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  • It would brake the game same way StB does. Cancelling progress points of opposite side is dangerous idea.

  • True, Nurse is the only killer against whom complaints about aura perks are valid. Definately shouldn't see aura while charging.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999772#Comment_3999772

    5% Haste for 3 seconds would be practically useless, but if they're really that unwilling to revert it to 7%, then having 5% for, say, 15 seconds when a generator pops (as well as the endgame effect) would make it a lot more useful.

    I'd rather see it flat out reverted, but BHVR can be awfully stubborn with these kinds of things.

    Do you understand how impactful it would be to run 15 seconds with 5% haste for person in chase? It will be another super busted perk in hands of swf, another Adrenaline, but with 5 possibilities of activation + strong effect in endgame. It would be absolutely broken.

    5% for 3 seconds will be very nice in hands of good player, i'm pretty sure. You see gen is almost done, you can greed the pallet and make another circle around the loop, gain needed distance to another loop/window or maybe even avoid the hit. We all remember how broken was 3% in hands of good players and 5% for 3 seconds definately will be useful in some moments. Yes, not crazy good, probably situational, but that's the point – small, but still impactful value during the match + strong, but not borderline op effect in endgame. And 15 seconds with 5% for 5 times in match is basicly gamechanging effect with already strong effect in endgame.

    But as I said, I won't get upset if they decide to revert it or leave it as is on PTB. There are plenty of perks that need adjustments before Hope.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999664#Comment_3999664

    I think at some stage, the survivors will eventually reach a breaking point, and there will be no turning back from that point onwards.

    I mean, case in point, we saw what happened with the first new survivor item that got added in like 9 years. It got gutted to the point where it is pretty much meaningless. It was supposed to be an incentive to reduce the usage of toolboxes and medkits, but look what happened, and you still see mostly toolboxes and medkits.

    Are these "meaningless itmes" in room with us? Because Fog Vials I use are completely fine and only thing needs to be done is equalizing effect, because on some maps it's too transparent. And on majority of maps it is like this:

    {4CD8FC29-FA31-4701-B20E-BC2149B40894}.png

    What else it should do, teleport you on another side of the map?

  • @Freudentrauma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999780#Comment_3999780

    I'm sorry, it's kinda fun how you are presenting the events like there was only a civil discussion and constructive criticism around the changes. Nobody was talking like it would kill the entire game, or spamming the subreddit with doomposts.

    Yeah it's getting a little bit whiny now. But not near as much what I saw during the ptb.

    Nah, obviously killers doomposted a lot before ptb too and I hate to read all these "Side X, quit the game right now, they only care about side Y blablabla" without discussion itself, but I'm talking about other thing: how people refuse to believe that experienced player can recognize obviously bad change with just reading it, without "let's read… and let's test it… and let's give this update to console players… and keep it for year… and then we can make a decision". That was fun for me.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999734#Comment_3999734

    • Open the DbD forums
    • See a post with the sentiment "survivors can't have anything nice."
    • Open the thread and see that the "nice" thing in question is the opposing role being so completely obliterated that only the top ~5 Killers would be viable.
    • Lol

    Jokes aside, It's actually incredibly frustrating the amount of people who are staunchly defending the PTB changes, even when confronted by the ojective reality that the system had major oversights that rendered it unable to be safely pushed to live. It's not even a matter of opinion — it is a verifiable fact that the system failed to account for an unacceptable number of things.

    Take Twins for example, a Killer whose power is completely reliant on slugging. Given that the anti-slugging system completely removes slugging as a viable strategy, you'd expect Twins to receive some kind of a rework, compensatory buff, or exception to the system to keep them playable despite the changes. Did this happen? No. It was overlooked.

    What about trap Killers whose powers facilitate controlling an area of the map, making it difficult to reliably use the unique hook bonuses. Were they accounted for? No, it was overlooked. Meaning their ability to defend generators would be considerably weaker due to the perks being nerfed and their inability to utilise the unique hook benefits.

    What about perks like Breakdown which make Survivors unhookable? Surely the anti-slugging system wouldn't punish Killers for slugging when the Survivors are the ones who forced the Killer's hand. Nope. Again, it was overlooked.

    What about Killers who cannot choose which Survivors they kill? Onryo and Pig have little control over who dies to their power as the counterplay is in the hands of the Survivors. Surely they won't be punished for Survivors' misplays? Nope. The system didn't account for that.

    I could go on, but you get the idea.

    It's actually scary how many people just refuse to engage when you bring these up. Instead of going "Alright yeah, that's an oversight that needs ironed out.", they hit you with a downvote and bury their head in the sand so they can continue pushing the narrative that this was unreasonable Killer mains on a crusade to make Survivor as awful as possible. Like, no… Lots of us also play Survivor, and also want to see improvements come to the role. But this was clearly not a good implementation of that and needs further work.

    People are acting like BHVR has completely scrapped and and all possible improvements for Survivor, when it was very clear in their statement that they've just temporarily pushed them back. It's exhausting.

    I completely agree. My favourite thing about this madness:
    People who understand this game reading Devs Notes:
    - Yeah, it's absolutely gamebreaking, with no doubt
    - Guys let's wait for patch note, it can be fine

    People reading patch:
    - Yeah, no difference at all, this changes will ruin the game completely, like we said before
    - But let's play with it, test it, maybe it's not that awful
    - We like have eyes and brain, but ok

    People after playing PTB:
    - We even more sure that this will be disaster for the game after testing it
    - STINKY KILLER MAINS DOOMPOSTING AND ALWAYS GET WHAT THEY WANT HOW DARE YOU BHVR
    Literally all 50/50 players: - Ok buddy

    What about scenarios: right now i'm writing a big post in hope to reach devs about slugging, because I don't believe it can be fair in any way implemented, no matter what number will be, simply because game is designed around slugging a lot. Killer powers, perks on both sides, risk and reward play, overall game balance, all these things tied to slugging so much, that I don't understand how it's possible to add this mechanic without destroying a lot of macro plays and eliminate skill and decision making on both sides with unfair rewards for mistakes for one side and unfair punishment for good play for other side.

    Anti-tunnel, yeah, it has potential to be good for the game with right numbers and lead to win-win for both sides, but anti-slugging, I believe, will ruin a lot of stuff I love about this game.

  • I've always said that Hope is borderline OP and even suggested this nerf like two years ago in some of my posts with some buff during the match. Something like "gain 5% haste for 3 seconds after every gen pop and permanent 5% in endgame".

    I agree that it's endgame perk and it should be strong enough, but holy, I feel that this perk sometimes gives even more value than other perk during whole game.

    I personally don't run it, but almost all of streamers I watch use it a lot, because they understand how strong it is. I watched some insane moments, where this perk allowed to run across whole map from killer with no hits at all.

    I can't say that Hope needed this nerf badly, but it's definitely in top-10 strongest survivors perks right now. Probably will be a decent perk even after nerf, but much weaker.

  • All these posts prove once again how poorly most players understand what game they are playing at all. There is absolutely nothing about "us vs them" here, if you are truly convinced that changes on the PTB would not lead to disaster (not to mention the fact that someone considers them even good), you literally do not understand what you are playing, even superficially.

  • Because cheaters use this perk all the time, obviously. I know streamer who reports players with Hyperfocus only and guess what? It results into ban AT LEAST every second time. So yeah, be ready to be accused of cheating, if you bring Hyperfocus only.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997820#Comment_3997820

    Yeah I always find it amusing when I am accused of being a “killer main” or favoring the killer side too much. I actually have more survivor matches than killer matches in my stats. And then the same people always downvote me when I prove that even a very casual player like myself can do just fine in solo queue. I guess it’s easier for them to complain and downvote than actually try to improve their own gameplay

    Bruh, literally same, it's so funny every time.

    {93D498E4-A845-4E81-83CB-2C30D69CFE84}.png

    And 50% escapes with 80% playing in soloq btw. Such a miserable experience, you know, clearly unplayable.

    {18C320BB-2C26-4E9E-B3A0-71A3E28A9816}.png

    What about kill rates:

    {30D3D9E0-42D2-436D-A8AB-ED9F5B633F07}.png {82D84749-3ACB-4BA7-A0D7-23221F00D539}.png {00085690-A418-4538-8E9F-9E3AA6728718}.png

    @Pulsar said:

    High 80's and low 90's for most Killers I play, not counting those from before 2020.

    86% overall across the board.

    Let me guess, NA servers?

  • @I_Cant_Loop said:

    So if feedback about the changes was overwhelmingly negative, which it clearly was, BHVR should just push forward with the changes anyway because people who don’t play killer and thus don’t understand the consequences on the game balance don’t like it?

    At some point I would like to see all PTB stuff went through on live. Not because they are any good, just to see how people collect consequences of their own desires in few months. Because no doubt they wouldn't like it way more than anything that they currently don't like.

  • @Foggyguy said:

    Dead zones were always a bad thing if at the start of a match that's what most of the map is. That's why no one except the most biased killer mains hate haddonfield. And I'm glad they are adding in stronger pallets instead of the pathetic ones where survivors could do nothing besides hope they could get a stun. It helps deal with the fact that hits are validated by killers instead of something unbiased like the server.

    Dead zones were always a bad thing if at the start of a match that's what most of the map is.

    Empty maps are obviously bad thing, but it's not about dead zones. Ironworks of Misery was very well balanced map and had dead zone behind main, for example.

    And I'm glad they are adding in stronger pallets instead of the pathetic ones

    They are adding it instead of every pallet, even instead of interactive ones. They almost made Gideon experience on every map, where you just drop super safe pallet and then just run to another one in 10 meters. Idk how it can be fun for anyone, killer or survivor. I hope nobody will be surprised, when we will go only against killers who don't care about how how strong pallets are.

  • No offence to anyone, but you guys should change person who design killer perks. It's absolutely insane how bad almost every new killer perks for years now. Literally every killer perk in this chapter is worse version of already existing ones.
    You can't tell me you would chose Ravenous over literally every other Exposed perk, for example. Please hire someone who actually play this game.

  • Unknown "buff" was so fun to read. 4 lines of text that are combined by the word "nothing".

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989538#Comment_3989538

    Searching chests is banned in DbD League, does that mean chests are unbalanced?

    No, obviously not. Comp is just a completely different game, and so has different needs. Referring to it as a measure of balance is flawed for so many reasons.

    I dont know in which world chests can be compared with mechanics that completely change gameplay, but I will answer you with my very old comment.

    @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634299#Comment_3634299

    They play literally the same game, with same gen speed, same chases, same killers. If your argument is "oh they nowhere near to pub teams", well, killers too. And they probably wouldn't have won 5% of the matches without camping and tunneling.

    If it's necessary on best-vs-best level, I will surprise you, but it also necessary on average-vs-average level. If both sides play to win, of course.

    But overall I'm glad with anti-tunneling, it buffs my playstyle "I see - I chase". We just need to nerf already most efficient players next – SWF – without punishing for play with friend itself. Something smart is needed.

  • {F7A302D3-7767-4C2A-B9D5-0B0A76161510}.png {E4100180-BE66-42C2-8470-6F1A263E1315}.png

    @Pulsar reading this, I remembered our dialogue. What do you think of it now?

  • @Jarky said:

    I know a lot of killer mains are gonna hate this because it's been how the gameplay has been for 9 years now, but this is a healthy direction for the game.

    Removing unenjoyable uninteractive and frustrating gameplay and encouraging healthier playstyles for both sides is ABSOLUTELY the direction they should be taking DBD. If this results in killers needing basekit buffs to their kits, or more buffs to encourage the anti-tunnel/anti-slug playstyles then so be it, do it. The game shouldn't remain with frustrating elements just because they've always existed.

    And no, just use (x) perk is not the answer. Fixing gameplay issues with perk design has always been a negative of DBD imo (and yes, I also have that opinion for the killer side).

    I hope community will keep this spirit, when this healthy direction will result at every killer will have 20 seconds chase no matter what.

  • Added the option to enable or disable this mechanic in Custom Games.

    You truly understand that you're adding something unbalanced when you realize that comp scene needs to get rid of it, lol

  • @Shroompy said:

    I would say a little and the sole reason for that is Conviction. I have no idea how this perk is not being talked about more and how it even stayed the same from PTB

    I double this. Conviction just shows how many stupid and unfair situation basekit UB could create, but somehow it's even worse than PTB version of basekit UB.

    I underestimated this perk on PTB, what is rare case, and it ended up being absolutely broken.

  • @MechWarrior3 said:

    It’s not that “no one wants to play survivor” it’s just that people come out of the woodworks to play with their killer friends.


    My friend only plays when 2v8 comes back. (He use to play for years but now only when 2v8 is live)

    Improvements and adjustments though are needed. You are right.

    I think people like to ignore the fact that you need 4 additional survivors and just 1 additional killer to create a lobby when making any take about 2v8. Especially when it comes to queue discussions.
    Meanwhile under almost every post in social media and here all I see is "Bring back 2v8" and "I will only come back for 2v8" comments, like with your friend.

  • Agree, like with many things in this game, it went from "too much" to "doesn't exist" state.

  • Well, it definately will be reason to not touch 2v8 at all for me. I don't enjoy insta win or insta lose options.
    I honestly completely fine with current solution and have a lot of fun playing 2-3 survivor matches in between killer matches, because I play 1v4 same way.

  • @Ohyakno said:

    You are taking away agency from both sides. Sometimes the killer has to tunnel. Sometimes the smart play is to bodyblock. It's dumbing down the game by removing potential decisions.

    We will get it in some way soon anyway. It will be too late, when current Clown will be average level of killer in future dbd. No options, no form of pressure are allowed, just pure unstoppable chase machine. Game plays itself on both sides, constantly equalize course of the match. No one wins, no one loses, everyone is happy and throw flowers at each other. Cute and healthy gameplay community wanted.

  • Current distortion even stronger than before, the only difference is you actually need to play the game to get it, instead of being rat whole game and ignore any interaction with killer and get rewarded for it.

  • @MechWarrior3 said:

    Can we please give his Zombies a little extra speed? They are so slow, and it would help compensate since the maps are twice the size :)

    Zombies are his last problem, this boy probably is the worst killer in 2v8. They should do something with his chase, because vaccines are endless and you need to hit 3 times EVERY chase. All killers have their chase buffed and Balumba not only didn't have any (except longer hindered), but was nerfed with it.
    I didn't see a single game where Balumba was doing even close to fine, half of them just gave up on infections and play m1 until match ends, because it's faster. I played him twice and I will never touch him again in 2v8 in this state, those matches were a beating a dead horse.
    He needs some serious buffs in the next iteration, maybe even remove infection part at all.

  • @cburton311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985191#Comment_3985191

    Isn't that sort of an MMR problem though? If bad killers and bad survivors were matched up would they have better games and presumably you would be in a higher MMR with better survivors and killers. SoloQ is a disaster because MMR is a disaster. Once people of similar skill are playing each other than the data from those matches would be relevant for balancing the game.

    Yes, that's exactly what I'm talking about, but with one nuance. When you see 3K+ hours of playtime, you expect at least some game sense, chases longer than 15 seconds, some understanding of what and when you should or shouldn't do. And what you see on these servers are Sables with 3-5k hours, who know literally nothing except "I need run to yellow to use my Lithe. What's next? I have no clue". You can watch any NA killer player and 70-80% of survivors will be like this. And of course you will get these people in your lobby, no matter how good or bad MMR works. Simply because they are majority of players.

  • @cestoda5 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985025#Comment_3985025

    This is either bad bait or were playing different games .

    We may play different games, I know survivors are god awful on NA or Asia servers. Awful to the point you better never play alone at all.
    But it still does nothing with soloq. MMR and awful survivors – reason of why soloq feels bad, not soloq itself. You can give AK-47 to these survivors and they will shot their legs with it.

  • @Ohyakno said:

    The solo hate is so overblown. It's incredibly frustrating. Solo is ten times better since the activity HUD and bonus time on hook. With game sense you know what you should be doing most of the time.

    People just don't have perspective. They expect other players to do X and Y and throw a tantrum when they don't. You cannot control people. You cannot make them play how you want or even optimally. People do stuff they want to. As soon as you internalize that it gets a lot more frustrating. It's mostly a matter of empathy, which this community famously lacks.

    This, this and this. I feel like it doesn't matter how many buffs soloq will get, people will always say "oh it's so bad, literally unplayable".
    Removing hook grabs alone was GIGANTIC buff to soloq, change that drew the line between before and after. I don't think people even roughly understand how much easier soloq became with it. HUD, 70 seconds on hook, basekit BT and tone of other big and small buffs, literally no one said here how much better it is now with all these things. Only whining, complaining and doomposting like always.
    There is a proverb in my country – you get used to good things quickly. And it's literally about this situation.

    What on topic: it's obviously best state of soloq ever. Still a lot of things I would like to see improved, but gameplay-wise it's pretty close to being perfect. The scariest killer in soloq is MMR, always was. Can't imagine how many matches I could win, if one single player with 200 hours in my lobby didn't ruin whole match from beginning. And it's the only truly frustrating thing about soloq for me.

  • While there is a truth in your words, no need to take everything that seriously. Try to find a bit of something good and fun even in worst situation, it will make it less hard.
    That's why we love Jim. He just exists. He's just a participant in circumstances, nothing depends on him. And he's good-looking.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983282#Comment_3983282

    There is nothing wrong with asking a program which is better at explaining things quickly and efficiently, even if the people I try to clarify for simplify it all into "psychology". Anyway that's pretty off-topic, so your concern is that the item cant be strong at 4 charges, feels like you want the opacity to be stronger? I can only speak to what the strength is atm and how I think the balance should be. And I do find them weak enough to warrant 4 charges easily. What's your deal here?

    What's the point of having account on any forum, if you can't even answer on simpliest question with your own words? It's not advanced math or deep philosophy to run to AI and ask to "explain" something, it was simpliest question. Honestly, funniest thing I saw on internet so far. Big AI brainrot is coming it seems, let's just make gpts fight with each other here on forum, while having zero thoughts in our heads. "Nothing wrong", kekw
    And it's actually funny AI started try to find at least some difference, didn't find any real answer, so it just went into some "player psyhology" bullshit.
    What's my deal here? Fog Vials have completely different opacity on different maps now due to bug, so we can't even judge on if current opacity is fine or not. If best case scenario is default number, then Vials are completely fine imo. If worst case scenario is default number, then opacity should be buffed.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983235#Comment_3983235

    Well I can squeeze 5 uses out of mine per match by being extra annoying, which to be honest is extremely annoying.
    So keeping them on the beneficial side of the average seems like a better idea to me, than unlimited.

    In games, items with higher capacity feel more valuable because players focus on potential rather than expected use. Even if the average need is 2 charges, having 4 feels safer and avoids the fear of running out. This fear (loss aversion) makes smaller versions seem almost useless.

    • Perceived Waste Avoidance: If a player buys a 2-charge vial and later realizes they need a third use, they feel they missed out. This is a form of loss aversion—people dislike the idea of being underprepared far more than they value being optimally prepared.
    • Security Bias: Extra charges act like insurance. Even if unused, the option to use them feels valuable. The absence of that option feels like a liability.
    • Comparison Effect: When two options are visible (2 vs 4 vs unlimited charges), the smaller one looks like a downgrade rather than a right-sized option. Humans tend to compare maximum capacity, not expected use.

    So I think BHVR should expect this use of Psychology and just try to mitigate the most egregious uses,

    Did you seriously just ask Chat GPT to help with it lmaooooooo
    Ok, so the only difference is "psychology", cool.
    With 4 uses this item has no right to be even close to strong, and I believe it's better have good item with limits than weak item with almost no limits. Having item that helps "feels more valuable", than just see higher number of charges on item, which doesn't do much.

  • @Emeal said:

    Can we make this 4 at least, unlimited was a bad idea, but 2 is too small. please

    And what difference will be with them being unlimited? You don't use it more than 3 times on average anyway.

  • @ThatRyanB said:

    I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

    I use Fog Vials a lot and seems like in minority of people who understands how to use them right.
    Most people just want to press a button and disappear mid chase, while it's more strategic tool.
    I think first step is to make opacity equal on all maps, because on some maps it's completely fine and on others it's pretty low now.
    How can we judge on its strength, if we don't know what to take as default opacity?
    So after you guys will fix it, we can see what is default opacity is and then judge.
    I think 2 charges is perfect place to be, maybe addon with 1 additional charge would be cool, but there is no point to make it more than 2 charges at base, because you don't use it more than 3 times on average with endless charges anyway.
    I would really like to see Fog Vials being strong, but limited and not braindead to the point where you pressed the button and won the chase, as before.

  • We need separate queue for this map for 2 weeks, like it was with FNAF map. Map offerings are dead is huge W, but it makes map related achievements consist only of pure luck.

  • I'm all for killers being strong, and I think Kaneki is close to being fine strength wise, but I am against killers with low efforts and big results at the same time. So yeah, I would definitely change Kaneki.

    Honestly, I think they should remove injuring just by watching at you and he will be way more fun to go against. Make him work for both health states, his power is strong enough for this. Maybe with some minor buffs later, if needed, but just remove m2 injury completely and maybe earn his Enraged other way.

  • Perfect, now I can finally see something except Eyrie, Autoheaven, Ormond and Badham. And it's enjoyable af, finally play on different maps.
    It should have been like this for years.

  • @Spirit_IsTheBest said:

    Whenever the killer is coming, I can use the fog vial with sprint burst to make a getaway escape while having no trace, people are saying fog vials aren't very good anymore, but I feel like using them with builds strategically has been giving me moments where I can escape from the area with Sprint Burst, and the killer checks the area for a while thinking I'm still nearby when in reality I'm already way far off, it's hilarious and really strong when used correctly!

    Mastering using the Fog Vial has been so fun and it's my favorite item by far to use, it's not weak at all even after the changes! With certain perks it can come in handy! Give it a try.

    Mastering using the Fog Vial

    Scary words for this "I want to press button and instantly get huge value in any situation" community.
    I said literally the same thing, that you need distance to get value from Vials and got a tone of down votes KEKW.
    I don't love Sprint Burst, but overall yeah, I had a lot of fun with it, especially if you dedicate whole build to stealth.

  • @BrightWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981816#Comment_3981816

    It honestly feels like they're hoping to compensate killers by giving the new releases power creep, which is why Ghoul is as strong as he is (high A tier imho). This naturally does nothing because not everyone wants to play new killers, they want to play their favourites and mains. Which is a problem because survivor perks are so strong now, that even a team of two 2-man SWF can roll any killer below A Tier.

    So any killer player who wants to even have a decent hope of getting any satisfaction, fun, or just wanting a decent amount of BP from a match they have no choice but to learn how to play the A Tier and above or employ unfun tactics that survivors dislike, just in order to scape by with a 1-2K in the end. And that's if SBMM/MMR is even working correctly, because there's a high likely hood that both killer and survivor teams will get matched up against fresh installs or players with only a handful of hours, which is borinng for everyone.

    Yep, this too. I see how many perks released with keeping in mind Nurse, like Phantom Fear, for example, what does its job ten times worse than old good SpiesFTS.
    Or Haywire nerfed into literally nothing because Singularity exists.
    And somehow it's not the case for survivor perks and I can realize so much stupid and unfair perks just because I play with friend or friends.
    Running with 12% Haste whole game? No problem.
    Go down under a pallet and put killer into lose/lose situation every time? Easy.
    Making hit and run killers regret they started match with just 2 healing perks equipped? Not even a question, other killers won't be happy too, I promise.
    Non-stop wallhack on third part of the map with Reassurance, impossible to hook with Expo, body blocking whole match? So many things I can abuse with friends and there are more and more opportunities with every chapter. Meanwhile killers perks: I can create illusion of doing something, hooking and pick up animation are faster now! And look and at this Hex you need to stack whole game to get results worse than Blood Favour does from the start of the match. Do you like us?
    Absurd and nothing more.

  • @UsherGod said:

    Gutting the one true counter to medkits with no explanation or extra benefit to the nerfed version? It's sloppy.

    Eh, what's the point? It had pretty obvious reaction on PTB and they still came through with it.
    Watch at Knock Out rework, literally every CC and player here said on PTB that it's pure garbage, you think they care? Another killer's perk went into trashcan.
    Idk, what's going on with killer perks is pure tragedy. Not only we didn't see really good killer perks in years, but they keep deleting perks again and again, while buffs are nothing burger mostly.
    Overwhelming Presence probably the only recent reworked perk you can pick on any killer and get at least some value. Not just play 5 matches and hope that perk will do something, not just equipe it on 2-3 specific killers which has some synergy with it, not something just does nothing whole game while buffing survivors. Just good universal perk you can see a little value every game. Not even strong or something, just working and giving a little value. It's already praiseworthy by current measures.

  • I hope they will keep activation speed on 1,5s or at least at 1,75s. I asked it since last time they changed him back in 7.6.0 and it was good change, they just went too far with it.
    Good Clown always used both bottles, I don't know where this narrative with "spamming purple bottles" came from. But now he is literally forced to use mostly Haste, his addons variety was deleted with only additional haste addons left.

    Honestly, he didn't become MUCH stronger, just more braindead. Like I used Cheap Gin pretty often before patch and was same haste Clown whole game, but with 13% instead of 15%. But keep in mind, I had strong purple bottles with me as well.
    So yeah, I agree, he should be reverted, but this is mostly community's overreaction due to fact most people never saw good Clown in their life.

  • I hate achievements based on luck overall. I'm not "achieving" something, I'm just playing until I will lucky enough.
    Like this stupid Vecna achievement, where you need TRIPLE luck to get it:
    1. Get a Vecna. Thankfully he was buffed a bit, because he was one of the rarest killers in the game recently.
    2. Find Hand/Eye, another thing you don't control at all
    3. Escape
    I couldn't get it for whole year and it's so stupid.

    And now it's same situation with map-tied achievement. Be lucky enough to get map, complete 1 special gen and then escape. I got this WD map maybe 5-6 times on survivors since release and every time I can't complete this gen.
    At very least, they shouldn't add "complete this special gen" to conditions.

  • I don't see Ghoul that often in my matches anymore and I didn't see Blight in my matches in almost a month somehow. Last 10 matches were Dredge x2, PHead, Bubba (yes, he had noed, if you wonder), Nurse, Wraith, Dracula, Pig, Huntress and Billy. I see a pretty good variety in my games recently, since so many killers were buffed to finally playable state. I also barely play my mains on killers now, because I love to try something new and fun, even if it's not that strong.
    Myers and Trapper rework/buffs were announced, so it should be even better.

  • @wilnunez said:

    While everyone's been talking about the new Fog Vials (which I also have been using), I haven't seen too much discussion on the reworks made to the Maps & Keys. I just wanted to say, I think this was a successful item rework.

    I know some may disagree, but I think Maps beforehand were very unintuitive. You had to run near many objectives you wanted to track (and there was no feedback from if the objective was track aside from the brief 'Map Scout' score event that popped up) and without add-ons, all the green Map could track was generators. So you either brought a green Map with add-ons to make up for what it lacked, or a Rainbow Map with add-ons to extend.

    Keys were also not very well-designed before because they were pretty much feast or famine items: you either brought a Key with no add-ons for the sole purpose of unlocking the Hatch, or you brought a Key with add-ons just to reveal Auras around you, with the only one worth its salt being the Blood Amber. These problems were exacerbated even further by chests; before it was risky to search a Chest because you could pull a Broken Key which, without add-ons, did absolutely nothing.

    With the rework, Maps and Keys now serve as AMAZING beginner tools. Even if you bring the worst rarity of either item (or pull them from a Chest), they provide solid aura-reading capabilities without the need to bring their perk counterparts (Windows of Opportunity and Bond respectively).

    I can't agree more. Not only amazing for begginers, but they have strong options for veterans as well. And blood amber finally isn't braindead wallhack on button, but still very strong is W in my book.

  • That's why it useful to play both sides and see it from both perspectives. Blight definately is nowhere near B tier, pretty sure you will see really strong Blight player and change your opinion on this.
    By far most overrated killer is Unknow, no doubt. Seeing him in A tier makes me wanna close video asap.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979222#Comment_3979222

    Literally used Vials against FttE and BBQ so many times and even won some matches because of it, managed to finish hot gen.

    Haha, that sounds so comical!

    'Hmm, I didn't get a BBQ reading, now I don't know which gen the survivors are at!'

    And then you see the two gens and one of 'em just has a giant smoke dome over it.

    Yes, good job hiding your location.

    Buddy, "giant smoke dome" can be on another side of the map, behind several textures, you know. Last match Dredge didn't see my aura on BBQ and he went on healing survivor, what helped me to finish gen. Game before it helped me against Unknown with FttE the same way. If it's "comical" to you, k, but this is just how game works.

  • @Karth said:

    People forget that Fog Vials do FAR more than just reduce visibility.

    Just saying :)

    Literally used Vials against FttE and BBQ so many times and even won some matches because of it, managed to finish hot gen.

    Idk, it's probably biggest community skill issue I saw so far, everyone post their screenshot with survivor on their feet and act like it should do something in this situation.

    This community seems to need some Hens or Ayrun video to realize how to use them properly, because I never saw so much struggling.

    Here is my super-giga-pro tips to everyone who is struggling with using Vials:

    – You need some distance. Attention: drop it under killer's feet won't do anything.

    – You need some good pathing. Drop it and just run straight line/expected way won't work.

    – You need to understand where to drop it. Yes, it won't do much in the corner of the map, you need to make killer choose among several ways where you could run.

    – Ideally you need to be healthy, because killer can track you with blood pools, but on map with high grass it mostly doesn't matter.

    You're welcome.

  • There is no reason to not bring something, unless you bring some perks for it. I usually skip lobbys where survivors have no items, because if you don't bring free help to you, why my match should be sweatier because of you?
    One brown medkit can be gamechanging, and even if you look for fun, I love to bring flashlight and I almost never come for fl saves, but sometimes it can be very useful, if you are in right place in right time.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978241#Comment_3978241

    Forgive me for asking, but, you mean the 10% opacity version?

    Because, yes, that one was relatively fine. I would just personally replace one of the current downsides with it taking away charges/increasing the cooldown significantly.

    Yeah, I don't see why they need to nerf Iri with basekit nerf on top of it. Do one or another, not both.
    Double nerfs are plague of bhvr and so many things gone completely due to these double nerfs. Medusa's Hair was addon which everyone was running, and after double nerf I didn't see it at all, for example.

    But besides it, I think it's fine nerf. And I'm pretty sure they will give to Vials like 4-5 charges what will result in no difference with them being endless, because you don't use it more than 4-5 times per match on average anyway.
    Ideally, I would make it 35% opacity in basekit, 3 charges only, Iri addon +10% opacity and -1 charge.

    But I'm glad we don't wait for another year or two to nerf them, it's not Vials fault that Sables use it a second before hit and then cry here that it's "useless". People would have learned how to use them properly in a month or two, and it would be nightmare to play against them in their current state.

    @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978298#Comment_3978298

    Looking at BHVR's past nerfs, they do love the double nerfs to stuff deemed too strong.

    STBFL, Ruin, Iron Will, Blood Amber and now Fog Vials.

    Why Blood Amber is here? It's finally in a semi-fair state over 8 years. Since when old OoO on button isn't strong enough for anyone to ask for buffs, lol?

  • Iri addon should stay as it is now with reverted opacity, but other nerfs are completely fine.
    If anyone thinks that current Vials isn't just "let me press button to deny chase", it tells more about player, than about Vials.
    It reminds me Drama situations, where it's insanely strong in right hands, but most people think that this is a weak perk, because you need just a little of strategic planning to get a value. And this is where most players have huge problems.

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