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bjorksnas

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  • @Jacknalls_Paw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822864#Comment_3822864

    That's not the point, reworks have to be done properly, all those they have done were terrible, otherwise no one would object.

    I mean even without any other filler on the map it has 7 tiles, shack, and a main building. That's probably the most if not tied for the most right now and i'm assuming if they are trying a new generation system it probably threw it off.

  • @WolfyWood said:

    I mean this was the next map killers were complaining about so I agree with previous posts that it's just business as usual.

    I wonder what the next map to be gutted will be.

    This map has been complained about on and off for 7 years. This isn't new, now comparatively its the biggest map in the game with one of the strongest main buildings that can be reached from almost anywhere on the map with a post hit speed boost. 3 pallets usually ~2 of them godpallets at least and 2 very strong windows that can be reached every time you get hit is very strong. Most other maps that had similar problems were shrunk, or rearranged ect. Like how the main building on eerie of crows used to be 1 tile further from the back wall and had jungle gyms right outside its windows and a potential row of pallet spawns and loops behind it.

  • @IAmGilgamesh said:

    Many times killers or survivors disconnect during offering screen to cancel the match either because they don't like the offering or the survivors last second switching loadout.

    This needs to be dealt with posthaste.

    Question, why specifically should players not be allowed to disconnect if the survivors last second switch to idk 4 flashlights or 4 toolboxes or 4 medkits all on the same character. That's not really fair honest gameplay there its trying to pull a fast one and get a cheap win.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822185#Comment_3822185

    While I don’t think it would be a problem, keeping his power by injuring and loosing it by downing is fine to me.

    They spruce up the numbers every year or so but as long as he only plays 2 notes its not like he is gonna be a very in depth character.

    Please explain to me, what you mean with that?

    He is a stealth character, and he is a character who can expose survivors

    Those are his two notes

    Now in terms of buffs what can you change

    Stealth numbers

    cooldown

    time to break out of

    when he breaks out of

    how long you get killer instinct when broken out of

    Expose numbers

    how fast to expose

    how long survivors remain exposed

    His character is relatively 2 dimensional where most of his numbers are self contained or slightly affect how the other numbers will play. Changing the cooldown doesn't change how long a survivor remains exposed for example but it might affect uptime.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822082#Comment_3822082

    If you want to see it that way, then yes. I just want to play him as a killer with permanent undetectable and since ghost face has no real power, it would be fine. Revealing him is also easy af.

    But honestly you can call every killer buff, a buff to slugging as long as it makes downing survivors easier, so I don’t consider this a solid argument.

    It disproportionately buffs slugging so its a slugging focused buff. It doesn't do much else there are better buffs to make. Not losing stealth when injuring a survivor I can see it because it allows you to chose between a exposed down or hitting someone sooner to push them off objectives while potentially leading to a stealthy chase without having to wait for the cooldown on maps with low los or when hitting survivors through windows or around corners. Not losing when downing a survivor doesn't feed into any other gameplay loop besides slugging.

    They spruce up the numbers every year or so but as long as he only plays 2 notes its not like he is gonna be a very in depth character.

    3.0.1 buff

    3.3.1 buff

    5.3.0 buff

    5.7.0 buff

    7.0.0 buff

    And while its about time for another coat of paint idk if a slugging buff should be it.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821750#Comment_3821750

    If you down a survivor they will reveal you during the blade wipe

    Not if they don’t look at you, because they panic or if there is stuff blocking line of sight while they run away.

    buffs slugging power which isn't the most fun gameplay.

    This is such a stupid take. According to this argument every buff to a killer power, buffs slugging. We already have trail of tourment and other undetectable perks and they don’t increase slugging.

    This also only the major buff I want, I can list more if you want to know them.

    Interesting take

    But again if the idea is you don't lose power when getting a down allowing you to chain multiple downs in one power use…would that not equate to buffing his slugging ability?e

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821801#Comment_3821801

    Idk I think the addons fine.

    Chucky has many powerful addons but can only use 2 and its overall effect is kind of overrated because more often than not the aura reading while slice and dicing is mostly useless the main effect of it is seeing a bit of where the survivor goes after if you hit or missed them. It mostly just helps consistency and in a good case might cut down on a couple seconds after a hit or miss from better pathing. Frankly his other addons are more likely to give more value 9 times out of 10.

    You literally pointed out why this addon is so strong without realizing.

    It makes Slice and Dice insanely consistent. With his power already having a short cooldown, the Aura Reading makes it literally impossible to mindgame the Chucky since they see your current position when they NEED to see it.

    Running this addon is a night and day difference for experienced players since you will get tons of hits you otherwise wouldnt and there is little to no risk for using your power; pair it with Power Drill and youll get insanely quick downs with very little that can be done from the Survivors end.

    And dont get me wrong, Chucky does have really good addons, but most of the ones you listed are not as good as Rat Poison. Rat Poison is an insanely strong addon that leans towards being oppressive, especially in the hands of good players.

    Idk ive played chucky a good bit and for any player worth their salt its nearly worthless. The other addons are just better for better players. The lack of opening up any gameplay changes just means it will be 2nd best to skill.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821794#Comment_3821794

    Good to know! It still will be faster in practice, though, because he can pounce into it instead of having to walk up to it first.

    Well that would be true of any power that can close distances and break pallets or if you perfectly respect the pallet

  • @not_Queef said:

    Get in line behind the "survivor perk that blocks windows like in the anniversary event" people (me).

    wouldn't that be completely unfair on certain maps and just lead to people finding those said maps then using offerings + the perk in combination to be goobers

  • {C1E94CEE-E67F-4088-8229-DC17E32FB089}.png

    Idk I think the addons fine

    Chucky has many powerful addons but can only use 2 and its overall effect is kind of overrated because more often than not the aura reading while slice and dicing is mostly useless the main effect of it is seeing a bit of where the survivor goes after if you hit or missed them. It mostly just helps consistency and in a good case might cut down on a couple seconds after a hit or miss from better pathing. Frankly his other addons are more likely to give more value 9 times out of 10

    Id say these other addons provide better value

    Screenshot 2024-10-17 220129.png

    4s long heal time on every hit

    Screenshot 2024-10-17 220133.png

    massively increased stealth duration with no downside because hitting out of hidey-ho still does damage

    Screenshot 2024-10-17 220102.png

    Longer charge and shorter downtime especially together usually means you down as soon as the power comes back

    Screenshot 2024-10-17 220122.png

    Scampering at windows and reaching the survivor before they can vault it again leaves them in a lose/lose and happens much more often with this addon

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817294#Comment_3817294

    I hear takes like this a lot, but for me the wolf form is the most irritating part of his power. It's basically a baby Wesker but with Chucky's camera/stealth, incredible tracking, good speed, and a fast pallet break to boot. The thing that annoys me the most is that the pounce hitbox is incredibly generous / the animation doesn't line up well with where damage is actually done. Against Wesker, who I also hate, there's at least room to counter him with objects or by running certain tiles. If Dracula is in an area that "Chucky Wesker" can't handle well, he can just turn into Pyramid Head.

    Spirit feels fair to me because you can hear where she is while phasing and you get to chase against a 110% killer for a bit while her power recharges. Dracula's cooldowns are tiny, so there's basically always another power to switch to. He can fly over vaults and windows with enhanced hearing, while Spirit cannot, and despite her higher speed Spirit's power is heavily time-limited, which makes the bat form even harder to counter in my opinion. To say nothing of his add-ons, which you rightly call out.

    Dracula needs at a minimum a longer cooldown before he can attack while coming out of bat form. I also think the wolf should be reverted to 110% base or the speed boost from the scent orbs should be removed. The tracking, dash, 3P camera, and low height are already great; it doesn't need enhanced speed to be good.

    Iirc wolf form has normal pallet breaking speed the animation is just front loaded aka you break the pallet instantly then stands there for 2.7s

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/430147/why-is-nobody-talking-about-ghostface

    I have already suggested buffs for him multiple times. The main thing I want for him, is that he won’t get kicked out of power by hitting/injuring/downing someone.

    Well the thing is in any of those scenarios based on distance and what happens afterward its gonna happen anyway

    If you down a survivor they will reveal you during the blade wipe

    If you hit a survivor with any amount of los they will reveal you during the blade wipe

    Scenario 1 is just senario 2/3 but less specific so theres only 2 examples

    And realistically with these buffs not much happens. He could chain downs while undetectable on 99ed survivors but seeing the slug kind of nulls that point. He could hook someone sneakily?. Franky most of the time it just avoids some cooldown that a normal ghostface would spend hooking and buffs slugging power which isn't the most fun gameplay.

  • @Iron_Cutlass said:

    You ever just look at a Generator and think "hm, how I can I make this feel worse in every single possible way"… no? Well to bad here is the build for that.

    Despite the name, the build is… well… not a mild inconvenience, it is dedicated to making things as awful as possible for a single player.

    https://us.v-cdn.net/6030815/uploads/3WWN3MI2BAIA/screenshot-from-2024-09-15-21-45-43.png

    • Hex: Wretched Fate is a perk that makes a Dull Totem turn into a Hex Totem when a Generator is completed, this Hex Totem makes the Obsession repair Generators 33% slower.
    • Scourge Hook: Gift of Pain is a perk that makes Survivors who are hooked on Scourge Hooks get the Mangled status effect, upon being healed, they repair Generators 16% slower until injured again.
    • Hex: Pentimento is a perk that lets you replace destroyed Hex Totems with Rekindled Totems, Rekindled Totems cause Survivors to repair Generators 30% slower.
    • Merciless Storm causes Survivors on repairing a Generator past 90% (for the first time) to receive a constant stream of Skill Checks, failing the Skill Check regresses the Generator and blocks it for 20 seconds.

    The idea here to make the Obsession repair 33% Slower from Hex: Wretched Fate and an additional 16% from Scourge Hook: Gift of Pain for a total of -49% Repair Speed; adding 44.1 seconds of repair time, making Generators take 134.1 seconds.

    Since Hex: Wretched Fate can be cleansed at any time by the Obsession, Hex: Pentimento is here to provide an additional -30% Repair Speed for a total of -79% (when Hex: Wretched Fate activates again); this results in adding 71.1 seconds of repair time, making Generators take 161.1 seconds.

    Finally, Merciless Storm procs on the final 10% of the Generator, which with a 161.1 second Generator, it results in nearly 20 seconds of Merciless Storm being active on the final part of the Generator, putting more pressure on the Obsession to hit those Skill Checks, otherwise they lose their hard earned repair progress and an additional 20 seconds of time from it being blocked!

    Reminder that all of this is possible thanks to Hex: Wretched Fate and this is a 100% totally and perfectly and fine interaction that does not, at all, remove the Obsession's will to play the game!

    Slowdown effects are multiplicative and not additive

    So heres what the numbers would actually look like

    Gift of pain + Wretched fate (0.84*0.67) = 56.28% repair speed

    Gift of pain + pentimento (0.84*0.7) = 58.8% repair speed

    Gift of pain + Wretched fate + Pentimento (0.84*0.7*0.67) 39.396% repair speed

    That also means that merciless storm will be active for ~16s ~15s, and ~23s respectively

    So its not but it could have a bit more lasting impact to it. Gift of pain doesn't apply itself. Pentimento is only likely to activate after wretched fate gets cleansed against decent survivors because there is no reason to cleanse totems. And merciless storm only activates once per gen.

    In that regard I think a more evil build you could make is side quest knight, Pentimento + plaything + ruin + undying.

    Since knight can push survivors off gens for up to 36s, and pressure somewhere else at the same time gens are constantly regressing especially after you get the ball rolling with pentimento after forcing them to cleanse totems to no avail. Forcing survivors to do ~10 totems and either having ruin up the whole game or always having a pentimento totem or a guard chasing a survivor you can buy a lot more time then the build you have above. 450s of gen time /0.7 (for pentimento) + 36s per jailer + 13s of gen regression from ruin during that time. (so 642s of gen time minimum and a upper cap of how long you can make them suffer)

  • Desperate measures

    Faster healing

    Faster self healing

    Faster unhooking

    On paper simple perk solid effects but something that people don't really account for is the faster unhooking, the ability to turn a hook trade into a unhook + protection hit from the unhooked survivor is extremely strong and having a bit of extra healing speed is nice when thanks to how much bp the game vomits at you means you can bring a medkit into every game

  • Id say reduce their duration by half whenever another survivor is hooked (so ds would reduce by 30s and off the record would reduce by 40s)

    No need to fully remove it in case its an extremely fast killer but for average killers it should be more than enough

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820723#Comment_3820723

    The difference between Plot twist and all of those would be intent. You can argue a survivor just wanted to hide in a locker and inner healing went off on its own. These perks activate on their own once the conditions are met. Plot twist however is something that the survivor has full control of when it's activated which is why I'm comparing it to the likes of self care and stength from the shadows.

    I think it has to do with flexibility and dedication

    if you start healing with a medkit, self caring, or using strength in the shadows nothing is stopping you from immediately stopping that action and repairing a gen. You are free to act with no restriction.

    But on the other hand if you down yourself with plot twist you are down for the count for 32s you can't just pick yourself up halfway though and decide not to heal with plot twist and go work on a gen. You dedicated yourself to either becoming healed or being picked up. This either functions as slowdown for the killer or a chips on the table moment, you know this survivor will have no protections after you pick them up for the rest of the game and puts them in a strong momentum push but a potential to lose the match by dying early.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820613#Comment_3820613

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820617#Comment_3820617

    Plot twist requires the user to actively activate it though. I really don't see how this is any different from using self care or strength in Shadows. Unlike being healed by a teammate, it requires the user to initiate.

    The specific action of healing is the one that is conspicuous but healing yourself or being healed in any other way is allowed. Mostly because they require you to jump through some hoops / put yourself in danger. Adrenaline / Inner strength / Second Wind / Moment of glory / Plot twist. All of these are ways of self healing without losing endurance. But the question is are these ways fair ways of being healed without losing endurance. I think they all qualify in their own ways

    Second wind

    Moment of glory

    Inner strength

    All have activation conditions that you must meet or waste a bit of time finishing meeting (opening chests for moment of glory isn't conspicuous) all of which I think make them fine

    Adrenaline

    Requires the gens to be complete while you aren't on hook. Strong but reasonable because it happens under specific circumstance

    Plot twist

    You incapacitate yourself for upwards for 32s and while it might tell the killer either pick me up and get dsed or leave me to be fully healed I think that's a fine thing to do since you could do the same exact thing without telling the killer thats what you will do with a perk like unbreakable

  • Ah yes the growing boogeyman of non issues in dbd 2024, lobby shopping

  • @fussy said:

    Ah yeah, 2 guaranteed health stages against every m2 killer isn't enough. Perk is in top-10 only because people love to use "trash perks", right.

    Remember comparatively Mettle of Man used to be the strongest perk in the game because it provided 1 free health stage

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819586#Comment_3819586

    No no, we need to take the conversation away from generic MnK vs controller talk. Oni in particular is not functioning as intended. Here's some historical context, the 2nd change they made after the original PTB version of him (as the 1st change made him pretty bad for everyone for awhile since it was pushed to live right before their winter break):

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/915230#Comment_915230

    Oni is not officially supposed to be able to turn more than 90 degrees during a slam. BHVR has, for whatever reason, decided to ignore that people found out he can. For years. Despite patching Chucky's 180 (which at least from the end user's perspective, operates similarly to Oni's power) out fairly quickly. And like yes, Oni would still be better on MnK regardless of what they do about the bug/exploit/tech/whatever, because the absolute input of a mouse is superior for that type of power. Obviously. Like the only thing that would make them similar is if they made a gyro-like flick stick option available on controller, which is asking a lot considering they haven't even given (and probably will never give) us other basic, more fundamental settings.

    But AFAIK they have never taken another official stance on the matter after Janick discussed it all those years ago, and it's one of the most egregious cases of them completely ignoring a mechanical flaw that makes a character significantly more powerful when using one input method over the other.

    If you want a post in a different direction then make your own post thats in a different direction

  • Controllers are good for generlized movement and locomotion, pc is good for fast turns and precision. Of course a character who can massively benefit from fast turns and precision will be better on pc. You can say the same for, Nurse, Huntress, Blight, Billy, Bubba, clown, deathslinger, trickster, ect

  • The best way to get it is just practice snipes and eventually you will hit a good amount of long range shots…

    But the easy way to get it now thats probably what you want if you are speedrunning achivements, iri head + rose root + devour, hook a survivor use devour to gage distance and just camp and get an instant down when they trade for rescue

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817461#Comment_3817461

    Defaullt altruistic healing speed is 16 seconds per health state.

    • With a purple medkit (50% faster altruistic healing) = 10.6 seconds - With Botany as well = 8 seconds
    • With a brown medkit (35% faster altruistic healing) = roughly 12 seconds - With Botany = 9 seconds.
    • With We'll Make it = 8 seconds.
    • With Boon: Circle of Healing = 8 seconds.

    Default self-healing speed is 16 seconds per health state.

    • With any med-kit (66% of regular speed) = 24 seconds - With Botany = 16 seconds.
    • With Self-Care (35 % of regular speed) ~ 46 seconds - With Botany = around 30 seconds.
    • With Strength in Shadows (70% of regular speed) ~ 23 seconds - With Botany = around 15 seconds.

    Personally, I think the medkits should have better represented their tiers more. Considering the common brown camping-aid kits are easy to find in the bloodweb, they should by far offer the least efficient values by default.

    Personal take on reworking med-kits:
    Med-kits - General:

    • Removed self-healing efficiency penalty (1 heal = 16 charges)

    Camping Aid Kit (brown):

    • Reduced charges back to 16
    • Self-healing speed = 50% of default speed = 32 seconds per health state (same as pre-nerf Self-Care)
    • Altruistic healing speed bonus = 25% (down from 35%)

    First-Aid kit (Yellow):

    • Reduced charges down to 16
    • Self-healing speed = 60% of default speed ~ 27 seconds per health state.
    • Altruistic healing speed bonus = 35% (down from 40%)

    Emergency Med-kit (green):

    • Rarity changed to Very Rare (Purple)
    • Reduced charges down to 16
    • Self-healing speed = 80% of default speed = 20 seconds per health state
    • Altruistic healing speed bonus = 50% (up from 45%)
    • +100% bonus to all Bloodpoints gains from this item.

    Ranger Med-kit (purple):

    • Changed rarity to Iridescent (Red).
    • Reduced charges down to 16
    • Self-healing speed = 100% = 16 seconds per health state.
    • Altruistic healing speed bonus = 66% (up from 50%)
    • +150% bonus to all Bloodpoints gains from this item.

    Event Med-kits:

    • Charges stays at 24
    • Self-healing speed = 66% = 24 seconds per health state.
    • Altruistic healing speed bonus = 40%
    • +50% bonus to all Bloodpoints gains from this item.
    • This change would treat event med-kits as separate entities, and as a more "jacked-up" version of the default counterpart (like what is the case for event toolboxes).

    I don't think the medkits should be a line of straight upgrades specifically because of rarity in the bloodwebs. Paublogonzolas2007 who just barely scrapes by with a handful of brown medkits shouldn't have half the healing speed of the guy who "totally didn't save edit I swear". I kind of liked how they were differentiated before and with tamer numbers they could still be that.

  • @GeneralV said:

    I think Med-Kits were overnerfed, they could use some changes.

    No one had a problem with healing until it was allowed to reach extreme levels with the original iterations of Circle of Healing, which seems to have been a perk created with Hexes in mind: a powerful effect which can be removed from the trial. But Boons cannot be permanently destroyed, so that perk was unquestionably overpowered and I agree it had to be changed.

    But the Med-Kit nerf? That I think was too much, it shouldn't have happened.

    I mean basic medkits saving more time then toolboxes were probably to blame for it, and on top of that throwing stronger medkits and addons on top of it was just crazy time efficiency for the survivor side

    I mean just look at numbers like this

    Cumulative time for 1 survivor to heal another ~32s

    Time for 1 survivor to heal themself with a brown medkit ~16s

    Time saved by a commodious toolbox on generators ~10.66s

    A default brown medkit, saves more time by freeing up another survivor to not have to heal you than a commodius toolbox, now just for arguments sake lets add some addons to it

    Wire spool for 44 total charges and socket swivels to go up to 180% repair speed. That toolbox saves ~19.56s

    Here comes a default green medkit from the top rope healing in 10.66s, saving ~19.34s

    Medkits even at their default saved time across the team even more competitively than the strongest toolboxes in the game.

    Theres no easy way to balance a game based around time with one of the strongest effects in most scenarios (being healthy) buys more time to do it yourself with a basic item than it does to have someone else do it for you, and saves more time than the strongest items that should "speed up" objective progression in the game.

    Medkits deserved to be nerfed down to 66% speed and 1 heal max without addons they were just too good for time efficiency

  • 1-(130/146)=

    11% chance for at least 1 survivor to have no mither

    idk about removing it completely because thats kind of the charm of chaos shuffle it but maybe give extreme negative perks a weight system on both sides, so no mither would have a weight of 0.5 while other perks have a weight of 1 (meaning the chance for each perk slot to be no mither is a 1/291 instead of 1/146)

    at those odds you would have a 5.5% chance of having no mither on at least 1 survivor in a match which is somewhat more reasonable for such a bad perk

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812040#Comment_3812040

    You should try running a full area build on someone like Huntess. Bring a map like Dead Dawg, hit some juicy cross-maps, it's fun

    True but based on the survivors I verse on the regular I won't win most matches like that, but a few distortion rats will get squished so maybe a win win

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812028#Comment_3812028

    RIP to my last Glass Splinter that I lost when I prestiged Freddy.

    My hag stayed at p0 50 for 3 years so I could hold onto a 3 year anniversary cake

  • Yep I can imagine an average killer with a full aura build now. They are losing unless there is an extremely weak link they can take out early in 10s chases that gets farmed in their face. Or its nurse (they don't run franklins + weave attunement)

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811822#Comment_3811822

    you won't lose anything though technically, as you still have Cyrpress Mori as basekit, so you're in fact gaining

    But its like the old map offerings, or splinter offerings, even if they don't do much or in this case anything I still want to hold onto them forever

  • @TheDavidKingMain said:

    Yeah, I said it.

    Let’s stop pretending that the biggest problem in the game is anything besides how rampant tunneling is.

    Just look how miserable chaos shuffle is for survivors currently. Extremely low chance of getting anti tunnel, meaning that if the killer wants to tunnel you out immediately they can VERY likely do so.

    You should not NEED to run anti tunnel to have a playable experience.

    I mean its a game about being chased down and sacrificed by a killer…. being safe seems silly?

    I mean you are at the mercy of the killer you are facing thats kind of the point…

  • The perk provides +10% repair speed for every other survivor within 4m of the survivor with the perk

    So even if they weren't working on the gen themselves they made it 10% faster just by standing close

  • It is, refusing to progress the state of the match and hiding for extended periods of time effectively holds the killer hostage since the survivors are preventing a side from completing their objective and ending the match. Just because survivors can't do it as visibly as a killer corner trapping a survivor for an entire match doesn't mean they can't hold a killer hostage.

  • I mean if the bloodweb knows what its gonna buy and what its gonna block when you press the auto button it really doesn't need to do it all one at a time it should just do it all at once or even just pretend that it knows what its doing and give a random mix of what was in the bloodweb and skip the animation

  • Botany + strength in the shadows is 105% speed not 120%

    Base healing speed is 100% add botany its 150% then multiply by the 70% penalty (1.50*0.7) to get a final healing speed of 105%

    Anyways for pharmacy you could just have the perk create a temporary item that is equivalent to an old emergency medkit (+50% self heal speed and 16 charges with no self heal charge penalty)

    then change whatever activation condition for it to be how you want it

    1 stack always activates on first open

    1 stack always activates when injured

    always activates

    always activates while injured ect

  • @Valuetown said:

    Hens just released a video of his "best builds" for every killer. After sorting through the data, this is what I found:

    • Corrupt is present in 72.22% of builds
    • Pain Res is present in 61.11% of builds
    • Grim Embrace is present in 55.56% of builds
    • Ruin is present in 38.89% of builds
    • Undying is present in 27.78% of builds
    • Pentimento is present in 19.44% of builds
    • Sloppy Butcher is present in 13.89% of builds
    • BBQ, Rapid, and Blood Favor are all present in 11.11% of builds
    • The other 14 perks found were individually used less than 9% of the time

    A total of 24 perks of the 124 total killer perks available were used. This is 19.35% of the total available killer perks that are being utilized for a competitive chance at winning.

    Of the killers to buy for a new player:

    • Artist has a 100% return on investment, with all 3 of her perks being extremely meta
    • Blight has a 66.66% return on investment, with only 2 of his perks being meta
    • Both Hag and Plague have a 33.33% return on investment, with only 1 of each of their perks being meta (totem builds specifically)

    The question of the decade is: why?
    Why is the current state of the game allowed to exist like this? People act as if they don't know why the general feeling of the game is at an all time low for survivors, well here is the data. Survivors can barely finish a single generator before the killer snowball starts, meaning all gen progression is halted. Most of the time, killers win with at least 3 gens remaining.

    I understand the need for gen regression, but this is way too much. The arbitrary 60% kill rate target across the board needs to be adjusted, or the base game mechanics of this game need to be overhauled. Introduce a secondary objective as an alternative win condition for both sides (not hatch). Make chases more interactive, giving agency to both survivor and killer. Give each map interactable elements unique to that specific realm that either act as a win condition or will help whichever side spent time interacting with said elements. ANYTHING so we can get away from this stale and boring gen slowdown meta. If all those options are off the table, corrupt and pain res both need significant nerfs.

    What are the community's thoughts on this?

    Yeah some killers use perks better than others and in his opinion those perks slot in into the "best builds" for most killers

    This is just the preference of one guy though and there are plenty of other varieties / preferences / fun factor that leads to other perks being used. So while on paper they are some of the most effective builds / perks being used they only slot into ~25% or less of usage rates in reality and you can't really compare the gameplay data to real data because again its one person with thousands of hours using what is in their opinion the best build on the characters and not an actual conglomerate on all killers across all skill levels

    Id assume if there were survivor differences in the game the "best build" for every survivor would follow a similar pattern where the same perks see usage in every build

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805960#Comment_3805960

    No, No, you use Hex: Parmesan with Scourge Hook: Cavatappi. It pairs well with the game you catch using Deerstalker.

    Well don't forget to add Hex: Pepper into the mix so you can light 4 totems by hooking survivors

  • 5 stacks of Hex: Parmesan doesn't happen that often so if I have a chance to activate all 5 totems at once ill throw the match to see it

    I've done it twice but then again I only run Hex: Provolone on one character that I play occasionally

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805912#Comment_3805912

    Ehh I think it would be good to keep the net speed for a permanent buff under 4.0. If it reaches 4.0 or above, then you could perma lunge on CD and only lose distance rounding corners.

    Alternatively I think a 75-90% reduction with a 15-30s CD would be interesting. You could whiff one big one, and recover ultra quickly into an actual hit. You could also greed swing into pallets, and would have enough distance to get the hit before they reach the pallet on the next rotation.

    Well my thoughts on it 3~4? years ago was 100% cooldown reduction on an attack on a CD like 60s to get a "double lunge"

    Then they released the twins and coup de grace

    I don't think they want to try and make another double lunge perk since its basically the same thing

  • You could change it to ~66% and even a killer swinging 24/7 will only move at a cumulative 4.0m/s (myers at 4.2m/s)

  • Medkits were nerfed for a few reasons

    1. Reusablility, with medkits, perks, and charge addons, you could easily get 2 basekit + 1 from charge addon + 1 syringe for 4 heals off just items alone on each survivor, throw in something like built to last that 1 medkit is now good for 3 + 3 + 2 + 1 + 1 for a total of 10 heals. Thats just silly and thats with just the item and 1 perk
    2. Time efficiency, survivors objective takes ~450 seconds of repairing gens, healing yourself took 16s, being healed by someone else takes a cumulative 32s, being able to half the time wasted in a match by being self sufficient for every time you need to be healed adds up quickly, throw 4 survivors into it and the discrepency in time spent is better than the time most toolboxes buy. Brown medkit 16s saved, brown toolbox 5.33s saved, even a commodius only saves 10.66s, and thats off one heal from a brown medkit
    3. Speed, you could heal off injuries at a silly rate pre update you could bring a green medkit, botany knowledge, resilience, and deperate measures for a minimum 123% healing speed, a 7 second self heal just shouldn't happen, and after it does you shouldn't be able to do it a second time or use a syringe with the same effect. And when they were nerfed circle of healing was still around so just assume its another 50% on top of that.

    Medkits are now in a more balanced spot, they give a bit of independence buy a bit of time by freeing up a teammate, provide healing at moments in a match where it can make a difference.

    You shouldn't be able to heal yourself 10 times per game

    You shouldn't be able to save 16s minimum every time the killer hits you with their weapon recovering

    And you shouldn't be able to heal in 7s from a multi use item

  • @Aven_Fallen said:

    It had a Cooldown of 20 seconds and was not used at all.

    WoO is fine. That a Perk is used a lot does not mean that it should be nerfed.

    Well even if it used to have a cooldown that made people not try it people seem to like it and its effects so even if it was nerfed now it would still hold some value

  • Mori finisher should be purely additive, the normal moris should still retain their effects and get the bonus ON TOP of their current effects

  • I didn't even think he needed nerfs and you already want more?

  • I would have 100% been fine with 1-2 small tweaks they butchered her

    Legit just audible footstep sounds within ~20m so she can start chases closer but not get free gen grabs and maybe allow stacks to decay after X seconds of not getting a stack.

    Ouch

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796806#Comment_3796806

    99% of killer are going have trouble chasing a survivor with 10% haste. like i said, the bonus is not there for you to ignore it and tunnel anyway. your meant to respect it and go for other players. this is large reason why normal mode anti-tunnel/anti-proxy camp don't work as well. you can actively ignore it and just do action anyway which is why these strategy are so effective. Now you'll see when said mechanics actively work properly.

    Bold of you to assume im gonna play lights out and "see it work properly" thankfully I can probably manage a 10% haste whenever I feel like it as blight and people will stop bringing off the record and ds because they would feel safer than ever, the anti-camp and anti-tunnel update is gonna be no tunneling for thee but for me

  • fat fingered the enter button

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796792#Comment_3796792

    Or you could just not tunnel with said ranged killer. the anti-tunnel changes are not there for you to ignore them and just tunnel anyway like they are in base mode. they're meant for you to respect them and actively go for other players…………

    Disproportionate changes are good because ranged killers extra deserve to not be able to even fathom tunneling especially since its even stronger on maps that have poor los so they can double not play the game twice as fast.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796470#Comment_3796470

    nothing is guaranteed. I am just saying that something that is successful is more likely to re-appear.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796732#Comment_3796732

    what about it is silly? Otz for example made a video a few days ago talking about hard-tunneling off hook is too effective. 60 second of 10% haste and endurence isn't too far fetched in a world where experienced player like otz agree that something needs to change. Proxy camping is something that is less talked about as problematic however most of the time, tunneling and proxy camping are often lumped into one so it makes sense for them to address the problem together.

    Being able to be "safe" in a game where someone is trying to kill you would just be comedic and the metas following changes like this would not be fun.

    Your safe till you touch a gen. if you touch a gen, the bonuses go away. in practice, you can still be downed but at the same time, people complained about chasing 3% MFT, so if you complain about a small % like MFT, then you definitely are going complain a lot more about chasing 10% haste. Your not really untouchable but in practice, if you play well, it is unlikely the killer will think favourable about chasing you. The killer can still apply pressure to other survivors.

    Its silly because its short sighted changes, of course they would be easy to implement you could probably do it by changing 3 numbers. But on their own its a massive buff

    Otz agrees to it because otz is near the top of his game of course he doesn't need camping and tunneling to win 98% of his matches against regular players, he even argued that it would be DISABLED in comp matches to let those play out like normal meaning that you also give it to survivors who really don't need it and can and will take advantage of it to win more often. Changes like these should only apply to a casual mode of the game with lessened stakes or with massive changes to the game as a whole not by itself to the regular gamemode and certainly not without hefty counterbalance

    A haste of 10% affects a lot of killers differently, 10s of it is fine because it doesn't really last long enough to matter way too much in how disportunately it affects killers but if it lasts 60s it would need to be something dynamic to make up for the fact you can loop a ranged killer faster than they can loop due to hitbox size

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