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fussy

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  • My favourite build on him: STBFL + Rapid + Jolt + Pain Res. +1 or 2 bottles and Flask of Bleach. Build that rewards you for fast chases if you good enough and let you be not worried about gen kicking, just pure chase.

  • @FreddyVoorhees said:

    I was Freddy on Borgo and there was a Claudette that hid in the bushes all match. Like right away when I started the first chase by finding a player and her in the bush. I hit her while she was in the bush all 3 hooks. Later accused me of cheating, her teammates were on my side and stated that everything is normal.

    Funny thing though ... when you play against Freddy .... and you are asleep .... you literally GLOW to him ! I saw her halfway across the map each time.

    I recently also saw a survivor who was hiding in a bush during the Nightfall

    Play for the other side, at least in order to understand how killer and his mechanics work? Nahhh

    Blame everyone for cheating on any occasion? Definitely yes

  • I'm sorry that bad teams lose games. I thought this is how balance works.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585176#Comment_3585176

    Is there a particular voice you'd like this semi-rant to be in?

    In my head it was Patrick from Sponge Bob, but I'm open to suggestions. Archer works too. Love it either way! 🤣🤪

    Patrick is perfect one, i'll take it

  • I tried this combo on Wesker many times, but dropped it, cause it really meh.

    You hook survivor, search a looker, open it and 10-15 seconds expired already. And then you walk across the map, boom, sweet 10 seconds of DMS working, 15 sec at best. It could be a problem, when DMS was 45 seconds, but now it's definately not.

  • @just_one_player said:

    Title. It's a very common action, but is it really efficient? I don't have an solid opinion on the issue, but I believe that it can be useful in specific situations. As a killer, do you feel any difference? And as a survivor?

    Depends on pallet, but in most situations survivors just lose their distance. But sometimes it could help leave unsafe pallet. I'm glad when survivor just blind me in every pallet and don't reach other one because of it.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585176#Comment_3585176

    Damn, I can feel the frustration emanating from this. I'm sorry you're taking this game so seriously, maybe you should go for custom games with bots for a while? Calms your nerves.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585172#Comment_3585172

    I don't believe so, which is why I'll make sure to let bhvr know as many times as possible until they work on it :) have a blessed day

    My nerves are in great condition, thanks to members like you, buddy. Always have a good laugh from posts like this.

  • @myersgoestochurch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585116#Comment_3585116

    Rng shouldn't give the killer free kills ;) and it makes 0 sense for exit gates to spawn next to each other.

    Oh no, my team lost the match, at least i have my second chance, hatch

    Oh no, killer closed the hatch, at least i have my third chance, gates

    Wait what??? They are close??? DaMn KiLlEr SiDeD GaMe!!!!!! I earn this free escape, how dare game gives this killer FrEe KiLL!!!!1!

  • @IHSGames said:

    Ever since the Alien chapter (at least what I've seen) There's been a surge of STBFL users. Nothing wrong with a lot of killers using a decently strong perk. HOWEVER, it's not just certain types of killers but they're playstyles as well that makes the perk VERY annoying to go up against. M2 Killers like Demo, Slinger, Wesker, etc etc. These killers usually use STBFL since they can get almost UNLIMITED value off the perk due to them having an M2 attack that doesn't rid stacks since M2s doesn't remove a stack if you hit the obsession's with it. So what problems does this cause?

    -Survivors will have a harder time countering a perk as only the obsessions will have the ability to do so. But since killers can M2 attack, the perk is almost uncounterable. All perks should have either a counter or downside and if those can be avoided EASILY I mid you, easily, then the perk is not healthy.

    -Killer performance plummeting to the ground. No need to learn useful Demo shreds at loops. No need to find places to trickshot with slinger. No need to go for unique tech bounds with Wesker when all you do is M1 as its easier, less punishing and you get a benefit to your M1 cooldown reduction. Basically you get rewarded for playing safe and easy. No need to even learn how to mindgame loops since you can Zone them with your M2, pushing them from a loop making it easier for you to hit them. This makes killers worse in terms of overall performance as they never learn how to micro and macro game, use their abilities to their fullest potential and lose more often because they spent time micromanaging they're playstyle to a single perk. This brings people to say "X killer needs a buff" when really most are not playing them optimally due to a single perk. This creates boring games which...cmon.

    On top of that one midchapter from a year or 2 ago that shortened the cooldown of a killers basekit M1 attack cooldown (basically basekit 2 stacks of STBFL) and a shortened duration of the Survivors speedboost after an attack, it's safe to say that this perk, though not overpowered, can be very problematic to both survivors and killers in the long run.

    -How would I nerf STBFL?

    First I'd start out with removing 2 stacks, bringing it back to it's original stats before the midchapter that reduced killers m1 cooldown. Second, I'll make it to when the obsession loses a health state by ANY means, they'll lose a stack. Meaning M2s can cause them to lose a stack. No more using M2s to avoid stacks. Third, I'd also make it to wear if the obsessions dies, a random survivor becomes the new obsessions. This will stop the killer from tunneling the obsession out the game in order to gain stacks without having to worry about the obsession taking hits to remove stacks or just worry about losing stacks while in a chase with them in general.

    I would also like to BUFF STBFL.

    -M2 attacks can ALSO help you gain a stack. Is this controversial? Yeah. But it'll be unfair for killers to lose stacks M2ing and not gain them from M2ing. We want to encourage M2 killers to use their power more in order to make more better, smarter and more skillful killers without a perk hindering them. STBFL still ONLY reduces M1 cooldowns though, not M2s.

    All of these changes will still make STBFL viable to all killers, but discourages M2 killers from utilizing the perk while avoiding all the downsides that come with it. These changes will also force killers to use their M2 more as they can't use it JUST on the obsessions to avoid stacks, but they can also use it to gain stacks as well. This change will keep the perk strong but healthy.

    Let me know your thoughts below please! Thank you for your time!

    You guys want to nerf the only perk that gives me desire to play bad killers and then ask why only Nurse, Blight and Wesker in your matches? This is how it works?

  • There is already anti-team slugging mechanic in game. It's called The Whole Team Doesn't Go Down.

  • Amazing shots!

    I also catch on Rancor quite often recently! Because sometimes i completely forget this perk exists and don't pay attention to killer's aura through the match.

  • This buff really is too much. Make a pallet/flashlight save from half of the map AND run away at 200% two seconds after, how is it fair? Before buff it coped with its task, but at least you needed to put some effort in it, now it's just ridiculously free.

  • My g, what a Freddy epidemic on this forum recently. Literally more posts than about Chucky, lol.

  • @Unam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581734#Comment_3581734

    Its not that losing against good survs is bothering me.

    If youre better than I am, you should win shouldnt you?

    This is not about winning or losing in general...

    Its more like youre sitting in a sinking boat with multiple holes and as soon as you manage to seal one, three others pop open.

    Doesnt matter how fast you are or how tight they are sealed, you are still sinking...

    I know, i mean, there were SIGNIFICANTLY more holes in this boat. If u played this game 3 years ago as killer, you didn't stand a chance at all against good survivors. Now you have some chances.

  • @Unam said:

    Like, I came back after some months i couldnt play...

    I got rusted, I missed hits/special attacks etc.

    But holy dang....

    No matter what you do, which killer which perks/addons, no matter how good you play, there isnt a feeling of getting rewarded if you are playing good. You chase survs, drop chases you cannot win, patrol gens, punish their mistakes...

    Gens are popping left and right, even with corrupt and deadlock...

    You are popping and scourging gens, 30 sec later, gen is done.

    You hit them with sloppy, drop their items, wait for pickups Under pallets, tunnel the weakest link out...

    Still there is a safe pallet up somewhere, still there is a double windowed tile, still there is an Unbreakable/adrenaline/dead hard/etc.

    You cannot bloodlust as they walk, crouch, break los or pallet vacuum you into oblivion...

    And even if you manage to get downs and hooks, you cannot defend your objective as it gets a free unhook plus endurance plus speed. Even in endgame, if one healthy surv comes to unhook you cannot do sht as autoaim thinks you want to hit the surv on the hook...

    Survs fuckup and dont get punished, you get pallet stunned or fl blinded once, it seems like you can already quit the match.

    If survivors arent complete potatoes, there is no feeling of accomplishment when playing killer.

    Regardless of what you do, survs always seem to have the upper hand while not even havin to think a bit due to every info getting handed and noted for them...

    While playing killer against good survivors is still stressful as hell, there was not time when playing killer was MORE rewarding than now, dude.

    I completely understand what you talking about, but your title is just ridiculous.

  • Game is in the good spot if info perk is the biggest survivors complain right now.

    @fussy said:

    UW is powerful perk, but many people act like this perk giving something except map info once a minute somewhere in 32 meters from killer. It could be 20 sec of action and 40 sec of cd, but even this nerf needed for Blight and Nurse only.

    This perk doesn't help in chase, doesn't regress gens, doesn't speed me up, doesn't slow down the game, it's only info once per minute, and killer should work with this info. And no, this perk doesn't "easily beat all of info perks", cause i have way more value from Nowhere to Hide on majority of killers.


  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579675#Comment_3579675

    Don't take effects like my suggestion. I just added them for being example, not actual perk suggestion. I am sure there can be some good effects which makes perk viable.

    I'm too sleepy for it now. Will enjoy other people's variations here tomorrow.

  • @MikaelaWantsYourBoon said:

    Like perk will have one main effect. And possible 4 effects (2 bad and 2 good). Like how Dramaturgy is working. Only for example:

    Whenever you hook survivor, X activates. Next time you kick the pallet, you will insta-break them. And after that one of the following effects will happen immediately:

    • 5% haste for 5 seconds.
    • Pallets won't stun you for 15 seconds.
    • Your aura will shown to nearest survivor for 5 seconds.
    • 5% hindered for 5 seconds.

    Cool concept, but too weak good effects to consider take this perk, not even close to survivor version.

    Maybe 10% haste until next chase and next pallet won't stun you (without timer). Even this way it will be very mediocre perk, but i actually love concept, cause it has a huge scope for imagination.

  • UW is powerful perk, but many people act like this perk giving something except map info once a minute somewhere in 32 meters from killer. It could be 20 sec of action and 40 sec of cd, but even this nerf needed for Blight and Nurse only.

    This perk doesn't help in chase, doesn't regress gens, doesn't speed me up, doesn't slow down the game, it's only info once per minute, and killer should work with this info. And no, this perk doesn't "easily beat all of info perks", cause i have way more value from Nowhere to Hide on majority of killers.

  • Hours without cringe post on this forum: 5 hour 0 hours

  • Why is no one considering option that there will be no new killer on current ptb? Yes, November is indicated in the roadmap, but anything could happen with a large license.

  • @Archol123 said:

    You could argue that just by addon the 5% bonus ms to his overclock mode he would be basically perfect, even some other minor tweaks would greatly help him, but for what reason would he need an entire rework? He is already at a really good spot.

    This and emps are not printing until current emp is not used. And I will actually have desire to play him. Now emps are sucking out all desire to play for Singu. And Soma Family Photo feels needed maybe because of MFT epidemic, but it should end soon, fortunately.

  • @GroßusSchmiedus said:

    I don't think Deathslinger even needs that many changes, he is not that bad by any means, he could use some QoL to make him a lot better to play, same with some other Killers like Hag, Pyramid Head, Singularity. Like i said, some proper iron sights, 24m lullaby and add-on changes would go a very long way for him.

    Slinger has pretty bad addons. One Slinger main posted here perfect addon pass for him, I hope devs saw it.

    I'm actually waiting for QoL for Clown.

  • Considering that people are still trying to bodyblock with it, make it disable on protection hit and I'm okay with it.

    But tunneling should be solved by rewarding killers for spreading hooks, not by buffing any perks.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576593#Comment_3576593

    It's not necessarily this update in particular (I've never even used MFT outside of Gabriel's adept, so it's not like i'll miss it), it's just the accumulation of many small things (from calm spirit still not being reverted to vaults breaking multiple times since the Nicolas Cage update) and the way the Trickster update was worded that flipped the switch because it just sounds so backwards to me. Like honestly if they had just said "Trickster is weak we're buffing him" I wouldn't have cared, it's just the acknowledgment that Trickster is frustrating to face and the "solution" which just sounds a whole lot like they have no clue what makes him unfun for survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576595#Comment_3576595

    Honestly I think I've just ran out of patience, I've been an advocate for "let's just wait until the PTB / until it goes live / surely it'll be tweaked in a couple weeks" for so long I just don't want to anymore lol. But as you said, I've been way too involved in this game to just drop it forever, so I'll probably keep an eye on it and come back in a year or something haha, but thank you <3

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576599#Comment_3576599

    I don't care about MFT nerf beyond the fact that BHVR is proving once again that they don't know how to nerf OP perks without making them either useless or super niche. I literally only used the perk once (not counting PTB), and technically I've been a killer main since before the Singularity chapter.

    Strong effect can't be not niche or situational. Either they nerf 3% to 1,5%/2%, or they make it niche. In both situations survivors will cry a river about how useless it is now, but current nerf actually more viable and interesting than if they just nerf haste.

  • I believe Nurse need another nerf, cause last one didn't touch her biggest problem. Strongest power has one of the smallest cooldown. It's stupid to me.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576150#Comment_3576150

    Disagree on the "survivors only". You're not even new to this forum and you have the audacity to say that. Like, have you read any post of the average killer player here?

    I'm talking exactly about mft, chill. Of course, there are crazy posts from both sides players. But, frankly, more often I read such posts from survivors, If we're talking about it. The last example was a guy who asked to bring back endurance staking KEKW

  • It actually first time, when BHVR nerf something better than anything that has been suggested on this forum, perfect nerf.

    Big value for big condition. Survivors only want big value for free, so i'm not surprised someone think it's "overnerfed".

    perfectly-balanced-thanos.gif


  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575639#Comment_3575639

    No, it's because the perk is ######### now.

    A perk that only activates on Deep Wounds is a bad perk.

    Not surprised, considering you thought that 3% "is fine"

    Such strong effect can't be consistent, so i'm sure you won't be pleased with any kind of its nerf

  • @lifestylee said:

    Blood lodge has too many pallets, i swear ive seen like 20 pallets on there before when i was playing onryo vs some survivors.

    True, not every time, but true

    @Nazzzak said:

    Honestly, Rancid Abbatoir is pretty much a genrush map at this stage. Very little pallets, large dead zones. If you want to escape you need to get out asap.

    Last match as survivor there i had 3 mans out somehow, but against even mediocre Oni or other strong killer this map is autolose.

  • Let's be honest: you guys just got used to a perk that gives you too much literally for free and now you compare it to this. Of course, any perk will be useless if you compare it with free 20% of distance without conditions.

    I really love this rework, cause it have conditions and counterplay now while still has plenty scenarios to use. But i understand that many players want to play with completely broken stuff, cause earn something is too hard.

  • @Jigsawbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575335#Comment_3575335

    why tf then midwich is not reworked ?the best killer map of all times?or swamps ?because it is really good for killers and they are quiet about this map,but did you know what ?every day the bonus bp is 100% for survivors-that mean 1 thing-not enough survivors at all.i would be worried if it is every day this statistic

    You can delete this map completely, cause i really hate this map as killer even more than as survivor. It's impossible to control gens and search for survivors on this map as m1 killer.

    Swamp is last realm that left untouched, i'm sure it's on their list right after Garden and Red Forest in the next Midchapter.

    every day the bonus bp is 100% for survivors

    Maybe in your region, but definately not in my.

    image.png


  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395767/mft-is-now-useless

    get good , if you need MFT to have fun , you are just bad at the game , simple as that.

    survivors are limited ? since when ? survivor had more variety than killers they just prefer running the same meta stuff because they feel comfy with broken stuff and thats a fact.

    and yes the point was making the perk more situational , 3% is a strong effect , and not only that they didnt talked about adding a cap to stacking haste perks , you can still use it with OTR + DH and HOPE on top if you really want to use MFT.

    Onlyfacts content here

  • @Crowman said:

    Just because a survivor perk was nerfed doesn't mean killer perks need to be nerfed too.

    Pain Res and Eruption already got their huge nerfs. Pop is still current % of gen which means it's effectiveness scales with how much progress the gen has. Jolt has a range limitation and works only on M1s.

    Then STBFL might be the most overrated perk by survivors. It's not only a perk that requires the killer to stack it up, but it's also only useful on killers whose largely M1. M2 focus killers get very little benefit.

    This

    Also "every single survivor map nerfed" is fun to read, because that's the point. There should not be survivor or killer map. Just a map. Good balanced map.

  • @caipt said:

    fr, rpd needs another rework. All the pallets are either trash or god pallets so 0 interactivity. And then you either have a cracked 3gen or stupid gen spread.

    I think they can't change it any more because then it will lose its original look. I doubt that Capcom will approve of this. I don't like this map either, but it seems that it remains only to put up with it.

  • Probably at the same level of happiness. Both perks were beyond stupid and suck all desire to play killer role except S-tier killers.

    I run MFT on survivors almost every game and sure will miss free 20% of distance, but i prefer have fun due to fair competition, not due to broken perks.

  • @MegaFreeman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567033#Comment_3567033

    If you're actually getting bullied by an extremely niche situational build, then git gud

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567035#Comment_3567035

    5 health states lol? I'm just asking for 2. Please explain how would someone be able to stack 5 health states

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567044#Comment_3567044

    How is there already way to much in this game, everyone runs same 5 perks

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567049#Comment_3567049

    Why shouldn't it be a thing tho? Killers have so many powerful perks but its OP for survivors to be able to use Dead Hard while getting tunnelled?

    git gud © guy who can't survive without 5 health states

  • I was about to play only Blight due to how i tired of this stupid ######### perk, thank you so much, BHVR! I will miss it on survivor side, but such busted perks shouldn't be a thing definately. Best part of it – it should be viable perk in some builds! Thank you, thank you, thank you!

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573885#Comment_3573885

    I'll scrim. Gonna DM you friend code now.

    Coup and Remember Me are RNG?

    Can you stream it somewhere? :D

  • New players will try to get better at the game? Nononononono

    Nerf simpliest mechanic in the game so that new players don't face any challenges at all? Yesyesyesyes

  • Yeah, you rarely see a good spooky skin in this game now, so I really glad they put effort at least in this one

  • @Ariel_Starshine said:

    It takes no skill to tunnel someone out. Take solace in knowing eventually they meet their match and they can't tunnel someone out.

    I enjoy it when they try with me and we all escape. They can stay mad about it.

    They'll either have to learn to play the game without it or lose until they go back down where they belong where they can tunnel and win. Zzz.

    >It takes no skill to tunnel someone out

    >I enjoy it when they try with me and we all escape

    ok lmao

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570657#Comment_3570657

    ...But, again, both sides would have both rusty scissors and advanced robots. You can't point to one side having the rusty scissors to claim bias when they're present for both competitors.

    image.png

    Don't remember killers have advanced robots. Coulrophobia is a last mediocre anti-healing perk on killer side they released. Sloppy is a best anti-healing perk and still 2.5 time worse than even Botany.

    Don't remember they released good killer perk except Nowhere to Hide and UW since Artist chapter. That what i was about in the beggining.

    Good day/night, i'm bored to death with all these pointless whataboutism in circle.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570641#Comment_3570641

    Yes, but you're comparing something that does the job very well for one side with something that does the job very poorly on another side, while also trying to make a broader claim about what those two sides have available.

    That claim and that evidence don't sync up. That claim requires looking at either everything available for both sides, or just the best available for both sides. To use an example, let's imagine two different people offering different... idk, wood carvings, that'll suffice here.

    Person A and Person B both have a broad variety of wood carvings, but if you were to take Person A's worst offering and Person B's best offering to claim that Person B is better overall, you'd be at best risking being wrong, at worst being actively misleading. It's entirely possible Person A's best far outstrips Person B's best, but you'd be missing that context with your claim.

    Killers have good anti-heal, especially if we factor in addons as well as perks (which we undeniably should). Leverage is not indicative of the state of anti-heal, it's just a bad perk. It doesn't stack up against WMI or BK because those are the best in class, which Leverage is not but does exist outside of Leverage.

    Again, I agree Leverage is too weak, but the argument used here is very misleading. If you just want to talk about Leverage, that's obviously fine, but this comparison you're using for the claim you're trying to support it with just doesn't work.

    Competitions in wood carving. You can choose any tools that the organizers offer. My question is: how are there rusty scissors among available tools that are not designed for this at all, and a robot that automatically carves any masterpiece out of wood? 

    I'm done if that doesn't help you understand my point too.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570616#Comment_3570616

    I think I didn't convey my point appropriately, which could just as easily be on me as it could be on you, so I'll give it another shot with hopefully a little more clarity.

    If your claim is that BHVR are too scared to let killer perks be good, outside of info perks, and you're using healing perks as an example, you need to match strength. Leverage is a bad perk even in the context of talking about killer perks, so comparing the bottom of the barrel for killers and the best available tools for survivor is going to be misleading.

    You could just as easily make the opposite argument with the same tactic. Comparing Empathetic Connection to Sloppy Butcher or Coulrophobia; a tiny reward on the survivor side, and a massive benefit on the killer side, with the same requirements on both sides, which you could say means survivors get bad perks and killers get good ones. This would be untrue, but it would be just as true as your example, because it's comparing bad perks to good ones. You'd need to compare the killer's best in class anti-heal to the survivor's best in class heal speed to make this point, in either direction.

    Of course, if your point is just that Leverage is too weak, I'm more than happy to ignore the comparison portion entirely and argue on those merits instead. I just think the framing of your post, comparing some of the strongest stuff available to a bottom of the barrel perk, is misleading.

    Once again: I'm comparing things that do exactly the same job, but in different directions. If I wanted to compare the best anti-heal perks of killers with the best heal perks of survivors, I would do so. You see the difference here?

    Emphathic Connection is "Make shure that my injured teammates will always be able to find me and be healed. I also have a nice addition 10% to it" perk. You're trying to compare red with warm again.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570592#Comment_3570592

    We'll Make It and Botany Knowledge are a generic perk and a release character perk, respectively. Why would the requirement on the killer side be that it also has to be a perk released recently when you're using those as your benchmark?

    Some survivors prefer not to be healed at all, meaning that buffing anti-heal isn't going to achieve anything in those cases. Making it too good only ensures more survivors don't want to be healed.

    It's unhealthy because forcing survivors to stay injured preys hard on newer players, for one, but mostly because making healing too slow won't result in people bringing healing perks. People don't bring healing perks now, while claiming healing is so slow that it's not worth doing even though that isn't true. What people will do if you make ultra slow healing consistently doable is just stay injured and bring the perks that help them.

    I don't know what perk you're talking about when you say I'm "trying to protect the most unwanted perk in the game right now", but by my view, perks like MFT and other stay-injured perks aren't popular on the killer side. Those are the perks that become popular when you make healing even inconvenient, let alone actually very slow. I'm not against buffing anti-heal, to be clear, I hope I don't have to clarify that, but I am against anti-heal builds that make healing impossibly slow very consistently, because the effect that will have on the game is survivors staying injured and slamming gens if they're skilled, and being demolished if they aren't. Neither are healthy outcomes for the game.

    What difference does it make when they were released? You ask me to compare best with best (no idea why), I ask what exactly to compare? Killers have nothing better than Sloppy, which is still 2.5 times weaker than Botany. This dialog is just endless whataboutism.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570553#Comment_3570553

    My point is, you're making out like BHVR are, in your words, "scared to death" of making killer perks that actually do anything, unlike with survivor perks. But, you're cherrypicking just one bad perk to compare to the best options available on the survivor side, when if you're to make that argument at all you'd need to be comparing the best in class for both sides.

    To the second part there, how would making healing even less appealing relate to the never-heal meta? I don't understand how this relates at all, if you make healing less appealing survivors will do it less. If the never-heal meta changes, then making healing slowdown too potent would be problematic. Either way this position doesn't make much sense, unless I'm missing something? I'm sure I am.

    To the third part, it still won't be useful outside of unhealthy ultra-healing-slowdown builds if its activation requirement remains the same. Activating on unhook (and maybe giving some slight number buffs) would at least make it function in a manner that makes some degree of sense, because it'll activate at a time when healing is relatively common.

    Oh, okay. Best anti-heal perk released in last 10 chapter? Can you remind me? Maybe in 15 chapters? No? Maybe in 20?

    I mean, some survivors now prefer not to be healed at all, so in the current meta they won't even know that this perk exists in some matches.

    Unhealthy? Even if i reach 100% heal slowdown in the end of the match, survivor can still neutralize it with a perk, that he doesn't need to earn. In other situations i take anti-heal perks, survivor take healing perk and they still have faster than normal healing. What part of it is unhealthy? Do you realize that you're trying to protect the most unwanted perk in the game right now?

  • @jesterkind said:

    I think there's some flaws in this comparison that could lead to undue conclusions, personally.

    Mostly, you're comparing a bad killer anti-heal to the literal best survivor heal speed perks, which isn't super fair. You could just as easily compare Leverage to, say, Empathetic Connection or Desperate Measures-- Leverage still comes off poorly here because those two perks actually do something else in addition to their heal speed, which Leverage doesn't, but it's a more honest comparison of strength levels for the healing portion.

    You could also compare WMI and BK to the far more potent sources of anti-heal on the killer side, including access to the Broken status effect and much higher contextual slowdown numbers like Coulrophobia, or something more consistent than Leverage like Sloppy Butcher.

    The real issue with concluding that Leverage needs to be buffed such that it provides potent slowdown on its own, though, is that it stacks with other sources of anti-heal. If you make Leverage too good, and the killer also brings something like Sloppy/other Mangled sources or even something like Coulrophobia in some builds, healing becomes absurdly lengthy, and that's not all that healthy for the game either, pun fully intended.

    That being said, Leverage likely could be improved. Personally, I want to see it activate on unhook instead of the hook action, because at least then it encourages survivors not to heal under hook which means you might be more likely to interrupt a heal elsewhere.

    you're comparing a bad killer anti-heal to the literal best survivor heal speed perks

    No way! Maybe because that's the point of the comparison: show that perks that do the same thing have a difference in 10 times and a completely different level of work to achieve the same effect?

    Empathetic Connection and Desperate Measures (which is not a bad perk at all) are not only healing perks, but i think they could have slight buff too. But i don't know why you mentioned them at all.

    is that it stacks with other sources of anti-heal

    Yeah, in our never-heal-and-stay-injured meta it suuuuuuch a big problem. Even without it, where is the problem, if i chose slowdown healing instead of gens? Especially if won't get it, if you won't constantly go down, and i should earn it?

    I want to see it activate on unhook instead of the hook action

    Nah, it still will be very meh perk. 0,8 seconds of slowdown per hook, wow, what a number. I will run sloppy or gen slowdown and continue not to remember this perk exist. Double it or remove cooldown completely, better both.

  • > It's like two buttons: make it useless or make it overpowered.

    Describe BHVR making any balance decisions in one sentence.

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