However, they dont and instead focus on the vocal majority which often includes people like you who probably think infinites were fair.

    All they need to do with DH is give it some extra properties and it can be balanced. Probably a revamped incapacitated? No pallet throwing or vaulting for five seconds? Just something to lessen its impact outside the third health state. Adrenaline in my opinion is like current NOED. Hyper annoying. But unlike NOED it has a lot going for it. It has a heal, speed boost, and can defy the hooks if you’re taken off of them. If they just tweaked it a little so that it doesn’t do two on top of each other then it would be fine. You hurt? Have a heal. You healed? Have some speed. But it shouldn’t affect you in certain situations, in the killers grasp or on the hook.

    Most killer end game perks require you to build up to them (besides NOED but that’s NOED) like No Way Out or Remember Me. Hell Blood Warden Requires you to put someone on a hook after the gates open. The gates that can be 99.9999ed to the point that the animation doesn’t play.

  • @Steakdabait said:

    It's hard to balance chase perks between not bad and not making them extremely cringe to play against like bamsnoozle and dissolution.

    That’s always the challenge Ja? Just trying to keep the peace when all is said and done.

  • @NewPlayer100102 said:

    They could have just buffed the opposing sided tools to counter the meta. I think potential energy was supposed to do that(counter tightly spawned generators), but the community doesn't like the tool, so it was not buffed for easy of use or power.

    They could have superseded the current Eruption based gen kick meta with something else designed to introduce a new way to approach a match. More offense and less gen defense, maybe tweak killers so some are terrible at certain styles.

    These could have been enjoyable options because you should see diversity of play styles and people who enjoy specializing in different match approaches. Some players want to play the Knight and camp a three gen from the start with Eruption as their founding perk. Other players don't want to kick a gen ever. Support both approaches. Behavior could have introduced new killers, as a way to monetize new perks that open up yet other approaches to matches.

    Other players recommended that perks be split into groups and no multi perks from a group be allowed, the suggestion was made with the intent to ease balance concerns. Small adjustments to things like gen kick time, would make your offense build perk set not compatible with Eruption, as it was before the announced change. I think these ideas sound good.

    I see the developers trying these approaches, perks they release, the design of killers and their powers seem to indicate that they want players to be able to pick a play style and grow with it. A lot of this community though, sadly does not want to evolve and learn to counter new things. They like their game play to revolve around the loops they are familiar with. That is a normal reaction and the developers would have to fortitude a bit to see their meta boasting and tweaking perks through their lifecycles until finally refined and comfortable to use by the audience.

    In short, yes, I agree with you. The community cried and the developers did as requested, this time.

    I saw potential Energy a lot when it first came out. It was really busted on the huge maps due to the pallet spawn bug at the time, but like all things survivor the builds went back to the meta. Knights perks actually opened up alot more builds for me. Hubris is amazing with Enduring Spirit Fury, Face The Darkness with Thrill of the Hunt is so good on Myers due to his small terror radius, Nowhere to Hide is amazing on Pyramid Head and Clown due to how you can work their powers around the loops.

    The survivor Meta hasn’t really changed in the last six months. Outside DS not being used religiously it’s about the same. Two different types of Exhaustion perks, a gen perk of your choosing and then something that you’re good at. My friend gets Iri 1 each month while I sit near gold 4 and her build hasn’t changed since the “meta shake up”. It’s DS, OTR, DH, and B:COH. Switch OTR with BT and it’s basically the same meta from 2021. While my Doctor build and Huntress builds completely changed because of the meta rework. For the better due to learning new tactics but do rely on some high tier add-ons.

    So I agree 100% with you that they can change things to even out the playing field but if the old meta is still the best you can get then it won’t change. Eruption needed a nerf but the way they are going about it is harsh and almost like they want killers to be upset. Yet that same old survivor meta is still there Weaker but alive. I feel like that’s the difference currently. Killer metas get hit hard and needed or hard and destroyed. Like they think sinking the ship will somehow get people to try different types of boats.

  • @KMainEZ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343888#Comment_3343888

    Play with your food is a token based increase to walk speed, would actually work well with that build too

    It just is so long to build up if you can’t find the Obsession. Because sometimes they are sneaky little mice.

  • @thrawn3054 said:

    Earlier I was playing Trapper with Brutal, Enduring, Stbfl, and Agitation. It worked surprisingly okay and was pretty fun.

    I love using Spirit Fury, Hubris & Enduring on my M1s. Makes the game so much fun when they bonk you with a pallet and start to T-Bag just as your SF and Hubris proc. I just wish there was something to help with over all normal walking speed. Like a vault perk or maybe a use token perk

  • @KMainEZ said:

    my favourite builds always include bamboozle and dissolution. Dude try these in chase, dissolution is disgusting in some circumstances and obviously bamboozle is bamboozle. Makes a lot of loops a lot weaker

    Who would be best for it? Legion?

  • Remember lighting offerings? Going to the Estate and being met with pitch blackness and a red moon?

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341857#Comment_3341857

    DS: Took a few years

    Boil Over: Better than it's original form

    Iron will: Again, long time coming.

    Object of Obsession: A better version that even alerts you to the killers location if they see you

    Mettle of Man: I think even the survivors kicked this one. No one enjoyed it.

    Keys: technically never got a nerf, the hatch did, but somewhat still valid

    We'll make it: When was this nerfed?

    Balanced landing: Still does quite a bit of stagger reduction and isnt useless like every killer perk in recent times.

    Exhaustion: Valid

    Sprint Burst: Again, hasn't been nerfed since the exhaustion change, dont double dip here to pad lists.

    Self Care: This one actually confuses me a lot. I heard survivors complain that it was useless, and it got nerfed still. I dunno what to think about this one. Incompetence?

    Flashlights: Boohoo you can't give people seizures for your enjoyment.

    Toolboxes: Not a nerf. In fact new version is pretty neat and allows for emergency speedy repairs.

    Entity Blockers: Are a ######### joke. I looped a wesker on one building because the blockers are so ######### easy to trick into not spawning.

    Killers getting perks buffed, only to be nerfed to the ground is a consistent pattern that keeps happening, and I'm starting to become pretty confident its deliberate, though I dont know why.

    Sales probably. A “buy this pack to get the good perk” then they nerf it later so survivors and twitch streams come back.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342644#Comment_3342644

    It's not the waiting, we agree on that point then. Killers will wait while camping or proxying. They'll wait out DMS or Repressed Alliance to kick gens in this meta. They'll still wait out BT. The differences are because it's a known factor, and *it's their choice to do it*.

    You're so close to the right idea. It isn't a choice because it's the outplaying that is the real issue. You're having to play around a human player which makes the result uncertain. The only factor here is that you want to take a health state from the survivor, but the other player might actually be able to do something about it. The waiting/hesitation is simply a by-product because what you want to do isn't guaranteed.

    That's why it really doesn't matter if Dead Hard gets deleted completely, people will just move to complaining about 99% Sprint Burst. You'll still be able to time a sprint burst to avoid a hit and gain distance, and it'll make people as angry as Dead Hard does now. Because it'll still be an unknown factor that you have to take into account when playing. It's just that Dead Hard is currently the better choice for most people.

    There is a fundamental difference however. SB is annoying but killers can hit people in it. Just look at Nemmy or even Demmys shred, both could potentially hit the survivor in movement. While DH can ignore almost anything having to do with hits. It even allows one hit downs to be ignored, which the counter argument for that usually is “but why are you chasing a injured survivor” well Jimbo it’s because they all are potentially injured and my chainsaw/club demands blood. DH shouldn’t be tue best of the best. All exhaustion perks need there good points and bad. Same with regression perks.

  • @themirrortwin said:

    The thing that annoyed me was in the Dev notes when they said, we are "looking at perks that rhyme with scherruption."Their joke wasn't funny it was annoying. It's as if they don't realize that EVERY DBD GAME REQUIRES A KILLER PLAYER and that they deserve better game experiences too.

    How about looking at a perk that is called dead hard.

    That’s what I keep saying. Constantly murdering Killer perks but never trying to help them will cause killers to quit. They can take eruption if we can just get better chase and hook perks. Give us better Hex protection outside of running either Undying or playing as damn Michael with Face The Darkness and Thrill of the Hunt.

  • @Bwsted said:

    Survivors know when their teammates are in chase by looking at their fancy new hud. 

    Do you realize Eruption works on a down, not on a chase? And yes they're different concepts. Survivors can be downed out of chase, or not be downed while in chase.

    Not every single time however. Most downs are started with a chase outside of a few exceptions like Ghostface blitzing you or if a killer grabs you off a Gen.

  • @Devilishly_Rowdy said:

    Survivor to killer ratio is 4:1 So any company with an ounce business sense will naturally cater to 4 consumers more instead of one. Expecting a business to be "fair" and treat both sides equally in a video game is idealistic, not realistic. The side that brings in the most revenue will always be catered to more and no amount of posting in the forums will change that. 

    In simple terms, if you make survivors unhappy, who's gonna buy all those Feng skins?

    https://us.v-cdn.net/6030815/uploads/9U39RRRTWUOA/images-2023-02-11t133221-882.jpeg

    If killers are unhappy how long will it take survivors to find a match?

  • I love the responses. Just everyone being like “Yep, that’s what they get”

  • @Chilli_man2400 said:

    um? Cause survivors got kicked in the face when

    DS, Boil over, iron will, Object of obsession, mettle of man, keys, insta heals, we’ll make it, balanced landing, exhaustion, sprint burst, self care, flashlights, toolboxes, entity blockers ALL got nerfed.

    Oh but when killers one actually op perk gets nerfed its automatically WAHH WAHH they never nerf survivors they always listen to them!!! WAHH IM SO UPSET!! Grow the ######### up

    DS still is a good anti-Tunnel perk, Boil Over is currently being abused on some maps, and Sprint Burst is still highly viable not just in chase but to also cross map.

    And all those other things either got nerfed because of game design changes (keys and insta heals) or because they stacked so well together it made it extremely hard to counter (flashlight spamming and Iron Will).

    Toolboxes are still good. Especially in a StakeOut + Hyperfocus build since a tool box can trigger more skill checks than without one.

    Selfcare did get a pretty heavy nerf but it’s sister perk COH is just it but better.

    Yet none of these perks have been completely destroyed like how Eruption, Ruin, and Thana got “nerfed”. There is a difference between “oh we lowered its power so it’s not as aggressive” and “we made this useless and now we’re going to not buff any of the other things that could compensate it”.

  • Survivors will still complain that it’s too strong a slowdown. Just like they do with PR+DMS. At this point they should just make AI killers since most killer mains don’t want to deal with every good perk being nerfed.

  • @Mat_Sella said:

    BHVR just needs to look at where Boil Over survivors like to abuse the perk, and place hooks in that exact location.

    That would be funny. Top of Iron works there is just a single hook. Waiting.

  • Look at the distinguished gentleman. Ready to check lockers and go enjoy the circus…. Wait.

  • @Jeromy137 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341232#Comment_3341232

    It is still normal gameplay distracting the killer is still a method of gameplay which boil over users are doing yes that area sucks and I say yes let them bleed out but saying it is bannable isn't true

    It’s kinda like guarding a hook during EGC. Not face camping (As a killer main i find that to be rude) but proximity patrolling. It’s mean to do but not bannable. Bannable is getting on areas the killers can’t get you from unless they are huntress or anyone with range.

  • @HugTheHag said:

    I don't think bringing real life killers to the game is in very good taste, therefore I don't think they will bring those. DbD is a horror game, but bringing real killers into it would be glorifying them and their actions, for an overall pretty poor message.

    However, we could get a XIXth century inspired man with a knife, that would have its own story but similar esthetics. I do like the scene you're painting.

    Just... Not straight up real killers.

    True, they could always change story beats and location. I truly just want that Old Victorian London feel in a map.

  • @IlliterateGenocide said:

    isint there like 2 hooks on top of eyrie main building now?

    Not near the breakable wall. It’s a decent walk to the closest hook.

  • He is a big M1 Killer (meaning he can only damage with basic attacks) use that to your advantage. Pallets and Fast Vault locations are really good against him but only if you pair it with other perks like Lithe

  • @NewPlayer100102 said:

    They(usually) run another perk to allow them to get up if you bother to go back to the match itself.

    I'm going to side with the original poster and shut the match down to corpse camp the idiot.

    The other 3 can enjoy their Gen time.

    Thankfully I also got two of the other. I left a Bill alive. New guy, had like 0 perks outside the base ones.

  • @tippy2k2 said:

    I disagree

    It's not scummy of you at all. If they're going to go to a place where you can't hook them, the only way to deal with them is to let them bleed out.

    Play stupid games Boil Over survivors...

    @Brimp said:

    I don't think its scummy at all. Play stupid games win stupid prizes.

    I love the how you both had the same reaction “Play stupid games, Win stupid Prizes” is exactly how I feel.

  • @Akumakaji said:

    You're just unlucky

    But on a sidenote, I think killers shouldn't spawn SMACK in the middlof the map. When you spawn on one end you get at least an idea which gens to patrol, but when you spawn in the middle, two or even three gens could pop before you start moving in the right direction and that just feels awful.

    Even more so if the map has a weird border where gens are split into three camps.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363913/6-5-2-patch-brought-no-knight-buffs

    Knight is already too powerful and most boring killer no need to handhold killer players. He is easiest killer to play place quard and try to zone survivor and you get free hits without any effort or mindgaming. I won 80 prestige survivor squad because of that and it proves how broken his design is. If anything he should be nerfed or reworked.

    Until he is on a map the size of Jupiter and can’t lay down his guards in good locations. And OP is right, his add-ons are not that good compared to what they should be. But that’s the story on most killers nowadays. Just useless add-ons and overly complicated mechanics. Yet survivors get super easy things like Information HUDs and endless pallet loops. I think the OP just wants the same level of care to go to both.

  • I feel like Freddy suffers from being a M1 killer with huge potential but lacks creativity. His dream pallets are amazing at destroying survivors flow and his teleport is a good map traversal. It’s just his add-ons are some of the worst. Gen noise and footstep noise? Garbage. If he had some amazing information and disabling add-ons he’d feel amazing. Maybe using his power to block windows he goes through like bamboozle.

  • @Dream_Whisper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338844#Comment_3338844

    Exactly, The perk icon lights up when you have meet the distance requirements and gives you a sound when you get a token for Devour Hope and scream with Make your choice. They do not need buffs, it more has to do with maps and well, certainly survivors that play immersive will tend to hide and avoid being spotted by such perks like Make your choice to make it less viable in play.

    I’ve never seen it but I’m usually occupied so I’ll have to look at for it.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338868#Comment_3338868

    I disagree, I think expecting that 'both sides' get equivalent changes at the same time every time will just meaningfully result in nobody getting any changes. Let's look at Twins- if they half-assed the Twins fixes by arbitrarily giving them "something" at the same time something on the survivor end is changed, that doesn't meaningfully fix the Twins. If they put enough effort in to actually address what's wrong with that killer, they won't have much bandwidth left to do anything too complicated on the survivor side.

    The only two solutions are to sit on finished work until they also finish something for the 'other side', or to just implement one thing at a time. I don't think one of those should be considered automatically and obviously better than the other.

    The only issue is that causes a power vacuum. Let’s take the Gen progression buff survivors are getting. Killers (outside of some perks and add-ons) don’t even know when a Gen is regressing or near completion. Giving them progress to survivors isn’t a big deal if Killers also got slightly more information.

  • And it did not work. I’ll wait for the end event update but if it’s still broken I’m not going to be a happy killer.

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