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Xernoton

Xernoton

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  • I recently had a match in which I used Lethal Pursuer, Nowhere To Hide, Floods Of Rage and BBQ. Against 3 survivors with Distortion. I got very quick downs and could always hook them on a scourge hook, so everything went pretty well. But I did not manage to burn through their stacks. And this must be the most aura vision a killer can have. Every time Floods Of Rage activates, that burns 2 stacks on every survivor.

    I don't really want to complain about Distortion but it is definitely quite strong and should not be underestimated. Maybe it's time for me to use UW for a change.

    @sluc16 said:

    Distortion is fine, killers have way too many perks and add ons to see auras, distortion helps counter that just like lightborn counters flashlights, and lightborn don't even need tokens.

    Flashlights aren't a vital part of the game. Information on the other hand is. Also, it's a big difference when the killer gives up one of their 4 perk slots to counter 1 or 2 flashlights compared to survivors using some of their 16 perk slots for distortion, which then have the potential to counter multiple perks and addons the killer uses.

  • No offense, but your name and profile picture don't make me want to trust you. 🤔

    I agree with the overall sentiment of your post, but it's not like the perks you mentioned are actually any good. I tried playing with Predator for a bit because I have been experiencing some issues with scratch marks for a while but it's not really helpful and can actually be detrimental. On top of that, you waste a perk slot that you definitely need for something else. The only blood tracking perk I can think of, Blood Hound, has a similar issue. You should not really need it and when you do, it's likely not going to be much help. Skill check perks are also pretty bad overall. I'd argue that OC is still the best and that is not a high bar because hitting this skill check is really not that difficult and the other effect of this perk is pretty bad too.

    With that being said, it is true that both sides have a lot more options than are actually used. Lately, I have toyed around with Third Seal a lot and it is much better than it used to be because it counters the number 1 most used perk in the game. As a survivor I mostly use the combination of Bond + Open Handed, which I find to be very underrated. You basically know where your team mates and the killer are at any given time, which helps with stealth, a head start in chase, coordination and the avoidance of 3 gens.

    There are more than just the same few different meta ways to win games but ultimately not everyone wants to think about it so much. So you see many players using the same few perks / killers / addons every game. I have tried some very nich builds before on certain maps and I think, these can be even stronger than what is considered meta. It's just not as reliable. And people like "reliable".

  • Whatever brings you joy is what you should do in a game. As long as you don't break the rules or go out of your way to make others miserable. This doesn't seem to be the case and you clearly have found something that makes the game fun for you. So, more power to you as far as I am concerned.

    Good luck and see you in the fog.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605055#Comment_3605055

    To cool down the grips and trigger buttons. It's like a nice arctic chill on my hands, all refreshed and ready for the next match. The chill effects don't last long but it's worth it.

    Whatever gives you a competitive advantage, you sweaty killler, you. 😜

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605044#Comment_3605044

    virtually all killer have mechanical steps. the truth is that any time a killer is effective, survivor dislike it because they're losing. I think most killer just need anti-shift w mechanic. running forward and wasting killer time is biggest chase problem for killer. so in term of anti-loop, that is all a killer requires. The best anti-shift w mechanics are haste, burst of speed dashing or ranged projectile. Until pre-running hold-w is not auto-pilot win button for survivor, every killer needs these type of mechanics. in reality, this is unhealthy because it plagues game design for killer but that is where dbd is currently where survivors are too mobile compare to the killer with too many safe pallet with forced break mechanisms.

    The killer needs base-kit game slowdown for hooking people. Right now, killer can do well in chases or as good as they can but they lose gen so fast because their chase has no meaning in relationship to gens for higher level. Historically they used perk for this but now all perks got nerfed so hard that they barely make impact.

    What I meant by mechanical skill is not setting down a trap, drone, [insert other thing] but something that has some more extra steps. People do not particularly enjoy playing against Hag or Slog Merchant for example and Xeno, Nemesis and Pyramid Head aren't going to win any popularity contests among survivors either. With Blight, Oni and Billy you have a fairly good idea of what could happen and now it's up to you to play around that. These killers give you a chance to show off your own skills as a survivor too, outside of normal mind gaming.

    I disagree with the second part. Take Blight for example. He is so strong that he can be played in a way that allows him to slow down the game naturally. The same goes for a lot of other A-tier killers and of course Nurse. These killers do not need any base kit slowdown (other than Wesker).

    I play Hillbilly with only Shadowborn and Lightborn a lot and I can still win, if I am absolutely on point. Because the pressure and slowdown I create just by chasing, hooking, burning through resources and interrupting survivors is enough to buy me the time I need to win. Though, of course, with a weak build and a killer this "Billy", it's not hard to beat me. Play a bit smart and don't go down immediately, while also not wasting every pallet immediately and I will lose. I can do something similar on Blight with no addons and it works much better because he is less prone to small imperfections.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605326#Comment_3605326

    Sounds reasonable, the numbers are important ofc. 3 minutes of progress seems a good way to do it... however I assume being chased or being in the killers TR pauses this?

    If a player is getting tunneled and is on death hook hasn't had a chance to get any progress and now needs to be super careful not to get caught, this is where the idea starts to have issues.

    Would the progress slow in this scenario?

    Being chased would reset it completely, on all survivors. That is important, of course. This solution does not aim to give the killer any kind of competitive advantage. It's just an idea to get around the crows' limitations in a manner that would actually help this whole situation. Thank you for notifying me on that potential issue.

    Being in the killer's TR, would slow it down but not pause it. Imagine if you had a TR build on Wesker and this would not work because you are on a small map. I don't think that would be good.

    Survivors would be notified, that the killer is about to see their location and they would also be warned to make some progress. However, progressing the game would not reset it immediately to prevent people from tapping gens and going back into hiding. Instead it would pause while survivors do any kind of action and it would reset, once that survivor has progressed enough. How much progression needs to be done is something that needs a lot fine tuning, so I'd leave that up to BHVR to test it out on a PTB. I personally think 30 seconds should be fine as it's very easy to accomplish (even in 3 gens) and would take a lot of time to activate.

  • It's probably the same as with every other killer release. Overexposure. Too much of the same thing is never good and Chucky has been quite popular among killer payers it seems.

  • There is something that can be done. If a survivor doesn't make X amount of progress in different actions in 3 minutes, they are revealed to the killer. The survivor would be notified beforehand, that they should progress the game somehow or risk being revealed.

    The same could happen when the killer hasn't been able to get into a chase for X amount of time. Make it 3 minutes or even more, so it cannot be used to win the game but it would stop survivors from holding the killer hostage. I have had more than enough people trying to do that, when someone was already dead and I am not ok with either side being held hostage.

    Both of these solutions are so weak, that they don't give the killer a competitive advantage but they do end hiding for the sake of hiding.

  • You forgot mobility, stealth and area denial. I don't view area denial quite the same as slow down because it is a bit more than that, although it can have a similar effect.

    From what I've seen people actually seem to enjoy the more chase oriented killers over the ones with side objectives, which is kind of ironic when you consider that before Sadako's release we had a time when people prayed it would not be another "boring anti loop killer". I guess the difference is that the anti loop power can't be too straight forward but must have some extra steps. Some mechanical skill you could say. Just look at Blight, Oni and Billy for reference.

    In my opinion a good killer shouldn't be too focused on only one thing. Otherwise they need to be so strong in that field, that it's not really fun to play against them. Skull Merchant is pretty much the ultimate area denial killer and has little counterplay in that regard, which is why she isn't fun to go against for a lot of people. Artist on the other hand focuses on the chase to an extent that makes it impossible to really loop her.

    For the killer to be fun for survivors, it seems they must have some kind of chase ability, though. Probably because the chase is the only interactive part in the game and looping M1 killers without a real chase power is a bit too predictable.

  • @ryokoryu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604933#Comment_3604933

    Also you clearly did not read the entire post or you would have understood that even when he was right on top of me the lullaby was as if he was at max range for it to be audible. This forum is full of people that don't read fully and assume they are talking to a day 1 new player coming into contact with a killer ability or perk for the first time. it's like when I posted about survivor blood trails just stopping when they have no perks to stop their blood mid chase with no followable trail leading off. Why is it hard to fully read when answering?

    That passive aggressiveness is not very nice when you ask a question and someone tries to help you out. You haven't posted a video or anything, so we only have what you said to go by. What I wrote would explain these things. But I had no way to know, if you were awake. I also have no way of knowing what you do and don't know about the game. But to do you a favor, I will always assume that everyone knows everything about the game and tell them it's a bug in the future.

    I did read that part about his lullaby sounding like he was still far away. But as far as I am aware his lullaby works like a TR in that regard. So it would build up instant of instantly having its full range. I could be wrong about that, though.

    It seems you have encountered a bug then. Because that shouldn't be possible. Do you use the visual TR feature by the way? It would be interesting to know, if it reacted or not.

    Edit: I just realised @BlightedDolphin is right. His TR actually doesn't have a distinction for different proximities. It's really been a while since I've last played against a wild Freddy.

  • I'd take it as a feature for normal games too but I like the suggestion. Just let us use random perks. It really teaches you to appreciate some perks you'd otherise never use. Which in a game with 200+ perks and a really persistent meta can only be a good thing.

  • Pinhead is honestly not all that amazing. He is a solo stomper because his box can really cause chaos but besides that he has some clear weaknesses.

  • Oh no. I killed one just yesterday.

    I have sworn to use my chainsaw in the name of righteousness but now... Oh entity, what have I done?!

  • @HugTechLover said:

    lol @ the people saying blight needs basekit nerfs as if you’ve even faced against a basekit blight. Nobody runs basekit blight for a reason.

    To be fair, how do you balance Blight when you keep his base kit this strong and also don't want his addons to suck?

    I think multiple slight nerfs or one more impactful nerf are fair, to allow him to still have strong addons. For example, I don't see why Blight of all killers has to be so forgiving for missed attacks. It really doesn't cost you a lot of time and his recovery is also pretty fast. So I'd suggest, nerfing him a bit in that regard and maybe let him start with his power on a cooldown (Lethal Pursuer on Blight often results in free hits). Alternatively, they could turn him down to 4.4 m/s and have him focus more on his power. Depending on how big the impact is, they could make further adjustments.

    I do not want Blight to become the next Hillbilly but I also think that he is already so strong, that any powerful addons might just send over the edge from balanced to broken.

  • I'm not all that familiar with Supermassive Games and the trailer didn't show a whole yet, so I'm honestly not sure what to expect. Though, it does seem that the entity will be a part of this somehow (see the scetch at 1:14), so it might be connected to her realm.

    Still looks pretty good and might just be a hint for a future killer.

  • As long as you are awake, Freddy doesn't have a lullaby but a normal TR, that can be reduced and repressed with perks.

    You start the game awake and you are also woken up when you get hooked. This means, that he can then use any perks to make his terror radius (heart beat) disappear and creep up on you. However, when Freddy hits you, you are immediately pulled into the dream world, so you will hear his lullaby again. Note, that will only happen, if you don't have micro sleep immunity from an alarm clock.

  • @ChaosWam said:

    Idk if it should be basekit but imagine if her Iri Tape made it where you see the condemned and the survivors don't.

    Then survivors would have to be extra wary or keep tabs on their condemned mentally.

    That's a lot more than can be expected from your average player. Sadako is already not easy to play against because a good Sadako can and will make getting rid of codemnation incredibly hard. Making this even harder wouldn't be much of a problem for more coordinated survivors but it would absolutely wreak havoc on average players.

  • Congratulations @CountOfTheFog,


    you have officially joined the ranks of disgusting sweaty killers. @HugTechLover should come by next week to formally welcome you with 50 Alchemist Rings and C33s as well as some map offerings (whatever is left among all us sweaty killers). Whatever else he offers you, don't take it. We have already established that he is a bit filthy and sometimes takes things from public toilets (😘).

    I have already sent word to the Toxic Nea Main Association, so you can also expect some more teabags in your future.


    Best regards,

    your disgusting, filthy, sweaty Hillbilly main.

  • @CompleatBeet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603663#Comment_3603663

    I mostly meant she hasn't been changed in a way that has ever dropped her down from being the best Killer, but I did forget 5 blink nurse was a thing lol.

    Trapper needs QOL buffs really, starting with all his traps would make a big difference.

    Tbh I haven't played Billy since the overheat mechanic was added, but I've heard a lot of people talk about the many issues he has. Hopefully BHVR makes a meaningful updaye to him.

    I think there is no way to balance Nurse as she is. Her power breaks core game mechanics and nerfing her too much would only result in her dropping several tiers, which isn't great either considering she is not easy.

    I don't disagree with that change for Trapper, but it still would only serve to make lockdown Trapper a bit better. Outside of that, there aren't a lot of spots where his traps would be useful. His worst problem are maps. You could set up and reset all your drones from distance and Trapper would still be awful on Ormond. There is no spot where his traps would catch a survivor off guard, which is an issue that many maps have these days.

    Billy overall hasn't aged really well and he will continue to get worse. Every new map and map rework is basically a slight nerf to him because it decreases the chances that he gets a good map. The new maps are always awful for him because they are too complex. Complex hitboxes, loop shapes and clutter are what really holds Billy back. That and the fact that survivors are not quite as inexperienced as they were some years ago. Even pretty awful survivors can dodge his chainsaw with very little trouble without looking behind them. So you not only need to mind game, curve perfectly and predict where that survivor will be, but you also need Engravings and a bit of luck or they will just react to the chainsaw and guarantee you miss (which you can do nothing about). Or they crouch. Which should never have been a thing against this killer to begin with.

  • I respect that, although I would still like the Power Glove as a weapon. There is just something about it...

  • The wiki says it's 24,920 shards for one entire level of Devotion.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604450#Comment_3604450

    Well, it is the truth. I'd go as far as to say the ANOES remake is my favorite horror movie.

    I've watched the entire Nightmare on Elm Street franchise, but I don't like the "silly" approach they took with Freddy after the first movie. The remake fixes that: it makes him darker, scarier, brutal.

    I love it.

    What, you didn't like Super Freddy?

    super-freddy-feat.jpg

    I'm still waiting for Freddy to get the Nintendo Power Glove as a weapon.

    Download.jpg


  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604467#Comment_3604467

    You weren't here for original Léry's? Ah, I'm sorry to hear that.

    Clearly you appreciate the horror atmosphere and scary feeling the old maps have. You would've loved to play on Léry's, I'm certain of it.

    Sadly I only entered the fog around the Twins' mid chapter. Just in time to play my first few survivor matches against Forever Freddy (this pain will never go away). :(

    From a gameplay perspective I can understand that some of the visuals were changed because there were some incredibly dark spots on older maps, that would make it hard to see anything (like old The Game) but I don't think changing these maps' signature looks so much was a good decision. It's good for a game like DBD to have maps that are so iconic, that they would be recognised anywhere. The new maps look a bit too generic to really cross that box. You could easily have Ormond in CoD or whatever other game and it wouldn't feel out of place. Old Lery's and Coldwind on the other hand? That would feel out of place because they both make you uncomfortable.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604454#Comment_3604454

    I would pay for a "classic" pack or mode. The Old DBD is easily one of the best games I've ever played, and the maps are a very important aspect of it.

    My favorite map was, and still is, Old Léry's. I loved the creepy hospital atmosphere so much it was unreal. And as fate would have it, it was the first map to be reworked...

    :(

    I only know that one from videos but I agree. It looked real scarry. Most maps we have nowadays are more "tame" in their horror atmosphere and some don't have any to begin with. Like Ormond, Toba Landing, Borgo (Why's it still red?) and Coldwind.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604454#Comment_3604454

    I remember old Haddonfield but what was so special about old Coldwind? I don't think I ever had the pleasure of playing old Coldwind.

    It looked a lot different than it does now. The old Coldwind was at nighttime and it looked so incredibly ugly that it created a very eerie feeling.

    This is a video in which you can see how it looked. The rework was about 2 1/2 years ago (I think).

    As good as the new Coldwind looks, be honest, does it feel like something out of a horror game? To me it feels more like a pretty idyllic place. Like I would go on vacation there.

  • I'm not sure about that. I can't say it looked any different to me. Although being a Shadowborn enthusiast I have noticed that the camera now adjusts at the beginning of the game, which is different from before because it already started with the modified FOV.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604256#Comment_3604256

    I know that feeling all too well, my friend.

    Honestly, I would be completely fine with the reworked maps if they were optional. Like, we know for a fact the game supports people with different lighting playing on the same map, as modders literally did that.

    So, why not make the map reworks an option?

    That way, you can still play in the old maps, or switch to the new ones if you want to. Everyone wins.

    That would be amazing. The things I'd give to play on old Haddonfield and Coldwind again. Yes the maps were extremely broken but damn they had an atmosphere that really made me feel like I didn't want to be there. Which is a very positive thing given the premise of the game. Just the visuals alone would be enough for me.

  • Solo queue is not so bad. I have seen countless players claim that solo queue is such a nightmare and while it isn't great, it's also not so bad. Not every solo queue lobby gets slaughtered at 5 gens and not every SWF is a comp squad. Some solo players are really good and they win because they don't blame everything on things out of their control but they actively try to improve and git gud.

    Chances are most of us have been "this one team mate" before, that doesn't do gens and always goes down instantly. It's better to focus on improving than always playing the victim card.

  • Beginners have never been in a good spot when it comes to DBD. The game is fairly complex and a lot of mechanics aren't all that intuitive. This change doesn't make it that much worse for survivors because these perks weren't used anyway. For killers it sucks that Surge is behind a pay wall again but we somehow managed in the past, so I don't think it's that big of a deal either.

    It would be nice to see some updates to the tutorial though, so new players have a better grasp of what actually goes on in the game.

  • @elderwitcher96 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604275#Comment_3604275

    I want them to make all collisions realistic. To their credit many objects have quite realistic hitboxes but the ones that don't really stand out in making the gameplay annoying. I'm not sure how that would make killers and survivors stuck every 2 meters though. If anything, it's because of bad collisions that we get stuck, I especially noticed this on car loops that always feel kinda wonky to traverse.

    Yeah I saw a video recently of Billy being met with an invisible wall going off the roof on Goj. Like I can understand if there are invisible walls preventing you from landing on boxes while falling but I sure hope this is just a bug and not intended.

    I can't agree on the Nurse. I play Billy, Blight and Wesker who also have both good and bad ways of interacting with wonky hitboxes but the Nurse is the worst. I was literally in front of a wall with a fully charged blink only to have her touch the wall with her hand. Or looking straight ahead and ending up on the first floor twice in a row. She really shouldn't have as many spots where theoretically her power should work but it doesn't.

    They would need to create very complex hitboxes for various objects, which would then have the consequence that you cannot press yourself into these objects anymore without getting stuck. This could change the balance of some tiles drastically, because looping as we know it would no longer be possible as it's made possible the small survivor hitbox allowing survivors to hug objects a lot tighter than killers which allows them to run around the loop in a shorter route than the killer who has a bigger hitbox. This mitigates the speed difference between survivor and killer to a degree.

    That's not a bug on Billy. It's 100% consistent and exists on every mainbuilding with a second floor that you could drop from. You can experience this with every killer, if you try lunging from up there. It also exists on some hills (not all yet) and if the entity is feeling especially funny it can also happen in doorways, between objects and out in the open (although that hasn't happened to me in about a year).

    Nurse cannot blink on top of another hitbox. This is why her blink sometimes comes short. If you know maps, then you also have a feeling where you can and cannot blink. Her Plaid Flannel (brown addon) will show you exactly where you blink, so that can help understanding what is going on. She also cannot blink through the edges of the map even if she would in theory blink back in. This is an issue on the Asylum, that you should beware. It's quite hard to tell when you look even slightly down as a killer, so that addon should also help you understand how to play around multiple floors. Quite frankly, I don't think it's a good idea to buff the strongest in the game in any way. Her power works well enough and I consider playing around these sometimes weird interactions a part of her skill floor.

  • Yes! We need more Freddy posts. It worked for DH, so it might work for Freddy too.

  • *Billy cries in a corner*

    You only mentioned the collisions that are slippery. But what about air collisions, invisible walls on almost all main buildings, literal twigs that block killers, cloth that is hard as steal etc.? The tables on Ormond have now some of the worst collisions I have ever seen.

    The funny part is, that Blight could still do all these things even if collisions were worse. It's called Hug Tech and it's an issue on Blight himself, that should not be fixed by overall collision reworks. We don't need survivors and killers getting stuck every 2 metres just so Blight can't Hug Tech anymore.

    Nurse is actually very consistent. You can't blink halfway through an object and then get stuck in the middle. That is why sometimes her blink will not go very far. Something that can help is looking up slightly when you blink. Looking down shortens the range because you'd blink into the ground othwise. This is also what causes you to blink through floors.

  • Now I have the mental image of a Meg pulling two comically large metal airlock doors out of her pants and throwing them into the campfire. Thanks. That's something I didn't even know I needed.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604102#Comment_3604102

    https://us.v-cdn.net/6030815/uploads/3R0KE79AEJIR/3genthompsonhousedeadzone.png

    Yep, farm maps spawning logic certainly not changed for the worse. A literal triangle of gens and no pallet or window within that triangle. Nope, perfectly fine map design right here. /s

    This was just one particularly egregious example. Nearly every Rancid Abattoir is pretty much this bad by default. So you ask which universe? This one. I guess you must play 1 match a month to not see this butchering of maps.

    Also the majority of newer maps don't even place usable windows. Near every window on Toba's Landing and Nostromo Wreckage are as useful as the window near the one exit gate on The Game. It seems we either get the equivalent of Z-wall windows, or triple vault windows, and nothing in-between. The triple vault equivalent windows eventually get fixed, but the Z-wall equivalent windows are left to fester.

    That's the problem when BHVR try to balance maps. Some parts become so incredibly safe that these resources could last for 5 more games and others become dead zones right off the bat. It's why Rotten Fields and Torment Creek are the only Coldwinds I still like to play from time to time.

    Rotten Fields has some parts that are a bit weaker but no "Hehehe, you like resources? Well, better make your way across the map towards your endless pallet supply." mentality and Torment Creek only has 1 gen in a consistent dead zone that you can play around.

    It's not fun when the killer cannot get a hit because there are still 50 pallets left and it's not fun when the killer gets free hits because there are no resources either.

  • @GeneralV said:

    Speaking of coincidences, a very wholesome one often happens to me.

    When I return from a DBD break, it is not uncommon for the game to send me to Azarov's Resting Place, which warms my heart.

    My very first match was on Azarov's, all the way back in 2018. Whenever I get that map after a break, I like to think DBD is telling me:

    "Welcome back".

    My first match was on Rotten Fields, I think. Sadly, it looks so different now that I never quite get this feeling anymore.

    Damn, thinking about the old Coldwinds gives me so much nostalgia. They were ugly, eerie and really uncomfortable. Exactly what I want from a DBD map.

  • There are so many options to let us unlock new badges. I loved the old Bubba faces for exactly that reason. It was something that you unlocked just for doing something during your matches with that character. The same could be done for banners and badges.

    Adept achievements could unlock special badges. Getting enough hits with Huntress' hatchets could unlock a badge that could even be upgraded when you hit more. Imagine if you could actually show your dedication to a character. For survivors, you could have something similar. They could use some very basic designs and just change the backgrounds. Maybe there could be a pop window when you hover over a badge to show what it actually means.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604237#Comment_3604237

    I personally find Spies From The Shadows to be enough to warrant a perk slot, though to be fair, I also use a lot of "off-meta" stuff, so my standards might be different compared to your average player, since I take advantage of a lot of perks that hardly see the light of day.

    I'm similar in that regard. I stripped my Billy down to Shadowborn, Lightborn and Off-Brand Motor Oil because I felt like I was getting too used to my usual builds. The surprising part is that I somehow manage. I need to play a lot more on point because I don't have Bamboozle and Engravings to help me out around loops but many survivors struggle when I play more "ambush focused".

    The reason I don't think Spies From The Shadows holds up well once you start going against better survivors is that the information is quite inaccurate and you still need to invest more time to actually find whoever set off that crow. That is all time that you don't really have in a lot of your games. That and obviously that it is outclassed by different perks.

  • It's a great perk for beginners. I used it a lot when I started playing and it's pretty good but once you have a bit more experience, the simple convenience of Spies From The Shadows isn't enough to warrant a perk slot anymore and chances are you'll use different perks to help you get into the next chase. BBQ, Friends Til The End, UW and Nowhere To Hide are more reliable.

  • Let's not do that. The only exhaustion perk that does have some issues right now is Background Player (coordinated SWFs basically can't be hooked). The others are fine.

  • @sheendazzling said:

    they should fix their maps instead of nerfing perks

    7 years and then we got the GoJ rework. Do you really think we will ever see the day when maps are fair? I have lost all hope in their map design. If they don't know what to do after 7 years, then they will never know. So nerfing WoO is the better option because it's actually achievable.

  • @Toaster427 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604078#Comment_3604078

    not a single killer is opening a locker using this perk to find a survivor inside a locker. they just spam it the whole match to have constant wallhacks

    "Wallhacks"... You do not see the survivor's aura. You only see their position. That is a huge difference because as soon as you move even an inch, the information is already outdated. Also, what is so bad about the killer finding survivors? That is something that would happen anyway. A killer can never afford to run around the map and look for survivors because it wastes time that they don't have.

    The best part about UW is the blindness effect. Blindness is what really kills survivors at the moment because it counters Crutch of Opportunity.


    I also like the part: "your 60% kill rate means nothing when 50% of your solo queue are the ones actually dying every match." If only 50% of solo queue die and SWFs are even stronger, then we should probably buff killers again.

  • Honestly, embrace it. My matches have become incredibly easy whenever I use something to apply blindness. I really recommend the "Do you know the basics?" build. It consists of Undying, Third Seal, Huntress' Lullaby and a perk of your choice. Whoever uses Crutch of Opportunity will go down in seconds because to them the entire map is a dead zone, when they can't run towards yellow.

  • Skill issue. Just use a mirror and reflect the sun light.

  • Someone at BHVR is having a laugh right now. An evil villain laugh that is.

  • The only Endurance perk that does need changes right now is Buckle Up. Combined with FtP it creates scenarios that are just down right unfair. Although, I have seen an uprise in DHs lately... At this point I would like to see it nerfed again just for the fun of it. Maybe it could be a new tradition to nerf DH every few months. That's at least better than doing it to Freddy instead.

    I hope though, that they won't go on and just slap Endurance on every weak perk to make it better.

  • I've seen countless SWFs that played worse than your average solo queue group and I reckon most SWFs are more casual than they are given credit for. It's just that the strongest survivor groups happen to be SWFs and that makes it seem like SWFs make such a big difference. If all 4 survivors are bad at the game, then Discord will not change that either. But if they are all good, then Discord becomes a powerful tool.

  • There is one thing, that I think should be a feature for Huntress (maybe every other killer too) and that is a crosshair. The people, that really want to play with a crosshair will do that anyway, so there is not much use in not having it in the game. Otherwise, Huntress is in a really good spot and doesn't really need changes. Maybe some of her addons could use some tweaks but that's it.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603663#Comment_3603663

    i hate hag and trapper because they have to play territorial. for trapper a few guaranteed amount of attempts required to self escape would be nice or maybe even basekit honing stone and for hag very long tp range would solve the issue, imo.

    While I am not against this idea, I don't see how that would help Trapper all that much. How often do you manage to have survivors step into traps when you're not around? It doesn't happen very often because most good trap placements have either been removed or fixed. A survivor will not walk into a trap that they can see but when there are so few spots to hide them, then this really reduces Trapper to an area denial killer in which case more time to escape a trap doesn't help him.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603647#Comment_3603647

    The idea with these changes isn't to remove the option because it'd only be like 0.2s or so off unhook speed and 10 seconds onto the hook timer, just to ease the pressure to match the changes made back in 6.1.0 with the meta shake up.

    Killers should have options, the idea behind this isn't to remove them, just to match the unintended pressure caused by the base chase changes.

    The unhook time should not be tempered with. There is no way to deny the unhook anyway (apart from insta downs before the animation starts). You can go down halfway through the animation and the hooked survivor is still getting off.

    I do not like the idea of giving survivors even more time to go for an unhook. If you don't manage to do that in 60 seconds, then that is not a game flaw but a huge mistake by the survivors. Even if the killer proxy camps, you still get the exchange at the very least. At some point these kinds of mistakes should matter and making the game more forgiving in that regard really goes against that.

    Camping was a problem immediately after 6.1.0 but since then hook camping has been nerfed significantly. Hook grabs are no longer a thing, unhooks cannot be denied anymore and there is also the AFC. Any impact that the 10s on gens had on this have been more than compensated for.

  • Wouldn't it be nice, if BHVR reworked GoJ? Yeah, I really wish they'd do that.

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