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bjorksnas

bjorksnas

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  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830089#Comment_3830089

    Hmm … but then you would have even less incentive to use the perk, if each activation made it worse? I don't really understand this reasoning.

    But your post gives me an idea, if we go by the kinda lore behind the perk, it should actually get better and better the more often it activates and the more the algorythm learns. Either that or maybe give it automatically the whole endgame as a duration? How cool would that be :D

    Well ok heres an example

    current version activates for 40s per use

    with the decreasing returns the first activation might last 60s, then the next would last 50s ect, so even if you only manage 3 procs per match you would get 150s of total time from the perk compared to 120s with the current version

    It could work the same way in reverse though

    For each generator completed gain a token, for each token extend the duration this perk is active for by ~5 seconds, so early game ones are less impactful but late game ones can last a very long time

  • Id rather see them reduce the duration for each time it procs rather than give it an overall duration decrease (oh they also either don't have it displayed right or actually nerfed it down to 40 seconds ingame

    {F213F7D3-0FB0-48B8-A40F-D6107FAEEF3D}.png

    2-3 procs per game should be impactful but to keep it more in line even if you manage to get a 4th / 5th time you should start having greatly diminished returns (especially because at minimum you always can get 1 per match since the last gen being done also counts as the other 2 gens being completed and thus always activates it if you kicked one of the last 3 gens)

    It should just get a new effect that says (after each time this perk activates gain a token decrease the duration by 10 seconds per token)

  • How is the event killer sided, you either get a projectile that doesn't cause slowdown or a item that can very easily win a chase and get massive amounts of distance. Both are just really good and a reward for interacting with the event. The void this time around is decked out with a lot of decent vaults and pallets on top of a few cheesy spots to lose a killer at, and if you play smart you can even enter voids faster than the killer.

    Most of this other stuff is also too vague to really care about in a broad sense. Id rather see a list of some actual specific problems the game has.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827320#Comment_3827320

    You need to x4 on the survivors, because they are a group of 4 at a time, so 1 lb counters 4 flashlights in one game ect.

    so its 5x4 = 20 and not 5..

    image.png
  • Its bugged where instead of screaming the interaction bugs out for a bit

    Normally in t3 you scream from time to time including when you would be snapping out of it

    Unfortunately this became bugged a while back where if you are snapping out of it if will try to scream, fail on start up because you are holding the button, immediately go back into trying to snap out of it then repeat for a little bit because there is a solid ~1s window where they game will keep trying to buffer a scream but have it canceled out by holding the button.

  • I don't think you should be able to stick you hand through walls or floors to give the survivor on the hook a thumbs up, especially in a place where killers should get an advantage for hooking the survivor there

  • I think because of how much room for synergy it has and effectively how susceptible to being strong when cheating the perk is in a fine spot

    Not counting for time during a skill check (because I can't do the math for it) heres how much time normal vs skillchecks vs deadline can save

    Normal gen time 90s

    Normal gen time with skillchecks 84s (90/13.4) * 12.5)

    Gen time with Deadline 80.7s

    Now in effective numbers this means you complete gens at

    100% speed

    107% speed

    and 111.5% speed

    On its own its not bad a 5% increase in gen speed while injured is doable and you can easily combine it with a few other normal gen speed perks to get stuff like 120% with resilience or 126% but then if you add any amount of perks it has synergy with the numbers go astronomical

    Hyperfocus on average takes ~43 seconds to reach max efficiency and by that time you have repaired 55 charges of a generator and then finish repairing that generator after another ~27 seconds for a ~70 second gen (which is already crazy) 128%.

    With deadline that ramps up in ~25 seconds to reach max efficiency, and by that time you have repaired 37 charges of the generator and then finish repairing that generator after another ~39s for a ~64s generator you are nearing a 50% increase in gen speed off a 2 perk combo, which subtle cheaters will love to see buffed (140% speed)

    Now if even a 2 perk combo like this reaches critical mass before doubling the numbers or removing downsides id imagine that buffing it will cause it to go into the stratosphere

  • @jmwjmw27 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828638#Comment_3828638

    How?

    This would only do anything if survivors notice the bar filling up. Are they going to abuse it by bringing the killer to the hook? Maybe you haven't seen it in action, but it is very generous to the killer if there's a survivor nearby.

    The only thing this change is realistically going to do is allow survivors to be more efficient when a killer is camping, which is a good thing.

    Its generous if there is a survivor within 16m of the hook not 16m of the killer, if you can keep dragging a killer around the hook but stay outside of 16m you can get a ton of progress, its not currently used because no one can see it but like all things in dbd it will be pushed to its limits if people can see it

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828663#Comment_3828663

    My issue is with tunnelling, not hook count. Obviously tunnelling is worse from the very start of the match, but purposefully chasing someone immediately after unhook until they're dead is bad and something we should be moving away from as strenuously as possible.

    If you choose to do it, disregarding any other changes that should happen, you definitely shouldn't get to have regression perks available afterwards. Regression perks in a 3v1 are overkill.

    Then just make it disable upon a survivor dying, that should be enough to knee cap it if you tunnel no need to also make it worse 90% of the time

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828650#Comment_3828650

    I mean, yeah, that's the point. It's the perk for encouraging spreading pressure, the healthier thing for perks to encourage.

    If you kill someone at six hooks in that scenario, doesn't that necessarily imply you're tunnelling the survivor you choose to get out, since you've only got two more hooks? Pain Res shouldn't give you 100% value in that scenario.

    3 hooks is the minimum to kill someone, 6 hooks is the minimum to hook all survivors once and have one survivor dead

    you already stretch 3 into 6 but thats not good enough to reward?

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828639#Comment_3828639

    Considering that hooks themselves are already your springboard for slowdown and pressure, you don't need to "make up" for the time it takes to hook someone. You already do that just by playing normally, and the regression you get on top is extra slowdown.

    The number could end up being higher, don't get me wrong, but 10% is far from pitiful considering it comes when you're already setting yourself up to keep the ball rolling. It's not like, say, Eruption or Surge - fine perks, far from terrible, but they proc on downs, and downs can be stopped from converting into hooks by survivors. If that happens, you only get that regression and nothing else.

    With Pain Res, you always have the hook, and all the pressure that comes with it.

    Its not extra slowdown though especially since yes the high end is 90% is while playing the nicest. For the other version you could get 100% value out of it at 4 hooks and then kill someone at 6 hooks. This one gives the same value at 8 hooks and only more value after 9 hooks. Having a gap that big of leaving 4 survivors alive for that long is just asking to lose.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828634#Comment_3828634

    I don't view this as a massive nerf, it's at worst a sidegrade. It's more overall regression (90% total regression for two hooking everyone then killing one, versus 80% total regression for hooking everyone once), staggered over more hook actions. That's hardly a massive nerf even if it ends up a tiny bit weaker overall.

    Besides, it's not as though Pain Res isn't incredibly strong right now. It can handle a slight nerf in the course of making it much healthier.

    The problem is it being spread out doesn't really feel rewarding or impactful for going after different survivors. 10% each proc is pitiful. Especially considering the release version of the perk was 15% per hook AND had info. 20% at once makes up for the time taken to hook the survivor 10% doesn't even cover the time to nearby hooks

  • I think it would be a bit too abusable

  • Hard disagree with this line of thinking. You shouldn't make a massive nerf then put a disable condition on it. If anything if you would put a disable condition on it then it should be buffed or moderately reworked to suit it better but with a more forced playstyle.

    Why not instead double down on it being a reward for not tunneling perk for killers and maybe add a secondary effect that forces the killer away after it activates instead that can backfire if you want to pivot to tunnel midgame

    Scourge Hook: Pain resonance

    You start the Trial with 4 Tokens on Scourge Hook: Pain Resonance.

    Each time a Survivor is hooked on a Scourge Hook for the first time, 1 Token is consumed and the following effects apply:

    The Generator
    with the most Progression explodes and instantly regresses by 10/15/20 % of its total Progression.
    Normal Generator Regression applies afterwards.
    All Survivors repairing that Generator will scream, but not reveal their location.

    (new) 3s after hooking the survivor teleport to the generator closest to the furthest survivor with the least hook stages (similar to how Freddy teleports but can teleport to incomplete gens) and reveal the aura of the survivor teleported to this way for 8 seconds survivors who have their aura revealed this way cannot have it blocked by any means (no lockers / distortion / off the record)

    (new) This perk becomes disabled after a survivor dies.

    Now the perk is a very unique perk that can send the killer to the opposite side of the map in seconds on a wild goose chase after survivors who they can use it on

    Its not a well polished effect but id 100% want to see it before a massive double nerf thats unnecessary atm

  • If you asked this 3 years ago I think you would find that killer dominates no perk mode due to the lack of unhook endurance and speed boost. Its much more killer and map dependent now because of the unhook endurance so idk. It also depends on items / addon / offering availability, because with those 3 slots survivors will dominate with toolboxes and medkits on big maps

  • @Science_Guy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828472#Comment_3828472

    I don't understand this one. Are we implying the killers choosing to run Lethal P are dumb, or they're just memeing, to say that they're giving something up by not running 4 slowdowns? The players picking Lethal P + 3 slowdowns, or Lethal P, another aura perk, and 2 slowdowns, do so because they believe that's better than running 4 slowdowns. And it's not hard to see why when the strongest killers can use it to start snowballing with a hit or even a down seconds into the match.

    Its not throwing to not run 4 slowdowns but its usually more interesting than running 4 slowdowns. Frankly I don't mind if the lethal + aura perk + 2 slowdowns is stronger than the 4 slowdowns build. But it is usually more interesting to face which is the important part.

  • I agree just give him a small indicator like nurse / pinhead has at 18m and a second one at 12m when using the addon

  • They already put half of their build into seeing auras which means that's half their build which isn't slowdown perks

    I think thats fair

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827669#Comment_3827669

    Distortion still becomes a dead perk in this scenario. You get info that there are no aura perks, but Distortion counters nothing. Anyone could play the same with or without Distortion in this scenario and have the same result.

    Object grows in power the more people on your team has it, especially if the killer does have an aura build. Honestly, can we even compare Object and Distortion? They do very different things with how they interact with auras. Thoughts?

    Object also has a doa senario of a killer with no aura perks and you aren't the obsession

    But I think distortions one is more powerful knowing the killer has no info perks because you KNOW you can get away with a lot more. Its a small knowledge gap but it has some pretty big implications with it like knowing that the killer doesn't know where to go next or which areas are now the best to hide in. On top of just knowing that stealth is going to be overall more effective against them. Probably small in solo queue but it can do a lot in teams.

  • @rexhornet said:

    This patch has been a really problematic one for survivors with the Distortion nerf and worst part is the increase of slugging ti get the end game mori.

    First of all, I’m a killer main, dont get me wrong, but even I think its annoying to slug 1 or more to go find the last survivor, its boring. But that didnt stand for others killer.
    The problem here is the killer choose to slug and they are not being punish for slugging.

    So here its my idea to counter this playstyle.

    1. Basekit Unbreakable: now will be a seperate bar from the recover bar, it will goes up automatically after X amount of time, unlimited use. After getting up by this way you get the Endurance status for 30s. The bar will slowdown if another survivor come close like self unhook mechanic.
    2. If there are only 2 survivors left, and one being down by killer and slug, the gen will slowly repair itself and after X amount of time the speed will increase and block killer from kicking it.
    3. Adding control to give survivor method to sacrifice themself while in the dying state CAUSE by the killer. Sacrifice themself in this way will award the player with greate amount of bloodpoint and will not reward the killer for eliminate the said survivor.
    4. If the survivor sacrifice themself from the dying state and there are only 1 survivor left in the trial, all gen auto complete and there will be 2 hatch spawn in the match and the gate will slowly open itself and stopped at 99%.
    5. If the killer decide to slug more, all of the slug survivors can sacrifice themslelf and create more hatch.

    I hope they will read this and make some change, i’m a killer main and I love endgame mori but it need to be work my ass down for that cherry on top not slugging.

    Since its basically aesthetic more than anything else… I don't think it needs massive basekit counter buffs for survivors

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827707#Comment_3827707

    Against slugging
    *KIller doesnt tunnel* Oh wow, my DS. Blood Rush and Off the Record are useless 😱

    If the killer isn't using one of the strongest strats available to them it should be an easy win

  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827707#Comment_3827707

    Only cause of the slugging epidemic going on. Once slugging stops its a useless perk.

    Strong situational perks with the power to provide immense value in the right situation Vs weaker generic perks that provide consistent value in most situations

  • Its one of the best perks in the game at the moment but sure

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827314#Comment_3827314

    Distortion, Sole Survivor, and… Help! (Reread OP and didn't see anything) I'm assuming not Object?

    Naturally, everyone's mileage may vary. I've had absolutely terrible luck trying to get Distortion to be useful, so it's pretty dead. I've moved on to Object.

    Sole Survivor, if included in the 3 aura blockers, has a steep requirement, as you know. So let me paint this picture. Even if we use current Distortion, 4x Distortion can show zero aura's with lethal in play. Can 4x Sole? Nah, it really can't. Sole Survivor is/will always be a solo'q perk, which Im surprised hasn't been attacked like Distortion was with all the rampant 'rats' that apparently plague the game.

    If Object is one of the trinity, then in the same scenario, the killer sees everyone's aura, but all 4 survivors also see the killer. This essentially counters, by @bjorksnas 's calculations, like 67 things. I'm curious if this needs a nerf or if this even matters to anyone?

    Old Distortion had one thing above the rest: reliability. Now, it's see them when they see you, or gen build.

    Thanks for reading! Actually enjoying the various perspectives. These are just my thoughts.

    Object is fine because it also can come with a downside of revealing your aura against killers with undetectable or revealing your aura when you are in a bad spot. Distortion doesn't really have a downside like object because for example If it never procs then you have a massive advantage knowing the killer has absolutely no tracking perks or only visible ones like infectious fright.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827320#Comment_3827320

    While it isn’t a 1:1 ratio, you must understand DBD is a PvP game regardless. There must be enticement to keep players—because they aren’t preprogrammed logarithms—interested in playing the game. Both roles have been handicapped, but one role (killer) has been handicapped with advantages while the other (survivor) is receiving more disadvantages. What do you think happens in a situation like that? Hint: People play as the role that has advantages.

    It shifts then recovers? What happens when a new killer comes out and everyone rushes to play it?

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827602#Comment_3827602

    150% with 30 seconds cooldown > 100% with no cooldown > 100% with cooldown

    Problematic > Some how the most Broken > Huge buff over previous version but still probably balanced enough to play around with for a while

    I mean most of the time you pick up a slug they will at least by like halfway or 95% so you spend 4s vs 3.2s to pick them up or 0.4 vs 0.32s picking them up but uh sure lets break the game because the massive buff got toned down a skoch

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826715#Comment_3826715

    I've never used Zanshin, but as killer I do actively direct survivors to places during chase by choosing my movement to be on one side of a survivor vs another, or by choosing the right positioning for my pallet breaks or window vaults. Most often, I try to direct a long chase into other survivors already working gens.

    I can see how Zanshin would be used to shorten chase by choosing my positioning to pressure survivors into dead zones. But since I haven't run the perk, that's kind of speculation…

    It might help with that a bit

  • Screenshot (256).png

    Such a powerful pose

  • Screenshot (255).png

    He taking a big steppy

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827320#Comment_3827320

    I agree with you overall, but I'm curious - what's the fifth thing that Lightborn counters?

    I count four - Flashlights, Flashbangs, Firecrackers, and Blast Mine. What am I missing?

    Champion of light and residual manifest (I didn't count blast mine because its a full stun during the full time you are blinded so it doesn't do much)

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827286#Comment_3827286

    Sure, thats why the perk is not okay, its just average at best

    Interesting take that picking someone up in 8s and giving them 10s of endurance is average at best instead of picking them up in 6.4s and giving them 10s of endurance is perfectly balanced

  • @CleanseThis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826715#Comment_3826715

    That's my point and the reason I started this thread. Hypothetically let's say WoO got removed from the game. Would kill rates drastically go up and skew the data in say 4-6 months? Would adjustments have to be to certain killers based off the possible change in data?

    I mean if the skill level of survivors is massively dependent on a perk to do the critical thinking for them then maybe its not a good design

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827258#Comment_3827258

    So lightborn also deserves a nerf by this logic?

    This is a terrible rationalization for a nerf, let alone deleting one of the only reliable counter plays to an increasingly large number of aura reads available to killer.

    The game isn't intended for the killer to have nearly constant wall hacks on survivor locations, and not having any way to deal with that is going to eventually either break the game or result in sweeping nerfs to aura perks. These distortion posts seem to be celebrating the former without realizing the later is inevitable now that the reliable counter is being removed.

    The logic here doesn't work its an asymmetrical game, the sides can't be compared 1:1 to each other because they are not equal (aka asymmetrical)

    Even if it was 1:1 for some reason lets talk about scale

    Survivor perks and items countered : 5

    Killer perks counted by distortion : 25, killer addons, 42

    So lets tally it up, perk that counters 5 things vs perk that counters… 67 things. Thats a lotta things… for 1 perk to counter

    Killers knowing where survivors are is strong but it keeps a better flowing gameplay loop and reduces the total amount of stacked slowdown in killer builds. I think the devs know this too and to keep the game entertaining and moving along they give a good mix of aura perks for whatever people would prefer to use to find survivors which on its own doesn't do anything unless you then go chase the survivor or plan to use that info later like figuring out which gen to pop. Plus having a different category of perks means that most builds will end up containing a few of them which means less slowdown. Frankly the whole idea of 'aura perk winter" is never gonna come to pass and if it did I'd expect "slowdown perk summer" that would follow to make people beg to revert it.

  • So like you can't see auras after you start charging the power and mid chain blinks till fatigue ends?

    Probably a fine nerf

  • The cooldown exists so you can't spam it and you can't infinitely chain it because if there wasn't a 30s cooldown on it you just have to get the heal in under 2.7s (killer swing recovery time) to make it an infinite in a team. Aka WGLF + Botany + Desperate measures with 3 people, all 3 would heal each other at a minimum +192% speed meaning when they stack they will pick up the downed survivor in ~2.7s and give them endurance to then let a different one of them be downed and picked up.

    Its small but interactions like this have been in the game before and don't need to come back. There's a good reason soul guard reads the same way

    {7F69E0F9-1711-47AE-9DDB-F405B7CC645A}.png
  • @Autharia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827161#Comment_3827161

    Clearly not as a lot even here have said getting meleed while he is popping out of bat form.

    https://www.reddit.com/r/deadbydaylight/comments/1f7ss8x/dracula_has_new_strong_bug/
    Link proving you melee before you even leave bat form and can melee in to it for free hits

    Wow this is sick, however

    8.2.2 patch

    image.png
  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825732#Comment_3825732

    Yes, but it's a very small hinder and you have a ranged attack or dash depending on which form you changed to. There's very little chance to gain any distance. You can pretty much play Dracula as Spirit with a ranged attack

    Its a ~90% hinder for about 2s, and during that time you can't attack or charge up other powers. Its a decent window to play against it assuming you aren't in the open by nothing. (where every killer thrives anyways)

  • @KaTo1337 said:

    Oh please @BHVR, dont mess my boy.

    Freddy DESERVES a GOOD update, not a shitshow. PLEASE!

    Finally its happening!

    We will give you the best opinions about Freddy in the January-PTB, right @GeneralV ?


    The route is clear:
    Option A: Dream Snares and Dream Pallets Basekit, remove the speed penalty while holding a snare und decrease the Teleport-Cooldown + Addon-Pass

    Option B: Give OG-Freddy a return, but keep the Dream Projection. In Dream Transition, install the Incapacitated-Status-Effect + Addon-Pass

    EXTRA: WE NEED ROBERT ENGLUND

    SUPER-EXTRA: Chase-Music

    https://www.youtube.com/watch?v=Hl5Baj92eWs&ab_channel=AlexWyng

    Snares and pallets combined are interesting but the problem I have is that snares are frankly… boring. Id much rather see him get a more dangerous trap than a slowing trap

  • @cclain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826798#Comment_3826798

    as the generator , yet the killers see them in red aura and basekit, maybe they should learn the map and go spot them in advance ?

    Interesting

  • @cclain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826715#Comment_3826715


    I'm ok to remove WoO if palet and windows and loop in general stop being random.
    The perk is a must have because of random spawn.

    Most of the time they are not random and you can spot them in advance, some maps even have dozens of set spawns you can guarantee are around the map

  • WoO is a training wheels perk in the sense of knowing where pallets and windows are as a survivor before approaching a tile gives a massive advantage and can make sure you path only towards zones with resources and not into deadzones created by teammates

    On the other hand zanshin is mostly useless as a training wheels perk. Whats a killer gonna do make sure to go to a pallet so they can admire it?

  • Idk about the chopping block ive heard or seen nothing about the killers till they got put on it. Id guess that most of them are getting buffs / small qols more than nerfs.

  • Animation cool and provides no actual gameplay difference than without it

  • @Linkdouken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825997#Comment_3825997

    I have been playing since 2017 and I am quite certain flashlight saves were possible at any point in the animation for a little as I was (still am) terrible at them but I could achieve such a feat before. I can do it now on the odd occasion but most of the time I won't even bother with flashies

    Yeah that existed back in the day

  • @Aceislife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826247#Comment_3826247

    I've played this game since 2018 and it hasn't happened to me once, and as far as I know, the aim-assist system is still completely the same (I'm on PC so I've actually disabled it through the .ini file but I used to play on the PS4), as before. I don't recall 360ing causing the lunge to be ######### up even once. I do recall some killers making the mistake of not holding the lunge, as the survivor spun.

    This meant that the whiff got just close enough for the auto-aim to slightly direct your whiff, but you just weren't close enough to hit. These incidents were 100% a skill issue. You needed to hold the lunge and push forward into the 360, unless you were right up their ass.

    No like you will lunge at them in a straight line, halfway through the lunge the camera will do the snap like its going to hit a survivor, it will end the lunge early even though you could have held it another ~0.2s longer. It will swing and it will whiff.

    Again its not common but if you played against enough people who spin you would eventually see it happen a few times. As someone who notices and remembers small things and details I remember it happening at least a few times.

    Its not a skill thing its a chance thing that was abusable with the old system.

    Sorry you never experienced it or saw it but it definitely existed and other people dealt with it

  • @Aceislife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826018#Comment_3826018

    360s never caused the lunge to not go full length. You could blame the game for it, but if you weren't looking at the survivor when the swing would make contact, you would simply miss. 360s aren't an exploit, they're not uncounterable, even back when they were better they weren't uncounterable by any means.

    It did end lunges early then say you didn't get a hit any og killer has seen it at least a handful of time of them getting "spun" by a survivor ended their lunge early while they are moving in a straight line at a spinning player. It wasn't common but it did happen and assuming everyone consistently attempted it you would likely see it every 2-3 matches now adays as general skill improves.

  • @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826018#Comment_3826018

    I doubt the game would last long if 360s was not to be a thing, there are even challenges that say avoid basic hits.

    Those challenges also get progress when a killer swings at a window or at a pallet its not just 360s.

  • @DeBecker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825385#Comment_3825385

    I just see people getting "shot" around corners, so hitboxes cant be soo bad. And no its not latency. And removing any interaction from killers ist just bad design. Making a aim a save hit is just promoting more braindead gameplay.

    People getting shot around corners is exclusively latency

  • Flashbang doesn't need a buff unless it also comes with removing the fact its currently silent and it can be thrown inside walls to blind killers who should be safe to pickup a survivor who died in a bad spot.

    Dramaturgy would just be a better sprint burst

    Head on could have a indicator of teammates but a duration buff doesn't make sense because of the stun time you get the same if not more distance than other exhaustion perks

    Smash hit is at 4 seconds to compensate for the fact you spend time in the pallet drop animation. It used to be at 3 seconds and was buffed for this exact reason

    Deliverance is one of the strongest perks in the game it doesn't need a buff, indicator would be very strong already and on top of that a 2nd stage unhook would make endgame saves free

    Deadline is in a weird spot because most players aren't going to hit the extra skill checks and it would basically purely exist like that for very fast gen progression for cheaters.

    The rest are fine

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