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  • I see absolutely no benefit in making information about this program public. In a way it's kind of creating another Us vs Them (Fog Whisperer vs Consultant) scenario.

    It's also creating additional avenues of potential harassment, people who are unhappy with some game changes now have additional targets to blame and harass.

    If X gets implemented which is chastised by most of the community, people will ask the consultants why they didnt speak out about X to the devs.
    The consultants would probably reply that they did speak out against X but the devs ignored their feedback. Congratulations, now consultants look like PR figureheads to give off the illusion that the devs engage the community. Sounds like Fog Whisperer in another skin.

  • If there was a mechanic that allowed Killers to end the game instantly like hitting a switch before the gates were powered, Survivors all got auto sacrificed and the Killer got a Entity Displeased outcome, Survivors would probably be complaining about Killer players giving up too.

    It works both ways.

    I would like to see how people would defend Killers giving up via such a system if it was implemented.

  • Target one person from said swf and make sure they are slugged as much as possible.

    Most swf are used to chase >down >hook patterns and don't expect the Killer to get a player out of the game via Bleedout and not hooks. Since the bleedout bar only shows when a Survivor is downed, sometimes even the Survivor who is repeatedly slugged doesn't realize they're close to bleeding out until it's too late let alone their teammates.

    Anti tunnel perks that are meta picks now only activate after being unhooked making them useless in this scenario, Ftp + BU is getting nerfed in a few weeks as well. Now is a pretty good time to play with an alternate playstyle. There might be the occasional squad with anti slug perks but there aren't many of these squads

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726149#Comment_3726149

    You are looking at it at face value. The point of Thana is to slow the game down right? But, to make thana good, means you make the survivor's time miserable, because everything is so slow so they have to go find a teammate to heal themselves constantly. But, if you make it so survivors now have a choice, they can continue to eat the thana, or they can heal themselves, or a teammate, it gives a choice.

    Lets look at the math of that one for example. So you get injured right? Repairs are now 6% slower, so that means a gen takes 5.4 seconds longer. Not much time by itself, so maybe you think, i'll just ignore it, i won't heal myself and just keep working the gen. But now another survivor gets injured, so now the gen is taking 11 seconds longer. Now you start thinking, "well, i'm injured, which makes my next chase riskier, maybe i'll just spend the extra time to heal myself or find a teammate to heal me" so now, you heal yourself, which makes you safer for your next chase, and removes the penalty on the gen. But, while you are healing yourself, what is happening? That's right, you aren't working on the gen. The penalty itself did not delay the game much, but it delayed it ENOUGH to encourage you to spend your time doing something else.

    Its like the pig traps. If you are a good pig player, you do not tunnel the people with the traps, you trap someone, and then you mostly ignore them, yeah maybe sometimes you run into them running to a box, or you catch them at a box, so you maybe down them and then continue your other chase, but you aren't actively tunneling the person with the trap. Because the person with the trap is already NOT working on gens, so you should instead focus your time on people who ARE working on gens. 1 Person trying to remove a trap, 1 person in a chase, 1 person on a hook, and 1 person going for the save are NO survivors on gens. You aren't going to use the traps to try to get kills, you are using them to make survivors do something ELSE other than the gens.

    Similarly here, the point is to make thana JUST strong enough, that it makes the survivor think "maybe i SHOULD heal myself". So they spend the time getting off the gen and heal themselves. Right now, the numbers are too weak because you need all survivors injured, but if you buff thana, it becomes miserable because survivors then have to run around finding someone to heal them, or to just power through really slow gens. So the point is to give them a CHOICE, keyword CHOICE. "Do i power through this gen 6% slower and run the risk of being less safe in my next chase? Or do i take the chance here to waste a little extra time, but heal myself so i'm playing a bit safer. Do i have time to do that? What are my other teammates doing?"

    It creates meaningful gameplay choices that survivors can make where they can choose to ignore it completely, or choose to go ham and keep themselves fully healed at all times, or somewhere in between.

    This is actually why Thana is good on plague for example. Not because thana is actually that much slowdown, but because it encourages survivors to cleanse at the alters. Which, in turn, will speed up their repair speeds, but, it means that now they have to deal with plague potentially having their power. It creates a meaningful interesting choice, where the survivor can choose to power through it, or choose to be safer since powering through it is already being penalized, ultimately slowing the game down either way. If they ignore it it, it will slow the game down, a little bit but its much less safe. But, if they want to be safe, now the game is slowed down a lot more.

    Now, maybe 6% is a little too low, perhaps it needs to be 7% to make it more worth it, but the general idea is there.

    I think this is a good idea, I always liked the idea of letting Survivors decide between two alternatives with their respective downsides, similar to how a Survivor grabbing Pinhead's box puts themselves in a 50/50 of either being Oblivious and hit by random chains or solve the box and risk Pinhead starting a teleport chase.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725609#Comment_3725609

    They tried much stricter MMR about a year or so back. All the veteran players hated back to back to back sweaty matches, and hated the longer queue times for those sweaty matches. Then it was quickly changed back.

    Isn't the point of matchmaking to pair a group of players with similar "skill" (Escape/kills) together? If the matchmaking gives the veteran players a 50 hour Survivor occasionally, it's fine?

    Long queue times means that there are not enough veteran players AKA bad player retention and not enough players capable of meeting the demand on both roles. The faster queue time measure was implemented as a quickfix back in 2022 because not much people were playing Killer at that time. If that issue still persists now, it means devs haven't done enough to fix the player count for both roles.

    @IntoTheRain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725609#Comment_3725609

    Matchmaking was made quite a bit stricter actually, if I recall it was like…February? Otz did a video on it. The problem is: backfill. This needs to go away. It NEVER leads to good matches for anyone.

    Backfill is the side effect of allowing matchmaking to bypass MMR for the sake of faster queue times. If the faster queue time system was removed, all the "backfills" even after someone dodges the lobby would be still be of similar MMR.

  • Lobby shopping could be resolved by making matchmaking more strict. The game can't backfill a 50 hour killer into a 2k hour survivor lobby if the matchmaking range is much more strict.

    This issue of having loose MMR for a quicker lobby wouldn't have happened if there was a better distribution of player count on both sides.

  • It's games like this that discourage good sportsmanship. I wouldn't be surprised if this swf would probably complain non stop if they got a strong Killer who stacked slowdown and played nasty.

  • There isn't much incentive to hook when only one person is down and the other 3 are healthy and pushing objectives. Hooking when 2-3 Survivors are slugged makes more sense with a slug build since the slowdown comes from Survivors running across the map to pick other Survivors up.

  • SM is a very good example of how people can't forget and move on.

    She could be a generic M1 Killer and people would still give up on hook.

  • @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721515#Comment_3721515

    I believe they'll adapt. I use randomizers for both Killer amd Survivor in regular games, and it just takes some adjustments to start putting greater pressure in. It'll come with experience and experimentation.

    It's not about adapting. Unless this becomes the default game mode or gives an absurd amount of BP per match, I don't really see the point of playing this mode as Killer long term.

    This mode is pretty relaxing for casual swf though.

  • This mode doesn't seem very attractive to Killer players though.

  • Gearhead could be better if the Aura revealed was not red and an audible sound played when a Survivor was revealed

  • @Junylar said:

    Unironically using Self-Care now, after all the thousands of nerfs, is just mathematically wrong. Literally any other self-healing perk is better. Even with Botany, you just waste 2 perk slots for something achievable with one or zero. So if it is considered meta in Japan, it probably tells that the game community there is small and the meta is not yet developed there. The same goes for the lack of tunneling: tunneling one survivor out of the game early is a guaranteed way to win for the killer, if they don't do it in Japan, it most likely means the benefits of tunneling are not yet so obvious there.

    Killers do tunnel, but the Survivor getting tunneled doesn't act like the Killer is some vile individual that deserves to be harassed or demonized. The comp showcase featuring a Japanese Legion player on the Game also demonstrated that some games can be won without tunneling.

  • Good attempt on the 4.0, I feel like understanding the complexities of this iteration may prove to be a bit confusing for Survivor but that's just my opinion

    I think Sadako's premise somewhat clashes with the concept of hooks in the game. The ultimate goal of her power is to take someone out of the game even with 0 hooks but slugging a Survivor is frowned upon. People already noticed this in the first version of Sadako and slugging Survivors was common, Ring drawing's effect made the playstyle more attractive too.

    Devs also probably picked up on this and tried to incentivize hooks by making it easy to remove stacks and locking Condemned stacks via hook which brings us to 3.0 Sadako

  • Just to chime in, for the Southeast Asian server, Western playstyles/tier lists are more popular. The self care + Botany meta is something limited to Japanese players from what I've seen. Perceptions on tunneling and camping aren't as overblown as compared to the Western community too.

    I will bring selfcare + botany when I play with my japanese friends but I wouldn't with my local swf groups.

  • A perk that would regress gates might work. It would definitely make Endgame perk builds more viable.

  • If you were just intending to report the player using the ingame function for any rule breaking behavior, I don't see why you are entitled to know who the player is unless you were intending to harass the player outside of the game OP? Or were you thinking of compiling a list of "naughty players" and post said list on social media?

    You are welcome to share your POV if you have a different take.

  • @Spare_Them_Mori_Me said:

    @Xernoton

    Love ya posts. But I want to point something out.

     that's still 17 seconds wasted just by hooking someone.

    This is an except from a post you made on the first page of posts. But if we are at a point were hooking a survivor is a detriment, we've a problem.

    At the very least, attempting to hook every downed survivor doesn't feel worth these days, and that's not even taking the gen regression perk nerfs into consideration. It's felt that way since BGP 200% and FTP+ BU got introduced. DS and the ultimate weapon changes played a part in contributing to this opinion too.

  • Seems like making the early switch to Knockout/Infectious Fright/Surge/Flex on M1 Killers was the right move

  • I think if they buffed the numbers on other regression perks like surge by like 2-3%, the nerfs to pain and pop wouldn't be interpreted so negatively.

  • The fact that this combination can work at the start, middle and end game without much repercussions is amazing.

    Buckle up was probably designed to counter situations where Survivor A was slugged, Survivor B being injured picks up A and either one gets downed from the Killer nearby.

    If the FTP + BU interaction was removed, the usage rate of both perks would see an immediate drop.

  • Have they fixed his Possessed Chain removing stacks from stbfl when used on the Obsession?

  • @Iron_Cutlass said:

    I feel as if this post is made to intentionally be disingenuous.

    Both sides complain about it since it messes with the flow of gameplay. I queued into a public match to play with and against actual players, not AI; if I wanted to play a PvE game, I would be playing Warframe, not DBD, which is why regardless of what role I am playing it ruins the experience for me.

    Time to wake up Tenno, and grind for the new Prime.

  • Not surprised if equalizing the sound volume would break something else instead.

    I've had a sound bug where I can't hear sounds behind me on and off for a few months. It comes back for one patch before bugging out for the next. Sound has always been broken in dbd

  • I would argue that DS truly can't be weaponized when stun/blind saves which result in another Survivor escaping the Killer's grasp is considered a Conspicuous Action.

    What's stopping an unhooked Survivor with a flashlight and BGP + OTR/DS from running behind the Killer waiting for a blind or pallet save even when the Killer is chasing the unhooker or someone else?

  • And the purpose of this thread is?

  • Game design still needs to be called out. Not band aid fixes but things that would obviously lead to unhappy experiences.

    Sure we know that there are a lot of DCs, but do we know the exact reason? Just saying people don't feel like playing that match gives no value. It could range from failing an archive challenge to literally being unhappy about being found first.

    Archive challenges need to be reworked especially for Survivors. The game needs to decide if it wants to be more casual oriented or comp oriented.

    Casual oriented could see more random buffs being implemented in the game to spice things up. Perks could be permanently randomized each game so people on both sides dont just run meta.

    Comp oriented would have more strict balancing from the top mmr to bottom and matchmaking could be more strict.

    Devs want to cater to everyone and everything and that has worked for the past few years and may continue to do so for the next few years, but the game will eventually collapse on itself for being too ambitious.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711444#Comment_3711444

    It's not even such a strong tactic, just go and pick up your teammate, you have 4 minutes of free time until they die.

    You underestimate how effective hardcore slugging is. A lot of the time during the match the killer is busy picking up, carrying and hooking survivors. What do you think happens, when they stop doing that and use a perk (like Knockout) that makes this even stronger because it all but guarantees the slug will be on the ground for longer?

    Their efficiency is highly increased. Pick up your solo team mate that you won't even see. I'll be busy slugging the next. At a certain point you start hitting and slugging faster than the survivors can reset, which allows you to get multiple downs and make it even harder for the survivors to keep up. All while nobody does gens because they are too busy recovering. There are a few killers, maps and perks that really make this an issue, especially when combined.

    Have you played against a Knockout Doctor on The Game yet? If not, spoiler alert; you don't want to. It's disgusting.

    The same goes for Head On and some others. Funnily enough, slugging is the only way to counter both of them.

    The counter to Head On isn't slugging though (exception being on Midwich). You don't have to walk close to a locker when carrying a survivor. As for Boil Over, there is no need to slug everyone to counter it and even in a full squad it's not enough. To really make it work they'll need sabo toolboxes and Breakout. Sometimes Breakdown as well because there is always the possibility they go down close to a hook.

    In most cases however, you can really play around it. It's not always fun but it's definitely manageable. Unless they send themselves to Badham with a basement offering for shack but that's a map issue.

    Actually, Knockout alone can be countered even within Solo Queue. Empathy and Bond will allow Survivors to see even slugged Survivors. Knockout only blocks the basekit ability to see downed Survivors. Empathy and Bond are also decent perks to have in Solo Queue. This is where Hex: Third Seal comes in.

    However any decent Survivor will probably figure out the Killer is running a slug strategy when they get hit by third seal and start looking for the totem asap

    in Slug Fest Comment by appleas
  • From a 3 or 4 man on comms perspective, the game is relatively balanced as it comes down to which side being more determined to win. (Comp tier callouts, strong items, meta Killer addons, map offerings etc) Since the game doesn't tell you if you're going against or queuing with a premade or not, when people share negative game experiences, it ends up being people talking about two different things.

    Killer talks about coordinated teams gen rushing, not making mistakes because of location call outs.

    Solo queue Survivor talking about teammates making weird decisions, bad mistakes, giving up on hook etc.

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711529#Comment_3711529

    ONE PERK should NOT COUNTER FOUR

    https://us.v-cdn.net/6030815/uploads/A0I1656Y3QO0/image.png

    ^ This perk counters more or less:

    • Sprint Burst - hard counter,
    • Lithe - hard counter,
    • Dead Hard - hard counter,
    • Background Player - hard counter,
    • Balanced Landing - hard counter,
    • Dramaturgy - hard counter,
    • Head On - hard counter,
    • Iron Will - hard counter,
    • Overcome - hard counter,
    • Smash Hit - hard counter,
    • Bond - hard counter,
    • Aftercare - hard counter,
    • Alert - hard counter,
    • Any Means Necessary - soft counter, survivors won't see the pallets,
    • Better Together - hard counter,
    • Blood Pact - hard counter,
    • Circle of Healing - soft counter, survivors won't see injured survivors,
    • Deja Vu - soft counter, survivors won't see other gens,
    • Detective's Hunch - hard counter,
    • Empathy - hard counter,
    • Fogwise - hard counter,
    • Inner Focus - hard counter,
    • Kindred - hard counter,
    • Object of Obsession - makes this perk only give value to killer,
    • Open-Minded - hard counter
    • Plunderer - hard counter
    • Rookie Spirit - hard counter
    • Samoteur - soft counter, won't see hooks,
    • Windows of Opportunity - hard counter

    If you wanted to find a similar perk for comparison, Mindbreaker ain't it.

    Survivors have to be doing a gen or was doing a gen a few seconds ago to be debuffed from the perk. If a Survivor was going for a hook save, healing a Survivor or even just standing still afk, Mindbreaker doesn't do anything.

    Distortion on the other hand blocks the entire instance of aura reading, be it 2 or 8 seconds. Regardless of the Survivor being on a gen, healing or being afk, they get value as long as they have tokens and the recharge condition being stand near the Killer as long as they have a terror radius.


    If Mindbreaker was that big of a counter perk, why aren't people using or complaining about it? It's because the effects of Mindbreaker last for a short time and only matters if the Killer found you within 5 seconds of doing a gen. The only hard countered perk regardless of situation is Fogwise

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711479#Comment_3711479

    Ultimately when the devs have fixed all the problematic aspects of the game

    What's the point theorizing about something that will never happen?

    If you believe that the problematic aspects of the game can never be fixed, why are you still playing the game and not getting off the "sinking ship" so to speak?

    Furthermore, my post was based on how the devs would likely view removing the dc penalty in terms of pros and cons. While the devs have been rather slow in terms of effecting huge change, they have slowly but surely been addressing long term issues such as face camping, hook grabs, downing the same unhooked Survivor immediately via basekit BT etc

    Perhaps the ideal healthy version of DBD will take 2-3 more years to be implemented, maybe it won't happen. That's not up to me or you decide, that's up to the devs.

  • Calling for DC penalty to be removed just offers temporary satisfaction and is detrimental in the long run.

    The practice of quitting during multiplayer games has always been frowned upon in the gaming community, DBD being an assym doesn't make it some special snowflake that is immune to this fact.

    Ultimately when the devs have fixed all the problematic aspects of the game, reinstating the DC penalty would make sense. However would the community be willing to accept that? Can the players who have been disconnecting over any minor inconvenience because there's no DC penalty suddenely go back to playing out full games without quitting? I highly doubt that, developed habits are hard to unlearn.

    At that point when the DC penalty gets reinstated, those prone to DC-ing would find some other way to get out of games quickly which is pretty much the current "letting go on the hook". Doesn't sound like the type of behavior to be encouraged by the devs.

  • She went from inconsistent to noob stomper to somewhere in between.

    Not really worth unless you want the perks.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710943#Comment_3710943

    I see Lethal Pursuer in at least every second to third game. I'd actually wager that the increase in Distortion use directly correlated to the increase in LPs perk usage. Much as Calm Spirit increased after UWs release. Unless all 4 survivors are running Distortion (which obviously happens but I'd say very rarely) people evidently still get value from aura perks. And BBQ isn't far behind LP in use, both are in the top 10 used killer perks. I've also seen a noticeable increase in Floods of Rage lately. People wouldn't pick these perks if they weren't getting value.

    I assume you're referring to Nightlight stats? Perhaps what you mentioned about the rise in distortion usage is to counteract LP and BBQ. I stand corrected. On a more personal level, I rarely run LP except on Nurse and maybe Nowhere to Hide.

    I prefer playing M1 Killers more so LP doesn't really benefit them much and by extension, aura perks too since chase and slowdown perks are more reliable on these Killers. The presence of Distortion also doesn't help when it comes to considering aura perks.

    Until Distortion gets a change to how tokens are gained, I don't really see much value in running pure aura perks on my M1 Killers as they can't make use of the information as well as say Nurse/Blight or an orbital Huntress.

  • i think OP is just saying that Blind saves should be defined as a Conspicuous Action.

    Since the current list includes Altruistic actions like healing or unhooking other Survivors, it is weird that a Flashlight save isn't considered as one.

    I'm not too sure if there are two different score events for Blind saves and flashlight blinds when the Killer is not carrying another Survivor. If they're the same, the devs probably excluded blinds otherwise a tunneled Survivor flashlight blinding a Killer at a pallet would disable their Endurance.

    However with flashlight blinds being much easier to pull off combined with BGP, a "tunneled" Survivor with OTRlurking near a chased Survivor for a save isn't such a rare occurence these days. This would be how second chance anti tunneling perks could be used aggressively.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710549#Comment_3710549

    I can undertand this. On one hand it makes sense to want to get value out of a perk no matter how risky the play, on the other it's a slippery slope when the only thing players think about is optimization over anything else, as it can lead to the most "sweatiest" games. Unfortunately though, I think this mentality has long been invovled in the game wether or not the buff to DS even happened. I would say that if tunneling wasn't so prevalent (which is killers trying to win as quickly as possible, so it's valid), then a perk like DS would have never even been conceptualized, let alone buffed recently. I said this in the post previous but I think it fits with this as wel, the changes to DS are an annoying "symptom" but not the "cause".

    DS is just one of many symptoms, BGP + blinds, pallet stuns, sabotages all discourage picking up of Survivors be it the first or subsequent hook. Hooking takes up too much time and frankly kills off Killer pressure too easily. I see Killers learning that not every down mandates a hook as a good thing. Slugging for pressure is still a tactic largely slept on.

  • Even if Distortion is fine as what people in this thread has been saying, the existence of the perk isn't really encouraging players to run aura perks apart from maybe Killers that can go undetectable either.

    If encouraging perk diversity is the goal, Distortion definitely isn't helping.

  • It's the same mindset with optimization. Even if a Survivor didn't get tunneled, not at least trying to bait the Killer into grabbing them after getting unhooked means the perk was essentially wasted.

    Slugging a survivor after unhook will probably be more common and I can see it being the next thing complained about in a few months

  • Information perks especially aura perks aren't very attractive currently considering one size fits all Distortion counters a lot of them.

    Hooking just to see screams doesn't mean much considering the more attractive hook related perks out there, PR, pop, GE.

    The only way I could see this perk get ok value is with GE/Deadlock and Survivors being auto pushed off gens.

  • Down + hooking someone > look for new chase takes up too much time and risk especially for M1 Killers.

    There may be some players who slug and bleedout because of malicious purposes but that doesn't mean everyone who slugs is the same.

    in Slug Fest Comment by appleas
  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710048#Comment_3710048

    When Blight sees that A has just been pulled off the hook and decides to go for A, yes, that is tunnelling.

    Sounds like everyone has their own definition of tunneling and everyone is just arguing past each other when discussing tunnneling. No wonder there's no end to the debate.

    in New Ds Comment by appleas
  • @Chocolate_Cosmos said:

    I would do this:

    Increas the stun duration to 6 seconds. (extra 1 sec)

    However the moment Killer hooks someone else the perk deactivates to make it really anti-tunnel.

    I doubt it will happen because DS doesn't just "disincentivize tunneling", DS also punishes quick downs on mobile Killers.

    Take a Blight with bbq for instance. Blight hooks A, goes for B far away from the hook thanks to bbq and downs B quickly. C unhooks A just as B gets hooked. Blight sees C healing A at the hook and heads over because pressuring both Survivors would force D to get off the gen and go for the unhook on B. Blight goes for A thanks to the blood stains and downs them, gets hit by DS on the pickup.

    Should the Blight deserve the DS because they tunneled or because they were doing their objective too fast? (Starting and ending a new chase quickly and returning to interrupt a heal)

    in New Ds Comment by appleas
  • There is a perk for that, it's called Dissolution.

    However there's too much conditions attached to it to activate and can be countered easily so it may not be what you have in mind.

  • It's not a good look when the patch has loads of issues such as strobing/rubberbanding while the new store UI work perfectly fine.

    Even if the teams that work on the game and store UI are different, people will conclude that more effort was dedicated to making sure the store UI work rather than the game. It's perfectly normal as they're not privy to the internal workings.

  • I once got a No Mither duo with Head on + Boil Over sending themselves to dead dawg. After a few failed attempts to hook, I just slugged and re-downed them whenever they got up until they bled out. I let the other two Survivors go.

    Play stupid games, win stupid prizes.


    Not sure why some maps still have the potential for this. People who play like this are just asking to be slugged.

  • @Onako said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709007#Comment_3709007

    I always thought this "high risk, high reward" aspect of ruin was the main idea behind the entire perk. Like yeah, it has a very strong effect but it can also be dealt with really fast

    Which is why not a lot of people like the inconsistency of totems. It's telling when people bring pentimento/undying for 1 or 2 other hex perks because they expect their totems to be cleansed before they even get value out of it

    No One bypasses this issue because it only spawns at the end of the game which makes it less likely to be cleansed immediately even with the aura reveal.

  • Default ruin is fine, the issue is with totem spawn logic as a whole and that's the reason why totem playstyle isn't as popular as regression.


    You can have 400% regression on Ruin but if it gets cleansed within 20 seconds because it spawned next to Survivors, it won't get picked often

  • Ironically BGP may actually push Killer players to learn to weigh the benefits of whether hooking a survivor is worth it or not which ties into macroplay. The down > hook cycle isn't a must in every chase rotation. Sometimes slugs can generate more pressure and renders BGP useless as a bonus.

    I look forward to more Killer players getting better at macroplay.

  • Terminus shines in combination with other endgame perks. If Killers were to run one backup perk for endgame, No One Escapes Death would be a better backup endgame perk because of the higher snowball potential. For Terminus to have greater value, the current EGC timer would have to be halved or a perk with that effect would have to be introduced. That would give Survivors a very short time window to group heal, save a hooked survivor and escape before the timer runs out.

    Even with the current Endgame perks, Endgame still needs something more to justify running an Endgame build because the strength of 4 Survivors before and after 5 gens have popped is frankly not that huge of a difference.

    An Endgame build is strong when there are only 3 players left going into Endgame, but bringing gen slowdown and tunneling one person out ASAP also achieves the same effect.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707698#Comment_3707698

    That doesn't seems to be more effective than gen regression perks though, even from sweat perspective, full regression builds largely outweighs any specialized killer builds, especially when they nerf perk synergy like franklin's and hoarder with special items

    They didn't want loads of EMPs or Sadako tapes on the ground

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