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  • What they said, especially the perks part: there's already way too many perks in this game and none of the ones getting released add anything meaningful while 2 of them are extremely badly designed (the two that promote tunneling)

    It's just useless grind in case one wants to unlock them 'just in case' whil nothing meaningful is added.

    This plus just a reminder that survivors are literal reskins and they could just merge all of them into one and literally nothing would be lost so adding two of them, as said earlier, is pointless grind and cash grab (merge in the sense that you can still select each one of them but they'd be treated as skins, not independent characters)

  • @Shroompy said:

    Other than Skull Merchant (which is obviously unfinished and probably will receive major improvements once she reaches live) I dont see how this is the worst chapter.

    We got 2 banger Survivors with interesting perks, and theyll probably mark the beginning to Survivor lobby themes for every chapter. Cant forgot the update to one of the most bland maps in the game, Shelter Woods.

    Considering she has missing SFX I have a feeling shes supposed to have voicelines as well, which would explain the awkward standing during her mori.

    Apparently it's an unpopular opinion but getting 2 survivors instead of 1 makes things way worse imho

  • @[Deleted User] said:

    Shards. Sick of zero interaction, zero skill cap 3 gen killers. Outside of Wesker, they've basically given up on designing killers with any mechanical skill cap. It's sad. They're so hyper-focused on monetizing the first 100 hours of the experience that they're alienating every vet via bad matchmaking and accessible/easy but ultimately boring killer designs.

    Oh come on, also dredge isn't that bad :(

  • You can literally see the mine on the gen. Just look at the gen ???

  • @IlliterateGenocide said:

    Because of the very deserved Eruption nerf? Hopefully not

    Did they over nerf it? Sure

    but if you leave because a perk cant carry you anymore.... idk what to tell ya

    It wasn't over nerfed

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345902#Comment_3345902

    I use it from time to time too, and while strong in the games that matter, I get just as many games where I get zero value from it and it's a wasted perk slot

    You don't get zero value. You know an aura reading perk *isn't in play* too. It's still information, even though less strong

  • People really underestimate how strong distortion is. It's so easy to gain tokens back that only killers/powers/addons that can easily eat through them gain advantage (and as of now I can only think of two killers with this advantage: full aura reading huntress thanks also to her short TR, or plague with black incense, maybe there's some more but otherwise when facing killers with full aura build I still have zero problems gaining back my tokens before they all expired).

    I still can't understand why gaining tokens in chase is allowed, or why they don't change it to gen progress % instead of TR.

    I'm saying this as someone who's been steadily using Distortion for a couple of months now. It's really that good

  • I guess it's just a coincidence that spirit is bugged and somehow yesterday I face 5-6, when usually she appears once every few days. And yeah, only 2 of them had the new skin

    Just ######### kill switch her already

  • Been stuck in queue for 10 minutes as survivor. Watching some peolpe on twitch all stuck in queue both as survivor and killer

    Are queues ######### or did we finally reach insane top 0.000001% mmr and there are no top tier players in queue to match us?

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344266#Comment_3344266

    How is making any perk total trash a good thing? Especially when no one asked for a total scorched earth policy.

    It's not total trash? It has a different use. Use it on plague, oni, spirit, blight, nurse, even billy. See how useless it is

  • @CosmicParagon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344253#Comment_3344253

    "Reverting the buff" would be reducing the Incapacitated effect back down to 16 seconds, what BHVR did was drop a hydrogen bomb on it.

    Which is good.

    @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3057716#Comment_3057716

    Ok what about eruption which will become basically current DMS + PR in one single perk?

    And the worst part is that, unlike PR, it's unavoidable because you can't foretell when a team mate will go down. So what's the counter to losing 15% progress + being incapacitated for another 26, while the generator keeps regressing in the meantime, when you have no way to tell when a team mate will actually go down?

    A comment I made myself literally during the perk overhaul lmao Incapacitated applied to such a perk should have never been a thing to begin with. I don't know what was on their mind when they decided to buff the duration

  • @VikingDragonXii said:

    The truly sad part is the Devs promised no more Knee Jerk reactions to anything and what they did to Eruption was just that a Knee Jerk reactions and over nerfed a perk that the only thing wrong with it was the status effect and not the regression.

    Everyone who complained about Eruption was complaining about the Hindered effect but now we have a "New" Eruption that has no Hindered effect (actually love that part) and now a 10% regression off of CURRENT progress which let's face it means diddly squat unless the Gen is 75%+ and that's if you can actually get to/find that Gen. Oh let's not forget it gives us now 10s of reading which again means nothing unless you have a travel power to get to said Gen.....

    I know the Devs have a lot to take care of and I appreciate it all but PLEASE listen to the actual players who experience it first hand ...

    Ah yes, the famous 7 month long "knee jerk" reactions. They overbuffed a perk that already synergized too well with other kicking gens. They reverted their mistake. Simple as that. Btw people were pointing out it would become a huge problem already back then when the perk overhaul was presented, it's not something new.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/364496/opinion-on-boon-perks

    CoH loses part of its benefit if it's too out of the way though. What use is shaving 4 seconds off healing time if you have to spend 6 seconds getting into its range? At that point, healing on the spot would be faster.

    I don't think CoH is as big of a deal as people are making it out to be, and it's frustrating that the most common take on it is to just nuke all boons from the game forever when only one boon actually sees regular use.

    This is probably one of your few takes that I totally disagree with

    COH is "not a problem" many times because it's just the random mikaela that boons 8 times the same totem in an area the killer already wants to pressure, wasting a whole gen in progress. COH shows it's true strength when survivors apply a minimum of reason when placing it. A well placed COH, in an area where gens are done, and where generally the killer would have to waste a lot of time to reach just to snuff it, is insanely strong, because any possible pressure they can get is nullified by the survivor running over there. The killer ends up in a lose/lose situation: commit to the survivor in an area where it makes it difficult to reach back the generators being worked on in time, or drop the chase, giving the survivor the chance to reset their pressure.

    It's just like (old?) DH, bad players making bad use of it don't affect the potential strength of the perk

    And this without even taking into consideration some totem placements (main building top floors) that are extremely excruciating to reach for killers, but for 1 survivor out of 4 is just a mild deviation from the main route

  • @Dwight_Fairfield said:

    Nobody complained about old Pop. Such an unnecessary nerf.

    ?

    Old pop + old pr meant 40% progress gone. Apply that with OC (that got buffed) + CoB regression means that a gen would go 99% -> 0 in a matter of seconds, considering the survivor would be pushed away from it and chased so they wouldn't be able to stop the regression.

    Old pop in current meta would be a huge problem, and it situationally still is equally strong, aka on gens with a lot of progress. The only difference is that you now can't mindlessly pop a gen with 30% progress and have it completely nullified

  • @indieeden7 said:

    Probably because a lot of Nurse players relied on busted add-ons and builds to win, the actually good Nurses are still good.

    Came here to say the same thing

    The funny thing is that, while some stuff got nerfed, other got extremely buffed. Campbell's last breath combined with torn bookmark give nurse an insane map mobility with the ability to immediately chain into a hit that was never this strong. Bad man's last breath is actually quite scary to go against when not in a 4man that constantly keeps track of her movement. The "con" is that these are all rare/ultra rares, but does it matter?

    in Nurse Comment by egg_
  • @Coffeecrashing said:

    This sounds like the same sound occlusion mechanic that deletes survivor footsteps, survivor noises, and boon noises, when there's no line of sight.

    Killers have been dealing with this garbage sound occlusion for an extremely long time. Why should survivors get a free pass out of it? Sound occlusion should either be fixed for both sides, or it should cause both sides to suffer.

    Op asked a simple question and you wrote a whole fan fiction in your head and got mad about it I'm at loss of words

  • @DudelPuma said:

    when a gene reaches 70% the gene will be blocked for 15sec and it will be used more frequently

    Good change! We totally need more gen blocking

  • As others said, no, imagine having that fun and interactive 40% regression back when combined with PR

  • Because the ideas the community came up with were utter trash? I'm really glad bhvr doesn't actually listen to them most of the times, especially most people in this forum

    "Block the gen instead of giving incapacitated" wowzr so instead of staring at nothing because of incapacitated we can stare at nothing because the gen is blocked, or do a totem because that's useful. As if we didn't have already DMS and deadlock that block gens long enough

    "Nerf incapacitated but buff the regression" because we totally need more regression, as if we don't have enough synergic slowdowns. I really loved back then getting my gen regressed 40% because of pr+pop. Such a fun mechanic

    The aura reveal isn't even bad. Killers with high mobility and slugging killers can make a really good use of it (plague, oni?)

  • It's been a bug since like a year I think, they still didn't bother fixing it lmao

  • Good, maybe terrible killer players who needed this perk to beat 4 solos might actually have to improve instead of getting the victory handed to them

  • When you say techs, do you mean 'bugs'? I believe that's the more accurate word, as they were confirmed to be such

  • ITT we see why the average killer player whines about the game at any given possibility

    65-75% kill rate "ideal"? LMFAO you guys are hilarious

  • Ah, yes, reminds me of the Doctor I faced not so long ago

    Watch "lag1" on Streamable.

    https://streamable.com/cssat6

    He finally crashed not long after the second clip

    I just wish we could see all players ping in the lobby...

  • In solo I'd rather take a fast loss due to a blight or nurse than a slow painful loss due to pinhead or artist

    By the way, the problem with soloqueue is the horrendous MMR system they introduced. The "now i can actually see when people don't do gens" meme is not that much of a meme afterall, it took me just a couple of games to visually realize how terribly inefficient some players are (I say "visually realize" because I mean, we all knew already they are like this). When you're on a swf, it's not like you magically become unbeatable, you just remove the randomness element of the matchmaking and choose who to play with.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333769#Comment_3333769

    While this is true, BHVR mentioned at some point that they dont want to increase Lobbydodging. And there will be people who would dodge Survivors who bring Perks like Self Care or Urban Evasion (or Adept Davids would probably never get into a game..).

    And personally, I would say that lobbydodging would be more frequent than trolling.

    That's true as well. Imho the best solution would be to remove the lobby entirely. Once you ready up, you get thrown directly into the game. The lobby is just really outdated imho

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333408#Comment_3333408

    IMO this should not be a feature in the Lobby, but ingame when you press "Esc" (or whatever is used for Consoles).

    This would also not increase the amount of dodging, something BHVR is not a fan of.

    It might increase the amount of trolling though

    Example: I'm doing an "escape as" daily, so I'll slap sole survivor/wake up and other solo perks. I'll play normally, but people might assume I'll just let them die because of my build, potentially making them leave me on hook for example

  • Distortion is unironically one of the best perks in the game, consider running it, especially if in a 4man swf. If all 4 are running it, killers with aura builds are miserable

  • PT is a tough one. Weak early game, but very strong when there's 2/1 gens left. Encouraging more survivors together early instead of splitting up is good, and nerfing it might bring survivors to split up more often

    However when things start getting tight, one single PT could be game changer

    I think bhvr should focus (again) on addressing healing instead of PT on the survivor side. Medkits are still too strong, and one single smart COH positioning can be game changing

    A good killer gets pressure by forcing survivors to waste time and heal, or play injured. The aforementioned just nullify that pressure

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328869#Comment_3328869

    It's meh against SWF. It's not useless against SWF.

    Overcharged is close to useless against SWF.

    Thana is useless against SWF.

    Surge is...yeah, if I was on an instadown killer I'd run that over Erupt too.

    The issue is that there are sort of two regression paths viable against a good SWF. Kicky and PR. Kicky is CoB and...I guess something else? So what do we have? Uh...well, Overcharge takes 12 seconds to equal standard regression, and Eruption is a 10% burst.

    Sometimes 'less bad' =/= good.

    Overcharge is useless against swf because playing in a team magically grants the ability to hit skill checks to players?

    Also as @edgarpoop mentioned, the best teams in the world get hit by eruption, and it's considered a problem by very high level players too. Let's quit with this (false) narrative that eruption is "meh" or "useless" against swfs. Because it's not

  • Nerf that perk to the ground

    No, there needs to be no 'compensation' if they remove the incapacitated effect

    Tired of trash killers getting carried by stacked slowdowns and by stalling the game

  • Visual TR has been a thing on mobile since its release, it was about time BHVR brought it to the main game too

  • Gen shaming should become the norm

    Gen shame people in end game chat for not doing gens, now you've got the proof too

    Add end game chat to console dbd so you can gen shame console players too

  • Unpop opinion but if nurse "breaks the game's core mechanics" so do pyramid head and artist that can shoot through walls too (would like to see you dodge their attacks too if they're using aura perks)

    Nurse needed the nerf, but she doesn't need a rework

  • I'll take this version of Ada compared to the original where you can barely hear her

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326652#Comment_3326652

    Obviously. Nurse cannot be nerfed because the result would either be that she is still too strong (like it happened two times now) or too weak (which should also not be the goal). Making her M1s be special attacks and nerfing her best Add Ons is surely a step in the right direction, but a stacking Slowdown-Nurse is equally as bad, because she is still breaking the game with her power. And strong Perk Combinations which are good on any Killer (except if they require a lot of M1s) will always be stronger on Nurse. So unless BHVR plans to nerf every Slowdown-Perk AND make every Perk, which is not triggered by an M1-Attack really weak, making her M1s cound as special attacks will be a right step, but too little too late. And I cannot really see them to balance every strong Perk in a way that Nurse cannot use it.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326658#Comment_3326658

    And this is sad. Instead BHVR spends time to release 4 chapters each year instead of slowing down on that side, which gives us forgettable Killers like The Knight or Sadako. They really should go to 3 Chapters each year and take their time to work on other things like Perk Nerfs and Buffs, general gameplay improvements and balance changes (which would include balancing the Nurse to a fun and strong Killer, but not in its current broken state).

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326689#Comment_3326689

    Sure, she will be played less. Some players really relied too much on her broken Add Ons (e.g. a Streamer I know (know, not watch) was a Nurse Main, 13k hours and said that they wont play the Nurse ever again and only for donations... That person was using her with all the strongest Perks and Add Ons all the time). And others will just not play with her, because they think she got "ruined". So we will have a few weeks with less Nurse-players, but once people realize that she is fine and still very strong, we will be back to square one.

    To be fair, stacked slowdowns are a problem on any killer. Imho that is a stacked slowdowns problems, not a nurse problem

    I'm not sure how this new Jenner's and Campbell's last breath will be, especially with buffed torn bookmark, but if it wasn't for them I'd say nurse is finally in a good spot

  • @Warlord1981NL said:

    • Game rules are in survivor's favor, example: Pulling down a pallet is faster than stabbing...
    • Maps are all in survivor's favor, the degree to which varies but they are all in survivor favor
    • Survivors get map choice as they can stack the choice
    • Survivor's have by far the strongest perks, it's not even close
    • Survivors can stack add-ons
    • Survivors can stack perks
    • Killers apparantly need a small vacay after swinging at a survivor
    • Flashlight is better than any killer ability
    • BHVR caters survivor's every whim
    • Killers haven't gotten a good perk in god knows how long

    Just 10 things of the top of my head...

    In order:

    • lmao
    • lmao
    • eh agreeable actually
    • lmao
    • killers have their set of addons too... ?
    • same
    • lmao
    • lmao
    • lmao
    • lmao

    These were indeed takes my man

  • Happened yesterday to me because i turned the camera towards the killer. I have the clip, but my friends are making enough fun of me already, not gonna share on a public forum 😬

  • I sigh (both as killer and surv) every time there's a map offering and it's neither mcmillan or crotus prenn

  • There are *some* content creators (even mid/big ones) that really overall spread negativeness, even if they somewhat seem wholesome or sugarcoat themselves

    The fact that they have tons of views though shows that it works. That content is what the community wants

  • Would be because swf but like most killers run the same 4/5 perks easily recognizable during the game because your gen went down from 90% to 35 within seconds so does it really matter?

  • Honestly you should let them be available all year long but outside the season just double or even triple their price until the next one.

    Will be fun to see people complain about that imho

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318688#Comment_3318688

    I don't really think either of us are going to find a resolution here.

    Yeah cause you're being reasonable against a terribly bad take. Why do you bother when the first thing someone comes up with as counterexample is "the others at the exit gates don't leave to save the last survivor" lmao

  • @Hannacia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317151#Comment_3317151

    Dried Cherry blossom is for people that dont want to destroy their ears with headset having to be at 100% volume or people with hard of hearing. How about we just leave that addon how it is.

    I have decent headset but yet i still have to keep my volume really high to hear anything. Uninjured survivors are pretty quiet. Chase music and ambiance noises make it hard as well to hear sometimes. After playing few matches i have a headache or ear ring. But i still love my spirit.

    MDR...its an iri addon.. it has a downside, it's not unbeatable force.

    The dumb excuses that people come up with to justify the existence of those two addons surprises me more every day

  • @SmolBlob said:

    You seem to have a few extra add-ons on there for some reason.

    Other than Mother-Daughter Ring, Dried Cherry Blossom, Yakuyoke Amulet, Alchemist Ring, and Compound 33, the rest are all fine.

    Blighted crow and rat should both get a tune down in numbers, and adrenaline vial does too much for literally no downside as the turn rate thing is virtually non existent

    Also not a fan of an S tier killer having an instadown addon

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316760#Comment_3316760

    Uh, because "nerf the one remaining decent slowdown" isn't 'balancing'. Ruin's dead in the water; PGTW is only useful in niche situations, Jolt is as erratic as ever and still M1 dependent (at least it doesn't have a cooldown now); pain res was never run for its amazing regression and doesn't give info like it originally did; Overcharge is terrible without support; CoB doesn't even have a great effect and can still be stopped with a tap (it just combos with other genkick well)... you want to make another mediocre hit to gen progress also have no other good effect?

    Also, nobody mentioned 'compensation', the question was 'what should the effect be instead'.

    That's literally a compensation. The answer is 'none'

  • Literally nothing, don't you have enough stacked slowdowns anyway? There needs to be no "compensation" to a much needed nerf

    If with current meta perks you still can't win as killer that's on you

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360564/something-to-consider-what-did-ds-get-replaced-by

    Nyerr...tumpty tumpty (and other non-committal noises) - here's the thing. (Long answer incoming).

    • BHVR buffs gens by 10 seconds.
    • BHVR nerfs the majority of regression perks.

    Okay, makes sense.

    However:

    • BHVR buffs faster gen perks (or leaves strong ones untouched).
    • BHVR adds in very strong gen perks. PTS/Hyperfocus/Stakeout are the big 3.

    Now they've basically undone what they were trying to accomplish, and killers have to stack more regression/rely on the only regression perks that weren't destroyed.

    Beyond this...meta here is a toxic ouroboros.

    A squad of survivors come in with a 'win no matter what' mindset, doing everything they can to get a 4o. A killer comes in for a fun, chill game - runs into that squad, gets two hooks with all the gens being done in about 4 minutes and told to uninstall in postgame.

    So that killer goes 'yeah, sod this', loads up their strongest perks and addons - then runs into a group of survivors looking for a fun chill game, 4ks them at 4 gens and they get annoyed. So that squad switches to HSFP and pummels their next killer, and because they feel justified in 'punishing' killers, they are jerks to her on top of it.

    On and on it goes.

    Now - watching some of the recent tournament games, you can see how - in lab conditions - killers need to tunnel, slug, camp and use every single tool at their disposal...often to get at most 1-2 kills on a pretty killer sided map. That's how strong SWF is at the redline.

    When you run into a strong SWF, this game can feel completely unwinnable unless you play equally sweaty yourself. So you go sweaty from the start, because if you don't - and you are facing a strong SWF - you're going to lose and get gloated at. And by the time you realize that it's actually a bunch of solos, you've already got 2 DCs.

    Genrush isn't a response to tunneling. Tunneling isn't a response to genrush. All of these 'sweaty' strats are generally a response to running into a few nasty opponents, getting BM'd and deciding that you're going to try and stop that from happening again.

    But...

    I do lean somewhat towards sympathizing with killers, because there's a definite double standard here. For some reason, it's completely acceptable for survivors to do anything to win (and be nasty after), but a killer going all out - that's somehow a problem.

    Best example: mercy. There is a clear expectation for killers to show mercy to the final survivor, and if they don't they're going to get cussed out and called sweaty. But there's zero expectation of a team giving a killer a mercy kill to stop them from depipping.

    Ditto - BM. I've been putting together some numbers, and - even factoring in the 4v1 nature of the game, it's maybe 8x as likely for a survivor to teabag and sit in the exit gates to gloat than, say, a killer hitting the last person on hook.

    Similarly, I see a killer bail in less than 1/20 of games.

    I see a survivor AFK/suicide/DC in almost 1/3 of games (I think that right now I've got it at 32% of games, which is *stupid*) - and that's with me playing incredibly fair and bringing flans or streamers.

    There's clearly a psychology at play here that's different between the two sides.

    Ah yes, the famous nerfed eruption, pain resonance, scourge hook gift of pain, surge and overcharge /s

    Not gonna read the rest of that wall of text when the premise is that

  • Blight IS hopefully next. His add-ons need the same treatment nurse's received

  • @[Deleted User] said:

    Not really an issue exclusive to Nurse. The slowdown perks are so impactful that it's often detrimental to take anything else if your sole focus is winning a game at all costs. Why not run Cenobite with 4 slowdowns? Why not Pig with 4 slowdowns? It's just where perk balance is right now. The only reason to not run the most insufferable slowdown stack on any killer is empathy for the other side.

    Literally this. I'm not sure why people say "well if nurses can't run starstruck agi anymore they'll just equip more slowdown" as an argument that one shot nurse was fine. If anything, it just proves that it made games extremely easy just as much as 4 slowdowns do for all other killers (except maybe some of the weakest ones)

    But then again, even 2 strong slowdowns on basekit nurse are more than enough for an easy game

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