Avatar

fixblitzskin

fixblitzskin

About

Username
fixblitzskin
Joined
Visits
1,412
Last Active

Comments

  • @danielmaster87 said:

    You can put a portal down at the beginning if you like spawn on a gen, but you really just use his Shred in chase until you've got time or need to use portals. He's most assuredly not viable. As much confidence as I have in him, he'll never be Nurse or Blight level, and you need to be on their level to beat good teams consistently.

    I play alot if weak killers. I played Freddy the most I think so getting juiced is the norm. I recently wanted to get the William birkin skin and play blight but I am console so any of the good killers are really hard to play which is why I want to play demo since he can be played a controller.

  • @Spare_Them_Mori_Me my portals keep getting cleansed so yeah I’ll start hiding them better. I get lazy and put them right next to the gens hoping they won’t bother ( they always bother )

  • @BlightedDolphin said:

    Demo is definitely viable against the majority of the player base. I used to main him awhile ago and still play him a lot so I’m happy to help as much as I can!

    Portals:

    • A good thing to do is to try to place them between gens in a spot where one portal can cover multiple generators at once. So rather than spending time placing 3 portals on 3 separate gens, place 1 portal in the middle between the 3 of them. This will allow you to spend less time setting up, allows you to hold more portals for those times you need to quickly teleport away, and makes it harder for survivors to tell where you are coming from as they can’t see you as easily.
    • If you need to protect a certain area (such as there is an important gen nearly finished), place a second portal somewhere close and don’t use it. Once they cleanse the first portal you’ll have the second hidden one to jump them!
    • Try to keep at least one portal on you at all times. This is just in case you need to teleport RIGHT NOW (such as the last gen about to pop)
    • If you see a survivor cleansing a portal in an area you don’t need it anymore (such as an area with no gens to defend) - ignore them and let them cleanse it. This way you have an extra portal and they are wasting time on something you’ll never use again.

    Shred:

    • The main advice for this is to keep playing him. Over time you’ll develop the muscle memory for the timing on how long to charge before pouncing.
    • Before rounding a corner that you know you can land a shred on (such as just before entering shack) start charging your Shred right before turning. This does two things - first you are now ready to shred as soon as you see the survivor, and second the survivor can’t see that you are charging up making it harder to avoid.
    • Chase survivors so that when they are looping you are ALWAYS chasing on the longer and straighter side. It’s hard to explain, but if you share any loops you are having trouble with I’m happy to show the best way to play around it!
    • Even better than pushing them into straight line, push them into narrow paths! For example in a 4 lane loop, try to make it so the enter the side with the longest wall so they have no where to go
    • If a survivor is running against a wall (such as the side of shack), don’t hug the wall when you shred, step a little to the side. This way when you jump at them, they can’t dodge it because they can’t run one way as the wall is there, they can’t run the other way because you are there, and shred’s hit box is wide enough to hit them even if they don’t move.
    • A similar thing to above but is a bit harder and requires some map knowledge, if you see a survivor running towards a large obstacle on one side of them (such as a car) - do the same thing as above quickly. Normally shredding in the open is not a good idea as it is easily dodged, but if there is an obstacle next to the they can’t dodge and it’s a free hit :D
    • Shred bluffing is one of your strongest tools. Simply holding the shred and never lunging can zone survivors incredibly well. You’ll be surprised how many hits you can get by just holding shred and never using it. If you see a survivor running straight for a window, charge shred and hold it. They either abandon the window and give you an M1, or they’ll use it and you can time your shred to hit them.
    • Another thing that can be really helpful in knowing if someone is going to dodge your shred at a window is to look at their item! When a survivor performs a running vault their held item disappears. If you see it disappear, they are 100% going to vault and you can get a free shred on them. If they don’t disappear, they are probably faking it so DONT shred unless you see the animation start
    • There are a lot of loops you simply can’t shred on (mainly rounded loops). So if you can’t get a shred, don’t use it and just chase normally. For these loops, something that is actually really good on Demo but doesn’t seem to be well known about yet, is to use Coup De Grace. This way you can Shred on long loops and Coup on the short round ones. It’s really good.
    • You can bait out Dead Hard by holding shred!

    This was LONG so I hope it was helpful in some way. Please let me know if anything is confusing or if there’s anything you are having trouble with :)

    awesome response lots of good info especially the portals. I didn’t think to put two in one area. Seems kinda obvious know lamao. I seen more missed deadhards as demo than any other killer and I didn’t even do that on purpose I was just trying to get a hit. Also that shack tip ( the one stepping a little to the side) is going to be useful. Thank you for your response

  • @Sngfun said:

    Coup de Grace

    Without coup you don't have a power at any loop that Is round

    Not all round loops are a lost hope however, because some L shaped ones allow for shreds that force 50/50s

    He doesnt really have a lot of skill expression, but he makes up for it whith good pallet control, some anti holding w, mobility that doubles as slowdown and stealth

    Jack of all Tardes master of none. That's what you are signing up for.

    Ima try coup after work. I have two responses saying to use coup hopefully it will be what I need.

  • My average wait time for me and my duo playing trapper with blight is 13 minutes. Pretty bad and the 1v4 is also taking more time.

  • @Skittlesthehusky said:

    shred does not need any changes in distance. it's fine as it is as it's meant to be a multi-purpose tool. any excessive changes to its properties would place more emphasis on one trait and encourage players to not take advantage of demogorgon's kit versatility.

    however, i do agree that undetectable and range portions of addons do need to be adjusted. as maps grow larger, the range in detection no longer has an appropriate effect, especially when trying to control lanes in indoor maps.

    shred basekit is fine obv i think that a addon that makes far jumps would just be fun especially since the shred is already good. The undetectable ones just make no sense in why they are so little

  • @Samura1Jack said:

    This idea is to have a clear reason of why using that character, espicially for survivor. Currently the reason to play one survivor is because the player like the skin/character model. Some people may think it doesn't matter, but there is no depth in playing one specific survivor unlike killer. But a similar phenomenon occurs to killers. Some people just run 4 slowdowns or run the exact same build. The purpose of buying a new survivor is just to unlock their perks and make them use it on their favorite survivor. So why not adding a 5th perk slot but can only equip the 3 unique perks of themselves for both sides? And I know that some people will complain about like the aritst will always use pain res, pinhead will always use deadlock, Meg will always use sprint burst, there's no good perk for some killers and survivors so it will be unbalanced, etc. Of course it will on the current patch, so just balance out the perks. Nerf slowdown and exaustion perk, buff the others. Every last one. I made a list of it.

    I like this idea. I always thought both sides should have a 5th perk that is a “fun” perk. Not slowdown or 2nd chance perks. I would love to run c tier perks without giving up the chance to win.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836118#Comment_3836118

    they did small changes yet they will have drastic effect on how myers is played.

    reversing stalking rates and making him way less dependant on stalk limits is a very nice change.

    From the ptb vids yeah looks great. I play myers often and running out of stalk was always my number 1 complaint. Funnily I used myers to talk survivors far away but since it stalks so slowly I was able to see if there was any survivors I wasent seeing. Glad stalking far away gets more

  • @Toystory3Monkey said:

    very few killers in this game warrant reworks and myers wasnt one of them.

    they couldve done something like adding tombstone basekit for dead on hook people but that's about it and even that wasnt necessary.

    his spot is clearly meant to be a casual killer.

    I didn’t expect them to do anything drastic to myers but it was way less than I thought and I see others share the same sentiment. If tweaks were this small across all the killers I can only imagine how underwhelming the rework will be especially how recent killers seem to be running out of ideas so I don’t think they will make a new power for a killer that isn’t in its limelight. Time will tell

  • @BlightedDolphin said:

    To be fair, I don’t think they’ve ever said it was a full rework. Even the roadmap lists it as “Killer Update”.

    Since Myers and the rest this patch were listed as just tweaks and he’s the only killer listed for changes in a mid-chapter patch, I think it’s safe to say Freddy is getting something more substantial than the killers this update.

    So it’s probably a decent sized change but nothing to the scale of his last rework. I’d imagine it’s probably similar to Trickster’s rework alongside add on reworks.

    The tweaks seem to be 1 or 2 changes while a “rework” seems to be like 5x whatever a tweak is. I like Freddy’s current power even if it’s not that good but snares are alright. Ngl snares with pallets plus teleport projection buffs would be fine to me but of course Freddy will always be the killer that’s could of had a lot of creative potential but by judging the recent killer powers which are alright I think they are officially running out of ideas to do and are saving any good ones for licenses

  • Nerf would imply he was ever playable 110% with scratch but he never did. So he went from 105% to 105%. I prefer this to happen rather than them deleting it from the game.

  • @dbd900bach said:

    https://forums.bhvr.com/dead-by-daylight/discussion/431995/just-going-on-a-whim-on-how-i-feel-about-the-change-philosophy-in-dbd

    Myers was under the category for receiving tweaks for this ptb, not a rework. That being said, every other killers supposed reworks wern't really reworks. Skull Merchant, Knight and Trickster are still fundamentally flawed killers. Freddy on the other hand has something to work with. Myers will also likely receive a full rework I believe this was just a flat numbers change to compensate for the time being as the Devs have done such changes before major reworks. There is still hope.

    There modern reworks seem to just be loads of number tweaks like trickster. Still hoping however

  • @GeneralV said:

    Well, BHVR has indeed moved away from reworks that completely change a killer's power and identity, which probably has something to do with Freddy himself.

    I mean, his rework did just that. And at first we ended up with a character that was so unhealthy for the game that he got nerfed, and then we got stuck with a weak killer who often lacks a power. A killer we're still stuck with, until January.

    Freddy's rework is, by far, one of the worst changes in the history of Dead by Daylight and it is something that should never be done again. However, that still leaves us the issue of actually fixing Freddy.

    I know we are not getting a revert to his original power, as much as it saddens me to end my campaign in failure. But if we don't move away from his reworked power, then nothing will be fixed.

    Freddy needs more than number tweaks.

    Out of all the things in the roadmap I for sure thought rat poison, weave attunement and myers tombstone we’re getting nuked to oblivion. But They we’re just number changes but I don’t use these perks changes as concrete evidence to say Freddy isn’t getting a full power change but realistically looking at the last 2 years of “tweaks” and “reworks” I don’t think they want to change the status quo. They buffed wesker out of all killers so if that isn’t supporting the status quo idk what is. I don’t think there’s a future Freddy is ever used consistently or recognized as a fellow killer instead of a joke. But this is all on whim I could be completely wrong but realistically we’re getting snares + pallets basekit. I’m not particularly excited for this chapter based on the ptb so Freddy will be the change I’ll be hyped for. 2 months and some days till i find out

  • @WaveyTrey said:

    Human Greed, Hoarder, and Lethal still works incredibly well with Onyro.

    With Onyro I always find players this way. Especially when the curse kicks in. If a chest is near the TV they’re running towards I can catch them just before they enter the tape.

    Yeah human greed is fun with hoarder but I don’t think this perk warrants needing a sister perk to make it work like weave+ Franklins or spirit fury and enduring.

  • @MrDardon said:

    Myers:

    • Tombstone Add-ons basekit, but only if the Survivor is death hook. Add-ons reworked.
    • Buffed speed to 4.4 m/s in Tier 1, removed lunge penalty.
    • Reversed stalk efficiency, now you stalk faster if you're further.
    • Several Add-on changes.

    Dracula:

    • Shapeshift speed reduced.
    • Shapeshift cooldown increased.
    • Nerf/Rework to Medusa's Hair and maybe Lapis Lazuli.
    • Wolf tracking somehow buffed.
    • Unecessary: Hellfire cooldown increased.

    Demogorgon:

    • Teleport cooldown removed.
    • Add-on changes.

    Mastermind:

    • General cooldown reduced.
    • Removed the interaction of a reduced cooldown per infected Survivor. (Similar to what they did with Singularity)

    Lich:

    • No idea really, probably various buffs/nerfs.

    Chucky:

    • Increased the cooldown of Hidey Ho once again.
    • Maybe increased charge time on Slice and Dice.

    Ghost Face:

    • Reveal mechanic fix.

    I really hope demogorgons addons get buffed because alot of them are straight up trash. A very rare add on adds 3 seconds after emerging from a portal. I like the undetectable after teleport but skull merchant gets 9 seconds of undetectable when placing a drone. I think buffs to his teleport are going to happen and buffs to his add ons. Ghost face might get his common addons base kit to increase variety like they did with bubba with purple chili. I just wished they made bubbas other addons not butt.

  • @Oputeeva said:

    Please do something, I'm tired of waiting on the ground, because killer won't satisfy with 3 kills they want more…

    Let us bleed out faster or make so gens auto-pop and we only need to power the gates, just something or basekit unbreakable

    Make it that when there’s only 2 survivors left in the game you can hook yourself when slugged.

  • @For_The_People said:

    I can’t really disagree with any of your suggestions - seems a generally fair and balanced trade off :)

    I do however, in general feel that an overload of aura perks are seriously unhealthy for the game as they make the bar for newer players’ entry into the game significantly more steep.

    I don't think this aura perk is harder for new players to understand due to it showing up in the screen as a debuff plus you can counter it by opening the chest meanwhile bbq and nowhere to hide are hidden to survivors.

  • @Ryan489x said:

    this

    I don’t think a pre match voting for maps like OG cod could work becsuse of the 4v1 aspect. What I suggest would be like a rainbow six siege system where you choose a map you don’t want to go. How I would go about this would be reworking map offerings as map void offerings.

  • @Devil_hit11 said:

    i would suggest to add 1% haste per gen done.

    9% haste with Noed would be strong combo

  • @SuspiciousBrownie said:

    you could make it 10% per gen done and it STILL wouldn’t be great.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833976#Comment_3833976

    This is how it should’ve been from the beginning. Losing 1/5th of your objective should not give a measly 4% action speed increase.

    well idk about that if the perk did 10% it would outclass dark arrogance and brutal strength in only 2 gens done. Most games 2 gens pop by the first chase. But yeah 4% is weak maybe it can be higher than just 5%

  • @drsoontm said:

    your them what?

    They are licensed characters from movies and games. The list is ranking on how much it feels to play as them based on there original property.

  • @Toystory3Monkey said:

    Xenomorph power totally makes you feel like one.

    Skulking predator roaming unaccessible narrow passages right near survivors, tracking them and then emerging, rushing through fire to get them no matter what throw at you.

    Facing one is also very cinematic and accurate - turret beeping getting more frequent, then suddenly stopping only to rapidly increase in frequency again with xenomorph suddenly emerging, flamethrowers shooting fire at the monster as you make your way out. Literally Alien(s) scene with motion trackers / flamethrowers.

    It actually recreates the experience of the xenomorph encounter, including the ways you use flames to "crowd control" the monster and keep it away from you, pushing it where you need, until it gets desperate enough to ignore flamethrowers and charge at you no matter what where it either succeeds or fails miserably, turning around and disengaging back into the tunnels, just like Xenomorph in Alien Isolation did when you burnt it. You dont "fight" it normally, it's way too strong for that, you opt for setting up traps.

    I might have a uncommon opinion on xeno but can't disagree in what you said. Id probably move him in kinda tier at least for me since my favorite thing for xeno is playing as a survivor because as a survior it does feel like your playing against them. As a killer idk feels like its missing something to make it to pretty good tier. Happy xenos here tho

  • @TheArbiter said:

    I feel like you could make the argument to put Ghostface in the "feels like you are them" category

    Yeah I was tempting on putting him there but Myers is in a league in his own. Should of put him in a special myers tier.

  • @GeneralV said:

    Freddy is uh… complicated.

    I think his original power made you feel like Freddy Krueger, especially if you are thinking about the remake movie, but his current one just doesn't.

    Ik he’s weak af and power is meh especially for him but the dreamworld, laughing when survivors are asleep, his knife glove and dream pallets are enough for me at least to not be totally dissatisfied as Freddy.

  • Freddy- When you hear survivors or see there auras on gens with a window or breakable wall hole next to it you can fake a teleport and they will fall down to your arms. Notable examples being

    Garden of joy: main building Gen next to window

    Coal tower: Gen in main building

    Farthers chapel: Gen in main building.

    very useful if they are exposed from FTTE and aura shows them on a Gen. Most won’t risk waiting to get hit.

  • Evil within III will certainly be scarier and more myers like . I like evil within 2 rn with 16 meter radius but being able to return to tier 1 sounds lnteresting. There’s an old creepy sfx that myers doesn’t use anymore I hope they use that somewhere with the upcoming changes.

  • @jokere98 said:

    The good guy

    1. Power cooldown starts in the end of slice and dice

    didn't they already made it like this, in the same patch they reduced his CD to 10 seconds? (I know that there is a bug, that'll make it so cooldown starts in the middle of slice and dice, but that is a bug)

    Just went to custom games rn yeah you are right. whoops. In that case im guessing just rat poison rework, addon with scamper looked at , perhaps shorten slice and dice or longer cooldown.

  • @Royval said:

    why would they remove killer instinct from a spray

    Idk but it was just the hug tech I would think it be under bug fixes. They nerfed his tunneling ability with the infection pausing on hook and the killer instinct encourages tunneling. Just spit balling

  • @Rokku_Rorru said:

    10 percent haste is a lot for 60 seconds, that's the main thing it's like having bloodlust for free.

    If killers complain about made for this, then… 10 percent haste should also be under the looking glass.

    haste on either side isn't healthy.

    How is it free. You have to loose a gen, and a slowdown meta perk slot to make it work. Survivors pop the 1st gen before the first chase even ends at most this perk could only be used like 2 times a game 3 if your lucky. MFT was a a forever 3% which survivors could run resilience with plus 99% a heal and never get caught. A lot of things in this game isn't healthy and machine learning was not one of them.

  • The WGLF nerf sucks it’s adds 1.6 seconds from a full pickup since rn it’s 2.0 charges a second and 16 seconds to pick a downed survivor thus 8 while before it was 2.5 charges a second with a 6.4 pickup. There are scenarios where those 1.6 seconds matter. I am more upset on the machine learning nerf. A quarter of the duration was taken away for no reason. It was already a mediocre fun perk

  • @Wrecked said:

    So I’ve seen that Wake Up is on the list of perks that’s going to be getting ‘tweaked’ soon, but do we know if it’s a tweak or a rework? I know it’s a niche perk, but it has rarely left my builds for the past 3 years. I was even an avid user when it only increased opening speed by 15% - as a solo queue player I find it to be such a useful perk as if I happen to have a match where my teammates die pretty fast, I know I have a big chance of escaping out of an exit gate. It’s also helped my team out countless times when they’re being chased by the killer after the gens have been done. They know to come to my gate which allows me to take a hit for them and allow us to both escape. I doubt it has a high pick rate, but I’d actually be really gutted if it was to get changed completely. I’d love some sort of secondary effect or maybe for it to have use throughout the trial, but I hope the aura reading / faster opening is left how it is or buffed.

    A cool buff would be when the end game starts your aura and wake ups icon pops in the bottom similar to how empathic connection icon shows to other people with your aura. This perk will let people know you have this niche perk and to expect faster gate opening. Be a little buff to solo Q which is always needed

  • Fr. One the main reasons I'm getting a pc is to play like half the killers and not lose.

  • @legiondoctor said:

    So 8 perks gonna get buffs/ nerf this ptb which 3 got picked are ace in the hole, scene partner, weave attunement. So heres my guesses

    1.) Alien instinct(xenomorph) (buff)

    2.) Rapid brutality (xenomorph) (rework)

    3.) Red herring (zarina) (rework)

    4.) Better then new (rebecca) (buff)

    5.) Septic touch (dredge) (rework)

    My guesses are

    1. Better together
    2. Better than new
    3. Bite the bullet ( i hope )
    4. Mettle of man
    5. Hangman Trick ( hopefully)

    Rapid Brutality is awesome on the right killer. Its the only perk that deactivates blood lust. Rapid brutality can be dirty on clown and deathslinger with stbfl.

  • @drsoontm said:

    The four next ones have been listed I believe.

    Hag, alas, isn't part of this batch. She may be the worst killer right now. (Noob stomper, next to useless against anything else.)

    Note: In a nutshell, a theory is a scientific truth. "Guess" is a perfectly good word. (Don't mind me, I just hope someday the word theory will be used correctly. One can dream.)

    Just saw them rn. Vecna, wesker, ghost face, and chucky. I did not expect ghostface

  • @legiondoctor said:

    My prediction

    Legion: buffs with add on reworks and add ons become basekit

    Chucky: nerfs

    Pyramid head: add on pass

    Skull merchant: buffs

    Chucky nerfs. Maybe your perdiction will be right. He’s super annoying when playing survivor mostly rat poison

  • @Coffeecrashing said:

    I just want the teleport cooldown to be much longer if the teleport is cancelled, because it’s super annoying when this killer spams 99% teleports on cooldown.

    It does go on a cooldown when it’s canceled but I can see with some other buffs regarding generator teleporting the cool down can be made longer.

  • @DabBoyWonder said:

    This Killer is way to overpowered. I have 5k hours on this game. I have played multiple matches against this killer only time I ever survive is from the hatch. This killer needs to be nerfed. I will not be playing any matches against this killer till it is. If I get into a game and see The Dark Lord i will be leaving it.

    Its the bats I feel. The wolf form can be dodged but if your at a straight line and no where else to go its a hit no matter what like weskers bound, demos shred, or chuckys slice and dice. The hellfire punishes unhooking survivors nearby heavily and against a competent Dracula unhooking in the endgame is impossible without trading. Hellfire overall i think is fine and you can easily hold W against it when you go to medium loops where he can see you. The main problem is the batform since if you play with lapiz and medusas hair its like the killer has 3 offensive powers. The batform is used after a stun at a pallet or if you lithe away or any time you gain distance. Being able to block windows and slow down survivors is brutal which can easily give Dracula a normal m1 hit. The road map said he is up for changes and i think its going to be for bats and cooldowns

  • @MrDardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824951#Comment_3824951

    Oh you mean with Bite the Bullet, I thought you were referring to the healing action in general. Got confused.

    So basically if one has the Perk, and 2 others heal the person.. everyone is silent?

    Yea like how if one person brings streetwise everyone has 25 percent efficiency

  • @DNet89 said:

    I like the idea of it working like Streetwise and Vigil where every survivor gets the buff while in range. But instead of blocking Auras (not a bad idea though) it could suppress Screams. Maybe it could also show other Survivors the Aura of the Survivor getting healed.

    Screaming is the alternative to auras so idk if suppressing both is good and if it has to be one or the other I choose aura since they are used more. Showing auras when healing would be a solo queue buff which will 100% be welcomed

  • I think a long time ago it was possible

  • @Lost_Boy said:

    I tried it out on all killers. Knockout, infectious fright, hex third seal & hex undying. It's very strong on pretty much every killer. You can basically win at any point of the game and it completely negates a large amounts of perks. Survivors absolutely hate it and you will get abused, even if you hook them all at the end and don't just leave them to bleed out..

    I agree that it isn't fun , but the perks exist and I'm not sure what they could do. Would require a new mechanic or complete rework of perks. You could potentially add something like a timer where a survivor would show up on map after x amount of time slugged to all other survivors regardless if they have blindness or the effect from knockout. The main issue is not being able to find your team mates and finding both hex totems is difficult for survivors when you get at least 2 people slugged. It's often too late if they do manage to do the totems as the snowball potential from 2+ downed players is massive.

    I think reworking just knock out would be bare minimum if they don’t want to do anything else

  • @Langweilig said:

    I had the same idea a while ago. I don’t think it needs the tokens. I would add, that you can heal with 3 people. This way the perk would be more appealing.

    Bite the bullet

    • When somebody is getting healed or heals another Survivor within 8 meters of your location (did only work when you healed someone for both of you or when you healed yourself), you and they benefit from the following effects: Suppresses all noises and auras (new) related to Healing and Grunts of Pain.
    • Failed Healing Skill Checks do not trigger a loud noise notification. Reduces the Penalty to 3/2/1 %of the total Progression.
    • Allows 3 survivors to heal at the same time (new)

    I do like the idea that it works like streetwise prove thyself and leader . Plus people know you have it. The reason I think auras should be on a token system is to prevent any abusing that people might do like 90% there heal to avoid auras all game and run injured perks like resilience without fear of getting spotted through auras. But I can also easily see that as unnecessary but the 2nd benefit is that it will allow the user to recognize the type of aura reading perk used an example being like if your healing far away and a token gets eaten you know its BBQ. 3 people healing together would be a cool niche thing since that would rarely happen because most of the time there is always 1 person in chase.

  • @Marc_go_solo said:

    It's an unsolvable problem, which is currently not so prevailent in the grand scheme of things. It happens more to some than others. For me, it's extremely rare, but does happen (had it happen once today).

    It's unsolvable, because it doesn't matter what incentives Killers get for not slugging, there will always be some players who will slug regardless. Even if those players had the most powerful version of each gen-related perk available, it only takes some pressure, a perceived BM by a Survivor, or something else for them to slug again.

    Whichever side somebody is on, be it Killer or Survivor, if there is a way to make the other side unenjoyable, then there will always be some who will do it. Perceived unfairness - gen speeds, healing nerfs, whatever - will always only be excuses to do these things. Even if it's fixed, there will be another excuse.

    It's still not common in the grand scheme of things. It'll be when idiot influencers start promoting it in more detail that will be the problem. Maybe they'll recommend it as a tactic. Maybe they'll do it under the guise of pointing out a problem, when it's just for their views. People ultimately have a choice. It's been proven time and time and time again playing for slugging isn't needed for Killers to win, and it says more about the players skill than anything else.

    If ever it becomes too common (and I hope it won't) the only option is basekit Unbreakable. It's a poor response, but there is no reasoning in this. The best thing is to just have some empathy and actually understand the pretty clear difference between being honour and just being a dick.

    Agreed

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822702#Comment_3822702

    This is why I feel the "hooking isn't worth it" arguments are blown way out of proportion.

    • BBQ: Last nerf was more than two years ago and they only removed the BP bonus (6.1.0). The most recent change was a buff to increase the aura read from 4 → 5 seconds in 7.1.0
    • Grim was giga buffed in 7.1.0 to work on every token, not just after all 4 had been hooked and they increased the block duration at the 4th token. This was barely touched in 8.0 and they only reduced the first 3 tokens by 2s. This is still a massively buffed perk.
    • Pop: they undid the buff from 20 → 30% in 7.0. Not mentioned in any of these discussions ever, is that they've also made 5% of the total gen progression base kit and stacks with pop. Pop is now objectively, mathematically better on gens under 50%, and strangely, wasn't "so bad we'll blow up the forums" before the buff that was reverted. We're also talking about, at most 5%, which is about 4.5 seconds at the best use case.
    • Pain res: also giga buffed from 15% → 25% in 6.7.0 and they walked some, but not all, of that buff back in 8.0 to 20%. Again, this is, at best, about 4.5 seconds on one gen we're taking about here.

    This isn't about the nerfs themselves, and stop trying to pose it as such. It's entirely because most killers in this forum can't handle the fact that they aren't inundated with buffs every single patch, and are outraged that any kind of change would ever be walked back, even slightly, and even if some of those perks are now partially *base kit* as compensation.

    The inclusion of BBQ here shows just how much you're looking to be outraged. The perk hasn't changed in years, and all they did was remove BP.

    I mention BBQ for veteran players that might be salty about it. so worth mentioning even if briefly. DMS was also kinda nerfed since it’s only on one Gen. It’s for a long time for sure but doesn’t go on multiple gens no more. Also nerfs don’t help even if small. Killers were already complaining about Gen speeds before any nerfs so obviously there not going to be happy after them.

  • @The_Daydreamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822723#Comment_3822723

    Then what's the main topic here? That slugging is not fun? Then my comment still stands that we have counters. If it's about viability: Still the same.

    Idk what to tell you. Just wait till you go against deerstalker +knocked out + infectious fright+ sloppy butcher on blight or any strong killer since YouTubers are making vids on it

  • @The_Daydreamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822713#Comment_3822713

    One Boon: Exponention is enough to counter it. Like I said if some survivors bring the usual perks in a match even then it's no big deal. Of course there are different factors, like u said, a dracula has more slug potential than a bubber. Also the map can make it easier or harder. A Exponention on Midwich is stronger than on Swamp. It's just a question of how meta slugging is or will be. If it is turning into the new big meta, people will naturally adjust, expect and counter it. Especially since Survivors have a lot of tools to counter it.

    Well people can talk about meta this and meta that and statistics/viability etc but I think we should start thinking with fun in mind since it is a video game.

  • @The_Daydreamer said:

    I don't believe that slugging is the new meta. Survivors have a huge amount of tools to go against slugging. Either with Plot Twist, Unbreakable, Boon: Exponential and Tenacity - other Healing or Endurance perks can help too! f.e. We are gonna live forever, Boon: Circle of Healing, Botany Knowledge, Buckle Up, For the People.

    So even if it would be meta, it would never be a strong meta honestly as long as some perks like these are in the match.

    Against a dedicated slug build unbreakable aint going to do anything. You pick yourself once and lets say you have WGLF and pick others up you will get downed again. and lets say you have MFT so you dont go down thats already 3 perks to counter a serial slugger. People don't run unbreakable, soul guard, WGLF because most of the time you don't get value so ppl bring maybe 1 like i did. But even with that 1 it was not enough to bring the game back. Were not talking about normal slugging that killers do were talking about killers loading in with no intentions at all to hook with 4 slug perks. To add to the injury when a good killer does it its basically game over. Dracula also had sloppy butcher so healing was constantly interrupted and he would hear us out with the bats.

1 … 3 4 5 6