Avatar

dangersmymidd1ename

dangersmymidd1ename

About

Username
dangersmymidd1ename
Joined
Visits
494
Last Active

Comments

  • @ArcT said:

    Something that BHVR is probably never going to grapple with is that most of the strong killers are strong because they remove skill expression from the other side, either directly by removing mechanics (Nurse-Pallets, Blight/Ghoul making distance, etc) or indirectly by being extremely good at tunnelling/slugging/camping. If you're not given the opportunity to reset and have to start the chase with the killer on your ass and in deep wound, even a good looper is going to go down much faster than a poor looper who starts in a better position. It also removes that survivor's ability to use healing perks, medkits, toolboxes, etc.

    That's an 'issue' with a lot low tier killers. They allow survivor skill expression, both in being able to actually counter them intuitively and without a ton of coordination, and in their mistakes mattering, which especially recent killers get to be far spammier, and so their mistakes matter very little. But strength does not entirely correlate to fun or engaging gameplay. I'm fairly certain almost all survivors would rather go against a hundred (non-slugging) Billies than any EndFury Bubbas simply because the gameplay and decision making in the latter's case is totally braindead and allows little to no skill expression. Or Blood Favor, which prevents looping, with Blight/Ghoul who you can't make distance from after a hit. There's no actual gameplay or decision making there on either side.

    It's a legitimate issue on the other side too. Actual gen rushing is moronic and allows no counter play. It just requires far more coordination and skill, so is much rarer. The kind of thing that a game health update would work to address. Too bad DBD never had one of those.

    There is also very little skill expression with Ghoul, Vecna 2 or Jason. They all play the same way, are too easy to win with, and for survivors it's like playing against a bot. Although I must say I enjoy playing against Ghoul a lot more than I used to. Maybe I'm glad it's not Jason, who knows.

  • @Elan said:

    The perk deserves higher value, indication for the killer. Giving that info to survivors would just make them mindlessly rush every unhook and fully kill the perk.

    I haven't used it myself as killer - doesn't the icon light up?

  • @PleaseRewind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099211#Comment_4099211

    The thing is if you use the metric of "Oh, a SWF can call it out, why can't solo players be notified too?" Couldn't you apply that to hexes? SWF can call out where a Hex totem is to the team so why not just have them visible to solo players? We can't always fall on what SWFs can call out.

    That's a bit different I think. In solo queue the person would probably cleanse the totem immediately or go back for it. Describing where it is to someone else is more advanced.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099194#Comment_4099194

    It's nowhere close to QoL, revealing a perk in action to survivors will reduce it's power right away, it's similar to playing cards but your opponent is forced to reveal one of their cards for some reason

    The weakness of the perk can be somewhat excused if it's a sneaky one, which monstrous shrine partially is (though 20% faster sacrifice should be noticable), removing the sneaky part will make this perk from useless to useless²

    Also, funny trade of you suggested, yeah remove notification of obvious perk and replace it with one of hard to tell one

    Again, with Decisive Strike comparison, would you list such change as QoL? I certainly wouldn't, of a killer could tell for sure whether a survivor had ds, it would obliterate the perk, making it useless to use

    If it was completely hidden, like NOED, I could understand. But the person on the hook sees it. If I play in a duo I just type "monstrous" and my teammate knows to hurry it up. Let's face it, even if they did add a debuff indicator for the team, half the team would have no idea what it meant anyway. Who knows, it could even actually benefit killers if survivors act on it too quickly, leading to too many people going for the unhook, too early…?

    I don't mind being outplayed, perks or not. Just prefer not to be cheesed because I am playing solo queue.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099015#Comment_4099015

    Yes and No, How long did you have most of these before they got fixed. Broken Things like COH stayed in the game for 6 months before getting touched. DS and DH both were in there for years. FTP+BU addressed instantly. The only things that took comparible length from my memory was old ruin (which was comparitively broken). Unhookable builds still exist to this day, 80s off the record took 3 years to nerf.

    Now some killer examples of "incredibly broken stuff" and how long it took to nerf-

    Machine learning (18 months), Eruption (from the 2022 patch when it became problematic (7 months)), Ultimate weapon (8 months), pain res (132 days/4ish months), undying (5 months).

    My issue is it seems killer stuff gets hotfixed generally within a handful of months when it is seen as problematic (which is still slow, but much faster than a lot of the nerfs that happen otherwise) whilst survivors broken perks take years. The DH/DS discussions were going on since laurie strode came out essentially.

    Not that I think you can draw any conclusions from these timeframes, since we don't know when/how these issues were found, integrated, tested and released, nor how long it takes to push these fixes and their complexity. However, since a killer power/perk affects the entire match, and a survivor perk is 1 of 16, I can see why killer bugs may be prioritised.

  • It would not be a nerf, it would be quality of life. I would gladly trade the debuff indicator for Turn Back the Clock (not very useful) for Monstrous Shrine. Anyway, it was just feedback, quite reasonable considering players on comms just send a message or tell their teammates. I find Monstrous a bit of a cheese perk and would rather not give the killer free stages.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098915#Comment_4098915

    Just checked, If your checking using Dead By Queue (which I think you are) that doesn't account for the event queue, which is what weve been talking about for so long

    If you scroll down it shows the event queue times as well. However in general you can't infer much based on the queue times as they are very much time and region dependent, and vary with your MMR

  • If they reintroduce it, the invisibility duration should be halved. It's just a boring and cheese way to get away.

  • @Yoshirama said:

    Basically leave the perk as it is right now, but make it activate when you're unhooked and last like 90 seconds or something, so it can help to lose the killer when tunneling. Because the incoming change will make it kinda niche and not so good

    It's already live.

  • I agree with the OP that "normal tunnelling" is fine, and a choice made during the game to balance the scales so to speak. However "hard tunnelling" is just not the way the game was intended to be played. Otherwise it would have been a 3v1 game from the start.

    What about adding the following protections - but only for the first survivor to be hooked:

    • Basekit DS plus basekit Unbreakable - DS for 60 seconds after being unhooked, and Unbreakable for 45 seconds
    • During this time the survivor is also Elusive and does not scream

    This way the killer is forced to go for someone else, giving that first survivor at least a good chance at participating in the rest of the game.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098744#Comment_4098744

    fast track is still better then old old fast track its perma gen progress compared to normal gen progress so no its still better by a large margen the old old fast track

    killer queue times are usaly longer sense they only need to be 20% of the player base so if half the people wanted to play killer and half wanted to play survior queue times for killer will be higher but right now my queue times are under a minite meaning killer area probably making up just over 20% of my servers population and im guessing most of that is due to jason being added pumping up killer queue times before 10.0 i had bp bonus on killer about half the day.

    the game is an asim tunneling is a completely okay thing to do and if survivors didnt use anti tunnel so aggressively i bet you you would see less people out so fast. surviors behavior and the devs have made tunneling needed. i personly dont tunnel but thats because i slug and you cant really do both sense hooking is so worthless for killer and helps survivors more.

    also just because you cant do gens fast doesnt mean others cant i have had a 3 games this month under 3 minutes 2 as survivor got parred with 2 3man swfs and got chased while they did gens insanly fast and ones as killer when i was learning oni.

    Everyone and their grandma knows that the updated Fast Track is absolutely worse, and completely useless. The time and risk you spend on unhooks could have just been spent repairing.

  • @MechWarrior3 said:

    I never thought I would see the day where someone is asking for a nerf on Monstrous Shrine…


    If anything the perk needs a buff…

    Yawn.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098465#Comment_4098465

    it takes 10-12 seconds after the first reload as scrap piles have a cooldown between reloads. Watch any gameplay, you see people having to move to alternate source between reloads. I believe you can only reload at one once before going into OE or waiting the extensive cooldown. Some sources say you can do it 3 times, but the majority say once and then a large cooldown/ wait to OE.

    You can grab a spike, throw, enter power and reload immediately. And then of course there are hooks. You only need to be 1.5-2 meters away from the reload point. At most you just need to flare out to grab something from the 20+ points on the map. No projectile? Just M1 at 4.6. Jason is not struggling.

  • @Abyast1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098447#Comment_4098447

    "Its way easier to hit than huntresses"- its also way easier to dodge

    "it is a guarenteed health state unlike deathslingers"- If your not getting the hit from a deathslinger shot then your doing something wrong, and since most deathslingers should be running forced penance if they bodyblock they get broken and you get a healthstate on someone.

    "Plus the disruption of the push and lack of slowdown after throw makes it much easier to 2 tap people"- Unless the survivor walks into a wall they should make distance to the next loop from the pushback+speed burst. Your definition of 2 tap here has to be hitting twice within 30s, which huntress can do much better.

    "7 hatchets in reserve doesnt really apply when jason can just grab another spear from every junk pile and hook which are spread all over the map midchase without any appreciable slowdown"- During a loop of any TL/jungle gym tile, you can reload at best twice, and even then have to go out of your way to reload the second time most the time. The survivor can then choose either to leave the tile or continue looping it. 7 hatchets is infinitely more forgiving then the 1 spike when after the first reload you need to go 4/5s out of the way (losing 10s total) to get another spike, and huntress lockers are everywhere. The slowdown is the 10s/12s he spends going out of his way to get said spike. And if he misses, look at where hes going to reload and make distance off it. ITS NOT HARD. this is easily the worst argument you couldve made.

    "Fair point OE wouldn't be a particularly good power on It's own, but instant traversal with very little cooldown is strong on any killer and makes his powerful ranged attack even more OP." - we agree here. His ranged attack is made Strong (not OP imo, a few small tweaks are needed) by having the traversal and the haste off power. The issue is we see instant traversal on a bunch of killers (dredge, springtrap, xenomorph hey even arguably hag) and we see that that alone isn't strong. And again, his ranged attack alone would make him B/C tier, because its a 1 shot reload with nothing else and has a pretty unforgiving hitbox given how easy it is to juke.

    Overall, the nerfs I personally think he needs are reduced haste from 25s to 10s, decreased scrap pile spawns and increase OE cd so he can't spam it, and once he uses it he has to commit.

    If it's taking you 10-12 seconds to reload, you're doing something wrong. Watch any gameplay, there is always a hook or a scrap pile nearby - you can just enter power and grab something, then get full info on where to throw it. Reloading takes 0.5s in power.

  • @cogsturning said:

    I agree with these accept for Deputy's Badge. You shouldn't get free gen regress without a perk just for existing. It needs a totally different function. I also want the KI gone entirely. I don't know why they're still slapping that crap on modern killers.

    I will comment though, he's not the only killer with a fast teleport at match start. Dracula gets his shapeshifting—and thus a mobility/teleport power—immediately, and it's a lot like Jason's OE (just not overtuned). OE should look more like Dracula's bats.

    Dredge should be able to teleport immediately though.

    There does need to be a little delay in teleports at the start of the match. I sometimes play with a friend who is in the Middle East but on Frankfurt servers, and sometimes they load in 10-15 seconds later than the other players simply due to latency.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098166#Comment_4098166

    Actually it kinda is realistic as it's a noticable difference as soon as the killer leaves. And if I see the timer going faster as a solo survivor, I'll know that I have less time to sit for whatever reason, even if I wouldn't know why. While I admit I don't personally care all that much, it's not a needed thing and seems a little hand holdy.

    The problem is, when proxy camping they go in and out of the range and it's hard to perceive. Not hand holdy, just necessary. If you don't care then they can add it.

  • DS is just a minor inconvenience, very often the survivor is downed again within 10 seconds.
    Dead Hard takes some skill and is dependent on ping.

    Second Chance Killer Perks:

    Unrelenting, Rapid Brutality, Predator, Dissolution, Nowhere to Hide

    First Chance Killer: Ghoul

    No Chance Perk: Lightborn

    Yes, survivor main here.😅

  • I think the way they are going to do it is good, because it can be difficult to evaluate both a new killer, perks and other changes all at the same time. Testing them separately makes more sense.

  • Nothing, they'll just see a debuff icon too. Perceiving the speed change is not realistic on such a small HUD element.

  • @coldflame said:

    monstrous shrine needs a nerf

    you legit cannot make survivor players up lol

    A nerf? If you are in a SWF they can immediately announce the perk. Solo queue needs the info as well.

  • The size of the progress bar and the fact that the faster timer can be affected by the location of the killer, means that it is often too late before you realise. There should be no problem in adding a debuff icon for other players.

  • @Memesis said:

    You are a liar. You got killed on purpose which is why you got penalized. I have NEVER had this accidental "tunneled too fast" situation happen where a false penalty occured, and I have had my enormous share of games where I was tunneled out first. Stop being a rage quitter, or enjoy sitting in your time-out chair where the children belong.

    You are just lucky. This system does exist and unfortunately I have only received the penalty when I was hard tunnelled out of the game (false positive). It's not when you were first to go, but basically had no chance to do anything else before being killed.

  • Here's the list from the in-game manual:

    Action Speeds:

    • Repair
    • Heal
    • Mend
    • Recover
    • Vault
    • Break
    • Pick up Survivor
    • Drop Survivor
    • Wiggle
    • Hook Survivor
    • Unhook Survivor
    • Sabotage Hook
    • Search Locker
    • Reload at Locker
    • Cleanse Totem
    • Bless Totem
    • Invocation
    • Unlock Chest
    • Rummage Chest
    • Open Exit Gate
    • Unlock Hatch

    Modifiers:

    • Movement Speed
    • Haste Strength
    • Hindered Strength
    • Status Effect Recovery
    • Fall Stagger Recovery
    • Footstep Volume
    • Breathing Volume
    • Grunts of Pain Volume
    • Pools of Blood Frequency
    • Scratch Mark Duration
    • Wiggle Strength
    • Terror Radius Size
    • Basic Attack Cooldown
    • Lunge Attack Distance
    • Stun Recovery Speed
    • Skill Check Bonus
    • Skill Check Chance
    • Skill Check Speed
    • Skill Check Difficulty
    • Skill Check Penalty
    • Generator Explosion Progress Regression
    • Generator Progress Regression Speed
    • Luck
  • Did you get all the emails from the event but just not the code? The subject line contains "Anniversary gift" in case it got filtered. I am sure you will get a response and the code eventually!

  • @Abyast1 said:

    Personally, I think its not too bad, but he could Certainly use some targeted nerfs. The issue is I've also seen a lot of people asking for him to be gutted. Yes hes fun (not to play against), but to the majority the stronger killers are fun (blight, ghoul and Jason are all seen as incredibly fun due to their high mobility and chase powers, allowing them to snowball).

    The main takeaway is we shouldn't want them gutted, targetted nerfs to make them more punishing/rewarding for dodging should be where we aim the nerfs at rather than trying to make them feel less fun or gutting them.

    How that would be done is to be tested, tbh id rather an overnerf then buffs to balance him to put him in a decent spot. I just don't want an emergency nerf then hes left untouched for months.

    As in my other comments, the nerfs I've suggested are reduced haste duration to 10s, decreased scrap piles spawning and increased power cd. This would leave him in a much better spot, where he can't spam haste, and gets punished for missing his ranged attacks.

    If he is not fun to play against then 80% of the players in a match are not enjoying it. Personally I have only had one or two fun games against Jason, mainly because they were playing more chill and not the most cheese 4k guarantee build.

    There also seems to be a kind of mismatch between when Jason appears for survivors, and when the killer player "arrives" with the knife swing animation. To the survivor he appears almost instantly as has a very fast movement speed when vaulting a window on arrival, for example.

  • Outside of the event, where I understand that it is a counter to the survivor buffs, the stamina bar thing is awful. Hindered is already a nasty status effect, and the stamina bar makes it almost impossible to move. The average survivor would find this very hard to play around if it were in the main game.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097646#Comment_4097646

    Road Life or whatever it's called, Last stand or generally all the walking dead perks bar Conviction.
    Invocations

    I think Tae Young is the first who isn't, also why is the elusive fine on that for everyone since it's "free for just healing" essentially.

    Like it's the same on both sides atm, so many perks have been released undertuned and there has been no news on actually making them worth peoples time, this problem isn't exclusive to survivor.

    Hopefully we get fun buffs to all these cool concepts, but Cross examination should be monitored by the team, if its not a problem currently there is no reason to change it

    Last Stand and Conviction are great, potentially game changing perks. I am on board with everyone else that says Last Stand should be buffed to work twice like Plot Twist, though.

  • I'm still getting them - but as someone else said during the event there are fewer because of the event items. Have you tried the skill check add-ons for med kits?

  • Unfortunately I don't think this will be fixed by the end of the event.

  • @Cornil said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096992#Comment_4096992

    Blight is now in a good state in my opinion. Nurse however, would require a complete rework to her power overall. No amount of balancing can really make a character whose whole design is "i teleport straight to you" truly fair.

    What you're missing is the proper perspective. Blight and Nurse are the lowest common denominator. When survivors of all skill sets load into matches against these characters, with only some variation in perks and maps, the outcomes are statistically measurable. The top tier killers are considered top tier for very good reason, they give both the highest chance and highest potential for winning with the lowest amount of relative effort. There are killers that vary among those factors, though. Trapper has a low chance of winning, high potential, fairly low effort. The Cannibal, known for snowball potential, but also a low chance of winning, easy to learn as well. Ghoul is so problematic because he is high win chance, high potential, and very low effort. BHVR went about balancing him on release by tackling the ease of use aspect, which was definitely his best trait, and is now somewhat fair to face. Nurse may just have to stay how she's been for years now simply because you cannot lower her ease of use any further without ruining the character. You'd have to lower her win chance or chase potential which is not easy with such a simple killer power.

    I believe I understand what you mean, and I agree that balancing shouldn't be done centered on the lowest common denominator (the average player), but the stats BHVR uses is often a measure of everyone, all levels of play and not just casuals. If a killer is stomping very skilled players, then the devs can obviously conclude that they will stomp newer players too. We can only hope that, given the last year of reworks and balance changes, that the days of "nerf Pig" and Sadako reworks are behind us, and they can focus on making the killer roster more evenly capable. Which, you might not like, means both knocking down killers like Jason, Nurse, Ghoul, The First, Dracula, all just a smidge while lifting up the rest of the roster just a little.

    Blight matches are much better and I am enjoying learning to play against him now. The killers also have to have more skill which I respect. However balancing does need to be done around the average player/the vast majority. If the vast majority are continually dying against OP killers, they enjoy the game less, play less and pay less. At the moment I would say about 1 in 4 of my matches are enjoyable. And those are not necessarily the ones where I personally escape.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097087#Comment_4097087

    No... people are infact crouching until they get crows. Jason is gonna get nerfed because he beats players who won't work un gens if they suspect they could get chased next.

    How long ago was this narrative invented that when an OP killer comes out it's somehow the survivors' fault?

    P.S. They nerfed/fixed Deputy's Badge so that should help a little now

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097095#Comment_4097095

    It's not as though his presence isn't telegraphed at all, though. You can't see if he's just hovering around looking at your mist, but you can see (and hear) when he decides to actually target you because the Jumpscare takes enough time for you to start making distance before he's even fully manifested.

    That's pretty in line with a killer like Wraith depending on how far you are from where he'd teleport to, and that just means how close vault spots are would be one of the variables for whether you'd crouch or not. There's a corner gen in a hallway on Hawkins for example where Jason just gets a hit for free, so you don't want to let him see you there if you can help it, but if you're in a safer gen then you don't really need to care as much.

    That's why crows shouldn't be an issue, you're not just arbitrarily crouching because he's in Omnipresent Evil, you should be crouching as a tactical decision to deny him information in certain circumstances. Jason has issues but I truly don't see this as one of them, if a match is being dragged out by OE it's because everyone's crouching unnecessarily, not because of what the killer is doing.

    It's nothing like Wraith who you can both hear and see much more easily, and has a clear audio cue and uncloak time. Jason could appear from perhaps 2 or 3 locations nearby, appears almost instantly and has a very fast movement speed when appearing, and a projectile.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096840#Comment_4096840

    Crazy how basic stategy is down voted. Have we devolved into hiding in corners?

    It's because the strategy is diminished so much against the toolkit of Jason that it is no longer a viable one. I really think the "footsteps" are a joke, since they just supersede scratch marks, appear when walking - and therefore ignore any and all perks on the survivor side that hide or modify scratch marks/tracking. And the "red mist" is Aura that cannot be suppressed, not even in a locker.

  • @YaBoi0215 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097039#Comment_4097039

    My electricity bill is going to increase anyway, however it hasn't in the past forever. And every river will eventually dry up when the world ends. There's nothing us lowlife no power no money no influence people can do about AI. It will take over every industry. It will be everywhere and become a part of daily life in the next 10-20 years. Might as well learn to live with it. Just how electricity and cars and the internet happened and took over the world, so will AI.

    The problem with AI is that the way it is marketed and the way it comes across as a "person" tricks people into a false sense of security. The "hallucination" (i.e. errors) are a fundamental flaw in the way AI works, and can only be mitigated - not corrected. Here is a long but very informative video by Andrej Karpathy that explains how these systems work:

    https://youtu.be/7xTGNNLPyMI
  • @Wezqu said:

    In the end you can do gens while he is in his power. He will eventually come out and chase one of you guys. So why waste the time not sitting on the gen. I for example have stopped caring if he is in his power when I am on a gen. The gen progress is way more imporant that hiding from him. Just keep track of the spots he can appear from and if the map has grass and it moves just start moving away of any possible spot for him to appear from. Play the enviroment against him but hiding when doing a gen is pointless as he will either come out to check the gen anyway or you will just waste time sitting in a corner waiting him to comeout.

    I have said it would be good to him not see anyone doing objectives but have to wait what the changes are going to be.

    Jason is just too strong for these situations - I had a match on Coldwind, the last generators were on opposite sides of the map and he just slugged my teammate and went continually back and forth to the generators and the slug. Due to the 3 second delay in the survivors' crouch counterplay, I was eventually found after he dragged the match on for an extra 10 mins (having dribbled the teammate to prevent bleedout). There has to be a balance so that you can still make some progress and are not just forced to give up.

    Deputy's Badge also makes this situation worse as he can continually regress the generators without having to leave super-speed invisible mode.

  • AI has no thought. Why not just post here and have some real people with vast knowledge help you?

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096860#Comment_4096860

    Well said. And its been sad watching many streamers who used to spend most of their streams making goofy builds, or made up fun challenges. But now they're all doing "comp" tourneys or "winstreaks" stomping on average survivor teams with the most unfun possible playstyles.

    Yeah I think it's one of the worst things to make it seem like exploiting the most OP killer with miserable builds is impressive - it's because of these creators that the strongest builds are used within hours of a killer being released instead of killers slowly learning what might work or not. 4 slugging everyone at 5 gens takes no skill and is just setting a bad example.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096277#Comment_4096277

    Trickster is one of the worst killers in the game, why do you want Jason brought down to his level instead of Trickster brought up to Jason's? Also I'm not a Jason main, in fact I don't even like playing him very much, I just spent time playing him to try to learn why the devs made some of the decisions they did. I deliberately did not use the hex build.

    Jason does not get Bamboozle basekit. Like I said, the window/pallet block lasts only 2 seconds, during which time Jason cannot attack. If he's using Bamboozle and teleports to a window, he applies the Bamboozle block.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096746#Comment_4096746

    People keep picking apart the singular tiles without actually understanding what point I'm trying to convey with them, which is that his access to ammo is inconsistent and that's why he has the movespeed buff he does.

    I went to Midwich this time, widely regarded as a killer-favoring map, and screenshotted two tiles to convey the point, and hopefully people will get it this time.

    https://us.v-cdn.net/6030815/uploads/A7U9XXEDTXCY/20260705024605-1.jpg

    1 reload point in the tile, he has to leave the room to get another spear if he misses, or if he didn't have ammo prior to entering this room. Every room in Midwich was laid out like this.

    https://us.v-cdn.net/6030815/uploads/R0FR6QWLXL2S/20260705024643-1.jpg

    Literally one single reload point in the entirety of the courtyard and it's shoved in the back of a corner. Now to be fair, I reloaded this map to see if this was a fluke, and the second try there was another hook in the courtyard in a much more convenient spot (slightly to the right of where I took this screenshot) but this is still far from ideal.

    Okay, what about Coal Tower? Often regarded as a well-balanced map.

    https://us.v-cdn.net/6030815/uploads/FW089DI8XXFR/20260705025658-1.jpg

    One reload inside the tile AND conveniently located! He has to exit the tile to get another.

    https://us.v-cdn.net/6030815/uploads/861VYUGWOG1E/20260705025907-1.jpg

    This was the best tile I could find in terms of giving him access to ammo. The hook is conveniently located, but the junk pile is not. It's not the worst placement ever, but walking away from that double window setup to grab a new spear is not ideal.

    No other ranged killer has to worry about this. Huntress gets multiple shots. Deathslinger can reload any time. Trickster has a ton of knives. Springtrap just needs to wait out a cooldown and he's 115% movespeed while not carrying his axe.

    Importantly, bold for emphasis: this does not mean Jason is weak. Jason is a strong killer. Yes, it's good that he's punished for missing.

    But he needs that movespeed buff. If they remove it, he would drop down in tiers dramatically as he suddenly becomes incredibly punishing to play. Any missed spear would become an enormous blow to his odds of downing the survivor in a timely manner, as he would be chasing as a 110% movespeed M1 killer, unless he's willing to take a detour to grab a new spear and let the survivor leave the tile.

    The examples you give all assume that you reload while not in Omnipresent Evil. You travel at 8m/s, can reload in 0.5 seconds and although it is not specified, it seems that you can reload within about 1.5 meters of a scrap pile. So going back into power gives you a very fast reload, replenishes your haste and allows you to reappear blocking a window or pallet and getting 4 seconds of killer instinct on the person you are chasing.

    Also according to the wiki, the window block is 4 seconds and the reappear time is 1.5 seconds.

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/469485/i-dont-understand-the-nerfing-logic

    The problem with the perk was it gave you elusive for just existing in chase and remember elusive gives no scratches marks, grunts of pain and aura reading all for just doing a circle around a tile. Imagine if killers could throw on ruin but it wasn't a hex and the whole match killers got free recession for just showing up to gens all match long.

    Yeah, but you just have to compare it to.. I'm All Ears - just for equipping the perk you'll see the aura of the person when they vault, and it works in chase. Why is it not OK for there to be some perks that counter it? What about Predator - you lose the chase and get rewarded with the aura of the survivor who successfully outplayed you.

  • @Zakon05 said:

    Sorry, which perks are causing more balancing issues than the one which lets you auto-win chase at any high wall tile?

    I legitimately can't think of a perk more powerful in the game right now when used well than this one.

    The fact most survivors don't know how good it is makes it more deadly, because then you run into one who does and you forgot it exists, and then they just turn into a ghost the moment you start chasing them in any tile where you can break LoS with them.

    Hell the day it came out this perk won my team an entire match when I was on death hook in a Shane adept match and Ghoul chased me into a high wall jungle gym. She totally lost track of me, spent a ton of time trying to figure out where I went which bought my team time, and then gave up, which left me alive to continue doing gens.

    And I didn't even do anything crazy to outplay her, I just noticed the perk activated and left the loop, and she had no idea. She spent another 20 seconds trying to figure out if I was still there.

    Some might question whether this may also be due to the skill of the (average) Ghoul player.

  • I have been trying it a few times the past few days and to be honest, it's not that good even in its "pre-nerf" form. You have to actively be following the killer to get the benefit, and of course they can hear your running footsteps. I think it's hard to tell the value you are getting from it - however the light marks actually give a bit of information that survivors have never had before, which is interesting.

    Of course it's always possible to stage and edit a video to show off the "insane, broken perk". But yeah, it will be completely useless once nerfed, just like Fast Track.

  • It's literally 2 minutes and you can open the gate yourself to start the timer. Press Tab and go to the bathroom or make a coffee :)

  • And the Light Immunity status effect will be interesting to add to killer powers/perks.

  • Yeah I have lost a grade a few times when hard tunnelled out of the match. I think the record was about 2 minutes.

  • There are 3 weeks to go of the event - let's give them a chance to make some tweaks and who knows, they might extend it too. Fingers crossed.

  • I appreciate that they have immediately taken some steps (which are likely the only ones technically possible without a patch). However I want to add that like many, I was looking forward to finally having cakes as I did not play the anniversary last year.

    Also the items missing confetti or fireworks is a bummer. When others have a special flashlight or medkit, it shows they are a long-time player and means something in the game, even if small. I am not sure the devs realise(d) this.

  • After the Blood Moon was just a total chore for survivors, this event is at least fun. If killers want to win, normal queue is still available and you can use your cakes there too (if you have any).

  • This is my first anniversary and I already spent 5 million BP just to get about 60 cakes. I thought maybe I needed to grind when others had said they had 500 on each character in previous years

  • It is best to leave Totems until the end of the match - at least check teammates' perks before going all out on the Totems.

1 … 6 7 8 9