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caipt

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  • its annoying and all but at the very least you get some injuries+slowdown from it. its not an issue that needs solving. Though I'd say its a problem in endgame. Taking 1 protection hit for the survivor gives them 10.8 meters of distance on the killer. Which will take 18s to fully regain, closer to 15s to be in lunge distance. In that time the survivor will be able to cover 72m of ground. So essentially, if a survivor gets protected if they are within 72m of the exit gate then they can and will escape. You cant chase the protector in endgame either because they get the on hit burst too, they can cover 100m before you catch them. This isnt a problem in regular gameplay as covering a lot of ground isnt meta before the last gen pops, and taking a protection hit makes yiu vulnerable and gives slowdown. But in endgame there is no tradeoff, its just a free win with 0 counterplay. its not like it takes teamwork either, one person running up requires 0 coordination.

  • I think it'd be fine... if they removed rancour/game afoot synergy. Right now to get value from that combo you need to not start a chase all game. If it triggered on basic attacks, you could play the whole game with both oerks helping out and have an essential uncleansable noed with a mori regardless of hooks.

  • survivor speed has never been touched since release.

  • @Brokenbones said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552232#Comment_3552232

    No, Ultimate weapon had a bug fix that made it work properly

    in essence, its a bugfix that is also it nerf. removing hug tech would be an absolute nerf to blight even though it'd technically be a bugfix.

  • @Batusalen said:

    They should make at least the minimum time a gen can be done higher, indeed. Starting with the base progression two or more survivors can do in a gen.

    It's not logical that with just 2 survivors they can shave off 38 seconds from a gen. With 3, 48 seconds. With 4, 50 seconds. And this without counting great skill checks, perks, toolboxes, brand new parts, etc.

    It should be changed so with 2 survivors doing a gen they could only take away 20 seconds approx from the gen, and then maybe escalate it so it still maintain the 50 seconds with 4 to compensate only "pressuring" one gen.

    I disagree, cooperating on gens is not the issue, splitting up on gens is stronger. having a good reward for doubling up encourages grouping up. The compensation for only pressuring 1 gen is that you just drove 2 survivors off and are now pressuring them both at once.

  • @Dhâos said:

    Why you really love Rework (nerf) maps for survivor ??????? really its painfull... I play for 5577h now But play for 6years and you never rework Blackwatter swamp never still.... You put killer with 10 meter range attack.... i really feel like you really love Nerf Survivor... its not even fun to play survivor now with new all ######### maps...

    • because survivor sided maps tend to be much more broken and unplayable for the vast majority of the killer roster than killer sided maps tend to be for survivors. Midwich sucks and all but its not like death is a guarantee... just way too likely. Half the A tier killers and below are unplayable on GoJ and are a guaranteed loss.
    • swamp isnt killer sided. It variations are mostly balanced with the exception of grim pantry becuase dummy good for survivor sometimes.
    • Assuming you mean xenomorph, his tail has about a 4m range. which can be completely removed by using turrets correctly.
    • I have no idea what you mean by all the new maps being ######### (presumably for survivors). every map released in the past years has been survivor sided with the only except being rpd west wing having a strong 3gen and nostromo being balanced half the time and stupid safe the other. there hasnt been a killer sided map released since midwich as far as I know.
  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551625#Comment_3551625

    I've played against a few Nurses with Lethal recently and them being able to kick a gen,then triple blink and have 7 seconds of full wallhacks in a 24 meter range? Ooof. It really also doesnt make sense thematically. It's supposed to be punishing people hiding around gens,not the person you just movement ability'd to in 4 seconds on the other end of the map.

    its really not that big a deal. if nurse is getting hits off NTH its because the survivors were dumb enough to hide around the gen. there is a 0% chance of her hitting you with NTH if you are out of its range/running away and at least 19m from her.

    The theme of the perk is that there is nowhere to hide. if it was just about gens then the aura wouldnt last over 2 or 3 seconds and wouldnt be linked to the killer. but it does and is, because the perk is about finding people in the general area of a gen.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551580#Comment_3551580

    Had a Knight going for the full hour game there last week. I was playing soloq.

    After 35 minutes, my team realized how screwed we where. Then we started to do totems and chests. Then we all ran up to the knight to end the match.

    We had a lot of fun although not winning.

    3gen there is still a problem if the killer is prepared to hold it with certain perks and killers.

    I feel like thats more of an issue with knights game design combined with a relatively balancedish 3gen, making it broken. glad you had fun though.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552104#Comment_3552104

    Pressing a button and instantly knowing where everyone is location is overpowered. Why are we not balancing around the strongest killers? If it is even a bigger problem on some killers then it needs to be nerfed.

    because its not a starstruck nurse with awakened awareness situation. its not so broken its completely unwinnable.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551392#Comment_3551392

    Because it's terrible for the person on hook? They don't get to do anything

    And its only a 3 out if it's an experienced SWF, if there's even 1 that is new or unexperienced/throwing then it's gg

    its only not a 3 out if the survivors dont have brains. they should know going for the save is a stupid idea for the most part (unless they are planning a trade to extend the camp) and just do gens. if they dont, thats not a soloQ issue thats a skill issue.

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552281#Comment_3552281

    Now maps are made smaller in size than before. refore the problem of 3 gens arose. lol what are you talking about?

    3genning doesnt happen because of map size, it happens because of dumb gen placement by bhvr. you can fix that without making a map bigger/smaller.

    side note: with no exceptions, the live version of the game has recieved nothing but massive maps for at least 1 1/2 years

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552118#Comment_3552118

    The last official stats were from just after 6.1, but before the gen kick meta has solidified. The perk stats from that same time frame listed Thana as a top 3 perk, so likely the window covered the couple weeks before the nerf where it has a nearly 100% pick rate.

    The gen kick meta skyrocketed kill rates way higher than 61%, but we haven't gotten official kill rates since about a year ago.

    Fair enough, I probably should have looked deeper into how the data was gathered and when before using it for a point. I always found it weird how the gen kick meta only brought killrates 1% above the desired killrate, figured it would've been much higher like 65 or 70. hopefully they give out stats more often.

  • yamaoka or swamp. everything is butter on swamp, and the yamaoka trees are inconsistent so you'll go to bump one and just slide off sometimes but succeed on others.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552164#Comment_3552164

    You are definitely right about that. I only play solo q as survivor, and I die more than 90% of my matches, I would say. Be it a strong killer opponent, someone suiciding on hook, or DC-ing (it's got better with bots though). And I still regularly get matched against very strong nurses and blights. It sucks so much. I love playing against Nurse and Blights who are on my level. But yeah, I'm usually matched against much better opponents than me. God Nurses and God Blights.

    dbd moment...

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552158#Comment_3552158

    I understand where you're coming from, but you must also be aware that the 2nd blink basically removes all counterplay against her, if she's really good. You can dodge Nemesis, Wesker, or Pyramid Head, but the 2nd blink from the Nurse? Good luck with that. Unless you're a top tier survivor, it ain't gonna happen.

    I really don't find it enjoyable when me and my teammates are all just going down like crazy. No fun at all. Even if the removal of the 2nd blink isn't a good solution, another solution needs to found. At least, in my opinion.

    Sure it does. Unless you are caught in the open. and are relatively close to her (maybe 10m?) then she will need to use one blink to see you, and the other to land the hit. If the survivor is breaking LOS then she will be forced to play with 1 blink to land the hit for the most part, so she needs incredibly good muscle memory and prediction to land it. In this situation she doesnt have the second blink to fall back on, so she can be countered. general mindgaminess can also make her whiff the LOS blink entirely, losing massive distance. And once you are 19m away from her, W keying away is broken af as she will take a stupid amount of time to reach you. I think thats two or three outplays to escape her killzone. I find that nurse has a good amount of counterplay, but she doesnt interact with regular game mechanics as much as she should. My solution is to bring back stun-fatigue and every form of lightburn that affected her. Thats 2 or 3 more forms of counterplay without even touching her blinks.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552124#Comment_3552124

    "if you are capable of landing hits"

    You'd be surprised how many Blights have an issue with this very thing.

    you know what fair enough. theres a bajillion blight mains but most of them are just bad at the killer 😭

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552151#Comment_3552151

    By that I wanted to say that I love playing against Nurses who are on my level, because it's a fair match. But I would say that at least 80% of Nurses I go against are gods who demolish both me and the rest of my team. If only I went down in 5 seconds, but my teammates lasted for at least 30, then I would conclude that it's about me. But me and my team play approximately equally well/bad against a nurse, then I can only conclude that the Nurse is really good and having a too good of a time playing against basically no counterplay.

    The problem is that the rare nurses that are on my level will eventually reach the level where they are both unfair and obnoxious to play against. With a proper Nurse nerf (doesn't have to be what I suggested in this post), I would never again have to be in a position where both me and my team are just dying like crazy against a Nurse. We would be able to do something .

    I'll chock that up to dbd having the worst mmr system. if a nurse on your level is fun to play against, as in one of equal skill, then nurse is clearly not the issue here. The game is matching you with people you aren't capable of beating.

  • @Emeal said:

    I swear if it keeps going like this, there will be sex in dbd within the next five years.

    NEW KILLER - THE SEXLER

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552146#Comment_3552146

    I think we don't see the matchbox because having 2 blinks is much better. But if the Nurses would be forced to have only 1 blink, I'm sure they would get used to it, and still be good.

    Similarly how people used to run dead hard much more over any other exhaustion perk. It was that much more better than the rest. As long as there's an option that provides a much better experience, people will tend to ignore the other options.

    It would not be good. matchbox isnt used because it makes nurse near unplayable against a semi decent survivor. all it takes is breaking LOS consistently and all your blinks are guesses that will fail without perfect luck. Thats why the second blink exists, so nurse can even be playable.

  • @nf452 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551909#Comment_3551909

    There is no such thing as an "infectious fright on demand". You can't have infectious on demand, when you have to work for it and down a survivor. It's not as simple as opening a locker. In addition they have to be in your terror radius in order to scream, when you down the survivor. UW follows you for 30 seconds. It is information given "for free" to the killer, especially to players that are bad at tracking survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552095#Comment_3552095

    Its cooldown and duration need to be balanced. 30 seconds is way too much duration. 15-20 seconds should be more than enough and a cooldown of 40 seconds, instead of 30 seconds. As it has been said this perk actually affects the high tier killers, making them even stronger, while giving to liitle to nothing, to lower tier killers.

    Now on the ridiculous "decent" counterplay statement, provided by lockers and a complete waste of a perk slot that calm spirit is.. First of all you dont know when the killer is going to open the locker. But let's say that they open it after hooking a survivor. So you are telling me that for 30 seconds the "counterplay" is to hide in a locker? That is worse than the incapacitation status caused by pre-nerfed eruption and also without needing to down a survivor, after kicking a gen. If we are talking about a decent counterplay it that of lockers to BBQ. Not lockers to UW. Anyway, im not concerned by the killer finding me and as most survivors the chase is the fun part of the game. The only issue would be if a survivor is at death hook or injured in an unsafe zone, especially against a killer with a powerful ability. Also the scream animation can prove devastating in the case of DMS that was already mentioned, but also when cleansing a hex totem.

    I think blindness is fine. Of course same duration after the inevitable nerf at some point. Good survivors look at their surroundings, when working on a gen, so the blindness caused by UW doesn't do much. And i think i saw WoO mentioned again. Seems like killers dont seem to understand that especially in soloq, it is important to know your reamining resources. And again to those delusional players, who think that WoO is a boost that guides and dictates how the survivor will run a tile, or that it removes any mindgames by a good killer..then run zanshin tactics, if you are so bad at chase with killer.. Sarcasm..

    Ridiculous? While saying calm spirit might be semi viable was admittedly a stretch, lockers will be plenty. or at the very least its better than nothing. What would you propose, a full rework? Besides, the fact that its even possible to completely deny it without a perk is strong enough as is. Its on a cooldown and is an info perk, it shouldnt be able to just consistently be countered. Theres nothing a killer can do against fogwise (not that UW and fogwise are anywhere near each other in power) because its meant to provide information. Same goes for pretty much every info perk in the game, the good ones at least. Its not like UW just instantly makes the chase easier, it just makes getting into one faster. If UW catches you, actually run the killer and waste their time instead of stealthing the whole game.

    the blindness is fine I agree. WoO might not give you skill per tile, it definitely removes almost all skill from chaining them. If you feel a little worried you might not make another couple loops you can just chain out to a smaller pallet that WoO revealed to you, then chain back once that pallet is down. Map knowledge becomes irrelevant with WoO for the most part, so its always funny WoO crutches just fail because they cant play map wide osu. WoO crutch as in someone whos only looping skill is running in a circle and running towards the yellow rectangle after they pulled first rectangle.

  • @Chaosrider said:

    So what buffs exactly did survivors get?

    AFC, basekit BT, soloQ hud, rushed vault distance (that one might have been reverted, still confused). killer basekit hasnt been buffed since 6.1.0, though those buffs werre quite sizeable so it makes sense. I'd have expected something more by now though.

  • The only way a nurse is hitting you with one blink is if you are the single most predictable survivor ever. any decent survivor playing correctly forces her to blink for LOS by default. this nerf is both unnecessary and shows a lack of understanding of how nurse works.

  • carnifex is absolutely fine, being the best guard and all. jailer became irrelevant with the removal of cob and overcharge. and needs buffs. I swear the cycle system is all that keeps jailer in play...

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551945#Comment_3551945

    Blight is a killer that appears in ~3% of games. Of those, how many of them use C33/Alch Ring, you think? And how many of the ones that do are actually competent enough with the killer to get value out of them?

    On the other hand, MFT appears in 26% of survivor builds (on average, at least one MFT per GAME).

    But sure, let's distract with le overpowered bleet addons.

    It does not take skill to use c33 or alch ring. one is a permanent 100% speed boost to breaking pallets, and the other removes your cooldown entirely if you are just capable of landing hits.

    two things can be overpowered at once

  • @Spirit_IsTheBest said:

    Since you mentioned Blight..

    How much longer until Blight gets his Alchemist Ring and Compund 33 nerfed, were talking 3 years by the way.

    idk, but hes confirmed for a touch up at the very least. I gotta use all my alch rings before then...

  • @sulaiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552111#Comment_3552111

    True, but thats also not the official bhvr statistics, where i expect kill rates to be way higher.

    Fair enough. I'd expect them to hover around the same level, since last time we saw them it was 61%, and that was during the gen kick meta. with that drastic drop in regression I'd bet on a 4 or even 5 percent drop.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552076#Comment_3552076

    It is as it always has been.

    Nurse > SWF > Other killers > Solo Q

    The gap is closer though

    they should bring back lightburn and stun-fatigue for nurse, so she has counterplay outside of mindgames

  • 53% is 7% lower than the desired killrate by bhvr when they balance. thats not killer sided-

  • Playerbase: hey p100 is takes a super long time and we should get a charm or smth

    BHVR: Erm no, fomo this fomo that wait for december and buy pajamas!

  • @AhoyWolf said:

    I know this may sound crazy after the years of abuse from this Perk, but let me explain.

    What is the Perk suppose to do? Punish the Killer for tunneling you, simple.

    What it actually does? Slightly inconveniences the Killer for tunneling you, once. (if you fail the Skill Check it's a wasted Perk slot)

    So what would I change about it?

    Decisive Strike

    • Can be used multiple times per match. (this generally means twice per match)
    • Increased the stun duration to 4 seconds. (~1 second is spend getting of the Killer's shoulder, meaning you have only about 2 seconds to get away with the current version which is basically nothing)
    • Failing the Skill Check no longer disables it forever. (it just won't do anything)

    Just a few QoL changes, what do you think?

    I think its fine as is. people underestimate its strength. I think it should stay the way it is now, but drain power tokens on activation.

    side note: direct buffs are not QoL

  • @mecca said:

    I think you know it is broken overpowered and scared it is getting nerfed and trying to justify it yet did a horrible job doing so. An Infectious Freight on demand with blindness. I cannot believe it was released, but I guess we need an OP P2W killer perk.

    you say infectious fright on demand like infectious fright is somehow a perfectly made strong perk and UW is instant op powercreep on it. infectious is bad on anyone but the best nurses/blights, and sometimes oni and plague. and the blindness is only good if the survivor is being boosted by WoO.

  • @Xernoton said:

    Watch them somehow make the main building even stronger, make the shack window connect into a maze tile and increase the number of bushes by 5000, while adding more pallets to the street.

    A good start for a rework would be to call it the "Garden of Misery". Joy is the last thing I experience when I load in on that map.

    dont forget to make the collision hitbox 34m larger than the model, so blight/billy/bubbers get to suffer.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551733#Comment_3551733

    It hasn't escaped my notice that alot of the MFT discussion centred around the activation requirements being "too easy," ie getting value without much risk. We now have UW, whose activation requirements are negligible and those same folk haven't made a peep since.

    in all fairness, at least UW has a cooldown and (after the bugs are fixed) lockers and calm spirit will provide decent counterplay. if it were to be changed it should gain a token per hook or something like that, or double its cooldown.

  • well last time they said late 20203/early 2024. how long did visual TR take...?

  • -What are your favorite builds (killer)?

    -Favorite builds (survivor)?

    -what the community thinks about a specific killer/perk/survivor whatever. it could be a good way to gather public opinion.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551607#Comment_3551607

    ... just that it doesn't "completely negate every single aura perk". You have three stacks and on many occasions you'll run out of stacks quicker than you can regain them. The only perk that's completely negated initially is Lethal Pursuer - but Lethal has a secondary effect that is not negated once stacks are depleted. You'll routinely run out of stacks against stealth and ranged killers, killers that have aura reading add-ons and killers that have the undetectable status either as a basekit mechanic or due to perks/add-ons.

    Plus, comparing Distortion, which counters peks, with UW, which counters an essential base game strategy, is also a bit of a comparing oranges to apples kinda thing.

    I'll have to disagree. since you gain tokens in chase its really not hard to keep them stacked.

    also by base game strategy do you mean seeing hook auras? on leri's that could be an issue but I dont see that being a big deal anywhere else. on an outdoor map all you really need is the general direction.

  • for the last time, to everyone on the forums, the killswitch is for BUGS. MFT is not bugged. therefore it should not get killswitched.

  • @MikaelaWantsYourBoon said:

    C33 & Alch Ring - Rework

    Adrenaline - Nerf

    Speed Addons - No longer stackable.

    Hug-tech and other exploits removed.

    Bug-fix for his power, he is very buggy killer.

    This is current issues with him. We should not nerf his base-kit because nobody is playing him with normal add-ons. So we have not enough data to judge it.

    agreed. while I'd prefer hug tech and the like to stay I wouldnt be grieving if they were gone if it meant I could stop buttering off everything.

  • @Chocolate_Cosmos said:

    Only nerf his addons to level of Artist.

    Does Artist have usefull add-ons? Sure.

    Does Artist have any addons that make her power suddenly much stronger or deadlier? No, not really.

    while I'd prefer something closer to the level of wesker or nurse, I understand the sentiment. if they could make his addons kep their core identity while also being balanced that'd be great. ex alch rings design is about rewarding skill... it could have some kind of token system that increases your speed or recharge rate the more hits you get or something idk.

  • @BubbaDredge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551568#Comment_3551568

    I hope not. I love Myers and have never used the tombstone, but knowing it exists makes Myers scary. GF's power is superior in almost every way, but Myers is scarier. It's a tradition, Myers might be planning to just murder you, be careful.

    If it's done a whole lot and I don't realize that, I'd understand. It's not really fair, but I think it should happen so rarely everyone's cool with it. If everyone's doing it, that's removing the spectacle and just leaving the unfairness. If that is or becomes an issue, I'd want it fixed.

    I just hate to see things like that go. When you're telling your friends they should try DBD, that's the kind of example of excitement you might mention. "Myers can just straight-murder people! Ya gotta try this crazy game of horror-murder excitement!"

    That's the kinda thing I say, anyway.

    yeah lol. I think it'd be cool if tombstone piece only worked in endgame. so i can slaughter th gate waiters. get bloodwarden'd ya goofs.

  • @Annso_x said:

    Once the locker bug gets fixed I don't think it'll be that bad, but it's one of those perks that's frustrating because it's stronger on stronger killers and the only perk that counters it (calm spirit) is awful so using it is a waste of a slot if the killer doesn't bring UW.

    I think a minor nerf (longer cooldown) would be fine though, the perk would still be strong.

    yes I feel if anything the cooldown should be extended and/or pause while you are being chased. its effect is fine it just happens a bit too often atm.

  • yes please, I hate that thing so much. they should make it so it only works in endgame so gate waiters can get bloodwarden'd

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551646#Comment_3551646

    That you think it only really works on Blight does not mean that this is the reality. I see Ultimate Weapon on other Killers than Blight as well. People would not run the Perk if it would be only good on one Killer.

    My bad. That wasnt to say that UW isnt only good on blight, just that in my experience only he was able to run it and get the same value as lethal and bbq.

  • @Killing_Time said:

    It's gonna be a huge nerf which is a win for survivors. They'll delete tombstones, the wall hack build, increased lunge and faster vaults.

    In return he'll receive more meme perks, the same base evil build function, and brown perks with iridescent colors. Take nurse for example and Billy. Look at the "updates" they got.

    Nurse is still nurse tho!

    they better not touch jumpscare myers, I will riot

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551431#Comment_3551431

    + that this opened up a Perk Slot for a Slowdown-Perk, probably the strongest Perks Killers have. Should just show how good Ultimate weapon is.

    @Topic:

    It is still the best Information Perk released since Lethal Pursuer, and maybe even better than this. Plus the synergy with Dead Mans Switch can be really disgusting. And there is not really a counter against screaming, since Calm Spirit is more of a trap than anything else. (I would say that it will still be overtuned when they fixed the Bug that it works against Survivors in Lockers)

    you missed the part where that only worked for blight, because hes so mobile.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551627#Comment_3551627

    I'm the odd one that actually likes Midwich, even as survivor. Even though I think it is slightly killer-sided I still have fun on it on both sides unless I'm playing a killer that's bad on indoor maps.

    And yeah GoJ main is awful, that building needs major changes. The downstairs loop is way too strong and a lot of the upstairs parts are kinda pointless because the generator is right next to a god window. I still find it funny that there's a breakable wall in that building that could've been used to make the windows more balanced and instead it's in the most useless spot ever.

    right that breakable wall is so pointless. I only even bother if im on blight/huntress maybe slinger. blight can use the straight shot to land a hit or even bodyblock the window, and huntress can zone out the window. if you are lucky slinger could even pull them away from the window and down a floor.

  • @sizzlingmario4 said:

    Most killer sided maps aren't nearly as unbalanced as the most egregious survivor sided maps.

    That said, the worst offender is probably the new Rancid Abbatoir, that map is insanely killer sided now and needs more changes. Some other maps have ridiculous 3-gens that can spawn (looking at you, Dead Dawg corner 3-gen and Grim Pantry) but we already know BHVR is working on 3-gens as a whole.

    I would have to agree. While I hate midwich as much as the next guy its not like theres a lack of pallets or something like that. its playable, at the very least your chase can be enjoyable. GoJ main is an infinite.

  • @averagemikaelamain said:

    Both of these perks are fine on paper. Do action,reveal survivors. Problem for both is simple. They last AROUND the Killer. Both Nowhere To Hide and Ultimate Weapon move as you move. This shouldnt be the case. Plain and simple. Too much information,too strong on the higher tier killers. These are all the changes required.

    on blight UW is definitely broken and should be changed in some way to accommodate that, or even reworked if thats not possible. but NTH? its 5 seconds of aura reading that only procs on kicking a gen. come on.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551611#Comment_3551611

    Yeah RPD is very much killer favored when you know what you are doing. Main hol has 2 gens and one of the next rooms has another.

    So you can hold 3 gen very easily.

    come to think of it I did that with huntress once. I just stood on the balcony with my hatchet out and waited lol. kinda gross.

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