Zraith
Zraith
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- Zraith
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a nice opinion to share, sadly you could have said even if the game was well balanced or completely off-balanced, or anywhere in-between, and still nothing can be taken away from it. For me this seems to be a "lol you died? skill issue" stretched into a one-pager post.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631376#Comment_3631376
I have had games in which I was about to lose but then someone hook suicided. People will find a reason to give up.
Even when you play perkless Hillbilly on Lery's and have no hooks at 2 gens left this happens. Are you about to tell me that I was too oppressive and solo queue just can't handle a killer that gets their first down after 3 gens have already been completed? This is a poor excuse for people that just don't actually want to play the game.
Just a short list of reasons I've seen people give up for:
- They didn't like the map.
- They didn't like the map but they themself chose that realm.
- Killer had Lethal Pursuer (spoiler alert: sometimes they didn't).
- They got found first.
- Someone else used a pallet that they needed and now they went down because of it.
- Flashlight save didn't work.
- Pallet stun didn't work.
- Mind gamed around shack.
- Caught off guard by stealth killer.
- Hit by a chainsaw.
- Teabagging then going down in 5 seconds. That one was a dc though.
- The killer wasn't to their liking.
- Another survivor went down quickly.
- They didn't like the killer's perks.
- They didn't like the killer's addons.
- They got hooked in basement.
- Killer didn't fall for their bait.
- The killer uses blindness perks or addons to counter WoO.
- Someone else died (with 5 gens completed).
- Killer brought a map offering.
- Other survivors brought a map offering.
- Killer brought a sacrificial ward.
- Other survivors brought a sacrificial ward.
- Doctor kept everyone in madness 3 at all possible times.
- Killer plays good.
- Their build gets countered (happened to me fairly recently, still have the screenshots).
- Killer has Lightborn.
Hell, I had seen people dc back when the RPD library and Boil Over exploit was still in the game for the sole reason that I refused to humor them.
I think a single instance when someone was giving up on your losing game is just not a strong enough argument to dismiss this issue.
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It should not be buffed.
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sounds good, but now only the basement hooks are in the game, the rest is removed from the maps. Happy?
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they could re-introduce the rift to normal matches in some sense:
with the rifts active, they can be used to enter into a smaller space then emerage at a different rift of your choosing at a different position on the map. Since survivors could enter the rift faster than killers, this would give them a chance to enter, and exit, effectively teleporting to a different position on the map.
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empathic connection + autodidact, sometimes works if teammates realize it.
Although nothing prevents getting healing skillchecks more than equipping autodidact...
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boil over is pretty weak, if you wished to touch it a sidegrade won't do.
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Plague. I just find everything she does a turn off, I just want to go to the next match, I don't want to play with people who chose her.
Close second is dullmerchant of course. I can feel my eyes roll way back when I hear her chase music.
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Blindness is not at all useless, but I can totally understand that statement coming your post since you are trying very hard to misrepresent this perk. Not sure why, what do you wish to get out of the N+1 "UW is fine because i use it and it is fine for me and that is what game balance is" post?
My issues with UW is, so we can both pretend this is a discussion and not just shouting at each other:
- it has no counterplay, it only has "counter pick", ie you have to opt in with two perks to counter this one if you wished to avoid it on a per-survivor basis, and you cannot tell beforehand if the killer will actually have it on.
- requires negligible effort to use it
- removes stealth play option for survivors simply by making the "right pick" when you assemble your perk build
- the convenient blindness part has no actual counter in the game whatsoever
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583842#Comment_3583842
Wishing for people to be made jobless because of balancing decisions that could be amended at a later date is a bit rough.
no it is not, this was supposedly the only thing they had to do right and they did not.
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you can spectate them on steam
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you can tell the game goes into the right direction when the next best thing - Lithe - was released over 6 years ago.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582694#Comment_3582694
While I get what you're saying, it's still incredibly punishing against non-tunneling killers as well. Even though it can be useful against tunneling, that alone doesn't justify its existence. I rarely tunnel as killer and still get put into lose-lose scenarios with this perk combo all the time. If anything, seeing this combo in my games makes me MORE likely to tunnel, not less likely.
This argument goes both ways, right? A tunneling killer against survivors without these two perks is incredibly punishing.
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just leave asap, that's what I usually do if it looks like a length match for nothing
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The assassin inflicts deep wounds with his attacks, so perks that work with that (most recently: MFT) will be affected.
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@Hex_Llama said:
Yeah, I once got trapped in one of those weird little jungle gym pockets where the totems spawn because the killer kept standing there. I actually came out far enough to tap the gen once but still got crows. :(
if you keep touching the gen before they appear then you have an easier time with them, but ideally you need to touch it for about ~90 seconds, then find a new gen, rinse and repeat, works well to keep them away.
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@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/395882/leave-survivor-perks-alone
what about no? dude, do you want to play with the same perks for the rest of the years allotted to this game? They just want to change the meta, probably something new and more unique... maybe a balanced and strong perk for murderers and also the same perk for survivors. Meta is changing, it should change. Personally, I hope that the situation will be similar to what it was at the time when the pinhead first came out with a new type of killer perks, and then Mikaela also with a new type of perks that became meta for a long time. It will be just fine if they do something fun in the end.
Well if people go back to use Lithe or SB in its place, then it is a bit more weird though, as Lithe is the more recent and even that was released 6 years ago. So if shaking up the meta means making DLCs from the last decade relevant again, then maybe they need to reconsider how they wish to accomplish this.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570313#Comment_3570313
wow you really said all these. fancy words but you deeming the killer responsible for such a situation tells more, sorry.
It is really discouraging to see someone able to type, but unable to read.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572571#Comment_3572571
Eh, change it to instead be like:
- Repair a gen for 10 seconds
- Cleanse a totem completely
- Heal another survivor completely
- Heal yourself completely.
But you get the idea, basically, they get crows unless they are doing SOMETHING that progresses the game, and also makes it slightly easier for the killer to find them.
Charming. Disagree. Might as well have 4 bots in every match as the survivor team if the agency of the player is reduced to this.
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@FengShuiExe said:
I enjoy the endgame banter in games because its interesting to see how polarizing the line of thought between Players can be. For Context here I am a off and on killer main. In a recent match I had a very altruistic team who was constantly there for pallet saves and flashlights. But as the story goes they were so focused on saves that they eventually lose the game to attrition and I finally manage to start racking up some kills.
Now in this second half of the match, I had used a hook spot near the corner of the map as that's where the survivors were running too. but after downing another survivor I quickly spot a issue. There is only one close hooks at this corner of the map. And once the survivor on hook dies, there will be no hooks left at this corner.
So as expected, I bleed out two survivors and hooked two others. In the endgame chat I'm lambasted for my toxic playstyle and plays and my toxic decision to bleed out the two survivors in the corner. So I had to ask, Was I supposed to let survivors wiggle out? The answer was of course yes, I was told how that was how I was supposed to play and to get good or stop playing.
Its fascinating to me that survivors would make my early game trying to get one hook so difficult, only to complain that I suddenly want to win and that I should give them a chance to escape.
I love DBD
what you did in the end is in fact toxic
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@Halloulle said:
I think Lethal Pursuer+BBQ as a short killer instinct version would be good. -- Most very good players can make an educated guess based on their own spawn location and perks they brought (e.g. corrupt) and based on game progress rhey can make an educated guess which gens are being worked on, aka where survs are. But the basekit changes aren't for the cracks but for the casual players that are still good enough to get matched with the cracks and just can't (and usually don't want to) compete at that level. Given how MMR works they'll be stuck there if they don't lose an abnormal amount of matches though, so they dont really have a choice.
Ine of the most frequent complaints I've seen is how difficult it can be to find survivors and how much precious time is lost at the beginning of the match.
Killer Instinct instead of aura read because I think it's a good compromise between distortion being bypassed and still getting a pointer on the direction.
It's pointless to introduce uncounterable info perks as basekit (killer instint) it is already problematic today. Furthermore it devalues any actual info perk, see how BT went out of use after the basekit version. In this case most killer info perks present and future would be rendered useless and all new perks introduced with info effect considered weak.
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they are heavy and would fall down before hitting a wall
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569983#Comment_3569983
You can start cleansing a dull totem, then quit after abit. This way you avoid crows and give 0 clues about your location by avoiding being near a worked on gen.
there are more effective ways to keep the crows away without the need to interact with anything in the map
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@WaveyTrey said:
I think bleedout shouldnt be 4 minutes. It should be as long as a hook stage. So 2 full minutes on a hook, and 2 full minutes on the floor.
This would give survivors a sense of urgency in which they can’t leave their teammates somewhere. Killers cannot hold survivors hostage. 4 minutes is way too long.
Buff Tenacity, and Unbreakable. So that the timer is slowed. For tenacity as long as you crawl the timer is slowed. Making it 4 minutes. Unbreakable the bleed timer stops as long as you’re recovering yourself.
Killers get no additional BP for survivors dying that way.
and we get an extra perk slot for the two new mandatory perks as well? How about we dont introduce "perk debt" you need to account for when choosing your build for even more situations.
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I never understood the widespread use of blindness debuffs. Blindness just further increases the effectiveness of SwF over soloQ targeting the very info perks that would pull the two survivor experiences closer to each other.
UW could use a more elaborate trigger (opening a locker? how is this even a thing for the effects that follow), and/or a more predictable presence that has some counterplay - and by counterplay i mean in-game agency and not picking "the correct" perks before facing it.
And drop the blindness from it, maybe replace with something else, idk more frequent / higher speed skillchecks, something that actually fits the theme of an oppressive presence of a killer approaching you.
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I feel the mother's dwelling is okay in size and with the main building. In fact one of my favorite maps with respect to map design is that one. You actually have to look around to find objectives, position yourself to help out teammates, and actually can run away if you want to hide without hitting the edge of the map within 2 seconds.
The debris could use a review, just like the Borgo got recently, and make sure the visuals match the hitboxes.
Contrary to the previous posts I don't think small maps are better for the gameplay, or closer to a balanced setup. I want to enjoy the maps I'm playing on and have some breathing room instead of being locked into the ~20 sq ft area like the new MacMillan maps feel like now. Not everyone wants to play a constantly-in-chase constantly-in-heartbeat survivor game.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570313#Comment_3570313
disconnecting and giving up everything is not a reasonable response to survivors holding the game hostage. The killer has all but won at that point, that would be like survivors DCing while in the exit gate (except even worse, since EGC sets a hard timer on the match at that point.) There's spite and then there's holding the game hostage, and even killers who do things like 4 man slug/bleedout have a cap of 4 minutes, not up to 60.
Killers trapping someone in a corner making them unable to move is something that appropriately gets called out and reported, yet people seem willing to defend never touching the objective when its down to two survivors. Both are against the rules, and killers should not have to DC and take the L for a match they've pretty much won.
That is all fine and a very commendable sentiment, feel free to stay in any game as long as you feel comfy.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570319#Comment_3570319
I'm just saying they play it safe with killer perks also
okay, this is a footnote then I think that is not true in this case. The 3% was intended to make the perk more appealing and to provide help with the current meta of complaints, which is tunneling. If killers are already engaging with this then the devs probably thought they can steer some of them away to other directions if they prey is more elusive, but not game breakingly so.
The 5% haste for 10 sec is a transformative effect, you give up blood lust for a more concentrated and immediate boost which however is limited in time. Which is probably the devs idea to reduce loop times instead of waiting for bloodlust 1-2-3 to kick in, now the killer has more influence what playstyle they want, or if they have ranged attacks and the extra haste after a hit helps with positioning it correctly.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570313#Comment_3570313
And i honestly meant the leave game option. It might be hard to swallow (although why exactly?), but it is a practical solution.
I know you meant the leave option. But why should someone be punished with a leaver Penalty because the other side plays like a jerk, be that a killer trapping a survivor in a corner/fanatically holding a 3 gen or the above mentioned play from survivor.
Here is the thing, this game sometimes tilts people, after a few bad matches if a few survivors feel like the killer only gives them the option to die if found and cannot do their objectives, and is relentless, then yeah, I can totally see people showing the proverbial middle finger and eff with the killer. I don't endorse it but I won't willfully turn a blind eye to the
This is not a valid excuse to behave like that. The things those people should do is quit playing for the day if they only get more frustrated.
SO if someone is unwilling to use it, and stays in the game and comes here to rant about being hostage, then what is really keeping him hostage in the game? The tilted survivors, or his own pride?
There are alot of a$$holes out there, you'll meet a lot of them in life, grow up and learn to deal with it the right way: ignore those who only seek your attention to drag you down. You prove nothing by engaging with them, you won't feel vindicated when the game finally ends one way or the other. You'll be just more upset and more emotional and not the right way.
Well, while you are mostly right that no one is truly held hostage in this game and quitting or shutting the game off by alt+F4 is always an option, I just hope to see you showing the exact same sentiment under the next survivor thread complaining about a killer holding a 3 gen or trapping a survivor in a corner.
Because I hate only a few things more than hypocrits and double standards.
Yes well you are trying impose a moral lesson on people (the bad survivors) who already doing this, not sure if it was well received even if heard. It is also a bit hasty to pick sides here, often times it takes two to end up with a stalemate of this sort at the end.
Hypocrisy and double standards, truly detestable. Can we add sanctimony to that list?
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Add a large number of maps with a lot variaty, like downtowns with actual elevations. In fact, have elevations in the map instead of just two floors.
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@DredgeyEdgey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568499#Comment_3568499
5%haste for 10s vs 3%haste forever idk u tell me
I'd rather stick to the topic of the thread and remain in the context to which i replied to. Whataboutism will only lead to arguments but no conclusions.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570298#Comment_3570298
assuming this is you being serious
there was a bug where the hooks wouldn't respawn after being broken by the perk. And once people found out about this bug, it was immediately used to make areas of maps complete hook deadzones. This led to it being completely impossible to hook survivors(unless the killer had iron grasp, agitation, or both) once enough hooks were broken, as survivors would purposely go down in areas with no hooks.
So no, the hooks NEED to respawn
/S
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569730#Comment_3569730
depends, did you let them do anything but hide or die?
What is the killer supposed to do? Leave them alone on gens for a minute while waiting in a corner or the basement? (Btw even this often doesn't do anything, I left such an outstealthing-each-other-for-hatch-match for 30 minutes and nothing had changed when I came back)
Also if you play on PC, and tap escape, there is a "leave game" button you can press. If you haven't used it too often in the past it should give you a minute of a time out and you can go on with your games.
Ah okay, so abandone the match, lose all BP, depip and get a leaver Penalty because the survivor couldn't take the L.
Why didn't anyone tell that to blocked in survivor back when holding the game hostage came up for the first time, such an easy solution. /S 🤦
Here is the thing, this game sometimes tilts people, after a few bad matches if a few survivors feel like the killer only gives them the option to die if found and cannot do their objectives, and is relentless, then yeah, I can totally see people showing the proverbial middle finger and eff with the killer. I don't endorse it but I won't willfully turn a blind eye to the reality of the sentiments of this community.
And i honestly meant the leave game option. It might be hard to swallow (although why exactly?), but it is a practical solution. Much more time effective than spending 10-20-30 more minutes in a game.
SO if someone is unwilling to use it, and stays in the game and comes here to rant about being hostage, then what is really keeping him hostage in the game? The tilted survivors, or his own pride?
There are alot of a$$holes out there, you'll meet a lot of them in life, grow up and learn to deal with it the right way: ignore those who only seek your attention to drag you down. You prove nothing by engaging with them, you won't feel vindicated when the game finally ends one way or the other. You'll be just more upset and more emotional and not the right way.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569727#Comment_3569727
so you agree they *have to* be shy with boon numbers?
No I do not. I think boons should have an impact in the gameplay in order to justify the cost:
- it takes time to apply it (and you have find a totem)
- the killer can snuff it out instantly
- they are pretty loud and can be found with minimal effort
- the killer will remember where it last was so using the same dull totem has diminishing returns
- it creates a side objective to the killer and is a way to use some of his time away from chasing someone. I know this might be undesirable for killer mains in general, but in a multiplayer game the opponent team should have at least some agency over how you are required to play, especially if the setup is asymmetrical. (And survivors already have to learn how to go against every killer power.)
Meaning if boons only apply things that are of no consequence, then it is pretty much just one perk that you won't see used. I'm not a fan of a cynical approach where items introduced has to be dull if it lands in the hands of the "other team".
So no, i think boons should be a threat, should be strong, but not gamebreaking. They should at least prod the killer to seek out the boon to snuff it in order to make use of it if nothing else.
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yeah, the hook shouldn't respawn at all
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depends, did you let them do anything but hide or die?
Also if you play on PC, and tap escape, there is a "leave game" button you can press. If you haven't used it too often in the past it should give you a minute of a time out and you can go on with your games.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568499#Comment_3568499
because boons are unlimited.
it does not matter if they are unlimited, if their effects are inconsequential like in that suggestion
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I don't know what tiers are you playing at, but if you think tunneling and camping is a fun experience back to back every game every time you try to play survivor, then you know very little about this game and probably should not try to educate others.
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@ChaosWam said:
Sticking my neck out as a killer main here, but I'd personally like to see a boon that dampens sounds inside the radius, maybe by like 25/30/35%? I'd also like to see a Hex version that makes survivors louder mapwide by 50%.
why are we so shy about the survivor numbers
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Don't like it. Don't like it at all.
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because intentionality is impossible to determine with 100% accuracy. "Leave game" is definitely intentional, but plugging your cable vs bad internet is more of a gray area for example
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A good chase is the one I can avoid and remain stealthy
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563166#Comment_3563166
Low % haste perks would be balanced via low requirements. While high haste would be ideally hard to get, so there would be a point in running both if they didn't stack. And the value of each % of haste grows exponentially the closer you are to the killers movespeed so bhvr should add a check to open up perk design
This is not a good design however, because per power attribution would overindex on the part that is also provides haste% even though most of the time it would be overwritten by a equal or larger amount coming from a different source. This would lead to more "weak survivor" perk design where the additional or main power of a perk must be kept low as it also provides some % of haste.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563114#Comment_3563114
I'm assuming the issue the OP is when a killer will slug to find the final survivor. If you can only recover when everyone is in the dying state this wouldn't come into play in that situation.
I think slugging to find the last survivor is annoying and probably should have some mechanism around it to help survivors instead of just bleeding out on the ground, but i think the main issue that is actually toxic is slugging all survivors from the getgo, where this would actually be helpful.
In order to make it useful, once you can start recovering completely it should remain active until you do so, not just whoever recovers first.
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@Steakdabait said:
Survivors have to play the majority of the match with 3 perks to use hope. It should be very powerful, just nerf mft or make haste not stack(or both)
Making haste not stack would just lead to picking the perk with the most haste provided, and any other perk providing less will fade away.
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@[Deleted User] said:
So how would you propose it be removed?
if all remaining survivors are down they can recover from the dying state.
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I fully support it provided he is hunting the Alien.
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I think most survivor perks have a good idea or theme behind them, but their actual in-game power is fragmented or underwhelming.
By fragmented i mean you need multiple similar themed perks to get something out of them that actually impacts the match in any way, or the individual perks are just too weak and should be condensed with other ones in an update.
Some other perks are old and outdated, and agian some are countered effortlessly.
A few examples:
Too fragmented:
- Counterforce and Small Game should be condensed into a single perk
- Self-Preservation and Parental Guidance should be condensed into a single perk
- Appraisal and Ace in the Hole should be one perk
- Corrective Action and Technician should be one perk (and still no one would run it)
- Left behind and Low profile should be one perk
- Wake up and Vigil should be one perk
- etc
Some has unnecessary downsides or difficulties:
- Aftercare should not lose its effect when hooked
- Blood pact's 16m restriction should be relaxed or removed
- Inner healing should also trigger when blessing a totem with a boon. Every totem related perk released after boons become a thing has this trigger condition in addition to destroying a totem.
- Reactive healing should not be based on missing health, the more effort you put into healing yourself the less it is worth, and it never actually delivers, maybe it should be mixed up wtih Solidarity
- Open Handed does not stack.
- etc
The underwhelming:
- Boil over is pretty underwhelming especially in SoloQ after its nerf. There should be something worthwhile in it to pick this one without going for a troll build (and even that won't do anything in 90% of matches)
- Clairvoyance should add items to a map if you are holding one, and should potentially be condensed with Detective's Hunch
- Desperate Measures should affect more actions
- Premonition is outdated. It just needs a buff of some sort.
- Poised needs some update, like only trigger its 10 second timer when you enter the killer's terror radius the next time or something.
- Soul guard's recovery effect should be available while under the effects of a boon or a hex curse.
- and so on
Some are countered way too easily, like Fogwise vs Fearmonger, which is quite annoying and is totally unfair. Fearmonger is always on by simply adding it to the killer's perk layout. Fogwise requires an effort to work. Fearmonger is conveniently padded with exhaustion just in case there aren't any aura reading effects to counter, fogwise has nothing else going for it once blinded and no other way to trigger it than repairing a gen, imo it should also trigger on all great skill checks at least, not just while repairing.
Similarly Sloppy vs Resurgence. Like wth.
And none of the survivor perks counter killer instinct btw.
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@Bloodredwraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553758#Comment_3553758
Unless you’ve forgotten, killers play in first person, they can’t look around corners without actually looking, they can’t mind game the same way as survivors. Audio cues are a needed part of the game, as scratch marks can be altered and unreliable, if audio was a factor survivors could and would just run away from loops and you’d have no counter until it was too late. Mind gaming is only possible when you can hear, otherwise it’s a complete guess.
It wasn’t balanced by any means, and at best was trying to fix an issue some survivors being louder than others, which will be addressed later as stated by the devs. Oh and footsteps are not a viable argument as chase music is usually enough to cover that up.
This is an opinion on how it helped killers to nerf it, and yes it is correct from that point of view, it simply is not a strong enough argument to make it a decisive result. It is just as easy to argue that was the point of the perk for several years and it was just fine.
So let me give an argument along the same lines:
Unless you've forgotten survivors need more options to play the game other than just running in loops whenever spotted, and some of them might want to elect a perk setup before entering a game that gives them other choices of losing a killer. Otherwise their only options are looping them until caught or until the killer gives up on them, whichever comes first, which leads to monotone, repetitive, and boring games. It is also providing some cover to survivors who are injured for a long time because for whatever reasons in that match had no option to heal up and want to keep a low profile while trying to survive or move around.
Seems like a solid reasoning right? It has the condescening, lecturing start, then it offers a perspective and some argument that leans into being anecdotical but still easy to follow along and feel like there is some truth in it.
Sadly, i'm too cynical, and my suspicion for the nerf was nothing like this, they simply wanted to give room for new perks that offer complete silence while injured but only conditionally and in a temporary manner, like the new Lucky Star perk.
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I think the a few of many problems with the survivors perks is how fragmented their power is, and how outdated most of them are:
Here are a few examples:
- Overzealous and small game should be one perk
- Technician and Corrective action should be one perk, and you would still barely see it
A lot of weak perks could be condensed into a single one and they would make some more sense.
There are some unreasonable downsides to some others:
- Reactive healing should be more reliable and not just based on a % of remaining healing bar
- Inner healing should be updated to trigger on blessing a totem too (like every other perk that was released after boons and interacts with totems triggers on both blessing and destroying totems)
- The 16m range restriction of blood pact should be made more forgiving or removed entirely
- Soul guard's secondary power should work while under the effects of a boon or a curse
- Aftercare shouldn't lose its effect when being hooked
- Boil over was nerfed too hard, and has no measurable effect in solo Q without adding like three other perks, and even then you only end up with an highly unreliable meme build (Boil over, Flip Flop, Tenacity, and Power struggle or Unbreakable) which does nothing to help you at all in the majority of the games.
Most survivors perks have good ideas behind them, but the concrete power they bring to the match - for the majority of them - is underwhelming, and does not compare to some of the few others that definitely make a difference. Compare any of the ones Ive mentioned above to even today's DS or DH, let alone MFT, a single Adrenaline, or a single Hope.
And then some of them are just rendered completely useless with a simple choice on the killer's end, like Fogwise is completely useless while the killer is running Fearmonger, and it is not even connected to any action on the killer's part it is just a match-wide effect now, while Fogwise requires some effort. Fearmonger is also padded conveniently to also give a mini-exhaustion just in case it would not block any aura readings, whereas Fogwise has nothing else to offer. And fogwise is otherwise a great soloQ info perk, but sadly fearmonger is popular, so tough luck.
This list could go on for a long time.
Most survivor perks are rarely used, as most of them are simply underwhelming, or you need two-three of them to feel like you have changed something in the game.