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fulltonon

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  • @Ghoste said:

    I'd be fine with removing the endurance after healing. The +3% is good enough on its own.

    There is no point in removing endurance because problematic part is 3% boost and endurance is just a freebies.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456379#Comment_3456379

    Zoning and creating deadzones is a very common tactic in high-level killer play, most videos I watch of pro killers choose a section of the map to control, particularly ones with 3-gens, and force survivors to shed blood to chip away at the objective there. Idk why you would ever want survivors to use nothing against you, I personally, am overjoyed if I can zone a survivor into using Shack pallet at the start of a match for example.

    Being injured is still an issue for even the best survivors, which is why resets still happen in tournaments. Iron Will and Off The Record are mediocre perks. And being less of a risk does not mean the risk isn't there or that its irrelevant, I don't see why this is a point of contention.

    Calling something unbalanced or overpowered means that the perk removes any alternatives and is oppressive to play against due to having no counterplay. 3% haste for playing without exhaustion and an extra healthstate is balanced, very strong, but balanced because there is still healthy counterplay and tons of alternative perks that rival it in strength on both sides. The devs specifically made it not work with exhaustion to make sure it didn't completely negate the desirability of exhaustion perks.

    Even if that weren't the case, the overwhelming majority of survivors are not good. And unless you are playing comp all the time, you are not running into really good survivors very often, if ever. The game shouldn't be balanced at an echelon that 99% of the playerbase will never reach, it should just be a consideration when it comes to not rendering the game unplayable in a competitive setting.

    Tournaments already have tons of rules regarding perks and items, so MFT absolutely does not threaten the competitive community, whereas perks like Reassurance absolutely stirred the pot since hookstages are crucial in tourney games.

    If perks that encourage a high-risk/high-reward playstyle such as MFT, Resilience, and Adrenaline are being called overpowered, then there truly is no survivor playstyle left that isn't overpowered. So arguing about it becomes pointless. Permit me to be dramatic, but at this point the devs should just stop releasing new survivor perks if the only acceptable ones are the trash we got in the previous two chapters, as it needlessly adds bloat to the roster of perks.

    As stated before, the perk is very likely to get nerfed, but I am of the opinion that this will be a kneejerk reaction to overblown outrage, rather than any sort of "objective" problem like your title suggests.

    And again, it doesn't rewards high risk or anything, because you will literally become injured at some point no matter what, and it will give you the value just by being so.

    "survivor not good" is plain poor argument simply because there is also bad killers as much as bad survivors.

    This perk is mathematically broken, no other perk can reach this much of effectiveness no matter what even including killer perks too, if you can't consider actual numbers "objective" then you are just trying to believe in what you want to.

  • Clown don't have map pressure for sure, but honestly I think he is rather on the good side when it comes to chases.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456022#Comment_3456022

    I don't get why people thinks basekit powers/bloodlust can in any way "counter" movement speed buff really,

    I genuinely find it impossible to believe that anyone could honestly say they have no idea how hindering a survivor (for 8-15%), instadowning a survivor from healthy, injuring a survivor from ranged, increasing the killer's movement speed (up to 9+m/s in some cases), and other abilities hard counter a 3% move speed increase.

    If a 5% movement speed increase doesn't overcome a 3% movement speed increase in your mind, then I have nothing more to say on the matter.

    Simply because literally all those things are already balanced against 100% movement speed.

    The truth is, MFT IS the perk that counters everything (to a degree) killer got by reducing all those effectiveness massively, and it's not the other way around.

    If you only look at numbers without actually understanding how game works, yeah you would think "anything can counter MFT so this is fine".

  • The perk is objectively broken just from the maths, and in actual games it works lot more than that.

    Stop saying nonsense without having proper back up for it.

  • You can still heal people within 8 seconds just with a perk, how can you call it "too much nerf"...?

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455920#Comment_3455920

    But of course, each killer has their methods of getting survivors. The problem is that this extra 3% affects more killers who rely on M1 to get downs and they already struggle to begin with. 3% isn't gonna do much against a Nurse who teleports or a Blight who dashes around, but for a Pig who is a M1 killer is devastating. Sure, I guess you can just hit & run with Ghostface and Pig, but eventually you still will have to take a full chase.

    3% still does a lot for nurse and blight though, for the nurse it decently reduces the distance margin of blink hit, and for the blight it can decrease the distance survivors could "outrun" (by that I mean to the pallet/windows) blight charge.

  • @MDRSan said:

    Since made for this goes away if the survivor heals, does the 3% slowdown you suggest do the same?

    There’s also the fact that a killer version of this that applies a slowdown carries no risk and all reward for the killer. At least with made for this you need to be wounded to get the effect.

    The risk is the fact killer has to hit the survivor, it's as hard as being injured.

    But then you can add whatever side-effect like perk limitation or something to make it on-par with the perk, it doesn't really change how broken it is.

    Also if you read the title, you'd see it's "permanent hinderance for survivors who IS injured" so of course it will go away when you heal.

    @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455785#Comment_3455785

    I don't necessarily disagree with your points here, but I will say that simply running behind a survivor isn't the only solution available to killers.

    Every killer has a power. Nearly every killer power in the game assists in chase in some way as well. Killers can take health states from range, instantly down a healthy survivor, hinder survivors, give themselves movement speed, gain stealth, teleport, zone survivors, or even several combinations of these at once. A couple can even vault pallets or windows with their power, or even shatter pallets as a part of their power.

    I'm not sure why most of these haste discussions seem to assume there's absolutely nothing the killer can do here. A huntress with an empty loadout (no perks, no add-ons) still has two methods of hard countering this, for free, base kit: bloodlust or hatchets.

    If you're going to play a killer like they have no power whatsoever, then no amount of 'game balance' will help you.

    Basically all killer power is made to have (even though not exactly same) both downside and upside, hux and doctor is a great example of it... they can negate pallets or teleport, but then they both have big slowdown after/during his power usage, ultimately rendering the power much less effective than it seems.

    So no, no power is a "counter" for MFT, all the power is designed against 100% movement speed because that's literally the how game is meant to be played in normal circumstance, every power gets hefty damage from MFT too (notably power with slowdown like hux or doctor).

    I don't get why people thinks basekit powers/bloodlust can in any way "counter" movement speed buff really, when all those things are already meant to be a counter against pallet and windows and smaller hitbox and quadrupled amount of players.


  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455661#Comment_3455661

    Call it a compensation or whatever you like does not change the fact that bloodlust exist and will essentially always activate to counter MFT. Most infinites are gone by now so a killer should be able to catch up to a survivor. Considering that a survivor using MFT will not be using exhaustion perks, the killer shouldnt be constantly losing LOS in the majority of maps.

    And we are not even considering killer powers that make them go even faster, Blight's rush, spirit's phase, wesker double dash, even skull merchant only needs one deactivated drone to be equal to MFT.

    So basically you are saying MFT is a perk that can nullify some percentage of killer powers (which are always designed to be dealt with 100% movement speed and has lot of limitations according to it btw), basekit mechanics that is mandatory for killers and only activates on pretty much lost chase, can enhance shift+w strat, can enhance looping even more, and still thinks it's "less impactful" on survivors?

    That's a chad take really, because you've perfectly explained how strong haste/hinderance effect is for both sides, yet somehow concluded with "this is fine", very nice.

    In reality, neither things are more impactful, both hindrance or haste can easily break the game with easy conditions, just like how MFT currently does.

  • Considering the situation, it's unlikely upcoming anti-camp mechanics fix your problem.

  • "instant" when singularity can't move for a seconds or two, and he doesn't have any boost unless he uses red addon, pallet breaks only happens when you failed to predrop it or simply did not choose to loop around the pallet, he is powerless unless you are infected and cameras do nothing once you infected, capability to place another doesn't seems to be problematic.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455661#Comment_3455661

    Infinites don’t exist anymore and Bloodlust was in fact supposed to be removed along with them; it was a temporary measure. So it’s not a compensation anymore, really. Rovend’s point stands.

    It has been removed once, guess what, game literally did not work and BHVR had to revert it back.

    So yeah I'd rather believe BHVR themselves than you, especially when they bring more and more ridiculous maps.

  • @Science_Guy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455316#Comment_3455316

    If you're going to nitpick the Bond comparison, then you should reconsider how you started this entire discussion, since the killer equivalent of MFT would making the killer 3% faster instead of hinder Survivors. Does it really matter? Asymmetrical game is asymmetrical. It's not complicated.

    It does matter, because seeing survivor and seeing crows are actually different things.

    It just doesn't matter for movement speed, this game has a lot of asymmetrical aspect but movement speed modifier is not the one.

    @Chadku said:

    3% is meh when using it to run straight but strong on loops because of the hitbox size difference between killer & survivor.

    It still gives survivors 20% more distance to reach tiles, it's fairly strong when you consider you can use it all the time unlike sprint burst that only activates on start.

    @Sonzaishinai said:

    Don't forget that MfT doesn't work well/at all with other powerfull perks.

    A closer equivellant would be to give a 3% hinderance penalty on hit but it all goes away if a generator gets damaged in any way

    ...that doesn't seems to be that bad neither? like killers can stop using regression perks and just go for full slug/chase build.

    @Rovend said:

    I mean, if you consider that killers are always faster than survivors and get faster every 15 sec with bloodlust you would realize that survivors being 3% hindered is waaay more impactful than survivlr having 3% haste.

    I would completely do not care about a 3% hindered status on survivors if they could get 5% faster every 15 sec

    Except bloodlust is literally a compensation for near infinites that is basically impossible to catch up with 4.6 and probably for the hitbox difference too, then it will go away on every pallet break or losing los or using killer powers or hitting survivors, in normal circumstances it just can't be stacked up.

    Yeah in some tiles killers can abuse this, but then taking 35 seconds for a hit in a tile is basically a way to lose the game.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455436#Comment_3455436

    I get what you mean but 3% is pretty much useless if you can't loop to begin with, sure it extends chase a bit but it's still much shorter than if they had brought SB or Lithe for eg.

    I saw someone say than for MFT to give as much value as SB you need your chases to be about 30s long or something, although I have no idea if that's true it's obvious that the survivors I go up against gain much more benefit from one speed boost from an exhaustion perk than they do with MFT, so although they do technically get value it's not nearly as much as they would with an exhaustion perk so it's easier to go against (for me at average MMR)

    I think that 30 second is only for straight line or thinking about pure distance, so that's pretty moot tbh.

    So that survivor gaining more from SB would be true if you only matches against those who can't force pallet break or can't utilize windows, but you have to understand this perk give them like 20% additional distance without anything and even more (40% or so) with pallet break, with that amount of distance they can reach lot more windows they otherwise couldn't, and you definitely take more than 30 seconds when they reach a new tile.

    there is still a chance you just didn't noticed they got the big value out of those distance, because in my games survivors happily chain everything close-by together and juice a lot from the perk, even bringing dead hard too.

  • Hope will not be meta because most survivors won't reach endgame, and then if they reach it's pretty much guaranteed escape for like 75% of times.

    made for this, on the other hand...

  • @AMOGUS said:

    I can't help but laugh at these forums, now "Hope is really strong" and "Haste stacking is an issue" despite it never being seen because it's an situational endgame perk.

    There's a reason why almost nobody ever ran Haste stacking builds: The perks are weak by themselves and require stacking and require a SWF because they're awful in solo queue, and can be undone even in a SWF with only 1 or 2 mistakes. People are only whining now because the content creators said it's a big deal and cherrypicked Reddit clips of awful Killers not using their powers correctly went viral.

    3% haste is absolutely not ######### OP, it wasn't OP with Dark Theory, wasn't OP with any of the others, and isn't OP now. If you struggle to deal with basic Haste THIS much, maybe stop playing Trapper, hmm?

    Sorry, anyone with sanity can understand giving official subtle speed hacks to one side is problematic.

    The design of all other haste perks already tells how broken the effect is, they are limited because it is strongest effect in the game almost equivalent to "can kill survivors", giving it right away is of course broken.

    I've never even watched any content creator but can understand how broken it is, because luckily I did not lacks game sense.

  • @MDRSan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455437#Comment_3455437

    I’m pretty sure the math doesn’t support a survivor who is still measurably slower than a killer running from one corner of the map to the other without the killer catching up. Absent a literal, infinite loop the only reason for the killer to not catch up is they were outplayed that time around. If there is a literal, infinite loop then I have good news - none of us are robots and don’t execute everything with machine precision. Eventually, someone’s going to screw up.

    It's actually funny how you literally defend literal infinite loops, lmao.

    This is the first time I've seen someone does that.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/379319/made-for-this-double-dips-against-the-hux-power-and-its-a-big-difference

    Oh no, you did the math on the official forum, that's illegal!

    How are they suposed to sell more DLC if you mathematically proves it's overpowered and force them to fix it?

    Besides, you are about to get swarmed by survivor mains that can't do math themselves that will tell you it's not a big deal if killers "git gud"

    Smh

    (I agree tho)

    It's technically a power specific problem still, I heard doctor has similar problem (allowing survivors to make more distance during his power AND takes more time to reach them), but not much killers get this "double dipping" effect from the perk.

    Permanent haste being OP as heck is different problem.

  • You need the LoS, survivor need to be infected, there is countless EMPs, and even then you aren't guaranteed to hit after teleport, overclock duration being rather short, spirit fury can always be countered by literally droppin pallet faster, no cooldown only makes sense with this amount of limitation.

    Being near hooks already largely hurts hux, and then there is also a penalty for locking recently unhooked survivor.

    All the problem you've listed just doesn't exist.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453225#Comment_3453225

    all you need for 3 meter is something like 25 seconds or so of chase time which really isn't uncommon in any way

    This right here is why it will never be stronger than old dead hard, or even new dead hard.

    By the time the chase lasts 15 seconds, the killer gets bloodlust 1, which hard counters and overcomes the made for this bonus.

    By the time you get to 25 seconds, the benefit you had from the perk before bloodlust is almost completely erased entirely.

    Which, for the record, the you gain at most 1.8 meters of distance in those 15 seconds. That's cut shorter if the killer is actually good in chase and can mind game to gain even more distance than just hold w and follow survivor.

    Bloodlust didn't and doesn't counter dead hard.

    Pallet exists.

    There is pretty much no chase where killers can happily stack up bloodlust, they have to use power, break pallet, mind game, all those things will remove/reduce bloodlust.

    Not to mention hitbox difference do exists and it will immensely help MFT over dead hard (as dead hard is more or less straight only).

    And even then you purposefully ignored the fact bloodlust is there only because of BHVR being so incompetent to make maps they can't stop releasing literal infinite without bloodlust, so this is already a compensation for extremely bad map design.

  • It's so easy, just remove kobeing penalty and skill checks, then maybe reduce the chance by 1% or 2%, no more suiciding.

    But considering how they ignored this obvious and ridiculous issue for so long, perhaps they want to keep free rights of disconnection for survivors for some weird reasons, even though it's obviously against the rule, is bannable when actually proven to be intentional, and also hurting the game a lot for looong time.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455414#Comment_3455414

    Shockingly, the majority of the survivor playbase is bad, given the fact this game is a casual one, that's why killrates even for bad M1 killers is still high.

    Additionally, there are plenty of unsafe pallets and deadzones are still a thing, acting like 110% movement will suddenly make dogshit pallets not dogshit is false.

    If you are suddenly losing most of your games because of this perk, you are just not good at killer plain and simple.

    You don't need to use dogshit pallet with 110% movement speed at all.

    If you can't understand how big it is, you just don't know anything, literally not a single thing about the game, plain and simple.

    And no, deadzone or unsafe pallet also doesn't exist with 110% movement speed, anyone can run around like a headless chicken and reach the safe zone even from the corner of the map.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454575#Comment_3454575

    Yes, that's why I said Made for this is only worth bringing with DH, which I do think may become a popular combo.

    I've only played Singularity & Demo, but although I personnally didn't mind it I understand it probably has to do with my average MMR, I don't encounter many survivors good enough to get value out of MFT, which is also probably why I don't see it a lot.

    It's literally impossible to NOT get the value of MFT though, unless they brought the sprint burst.

    One of the issues with this perk is it literally works no matter what survivors do.

  • Literally any killer is oppressive against solo q because they are genuinely so bad and even has trolls, at least you don't need to be dependent on other survivor to deal with hux, he is fine.

    His power isn't even guaranteed injure for majority of situations after all.

  • @Spectralfx said:

    Imagine if blindness removed the red stain and actually obscured the survivor's vision.

    that would be impactful.

    Probably why they won't do that, gotta let survivors get their free wins.

    Uh I mean, most meta killer builds doesn't even have any blindness in it.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455371#Comment_3455371

    Who gets to dictate what speeds survivors are "supposed" to reach? 110% MS still isn't faster than a majority of the killer roster, and you are still injured, meaning any failed mindgame or getting hit by a killer power results in a down. This combo is good only in the hands of good players, who would be strong with any combo. Most of the playerbase is not getting insane value from this duo, therefore rendering any claims about it being auto-win or gamebreaking moot.

    Haste stacking isn't uncounterable, it just requires a different approach just like the many other combos for both killer AND survivor.

    Anyone claiming they're suddenly losing all their chases/games is coping superhard and just choosing a popular scapegoat.

    If survivors mindgamed or getting hit by killer power (which designed to be counterable with just 100% speed) at 110% movement speed, they are very, unbelievably and ridiculously bad, to the point they aren't even trying to play the game.

    You are thinking entire survivor playerbase as if they are 1 year old baby, they aren't so please don't.

  • I think they are fairly decent when you compare it to certain trash addon killer.

  • Honestly I don't get why survivors have collision to each other at all...?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455367#Comment_3455367

    https://us.v-cdn.net/6030815/uploads/YJO6X3KN7O26/image.png

    you do not need find obsession. you just get stunned by a pallet. 1 stack of pwyf is all you need to counter-act the perk.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455367#Comment_3455367

    every killer can use it but not every killer can preserve the perk. The most you will stay at is 1 stack but 1 stack is all you need to surpass MFT's effect. your not really putting effort into the perk. your just swing into pallets -> getting stunned -> breaking pallets as you passively gain speed.

    So getting stunned to counter a perk? wouldn't be so bad if it didn't require two slot out of four, even though "getting stunned" is already a 100% survivor dependent and certainly not in control of killers.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455263#Comment_3455263

    I think pwyf is best counter to the perk if you want to counter the perk. noed is also good counter but only in the end game.

    So only reliable counter to MFT is a perk that has to find obsession, chase it, then let them escape... after every three hits.

    Then survivor don't have to put any work into activating his own perks, hmmm...

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455299#Comment_3455299

    You mean the perk that only activiates after all five gens are finished? How is that an issue? Its not an auto-win combo, you absolutely should be rewarded for playing with three perks the entire game if you managed to still finish the gens without dying.

    In the same way survivors aren't entitled to free escapes, why are M1 killers entitled to free kills? M1 killers will still be bad regardless if the perk is nerfed or not, we as a playerbase need to move away from the notion that everything survivor-sided needs to be watered down and balanced around M1 killers, that will never fix the issue and will just make survivor increasingly boring to play.

    M1 killers just need buffs as a whole.

    And for as much as people say M1 killers are unplayable, they still all have good killrates and can still all 4k more than they 0k due to how the game works, skill variance, and perks. People seriously overrate how bad they are imo.

    Hope isn't an auto win perk, MFT is.

  • @JackOfTrades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455318#Comment_3455318

    I mean, the concept for that add-on is recycled for some killers like Dredge's Purple add-on (note that pig's is iri, and all traps aren't active, so no immediate pressure, unlike Dredge, where you won't know where it is), and Freddy's Red Paint Brush, which I also would say is better, as it ruins your vision, and makes you oblivious at the very beginning; Is it as good as the Dredge's add-on? No, but beggars can't be choosers.

    On a side note, Pig and Freddy are pretty old when in comparison to Dredge. Of course in the Q&A, they hinted at another Freddy rework in the future, so.

    I honestly believe pig's is strongest out of those, dredge or freddy can't actually "pressure" survivors, by that I mean "force their time to do some work", so this is truly a passive slowdown that survivor has to work on, at the (mostly) start of the match.

    And pig video tape doesn't reduce trap count either, making pig to waste survivors time twice as much at most.

  • @lifeisstrange said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455263#Comment_3455263

    Read carefully am talking about overall killers like to justify and tell survivors run x perk for this and that and do this and that, yet killers hate when survivors tell them to do the same. Fear monger is hella annoying and useful, annoying not seeing where a person downed and I that like using lithe cnat use it if am already push in a chase.

    That's because when survivors tell "just run X" it literally doesn't work for majority of times, OTR or DS will be extremely reliable when compared to countering MFT with fearmonger.

    Fearmonger isn't a bad perk but just not the answer to MFT, it works really god with SB because survivor has to choose between progressing cooldown or fix the generator, but MFT doesn't have long cooldown so it's always a flat 5 seconds which generally doesn't work without high mobility or stealth.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454632#Comment_3454632

    yeah lets leave the representation to the survivor side... much less... err... treacherous.

    Honestly literally killing LGBT survivor doesn't seems very nice either lol

  • @JackOfTrades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455294#Comment_3455294

    so what about against better players, does she become a dummy to become clicked on?

    She does decent with an addon that makes all survivor to start with traps, beside that I honestly believes she will be a dummy 99%.

  • @Science_Guy said:

    This kind of tit-for-tat equivalancy doesn't work for plenty of perks, though. Would it be balanced for Survivors to have a perk that grants 50% longer stun durations? Gotta get rid of Enduing then. Would it be okay for Killers to see the aura of any survivor within 36 meters? Then I guess it's decided, Bond needs to go.

    Almost like we're talking about an asymmetrical game and what works for one side is implicity different for the other...

    It's not that kind of perks, the effect of movement speed is mostly equivalent.

    and using bond for example there is stupid, because actual effect of it is showing your friend and not exactly "survivors", so it makes more sense to show crows aura, which would be mostly as strong as bond I'm sure.

    Also I don't believe 50% longer stun duration is any stronger than enduring either tbh.

  • Statistically speaking, pig don't need a buff, just like pinhead and such she is an absolute newbie wrecker and can and will get free kills from all those juicy newbies.

  • @Sava18 said:

    I think it's funny that 3% is exact number on c33 and that is very noticeable as well.

    Well at least that perk has duration of 3 seconds and not permanent, lul

  • Being faster at looping and being faster at the chase start is entirely different things, otherwise sprint burst would be considered broken as hell and dead hard would be considered useless.

  • @I_CAME said:

    If only there was an already strong general killer perk that heavily counters this and exhaustion perks.

    I wish such perk did exists, really.

    Sadly there is no such things.

  • @lifeisstrange said:

    Bias Bias and more Bias as much as I say hate repeating myself 1 million times, killers have adds ons and perks to counter made for this and if they dont wanna run them, that is their issue and ill use my favorite example of noed before its slight nerf of showing where its at, its always=do totems, use maps use detectives. So survivors are to run perks to counter something we hate of killer and its not a problem for example run ds/otr(but they are so bandaid and does nothing now with their limiation. Yet when we say things like use fear monger/bait out dead hard its a HUGE problem and we arent suppose to say oh just run x perk and our stuff as usual should get going lol

    Can you name any of the actually useful exhaustion addons/perks? and not the one that is extremely inconsistent or requires high mobility/stealth.

    And did you know you don't need any perks or items to break bones, then noed only activates on endgame? your "example" just showed how it's broken... NOED without endgame requirement and not even a hex.

  • @robrob909 said:

    Most of the people don’t even play killer that are arguing this fact. They are desperately trying to math out the numbers instead of actually you know playing the game and seeing the perk in actual real world scenarios. It’s a massive boost and I’ll be playing survivor with this perk and the fact the new killer is pretty weak in his current state.

    Except it's pretty great even in math, basically flat out increases chase time pretty much no matter what, what else survivor want when all they have to do is waste killer's time as much as possible...?

  • Sorry, no excuse will in any way makes literal subtle speed hack "fine".

    BHVR shouldn't try to mess with survivor movement speed unless that perk is extremely limited, hell they are extremely cautious even when it comes to killer too, game isn't made to tolerate those kind of ridiculous perks.

    I wish BHVR to work ASAP and not make old DH shenanigans once again, taking literal years to fix extremely problematic perk.

  • Honestly, LGBTQ+ killer could have some interesting lore, but it may also be extremely hard/dangerous to write up...

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454615#Comment_3454615

    If there is way to nerf SWF without hurting Solo-q, i am all with you.

    I mean it's literally there, BHVR just don't want to "punish people just playing with friends".

  • Why won't you try using it yourself? I'm sure you can 4k at least 5 or 6 matches in a row... right?

  • Trash tier killer perks, plain weak killer, broken as hell survivor perk(s), extremely cluttered and one sided map, I have to ask how can people like this DLC lol

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454598#Comment_3454598

    If we look stats, OoO needed buff. If we look stats, Nurse never needed any nerfs. If we look stats, Trapper was just fine.

    But this is not the case, you know.

    If we are just nerfing something because of high mmr players, then we need to nerf Nurse & Blight as well. If we are going with this way, both sides will get same judgment.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454601#Comment_3454601

    Then "No" to you as well.

    You can't nerf only one side. Devs can't risk to favor one side.

    Like how you are asking for survivor nerfs, some people will ask killer nerfs as well. And this will happen too. Blight is probably the next one.

    Yeah really, I don't see any problem in actually start penalizing SWF, nerf the base capability of survivors by a lot, nerf blight/nurse, as long as they ACTUALLY do all those things with proper balancing rules.

  • It's funny they made this change without literally nothing as a compensation, despite they have buffed decent amount of things.

  • I think rule specified "working with the killer" is bannable, so if he purposefully helped killer just to achieve his goal, that might be bannable.

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