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buckk0097

buckk0097

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  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557249#Comment_3557249

    One of the reasons why treatment is hindered in the first place is because the place you are standing is too bad. Let's change the position.

    Secondly, there is no big problem if you are chased before your injury is healed.

    Make preparatory moves before entering the chase to loss the killer's time as possible before he takes you down, and even if you do go down, you can pull him away from key positions.

    your solution is literally the problem we are talking about did you read any of the discussion mentioned before ?

    going away from hook to the edge of the map with a teammate just to heal slowly and still risk killer seeing you with aura perks or ultimate weapon to cancel your heal and down you in a bad spot is the problem.

    nothing you can do against a wraith clocked even kindered cant help much. or spirit with nice addons.


    YOUR solution pushes people into accepting there is nothing they can do about the annoying healing and just bring BNP toolboxes. MFT HOPE ADRENALINE............ people are still not getting the fact that Sloppy is causing what its there to help against.....


    @zarr your post is quite long ill take my time reading it so i can give it a fair reply

  • its a simple solution. make healing regress slower which counters 99d healing and give survivors a chance to salvage some of the time they wasted atleast.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557539#Comment_3557539

    The problem with this perk on console is the way the sway is felt and your attempts to deal with it. '

    Boil Over's effect feels much more pronounced because of the dead zones in the sticks that do not allow you to flow into the sway, which is how PC deals with it easily. Instead of going with the sway, on a controller the input delay more often then not has you go the opposite way, exaggerating the effect.

    So you get slowed even more instead of using the sway to actually gain ground. And Entity help you on doorways you likely will come to a stop. And all this is not even counting any micro freezes and/or frame drops making it even worse to try and deal with.

    I implore our PC cousins to borrow a friend's PS4 or whatever and controller. Go find out for yourself.

    ive been stuck without pc last summer due to personal financial reason and played on my cousin borrowed ps5 for almost 4 months while he was away. i had struggle first few days due to me never really playing on a controller before.

    it took me around 10 days to starts flicking as blight and get my kills. i do not remember a single instant where i thought man i cant counter the sway of the survivors.

    its actually kind of easy. i wait for 2 sec to see where im gonna sway first i go with it for a sec then i go the other way while holding w. im telling you i always laugh with my friends saying this guy having boilover is budget agitation for me

    but i understand that there is a console concern with controlling sway so i might be in the minority here. i still dont think it should warrent a nerf to a perk that is niche there are far more troubling perks to deal with at the moment in my opinion

  • @tjt85 said:

    I also think Sloppy Butcher is a misery to face in Solo Q. I get why players run it, because it's really strong on most M1 Killers, but oh boy do I hate to see it.

    If the Killer runs Nurse's Calling and likes to return to the hook, it's basically game over for most teams. Even with the best healing perk combos to counter it (few players will be running these anyway), I think it still takes far too long to heal each other. Getting consistent, safe heals from your team mates in Solo Q is just never going to happen.

    I don't know what it was like to play the game before healing was nerfed, but I do wonder if this was a change that was meant to combat well co-ordinated SWFs and your average Solo Q suffering is the unintended collateral damage.

    In any case, seeing this perk makes me want to run Resilience + Deja Vu every game and just blitz through gens.

    @DemonDaddy i think @TJTHEBEAST2299@tjt85 summarized it my soloq experience similarly to what he goes through and what has been talked soo far in this discussion. it punishes healing together heavily because its risky slow and healing other is just not a perk you would expect a soloq teammate to bring it. ive been running boon / botany well make it for a while. i can only run so much that i get tired especially with the horrible decision making from my teammates usually deciding to heal under hook or run away from me for 2 hours because they scared until they stop to heal only to get interrupted anyway.

    defitnly needs a tweak and the best solution i saw on the discussion so far. is tone down the hemorrhage status effect then healing too slow woudnt matter because you can kind of salvage some of it.

    its crazy that the only good use of a medkit is a syringe and one heal max for others cuz you cant heal yourself against sloppy if u get interrupted for 1 sec.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557542#Comment_3557542

    I'm not talking about Botany/Self-Care, just Botany. Don't try and heal yourself, heal your teammates. It's how you beat Sloppy Butcher; heal altruistically while the killer is occupied. If you have heal speed perks (or a medkit you use on your teammate) it completely counters Sloppy even further if you find the perk especially obnoxious.

    i noticed that most killer i face with sloppy tend to bring franklins as well. expect maybe spirit players.

    honestly tho with how fast some of my soloq temmates end their chase and lackluster gen progress id rather bring a bnp instead of a medkit for a headstart in the match.as for perks botany by itself is nice but it doesnt help against hit and run wraith, stealth killer and mobility killer who can intterupt the heal.


    I wanted to tell you aswell @jesterkind that i dont think sloppy is op. i think it makes some killer are a chance and fair like freddy, trapper..ect. my main issue is killers that use it way too well to the point it feels pointless wasting any time healing since it does nothing but confirm the death of you and the team eventually. ( I am still finding survivors with 1k hours healing against legion right after mending, imagine sloppy in the mix )

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557539#Comment_3557539

    The problem comes from when you have a map like midwich where theres no hooks in say a hallway you downed a survivor in. So boil over makes said hook impossible. As well as the map just not having a hook on the second floor for some reason. Ormond has this problem as well. Most hooks are off the drop outside. Well so you drop. Giving boil over its boost with no other real option. Badham its the opposite if theres no basement in the school you gotta haul A to get a survivor upstairs. Normally its not bad like you said. Its just annoying. Its map design but a lot of maps at least have one area like that. Especially with sabos or perks.

    let me help you with your headache on this specific matter. MIDWICH HOOKS ARE GARBAGE. ive had 1 hook and a quarter of the map on second floor behind two doors. this discussion should be about hooks being destroyed and how badly they spawn in these maps. Boilover got nothing to do with it i lost survivors to these maps without it being used

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557529#Comment_3557529

    Those things are only present if you have zero tools to help out there, and even then, it's really not that big of a deal. There is a risk that the killer will find you while injured, sure, but that's something you can do your best to avoid or deal with via looping when it happens.

    But if you have, say, Empathy and Botany Knowledge, you completely counteract Sloppy Butcher and get good team tracking. If Sloppy isn't in play, you save even more time and get even more benefit. You don't need to bring these specific tools, but something to keep track of your teammates and something that speeds up heals are just good ideas to have in general. If your concern is that you don't want to be pushed into the meta, even better: Here's your alternative. No healing perks and no teammate info perks are meta (save maybe Kindred), so you've got a lot of strong off-meta options here.

    i know i might not seem like it . but ive done alot of that i run after care botany and selfcare. but there is only so much of running these perks to counter sloppy a person can stomach. it is honestly too strong for little effort.

    not to mention all the value i would miss on from not running other perks than just healing ones. but i see where you coming from although i still think its overturned and needs a tweak

  • that perk has one use and its the "problem" with it you mentioned. otherwise whats the point of running it in the first place ?

    also i know people who can aim in fps games and tap heads with no aim assist on controllers so i dont think its that bad for console players.

    besides i notice alot of killers are trying to counter wiggling effect but counter strafing it but that not how to do it. you need to go with flow of the wiggle and hold forward you will actually reach the hooks faster than before. just a tip


    Just a necessary point to mention, im not trying to take away from your opinion. im just sharing what i feel about the perk after 2k hours and mainly playing killer going for 12 hooks with blight. so i did alot of hooking i can tell that much

  • @Yatol said:

    depends if survivors brought self care or not

    if a survivor is selfcaring against sloppy butcher they would spend almost 2 thirds of a generator worth of time on 1 single heal that can get interrupted at anytime.

    Honestly the more and more i hear the people thoughts on the matter. we lean toward hemorrhage being too fast to lose charges and healing is already slow no need to slow it down further when you need to worry about gen regressing hooks tomes challenges ect....

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557481#Comment_3557481

    The numbers on medkits were raised, iirc. Either way, the changes made the medkits comparatively more effective at healing your teammates, which is pretty clear encouragement to use them that way.

    Everything else that already made healing your teammates speedy and effective wasn't changed, which means that they're still extremely worth running.

    i want to try and remind you about the pressure killer generates is from injuries, generator hooks and chases, currently selfhealing takes too long. going around to find a survivor wastes a lot of gen pressure for the survivors but the reward is fine.

    But when sloppy butcher is included in that same scenario. then it becomes a horribly bad idea. you risk running into the killer injured, you risk a very slow heal by a temmate than can be interupted and cancel the whole progress. which in return just brings survivors to the conclusion bring toolboxes and sweat gens then get adrenaline. THAT is so unhealthy and pushes us to the meta like i said many times.

    Finally to address your point of the game encouraging altruism is true and you are correct. but that is a good thing to do by survivors when the is equal value to the time spent. with wraith spirit wesker and such( yes weskers use it blows my mind too) it is not worth the time or risk...with the hemorrhage status effect mainly

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557421#Comment_3557421

    The problem there is that altruistic healing specifically was made easier. Even the two changes in 6.7.0 - medkits and Circle of Healing - made altruistic healing easier and more effective.

    Players right now have a ton of tools that make altruistic healing much easier, quicker, and beneficial. The problem is that people refuse to use them, not that they aren't being encouraged to use them.

    correct me if iam wrong but the only alturistic healing buff that came with the healing nerf patch was boon COH going back to 100percent and aura reading on injured temmates. the medkits already had those effects and nothing else changed ?


    @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557252#Comment_3557252

    Also i ve seen some people in the discussion agree that sloppy is overtuned especially against soloq. does anyone else think the opossite and that sloppy shoudnt be changed and its fair against soloq team and swf alike ?

    Eh, I've already said I think sloppy could use some type of nerf, but compared to some other perks its not that huge of a difference between SWF and soloq. SWFs can bring a dedicated healer and do resets, but that has a benefit with normal healing as well. They suffer just as much from an interrupted heal.

    Yeah, SWFs still have an advantage, but this isn't like the perks that make survivors blind to certain things that SWFs can just outright ignore.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557377#Comment_3557377

    inner healing ( using time to find a boon to cleanse, then finding a locker only to be injured by a cloacked wraiht and doing it all over again which is kind of throwing for your team on gen pressure )

    If you manage to occupy that much of the Wraiths time you aren't throwing. If the rest of your team isn't doing gens, they're the problem (which, in soloq, frequently happens).

    A bigger problem with inner healing that if multiple people bring it you quickly run out of totems.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557389#Comment_3557389

    Hemorrhage could be turned way down. If it dropped at a much slower rate, like a kicked gen, there would still be a reason to try and finish the heal. The killer would still get value, survivor time wasted, but it wouldn't be such a devastating impact.

    2nd option: split it into two perks, one for the hemorrhage, one for the mangled, but also make each slightly stronger. When I first encountered the perk as a new killer I was so surprised you got two good powers with a single perk.

    3rd option: proposed by a few people on here, make perks like resurgence, reactive healing, and solidarity cancel out the mangled/hemorrhage effect. Even if the killer isn't running Sloppy, none of these perks are that great, but sloppy absolutely destroys them. Giving them the power to provide additional protection would make them potentially worthwhile.

    Thank you @crogers271 for taking time to read my in between replies as well. as sign of respect i shall address all the suggestion you have here:

    • Hemorrhage could be turned way down. If it dropped at a much slower rate, like a kicked gen, there would still be a reason to try and finish the heal. The killer would still get value, survivor time wasted, but it wouldn't be such a devastating impact.

    I love this suggestion the most. this solves the biggest issue for everything mentioned before as a complaints in this perk. the main reason people wont go for the heal because its slow and can be reverted/ interrupted.

    • 2nd option: split it into two perks, one for the hemorrhage, one for the mangled, but also make each slightly stronger. When I first encountered the perk as a new killer I was so surprised you got two good powers with a single perk.

    while i totally agree this perk has 2 strong effect together like the same problem with MFT. i think if we split the effects and buff them it will send the problem to other killers and powers. for example addons that can inflict this on huntress or Xeno it would be like shuffling the issue around.

    • 3rd option: proposed by a few people on here, make perks like resurgence, reactive healing, and solidarity cancel out the mangled/hemorrhage effect. Even if the killer isn't running Sloppy, none of these perks are that great, but sloppy absolutely destroys them. Giving them the power to provide additional protection would make them potentially worthwhile

    I think this suggestion should be a must no matter what the change to sloppy or healing would be. its crazy that you sacrifice a perk slot for one of these and end up useless for the entire match quite frequently.


    @C3Tooth said:

    I think the extended time to heal should be fixed by 4sec, not 25%.

    Self healing is rare enough, and with 24sec already, adding 6sec extra is too much, while multiple healing perks can make a healing take 10sec, and the extra time is only 2.5sec

    With the extended time is fixed by 4sec. It would extend more time against healing build, while its not overkill against self healing.

    My brother in christ, I have absolutly no clue what you talking about could you please be more gentle with the numbers i only have 5 brain cells and they cant all work together at the same time.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557165#Comment_3557165

    When you make something harder to do, people likely want to do it less. Encourage is to make it easier so people do it more.

    to add to your point it also pushes people into the gen rush meta and haste resilience.. you know.... the meta

  • i tried running jolt in Custom games against bots but for some reason they didnt scream ? i will report this issue in bug section and hope one of the community managers would forward it to the devs to be fixed later.


    You can close discussion if any mods see this

  • i was trying to correct my reply but somehow it disapeared.

    but i think the majority agrees its overtuned after the healing nerfs. but the issue is how on earth do you begin tweaking it so its not that oppressive against average soloq but still be useful to killer that need it ? i legitimately have no idea

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/393311/hot-take-sloppy-butcher-slaughters-soloq-atm

    Just what we need another forum user that intends to open threads complaining about every killer perk and how it effects solos. News flash every perk effects solo more. This is how it's been since the dawn of time. Problem is people take this game way to serious these days.

    Ill just copy paste my reply to another user because thats how much thought you put in the dicussion we are having

    "" i understand what you mean. but we are discussing a perk that affect soloq more than SWF to the point where its problematic and unfair. ( any perk can affect soloq more than SWF but is it unfair problematic or its fine and fairly balanced ) ""


    I also really love how each person has their own way of dealing with sloppy in soloq. but i notice most of the perks mentioned rely heavely on RNG or many prequesit. For example: Autodiadact ( RNG) inner healing ( using time to find a boon to cleanse, then finding a locker only to be injured by a cloacked wraiht and doing it all over again which is kind of throwing for your team on gen pressure ) second wind ( if the killer hits your borrowed time might make things difficult).

  • @MimiDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557302#Comment_3557302

    That's what I'm saying. This is one of those "complaining for the sake of complaining" threads that pop up everyday. Like the odds of Jolt activating DMS is incredibly low not to mention the survivors would have to be horribly bad meaning they would have lost to perk less Clown.

    either we are playing 2 different games or i need to recheck. last i used it i saw people scream place as i hit the downed survivor. will check again hope you are right

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557254#Comment_3557254

    Does it give u a bubble up or only a scream? I think there are more important things to fix, the advantage is minimal...

    It give you the bubble up. they scream and interrupt their actions and they dont have to be on generators for it o apply just within range. im kind of worried that this has been ignored this long

  • @Xernoton said:

    Sure. "XYZ perk butchers solo queue" always works.

    Because there is no perk, that will affect SWFs as much as solos.

    i understand what you mean. but we are discussing a perk that affect soloq more than SWF to the point where its problematic and unfair. ( any perk can affect soloq more than SWF but is it unfair problematic or its fine and fairly balanced )

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557143#Comment_3557143

    Infectious is still great on Oni or Nurse, I would not necessarily call it outdated...

    i know that now you will think im just a complainer. but isnt jolt having infectious freight 32 meters range for M1 down a bug and should be addressed ?

  • @UndeddJester said:

    As a solo, I like taking Autodidact atm in the Sloppy Butcher meta. Having the longer healing times means more chances of skill checks, which means more stacks, and completely bypasses the weakness.

    I also like the We'll Make It/Guardian combination as well, as that makes Sloppy kinda a moot point.

    So I'm not really too bent out of shape by Sloppy atm... I feel like there are perks causing me way more trouble in SoloQ atm, such as Ultimate Weapon.

    Ofc I'm refusing to run MFT, cause I'm not a scumbag and I don't wanna develop bad looping habits... so UW probably disproportionately affects me compared to others.

    i think ive been let down by autodiadect more than my soloq team in the past years. too much RNG


    @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557187#Comment_3557187

    So if the question is: "Is sloppy too powerful?"

    Yeah, it probably is. As a killer you are basically guaranteed to get a lot of value out of it, it doesn't require any particular playstyle, and interrupting a heal can be devastating to the survivors. Given how frequently it appears I'd expect it to be in line for a nerf at some point down the road.

    do we know how much is the pick rate for sloppy at the moment ? i see it all the time as well.


    Also i ve seen some people in the discussion agree that sloppy is overtuned especially against soloq. does anyone else think the opossite and that sloppy shoudnt be changed and its fair against soloq team and swf alike ?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557136#Comment_3557136

    healing is all about timing. if you heal at good timing and good positioning than slower healing is not that impressive because survivor has a major surplus in action speed if they optimize their action speed and looping tactics.

    soloq lacks timing because inherently, it is super messy since nobody knows where all survivors are so pathing to get healed is longer and then you have sloppy butcher that makes interaction also take longer. pair that with teammates that sometimes completely fail chase at awful times and you get games where you lose purely off altruistic actions. swf can much better play macro game by healing at the correct times. soloq heals at risky times and tends crumble on healing pressure very easily.

    yes you kind of rephrased the same opinion i had i think. so im gonna ask you abotu something.

    What in your opinion is the problem here ? Soloq ? is sloppy butcher even a problem to begin with or associating it with soloq is the issue ?

  • @BlightedDolphin said:

    Medkits aren’t useless against Sloppy. Don’t heal in an area where you can be easily interrupted. You can use add ons to give you more charges or increase the healing speed as well.

    Or you could run Bond and locate a teammate that way. Using CoH to lure your teammates over is just wasting time. Look for a gen to do and if you spot a teammate on the way with Bond go and ask them to heal you.

    Or just stay injured and genrush with Adrenaline.

    In my experience I rarely have issues with Sloppy and all I usually bring is a med kit. One self heal is often all I need, sometimes two, but if you learn to play injured and healing up when it’s beneficial rather than dropping everything to heal up then you’ll realise that Sloppy isn’t really that big of a deal.

    i apologize for reposting frequently, but from what you said about being comfortable being injured and doing gens. you are experienced and sadly most of the soloq teammates tend to hide in bushes and heal against legion every time they finish mending.

    we are agreeing on the same thing but taking different roads to come to the same conclusion. being forced into meta is not what we should be striving for

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557176#Comment_3557176

    They dont heal because healing with Sloppy Butcher wastes a lot of time, especially if the Killer can interrupt the heal.

    @Topic:

    I 100% agree, Sloppy Butcher is currently overtuned. IMO since they changed Hemorrhage and with the Nerf to Medkits and Healing in general, Sloppy Butcher is too good for how easy it is to apply. At the very least, it should lose Hemorrhage, I dont think that Hemorrhage and Mangled should exist at the same time, inflicted by the same Perk or Add-On (with the Exception being Gift of Pain, since 99ing would remove a good portion of the Perk).

    It is also noticeable that you see Sloppy Butcher on basically every Killer who deals damage with M1s and Killers who have Add Ons which inflict Mangled often also use those.

    you summarized it well my friend. " they dont heal because its too slow and can be interrupted " - So they bring BNP toolboxes and MFT hope and sweat gens.


    Any surprise killers are complaining about gen speed even after they added 10 secs and changed lot of things for it.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557178#Comment_3557178

    • being healed by a teammate against sloppy is not efficient as some people said here. it actually takes a long time that its better if we both just do gens with resilience and run mft hope. ( again being forced back into the meta).

    That's a different issue. If the question is not 'what's the best way to heal' but instead 'should we even heal or not?', then yes, sometimes not bothering to heal is the absolutely right play.

    if sloppy isnt there then healing to reset is almost always worth it and the problem of healing goes away. i hope you can see my issue with it. but yeh that discussion you mentioned is way too big for my head to handle


    @Evan_ said:

    Alternative take: Sloppy destroys a team of solos that use CoH.

    Once I find the boon, I know they'll head there when injured. If I go there to interrupt, medkits get wasted and I can chase injured survivors.

    would you be kind enough not to put experienced killers ideas into not so experienced fresh wraith and spirit mains. the time it takes them to learn that kind of keeps the balance of things

  • @DemonDaddy said:

    Not that bad, it encourages team altruism which is something even solos should focus on.

    it encourages my soloq temmates to give up on hook and fast vault lockes untildeath when they see wraith or spirit running this hit and run.

  • @lav3 said:

    I wouldn't mind nerf if 99 heal didn't exist.

    Also there are survivors who refuse to heal and gain buff from Resilience so I don't think it's very problematic.

    i woudnt mind the hemorrhage effect to counter the 99 resilience meta. its that 25 percent slowdown that stacks up with currently slow healing nerf and lackluster ways to do it alone without relying on your team.

    also isnt refusing to heal and being forced into meta MFT hope... is something we all agree need to be countered instead of encouraged

  • it seems the majority in the discussion agrees that healing should be done by others rather than oneself.

    3 problems i have with what mentioned above:

    • being healed by a teammate against sloppy is not efficient as some people said here. it actually takes a long time that its better if we both just do gens with resilience and run mft hope. ( again being forced back into the meta).


    • we are putting too much expectations on soloq teammates to run altruistic perks.


    • the fact the syringe on medkit is acceptable now because of one perk. remember if sloppy is not in the mix healing is very fair and worth getting 2 people to do it and reset

    @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557128#Comment_3557128

    His advice is solid. The current game isn't built around being able to heal yourself, you need teammates to do it. Doesn't have to be We'll Make It, Botany is also an option. But even without perks, healing with others is always going to be the right (efficent) course.

    CoH sometimes gets massive value, but frequently it doesn't get much. Don't expect other survivors to rush to you just because you are in the aura, it probably wouldn't be a good strategy on their part anyway. The only time you should head toward the CoH expecting a heal is if you know a survivor is already in the area, another survivors is following you, or the whole team is injured and might be doing the same thing.

    Sloppy is really strong on certain killers, like Wraith. Never heal near the hook against any high mobility killer without We'll Make It, generally avoid healing until there is a good opportunity (such as them being in a chase with someone else).

    If you're bringing a medkit, bring a syringe. If the killer is running sloppy, use the charges healing teammates, use the syringe after your second unhook.

    If you absolutely need to heal yourself, either bring a medkit and get used to running to far corners of the map, or bring Inner Healing.

    please dont forget that spirit mains exist who run this perk with 3 gen slow down ( pair res /pop /jolt ) and very good addons. quite common killer i run into in my games btw

  • Just a bump up. i confirmed with some testing that Jolt makes you scream wether you are on gen or not as long as its an m1 hit.

    I run it now everygame as killer. infectious is outdated unless u care about m2

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557128#Comment_3557128

    Sacrifice what 3 perks? I only named We´ll make it and Botany. Thats 2.

    We´ll make it is currently the best healing perk in the game. Maybe try it before you judge. But complaining seems to be easier than adapting...

    You are missing the point. there is a better counter to sloppy than your sacrificing 2 perks idea. All i need is a SWF or friends i can communicate with earlier and 1 boon COH.

    My friends would rush the boon area and we heal faster than anything else in the game.


    We are discussing the disparity this creates specifically in soloq. which is what i play mostly and im sure many people share this gameplay style. Soloq temmates tend to be selfish and bring selfish perks ( Left behind is quite common would you believe it sometimes, plus haste perks adrenaline...ect)

    Your suggestion is entirely dependent on the random team i will get in soloq. hoping they would bring well make it and botany to help me not get tunneled while injured if i dont bring medkit syringe ....

    i hope you understand what i am " complaining about " .

  • @mizark3 said:

    I think Sloppy helps when people WANT to heal. Oni and Spirit and stealth Killers are examples of when the Survivors absolutely WANT to heal. It does the opposite on Killers when they don't want to heal. I tried it on Myers at one point (or Gift of Pain as an alternative) and it makes no one heal instead. That kinda devalued the entire purpose of T3 to the power they were able to complete the gens too fast because they weren't 'wasting' time on healing, and since I didn't bring Monitor, I didn't have any stealth worth mentioning.

    you actually make a very good points. but that it is exactly the discussion we should be having, now imagine an average spirit player using good addons and 3 gen perk plus sloppy butcher. the chases would end fairly quickly due to killer power but it is also half of a gen time to get 2 people to heal each other and risk getting interrupted or just die fast anyway.

    your example highlights the disparity between killers. but the healing nerf was needed but not in the way it was done we can barely get one heal out of medkits.

    FYI: this is the reason i stopped complaining about survivors bringing syringe frequently in their medkits. i just played some soloq and understood it

  • @Tsulan said:

    Equip We´ll make it. Ask your teammates to equip We´ll make it. Enjoy super fast heals. It also stacks with Botany if you are into that.

    Btw. killers interrupting survivors healing is the "just apply pressure" survivors always talk about. So killers are doing exactly as being told.

    so according to your logic. i need to Somehow tell my soloq temmates to equip well make it. a bad perk in general instead of their MFT . DH Hope....

    also according to you i have to sacrifice 3 perks slots to mitigate the issue. isnt this the same as telling killer to play instadown powers to avoid mft on first chase ?


    god there are always people like you that instead of talking about issue and what could be causing it look for the closest perk to slap a band aid solution on it. in hope to shut any valid complaints . happened with deadhard ( just run blood echo ) old object ( play ghost face or scratch mirror myers ) camping bubba ( just do gens and dont save ) ....... some of these examples are over the top but still you get the idea

  • maybe play a different killer if you truely care about chase potential.

    Instead of using a dull knife and making a mess of our salad and blaming it on the knife you chose to use. you can use a sharp one until the other one is sharpened fixed.


    making excuses for abusing a dev oversight is just pathetic im sorry( goes for any abuse that happen not just chess merchants)

  • @zarr said:

    There are some things like that that have popped up at some point and then never left. Hooking events now proc earlier, which most notably affects Pain Resonance. Jolt causes screams that force survivors off gens. Blocked generators can be affected by generator explosions from Jolt, Eruption and Pain Res.

    I don't think any of these things are particularly problematic gameplay-wise, but it is problematic that BHVR is either doing this unintentionally (and then not addressing it or even being oblivious to it), or at least undocumentedly.

    i think Jolt kicking you off Gen or making you scream and giving the killer info is a bad thing. its already a common perk

    There are many bad killer perks that can have this affect them instead


    Maybe me iam crazy but its very annoying when i know its not intended and makes me scream

  • it kicks you off the generator too and activate dead man switch

  • @Peanits said:

    This is not a 'you' problem. This is a known issue with disabled turrets and we're working to get a fix out ASAP.

    thank you for letting us know about it.

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535345#Comment_3535345

    Sorry I don't mean to be unclear, I'll try to clear up my reasoning. What I'm saying is M1ing Turrets builds bad muscle memory. There is no (meaningful) CD to M2, so as long as you are in power, it is strictly better to use it instead. Even if it had perfect (M1) hitboxes, that wouldn't change how inefficient an M1 break is. The turrets math are designed for any normal Xeno player to reaction M2 turrets and break a singular turret before being burnt out of power, so it is good to build good habits early and often.

    yes i understand. ill be using m2 for now until the patch rolls out in the future

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535078#Comment_3535078

    They can be reliably reaction M2'd without add-ons (as long as the Xeno player isn't 50% slower than the average human), and the pressure of harassing Survivors is far more valuable. Plus nothing stops you from hooking nearby then breaking the turret just before entering the tunnel to regain power instantly.

    you are missing the point. we have a turret hitbox issue with m1. it needs to be adressed if the m2 work a bit better that doesnt change that there is an issue still.

    there is a problem and ur solution is to try and ignore it i just dont understand your reasonning

    @[Deleted User] said:

    They definitely have a hitbox issue. I've had so many point blank M1s like that not register. Really frustrating. I haven't had much better luck using the tail either. It hits the turret square on my screen and does nothing.

    right on the money. ive hit through turrets or just they woudnt break so many times and it is frustrating

  • @mizark3 said:

    Use M2, it is far more reliable. Also there isn't much cause to attempt to break a burnt out turret.

    if you leave a burned out turret survivors can reset it in seconds. plus an additional one if survivors wait out the timer on the crate

    if you destroy it that area is vulnerable until the timer on the crate is up.

    also sometimes im too close to them and i have to use m1.


    @Zokenay said:

    That one wasnt built in China.

    love you man hahah, its like this one has more health

  • can someone bring me up to speed please. im confused whats happening to vaults ?

  • I have few notes about your suggestion:

    • We cant single out specific killers to a buff or a nerf. ( thats a whole topic on its own )
    • We cant touch the gen progression speed. It is the boring part about the game ( by making it longer we will miss the goal you are trying to achieve which is having fun -chase is fun-)
    • Simply adress BNP, toolboxes gen speed and prove thyself ( while keeping an eye on the meta dominating the game - cant nerf a side whithout balancing the other )
    • Think of ways people will abuse any buff or nerf ( sadly you can make a good change intended for people with a good sense of sportmanship, but end up being a perfect tool for breaking another side of the game for others )
    • Encouragement is better than punishement ( make survivor wanna be chased -example of ingame rewards like banners they mentioned or Bps...ect- currently survivors have no reason to favor having fun chases over just being efficient and surviving. same goes for killers trying to achieve multiple hook stages instead of just getting 4 kills)

    In general, i love the direction your suggestion is headed. i just worry about the implementation.

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