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hailxsatanxeveryxday

hailxsatanxeveryxday

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  • If everyone is playing the absolute best the game will allow them to, it's survivor-sided.

    But since high MMR puts players of so many different skill levels together, it depends on the game.

    Very low (new player) MMR can probably be seen as killer-sided since, if the killer has any idea how to comlete his objectives, Dwight hiding off in the corner while Claudette runs around unlocking chests for a daily can easily cost other players the game.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396966#Comment_3396966

    These are all terrible perks

    Not really keen on accepting that from someone who thinks there's only 3 good killer perks and they're all getting nerfed this patch. Did you ever consider that maybe your perspective is a bit warped because you're used to overtuned perks?

    Also how aren't the survivor perks mentioned beyond strong?

    Windows of Opportunity does almost nothing for a competent player. For the People is insanely situational and, in probably 49/50 matches will not benefit the survivors. Deliverance has way too many hooks and eyes for a relatively minor benefit that's further cut down outside of well-coordinated swiffer play, and Decisive Strike is the most egregious of them all.

    DS got trimmed neatly into the position of anti-tunnel to the point where it's effectively in the killer's control, 100%. The -killer- has to put in effort to get this perk to fire. And now, when it does fire, its effect is pretty much negligible. So not only does it very rarely come into play, its effect is also terrible.

    'But you can pair it with other endurance!'

    Now I'm sinking two perk slots into being able to do something when the killer tunnels, leaving me with only half a build if the killer doesn't! What a steal!

    Also how isn't reassurance complety bonkers?.They took Kinship,and made it better in every single way.

    And what was Kinship's value, exactly? How good was that perk?

    Seriously, stop comparing perks amongst each other and assess them on their own merits. Reassurance, in this regard, is not a strong perk just because Kinship is worse. Reassurance has limited value in very specific situations. It could've been good, but then it got gutted before it hit live in order to protect camping.

    i am able to objectively look at the fact that killer is being treated unfairly.

    Every single person crying about killer nerfs also thinks themselves objective when they do so, including the folks that cry about survivor stuff being OP while posting 2-gen 4Ks as 'proof'. Probably about 90% of them claim to be 'top MMR', and a similar number will probably answer that killer has never once been buffed.

    The game is way more balanced than people make it out to be. It may not be balanced to a plateau that people like, but it is balanced.

    You're missing the point.

    There are still lots of excellent killer perks, and most of them are pretty decent at accomplishing whatever it is they're trying to accomplish. But those don't help low-tier killers or killers with little-to-no mobility who needed some kind of gen regression meta.

    A lot of those killers still would've had a hard time with no gen regression perks left, but maybe the anti-healing meta would have balanced it out. But there's no anti-healing meta anymore, and Dead Hard got a placebo nerf instead of the real nerf it was finally supposed to get, so those killers are left high and dry.

    Leaving the OC/CoB combo out of it (which could be overpowered at times), CoB, Eruption, and Pop were all in good places before the coming changes. None of them were great on their own, but they had synergy, and you could use three perk slots to have a chance at doing heavy damage to a gen at least a couple of times a game, plus maybe some mediocre information on the side (I say mediocre because you could easily do half a gen before seeing a skill check a lot of times, and if you hit a great skill check, CoB gave no information, and there were plenty of times when a gen I kicked 30 seconds ago suddenly popped out of nowhere without a loud noise notification).

    The only change CoB and OC needed were to not stack with each other.

    Leaving a handful of regression perks in the weakened state they already were would have allowed them to be a viable playstyle even as mid-tier perks, but now they're all C and D-tier garbage. And survivors kept their favorite perk at the end of the day.




    tl;dr:

    No amount of Starstruck and NOED being good killer perks helps Ghostface keeps three gens from popping by the time he's gotten two hooks.

    The issue isn't that these were "the only good killer perks", the issue is that they were the only good regression perks left. Imagine if Dead Hard was given its original, intended nerf, and every other exhaustion perk was given a 300 second cooldown on top of it. Every single perk in the entire category is gone.

    And that was the point, but the meta that was supposed to replace them was stomped before it was ever given a chance.

  • @Sylhiri said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396713#Comment_3396713

    Regarding killer nerfs, isn't that because they want the kill rate to be a certain percent on average?

    No, the idea was that they were going to get rid of the gen regression perks, and the new meta would be about the slower healing speeds and the removal of extra health states via DH and Medkits replacing gen regression.

    Survivors threw a fit, and they got their healing speed and their DH back, but the killer perks (all of them; every gen regression perk there ever was) remain nerfed.


    It was wrong of me to call those nerfs "measly". A better word would have been "reasonable". It still would have been a hard change for killers that needed gen regression to get the time they need to secure kills against competent survivors, but killers had something to play for.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396663#Comment_3396663

    Weren't you also the person who was so upset about DH that you were just tunneling everyone off of hook? Or was that someone else?

    Well, I haven't been (unless it's been otherwise convenient), because the PTB doesn't run on Linux, but, yes, I think it would be a good idea to do that once it hits live servers.

    Look, maybe I'm madder about this than I should be. Like you said, I can always just tunnel people off of hook.

    Or I could just play Nurse.

    See? I still have plenty of options. I guess I'm just upset that survivors can cry on the forums for a week and get all of their measly nerfs halfway reverted, while killer perks get destroyed every time there's an update, and nothing is ever done about that. It just doesn't seem fair.

    Maybe because it's not. Neither is Nurse. I'll learn to deal with it.

  • I can't even believe how easy it is to avoid flashlights with a mouse. Those things are useless now.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396586#Comment_3396586

    Medkits also run out MUCH faster now.

    DH can't be used in the first chase at ALL. That's a HUGE nerf. It also goes away if you whiff it, another HUGE nerf.

    Not every Survivor player is a God at hitting the most optimal DH plays. Most of them are not capable of doing that.

    The perk is dead for the casual Survivor and very nerfed for the more experienced ones.

    It's really, really not much of a nerf at all. It'll still be the most-used exhaustion perk by a mile. Mark my words.

    Most of the worst situations that Dead Hard can create come out in the endgame or very close to it. If you eat a DH in the first chase, that sucks, but the truth is that survivors are a lot more sloppy with it in their first chase, anyway, and the real trouble comes when you've got one gen left and you're running Jolt, PR, Pop, and/or Eruption, and you can either take a pallet to the face or swing.

    Every single regression perk got completely decimated, while the most-used meta survivor perk since the game was released got a slap on the wrist that won't help in most real-world situations, all of the other exhaustion perks are still completely viable, and the healing nerfs got reversed.


    I'm a Michael main, and I've been trying out builds that don't use any of the nerfed perks at all, and my kill rates have dropped dramatically. And I haven't even seen one medkit today, meaning healing will be the same.

    Sure, there are the cheesy 3-gen T3 builds that just don't work anymore since they relied so heavily on the gen-kicking perks, but even most of his mid-tier builds have become unreliable since I can't even run just one of the regression perks and expect to get any value out of it. CoB had mediocre information and just okay regression, but it was worth a perk slot since you might get some value out of it. PR will not be worth running since you'll realistically get an average of 10-20% out of it four times (maybe 25% once, 7% twice, and 15% once), and that's assuming you're spreading hooks out (meaning, not getting any kills).


    I'm becoming a Nurse main. That's what I'm going to do. I'm going to put away the controller, bust out the mouse and keyboard, and just practice playing Nurse.

  • @Pulsar said:

    POV: The DH nerf, the CoH nerf and Med-Kits nerfs are actually buffs.

    Keep coping, I guess.

    The DH "nerf" is barely a nerf. You can use it in two of your chases instead of three. You can still use it for endgame saves and bodyblocking at the exit gates. You can still force lose-lose situations at pallets. That happening once can be game-changing against weaker killers depending on perk loadout (i.e., killer is running any regression perks that activate on hook/down, which is most of them).

    CoH and Medkits nerfs are valid, but only for solo queue.

    Any team on coms can easily coordinate a heal and take advantage of both medkit altruistic speed buffs and faster CoH times.

    I actually don't think anybody's going to run CoH anymore, maybe not even in SWFs, but gameplay for M1s after this update is going to be complete dog####.

  • @fussy said:

    Because with the new patch, this is the only worthy universal slowdown perk. And when it hit 70-80% pick rate after new patch release, don't forget to conclude that this perk is TOO OP. The description of his nerf can be justified by the fact that this perk "encouraged camping". No need to thank me, I'm always happy to help make matches 4-6 minutes long!

    I've been careful to avoid mentioning Deadlock in my recent posts because I was scared someone at BHVR would read it and get this idea.

    @AssortedSorting said:

    NGL Deadlock is peak braindead gameplay.

    Literally no interaction or input from the Killer whatsoever for maximum effectiveness, and I've been of the same opinion since its release.

    Needs to have some kind of interaction, EG: When the Obsession is Hooked, the Generator with the most progress is blocked by the Entity for x/y/z.

    Hard disagree, if for no other reason than the fact that it's now the only really good killer perk.

    Survivors still have half a dozen decent perks that affect gen speeds. Give killers at least another four or five, and we'll talk.

  • @Monlyth said:

    BHVR: "Borrowed Time is now basekit"

    OP: "Imma tunnel"

    BHVR: "Dead Hard now activates after being unhooked"

    OP: "Imma tunnel"

    BHVR: "Pain Res now rewards you for spreading hooks around"

    OP: "Imma tunnel"

    BHVR: "Medkits are weaker now"

    OP: "Imma tunnel"

    Just a thought, OP: Have you ever considered not tunneling? What with the devs doing everything in their power to discourage it, and all?

    No, I haven't. However, for your information:

    BT is basekit

    I tunneled less, because tunneling actually became less effective. Nothing I loved more than watching a survivor drop two seconds after getting off of the hook. That simple pleasure was stolen from me.

    Dead Hard now activates after being unhooked

    Yes, this is a good reason to tunnel more.

    Pain Res now..

    No, this discourages tunneling. It encourages faceamping instead and just hook trading for maximum value.

    Medkits are weaker now

    Has nothing to do with anything. If anything, this gives me a reason not to tunnel.


    Respond to others when I feel like it. Don't put words in my mouth.

  • I've noticed that I myself have been giving up at a much higher rate, but that's because I've seen a much higher rate of teammates not bothering to save me.

    If three people are on gens and they're all more than half done, fine. If Meg is getting chased by the killer, Ace is on a gen that's 30% complete, and Claudette is crouching in the corner on the other side of the map, and there's no way any of them are going to get to me in time before I reach second hook, I've got better things to do.

  • I said something to this effect above, but it doesn't mean we should or shouldn't make their game miserable. I'm not advocating trying to ruin survivors' time for its own sake.

    It's just, like the picture says, not my responsibility. Losing is rarely a whole lot of fun. If seeing DHs makes me miserable, then I'm not really thinking much about the fact that the only counter to it makes survivors miserable. It's just the nature of the game.

  • I get that response a lot. I grew up in an era when internet forum posts were commonly as long as book chapters. The internet was better that way.

    You need to start reading books. You have no idea how much brighter the world gets as your reading comprehension starts to improve.

    I'm not immune. I've been lazy lately, but I've been using techniques I learned from a speech therapist and starting to read novels again, and it's helping.

    @WeakestNurseMain said:

    Hey, I haven't seen you in a while hailxsatanxeveryxday, how's it going?

    Sleep deprivation on and off to the point of psychosis. Finally popped some of my zyprexa (nasty #########!) which I won't touch under normal circumstances, which knocked me out for 20 hours and left me feeling groggy for another 12, but I'm feeling a little better now.

    How are you?

    @BougieBlackChick said:

    Except once again, your strategy won’t work. 🤣🤣🤣 Hitting someone directly off hook isn’t going to activate their DH, it’s going activate basekit BT. All the unhook does is activate the survivors ABILITY TO USE DH just like it does with someone who runs deliverance and unhooks a survivor. Guess what? I still have to be hooked to actively use my deliverance that got activated. DH is still a perk that the survivor has to press their active ability button to use when THEY WANT TO USE IT.

    So hitting right off hook is just activating their basekit BT like it already does. Yes you’ll put them into mend state, but if you’re going against any team with competency, (which has always been the major issue with DH) the team is gonna help block you so they can run off and mend and therefore still use their DH. 

    Tunneling off hook isn’t going to rob someone of their ability to use DH, but since I get the feeling you were already someone who tunnels off hook anyway, please continue. 🤣🤣🤣

    You're wrong about everything.

    1. Right. Activating "basekit BT" is the idea. You want to hit them before the BT timer is up.
    2. I've been running Forced Penance in almost every game lately. I Love it with a capital L when survivors try to bodyblock.
    3. Even if you're not running Forced, no, they won't have time to "run off and mend" if you're even halfway paying attention to the screen. Stay on the main target; the other survivors will follow you and give you free stuff.
    4. Survivors who try to 3-man bodyblock don't know what they're doing. It doesn't provide much benefit, and it's too easy to get snowballed. If you're still doing that, you're probably still in low MMR. I very rarely see teams that do that anymore, and it usually doesn't end well for them.
    5. Even if survivors B through D all jump in front of me and take hits - which would, mind you, make me very happy, since they're all off of gens and now injured - that isn't going to buy enough time for survivor A to mend, and even if it did, it's okay, because the slowdown and the extra hits/downs I got out of it are probably worth it.

    I'll tunnel off the hook if it's an appropriate thing to do in that situation. Rendering my gen kicks completely useless and not giving me any reason to leave the hook while simultaneously making hard tunneling the only counter to DH means I'm going to hard tunnel.

    This is how the game wants me to play, as far as I can tell.

    I'm not out to ruin survivors' fun, but if the optimal way to play makes them feel like I'm giving them a big middle finger, that doesn't bother me, either.

    @Nazzzak said:

    If people already camp then they're still going to camp. Just like if people already tunnel they're still going to. Those who don't do either won't suddenly start because 1 they know they don't need to to win, and 2 they know pressure is the best weapon a killer can have and throwing that away on the slight chance someone has DH is a bit silly

    We'll see, but I don't think it's a "slight chance".

    A lot of the games I've lost recently featured three or four DHs, so I think you're understating how devastating that perk can be against low mobility and M1 killers. Hitting someone off of the hook can be the difference between that survivor dead before the last gen and losing the game.

    And since gen regression is gone, it's the most optimal play in most circumstances.

    If I stop seeing 1-4 Dead Hards every single match after the update drops, that's that, but I think that the prophesied "Sprint Burst meta" is going to give way only to the "Dead Hard Meta, Chapter III".

    @Bwsted said:

    Well, wasn't the argument for the ptb version that it encouraged the tunnel anyway?

    At this point, I mUst camp and tunnel is the default cop out for everything and its opposite.

    A change is made ---> it makes me camp and tunnel to counter it. The opposite change is made ---> it makes me camp and tunnel to counter it.

    It's always something else that decides, never your volition.

    You create the catch 22 in your head and then ride it to justify yourself.

    If you want to camp and tunnel, just do it and take responsibility for your choices. Trying the most sideways arguments to rationalize it because you want to feel validated with yourself and others it's just an exercise in futility.

    I think I've made several posts on this forum to the effect of, "I camp and tunnel because it makes life easier for me". I don't have to justify it.

    This post isn't about that, though; this is about a very specific meta change that has a very specific and effective counter. Even people who don't tunnel and camp as a matter of course are going to see this as an option, because it is one.

    Yeah, "I camp and tunnel because I have to" is a common copium cop-out, but so are "camping and tunneling is always a cop-out" and "you were probably going to camp and tunnel, anyway"; those are just ways of dancing around the fact that there are times when it's absolutely the correct thing to do, sometimes as the result of some change to a gameplay mechanic or another.

    I'm also trying to lightly point out the absurdity of introducing a gameplay mechanic with the stated intention of discouraging a gameplay strategy that it then goes on to directly encourage.

    @Remedicist said:

    Seems more effective to simply chase others and disperse pressure, no? I had a match where a Wesker tunneled a single survivor all game long, which caused a 3-man escape. The happens more often than not because leaving three other survivors uninterrupted makes them progress through gens faster. The healing changes are great because it encourage survivors to find one another and heal each other, effectively applying pressure by making sure that at least two survivors arent working on the generators. Learning how to apply this pressure on survivors is part of a killer's skillset, and only tunneling and camping a single survivor almost always ensures a loss for that killer.

    Also PR is generally only used around 4 times a match anyway. Therefore using it up to 4 times and causing 1/4th of a gen to be depleted each time is pretty great for that perk. Good for those that want it, but I don't use those kind of perks anyway.

    You're partially correct about this. If you're not putting any pressure and survivors are smart enough to do gens, tunneling can bite you in the ass. It's about knowing when to do it.

    I'm just saying that if you didn't notice an exhaustion perk, assuming DH stays meta (and of course it will), you gain more by proxy camping the hook (and "proxy camping" means you run off to go pressure a gen real quick while you wait for the unhook).

    @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371290/remember-if-you-dont-see-an-exhaustion-perk-tunnel-right-off-of-hook

    people just gonna run double exhaustion with DH now. probably balance landing. Some people already did that to begin with

    That's a good point, but if they're wasting an entire perk slot just to use 1-3 of their perks suboptimally, so be it. That probably works out in the killer's favor overall.

    If I start seeing this every game, I may very well just starting hitting everyone right off of hook, but I'm not all that worried since it's a pretty bad strategy.

  • @Steakdabait said:

    Good bait

    This isn't bait. I fully plan to hit survivors off of hook from now on unless I see an Exhaustion perk during the first chase, and I encourage everyone else to do the same.

    There's not really any incentive not to do this at this point.

    @Mr_K said:

    Even if you do it will still be enough time for the other survivor to get the Safe Unhook score. You are not stopping anything.

    In case you haven't been keeping up with the dev notes, they changed DH again since the PTB. Now it activates whenever the survivor who has DH is unhooked or unhooks themselves. That's why this post was made.

    In case you did keep up and you meant exactly what you said, I don't care about points; if I got 7K points and everyone else gets 40K points, but I somehow got a 4K, that's good enough. Really doesn't matter to me which survivors got which scoring events; I just want to keep DH from extending the next chase by 30 seconds because they managed to time it right at a pallet in the only area of the map that isn't a deadzone when there's only one gen left.

    @Phantom_ said:

    Never had an issue with DH before its 1st nerf, didn't have one after its nerf, and certainly won't have one after this patch.

    This entire post is just utterly sad. What a mindset to have.... must be exhausting.

    Yeah, I made fun of people who complained about DH before its first nerf, but then my MMR went up, and I started facing survivors who know how to loop.

    Even back then, you're right, it wasn't that big of a deal because I had my Ruin/Undying crutch to fall back on.

    But it seems that survivors get to keep all their crutch perks mostly unchanged, and I don't get to keep any of mine; the only thing I can do to keep myself above water is to play without them, which means playing mean and being aggressive.

  • @crogers271 said:

    Lots of people seem to be going with this line of reasoning and I just don't get it.

    Why aren't you playing this way in the game right now? You could have a 100% certainty that someone has DH because you hit it on the first chase. You could absolutely deny it for future chases by just proxy camping the hook and hitting them when they come off.

    If you're going to camp, okay, but I don't see why the possibility of new DH makes that more likely than old DH.

    Why am I not doing this all the time right now?

    Because, right now, it usually makes more sense to leave the hooked survivor so I can go find a gen to kick.

    In the new meta, gens are going to be flying, and there's very little I can do about that, so it's better to focus on removing a survivor from the match so I can have a better chance.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393069#Comment_3393069

    I'm playing the game to win. And with these changes, the counter to dead hard still remains to be, hard tunnel the dead hard guy off the hook, going out of your way to hit them right off of it, or quickly, so they get the deep wounds. Then you only deal with one health state.

    Instead, dead hard should either be entirely reworked, or it should have to be EARNED in a way that DISCOURAGES tunneling, and actively encourages healthy gameplay from both sides.

    My general proposal is to keep dead hard as is, but it works like mettle of man, so no deep wound shenanigans. Then make it so dead hard is not active, then if you are injured for 30 seconds, it activates and lets you use it. Once you heal, or are downed, it deactivates. This rewards killers for downing survivors quickly in a chase, and encourages survivors to play well (can't just hold w) and actually mindgame the killer.

    I think that they should make it work like original Dead Hard - distance, ability to dodge Trapper's traps, and all - except that it can only activate when a survivor is Broken.

    This would both remove DH from most meta playstyles while making No Mither a viable playstyle.

  • @almofan1001 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392982#Comment_3392982

    Yeah, pain res was also horribly nerfed to the point where it's pretty damn useless - I didn't see you complaining on Twitter about that.

    While the heal nerfs were substantial, they made sense in relation that gen regression was nerfed too heavily. Both things balanced each other out which would create a different meta.

    However, since one thing got reverted and the other one stayed the same, the end result is a buff to survivor indirectly by gutting all gen regression. Additionally, the fact that DH got buffed is insanity - this literally reeks of survivor mains screaming "DH is dead now" on Twitter.

    This is the truth.

    Not gonna lie; I saw the changes to healing being reverted coming, but I didn't expect them to buff DH back to the point where it's once again a guaranteed meta perk.

    PR is still useless, even with 25%. If you're running Deadlock and the 99%'d gen is blocked or a gen just popped or it's the beginning of the match and the only hook near enough to hook someone is a Scourge Hook, you just wasted a stack. And there are only four to begin with, and you can't spread them out among survivors, and you can't

    @Seraphor said:

    What's appalling is your total reliance on meta regression perks.

    I'm winning all round as a killer who doesn't use CoB, OC or PR.

    So then you're playing meta killers, or you're showing mercy to survivors and letting your MMR go below what it should be as a result, or you're camping and tunneling survivors, or you're using blocking perks instead of regression perks (Deadlock is still S-tier, and Merciless is S-tier at lower MMR levels but pretty quickly drops to F-tier at higher levels).

    Or else you just have 5,000 hours in the game, and most people's experiences aren't going to parallel your own.

    None of that really changes the fact that survivors who rely upon meta perks got their favorite perk back with a tiny little slap on the wrist, other Exhaustion perks weren't even touched, and every single regression perk worth running got destroyed over the course of two or three updates.

    Explain to me how that's fair.

    @Mystic_Mizu said:

    Here's another box of tissues because it looks like you used them all up in this forum.

    In no way, shape, or form was DH buffed. Pain Res was for sure buffed... you just can't spam it anymore like you want. And you're not convincing me or anyone else that you have not previously camped or tunneled every game already. Tunneling/Pain Res go hand in hand so I can see how you can be so angry.

    Maybe don't rely on gen regression perks to get kills.

    PR wasn't buffed. PR was given a heavy nerf, because even at 15%, you usually weren't getting a full 15% value out of it. Half the time, a gen was blocked, or a gen popped while you were trying to get to the Scourge Hook, or no gens had been worked on at that exact moment.

    With 25%, you'll only get more out of the perk under the most pristine laboratory conditions. In real-world situations, you're likely to get 25% off of a gen maybe one time, and all of the other times, the perk will be wasted on gens that have 7% or so done. You could buff it to 50%, and you'd get about as much out of it as 25% gets you.

  • It will have no tokens at all if you hit survivors right off of hook.

    So just remember: if you don't see an exhaustion perk during your first chase, you smack a survivor the second they're unhooked. Problem solved.

  • Didn't work. Will reinstall later.

    @Nonolls said:

    If you have any problems after the updates, just click on "verify and repair" and everything should work

    Again, didn't work for me. Will try reinstalling when I have time

  • I keep getting "ERROR_DETAILS_PakValidationFailed_MESSAGE".

    Tried updating, verifying, and copying the PAK files from Steam to Epic. Did they kill Linux support altogether, or did I do something wrong?

    Going to try reinstalling everything later today, but I don't have time to download 60GB right now.

    If this update killed it, I'm probably done with DBD. I don't have enough space on my hard drive to perpetually keep a Windows partition on it just for one or two games.

  • Is anybody else having trouble with the game as of the update today?

  • @Grum said:

    Dead Hard isn't a second chance. It's an exhaustion perk that you can easily outplay (unlike virtually every other exhaustion perk).

    Then it would ultimately be better for survivors if we got rid of it, right?

    I see it multiple times every match. Those survivors who do run it must just be confused, then, since the other exhaustion perks are so much stronger and completely uncounterable, and it would be better for them if they were forced to use other exhaustion perks.

    Every survivor main on the forums seems to be in agreement on this: other exhaustion perks are so much better and DH is completely counterable in every circumstance.

    Why don't we just nerf Dead Hard into the ground and make everyone happy?

  • I wish there was a way we could replace the music tracks in the game with our own.

    Some people might play in complete silence in hopes of hearing the other side better, but that doesn't give you any advantage that buying a $300 pair of headphones wouldn't.

    I'd pay a full DLC price for the option to replace all of the ingame music with horrorcore, goth rock, and black metal.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366901#Comment_3366901

    I say that because the perks have no pre requisite or cooldown so they can be used repeatedly on the same gen without punishment. Pop and PR require you to get hooks which can force you away from the 3 gen if survivors play properly

    When using CoB overcharge you have no incentive to leave because you’re perks will work regardless. This creates passive gameplay since you are not encouraged to actually end chases

    If the killer is playing the game at all, they have to get hooks, which can be used to lure them away from the 3-gen. I just got out of a game with Spirit where survivors were competent at this, and the last gen popped just as I was about to hook someone with PR. 2K.

    What PR and Pop do is make it safer to take chases; they don't by themselves necessitate taking chases. That's already necessary.


    If you gave Overchange/CoB a cooldown, they'd be useless. Overcharge is already useless on its own and can even make CoB worse in certain situations. CoB would become completely and entirely useless if it had a cooldown and survivors could just tap it to get rid of it. You'd see it about as much as you see Ruin now.

    Which might be where you're headed with this? Trade you for Dead Hard getting nerfed into the ground the way Ruin was.

  • @BenOfMilam said:

    You actually spelled out why tunneling early is one of the WORST strategies a killer can use.

    Tunneling a survivor from the word "go" is what will get you the scenario of survivors being maximally efficient on gens. You chase one guy, hook him, hover around the hook so you can chase him as soon as he's unhooked, repeat until he's dead.

    Problem is, only one survivor needs to come for unhook. Leaving the other two free to do gens. So instead of pushing people off gens and buying time, hardcore tunneling makes the other two or three survivors free to slam gens with impunity.

    Sure, you got one guy out. But the cost was four gens.

    Spread pressure and keep people off gens. You can win with 12 hooks and 0 slowdown, it's just a matter of using the right strategies and the right killers.

    Those last four words are the problem, though.

  • @Phasmamain said:

    So with merchant’s release there’s been a lot of discourse over her ability to camp a 3 gen. This similarly happened with knight (I’m sure you’ve all seen the hens video)

    But I feel like a lot of people are placing the blame on the wrong thing. The number 1 cause of this issue is not these killers but the current gen kick meta. Fact is without overcharge, CoB Jolt and PR this strategy wouldn’t really work. CoB and overcharge are solely designed for defending a 3 gen which is not something a perk should be designed around

    Once the meta shake up was released we began to see complaints of killers camping 3 gens from the start of the match giving survivors no room to counteract it. These perks incentivise kicking the same gens repeatedly while not interacting with the survivors which was not true of the other metas.

    These killers definitely aren’t engaging to play against but this is more an issue with current regression meta than the Killer’s designs. By creating a more engaging regression meta I guarantee this strategy would become rarer than a twins main

    No, no, no.

    1. Where did you get the idea that CoB and Overcharge were "designed around" camping a 3-gen? Was there something in the patch notes that I missed? Because, as a huge fan of camping 3-gens from the start of the game, I find that this combo isn't very good for that at all. Contrary to popular belief, camping a 3-gen is risky, and good survivors are going to stay on gens as much as possible and hit those Overcharge skill checks, so it's worse than CoB on its own. This combo great for general regression during normal gameplay, but it's bad for camping a 3-gen.
    2. You do have to interact with survivors to use perks that are actually good for camping a 3-gen, like Eruption, Pop, and Pain Resonance. If you're just kicking gens with CoB and Overcharge, you're going to lose the match, because it's a bad strategy. If you're losing to such a bad strategy on a regular basis, you might want to try doing gens instead of looting chests and hiding in lockers all game and expecting poor Dwight with his brown toolbox to carry the entire team.
  • Just had another game where something similar happened. This time "Deploy drone" showed up, but pressing L2 just caused the radar to flicker in and out of existence (SM's hands were still there) without actually deploying a drone.

  • @Zombi3Kat said:

    Well we just got the Knight who is a anti loop 3 gen focused killer.

    Now we get The Skull Merchant who is a anti loop 3 gen focused killer but less powerful.

    Having back to back killers who have the same focus isn't gonna pique any interest. Even more so when its a playstyle only a small portion of the player base are interested in. Even more so when its the same small interest focus just less powerful.

    They wanted a technology focused killer and a sort of "apex predator" feel to the killer. Well, there are many other ways to do this. Maybe the killer could focus on using technology to manipulate the map and alter tiles with their technology and use the drones which move around the map instead of being stationary to herd the survivors into these tiles.

    Maybe they could force the survivors to act against each other in certain ways like they could reveal themselves or reveal the other survivors and if they don't choose the altruistic option the next time they get hit with a negative status effect it's multiplied in effectiveness. They could tie this in with some sort of commentary about social media.

    These are good ideas.

  • I don't hate her, but her aesthetic design is boring, I don't care for her backstory, and her gameplay doesn't seem appealing. "Weak" M1 killers are my bread and butter, but I never really warmed up to Knight, and I don't see myself playing a whole lot of Skull Merchant.

    I'm really excited for her to come out, but I'm not sure why, considering that I'm not going to use any of her perks and I'm never going to play her.

    If there's one thing I do dislike about her, it's that she's a wasted chance for a better killer to come out.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359186#Comment_3359186

    Well that’s kind of the problem with pre dropping. It can win you games even if you aren’t good at looping with how fast gens are, that’s why even the really good comp loopers pre drop.

    I actually don’t think that’s the m1 killers goal in the first couple minutes. Of course varies which killer as well. if you’re just kicking pallets that are pre drops for the first few minutes you’ve basically already lost the game.

    But if you're an M1 killer, there's nothing else you can really do. The goal is to make the map unsafe. Your first chase is long, but it pays for later, shorter chases.

    And yes, if you're playing against survivors who have any idea how to play, gens are popping in the background like machine gun fire if you didn't think to bring Deadlock (or Ruin/Undying in the old meta); that's why people have such a low opinion of M1 killers.

    Luckily, in public matches, survivors usually do not have any idea how to play efficiently. Playing Ghostface or a non-gimmicky Myers build against a comp squad rarely ends well, but not every game is against a comp squad in public matchmaking, even at higher MMR. People are off looting chests and blessing totems or teaming up on gens without Prove. So it works out.


    Also, some of the teams I've played against who I could swear are indeed comp squads loop me to hell and back and know exactly when to drop the pallets and how to use them effectively. They don't just predrop random pallets; they run me around the loop exactly as many times as they know they can do safely, chain several windows from different structures together, and top it all off by using a pallet to stall me at that point so they can run me around again or make it safely to the next loop.

    Those are the guys you really don't want to run into as an M1 killer. If that happens, yeah, just better to drop chase and go pressure gens in hopes you can catch someone off-guard.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359105#Comment_3359105

    It varies. I think you see more pre dropping the higher mmr you go. I do think a lot of groups will test you though as well. If they can tell you’re a good mind gamer they’ll quickly switch to pre dropping.

    Generally speaking if it’s an ultra safe loop like a jungle gym for example you never respect as that is extremely punishing if they fake you. The only ones you could consider respecting are the mind gameable ones. Can’t afford to ever respect safe loops.

    I'm not sure about this.

    I predrop a lot of pallets, and I'm not a good survivor. I do it because I don't know how to loop, so I'd rather just stall the killer for five seconds than risk going down even quicker than that.

    If they just predrop every pallet on the map, you're kicking them just as soon as they can drop them, which is the main goal of a first and second chase in a game with an M1 killer.

    If you're talking about predropping against specific killers as a counterplay (it doesn't make sense to not predrop pallets against Nurse, Spirit, Nemi, etc.), that's one thing, but that's how you're supposed to deal with those killers.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359138#Comment_3359138

    Never mind guys, this historically strong Trapper strategy is actually bad because Garden of Joy sucks ass

    I'm just saying, I haven't even gotten it to work. I don't think there's anything those guys did to me that couldn't have been done on any other map.

    I don't think you'll see any success with this strategy on Trapper against survivors who are coordinated. You can decimate an SWF with 3-gen infinite T3 Myers, but all they have to do is dedicate one guy to dismantling your traps and Trapper is finished.

    3-gen Trapper is only really effective against idiotic survivors... but, on other hand, I guess that can be said about everything else Trapper does in general. It probably is one of his better strategies, then, but that's not saying much.

  • @GrimReaperJr1232 said:

    Yeah, yeah, another Dead Hard post. But I want you to sell it to me. How is this perk fair?

    I played a game of Trapper today. In it, there were four dead hards. I kept track and I ate 9. How did this happen?

    5 of them were from Dead Harding into a pallet. What do I do? I didn't lunge, btw, I just kept walking because I know they can react to me lunging. Swing when they end their DH before they can drop the pallet? What if they don't DH, which did happen twice? Not to mention, latency/server can make the timing borderline impossible to nail at times.

    3 of them were from body blocking a hook, and obviously, waiting isn't much of an option. (to be clear, those 3 were all on the same hook/for the same survivor).

    And then there was 1 in the open when I tried downing a Yui when she got off a gen while injured. Alright, that was fair.

    9 Dead Hards, 5 of which I could literally do nothing, and 3 that were done in solidarity to save a teammate. Even discarding the latter, that still makes 5/9, over half, being Dead Hards I physically could do nothing about.

    So how's this fair? Sell it to me. Justify it. And before you say it, Nurse and Blight being stupid strong does not justify stupidity on the other side. It just makes both stupidly strong.

    You already know the answer: it's not fair, especially against killers like Trapper.

    I don't know that I've ever eaten nine Dead Hards in a single game, and maybe you could have baited some of those out or done something to improve your odds, but I get your point.

    I've had to retrain myself to get better at baiting DH since it's started appearing more over the past few months, and that helps a lot, but there are still those four-mans where everyone is running it and knows how to use it at pallets and combine it with protection hits, and I'll end up with five or so Save stacks before I see a down.

    @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358658#Comment_3358658

    Trapper excels in 3-gens, these Survivors are evidently playing to their strengths, so should OP.

    In what universe? Some of the most frustrating games I've ever played involved trying to get a 3-gen going with Trapper against decent teams on maps like Garden of Joy.

    You have two people doing separate gens, one person looping you away from the 3-gen towards a jungle gym, and one complete ######### running around undoing all of your traps, and you don't have enough chase potential to catch anyone in a reasonable amount of time unless you brought Bamboozle and another anti-chase perk (in which case you didn't bring enough regression perks and will ultimately lose the 3-gen).

    If you didn't bring some of his best addons plus four gen regression meta perks and also get multiple hooks and preferably a kill before the 3-gen (which usually involves risking the 3-gen by leaving the area), I hope you enjoy the sight of survivors T-bagging at the exit gates.

  • @Blueberry said:

    I think survivors have picked up more so on the map design and gen speed issues as well. I’ve started to see more groups just pre drop everything since they know that there’s enough overly safe loops once the pallets thrown that even throwing them that fast the gens will be nearly done by the time they run out. It’s quite annoying as you basically are just playing a pallet break simulator and not actually getting to even try to play skillful and play the game till you’re down to 1 gen or less. Hence all the tunnel someone out asap.

    Prior people could at least stack tons of slow down/gen regression instead of the tunneling asap to compensate but as those get nerfed there’s only one option left.

    If the majority of the games loops weren’t way overly safe once the pallet is thrown and more of a 50/50 mind game of who’s the more skilled player we’d see way less pre dropping.

    Also maps in general need massive shrinking in size to be more playable.

    I sure wish I saw more predropping. Survivors I come across try to mindgame every pallet they can. They assume that you'll respect the pallet the first time and don't drop it, which gives them an extra loop or two around the pallet if they were right.

    Obviously, not respecting pallets just results in taking a bunch of pallets to the face, because not everyone does that.

  • @jesterkind said:

    I wouldn't really call either of them nerfed into the ground, though.

    Don't get me wrong, they could both use help, but it wasn't the nerfs that harmed Billy the most- Overheat makes zero difference at all, and losing his good addons did hurt a little but I'd personally argue he's more a victim of being outdated than he is of a specific update killing him. Things like more collision heavy maps, and the way the game has generally sped up enough that his kit can't quite keep up.

    Deathslinger is also in a much better spot than most give him credit for. That's not to say he's perfect, I'd say the way he feels suffered the most and that's something that absolutely warrants more help, but he wasn't nerfed into the ground- most of what was changed was very necessary and healthy considering the state he was in prior to the update.

    Both of them need changes, but it's unfair to say they were "nerfed into the ground and left to languish" since that isn't really true of either of them.

    Billy used to be the most painful killer to face next to Nurse. His nerf changed that immediately. He instantly dropped to a mid-tier killer at best. I hated going against Billy and never played him myself, but I actually felt bad for Billy mains.

    I don't notice much difference playing against Deathslinger. He really didn't need a nerf to begin with, but I can still get decent killrates with him using a controller (although I really didn't start playing him until after his nerf).

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359045#Comment_3359045

    Maybe i am the only one who has matches where i can not down a survivor within 60 seconds after match start and i lose 3 gens while i hook my first one. For me it helps very much that i know 3 gens are blocked and i can chase a survivor in a zone where i have gens to protect + wanna clear pallets without loosing 3 gens in no time. For me and my playstyle it works for a bunch of killers very very well.

    No, that's a pretty common experience for me as well, but Corrupt just forces them to go to a different set of gens while you chase one, delaying the problem by a few seconds at best.

    I find that in half of my games, I can get an early down if I decide where survivors are likely to have spawned and go harass them before they've had a chance to get their bearings.

    In the other half of the games, yeah, focusing on that first chase will cost me three gens (more if I make a mistake) if I'm not running Deadlock. When that happens (I'm in an extended chase getting nowhere, and I break five pallets only to end up at a two linked jungle gyms with three more pallets), it helps a lot to actually just abandon chase and go harass some people off of gens, potentially finding a weaker player in the process who isn't able to loop me for 5 gens in a row (and who doesn't know which pallets were lost in the initial chase).

    But my point is that it's useless in half of my games.

  • Trapper is an F-tier killer. He's the worst in the entire game. He needs a gimmick build or an iri to even match other M1 killers' basekits.

    Personally, I favor STBFL, NOED, Forced Penance, Starstruck, Trapper Bag, and Makeshift Wrap. Down someone one time, plant three traps near the hook, facecamp until someone comes for the save, chaos ensues, gg ez. My kill rate with this build is something like 75% (but survivors tend not to be very happy in the endgame chat). Unfortunately, this build suffers from the same problem every other Trapper build suffers from, which is that it relies on survivor stupidity in order to work.

    And that's the problem. His entire power revolves around survivors making bad decisions or forgetting to look at the floor. Some games aren't going to be winnable.


    My advice:

    You do need some slowdown. Enduring is really only good with Spirit Fury or Hubris (if you can call those "good"), and Brutal Strength isn't worth a perk slot here. Replace one of those with Deadlock; that perk by itself solves the problem of all the gens getting done immediately.

    You have to patrol and pressure gens. Focusing purely on chase will get you genrushed against any competent squad. Think of it this way: if you smack someone working on a gen, forcing them to run away and heal for 20 seconds, that's as good as a old school, pre-nerf Pop kick. Don't necessarily drop a chase to go kick a gen, but if you can scare someone away from a gen or force them off for a few seconds without going too far out of your way, do it.

    Facecamping and tunneling can also get you genrushed unless you're running some passive slowdown, so think twice about it. It might be tempting to try and get someone out early, but the reality is that an M1 killer with no slowdown focusing on chasing one survivor three times is going to get you #########.

    Instead, focus on targeting two survivors. Get one on a hook, find another and hook them while someone else has to abandon gens to go for a save. That's three people not doing gens. That's a lot of slowdown on its own. Then go back and hook the first survivor again.

    Focus on the weak links. And if you notice that one of the survivors is especially bad in chase - just truly, absolutely terrible - take advantage and tunnel them out (my previous advice notwithstanding).

    Start chases as fast as you possibly can. That's tougher with Trapper than most for obvious reasons, but early downs and early hooks do a lot of damage to survivors.

    Try to take advantage of chaotic situations (multiple survivors in the same area all trying to run away or loop you at once, survivors going for a save, etc.). If you can catch a survivor off guard and smack them twice in rapid succession because they were distracted instead of having to do the loop dance around a jungle gym first, that helps.

    @Aven_Fallen said:

    Honestly, ditch Lightborn for Corrupt Intervention. My Perk-Build with Trapper is the same like yours (except for the change I have written) and I am doing fine to the point that I am satisfied with how the matches go, even tho I dont get many 4Ks, because Trapper is just a really weak Killer and it would be easier to play with more Slowdowns than just Corrupt Intervention.

    You really need Corrupt Intervention as Trapper, because it forces the Survivors to move around a bit before they can work on Gens, which gives you some time to set-up without losing so much Gen-Progress. You can even use the whole time of Corrupt Intervention to set-up, since they wont be able to work on 3 Gens for up to two minutes.

    And on some Maps, Corrupt Intervention can block a good 3-Gen, which would allow you to trap the area to make it really hard for Survivors to chase there. And in the end, it does not really matter if you lose 0 Gens or 4 Gens, as long as not all 5 are done.

    Lightborn on the other hand... I can somewhat understand why people are running it because they dont have to deal with Flashlights at all. But it is a wasted Perk-Slot... Flashlights at Pallets can feel annoying, but they are actually good for the Killer, since the Survivor is not getting distance during this time (and especially when they are injured, you can hear them while blinded). And Flashlight-Saves are easily avoidable.

    Furthermore, once the Survivors realize that you have Lightborn, they wont waste any time to get their Flashlights to use, which means that they will be more on Gens... Overall, it is not really a good Perk and a Slowdown-Perk (like Corrupt Intervention) would be the better choice.

    Flashlight saves are easily avoidable, but the real danger there is forgetting that survivors have flashlights or just being too lazy to look around and getting surprised.

    Also, flashbangs can be uncounterable in situations where flashlights are not. I've come across survivors who have developed godlike skills with their flashbangs. If they're dropped at just the right moment when picking up a survivor, there's nothing you can do. They can also be used for uncounterable locker saves the way flashlights used to be able to.

    99% of survivors with flashbangs are even worse with them than the average survivor with a flashlight, but those other 1% would be a great reason to run Lightborn if they weren't 1%.

    @HugTechLover said:

    You need to drop lightborn. Waste of a perk slot. Flashlights are easy to counter. As others said, run corrupt or some kind of slowdown instead.

    Lightborn sucks if you're running it every match unconditionally, but I'd argue it's a B-tier perk overall. It can win games all on its own if you see 3-4 flashlights in the lobby. You can spend all game getting free hits by pretending to be afraid of their flashlights.

    @Veroles said:

    Playing killer without corrupt intervention is like you say "hey survs, enjoy free win". At least for killers which do not perform very well and do not have a good map pressure like trapper. Or you have a anti 3 gen buiild with hardcore regression and you realise very early what you wanna defend.

    Like @Aven_Fallen said in different words.

    But not even that can higher your win chances really much against good survivors. Only when the RNG is on your side, you really have a chance to beat high skilled ones. (Map + gen spawn + loop spawns + hook spawns...)

    And also when a lot people dislike it, a "smart" hook camp inside your 3 gen is something what helps massively.

    Man, Corrupt is only good on Trapper, and only because you have to spend the first 30-45 seconds of the game setting traps. You should be starting chases fast and early with any other killer, and then it's useless as soon as someone goes down.

    It was just a passable perk even before its nerf, honestly. It slowed the game down for a few seconds at the start of the game, and then you were down a perk slot for the rest of the match.

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359030#Comment_3359030

    It's 10% for the missed skill check in total right? The extra 5% from OC and 5% from base or am I wrong?

    I agree overcharge skill check isn't effective against good survivors. I think as long as the skill check occurs if they tap and they will miss it it synergizes well with CoB and it's own regression as they cant just run by and tap to stop the reg if they're under pressure.

    I'm pretty sure that if you miss a regular skill check, that's 10%, but Overcharge's skill check is only 5%.

    I run CoB+Overcharge all the time, just not on 3-gen builds. It's a strong combo, but the danger is that survivors can break even a perfect three-gen really fast if you didn't manage to kill one before the 3-gen comes into play or if they all realize what you're doing and start trying to break it early.

    Every second counts with that strategy. Bad survivors are dead in the water either way, but good survivors will run you for your money, and if they break the three gen, game over.


    Also, if you're camping a 3-gen, it's fine if they tap a gen. You can just kick it for an extra 2%, and it restarts the CoB timer. If they just keep running back and tapping the gen, and you keep kicking it, it'll go back to zero even faster than if they weren't tapping it at all, assuming you're fast.

    Really good survivors can hit that skill check while running.

  • @Basement_Bubba420 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359022#Comment_3359022

    Doesn't overcharge force the very difficult skill check making it a bad idea to just tap gens? If they miss that it's a insta 10% loss.

    Insta 5%, not 10%, and it's very easy to hit. If it's a good survivor team (which is your biggest concern in these types of situations), they're going to hit it every time, and against bad survivors, 15% from PR or 5-15% from Pop is still a better deal.

    Overcharge works really well in this build against bad survivors not because of the 5% skill check, but because of its synergy with CoB, because bad survivors will run off to heal or try to vault pallets on the other side of the map to distract you while the gen goes back to zero.

    Good survivors know that they have to risk doing gens in the killer's face if any of them want to make it out alive, and sometimes it works.

    Overcharge+CoB is decent for general regression builds (and Deadlock is good with those types of builds, too), but I wouldn't recommend it for this. (I'm a scumbag, and I have a lot of experience running this build.)

  • @Basement_Bubba420 said:

    Call of Brine, Overcharge, Eruption, Deadlock.

    Get a 3 gen and have a 30 minute game.

    I run that exact build sometimes, especially on M1 killers with no mobility since Deadlock is a must on those, but if you're just planning on camping a 3-gen from the start, skip Deadlock.

    Instead, run either Pop or PR. And also consider replacing Overcharge with one of those perks, because if the 3-gen happens and all survivors are still alive, the gens are going to be getting tapped a lot before Overcharge/Call of Brine even reaches CoB's base 200% regression, and also you're going to have to take some risky chases, giving Pop and PR some value from hooking a survivor.


    That way, when you kick a gen, it gets maybe 5-10 seconds at 200% regression, which is 2-5% on top of the initial 2%, then another 10% when you down a survivor due to Eruption, then another 15% when you hook, and then you kick the gen again, which gives you an average of 5-15% from Pop on top of the base 2%, plus another 5-10 seconds before the gen gets tapped at 2-5%.

    So your total with PR and Pop instead of Deadlock and Overcharge is 38-54% for one round trip kicking, hooking, and chasing. If everyone's alive, you really, really need that, and Deadlock doesn't help you in a 3-gen.

    And while Call of Brine and Overcharge are very strong if survivors leave gens alone, they won't be realistically doing that in a 3-gen situation, so in most cases, it's worse than just Call of Brine on its own for that strategy unless survivors are too stupid to hug gens while you take chase.


    Camping a 3-gen from the start can be a solid strategy, but if survivors start get all the gens in the 3-gen more than halfway done, and everyone is still alive, that can be hard to come back from if they're competent.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341253#Comment_3341253

    For "the worst perk in the game" it sure does have a tendency to appear on at least 2/4 survivors in my trial. All they did was change it to be gimmicky vs m1 killers while EVEN STRONGER against m2's.

    I meant the worst for killers.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341253#Comment_3341253

    For "the worst perk in the game" it sure does have a tendency to appear on at least 2/4 survivors in my trial. All they did was change it to be gimmicky vs m1 killers while EVEN STRONGER against m2's.

    I meant the worst for killers.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341258#Comment_3341258

    I'm hoping that was a slip-up that they weren't supposed to put in there and it'll be getting nerfed in the mid-chapter or something.

    I'm hoping that they changed their minds and decided to nerf Dead Hard instead.

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341261#Comment_3341261

    They don't even cost 5K to buy in the web. Aren't they closer to 2K?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341042#Comment_3341042

    There is plenty of win. You still got a ton of extra BP during the event.

    I'm not saying they're expensive. I just don't like having 800 of them in my inventory and not being able to get rid of them ever.

  • @Entitled_survivor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341285#Comment_3341285

    Hopefully they finally deal with perks like prove/hyperfocus and addons like bnps next

    I mean, I honestly don't really care about those. I see maybe one BNP like every other match, and it's not usually paired with Hyperfocus.

    It's awful when you run into a four-man that all have BNPs and Hyperfocus, but that's happened to me maybe once.

    BNPs will get you 25% of a gen over five seconds, or basically one full gen for free when combined with Stake Out/Hyperfocus (at the cost of half of a survivor's loadout), which isn't really an issue when compared to the bigger picture.

    I'd much rather see them nerf DH properly. If a BNP gives survivors an extra 20 seconds of gen time once per game, DH can give them an extra 30+ seconds every time it's used, especially when you're playing an M1 killer and they're good at using it to force a lose-lose scenario.

    I don't feel like BNPs have had much effect on my games even though I see them frequently, but I'll still get 2-4 survivors with DH every game, and I can think of several times off the top of my head I've lost because of that recently.

  • This won't actually address the disparity between SWFs and solo players at all. Teams will still be able to consistently counter its effects, while solo players will not.

    I'm fine with getting rid of incapacitated, but changing it from 10% total to 10% current is way too much on top of that. How the hell does anyone think that will make it "more impactful on generators that are nearly completed"? Now it will be 9.9% damage in the best case scenario (which will almost never be the case), while it will probably do closer to 2-5% on average.

    Before, it would do 10%, plus an extra... what, 7-8% because of incapacitated?

    Again, I'm fine with getting rid of incapacitated, but games were already getting harder as an M1 killer main what with survivors getting access to gen progress. We still need a way to keep gens down.

  • @FMG15 said:

    They will be useable for the next Chinese New Year event. Only the Halloween offerings are useless

    Yeah, and then you'll buy two hundred more of them for every hundred that you use next Chinese New Year's.

    I'm kinda with the OP on this. We should be able to trade them in for 5K bloodpoints apiece or something. We'll never actually use them all.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341176#Comment_3341176

    On the German dbd Twitter where they announced the eruption nerf that mentioned COH. It’s taken down now but they mentioned it. So it’s possibly getting nerfed.

    It was mentioned in the same sentence as Eruption, which was nerfed. They ended up removing the language implying a CoH nerf, and that's apparently bot being nerfed, so maybe they backtracked on that.

  • Dead Hard is still the worst perk in the game.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339770#Comment_3339770

    The game is largely figured out at this point. Every once in a while there might be some new tech that is discovered, but your improvement hinges entirely on never messing up, identifying the survivors mistakes and quickly capitalizing on them.

    Like someone else said, be the bad guy and play dirty. Slug when you need to, camp when you need to and absolutely above all else, tunnel the ######### out of someone if you need to.

    The game is largely figured out at this point.

    This is the mentality that gives me hope.

  • @HoodedWildKard said:

    You sure they didn't bring a hatch offering? Or perhaps they just got lucky, hatch only spawns in limited number of locations.

    I'm so pretty sure there's a slight exploit where the future hatch spawn location (as it's decided at the start of the game) retains collision for the purposes of dropping items on it. So basically it prevents you putting items on where it will spawn.

    Sweaty players who know all the spawns could well scout around for this, particularly if they want to complete a hatch challenge.

    No. Read the thread.

  • @Xernoton said:

    So... Git gud?

    That's the idea. The question is how.

    How do the best players do it? What I can do that even they're not doing?

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