Xernoton
Xernoton
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My favorite Nurse build: Starstruck, Devour Hope, Dragon's Grip and Haunted Grounds.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815691#Comment_3815691
Don't worry, we're investigating just in case!
Thank you! 😊
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@WW1PilotAce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815546#Comment_3815546
"very specific situations" swf nerfs more than half the killers, comms are equivalent of all aura perks at the same time and at the same time destroys half of the perk killers, its not specific, playing swf its like playing survivor en easy mode.
You just said that it wasn't about losing and now you complain about things that affect balance...
Also more than half the killers sounds wrong. Let's go over this:
Killers that are "nerfed" by SWFs:
- Trapper. SWFs can communicate his trap placements.
- Myers because SWFs can communicate how much he stalks to warn their teammates about a potential Tombstone / Tombstone Piece.
- Hag. Similar to Trapper.
- Maybe Pig because of her stealth and the fact that her traps can become very lethal if the survivors play a sloppy 4v1.
- Maybe Plague as well because it's easier to communicate whether or not you want to cleanse.
- Ghostface for obvious reasons. Although this happens in solo queue as well.
- Maybe Twins because solo survivors usually don't want to be around their teammates.
- Pinhead because SWFs have an easier time playing around the box.
- Singularity because your teammates can use an EMP to help you in chase.
That's 9/37 killers and that's already a bit of a stretch.
Most killer perks are unaffected by people playing in a SWF. Combinations like Pain Res + DMS are countered to a degree but they still work. Just not in quite the same way they would in solo queue. Nowhere To Hide, Lethal, BBQ, Pop, Grim Embrace, Corrupt Intervention and Surge work in exactly the same way no matter if the survivors play in a SWF or not.
Overall playing against SWFs is not much different from playing agaunst decent solo queue survivors. It's just that SWFs have a bad reputation and confirmation bias does the rest. You expect that playing against a SWF will be horrible, so it feels horrible.
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@Peanits said:
To confirm, Bloodpoint Incentives have not been changed. The incentive you see is personalized to you and is based on what is needed most in your region & skill level at that moment. The lower the bonus, the closer the queue is to being evenly distributed.
I'm almost certain that something is off here. The incentive has behaved quite weird indeed ever since Lights Out and I honestly find it hard to believe that it's only because the 1:4 ratio is so closely matched.
For as long as I have played the game, the survivor queue time has always been relatively short during the day (small exception in summer 2021) and the killer queue time was always shorter during the night. This has also been mirrored by the incentive and I have no reason to believe that this has changed.
Now though I will sometimes get a 25% to 50% survivor incentive during the night even though my survivor queue time is about 2 minutes long, where as a killer I get into a match pretty much instantly. Generally speaking the 100% incentive has been quite rare for me lately.
It is definitely worth keeping an eye on.
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According to Nightlight, of the 10 most used killer perks only 3 of them are aura vision.
BBQ, Lethal Pursuer and Nowhere To Hide. BBQ is mostly regarded as completely fine and only activates after a hook, which means the max value BBQ can provide is to give the killer a direction to go in after a hook, so that they get back into a chase as soon as possible.
Lethal Pursuer is a one and done (apart from the secondary effect, which is not a big deal). So you don't have to deal with it throughout the match. Meaning, complaints about that are completely misplaced.
Nowhere To Hide is the only perk here that can be activated on demand and it only helps a killer if they are already in the right place. It's also not exactly hard to figure out that a killer has this perk and to counter it. Most people already do that even if it's not in the game because it is countered by what you mostly do anyway. Run away.
Quite frankly, I don't understand what all the fuss is about. We nerfed slowdown multiple times, nerfed STBFL and Sloppy Butcher and demanded that killers use something other than slowdown on top of slowdown and just when we get there, people complain about aura vision. What perks is the killer supposed to use at this point? Pretty much all killer perks can be categorised as either info, chase or slowdown.
Info and slowdown are complained about non stop, so only chase perks remain. But there aren't that many good chase perks and they also aren't good on every killer. A Blight, Huntress, Billy, Nurse, Singularity, Knight, Trickster or Nemesis are probably not going to use STBFL because they don't benefit from it. They also won't use Brutal Strength and most of them have no reason to run Bamboozle.
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@emilyoberlin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811594#Comment_3811594
oh it definitely won't because killers HAVE to start slugging as soon as it's down to 3 survivors because god forbid 2 survivors get hatch in a game mode that doesn't even affect mmr, but dw now survivors will start to hide in lockers for 10 minutes to prevent being slugged with their infinite unbreakable!!
god forbid 2 survivors get hatch in a game
"God forbid killers try to get the best possible outcome." If you want to blame anyone, blame the devs for designing the hatch in that way.
Also, survivors will simply not play 2v8 before they hide in lockers for 10 minutes. That's what happened last time. Either way, with infinite Umnbreakables this shouldn't be that much of an issue. You get up after a while, which means you still get to actively participate in the match.
This is just "Us vs Them" blabbering.
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814449#Comment_3814449
It is rare to get a 4 man SWF but they are coming around more. I get a lot of 3's and they are annoying AF.
You still haven't answered my question. What is it that makes a SWF unfun to play against outside of very specific situations?
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814767#Comment_3814767
Fair enough but yeah killers claim they smack on hook to mute survivor scream yet me the weirdo who has calm spirit as base kit still gets smacked for simply looping or saving someone ( no t bags) at that point I should then have all rights to t bag without killer being mad since they hit me on hook first right?
Also I do gens am saying after completing at least 2 to 3 because killer is tunneling baby Meg amma get annoyed and want some Chase points too so I use it to try get attention off my tunneled baby meg.
First off the mindset: "You bm me, so now I have the right to bm you!" is terrible. Try to be the better person. You don't have to go out of your way to be a shining beacon of virtue but simply not bming isn't too hard, is it?
Second; of course the killer wouldn't have any right to complain in that situation. That would be a double standard, which has got to be the lowest of logical fallacies.
I'll be honest, I don't think teabagging the killer to get them to stop tunneling works. I know it doesn't work on me. Why would I care about that teabagging survivor when baby Meg is about to die and I win the match anyway? If you really want to get the killer to stop tunneling, then you'll have to make it physically harder than going after you. Head On can help with that but of course you won't be able to predict whether or not the killer will tunnel or if the baby Meg will run by a locker (assuming you are not on comms with her), so you'll have to find a different way. Body blocking can work. Flashlight / pallet saves can also work.
All of this is not guaranteed to help but it sure is more effective than teabagging because the killer can simply ignore that, which only leads to you wasting time.
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@WW1PilotAce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814620#Comment_3814620
even if i win playing againts swf is unfun i dont want to do it.
Why? There are things in the game that aren't fun but an overgeneralisation like: "Playing against SWFs is unfun." isn't helpful to anyone.
What about a SWF, in general, is so unfun?
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814739#Comment_3814739
I don't think it had to do with playing x side then it's like me saying tell me that you don't play survivor without telling that you don't play survivor.
As someone above posted t bagging can be use for other things like please heal me, thanks for unhook,please don't finish the Gen/totem or even a thanks for a nice killer who gave hatch, or yes your tunneling the baby Meg who just bought the game 10 mins ago and I wanna be chased instead and not burn my finger out on just 5 gens, so both sides honestly will find whatever the other side does as toxic even if it's it's legit srltrats(tunneling)(looping, team saving,)
[...] both sides honestly will find whatever the other side does as toxic even if it's it's legit srltrats [...]
That's what I said...
What is however toxic is teabagging the killer the entire game to make them feel bad. It is the equivalent of a killer smacking you on hook. What I find weird is that some people claim they do it because they want the killer's attention but as far as I am concerned this only has the opposite effect.
If you go out of your way to teabag a killer, then you are not sitting on gens anyway, so there is no reason at all for the killer to go after you of all people.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814491#Comment_3814491
How is it that every killer in the forums always tries to defend ruining someone's game experience with tunneling and camping as a strat that's not being toxic.
Tell me you don't play killer without telling me you don't play killer.
Tunneling isn't personal. A killer that tunnels you doesn't do it to "ruin your game experience". They do it to win. The same as survivors, who run away from the killer.
Some killers also like an easy game and want to win without any issues but that's not going to happen, is it? Survivors try to optimise their playstyles and so do killers.
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That is a terrible idea. Trapper used to have 5 traps, so he worked pretty similar to what you are suggesting and that was terrible. His power would be reduced to "Force a survivor away from a loop 5 times and then play M1 killer." Not to mention, this also meant whenever a survivor actually ran into a trap it happened in the same way it does now because survivors leave the loop anyway when you place a trap.
Hag wouldn't work if they ever reworked her in that way. She's a 110% killer and you'd basically make her a weaker version of old Trapper. A survivor will leave the loop when you set down a trap. So setting it in chase is mostly worthless. That is why she has so many traps and is designed around the idea of pre setting them.
Why are you suggesting to nerf Freddy of all killers? Who cares about a 4.2 m/s movement speed while placing a snare? He only has 5 of them anyway and a survivor will see them from miles away. You will not be able to make use of these 4.2 m/s. That's not how his snares work. You chase a survivor in one direction while placing a snare then chase them the other way to try and force them into the snare. The addon reworks would be completely pointless. You already never run into a situation where you don't have snares because the first snare is erased when a 6th is placed and if you can't pre set them there is no reason why you would ever want more than 2 snares at once.
The Unknown nerf would be absolutely horrible. That would make his Hallucinations work like Demo's portals in WAY worse. 10% hindered for 5 seconds is excruciating and if you can only have one at a time, the mobility is almost useless.
All of these changes are quite frankly terrible, no offense.
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Wesker should not be in the easiest tier. You have a high potential of outplaying yourself as Wesker and he requires quite a bit of map knowledge to play effectively.
Legion and Freddy on the other hand are quite straight forward and don't have any skill components that other killers don't have.
The only thing hard about Freddy is playing around his lack of strength.
Trapper in the highest tier is very weird. His power is very straight forward and the only skill expression unique to him is knowing trap placements but many of them are quite obvious. So you're stuck with a killer that only has to play around their own lack of strength, similar to Freddy.
Myers should be in the second easiest category. The only thing about him that might resemble difficulty is knowing when to stalk but that's a basic skill that applies to most other killers as well.
Oni similar to Wesker has a high potential to counter himself, he needs to play around the blood orbs and he has to get creative with his power or the survivors will just vault / drop pallets to counter him.
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That's one of the reasons why I would not recommend relying on any hex perks (other than Plaything and Pentimento) at the moment.
You spawn into the match and are likely going to lose one totem immediately.
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To this day, we don't we have an anti camping mechanic in the game and that will likely never change.
We have an anti FACE camping mechanic and that's it. Camping is not supposed to be stopped because the devs consider as a valid part of the game.
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The less information you give a killer and the more inconvenient their game becomes the more they will rely on "those" strategies. If someone really wants to tunnel, they will tunnel. But if someone doesn't intend to tunnel, that's when this would actually come into play because they wouldn't have a reason to remember where the hook is and monitor the UI.
Meaning, you would make tunneling a bit less convenient but at the cost of making the game harder for every killer, who doesn't tunnel. Which only enforces that playstyle. Even if the killer doesn't tunnel, that unhook notification still tells them the position of at least one other survivor.
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SWFs can't be "fixed" because they aren't "broken".
Playing against a SWF can be unfun but that is simply because the game can be unfun especially when losing. So it's not something that SWFs cause.
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I would make a distinction here.
There are instances where slugging is just a natural reaction like survivors that are close together or make it impossible to hook. I can't blame a killer for not picking up a survivor under a pallet when someone else is around.
However, there are also instances when a killer goes out of their way to slug everyone to death. That is the part that I consider problematic and it's impossible to fix this without also affecting situations where slugging is necessary.
Slugging for the 4k as unfun as it is, is not something that I would blame on the killer because it is a natural course of action. People try to optimise pretty much everything about this game and this is just another part of that. It's also a symptom of the "Your fun is not my priority." mentality just as survivors trying to hide and not doing any gens when they know they cannot win anymore. Both are not obligated to make it easier for their opponent. One way to fix this is to remove the hatch. Another would be to rework the hatch and help the killer find one of the last 2 survivors.
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@MrMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814046#Comment_3814046
We MUST nerf the total searches to 8 to remedy this!
Let's make it 4 and remove her stealth while we're at it. My sleep deprived self wouldn't want to deal with that.
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Welcome to the forums.
It is a bit hard to determine exactly how long a match in Dead By Daylight can take without it being considered hostage. Some killers in general have longer games because that's the way their power works.
If 4 out of 5 people have fun with such a long match, then it would be very unfortunate, if the 5th player decided to disconnect regardless. As long as the 4 players follow the rules that is.
15 minutes might be a little early for removing dc penalties. Maybe after 30 minutes. That would make sure, it could only be used when these "hostage" situations (I'm putting in quotes because people have different opinions on what that actually means) actually occur.
Your English was really not so horrible. Many of us speak English as a second language so there is no reason to apologise for difficulties with the language. If you want people to be notified of your responses, you should use the "Quote" option under the post that you are responding to.
Good luck and see you in the fog.
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If they're already bad sports, does it really surprise you they're salty as well?
When I go against people like this, the gloves come off. I won't go out of my way to be a jerk but I will not try to be nice either. If they end up being salty about that, then that's their problem.
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@Blisstarix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812918#Comment_3812918
We literally have someone like Trickster in the game already… c'mon lol.
Exactly. Trickster doesn't really fit in (visually), which makes him look quite goofy at times.
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I don't think these are the reasons why people quit so often because then we'd have seen it before.
This has been a problem for a while but it wasn't anywhere near as bad as it is now, which is weird when we consider that the changes back in 6.1.0 were way more impactful and survivors were hit pretty heavily by that.
There have also been quite a few nerfs to slowdown perks, so if perk changes were the reason we should see more killers giving up as well.
I think a lot of people simply go into the game with false expectations. You won't get the "perfect match" and there will always be something that might be an inconvenience to you. That is literally your opponent's purpose. But because survivors have an easy way out of the game without penalty, there are 4 times as many survivors as killers per match and the survivor role generally faces more smaller inconveniences (bad team mates, killer you don't like, build you don't like, bad luck with the killer finding you etc.) it seems to happen a lot more often on the survivor side.
How often have you had a moment in a match, where you as a survivor felt like: "Yeah, screw that."? I have had that quite a few times and with how convenient the way out is, it's no wonder that this has become such an issue. I think it would help, if hook suicides weren't a thing because then people would not have such a convenient way to end the match. Meaning, you'd have to stay in the game for a bit longer (or suffer a dc penalty), which would often lead to the immediate frustration subsiding before you are out.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812886#Comment_3812886
Xernoton? Freddy avatar? What!?
Regarding OP:
There is so much there, it'd take me half a day to go through everything. Pretty much agree with Xernonton.
Stand out to me is the Ace in the Hole Basekit buff. I like that suggestion a lot....
For a new effect, maybe something like:
Once per trial, you can trigger this perk while searching/rummaging a chest. The next item pulled from this chest will be ultra rare or have an ultra rare add-on. It's basically a guaranteed: -
- Medkit: Gel Dressing or Syringe (Pharmacy buff)
- Toolbox: Brand New Part (Scavenger buff)
- Flashlight: Odd Bulb (Residual Manifest buff)
- Map: Iri, gives that sweet totem tracking vs. Devour Hope and Pentimento.
- Key: Iri, no more broken keys cucking you for hatch.
I don't think any of this is too strong since you are having to go and find a chest and spend the time opening it.
For medkits you can't guarantee a syringe, so that atill seems fine.
For toolboxes with the BNP, it takes more time to find and open the chest and bring it back to the gen than it does to just keep repairing, and you're also running Scavenger which can hurt your repair timings.
Other items aren't oppressive I feel. I feel this gives Ace in the Hole genuine usefulness in a looter build.
I played a lot of Freddy recently (I'm taking a little break from the chainsaw-maniac) and we all know that this poor killer deserves a bit of love. I figured I might as well show a little solidarity. 😇
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812886#Comment_3812886
Thanks for the detailed feedback.
About the weaker killer argument you bring a lot, shure you have to consider it, but not being able to buff anything because of them would mean you can never buff anything. This is a different problem and they should focus on buffing the weaker killers to make them all a lot more even to the stronger ones.
Parental guidance: Stunning the killer is already very hard, so I think this one deserves to be better. I mostly play this perk with head on and either the killer sees me immediately again or hears my foot steps and when I finally manage to hide, then the perk runs out to too early. What do you think would be a fair number? (10s would be too little in my opinion)
Adrenaline: I extremely disliked the adrenaline nerf. What logic is this; We have an endgame perk that activates only once and when you get there it doesn’t activate. Adrenaline was fair before the nerf, just the pick rate was a bit too high, which could make it frustrating sometimes (we also have so many killers perks that are frustrating too). When somebody reaches endgame they should get their heal, that’s the whole purpose of this perk.
Shadow step: I can understand it, but you can still see pools of blood. I don’t think it hiding footsteps would be too much, but I can’t test it myself to find out, how it plays out.
Dark theory: I struggled between giving it more haste or giving the killer hindered and I found giving the killer hindered a lot more useful. So you think everything except of the hindered is fine? I think this perk needs to get tested to find out wether it’s to strong or still not good enough with it.
Head on: Yeah I mistyped it to 30s, I actually meant 3s.
Any means necessary: Do you really consider party pallets to be that good? Hitting them is quite hard and winning against pallet campers with party pallets was never really hard. With this perk you would have to set them up first and it is only one, that you get after being chased for a long time. You would probably also only get to use one of them per match, it does not sound that good to me to be honest.
MFT: So let me start with boon dark theory, nobody plays it for 2 reasons the 2% haste is too low and it is a boon. Now we also have far more and more reliable anti exhaustion perks, which need to have some use. The thing is 3% wasn’t super strong either, but yeah there I actually also bring the weak killer argument, which only gutted them. In my opinion the right nerf they should have been reducing the haste or removing the endurance, not making it almost impossible to get the effect. It was one of my favorite perks, because it made playing survivor less about bad ping and learning looping was more fun.
No mither: Well with this perk, when you are found, you are dead, so getting found more difficult means you are less likely dead (that’s my reason). I agree with you even tho l don’t want to.
Breakout: I don’t consider it unhealthy to be fair, I tried to remove the frustration I have with this perk a bit, which is the range.
Reassurance: “Pausing struggle skill checks is fine”- That was already part of the perk. “but there is a reason it can only be used once per hook state. You're not supposed to be on that hook for so long no matter the reason.”- Why not? It supposed to counter camping annd the killer can just keep chasing someone else if he sees the survivor glo and eventually the antiacmp would fill up the bar too. “Increase the activation range so that you can use it without entering the basement instead. That should be fine.”- I did increase the range.
Repressed alliance: Maybe I made it a bit too fast to get. 40s would be fine, the stacks is the main part I wanted.
Saboteur: I can understand it. Just to make my reason a bit more clear; When playing it, it always feels like it should have some effect on toolboxes and I wanted a perk that increases sabo speeds for a long time.
Poised: Maybe I need your help to write it right. My idea was making it work like chucky’s batteries included and keep the old effects like they were. This means whenever in a 9m radius of a completed generator you would be immune to aura reading, leave no scratch marks and leave no pools of blood. So to answer your question it should not be a nerf. The numbers of the new effect can be changed, I just needed something to start with.
Wiretab: I wanted to place multiple ones and be ble to recharge it while another one is placed.
We’ll make it does not need- true.
Spine chill: Well there we both just want different things. I for my part did not play back then, where it was popular, but currently it is completly useless, more useless than calm spirit, which is difficult. I kept the current activation requirements and not the ones from the past, I think the major different things would be; it does not work through walls and when the killer is undetectable and I also didn’t make it as high (it was 10%→ 8%)
Slippery meat: Shure, but thisway it could also be good in not swfs.
Should I add to the status effect part luck. I would make luck affect chests for better items.
Tenacity: I know what you mean and that it activates after some seconds would be a good idea.
Edit: I forgot distortion: Your idea seems better than what the devs are going to do, so I would take this one as well👍
I’m looking forward to the killer changes feedback.
About the weaker killer argument you bring a lot, shure you have to consider it, but not being able to buff anything because of them would mean you can never buff anything.
Good point. I guess I should have explained a little more thorough. What I meant was more that these perks don't help you as much against the killers that you really struggle with while providing a lot of value against killers that are in a rough spot anyway. I'm not a big fan of perks like that.
For Parental Guidance I would probably go for 12 seconds. Maybe even only 10. It's a bit hard to predict how strong it would be without a test. 15 seconds just sounds like a little much too me.
I understand where you're coming from with Adrenaline. But I disagree that the health state should be the main aspect because the counterplay is so awkward and no exactly the most fun for survivors either. Before the nerf you would basically sabotage yourself if you hooked that survivor instead of slugging. The speed boost is more consistent and that's why I would prefer that part to be buffed instead.
For Dark Theory and Shadow Step I understand that I may be a bit overly cautious. I just thought of a different effect for Dark Theory that would make it stronger but without the extra hindered effect. You could recover your exhaustion while running for as long as you are in range. What do you think?
Any Means Necessary: I don't consider party pallets to be super strong but one of the most important balancing aspect for killers that don't have very oppressive chase powers are finite resources for survivors. Against most M1 killers (Doctor is an exception) you can simply camp these pallets and play around that while against most S-tier and A-tier killers (Plague without power is another exception) it does nothing. That just doesn't sound good to me.
The problem with MfT (or rather haste in general) is that it messes with a very core aspect that the game is built around; the speed difference between killer and survivor. 3% isn't much but considering that the killer is only 15% faster than you, that's 20% of this speed difference. So it did have a pretty strong impact. Balancing that will always be a headache, so I think it would be a better option to rework this perk altogether.
No Mither: I get it. It's hard to think of something that would make this perk slightly less horrible, that would still keep the original effect.
Breakout: The reason why I consider Breakout unhealthy is that it will never be good or decent if not in a build that is dedicated to make people unhookable. So the counterplay is slugging.
Saboteur: Maybe it could make toolboxes more efficient instead of making them faster. So you would need like 20% less charges to sabo a hook.
Reassurance: Whoops, I misread the part about Reassurance's range. My apologies. Maybe the effect could last 10 seconds longer but we saw some people pause their teammate's hook timer for a pretty long time when it was released, which unfortunately has a similar effect to being slugged. You're bored out of your mind because you don't get to play the game. With 70 seconds hook stages and the effect lasting 40 seconds you get quite some time out of that already. 110 seconds is enough for that survivor to get off the hook with no issue, if the killer is actually camping.
Repressed Alliance: I see. I'm not completely against it having 2 stacks but I think it should come with more time to charge indeed. I can't quite put my finger on it but something tells me that might be a bit off otherwise.
Poised: Ahh, I see. That would be pretty neat. Although on some maps it would be almost as if you didn't leave any scratch marks at all in end game. That is more of a problem with these maps of course but we could add that it only works when you are on the same floor as that gen.
Wiretap: What always puts me off a little when it comes to this perk is that killers that kick every gen aren't really affected by it while those that focus more on chases instead of slowdown (such as myself) will be revealed for quite some time. So it's a perk that doesn't work very well against the killer meta but is all the better against off-meta killers, if you catch my drift. I would test it on a PTB to see how it would actually feel though.
Spine Chill: It used to be 6% faster vaults and it would always be paired with Resilience (so 15% in total). I'll admit, it might be me being biased but I never want to see this return. It was fairly common and it limited perk variety quite a bit.
For killer perks:
Insidious: That's actually a pretty neat idea. Although I would add, that Insidious doesn't affect itself. Otherwise a killer would have a reliable way to remove their red stain in chase, which is a part of Ghostface's strength.
M&A: The Doctor says "Thank you". 😈 I'd take it. It could be a little mean on Doc (escpecially after his most recent buff) but it should be fine.
Hex: Two Can Play: I'd test it at 3 seconds first because it's a perk that affects less experienced survivors more and it could really mess with them. Kind of like Huntress Lullaby. Otherwise, a good change. I thought about your question and I'm not sure if it works when you use Power Struggle or DS or wiggle out. So my guess is that this might be the reason.
Bloodhound: I like the aura vision part (although maybe it should slightly increase the time it takes for pools of blood to spawn while in chase, just so it doesn't work like budget wallhacks) but I'm not so sure about healthy survivors bleeding. It could mess with you when you chase someone and they run into a healthy teammate and it would also be a little weird.
Beast of Prey: I'm not a big fan of removing the red stain permanently. It's part of the killer's skill expression to hide / use it.
Hex: Ruin: The only reason I am not completely convinced is because that meta doesn't need to return. Then again, with 150% it would probably still remain more off-meta, so it should be fine. Although, personally I liked that it deactivated when a survivor died because that served as an in-built anti tunneling mechanic.
Call of Brine: I discussed this recently in a different thread and I think regression over time affects solo queue players way more than SWFs because in a SWF someone can and will take over on your gen to stop the regression (except Ruin). So I'm a little on the fence about it.
Overcharge: Same thing here.
Deerstalker: My main issue with this perk is that it incentivises slugging, which is already an issue judging by the complaints on the forum. It might be better if that perk got a complete rework.
Hangman's Trick: A 12 metres range around every hook would cover pretty much the entire map, wouldn't it? So it could end up replacing BBQ, which I'm not 100% sure is a good thing. It might be worth testing it though.
Hex: Shadowborn: I like it but since the devs haven't figured out what to do with Freddy in Lights Out, I have my doubts this will ever be a thing.
Batteries Included: Same thing as with MfT. I'm very cautious when it comes to haste. It only working on finished gens added a condition to it that made it more niche, which is why I don't have as much of an issue with it.
Territorial Imperative: It should be fine in terms of balance but it is a camping perk, which I'm not sure is something that killers should have.
Whispers: That is a very unique effect and it would definitely help. Since the timer is also quite noticeable it wouldn't work as an auto pilot to always find survivors without having to pit in any effort either, which is good. Although, we would need to discuss how it would work with multiple survivors in range. Would it lead you to the closest survivor or perhaps one survivor with the least hook stages?
Undone: It's hard to say whether or not this would be a good change. Maybe the devs could provide us with stats for how many skill checks there are in an average game. Just to have an idea how many tokens you would get when nobody messes up a skill check. Also, how about making it 3 stacks on good skill checks and none for greats? I feel like that would allow survivors to counter this perk if they are good enough at hitting great skill checks.
Septic Touch: That sounds great. That would make it a pretty strong perk. Maybe the exhaustion timer could be slightly lower than the blindness timer. No particular reason other than the fact that survivors couldn't really play around it.
Thrilling Tremours: Sounds good to me. I can't think of any obvious issues.
Thanatophobia: I wouldn't want to play against a Nurse or Blight with this perk. That said, I'm not a big fan of this perk either way. The red progress bar just has such a demoralising effect.
Merciless Storm: This perk can currently only be activated once per gen. How would that work with your version? Would that secondary effect work independently or would it work once as well? Or would these effects be mutually exclusive?
Overwhelming Presence: Technically survivors are affected by it any time they enter your TR, so this would reveal them each time for 8 seconds. Is this what you meant or did you mean that survivors are only revealed when they use their items? The latter would be fine, the first not so much. Especially if you were to combine it with Insidious.
Shattered Hope: Sounds like a very good perk actually. I like it and I'm happy to see you considered Pentimento too. 👍🏻
Unnerving Presence: No. Bad idea. Picture a Doctor or Wesker with Distressing and Unnerving Presence on a small map. Less experienced survivors would lose every game against this combination and it would be a pain on every killer (except Freddy, funnily enough) as well.
STBFL: I still think it didn't need any nerf at all. The 5% per token were fine and the second condition wasn't an issue either in my opinion. But it seems we are in the minority.
Gift of Pain: This would probably be fine but I honestly like the current version more. I'd rather the Mangled and Hemorrhage effects being temporary than only getting to use the other effect once per survivor.
Alien Instinct: Apparently newer players struggle pretty hard with the oblivious status effect, so this would turn this perk into a noob stomper. I don't think that's a great idea.
Dissolution: I see where you're coming from and I agree that it's quite situational but without the timer it would break pallets even when you hit a survivor during the vault animation. That's not ideal.
I'm kind of indifferent about the Retribution and Thrill of the Hunt but there might be some nasty builds with these 2 no longer having the risk of being a hex. So I would need to test it to be sure.
Haunted Grounds: That would make it pretty nasty. Maybe even slightly overtuned in some builds. If you combined it with Undying, this could activate Haunted Grounds up to 4 times. Slap on Devour Hope and your reworked version of Retributation (or Pentimento) as well and you have yourself a really disgusting build.
Trail of Torment: Agreed. It's not really necessary but it also wouldn't hurt.
Tinkerer: That would be pre 6.1.0 Tinkerer again. I'm fine with that in theory but the reason they nerfed it back then was to get it out of the meta, which I understand 100%. It had had a very high pick rate for years already. I'm not completely sure how it would hold up today, so I'm on the fence about it.
For status effects:
Blindness: That might be problematic on Pig and Pinhead. Other than that I think it would be fine.
Oblivious: I don't necessarily dislike it but that would defeat the purpose lullabies, wouldn't it? The reason Huntress has a lullaby is because it might be pretty disgusting if she could approach you without warning.
There are many good ideas in your post and I respect the time and effort you must have spent on this. Here is a cookie for you: 🍪
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95% is a bit exaggerated. Most people won't write something like: "Thank you so much for playing nice!" but a simple "gg" is definitely not uncommon.
I play the way I would like others to play as well and if anyone doesn't like that, then that's their problem. I don't violate any rules and many people have enjoyed playing against me.
I agree though that the thumbs up feature should have some effect. Maybe limit it in a way that you can only give a thumbs up to the same player every so often to avoid giving SWFs a huge advantage on that front.
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I'm not sure. Maybe if it fits the theme but most heroes and villains aren't exactly horror themed or horror adjacent, so it might look pretty goofy.
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Good idea. I would also like a visual feature for killers that tells them a nearby gen is being worked on / has progress. The sound can easily be missed.
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@coolgue1 said:
Easy way to counter slugging after 2-4 minute of the entire time bleed out of entire team or mabe 3 so that would be half of an entire bleed out time after that 3 minute time limit is exceeded when they killer boots up into the next match they can't do anything they will be locked in place for what ever time that they slugged after 2 minutes out of 16 u would never see slugging again 2 people do understand jist how bad dbd has gotten u can play for a few hours and spend more then 30 minutes doing NOTHING HEPLESS TO EVEN PLAY it happening almost ever game recently slugg everyone at 5-4 gens all bleed out and oit time is waisted
You know what else you would see? A bunch of killers going afk whenever the first survivor shows them a sabo or wiggle build (or just something that goes in that direction). I know I would do it every single time without fail. If I can't play the game anyway, then I won't be your plaything either.
There are still reliable ways to make that happen especially in a SWF but because it mostly doesn't win matches and the counter play makes the game horrible for them only few people do it. Now imagine if you could weaponise it in that way.
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I'm not sure about Parental Guidance. You are not really supposed to escape a chase so easy. Combine this with Smash Hit and you can camp pallets and pretty always get away. It would also hurt weaker killers way more because they are usually the ones you can actually stun.
Adrenaline's healing effect was nerfed because it incentivised slugging instead of hooking. That does not need to make a comeback. Buff the duration of the speed boost instead. Make it 6-7 seconds or 200% movement speed.
I don't like the idea of Dark Theory applying hindered to the killer. Again, this wouldn't do much against any of the stronger killers (other than Plague) but it would hit M1 killers pretty hard. So it targets the wrong end if the tier list. These are also typically the killers that cannot spare the time to look for the totem.
I'm on the fence about Shadow Step as well. On one hand it would be pretty neat to be that stealthy on the other hand it would mean that a killer has to break the totem each and every time before engaging in a chase. This would be pretty harsh on maps with multiple floors.
I'm against the Any Means Necessary buff. It's already a decent perk and this would again do very little against stronger killers because you don't get to stun them, while allowing you to camp pallets and create resources out of nothing against weaker killers, who already struggled with actual pallet.
I'm not sure about Breakout. I already consider it an unhealthy perk, so anything to buff the effect wouldn't be good in my opinion.
The Finesse buff is probably fine but I would test it first before saying anything more. It's already a pretty good perk.
I have a different idea for Distortion. Start the trial with 3 stacks but only recover stacks when hooked. You get 2-3 stacks for getting hooked and another for every 15 seconds (could be less but I would test it like this first) the killer spends within 20 metres of the hook. The idea is to make it impossible for that survivor to disappear the entire match (each hook you don't take means one more hook on someone else, so you can really screw over your team with this perk) while also making it more effective against camping killers.
I'm pretty sure you mistyped the stun duration for Head On. 30 seconds would be a little much. 😅 Other than that I quite like it.
I heavily disagree with the idea for MfT. The MfT situation was terrible and we do not need a repeat of that in any way, shape or form. I'd rather they gave MfT a completely different effect. Haste is simply too fickle to balance properly.
I'm not a huge fan of permanently suppressing scratch marks even on No Mither. The killer role is already quite dependent on sound clues and this would only hit people that play without a headset or suffer any form of hearing disability.
Wouldn't that be a pretty strong nerf to Poised? If your scratch marks were only invisible within a 9m range of the gen and only for 14 seconds (+ 3 seconds lingering) that would make it weaker than it is now since you get to keep it for the duration no matter where you run.
I don't like your idea for Reassurance. Pausing struggle skill checks is fine but there is a reason it can only be used once per hook state. You're not supposed to be on that hook for so long no matter the reason. Increase the activation range so that you can use it without entering the basement instead. That should be fine.
I can't put my finger on it but something about Repressed Alliance gaining a stack every 30 seconds sounds off to me. Make it 40 seconds and test it that way. Other than that I like the idea.
Saboteur sounds nice except for the part about toolboxes. The sabo speed of toolboxes is already pretty fast, so buffing it would only lead to more situations like with Alex' toolbox where you can always sabo the hook without any issue. Sabo plays are supposed to be risky and situational because the payoff is so huge.
I think Slippery Meat should have a completely different effect. It's only good for luck offering SWFs and that is pretty horrible to play against already. This buff wouldn't make it much better for normal use.
I would rather not see a return of the vault speed build. So I don't think Spine Chill should get that part back. It would also lead to very awkward situations where a killer would try not to look in your direction during a chase.
For Tenacity I'm not a huge fan of it making you completely silent. It's so damn confusing each time you down a survivor and they glitch around and end up being silent too (we already had that as a glitch and it seemed to make a return a few months ago). Activate the reduction of sound 5 seconds after the down and I'm fine with it being 100%. Or better yet BHVR fix this weird glitching around after a down (it has been in the game for 2+ years now).
We'll Make It is already a great perk. It doesn't need a buff.
I think Wicked should simply work on both hook stages. It's quite situational already so that should be fine.
Wiretap should be activated after 33% and that's it. I'm not a fan of it having 2 stacks.
The other survivor perks I didn't mention, I am completely fine with. I'll look over the killer perk changes later.
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Honestly, these look better than the originals.
I wish they brought back Coldwind at night. The old visuals gave that realm so much atmosphere.
What good are higher quality textures if the maps lose their horror feeling in this supposed horror game?
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Knight. I never liked playing against him and I hate playing as him, so that makes it even harder for me to understand how to counter this killer, which increases my annoyance towards him.
@Rulebreaker said:
We hate the saw bros. Billy we got a laundry list of reasons while bubba is more from past hate still being paid off.
As a Billy main my disappointment is immeasurable and my day has been ruined.
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I think depending on the situation it needs a combination of both. Incentives are always a good thing but if we go by that alone, the incentive would need to be pretty extreme in some cases to outweigh the other playstyle.
Also, as others have already stated, it is no anti camping mechanic but an anti face camping mechanic. The important difference is that as much as we may not like it at times, proxy camping is a valid way to play the game. It's crucial we call it for it is because otherwise that creates wrong expectations.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812531#Comment_3812531
i think they're like playing 2 man swf discord. there is like no point in bond+open handed.
I'd say your friend that takes chases would greatly benefit from perks like Champion of Light, Chemical trap and Dramaturgy. these are great perks for taking chase and running flashlights. Unfortunately they're all licensed perks so yeah. Window of opportunity would also be a good perk for your friend to learn the maps to take chases in favourable positions.
for generator jocky. I'd recommend Deja vu and Prove thyself if you can avoid being chased. Background player+Flashbang can be good combo for saving your teammate from getting hooked if you coordinate where your teammate will go down or take chases. It just might take a little time for you to learn the timing for using flashbang to save your teammate. I'd assume you'll likely be a player that will run med-kits mostly. If your not running med-kits, you can use strength from shadow+Botany knowledge to be self-sufficient healer and team healer. Build to last is a pretty good perk with toolboxes.
There is a point to it because they play with 2 randoms. One of them can run this build and share all the information they get, which makes that even better. It also helps avoiding the killer because you can see whenever one of your teammates runs in your direction with the killer on their heel.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812346#Comment_3812346
I thought they went after Chucky's flicks because they couldn't be done with a controller?
I don't remember why they removed the flicks but if that was the case, they could easily fix that by allowing for higher controller sensitivity, which has been asked for as well.
Either way I would love for the flicks to return.
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We'll Make It is always a great choice.
You'll also want an exhaustion perk even if you don't plan to be looping much. Meg comes with SB and it's amazing. The killer will find you eventually and this will help you last at least a little longer.
Bond or Kindred are also great options and you can share the information with your friend.
For a 4th perk I'd use either Lightweight because it makes it harder for the killer to follow your scratch marks and might actually get you out of a chase or Open Handed to increase Bond's effectiveness.
You'd be surprised how much info you can get out of Bond + Open Handed (teachable of Ace Visconti).
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Come on, BHVR. Do it for the General, if not for Freddy. So many people here support his case. That has to be worth something.
Pretty please?
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Good question. I think it was the Haunted By Daylight event for me. I loved the visuals and the entire gimmick.
I would still love it if they added an entire realm in that style. It has such a great atmosphere.
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I don't get why end game chat on consoles isn't a thing yet. Would it really be so hard to implement something like this? I'm genuinely curious.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812428#Comment_3812428
Totally agree, even as a survivor main.
DH was the bane of all killers for many years and it was a completely unfair perk that gave what is essentially a free health state for literally nothing. It should stay as it is and I strongly oppose any buffs to it.
I don't think new players realise just how game breaking this perk was back in the day
To be fair, how could they? I remember coaching a friend of mine through one of his very first killer matches and trying to explain that he couldn't hit injured people like that.
That really opened my eyes to how stupid this actually was. 😅 I didn't like it before that but this was still quite an experience. It's completely against your instinct as a killer to wait after a survivor until they used their DH.
The worst thing was when they added DH validation. You heard them scream and a second later they would teabag you behind the dropped pallet.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812422#Comment_3812422
CoB still has the info though just like OG Pain Res had and that had to go. I acknowledge CoB is too weak but Pain Res taught us strong regression perks shouldn't come with strong info on top. Maybe CoB duration should be increased to lean more into the info aspect instead with only a mild buff to regression. Maybe the eruption nerf and maybe capping maximum regression speed would have been good enough. If you mean that not dominating a meta means not having an identity then, yes, CoB doesn't have that anymore and I appreciate it. Seriously though, it got gutted, not reworked™. Functionally, it is very much the same.
How would one nerf Pain Res again while significantly buffing, say, CoB without them swapping places? That question is mostly rethorical. I'm just pointing out a likely scenario in my opinion.
I didn't mean to imply to actually hold the 3gen until server timeout. All I meant to say was to buy enough time which becomes easier with higher base regression and camping. I agree with Valuetown on this. Meddling with base regression is not just a balance but a core game philosophy issue.
That's the difference though. Pain Res does one thing very well. CoB does 2 things but pretty bad.
The info aspect of CoB will always remain bad. It could have an infinite duration and still be a neat addition but nothing more. They could simply remove that and focus on the regression aspect. Or they rework this perk into an info perk and give a different secondary effect. It could work kind of like Tinkerer maybe where you get the information and a few seconds of undectable. Give that survivor a little warning and it should be fine.
What I meant with CoB not having an identity anymore was that you would neither use it for the information nor for the slowdown. That has nothing to do with it being not being meta anymore. The only meta perks I still use are BBQ, Lethal Pursuer and STBFL and I use some pretty obscure builds most of the time but CoB simply has no way to make it shine in either aspect. The information has no synergy and you wouldn't use it for that since you have so many better and more importantly reliable options and the regression aspect is so weak that the synergy might as well not exist. It's neither a real regression perk nor a real info perk.
One change I would make to Pain Res is to turn a used Scourge Hook into a normal hook and turn one normal hook into a Scourge Hook each time it activates. That would make it weaker for camping, which is a good thing in my book. Of course this wouldn't be enough to compensate a big buff to CoB but if we limit the max regression speed to 200% (0.5 c/s), that should be fine. You could even add another effect that prevents the killer from kicking a gen that was affected by Pain Res for X seconds, which would also limit its synergy with Pop.
I think we'll have to agree to disagree on the 3gen part. That would go a little too far into a different direction, if we were to discuss that here. My current stance on the matter is that since you can no longer stall indefinitely, you are forced to chase survivors, which allows another survivor to take over on that gen and stop the regression.
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All other popular exhaustions […]
That's the point though. It's not supposed to be very popular anymore because we already had that and it escalated to the point where DH dictated the gameplay no matter if a survivor had it or not. We also had the situation where it worked like any other exhaustion perk in that sense and it wasn't enough.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812310#Comment_3812310
He looked solely at the numbers. Out of context are the parts when he compares regression times and ignores CoB has an info component, ignores increasing base regression would also be a buff to Pain Res as well as the impact on the average lobby and the more extreme situations, like hooking a survivor inside a 3gen or just next to a progressed gen if it was a stronger killer, the buff would have even without perks.
I don't need to spell out to you the conclusions these things offer considering the current state of soloQ. Then there is also the fact that Pain Res and Pop basically are chase perks in the sense they reward chases won so it is doubtful killers would switch to more actual chase perks if base regression got buffed like he suggests they would be able to.
The info component of CoB is by far not enough to warrant a perk slot though. It's a neat extra but not much more. Or it used to be like that. Now it has 2 effects that are just not very good. You can use a douzen info perks that would provide way more value than CoB. It has no real identity anymore.
The regression is too little to make it a good slowdown perk and the info is too little to make it a good info perk. Even combined the effects are not very useful. You have about 90-100 killer perks that are better. I'd go as far to say that even Fire Up is better because there is a niche that can make it work. But CoB stays bad no matter your build.
He also said that this would be "the perfect opportunity to nerf several of the other overpicked regression perks". So, he did put it into context one way or another. And even if he didn't, I did. This discussion is not about how well made the video is.
You don't hold a 3 gen with base regression and since there is a regression event limit that won't be an issue anyway. Besides, with a nerf to Pop or Pain Res, that would easily be compensated.
I agree that that faster regression could pose an issue for solo queue although for different reasons. Instant regression hits everyone the same but regression over time can be stopped when someone takes over a gen, which in solo queue happens a lot less than in a SWF. So I don't think the regression speed should be changed but I wanted to see what others think.
Pop and Pain Res working as a reward for chases isn't really a big deal anymore. It's good for these 2 because it's an activation requirement that makes sense for such a strong effect but it's not like they encourage a killer to chase. That's something the killer has to do anyway since infinite stalling is no longer possible.
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@APOPALYPSE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812336#Comment_3812336
Thank you Xernoton, you have given me to things to talk about, 1st is the perks I mentioned earlier and then the thoughts about your Distortion take.
1st The perks I mentioned earlier, I can go in more depth about them now since you brought them up. I would like to say that all the Perks I was talking about was Old Dead by Daylight and probably around the Chapter 15: Chains of Hate released on March 10th 2020. It came with Gearhead which at the time gave Aura Reading to Survivor doing gens who hit Good Skill Checks. Before this Killers had the Perks I mentioned before and while there weren’t that great and considered bad at the time they were still tracking perks in some way shape or form. Yes you could see moving crows, Scratch Marks, Pools of Blood, hear Survivors breathing and footsteps and sounds of pain, but Blood Hound, Stridor, Whispers, Spies from the Shadows, and old Predator boosted all them thus making it easier but nobody complained as in it still took effort and skill on the Killers and Survivors part. Now Perks like BBQ, Nurses Calling, and Blood Warden, Survivors could tell about BBQ if they were smart so they could counter it. If they were healing and the Killer could find them as if he/she knew they were there and only when healing, they could counter it. Blood Warden til this day Survivors still stay in the Exit Gate so even though most should know their Aura is being read, they still stay in Exit Gate? I’m guessing it’s because it’s not only rare to see but even rarer to pull off. Discordance if the Killer keeps coming back to a gen you doing with someone then yeah you catch on and then counter it. Iron Maiden while not really a tracking perk it still does linger your location and if you heathy and exposed plus it lasted 30 seconds back then, yeah the Killer might come for you. And Tinkerer, I was referring to the Patch 2.1.0 Tinkerer now gives the Killer a noise notification if a Generator is repaired to 85 % and also reduces their Terror Radius to 0 metres for 8/10/12 seconds. While not being Aura based tracking it still provided gen tracking and activated multiple times helping you not only find Survivors but undo their progress, rinse and reuse, repeat. Survivors could counter it, but it was a hassle depending on Killer and teammates. Infectious Freight while good for slugging is still a good information Perk, but it could be countered by Survivors. Territorial Imperative is still a horrible Perk today as well in the past, but if Survivors went into Basement and Killer came down soon knowing exactly where they were… then yeah they knew the Killer had he perk and could counter it.
Fact that I’m saying that old DbD had Tracking and Aura Reading but the Survivors could counter them if they knew what was happening, not saying if they were good or bad but no one ever complained about the Perks and Distortion wasn’t over used to counter them.
2nd Your take on Distortion having 4 Tokens at the start of the Trail but only regaining a Token once hooked. So the Survivor could only gain 2 Tokens back max over the course of the match? Would they immediately gained the Token once hook or would it apply over time? Would they gain a Token immediately then gain a Token over time if the Killer was camping? If so I believe the Idea has some backbone, still a nerf though but hey how about this as an added feature, when the Survivor is rescued off hook, with an active Distortion, there is no noise cue for killer, silent unhook?
Thoughts?
The reasons why nobody at the time complained about these perks are quite simply because 1) most of them weren't used (Tinkerer and Discordance were meta but the others would never be seen) and 2) because most of them were so weak that there really wasn't any point in complaining abou them.
That would be like complaining about No Mither because it allows survivors to pick themselves up an infinite number of times (well, at least until they bleed out).
Spies From The Shadow is still a useful perk. It's not as good as Nowhere To Hide but I wouldn't sleep on it. The difference between this perk and many others is that it's almost never used. People haven't talked about Knockout for years even though it is a very unhealthy perk. But as long as nobody uses it, the issue is non existent to most players.
The point about Iron Maiden and Blood Warden was that the information you get is so bad that it you could take it away and the perk would functionally be the same. Survivors won't complain because a killer perk is too weak and vice versa. Mostly, that is. There are some people that play both sides enough to have an interest in such things even though it doesn't affect their prefered role but they are the exception.
Tinkerer was nerfed about 2 years ago and I remember that there were at least some complaints regarding its pick rate. If there was ever an issue with the information I do not remember. One reason why Tinkerer wouldn't be as much of an issue is as you pointed out, that survivors know when it is in play and it also doesn't show them but the gen. To be honest, I would like it if they brought that Version of Tinkerer back. It was never an issue to me but I accepted it as part of the meta shake up.
With a bit of basid human deduction you can also conclude that a killer has Lethal Pursuer, Nowhere To Hide and Friends Til The End, which are the 3 most used info perks we haven't talked about yet, according to Nightlight.
Nowhere To Hide can be countered by not trying to hide when the killer approaches and instead running away, which isn't too different from what many survivors already do. Also, the killer has to kick a gen, so they would know someone was around there anyway, which means that it really only helps against survivors that hide in close proximity to that gen. Friends Til The End can be countered in pretty much the same way as BBQ and Lethal Pursuer is not supposed to be countered. That might sound like bad design but if you take the perk at face value, you'll find that the main thing it does is give start the game quicker. The killer won't have to guess where the survivors spawned, which really only is an issue on maps like Haddonfield that have weird and unpredictable spawns. It's a one and done (other than the secondary effect, which is neat but not a big deal either).
So I disagree that the complaints about info perks overall are due to a lack of counterplay but because of overexposure. It's the same as with slowdown perks. Arguably they aren't that strong anymore but it's not fun when you have to play against the same perks pretty much every match. I role my eyes at Lithe and SB too even though both of them are fine in terms of strength.
My idea for Distortion was to restore all tokens on hook but your idea is even better. You could start with 3 stacks and have a limit of 5. When you are hooked you restore 2 or 3 stacks and every 20 seconds you spend on that hook, you gain an additional token. That would make it stronger against camping killers too.
Edit: I overlooked your second post, sorry.
I don't like the idea of a survivor being able to actively avoid getting chased throughout the entire match. That's why I think hooks should be the only way to restore stacks.
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Chucky lost all appeal to me when they gutted his flicks. That was the most fun thing about him for me.
Scamper into hit wasn't fun for either side. It had to be removed. Why they removed scampering windows is beyond me though. It would have been fine if they had slowed down pallet scampering too but whatever. It got the job done.
The 10 seconds cooldown is what makes him really boring in my opinion. He can just spam Slice & Dice until he finally gets a hit and because there isn't much skill involved in using it feels like a slog no matter what side you play.
Maybe he would feel a little better both to play as and against, if they brought back flicks but reverted the cooldown. I know I would play him again.
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@Ohyakno has a point. When a killer wins, that means that 3-4 survivors lose, so you have 3-4 survivors that might be salty, which means they wouldn't give props regardless of how the killer played. The same would happen if the killer loses. They would have a good chance of being salty, so they wouldn't give props to anyone.
There are exceptions of course but like with anything in this game, SWFs would benefit the most while others would struggle to get anything out of it.
I would still like it, if that feature did something. I have met many friendly players in this game and it's a shame, that you can't give them a token of appreciation, if they don't have a public steam profile, that you can comment on.
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Current Predator is literally worse than nothing and old Predator wasn't very useful either. Especially not with perks like Lightweight around.
Bloodhound has never been a good perk either. When a survivor is injured you won't have much of a problem tracking them anyway. Stridor was almost never used for the same reason.
Whispers is nothing that a little game sense won't provide either. You know that someone is in that general area. But if there isn't anyone there, what are you doing on that part of the map? It's redundant information.
Territorial Imperative is one of the worst perks in the game. Survivors don't go into the basement unless you force them and even then it's bad because you're not around to do anything about it. Iron Maiden has never in the history of this game been used for information, has it? You use it on maybe 3 different killers (Bubba, Huntress, Trickster) but not for the info.
Discordance is pretty mediocre because survivors have learned to spread on gens. So it mostly won't activate until the last gen. But for that you don't need the perk anymore because you have a pretty good idea what gen they are working on anyway.
Tinkerer was nerfed and is now a better undetectable perk than it is an info perk. You mostly don't need that information because you already know what gens are worked on and with it only working once per gen, the synergy with Pop was limited severely, so that's even less of a reason to use it.
Blood Warden is never used for the info aspect either. If you can't activate the main effect, which is pretty hard because gates are kept at 99%, then you don't get anything out of that information. You come closer, they teabag you for a second and then leave. I can do that without giving up a perk slot for Blood Warden.
Infectious Fright only works as a slugging tool. This has 2 major downsides:
- 1) You have to slug, so you need a killer with a decent chase power to make this perk shine.
- 2) In order for Infectious Fright to do something you already have to find a survivor and down them.
This means, that whenever you actually struggle finding survivors, this perk won't help you.
BBQ suffers from point 2 as well but because it provides information exactly when you want it (right after hooking), I still like it.
It's pretty hard to design a useful info perk that has some sort of requirement and doesn't require you to already have found a survivor. You mostly need information, whenever you struggle finding anyone. So this kind of defeats the purpose.
With that out of the way: I agree that Distortion was overnerfed. The problematic thing about Distortion was that the "rat playstyle" as you call it existed, which entailed that Distortion survivors could avoid getting found altogether by just doing gens and hiding whenever the killer came near. The killer wouldn't have the time to go around looking for them and even then there is a good chance they wouldn't find that survivor still. That also came as an issue to mostly solo queue players because anyone who didn't have Distortion would be found more often and eliminated earlier. If the killer can't find 1-2 survivors then that's 2-4 less hook stages before someone dies.
For that reason I think Distortion should have 4 stacks but only recharge when getting hooked. This would avoid that problem altogether.
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@alpha5 said:
Bad takes with naive, out of context numbers shuffling to fill a 10min video for the algorithm. His previous video on the Overbrine + Eruption meta has equally bad conclusions. That guy can't be serious with these videos. Then again he nodded at the bot after a DC.
I agree that some of these numbers are little more than "nice to know, I guess" but he didn't take anything out of context. He clearly stated what each number meant.
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@TheRealConsent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811757#Comment_3811757
Yeah, I'm totally an undercover Survivor, clearly displayed by my ridiculous bias towards one side.
I really doubt you can't see the logical fallacy of expecting Survivors to NOT do generators as quickly as they can. By default, if 1 Survivor is in chase, 3 should be on generators unless the situation demands otherwise.
Is 3 Survivors doing the objective considered genrush?
"I really doubt you can't see the logical fallacy of expecting killers to NOT kill survivors as quickly as they can." There. I turned it around. See how worthless this claim is?
Now, where were we? Ahhh, yes, you said gen rush didn't exist, which is simply wrong.
There is a difference between playing the game normally, which entails things like trying to buy time for your team, healing etc. and just investing all possible resources into gen speed. If anything, this is far less natural than tunneling, so you could make an argument that tunneling is a logical way to play the game, while gen rushing isn't.
Once again, I am not talking about a normal group of survivors that stick to gens whenever they have the chance. I am talking about the modern day equivalent of the old depip squads.
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Not gonna lie, this has some real: "How do you do, fellow killer mains?" - vibes to it.
Gen rush does exist. It means that survivors do everything in their power to finish the match so fast that the killer can't keep up instead of the normal trying to delay the killer while keeping efficiency high. Whether or not this "ruins" your game is irrelevant. Some players claim to like being tunneled too, so for them it wouldn't ruin the match and yet tunneling does exist.
The main thing gen rush does is to minimise interaction between the survivors and the killer, which is simply boring. Survivors do what most survivor players consider to be the most boring part and pretty much nothing else because the game ends much else can happen, while killers have very little time in the match and won't feel much tension because they are simply outpaced.
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Nah, Hag adept is fine. I did the old adept on her (after the Ruin nerf) and even that wasn't too bad. She is plenty strong and with a little bit of luck you can protect your hex perks with traps.