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  • I won't run STBFL at all after this change, what means i will play significantly less Demo, Clown, Slinger, some more and will replace it with another slowdown since i don't have good chase perks anymore.

    So, survivors, you can start all this post with "why it's always 3 same killers????", "why 4 slowdown every mathc????". Hello to the biggest streamer also, i guess, it's what he wanted.

  • @o7o said:

    As a P100 Blight main, I am pleasantly surprised with the add-on rework. I was getting ready to be completely disappointed but alas. Everything looks good, only thing I’m unsure about is the C33 change.. Umbra Salts & Plague Bile were never really good add-ons to begin with unless you’re new to Blight and learning him. Considering you could already control Blight’s turn rate via input those add-ons were really never impactful. But let’s see how it plays out on the PTB.

    Rest of the changes look interesting. Wish Ruin wasn’t a hex though.

    The amount of cheesing that’s going to happen to counter new STBFL is gonna be funny.

    Edit: forgot to mention about the FOV slider, it’s about time. playing killer on default FOV is horrible, and no more wasting a perk slot for shadowborn. also, RIP shadowborn 2016-2024

    So you are really okay with new Adrenaline Vial? It's literally meme addon now. I mean, it 100% deserved nerf, but it should be -0,5 sec per token (to make recharge speed 10,5 sec, almost as basic recharge speed) and decrease speed to 5%. Now this addon is just nerf to him.

    Also speed addons shouldn't be touched imo, or at least not in a half. He needs his speed addons to give hits in some loops and constructions, and you should know this as P100 Blight. Now two addons is worse than one old Crow and it's awful change imo.

    C33 change i just ddin't get, need to see it in PTB.

  • You also could add here this:

    – If one or two survivors are always hiding, killer just need chase same people over and over again.

    I have so many matches, where i had 6 hooks splitting on two survivors only because other two have Distortion+CS and constantly hide.

    It only needs tokens to be charged longer or other way, like Flashbang, for example.

  • No, thanks. I want to play against players and compete in skill, not in who bring most stupid perks and addons which will play for them.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621436#Comment_3621436

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621434#Comment_3621434

    What makes it even worse is the fact that, before the huge map reworks, there was one patch where they were trying to adjust the stronger windows in the game without turning the maps into complete deadzones.

    Trying to find that sweet spot of balance, you know?

    But it doesn't seem they want to go in that direction anymore. Now it is either full deadzone or maps like The Game and Garden of Joy.

    What maps are you guys talking about? Temple of Purgation and Rancid Abattoir fit in your examples, these two maps are just one big deadzones with shack, but it's literally two maps.

    Eyrie is still pallet heaven, Mother's Dwelling is pretty balanced in terms of loops, Borgo now is one of the most balanced maps in the game imo, same as Cowshed. All new Macmillans are pretty good too. Garden of... you know yourself.

    So what is this drama about?

    @OrangeBear said:

    Honestly surprised Ormond feels like one of the most balanced maps to me as killer player. Interested to see what they will do anyways.

    Daaaaamn that's why it's one of the most popular offerings in my games through years, especially after Borgo's nerf. Survivors just want to have balanced map, right.

    But, to be fair, survivors love it because of big size and excellent visibility across it, so you pretty much always know where killer is. But on a half of loops it's easy to get a hit on dropped pallet. It's heaven for ranged killers (if they have a really good chases, because it's impossible to control this map on 4,4) and killers with mobility. Otherwise it's a really hard map for killers, especially stealth ones.

  • I didn't use them even when there was ruin+undying meta. I just can't bring perk combo that could turn into nothing in first minute of match.

  • Not the map we all wanted to change, but I glad if size will be reduced slightly and few loops will be more safe.

    Windowsfield, Springwood and Hawkins should be next.

  • How long we will keep support this myth about Nurse's mobility? It's only true on three maps with two layers.

    There are plenty ideas of how balance her power, because insane chase almost without any downside is only thing she has. Even if i agree she needs another light nerf, i think it's only possible parallel to the conversation about SWF nerf sadly.

  • Background Player makes possible run half of the map and get a save.

    Oh, wait...

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610499#Comment_3610499

    It's not so much that it's impossible to do something like this, but rather that this wouldn't fix the problem, just shift it. If someone has decided that they absolutely do not care to continue the match, there is nothing we can do to change that. No amount of penalties or preventative measures will suddenly make them want to keep playing. Even if we prevent them from trying to unhook themselves, nothing stops them from then running directly to the Killer to get downed and rehooked as quickly as possible, or from whipping out their phone and watching some videos as they wait for the match to finish. Either way, the end result is the same. You've still got a teammate who isn't doing anything, only now the other Survivors might accidentally waste time saving them and the Killer has an easy way to activate whatever hook-based perks they may be running.

    In reality, people letting themselves die on the hook is not the problem, it's a symptom of the problem. Fixing a symptom doesn't make the issue go away, it just resurfaces in a different way (e.g. going AFK, running at the Killer, etc.). The real problem is they don't feel the need to finish the match.

    That doesn't mean it's impossible, though. There are likely some creative ways to discourage abandoning a match, but it's not as simple as disabling the ability to unhook yourself.

    Respectfully, i don't agree. You should know that you will never fix "problem", because there are thousands of reasons for it, and most of them are simply absurd. "Oh, i don't like the map, killer, quick down, perks that killer have, ping or i'm just not in the mood to have chases, i came in to fix some gens and listen to some music". You are really expecting that you can fix something about this "problem"?

    I had adept Trapper back in the days and i was lucky to be on worst map for me — Gideon. I had a first hook on 2 gens left and guy kill himself on hook anyway. Even in a nearly won game for them. I don't think there was any real "problem" that guy had. Amount of my matches where potential 1k or 2k game turns out in 4k just because one person stopped struggling on the hook in the middle of the match with no reason is atrocious.

    With all respect, people do this only because you allow them to feel that they are free to do it and get almost no punishment for it. Throw all your team to death with 99,9% chance and just have 1 minute penalty for it.

    Even if you will fix all the objectively most significant reasons why people might want to leave the match, there will always be new ones, simply because that's how psychology works. 

    The number of people who don't want to put any effort at all into surviving in SURVIVAL game just drives me crazy. We have to do something about this mentality, and not encourage it further.

  • This is #1 change he needs imo

    @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400130/singularity-does-not-need-an-update

    I know every Singu main doesn't agree with me, but EMPs are most cheap counterplay this game ever had imo. It's feel beyond stupid when i need slipstream survivors 2,3 or even 4 times per chase just to have a one hit. I hope emps won't start printing before previous emp is not used.

    Also, they are just changed their mind about tweaks for 5 killers and put 1 on a line instead? Lol, it's strange af

    Also instead second point Soma Family Photo should be basekit. Overclock mode should literally overclocks him. Now you barely reach survivor before Overclock Mode runs out, if you run in straight line.

    Anticamp 100% shouldn't be a thing, when his power literally encourage him to use his cameras. With AFC mechanic this is rudiment existing for nothing.

  • Blight's addons is only thing that make him S tier. His basekit is perfectly fine and way more counterable than many people are pretending it is. He also needs his speed addons to have antiloop and give hits in most places same as Billy or Bubba (he is less depended on it, but anyway).

  • @Xernoton said:

    I said it before. Even a 10 seconds DS wouldn't stop me, if I wanted you dead. But it would disincentivise tunneling a bit and push killers towards a more pleasent play style. If 4 survivors have DS, that means I can ignore 4 perks, if I don't tunnel.

    Or just have up to 8 bodyblocks as it was before :)

    @Krazzik said:

    I'll preface this by saying I fully support buffing DS back to a 5sec stun.

    Following on from a mini-discussion in my other recent thread, I wonder if buffing DS back to 5 seconds would actually reduce tunneling that much.

    I don't think anyone is saying it would 'fix' tunneling, many killers would simply eat the DS as they do now and continue the tunnel. The question though is would it even reduce it a significant amount? Even back before the nerf tunneling was still commonplace and I feel like most killers have gotten even more used to it since then that an extra 2 seconds of stun wouldn't really put many off.

    I think a 5 second DS would still help, but I think many are overestimating how much of an impact it would have. I think tunneling needs basekit solutions if anything is gonna change.

    Make other strategies rewarding, anti-tunnel perks working only in tunnel situations and buff them. Punishing tunnel without giving anything in return is road to nowhere, as it's only available way to win against good survivors for now.

    I have already revealed my opinion on this topic here.

  • I never run Corrupt maybe except Plague or sometimes Trapper. I think Corrupt is overrated and literally useless in some matches (30/70 useless/at least some value). (and yes, sometimes it could have a big value). Even in some survivors matches i don't know that killer has it until end match screen.

    But i run Deadlock instead very often, because 2-3 gens done on by one is the biggest problem imo.

  • Because this is not a single game and not about your wishes. You should never come to multiplayer games with this mentality. All these things are punished very heavily in other multiplayer games, same it should be here. #IncreaseDCpenalty

  • @Mr_Seymoure said:

    • Platform: PC

    • Description of the issue: After returning to the remnant and completing the Fade-In action, Dredge occasionally cannot immediately attack; delay can take up to 1 to 2 seconds; NOTE: this is NOT the already reported bug where you cannot M1 after teleport; this is another issue entirely where the M1 attack is only delayed for longer than usual

    • Steps to reproduce (if possible): Place Remnant -> teleport to Remnant -> try to immediately attack

    • How often does this occur: intermittently without any noticeable trigger; happened to me twice last week

    If it happened near the hooked survivor, it's part of his *anti-camp* basekit, same as Singularity has

  • @GannTM said:

    Let me just say this as a fellow Artist main and a retired Spirit main. I used to be the biggest Spirit simp on this forum for a long time (some people probably still see me as that) and I was around when Spirit was by far the most hated killer. It is not something enjoyable knowing that your favorite killer could one day get nerfed because of all the complaints. Thankfully her eventual nerf didn’t hurt her that much but still.

    Artist is my favorite killer to play at the moment and I would rather her not get hated. She’s a lot of fun to play as and against right now to me and none of us Artist enjoyers want that to change.

    I totally agree. I didn't intend to ask for any changes, as I have already written here many times. Just curious why people are silent about her, when she is stronger than many killers mentioned here way more often.

    @Xernoton said:

    Nerf Artist!!!! Artist op! So unfair!

    Here you go, mate.

    Finally!!! Now i can have a restful sleep at nights. Thanks, mate!

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/401189/im-super-jealous-as-artist-main

    She is not op, but she is one of the dumbest, most boring killer to face. The reason not many complain about her is that she is not common at all. On top of that, most Artist players are just bad and only play her occasionally. If everybody would play Artist and would play on high level, she would be the most hated killer right after Dull merchant.

    You welcome.

    I personally have the same reason in my head, cause i saw good Artist player only once in my survivor games.

  • @TheArbiter said:

    I think we see a lot less complaints about her because of the two reasons below that the top two killers have

    1. She does not phase through walls
    2. She does not have hug tech/broken addons

    About 10-20% of hits with crows i give even without being in chase, walls, windows and pallets barely mean anything to me.

    Blight's hug tech is one of the most predictable things in the game, he doesn't ignore windows or pallets.

    Still don't understand.

  • Most complaints on this forum mean that the killer is capable of at least something in the chase. And i don't believe she will get any nerfs, because there is no complaints about her at all and many people think she is C tier or something. Forum crying about Blight 3 years and he is only about to get some adjustments.

    This post is 70% of interest in why no one talks about her at all and 30% of joke, so don't take it so seriously.

  • Nobody wants it will be nerfed hard. Only thing many people want is getting stacks become harder, because now it's too free, unless killer has full aura build.

  • The funniest thing is when in my matches surv just ignores pallet 2 meters away from him, run to nowhere and later I see that he had WoO

  • I love this event, because it's chill, simple, super fun and doesn't favor any side. I do love events that make gameplay deeper with additional mechanics too, but i'm glad this is not the case at this time.

    Only thing I want you guys to remember when designing events is that killer always has much less time to interact with something else besides his objectives, so imo reward for interacting with events should be bigger. In case of this event i think killer should have 10 snowballs for picking them, for example.

  • Oh no soloq is so bad

    Also my teammates:

  • Yes, i used to play a lot on him and after a series of terrible matches, I still can't find strength to play for him again :D

    Tbf, at the same time, he is solo destroyer. If locker rng allows you to have a good map pressure and you know how to use it, solo players just can't keep up with it. But like against good SWF he feels like Tier F killer.

    He definately should spawn more lockers across the map, Haddie's calendar should be basekit and maybe increase walking speed while holding remnant. I would like to see some addons buff/rework as well.

  • I think there can't be "perfect plays", because there are many 50/50 situations in this game. But if both sides play at their best, I'm pretty sure survivors will win in most cases, because maps is also important part of this theory. Only exception is Nurse.

  • @pale_hispanic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613987#Comment_3613987

    Don’t put words in my mouth that aren’t there. This perk change will not kill not tunneling, that’s not the point. Tunneling is already an extremely powerful tool. You don’t need an extra 75% regression after already taking someone out at 4 gens.

    And if i taking someone out at 1 gen with 3 tokens left?

    Also will survivors gen perks and toolboxes stop working when killer have only 1-2 hooks and 2-3 gens done? If you addicted with idea to punish for completing objectives so much.

  • Killer gameplay somewhere in 2027: You are allowed to hit someone by respectfully asking permission and collecting signatures from all survivors, and then on the third moon of the Maya calendar with the blessing of Entity, you can do it. But be careful, if any of survivors are not in the mood, you can be hooked instead. Also remember about Anti-Frustration mechanic: if someone doesn't have fun, be sure you can cheer survivors up with some energy dance or couple of anecdotes.

    We can talk about "making tunneling overall a less rewarding strategy" when there will be any other rewarding strategy.

  • @Coordi said:

    As stated in the Kill Switch Master List, due to the holiday period, we do not anticipate his return until the next update. I understand this is disappointing.

    Please take this time to fix ALL his bugs as well (and MotR basekit). Thank you!

    https://www.youtube.com/watch?v=eLRr7CvVV-M


  • @Astel said:

    That Macmillan maps don't include Groaning Storehouse, right?

    Whatever, it seems better than nothing but still might be band-aid solution. The best solution would be making all the maps balanced as fast as they can, which means impossible.

    What's wrong with Storehouse? It's good as well imo. Maybe except stupid connected windows in main

    @GroßusSchmiedus said:

    Just make it that map offerings actually prevent maps not force them, no other game lets you pick a map for very good reasons, at best you can ban some and hope for good RNG.

    I would prefer that offerings increase the chance slightly, but do not guarantee getting on the map

  • I prefer this instead:

    • Whole team could have free and endless 20sec healing due to one perk in a team
    • 2-4 incrediably fast healing for bringing one item. So fast that u literally could reset one health state in the chase by predroping few pallets.
    • Current meta motivates you to work in a team, thinking not only about your butt and encourages it much better than before. I love it.

    Because healing is resource and resources shouldn't be endless and super good at the same time without any downside.

    When i read "healing is nErFeD tO tHe GrOuNd" I know this person is either a hypocrite or terribly bad at the game. Because:

    • If things above look fair to you, don't even start talking about balance in the game.
    • People hate UW so much that they use Calm Spirit. If healing in such a bad spot, why there is no a single healing perk in top-15? I know why: because people were so much spoiled by introducing original COH, that literally forgot how they had healing before. Every match had a Botany before Mikaela's chapter. Children got the candy, it was taken away from them, and now they think they've lost something.
    • Should I even mention that almost every survivor healing perk is many times better than any killer perk in the same category? And devs are about to nerf Mangled i guess, lmao
    • Altruistic healing WAY MORE rewarded than before. I use my medkit on teammate in 70% of cases and it saves us so much time. Especially useful when killer comes back to hook to tunnel. Also CoH still wining some of my games, i don't care how loud some people crying that it's bad.

    So no, i'm glad we have what we have. Only thing i hate about this meta is braindead m1 injured into 4 Adrenalins. It's the same level of lameness as 4 aura Nurse on Midwich.

  • This garbage map just needs a full rework

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611484#Comment_3611484

    It is probably the least healthy meta for Killers. And even hurts the bad and mediocre Killers. They get pushed into higher MMR due to their Slowdown-Perks and then reach the point where they dont work anymore (the best Slowdown-Perks only really work if you get Downs and Hooks).

    Because you are not really good at the game when you need to drag it out to 20 minutes to win.

    And then we get people in higher MMR-Regions where they dont belong who end up here, because they thought they just lost against a Comp-SWF.

    Get pushed into higher MMR due to perks that do nothing if you are bad in chasing. Yeah, make sense.

    Also wish you from my heart to stack in old Eruption, Overcharge and COB meta, if THIS meta is "least healthy" for you.

  • And this is why it's the healthiest meta on killer side. Slowdown do nothing, if your chases are bad.

  • @glitchboi said:

    Current Trickster is basically a pre-5.1.0 Trickster except he's 4.6 m/s, has a better main event, and is more enjoyable on console due to the removal of recoil, and I love it.

    However I still think while fun to play, he's still a less interesting (and maybe stronger?) Huntress. What I would do is make ricochet base-kit and show the aura of where a ricochet would bounce towards for in order to make ricochet more interesting and allow for crazier plays in loops.

    I may say pre-5.1.0 Trickster almost had no Main Event, this is how inconsistent and useless it was. He also was one of the worst killer at these days. Current Trickster has Main Event way deeper in his kit and has many good addons he could use for it. It's a really big change, same as 4.6, so he is not even close to pre-5.1.0, i don't see a reason to compare these versions.

  • Also Botany is very underrated, since it is only on 19th place on Nighlight. Still crazy to me that everyone crying about mythical "healing nerf" and sloppy sometimes, but no one takes healing perks, which are several times better. I rarely go into match without Botany.

    AMN is also super good and super underrated perk, especially in solo. I'm glad that it's not popular, because being forced to brake every pallet as a killer is very unfun. I don't advocate for 30s cooldown for this perk only because it's not so popular.

  • Agree, i'm keep saying it since its last buff. But it very useful even without it.

  • @kaoraku said:

    I think it would be horrible for the game. Knowing how many edgelord, and toxic people plays this game they would constantly leave lobbies when the perks aren't good enough for them. It would force people to play certain perks, what the other's think they have to play. And if not, they leave. Which would be also a bad thing, since matchmaking at that point just fill up lobbies the fastes possible way.

    Also when you try to play random perks (as a challange, or as content for your audience) they would reeeee etc. I think it would create more drama and problem then how usefull would be.

    Completely agree. Even i will dodge people if they will have Self Care or No Mither. They should add them on loading screen and on esc button menu instead,

  • No one mentioned Gearhead still? Really? One of the most underrated perks right now.

  • It should be harder to get new stacks, because now it's just endless amount of tokens if killer bring only one or two aura reading.

    Also "if killer don't bring aura perks that's a waste of slot" is another example of how people are bad with using any info. Knowing about the absence of certain perks or addons is also information, sometimes quite useful and could literally let me play differently in some situations.

  • I just don't understand how a company with hundreds of developers can spend years doing the simplest things. I know games where ONE or TWO developers do more work in their game in a month than hundreds of people in this game have done in years. Lethal Company as a last example.

    Add perks of teammates on load screen or on esc button menu is a day of one programmer work. But they respond with all seriousness "in the next year's". It's nothing but theatre of absurd.

  • Literally first Singularity main who agree with me somehow

  • @TeleportingTurkey said:

    https://us.v-cdn.net/6030815/uploads/6IAYCRMVVA7U/image.png

    This killer is perfectly fine, especially once you roll out a solution for 3 gen.

    Whatever you have in store is not needed.

    This killer is just niche and requires time / effort to learn. He doesn't need any further major buffs nor updates.

    Nothing he actually needs can be qualified as "update".

    As current Singularity main, I do not trust you with anything you might do to this killer.

    Please don't go through with whatever you're planning.

    Sincerely, p100 day 1 singularity main player with more than 6k slipstream TP knocks.

    I know every Singu main doesn't agree with me, but EMPs are most cheap counterplay this game ever had imo. It's feel beyond stupid when i need slipstream survivors 2,3 or even 4 times per chase just to have a one hit. I hope emps won't start printing before previous emp is not used.

    Also, they are just changed their mind about tweaks for 5 killers and put 1 on a line instead? Lol, it's strange af

  • @Atsuka_Anarchy said:

    Me: Please don't tunnel me out game, I not teabag you or nothing.

    https://us.v-cdn.net/6030815/uploads/IUL8M63JP5WI/sad-cat-crying-cat.gif

    I swear i won't and let you go if you memeing with me in the end <3

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608063#Comment_3608063

    Most players tunnel because it's the most efficient, easiest and most difficult to counter way to victory.

    In order to convince them to not tunnel, you need to give them an alternative of comparable strength.

    I wasn't sure if you're post was saying convince YOU not to tunnel or convince the understood you not to tunnel.

    And what is wrong with giving killers another way to play efficient? If you want to play "most easiest" aka only available way to win (against good and efficient survivors), well, nothing will change for you and you won't get any buffs. But if you want split pressure instead, why not to encourage it?

  • @Pulsar said:

    There can only be a punishment for tunneling.

    There is NOTHING the Devs can implement that will be stronger than removing a player from the game in the first two minutes. Therefore, there is no way to encourage spreading pressure. Even if you made PR basekit and 25% for every Survivor not hooked twice in a row, people would still tunnel because removing someone from the match is STILL STRONGER

    The whole post is a complete disagreement with you.

  • Being caught by this perk is nothing but biggest skill issue, unless you are running after killer.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606327#Comment_3606327

    No, the perk shouldn't be a free down the first time its used. The entire perk should be outright scrapped

    This is not free down, lol. I don't agree notification for survivors shouldn't be there, but this perk is literally Dredge's power. You see it and then run to the next loop unless you are cornered. Also Lithe counters this perk completely even in corners.

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