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  • I wish I have at least one teammate like this in my every soloq team. Am I asking too much, BHVR? One person who understand what game he playing at, that's all.

  • @Doxie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823936#Comment_3823936

    So you're b$-+ hurt because you ran into one swf troll team? Like I've said so many times... Killer mains are a sensitive group that just won't be happy till they can roll every team in dbd

    I usually don't even waste my time on replies like these, but I will try this time, because I'm in mood to maybe put in your head something except hate and biases.
    Firstly, I can't tell for these killer mains, generalizing based on your beliefs/biases also doesn't make you look smarter, but in last two months I have nearly 80% of my matches on survivors.
    Secondly, I would be insanely glad if it was "one swf team" (and they were duo and two solos btw). I see it almost every second match on both sides, if survivors made it to gates/hatch. And If I play killer, I usually ask them why they do this, because, you know, I played as they want (maybe 30-40% of my killer matches are 8 hooks with 4 survivors alive), wasn't rude or toxic, but almost always I get answers like "it's not that deep, it's just the game". Well, this logic of course doesn't apply on tunneling, slugging and other things survivors don't like.
    Few days ago I had a game against baby Wraith, who got only 1 hook in endgame and 0 kills. And Renato did nothing but trying to bring his attention to the exit gates just to press his crtl as fast as he can. Team literally destroyed new player, but this Renato somehow still have strong desire to bm killer. And I'm tired to ask killers to not put too much attention to these losers and don't lose faith into humanity and dbd community, because it's hard to stay calm, when you try to play chill and see this behavior almost every match.
    I know, for most survivors it's really hard to think one step forward, but this behavior is literally what produce even more tunneling. So people who ask to reduce tunneling and still act themselves like this should just finally accept they want not to killer play "fair", they just want to feel this sore winner feeling more often, mock more people and to amuse at least something of this loud and miserable child inside.
    And it's not about sensitivity. If you ask something that you won't respect, why someone should respect your ask then?

  • I don't know where you see connection between mori of the LAST survivor and tunneling, but I can tell you exactly where there is a connection between the fact that I usually do not tunnel and then regret about it. Survivors should start at least respect these killers who throwing the game just to see "ez loser" or something like this in the chat.

    askreen.png
  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823109#Comment_3823109

    I don't have any problem with the ghost

    But the fact that, the power of the killer is active in the void, AND the killer got an icon to say "this survivor is in the void" are maybe the problem

    And again, for the ghost, it is not a big issue, if you had the smoke bomb from survivor who are pretty nice, and it balance a little with the ghost

    And what's wrong with killers are not powerless in the void?

  • Cool idea, but Void Bomb by a cost of 40% of gen is too strong. Even keeping in mind it costs you 2 perk slots, it should be 60-70% maybe. And with Blast Mine it's fine as it is, because you are not in the chase, when it works.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822476#Comment_3822476

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823119#Comment_3823119

    You are both right. I never gave it much thought, but most of my bad survivor matches had a direct link to bad teammates - or antimates, as we call them.

    This is especially noticable in a duo-SWF, where you can always count on your buddy to have your back, but the other two are absolute coin tosses so often turn up blank.

    I talked about this in some other thread, but I had a recent game where Corrupt Intervention blocked all the main hall gens in RPD and me and my mate got chased all over the east side and tried to pressure gens there, while the killer was around and pingponging between us, while the other two survivors took their merry time to chill out next to a blocked gen, either till the 2min were up or one of us went down.

    And when we both got eventually hooked, they took their merry time to peel away from their respective gens, leading to a cosy 4K at 4 gens.

    Yeah, absolutely. Awful decision making of teammates turned so many easy winnable matches into horrible lose. Even in 3 man SWF 1 survivor throwing the match can cost you a game, even if all 3 of you are doing everything right.
    Had a match against Legion, where we with friend ran in different direction as soon as L was in Frenzy. Guess what random did? Yeah, mended himself in his TR instantly. He had 1500 hours btw. Guess who had a free down thanks to this buddy? Yeah. That's why "survivors are not team" is statement which can be said only by a person who doesn't understand this game even on beginner level.
    Had a very tight game on Dredge, they had 3 gens done, I had 5 hooks (at least 1 stage on everyone). 2 people on a hook, I started a chase with 3rd one. When I downed 3rd person (it was average 30-40 seconds chase), was about to pick up her, and I see gen poped in another side of the map, where were no hooked survivors. Then I see Sable (yeah, such a surprise) run into me and gave up. So instead of unhook teammates, she just sitted on a gen in another part of the map for almost a minute. 4 people (me and 3 survivors) tried they best to win a match just to see how one Sable decided to delete they effort in 60 seconds. It could be a solid draw, maybe even 3 man out, if I would make some mistakes, but nah.
    And then people like these come here and ask about 60% kill rate. I wonder how it's not 80% with majority of survivors playing like this.

  • Besides double tap with ghost, this event is pretty balanced. If they will remove it in some patch on next week, it will be most balanced and fun event for everyone in long time.

  • @tjt85 said:

    Can we please stop trying to get every half way decent Survivor perk in the game nerfed for a moment? Please, I'm tired.

    I don't personally like WoO. Seeing all that yellow crap kills the horror vibe for me completely, but I don't begrudge anyone else who wants to run it. You can argue that players should learn the maps and tile spawns, I guess (could be neat if BHVR might add the option for Survivors to practice in the custom mode. But no rush I guess, the game's only been out for 8 years). But also, this is a video game. Not a homework assignment.

    Anyone who thinks WoO needs a nerf should be shouting equally loudly for a nerf to every Killer aura perk. If one side should be allowed to turn their brain off while playing the game, then the other should be allowed to as well.

    Windows doesn't help in looping, bad survivors still will die even in god pallet.
    Aura perks are simply info, it doesn't catch survivor for you (except Nurse and some specific situations on few others, of course).
    These two facts is what community seems like want to ignore at all cost.

  • Yep, once a week I have a minute of sadness, when I remember that I used to play with this perk almost on every second killer. Now I use it on Clown sometimes and even more rarely on Slinger. On other killers it's not worth perk slot anymore. And as survivor last time I saw this perk was perhaps in June?
    I hope it will worth a perk slot on Demo or Nemi one day again :(

  • It can be as Firecracker, 1 time use item and it will be completely fine. If we make it as perk, it should be way more limited. 1 for every 100% of gen repair at least.

  • @Kubui said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821882#Comment_3821882

    imagine that i had 63k auric cells reserved for skins….

    Yeah it's like a cost of several AAA games. You definitely wanted to risk with it, I see

  • These stories makes me so scared. Can't imagine to play this game for big part of life, put insane amount of money in it and get banned for nothing with no respond and opportunity to be unbanned without huge public resonance.

    It shouldn't be like this. They should make triple check if ban is legit, especially when they see that account has a lot of hours and wasted a lot of money on it. Especially knowing that actual cheater can make you banned, as far as I know.

    I hope everything will be fine for you.

  • I have a lot of fun with smoke bomb, one of the best things they did, but I guess you guys will never be satisfied. Maybe just not your game?
    The only truly useless event for survivors was that one which gave Coup for killers and Iron Will for survivors on crouch, but literally every event same people complain here that * put event's name here * is useless.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820929#Comment_3820929

    This list is basically an extended version of my own, especially on survivor side.

    I also love Unforseen for my stealth builds. I run it on Unknown alongside Insidious to position myself as a fake clone in open spaces with it once I've applied appropriate pressure.

    Glad to hear we have so much common!
    Sadly I don't love playing Unknown too much, but I definately will give it a try on him, sounds really fun!
    UPD: I was right about to make a post to ask people's underrated builds, but you are on a step before me, hehe

  • Tenacity is joke for you or what?

  • On survivors it's whole list:
    Any Means Necessary is #1, especially for soloq.
    Boons + Overzealous is one of my favourite things. Boons overall are pretty strong, people just used to extremely cheap old CoH value and ask to clearly overbuff it to the sky.
    Healing perks are super underrated as well.
    Troubleshooter is insanely good, especially with Eye of Belmont / whole wallhack build.
    Dramaturgy is dark horse which barely anyone can see.
    Light-footed is really good perk.
    Parental Guidance is situational, but nice when it works.
    Reactive Healing sometimes is S tier perk, I swear, especially with right build.
    Repressed Alliance sometimes can save you a game, but situational too.
    Resurgence was underrated and still will be, even consider it's now borderline S tier perk.
    Build to Last is very strong with right build and Commodious or for flashlight builds.

    Survivor's variety is literally amazing, there are so much build I love to play with, and I wish killers has at least half of it, left alone slowdown dependency.

    On killers I can mention:
    Spies From the Shadow, super underrated, one of the best info perks, but slightly situational.
    Coup De Grace, see it so rarely for how much it helps m1 killers.
    Dying Light. Mostly survivor's perk, but some best matches in my life I won due to this perk.
    Fire Up. Needs a huge buff, but I simply love it and these moments when it saves me from flashlight rescue.
    Gearhead. Slightly killer dependent perk, but sometimes gives a great value.
    Genetic Limits is too early too judge, but I already adore this perk and I think it will be really underrated.
    Unforeseen, good alternative to Trail of Torment, which I don't really see a lot.

    Probably that's all for killer side, all other good perks are kinda in meta.

  • I honestly hate this perk, but I think it's fine. The reason why I hate it, because this perk makes me regret I usually don't tunnel. Like amount of survivors I had which were able run through whole map in endgame and I could do nothing about it makes me sick.
    I would make it slightly weaker in endgame, but give it some minor effect during whole game maybe. I suggested to make it 5% in endgame and 7% on 5 seconds after every gen is done. But it's kinda fine where it is.

  • @sizzlingmario4 said:

    After seeing this in action on both sides for the last week or so, I'm inclined to agree. I'm all for having strong anti-slug perks for survivor, but this does far more than just that and creates too many lose-lose scenarios. If you can down someone, scare away a would-be flashlight/pallet rescuer and meanwhile the survivor is back up seconds later AND has Endurance, that's not right. Especially if you throw MFT on the healer too which is what I've been seeing a lot on both sides. There's too many situations here where there is just no correct play for the killer to make. I did it myself as survivor for multiple games to see what I could do with it and it was insane, and I've been on the receiving end of it too.

    To be perfectly honest, I'm not really sure which is more problematic, whether it's the endurance not having to be activated anymore or if it's 150% heal speed being too much. Or if it's both (and/or is the MFT combo also giving endurance to the healer the real problem? I don't know.) But something needs to change here.

    Yep, I didn't have opportunity to test it on PTB at this time, but I had a feeling that this change will be slightly too much. Turned out not even slightly. We tested it in duo and it already felt stupid, but then we went in trio with BP, WGLF and MFT and holy… killer just have no options at all. Slug and chase saver? Who cares, in few seconds person on the ground will be on the legs anyway and even can take a hit for. Pick up survivor? You will be stunned or blinded. Stay on top of survivor and try to bleed out? Haha bing-bong Endurance on me and on him. 1 person just do gens while you keep deny killer's chases with almost no input and risk. It's not anti-slugging perk now, it's anti-hooking perk at this state.

  • Didn't they say when adding survivor bots that they planned to add killer bots later as well? How long has it been, a year ago or so?

  • Ah yeah, 2 guaranteed health stages against every m2 killer isn't enough. Perk is in top-10 only because people love to use "trash perks", right.

  • Only 4 imo:
    WGLF – current version is overbuffed.
    Background Player – 20 second of cd let you use it literally on every down and pair with it other exhaustion, too forgiving for such strong and sometimes even game changing effect.
    Reassurance – I'm glad it's unpopular, because in right hands it's insane, especially after 70 seconds stage. But with 99% of people don't understand how to use it, I doubt it ever will be nerfed.
    Forced Hesitation – 95% just use it for hook camping, but it rarely works in other situations. I think range should be buffed, but unhooked survivor should have immunity to it for 10 seconds.

    @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820172#Comment_3820172

    It absolutely does not suck. You're probably just not using it right.

    Honestly, recent hysteria about Penti is so cringe and see people try to create a problem out of nothing (thanks to Otz, I guess?) is disgusting. The only viable argument against it is that it's rough for soloq, but guess what? EVERYTHING is strong in soloq, because survivors are more killer here than killer himself. I don't know since when Sable can't break same totem she did before again is perk's problem and not the Sable's one.
    You can nerf literally every thing in this game under this excuse. Oh, someone gives quick first hit to Oni in soloq? Let's nerf Oni. Soloq survivors can't share info about killer's perk? Let's nerf every Undetectable perk. Soloq can't hit great skillcheks? A good reason to nerf overcharge and Oppression. Survivors don't know counterplay against Twins? Let's nerf th… oh, wait.
    When Penti was released, there was mistakes in description and gen slowdown effect was on a second place. And pretty much everyone said that if it's how it works, than perk would be useless. Now suddenly everyone plays in different dbd, it seems.
    Left alone already the only perk, which makes Hexes viable, it already has clearest counterplay (yes, even if it's not enough for majority soloq big brains).

  • @HolyDarky said:

    The crazy part about it is that WGLF was a good perk before, it was just not used so often because many players hate conditions, not free, when it's situational, or difficult for SoloQ. Now, it is in an awkward spot: still akward to use in SoloQ but really strong in SWF due to being much simpler than before. I tried it in SoloQ and there it is sometimes difficult to use because your teammates don't know that you have it. In SWF, however, easy to use and the Endurance teammate can even take a hit to make it more disgusting. It is also that type of perk that won't be used that much because only the experience/brave survivors know the value and have the game sense to use it right/going for the pick up. But when you face it, it will feel so stupid - kinda like when you chase a survivor for the first time in the match and that one pops a Syringe.

    I think the perk should get a change and either removing the Endurance or the faster pickup speed. This perk does so much in just one perkslot which is never good. Also Endurance is a really strong effect and players love to abuse it for stupid situations like taking the hit or bodyblocking. Therefore, I lean more to remove the Endurance effect because then the Perk can be better paired with other perks like the new buckle up (why should you use this perk when you have WGLF that has two effects in one and Endurance is much stronger) and it doesn't create these "Endurance take the hit" situation.

    The crazy part about it is that WGLF was a good perk before, it was just not used so often

    It's my issue with some buffs on survivor side: they buff sometimes already good perks only because of low pick rate. But some perks always will be less desirable until you overbuff them to WGLF state, simply because some of them too situational, or less viable for soloq, or required to do something to have effect (people obviously choose free things more often) etc.
    Backgorund Player was perfectly fine perk on release, for example. Then we overbuffed it in on direction, and then in another.
    Resurgence was completely fine perk before, pretty popular in comp. I don't think it op now, but definately on of the best perks on survivor side. Still will be underrated btw.
    Iron Will, I won't even write a letter here, I know your opinion on it. But at least we have Generic Limits now.
    Any Means Necessary, my favourite perk for several years now. Was completely fine before, now it's one of the best perks for soloq. 45th place on NL still, lol. I guess we need to give this perk ability to build up broken pallet on top of extreme amount of info and resources reset, so survivors will be happy with it?
    There are a lot of weak perks, yeah, but there are also a lot of actually strong and underrated perks in the shadow, which don't need any buffs. And WGLF one of these perks.

    Therefore, I lean more to remove the Endurance effect

    Same, I think it maybe can be buffed even to 175-200% with no Endurance, so it will be even better anti-slugging perk, which won't remove any counterplay from killer, if people try to abuse it. Or at least it should have earnable stacks again, so it won't be THAT free.

    @vol4r said:

    You can't really be serious XD wglf and ways to combine them with other perks are almost the only ways to fight slugging for now.

    If you pick up surviviors, those perks are useless anyway.

    Don't play for slug if that's so problematic.

    I see no way to nerf those perks until surviviors get reliable way to fight slugging with basekit.

    Btw you are really gonna cry about surviviors using whole build for 1 particular killer game style?

    It's always fun to see people didn't bother to even read the post, but always sure I should bother about reading their comment.

  • Welp, glad for Trickster mains, if it was what they wanted, but for me it will be another non-playable killer on the shelf.

  • When they collected feedback about maps, the most 2 common complains were map size and this god window. Have no idea why they decided to leave it here.

  • @SoGo said:

    As it came up on the PTB, I thought to myself: Are they aware this can work with Made for This and For the People?

    Turns out, I was right to be skeptical.

    Anyway, the token system being removed is the most glaring issue. I'm all for making free perks good but this is too much.

    I'm okay with people who take 3 perks to create some strong situation for them. I'm not okay with 1 perk removes any option for killer.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818634#Comment_3818634

    I actually do like Matchbox Nurse a lot, and I'd not at all be upset to see this change personally. The only things that pulls me back from it however are: -

    • I would have a hard time justifying to everyone who plays Nurse having the time and effort they put into learning her multi-blinks all being for naught.
    • Her being 3.95m/s is such a unique aspect of Nurse that I can't in good conscience get rid of it...
    • Having its as a alternative playstyle via an iri is what I feel iri's should be, and I think Nurse' Matchbox add-on is one of the best.

    I've also heard people criticise Matchbox Nurse as having to some rather painful zoning potential, where her being 4.4 can put you in lose/lose scenarios... but that's 3rd party info, and I'm not skilled enough to say I can affirm or deny, so take that with a pinch of salt...

    Also thank you so much! I very much appreciate people taking the time to read and respond to my guff. 😁

    It's always pleasant when people agree with you ans affirm your perspective, but when people disagree, I learn a lot and greatly benefit from the wealth of experience available here, so in a lot of ways I actually prefer to read posts that have the opposing point of view.

    I either expand my knowledge to form a better argument, or I sometimes have to compromise, or completely rethink my whole position entirely 😁🤘

    I would have a hard time justifying to everyone who plays Nurse having the time and effort they put into learning her multi-blinks all being for naught.

    Yeah, same, I feel bad for people who put a lot of time in learning something just to see it's gone later. Even SM mains found a lot of gameplay deepness in this character just to see how their time will be multiplied by zero.

    I've also heard people criticise Matchbox Nurse as having to some rather painful zoning potential

    I don't think so, she clearly has less zoning potential than Huntress, maybe even some other killers. But, once again, maybe I'm wrong bc I'm not Nurse enjoyer, but playing her as 4,4 I don't feel this "crazy zoning potential". She has 1 blink, so you need to be extremely precise with it and use it only on short distance, because get away from one long blink isn't even skill, you just run in different direction as soon as you see her blink, don't even talk about faking your direction or something. So nah, I don't believe she has more zoning potential, than Huntress at least.

    I very much appreciate people taking the time to read and respond to my guff. 

    There is not so much actual reading on forum anyway. 90% of posts are just short complains/suggestions/us vs them, and really good long posts are not getting attention at all, it makes me sad.

    I either expand my knowledge to form a better argument, or I sometimes have to compromise, or completely rethink my whole position entirely

    Mad respect for that. These are extremely rare skills nowadays, but with people without them I even try not to enter into a discussion, just pointless waste of time in most cases.

  • @ReverseVelocity said:

    Yeah, I think there should be some special locker spawns just for Dredge. Some maps are just flat out abysmal for him.

    This, this and once again T H I S.

    @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818613#Comment_3818613

    This is also my idea. Like Sadako and Xenomorph with their TV/Controlstation, next to generators there will always spawn a special Locker for the Dredge for better map mobility. Might not be the best way to fix it but much easier and better because I highly doubt it that the developers will ever check every map to fix bad locker placements.

    Similiar with Xeno stations and Sadako TV's, which, as far as I know, spawn on places where totem and chests usually spawn, they easily can place some lockers here instead.

  • Maybe i'm crazy for that, but isn't 4,4 Nurse with 1 blink is much more balanced than usual one? I don't have strong opinion on that, because I almost don't play her, but these few times I play as and against 4,4 Nurse, it felt much more fair. Maybe even make her so he can blink only in places which she can see and make her addons overhaul based on that.
    Btw, love your posts, they are very interesting to read, even if I don't agree with something.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818031#Comment_3818031

    Yeah this build was just "how many can you inflict at once" lol. Since huntress is the only one I think that can incapacitate using a hatchet.

    I might have died of giggles if I had seen 5-7 status effects on me after hitting by one hatchet

  • @drsoontm said:

    I've made a few checks yesterday.

    As far as I'm concerned that perk is useless. My usual build is way better and doesn't require me to lose a chase to trigger.

    So my initial impression stands: it may be useful for beginners who often lose the survivor in a chase.

    Agree. I tested it even on my Artist and… well, I got hit, which I could have and without it anyway. Nice to have maybe in Chaos Shuffle, but I won't place it in my usual build. And about Nurse: I've said it's broken on Nurse, but… does good Nurse really needs it? Good Nurse will give hit no matter what with and without this perk.

  • Yeah, it's issue on both sides. From killer POV hitbox feels further than before, but on survivors killers hit your from 5 meters sometimes.

  • I bought the Dredge before the price change

    So? You bought a TV in a store, and a year later you see discount on it there, will you come to ask for refund? Or if it has become more expensive, do you come to pay extra? Is this how it works in your multiverse?

  • @LatexT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817490#Comment_3817490

    Vecna has a very similar addon; it reveals narrowly missed survivors, except it lasts 3 seconds, and his projectiles travel farther and have a much wider radius for easier aura reading. I think it's fair for the duration to be higher taking Slinger's cooldowns and timers into account as well, so maybe he can sneak in a shot before the aura reading is over. But I'm glad you like it

    Yeah, that's the point, Vecna can't use FotD in few seconds after again and Slinger can have a really good snipe due to this addon. It's hard to say how useful it will be without testing, but anyway, it's just a question of rarity and there is a chance I overestimate it now.
    Anyway, I hope devs at least take a look at this post, because it's no doubt best suggestion on addons rework on any killer I've ever read here. I'm pretty casual Slinger player and he is not in top-5 my most playable/favourite killers, but with this addon roaster I would play him day and night probably. But I definately can say you feel this character very well, while looking at this suggestions.
    Said it million times and will say it million times again: devs MUST taking into account posts like this when they do some changes. Looking at some addon changes on some killers, I have no doubt they made by person, who didn't have even 50 hours on killer he is trying to change. So at least they should ask themselves "How a person, who have a ton of hours on this killer, would change his addons?"

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818027#Comment_3818027

    Condition is only to lose a Health State, so this should not interfere with any Killer powers.

    (Even a Survivor losing a Health State because they get fully infected by Plague while not even near the Killer will suffer from Exhaustion)

    Oh wow, then I will definately try it on a bigger amount of killers, thank you

  • Wait, it works on m2?

  • @Akumakaji said:

    Just take a wild guess, of how fun this game went for the killer. Yeah, don't be shy, go ahead :)

    https://us.v-cdn.net/6030815/uploads/WE06PV99QZOR/unbreakable.jpg

    Wdym "fun for killer"? Another killer main with made-up terms.

  • I definitely prefer current one. 18 seconds of being 4,4 is what discouraged me to play him before.

    I think 4,4 killers obligated to have strong chase power, but old Scamper, while looking over time, was way more boring for both sides. Two players waiting for free hit on timer.

    But from the point of killer identity, yeah, I miss it, because it's literally what was shown in his trailer.

  • Broken on Nurse, not bad on several killers and almost useless on others. Nurse is the only reason why this perk has 40s cooldown and I'm tired of Nurse being bottleneck too.

  • Nah, we good. "Slugging problem" only in your head, especially with stupidly overbuffed WGLF.

  • Sloppy nerf was most pointless nerf in recent years. I think Haemorrhage effect should have toned down a bit, so you lose only 1% of progress every second or something like this, and Mangled should be buffed to 30%, and timer obviously should be reverted on both.
    Almost every survivor healing perk provides more time saving than the only good anti-healing did and we still nerf it, like #########? And funniest thing is, there were no healing perks in top-15 survivors perks, when Sloppy was good perk, so I'm pretty sure it was another "spreadsheet" kind of nerf.
    Today we have another bunch of healing perks buffed, and survivors clearly underestimate it, they better shave off 5,4 seconds from gen with Deja Vu than save 4-10 seconds on every healing, and it's becoming really unfair in right hands, when whole swf reset takes like 15 seconds overall, just because BHVR tries to make healing perks more inviting for soloq. I myself adore to stack healing perks now, because it's insanely useful, especially on comms.
    So yeah, Sloppy and addons no doubt should be reverted at least, or better even get a buff from previous state.

  • @LatexT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816999#Comment_3816999

    https://us.v-cdn.net/6030815/uploads/AQDI7OKA5ZVH/2024-10-11-18-09-18-slinger-addons-word.png

    I came up with this substitute effect, which I think would be really helpful to players of all skill levels, and make more sense than an oblivious addon.

    Really good one, I love it! Maybe even too good for yellow rarity :D

  • Idk, everyone says PHead, but almost every killer has 3-5 most obvious addons, which do something and 50-70% of addons which have almost no effects, too situational or even harmful to run, and at this point I don't feel that PHead is THAT much far away from other killers.
    But if to chose someone, then Freddy and PHead need help the most, yeah.

  • It's just a good perk now, nothing too crazy. You still will have 1-2 usages on average per match, it's still kinda situational, but at least activation requirement isn't that stupid now. I consider to use it from time to time now, but I don't see it in meta at all.

  • @LatexT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814477#Comment_3814477

    Damn you are like my number 1 supporter, that makes me so happy, I'm glad you like them. Do tell if there is something you think can be changed for the better.

    I can't not to support such a good suggestions, especially knowing how little attention its usually get. Most killers addons in awful state and I can only dream at least 1 killer will have addon roaster, where every addon is useful and worth it.
    I personally would change only 2 things: Oblivious and Broken addons. I don't think Slinger is a good hit-n-runner, but good chaser, so I don't really see a point in these addons. There are not so much killers who can get value from addons like these, and all of them have a great mobility.
    And maybe I would make durability on Prison Chain 30%. Because I think really skilled Slinger players should be rewarded for catching survivors through tiny holes at least with this addon.

  • @AGlassOfOJ said:

    I think we're getting way too many killer aura reveal perks at once.

    I get that we have a lot of survivor aura reading perks, but the killer's aura is at least 10 times more important because not only can 1 out of 16 brought survivor perks in the game be used to communicate to the whole team the most critical information in a given match, but the aura reads are just generally more useful to the survivor than the killer.

    When you're playing survivor, all you're thinking about is yourself when you see the killer. Is he coming to me? How far is he? Do I have time to run or hide? All of these extremely important questions are answered when you see the killer aura. You know exactly how much time you have to spare doing whatever it is you're doing, because the only thing that could stop you no longer has the element of surprise.

    When you see a survivor's aura as killer it can give you vital information as to where you need to go, but because there are four survivors whose location you need, it might not even be worth going for them. There are still 3 other survivors who you need to know what they're doing, and sometimes it doesn't even matter. It's all great to know where a survivor is and go after them, but there's still 3 other survivors who can be working on objectives all the while.

    For killer, it's just information, simple as that. It's something that can give you a slight edge and clue you in on the survivors' plan. For survivor, there is literally 1 single thing in the match stopping you from winning, and it's the killer. Knowing where he is can make you almost unkillable because you know exactly where not to be.

    Sorry mate, it's not kind of things we are saying here. We usually say that killers have too many aura perks, while completely ignoring the fact that survivors can see killer literally non-stop whole game and it's way more stronger. It's not like we have strong argument against, we just choosed next thing to nerf.

    You know exactly how much time you have to spare doing whatever it is you're doing

    Nah nah nah, wait wait wait, forget about all these e-sport words. "Know, thinking, planning", lol. Are you playing Dota 2 tournament or what? It's party game, so every new player or player who don't want to learn the game, still should have a chance to win frequently.

  • @ReverseVelocity said:

    Like, for a single second, maybe. It'd reveal the direction of the killer a lot more precisely but it wouldn't allow you to track where they're going next reliably. I think that'd be a neat change without being too strong.

    We discussed this change with friend a year ago and I was about to make same suggestion here, but completely forgot about it. I think leave 36 meters with this change is too much, because people will use it same as old distortion: nothing but rat into corner of the map as soon as they see killer. I think it should be 2 seconds aura within 24 meters and 30 seconds cd and it will be fine, pretty strong and fair perk.

  • @Rizzo said:

    To find your Dead by Daylight logs: 

    1. Press the Windows Key + R to open the "Run" command.
    2. In the text box paste the following: %USERPROFILE%\AppData\Local\DeadByDaylight\Saved\Logs
    3. Click "OK" - this will open your Dead by Daylight Logs folder.
    4. The file called "DeadByDaylight.log" is your log file 

    Done

  • @Peanits said:

    First off, thank you to everyone who took the time to leave feedback!

    30 seconds in chase per token is a little steep, so we'll be adjusting Distortion's recharge time to 15 seconds per token in an upcoming patch. This should make it a little easier to get your tokens back after you've been found.

    Little steep? Every exhaustion give you 20 seconds of free shift+w, idk how bad you need to be in chase to keep it less than 30 seconds. Your game balancing around 10 hours survivor players lately is really disappointing, I won't lie. Yes, at least you need to take chase now to earn it, but if you actually think that it was "far too effective", as you, devs, said in devs note, with 15 seconds it will EVEN MORE effective now on a players, who don't afraid to be chased. Actually think twice to implement it, because if you think that "Distortion counters a lot of Perks & Add-Ons" is a problem, then you will make it even worse. It's basicly guaranteed 2 tokens every chase and almost non-stop counter for every aura addon on killers.

  • Once again big respect for these suggestions, I support most of them. It's such a joy to watch killers' addons and think "Wow, I want to play with this one… and with this one… this one is also amazing… and this too…etc." instead of just use 2-4 same addon over and over again. Sadly it's not the case for 95% of killer roaster.

  • I'm sorry, but what is this bullshit? Do you guys complain that perk isn't endless now or what? If you can't be in chase 30 seconds, when every exhaustion give you 20 seconds of distance against non S tier killers, blame nothing but yourself. It had 3 tokens overall before and even with this nerf it still will have AT LEAST 4 tokens, even if you are clueless Sable which stuck on every tree and know nothing about looping except where is yellow and how to use Lithe.

    And even if killer brings these HOOORIBLE 4 aura perks, I can say nothing but thanks to him, because they have absolutely nothing to slowdown the game and end up chases faster. "Oh no, killer knows where I am", good, what's now? Pig become Nurse and start ignore pallets and windows or what? Demo now will eat you through the ground and will take you to the Upside Down? You can't use your keybord and mouse, when killer sees you? The only really stupid thing with full aura build is Nurse, it's probably most braindead thing you can have on killers. Because even 4 auras Huntress become extremely predictable, when you have half working brain and knows what she is trying to do.

    Community just proves its major skill issues more and more, I swear. You asked for more chases for less slowdown, get it and sign it now.

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