dspaceman20
dspaceman20
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- dspaceman20
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I would rather take old ruin and pop or pain res and dead man switch than this meta now.
I miss old dbd :(
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No not really if being honest.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329382#Comment_3329382
Or you buff the other boons up to that level so you can nerf them all equally. Perks that cost the same resource shouldn't have wildly different potencies.
This is a pretty good idea for the base functionality of hex-boon interaction. If a Hex totem is Blessed, then when it is snuffed, that totem is destroyed.
Bless a dull totem, it's safe. Seems like a fair trade off to me.
As it stands, Shattered Hope is a dead perk, because you can't dedicate 1/4 of your build to the off-chance the survivors have CoH in a corner. This is just as unreasonable as saying "just use voice comms" as a counter to Eruption. But if this feature was built in with already functional Hex perks, then it's more in line with using Empathy as a counter to Eruption, you're getting some use out of it anyway.
Why would i want to bless a hex. That's way too much time investment for something that can be permanently snuffed out
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This is the only killer nerf you can't blame survivors for. I was on the forum and playing the game before Billy's nerf and absolutely no one called for him to be nerfed. Except maybe his addons but that was it.
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The only outfits I use on her is her anniversary outfits because it's kinda iconic.
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What cosmetics yall have???
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@WesCravenFan said:
Now when you are getting chased, and run the killers for 3 straight minutes, you won't have to worry the other Survivors are not doing gens - you'll know they are not doing gens!
At least you can tell them off in the end game and possibly even provide evidence of their uselessness. Make them feel bad for being useless
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@MrMori said:
For killer, it includes things like: Hook a survivor on a Lunar Hook (any hook) 3 times.
For survivor, we have challenges such as: Throw the game and die times while staying within 8m of the killer, 8 times.
As usual.
Don't forget the challenges have to be in a single match. :)
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324456#Comment_3324456
This. Like another has said, they actually had to greatly reduce the fog due to massive performance issues. Their coding and optimization simply cannot handle it.
Which is sad because it removed a lot of atmosphere from the game. Made things less immersed.
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@Rudjohns said:
You guys act as if DH was a "third health state" but in fact people still need to press a button for .5 seconds of endurance
It's not that hard to counter DH guys
Isn't it .25? even less time.
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No I have to disagree. I think its fine as you get tokens while you are in chase and that's what makes it better.
If your able to you can definitely always have at least one token if your a little more daring.
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@Murgleïs said:
Unfortunately, killers mains are a tiny minority here, you won’t get much answers.
Most are survivors mains here to complain about meta killers, soloQ, and eruption.
Your on the wrong forum babes
Everything you just said was wrong
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I think Because going against him is completely map dependent. If you get a map in which he can hit his knifes over then there is nothing you can do to counter it. Like it's actually really annoying.
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I don't think we should be changing or nerfing things because of these extremely niche conditions.
I imagine this won't happen in a major of matches
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@Michi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323072#Comment_3323072
What makes coh different is the fact that it works best when placed far away from the killer while the other boons work better if placed relatively close to the killer.
My idea for a coh rework would be that it acts like a reverse haunted ground :
When coh gets snuffed or destroyed by the killer then all survivors within that boons range heal by 1 health state (injured - > healthy, downed - > injured, big wound - > injured)
This would bring coh close to the other boons in term of functionality I think. Additionally I would add 12m range to any boon
I feel like that would create a lose lose scenario if circle of healing was paired with other boons. And it would be a bit of a time waster to boon the totem of the totem if it's not going to do anything
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Ugh I don't want to see more of him. I despise him
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I'm all for nerfing circle of healing so that's it's more balenced but your going to have to buff the other boons. Non of the other boons are good enough to take on their own.
Also can we please have a suggestion that doesn't outright make circle of healing completely useless?
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I want another original killer
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I'm getting a headache just thinking about it
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@Crowman said:
I think the perk just needs the duration increased from 30 seconds to 45-60 seconds. The main problem with the perk is that the duration is just short enough that it's unlikely you'll ever block any aura reading.
I was thinking of that buff but I'm Mota sure how impactful blindness is for the killer.
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@Firellius said:
TBH, I don't think Residual Manifest is a healthy perk to buff. Flashlights are a staple of bully squads, so giving extra power to them is likely to make matches much more miserable. And a 25 second, 7% hindered on killers would be -gruesome-. That's half a minute where the killer -cannot- chase.
The extra stun duration also seems like it could be a bit much.
One possibility I do see for an RM buff is to shift the blindness effect to a more advantageous position. Most killer blinds will happen when the killer is in chase. It's easiest to blind a killer when they break a pallet, after all. But blindness won't hinder them if they're in that close chase, and by the time their aura perks kick in, the blindness has probably already worn off.
So instead, I think RM should become active when you successfully blind the killer, and then when you get hooked, it triggers, afflicting the killer with blindness for 30 seconds.
Flipside is that this might make killers less likely to leave the hook, since they lose their intel options to go after other targets.
You could lower the numbers. Maybe -5% for a shorter time. I suggested movement Speed then blindness since it's more impactful.
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Yes I do. Nothing major but it should be toned down a bit
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@HugTheHag said:
It's on Steam as well.
Sometimes I'll also be glitched out of a lobby while my friend stays in it : I'm replaced by a solo player and Friend has to leave the lobby for both of us to queue up again.
I thought this was an xbox problem do everyone is effected by this.
This is absolutely ridiculous. This bug have been in the game for years. I have encountered it multiple times and still not patched. Like has no one reported it all these year?
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I would make one perks that is every 40 seconds you fast vault a pallet or window 50% faster.
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You should change the word "crutch perks" to "perks I don't want the other side to use because it's annoying " because non of the survivor perks you mentioned are crutch perks
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Heck no. I don't want any more of him
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Ita actually a really useful perk knowing where other survivors are is nice but they also knowing where you are helps so much as they they come to use for some co op plays and also allows them not to interrupt you when your doing something important.
its not a perfect perk as it has downside like it Can back fire and lead to trolling and you have to get a save or heal to work but you can also get healed or saved to so its not to bad of a stipulation. You'll basically always get use out of this perk
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@GoodBoyKaru said:
If only NetEase weren't massively racist
wait are they really? How?
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I would have absolutely loved that elodie cosmetics
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Someone's running premonition? There are more of us
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It's ok. Not the best information perk but still ok.
It's especially useful now with how many gen regression perks there are.
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@corozo83 said:
Having the same problem on the Series X. Is there's a fix? Thanks.
I just reset my entire console and it worked
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@drsoontm said:
Usually a good way to see if you are alone: https://downdetector.com/status/dead-by-daylight
Thank you so much for this
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@Tsulan said:
Sorry to hear that. Have you tried verifying the game files? As you seem to be the only one affected.
Is that even possible on console?
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@Tsulan said:
No server down on my side. EU West.
I'm in NA. And I'm not connecting
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Can anyone help me
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Noed is mostly fine.
Eruption needs some changes. Nothing major but currently the perk is problematic
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Ok then add a race track then
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/3283373#Comment_3283373
It’s a strategy for solo. Hard to explain but try it out, especially with distraction. Start thinking about placements of generators and tactical use of potential energy, both storing and releasing. There’s a trick using potential for silent gen as well that I prefer to use when using red herring.
I will try it out I guess. Although I'm still not seeing the build
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3283565#Comment_3283565
Ok, remove repairing gens then.
Ok remove killers weapons then
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3283687#Comment_3283687
I am genuinely dead because of this understanding of what we wanted for 6 years and what we received.
We all wanted to not see Dead Hards anymore every game, make it more skillful that was a nice addition but that was not the point and that's why I myself am really angry. Why are people surprised the community is upset? You may love your Dead Hard and think it requires skill but does it really matter if it did not hit the idea of "shake things up", like the devs said and like we all said for 6 years?
Funny how you only bring up dead hard but I still see pain res used by a lot of killers. Your not complaining about that perk and not shaking up the meta
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Omg you guys are annoying with this dead hard nonsense. Let me guess someone legitimately outplayed you with dead hard?
Killers complained and said it took no skill. Now it's more skillful and killers still complain.
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@Ghouled_Mojo said:
I like it with red herring.
Why red herring?
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3282589#Comment_3282589
Pain res depends on hook rng,and you can easily dodge any other effect by just getting off gens while the hook animation happens.
Also you can just get off the gen be 2 seconds if you wanna counter any other effect pain res might cause besides gen regression.
Killers are forced to run slowdown perks like this because of the current genrush problem.
Dead hard is a free health state most of the times,survivors can live without dead hard,killers cant without gen regression perks because survivors have no other objectives except rushing gens and going for a save.
This is irrelevant to my point
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@bm33 said:
Use Prove Thyself if you plan to stack tokens while working on a gen with someone, that way they don't get hit with a 15% speed penalty while you're not putting in any progress on that gen.
That is a good idea. I think its best to use it when it's with another person. So you get progress on the gen while saving
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Thank you for the tips. I barely see her so I haven't learned how to effectively counter her yet.
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It really did.
Feng love... that died a while ago
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I only use it with Hyperfocus and Stakeout. It makes it surprisingly bearable
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@Sycamore said:
https://forum.deadbydaylight.com/en/discussion/comment/3282277#Comment_3282277
Dead hard can make it impossible to hook survivors, as a healthy survivor you can body block the killer carrying a survivor, then when the killer hits you - you run under the hook, and use dead hard when he goes to hit you again. The carried survivor will most likely complete their struggle action by that time. Now imagine all 4 survivors doing this.
Ok and? So it's not a perfectly balanced perk like other perks. There is going to be at least one flaw.
It's still way better then before. Still not a justification to nerf it.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3282277#Comment_3282277
They literally said in the post that the changes were about pick rate and changing the meta:
https://forum.deadbydaylight.com/en/kb/articles/337-developer-update-june-2022
For this update, perk changes fall into one of two categories: meta perks that are used too often, and non-meta perks that serve a similar purpose but aren’t used as much.
We understand that many of you have grown attached to your favourite perks and loadouts. Unfortunately, shaking up the meta inevitably leads to a few changes. Rest assured that our goal is to provide alternatives that align with your preferred playstyle while widening the scope to include more viable perk options.
It’s also important to note that not every meta perk is equal, and each was considered on a case-by-case basis. So, what are Dead by Daylight’s meta perks? By referencing both community feedback and internal data, we can see that some perks stand above the rest.
For Killers: Barbecue and Chilli, Hex: Ruin, Pop Goes the Weasel, Corrupt Intervention, Tinkerer, Hex: No One Escapes Death, and Scourge Hook: Pain Resonance.
For Survivors: Dead Hard, Borrowed Time, Decisive Strike, Iron Will, Self-Care, and Spine Chill.
If that was their goal with dead hard, then they failed. Killer meta perks shifted heavily. Generally people use perks like eruption of call of brine now, and all the other survivor perks are pretty underused now.
I still see perks like pain res in nearly all of my matches along with other gen perks. Yet no one seems to be talking about that perk.
If the argument is that dead hard should be nerfed because it's used a lot then pain res should also be nerfed again because it's still used often