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  • @Crowman said:

    Pinhead has an addon to deep wound injured survivors who break the chains. So that's going to see a lot more use now.

    Good to see a weak addon getting a buff, although the chains already prevent pressing E, so it might not be as useful as people think.

  • @dspaceman20 said:

    Anything that increases legions use rate seems bad to me

    Probably because you don’t like them, not because you think they’re overpowered

  • I don’t think generator speeds will increase, but I do think more Survivors will be inclined to bring gen perks, toolboxes and be more “gen rushy” to counteract the extra 50 seconds of gen progress needed each match.

    Flashlights will probably become less common and more Survivors will die on hook because no one will leave their gen.

  • Killer is the easier role for farming points. Running around as Legion without even hooking Survivors can get you reliably over 20k

  • Or they could just be more creative with stats.

    Right now most movement speeds are 4.4m/s or 4.6ms. Why not have a 4.5ms or 4.7ms?

    Most Terror Radii are 24m or 32m. Pig used to have 28m but it was changed pretty early on. Why not some 28m or 40m?

  • @wizencrayfish said:

    But... Mikey Boy!!

    Aka early Mori Boi

  • @Steel_Eyed said:

    If anyone’s curious, the max with event bonuses is 272,350. OP was close.

    The calculation is 32,000 x 8.3 (five flans, BBQ, and BloodHunt), plus 6,000 for twelve event hooks and plus 750 for finding crown and unlocking bonuses.

    Wondering what I was missing now lol

  • It's pretty bad, but I think it was supposed to be bad. Look at its "competitor" in Premonition

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/3009692#Comment_3009692

    Well the i-frame can simply be baited out so I'm not sure why people would complain about that part.

    Dead Hard validation + Killer powers with limited use make it pretty impossible.

    Its possible to reactively Dead Hard things like Hachets, Knives, Harpoons, Crows, Victor, Blinks, Vomit etc. which forces cooldowns/reloads. It's literally strong enough that you have to fail a hit to even get the Survivor to use it they can hold their Dead Hard all day waiting

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008641#Comment_3008641

    well these powers are all reactionary powers. most of these killer can walk to the survivor as 115% m/s and the survivor cannot vault windows because they cannot dead hard during window vault and they cannot put pallet down because the killer can swing into the pallet and hit them during pallet drop animation. Apart from say nurse, most of these killer do not need to use their power to down the survivor and can counter-play dead hard for iframes.

    In nurses case, She doesn't need to "counter-play" dead hard because she gets so many chances to hit the survivor, like every blink can potentially require a dead hard. in many ways, she counters dead hard by blinking more... aka wasting dead hard.

    with other killers, they don't get 2 blinks every 6 seconds to waste dead hard. they get very few chances to hit the survivor in first place, so the single dead hard for distance described by Nick post can extend chases for minutes on end. Luckily, most of survivor that utilize dead hard are not very good loopers, so they typically go down pretty quickly from personal experience.

    I would say both iframes and the distance are powerful but I would say that distance is universal useful across all killers where as the iframes is more situational if the killer is competent at playing killer.

    The 1% increase on movement speed for lethal pursuer and the 2.5% movement speed increase on survivor for hope made me smile a bit.

    I don't think you've played some of the Killers I mentioned. Victor cannot "miss" a pounce without becoming kickable. Artist has a limited amount of time to place her crows and a cooldown once she uses them. Huntress, Deathslinger, Plague and Trickster all rely on getting angles for shots; there might only be span of 0.5 seconds where a Survivor is vulnerable before reaching an extremely strong loop and they can pre-dead hard it for the i-frames to 100% guarantee safety.

    If Dead Hard didn't have i-frames, Survivors would always have a potential chance to go down against ranged Killers. Sure it be difficult for a Killer to time the hit right due to the movement speed of the dash, but it wouldn't be impossible anymore.

    I think Dead Hard deserves to be viable, but Killers should have characters they can play to counter it. If the perk was able to be countered by all Killers, I don't think Survivors would bother equipping it anymore. That is the reason I think the dash should stay and the "i frames" should go. Also, the perk art and description kinda doesn't make sense anymore if there's no dash.

  • @Nick said:

    I don't get why people want to keep the deadhard for distance. "Dead Hard - (nerf) - dash distance doubled. invincibility frames removed."

    The reason why deadhard deserves a nerf is because deadhard for distance has no counter. This is how an average chase goes: Hit, mistake, deadhard for distance to a window or pallet, hit. It's so repetitive and boring. Deadhard should NOT give any distance. Just give it the Enduring status effect for 1 second. So it's actually about 'dodging' a hit and not about call-able but no counterplay distance.

    The strongest part of the perk is forcing Killers to waste their power by reactively Dead Harding.

    Ever since Dead Hard validation. Killers like Nurse, Blight, Huntress, TWINS, Trickster, Nemesis, Pyramid Head, Deathslinger and Artist basically have to use their power to get rid of Dead Hard there’s no real way to “outplay” it.

  • @Mandy said:

    I believe it's normally set for 1pm ET, so around 30 minutes or so time

    The anniversary event was delayed to start at 1:30pm ET so all login rewards are at 1:30pm ET. Not a crazy difference but it throws people off

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3006264#Comment_3006264

    And M1 Killers will still suffer. The distance is the biggest problem. Having the i-frames againt strong Killer is fine in my opinion, but the distance crushes the already weak M1 Killers.

    Basic M1 Killers will always be weak. That's a design issue that has existed since the game was released and will never be fixed.

    Also, Coup de Grace exists for M1 Killers determined to counter a nerfed Dead Head without invincibility frames.

  • @geni said:

    I hate your dead hard rework, everyone complains about dead hard for distance and not the invencible part, i would like if when you were injured you could crouch to protect you from a attack and then it would give you the exhausted status

    Not true. Killers that down with their powers more than traditional M1s are weakened more by the invincibility frames more than the distance like Nurse, Blight, Twins, Huntress, Trickster, Nemesis, Spirit, Artist, Pyramid Head, Hag, Doctor and Deathslinger.

    Survivors will be shocked how many things they used to be able to "dodge" will hit without the invincibility frames.

  • @Witchubtet said:

    I think Ruin is fine as it is? Since Totems usually get killed within a minute of a match?

    I actually do as well. But its confirmed to be getting updated so I had to come up with a change for it

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3005381#Comment_3005381

    That's still fumbling the purpose of the perk and narrowing it down dramatically when the only problem with it is BT bodyblocking.

    A much, much more tailored solution with no collateral damage is to have Endurance remove survivor-killer collision for the duration.

    I still feel like the Survivors could abuse that. Sorta like how two downed Survivors can stack on top of each other to prevent the Killer from choosing which Survivor to pick up and cause an accidental Decisive Strike.

  • @Firellius said:

    Borrowed Time - (nerf) - if a Survivor takes a protection hit with endurance, the endurance effect is ignored.

    This would be a crippling nerf that would demote Borrowed Time to F tier, mostly because it's very unlikely for Borrowed Time to proc without the unhooker still being nearby, thus qualifying any hit taken as a protection hit. It'd narrow the usability of this perk down so badly that the only perks that would be worse than it would be No Mither and Autodidact, which are both actively detrimental.

    If a Survivor is healthy, the hit wouldn't count as a protection hit. And maybe the description could be reworked to say hit within 2m of an injured Survivor to be more strict than a protection hit.

    But regardless BT needs to be an anti-tunnel perk not an unhook in the Killer's face and force the protection hit to get both Survivors out the exit gate perk

  • That would be so much fun. Great way to make Head On competitive with the other exhaustion and keep the meme factor everyone loves

  • @Mazoobi said:

    I'm sad seeing none of Jane's perks on there.

    They have potential but are heavily handicapped with specific conditions and limitations.

    Especially Head On. It's so dynamic but needs a little bit more love.

    Imagine if Head On stunned the killer from vaulting into them

  • @GannTM said:

    I am 100% doubting BBQ is getting buffed. They specifically labeled it as meta in the anniversary stream.

    I'm assuming the Devs know its picked for the blood points more than the aura reading.

  • @FeelsBadMan said:

    They need to add a way to earn tokens in a match. 4 is just not enough to justify running it.

    I think four tokens will be much more impactful when your tokens aren't wasted by another Survivor being nearby and giving you away regardless of the perk. It usually happens at least once per game right now sometimes even more

  • @ThatOneDemoPlayer said:

    8 seconds of 150% haste for a recently unhooked Survivor to help them avoid tunneling.

    Just ban any remaining non-Blight/Nurse Killer player at that point, it'd kill the game just as well

    Don't worry. It doesn't counter No ED face camping, so you'll be safe

  • @Annso_x said:

    150% haste for 8 seconds is... a LOT, that's like 3 sprint bursts in a row it's absotuley nuts. Imagine if it stacked with actual sprint burst you'd be zooming like crazy lol.

    I agree it needs a buff but like that's just too much. Maybe make it 150% haste for 3 seconds, you give the survivor a sprint burst to run away, which should be enough.

    It needs minimum 4-5 seconds to be useful. BT gives 2 seconds of speed boost while the Killer is slowed wiping their weapon. Plus there's a slight delay in the unhooking animation before the Survivor can run.

  • @[Deleted User] said:

     Some perks really need to be cranked up to the max to be useful

    Yeah i agree. Even If wake up was 100% from 25%, hell even if it was 300% it probably still wouldn't be meta.

    Wake-Up could be really interesting if it was a perk that gave buffs when there was one generator left.

    When one generator remains, generator, unhook and gate opening speeds are increased by 20% for the rest of the trial.

  • @MrMori said:

    150% haste?? Have you gone mad?

    8 seconds of 150% haste for a recently unhooked Survivor to help them avoid tunneling.

    If that was Guardian's effect, it would probably do wonders for the game health. Keep in mind that BT gives 2 seconds of 150% Haste from a hit plus the Killer is slowed while wiping their weapon which is pretty big net distance and thats what Guardian has to compete with.

  • If I had to guess, it was a bump from people playing the new PTB and the week long blood hunt.

    New content and bribery tend to get people playing temporarily

  • @[Deleted User] said:

    It is sad to see how many perks are unviable. If the overhaul is only going to change 20 perks per role then the tier lists are probably not going to change very much.

    I think the biggest thing they need to focus on is the new perks that they release. They've been pretty bad recently. Haddie Kaur having some absolutely Dreadful perks. Overzealous in particular, clearly nobody did the math behind that perk. Basically impossible to get any real value out of unless you are running it to compliment inner strength or something like that.

    Yeah it bothers me how bad the new perks are. Out of Haddie, Jonah and Yoichi the only good perk is Overcome with Empathic Connection being average and the other seven perks between being pretty terrible

  • @Sakurra said:

    What link did you used to do this?

    dead by daylight dbd survivor perks 6.0.0 ptb haddie haddie kaur perks haddie ptb roots of dread dlc dead by daylight dbd chapter 24

    It's a good tier list maker because it has the perks updated to the Dredge Chapter

  • He should have a lullaby like Tricker and Huntress, but that would take additional programming and sound design.

    Changing a number is easier and its BHVR

  • @Jivetalkin13 said:

    And? You're still injured, I could still hit you again.

    After you break the pallet and after you catch up at 115 from the speed boost of hitting them... all while getting denied an insta-down that wouldn't have required any of that

  • @Laluzi said:

    ...meanwhile I've been trying to figure out what the hell to do when I'm up against Never-Sleep Pills. Thank you for your wisdom.

    kindly forget reading it. thx

  • @[Deleted User] said:

    That's not reliable

    Survivors can get hit through pallet drops. But they can't get hit through a pallet drop and completely miss the pallet stun. It's one of the most reliable mechanics in the game.

  • @Audiophile said:

    So sure, all the stuff that was covered for the 6th Anniversary sounds fine but… as a survivor main it sure appears to me that nothing was done to address the major issue with the game: Namely that it is balanced for Killer vs 4 man SWF thus making Solo play terrible.

    These are just facts:

    Im an 8k+ hour survivor and (should be) High MMR. When I play with a 4 man SWF we do fine. Mostly 4E sometimes 4k… it’s mostly balanced but, if there’s imbalance it’s usually in our favor.

    As a solo its a completely different story. 80% of the time there’s a DC or quit. Mostly I am NOT with teammates of my level. And of course this is worse on off peak hours when matchmaking has even lower likelihood of creating a balanced game. So common scenario - 4 man quickly turns to 3 man, vs Blight or Nurse using BBQ, Pop, Pain Resonance, Corrupt… and proxy camping and/or tunnelling. This is simply not winnable. This is a majority of solo games. Sometimes the killer is a lower MMR which helps but mostly the imbalance is among the survivors.

    Does Behaviour understand how aggravating it is to CONSTANTLY play unwinnable games because of bad matchmaking at higher MMR? And then of course, I don’t win so my MMR drops, generally exacerbating the issue, though also possibly increasing the chance I get lower MMR killers. But my experience for many months now is that most games are versus decent killers running very strong builds and then a DC or quit and a weak team.

    Maybe think about fixing this stuff before you get all excited about preset loudouts.

    A couple things to think about - Enable a slider to choose matchmaking more by accuracy or by speed. Personally I’d rather wait for a fair game then get quick terrible games.

    Increase bloodpoints max to 32k regardless of the bucket they fall in (stop screwing over players that run the killer all game) and make it easier to pip all the way to red 1. Why its still harder to pip into gold and red when all this grading system is now is a time in game indicator is a mystery. And stop penalizing people for quitting. My main problem is that many games are unwinnable or just cruel… e.g. 1-3 of your teammates quit (penalty system doesn’t deter them) and you are forced to play a losing game or get penalized. Or the killer just feels like being a jerk and letting you bleed out… you have to suck it up or get penalized. Allow us the freedom to get out of unfair situations for god’s sake.

    Anyhow… that’s enough for now. I don’t write in these forums often because of toxicity so don’t expect a response from me if you respond. Thanks…

    MMR works well at high levels for Survivor. I usually get teammates that prioritize generators and are competent loopers. The price to pay is blights and nurses all the time. It’s sweaty but the games always feel winnable.

    Maybe mid/low tier MMR is a mixed bag and I think thats what this post is about

  • Jonah is latino? I thought he was just vaguely American with no reference to his heritage except maybe his last name but he could be European Spanish with the name Vasquez (especially since it's a Basque originating name).

  • Watch self-healing become basekit and Self-Care be changed to speed up self-healing.

    BBQ probably won't get a direct nerf. The Devs should notice that the bloodpoint bonus is the reason people use it. So they'll add the BBQ stack mechanic to other perks as competition or make the stacking bloodpoint bonus base kit.

  • @Leatherface1990 said:

    I have seen 1 survivor do that all week. For the rest, I saw were 50 D/C's and maybe won a couple.

    I wish I was low enough MMR for that.... the sweaty Survivors are painful man

  • @sizzlingmario4 said:

    I still haven't fully learned the layout of RPD. I know everything else pretty well though.

    I do still get mixed up on badham variations/what changes between them.

    Good to see someone knows their way around RPD. You RE fans really get a big advantage on that map (deservedly so)

  • Windows is good at all levels for one reason: you can identify which sections of the map are dead zones. Even if you're a pro if you're playing solo queue you're not gonna know where all the pallets got thrown. Alert and Any Means Necessary are also good for this if you've got a good memory.

    Doesn't matter how good you are at looping if you didn't know shack pallet was thrown and the Killer has an insta-down

  • Trickster doesn't need it. The high wall loops that can't be thrown over or quickly force a pallet drop are pretty rare.

    He's pretty strong at most main buildings though if you're good at him. Trickster is also one of the few Killers in the game that can down at shack without breaking the pallet. If Trickster correctly predicts a vault, he can get 3-4 knives from range.

    Chases with Trickster are not a matter of IF they're a matter of WHEN. On the majority of loops he will down a Survivor regardless of how experienced that are or which exhaustion perk they have

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/320162/the-killer-perk-meta-is-pretty-balanced

    Great meta balance with 10 out of 90 perks being used always depending on the character.

    Most of these perks are slowdown perks that can be used on every Killer with some success.

    If we want to add-in all the perks that could be meta depending on the Killer (like Bamboozle on Bubba or Infectious on Oni). You'd probably get 10-20 more perks

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/320162/the-killer-perk-meta-is-pretty-balanced

    there are more meta killer perks than the 8 you listed, and for survivors, well #########. they only have 4 meta perks lmao. sad state to be a solo survivor main

    You're right Killers have more meta perks that I didn't list. I was focusing on slowdown options specifically. Things like BBQ, Tinkerer, Starstruck, Infectious Fright, No ED, Blood Favor, Discordance, Save the Best for Last, Bamboozle, Monitor and Abuse and Discordance are all potential meta perks depending on the Killer.

    I would say the SS/S/A Tier Survivor Perks are Circle of Healing, Shadow Step, Unbreakable, Dead Hard, Overcome, Sprint Burst, Spine Chill, Resilience, Decisive Strike, Borrowed Time, Iron Will and Deliverance. It's not a ton of variety and its worse for Survivors because they're all the same so there aren't Survivor specific builds in the way there are Killer specific builds. But its more than four meta perks

  • @dugman said:

    Self Healing is hypothetically ok, strong or weak entirely depending on how long it takes to heal. For example, if CoH allowed you to heal yourself, but it took 60 seconds to finish, you’d be crazy to do that, you may as well just be out of the game and let the killer run wild in a 3v1 for 60 seconds while you heal yourself at that point. On the other hand, self healing that only takes a few seconds is too strong. So somewhere between those extremes is a time length where self healing using CoH is useful enough to equip the perk but still has enough of a trade off in the time it takes that it’s not overpowered.

    The newest nerf to CoH that’s coming next week puts it at something like 21 seconds? I don’t know off-hand if that’s too slow or too fast or about right but it is a bit faster than just having the Self-Care perk itself (which takes 32 seconds) but with the disadvantage you have to spend some seconds running to where the totem is to use it, have to spend time blessing a totem initially, and if the totem is snuffed or the totem placer is killer then the ability is lost. So it probably is ok in general if it’s just slightly faster than Self Care by itself, meaning I’d think the range of 21-32 seconds is where it will be “good enough” without being too strong. We’ll see how things shake out next week I guess. 🤷‍♂️

    COH is balanced if you think of it only affecting the Survivor that brought it as an alternative to Self-Care.

    But as soon as start to think about the fact that the perk affects other Survivors that didn't bring the perk giving them the full value. It gets pretty crazy.

    Another way to nerf COH would be for its self-healing to be Self-Care 32 second speed for other Survivors but faster for the Survivor that brought the perk.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916831#Comment_2916831

    I am helpful to team mates. But that like I said, doesn't make them helpful to me.

    The crazy part about DBD if that the most optimal coordinated teams will split up virtually at all times and are willing to let individual teammates get tunneled/camped to win the overall game.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916804#Comment_2916804

    Me helping my team doesnt mean my team is gonna help me.

    And my helping my team escape, doesn't really benefit me in any way? Sure, I can get a good ol pat on the back for being a good team mate, but in terms of game rewards what do I get?

    Example: I stay to save a team mate, save them and I get hooked, they survive and I die. What game benefit did I get from it? None. I get a lower MMR, I dont get escape BP.

    And no, me stating factual stuff from the game doesn't mean I am a selfish survivor, like the OP decided to claim.

    I said that you seem to ignore the team perspective of the game. Self-interested is slightly different than selfish.

    Not being very helpful to teammates unless it directly benefits you (self-interested) is different from being perfectly comfortable with sandbagging/farming teammates when it benefits you (selfish)

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916767#Comment_2916767

    Unfortunately team play only counts when you are in a SWF, solo Q is full of selfish people.

    I don't think COH is too strong right now after the nerfs, and I think the other boons are mediocre, besides shadow step which is the only one I have a problem with.

    You're not really looking at COH from an overall balance perspective. You're just looking at it from the perspective of if you, a solo queue survivor, would run it for your own benefit.

    My guess is that you probably would never run perks like Empathic Connection, Borrowed Time or We'll Make It. But you might appreciate if other people ran them.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916763#Comment_2916763

    Ok, but that implies healing others, in solo q. Where is my benefit as a solo player?

    The entire idea behind Boons is that they're for team play. Think of COH needing to be brought down to Dark Theory, Shadow Step and Exponential level. If its better than those perks its probably still too strong

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916752#Comment_2916752

    So for a perk to be useable for yourself you'd need to bring a medkit?

    It turns a brown medkit without addons into a double heal medkit with 100% speed. Also, anyone who heals in the circle gets We'll Make It. And if you really want to get spicy it would make Self-Care normal medkit speed

    But yeah its best with a medkit. Literally any medkit.

  • @Bwsted said:

    https://forum.deadbydaylight.com/en/discussion/comment/2916603#Comment_2916603

    https://forum.deadbydaylight.com/en/discussion/comment/2916601#Comment_2916601

    They changed the input. If you hold m1 mid blink you will lunge first frame available. It's a relatively recent and intentional change.

    That is very good to know. Sounds like it'll be a little clunky to get used to but worth the effort to learn

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