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iloveandhatethisgame

iloveandhatethisgame

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iloveandhatethisgame
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  • @MoZo said:

    We’re coming up on 1 year since the nerf done to adrenaline last year and I was curious on what others thoughts on it are. I still hate the nerf that took away the “adrenaline off hook” since it made the perk way more swf friendly rather than a balance between all roles. I understand why it had to go because it put killers in a lose lose situation. The speed nerf and Freddy interaction with it was completely fine and an understandable nerf. I wish they would bring back adrenaline being on hold if you’re disabled because it feels horrible when you go down right before the last gen pops or if you’re solo q on hook and your teammate pops the last gen before you get unhooked.

    it’s great in swf it’s very risky in solo que. Because you can’t see your teammates perks, you can literally make it to the endgame and have that perk not activate because you were on the hook. Hope doesn’t get this punishment so thank god for that

  • @Dadeordye said:

    https://www.youtube.com/watch?v=cD2I1PDXAJA&t=961s

    From 17:38 to 17:58 this guy says something that I've never realized before to be an actual thing: Killer anxiety.
    There's so much BS killers have to endure from the survs every match…
    For myself I can say that I do get this EVERYTIME, but 90% of these times I still go through and play killer. The other 10% I can't go through mostly because I had a crappy day at work and I know playing killer will make this much worse.

    for me it’s about getting embarrassed that I get somewhat worried about when I play killer. Losing for me is not an issue. I have had many draws and losses that I felt I played well and I was positive about. I have also had some terrible games where I can’t do anything and the survivors rub it in your face. It sucks and while those experiences I can’t forget, I always try to go in just hoping for just a few good plays.

    I guess another part of that nervousness is the fact that you are alone. I think many can agree that in 2v8 the losses feel better because you’re with a partner.

    I feel like if you asked this maybe 4 or 5 years ago then I think everyone would agree that people would have anxiety as killer as back then survivors were the power role and had way more ridiculous stuff to use against you. The devs have made improvements that the feeling about being nervous has gone down significantly



    I did watch the entire video to get the full context. And god was this video tough to get through

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893016#Comment_3893016

    I doubt it. I've already seen people saying, "No, killers shouldn't get anything. They should just have slugging taken away." And those people have the devs' ear. Anytime survivors have a problem, it gets dealt with. Anytime killers have a problem, "Skill issue."

    bhvr has made the game much better for killers over the past few years. If your asking for changes that will guarantee you wins every game, then that is not happening

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893001#Comment_3893001

    They hooks shouldn't have to respawn. They shouldn't be destroyed upon a survivor death, period. It adds nothing to the game, only takes away.

    And you're right about the unhookable thing. The devs have made it to where survivors want to get hooked. They can literally run to basement as soon as they're about to go down, get hooked on purpose, use Wicked for free self-unhook, take a hit with OTR, get downed again, use DS, get out of being downed again with Dead Hard. And that's a 3-gen chase, easily. What was the killer supposed to do? Know they had those perks exactly? Survivors' builds literally turn the worst possible scenarios for them into positives.

    extreme doomposting

  • @ForumPikmin said:

    "I used to pray for time like these"

    https://us.v-cdn.net/6030815/uploads/6WLUFRLVC0NQ/screenshot-2025-03-06-at-10-49-55-e2-80-afam.png

    Rest is piss Knock Out, you will NOT be missed

    I’m just happy that we won’t have to deal with this perk anymore in solo que

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892543#Comment_3892543

    It sends the message that when slugging is the killer’s choice, it’s frustrating and should be fixed. But if survivors force the killer to slug, it’s not frustrating, and doesn’t need to be fixed.

    Survivors are still dedicating builds to making themselves unable to be hooked, but that’s not frustrating, and doesn’t need to be fixed? When I play against SWFs that swarm the area with flashlights, flashbangs, and sabotage toolboxes, to force the killer to slug... that isn’t frustrating, and doesn’t need to be fixed?

    Is slugging an issue on both sides of the game, or is it only an issue when it’s the killer’s choice to slug?

    Yeah whatever

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891883#Comment_3891883

    Of course it's a fair perk. It was fair at 30 seconds of blockage, and now it doesn't even do that. It's barely more slowdown than a hit of Eruption.

    the perk is still good

  • @danielmaster87 said:

    A perk made for SWF to abuse.

    to killer mains, every perk fits this criteria

  • @SummerBBQDwight said:

    Pause the timer for 30 seconds on hooked Survivor. I feel like when anti-camp is introduced this perk will maybe be absolute or not good. Its allready not that great perk unless its in SWF group and killer really wants to just secure kills.

    I think it’s a good perk but unfortunately it is situational. I think it’s fine tho

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891804#Comment_3891804

    I agree. The part that is going to frustrate me the most is that deadlock and plaything will now be general perks available to everyone that levels up the bloodweb.

    I didn’t think about that but having deadlock be a general perk will be a great thing. It is in my opinion a healthy perk

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891491#Comment_3891491

    medkit with syringe does not extend a chase nearly as a long as 20+ seconds of wallhacks will do.

    considering I’m seeing more people complain about syringes, yeah I would say getting a heal of and having 3 health states is better than 20 seconds of walk hacks

  • @Clevarz said:

    I feel like chemical trap is underused as a perk and not as valued as it should be even as a killer main which I'm usually against all survivor perks but holy this is broken and looks fun to use it gives the killer 2 options which guarantee distance for the survivor walk around the pallet until the survivor messes up or the survivors runs and gains distance or break the pallet causing yourself to be slowed and the survivor gets a good amount of distance which is like insane and I cant even be mad about it because it's kind of clever and means they are actually doing the objective and not just bullying me and it's kind of funny seeing the survivor just whip a almost C4 like contraption out of nowhere and skedaddle off

    in conclusion, Chem Trap is broken use it more I love you guys

    meme perk

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891421#Comment_3891421

    The key addon with wall hacks on the killer is actually the best item in the game.

    medkit with a syringe is better

  • @danielmaster87 said:

    They're already good items. They're add-on dependent, and some add-on combos which are allowed are stupid (because they don't do anything, i.e. 2 duration add-ons w/ no effect). But I'm afraid of what might happen if the devs want these items to be on the same level as toolboxes and medkits. Survivors already don't need that's stuff to win, and again, maps and keys are fine, if not a tad niche.

    there is a reason why even ever people get a key or a map in a chest they get annoyed. The items suck. They should be on the level of a medkit which are not op anymore. Toolboxes are a different story as it depends

  • @justadreampallet said:

    personally I think Midwich is the best map for survivor and killer.

    Not in terms of balance but in terms of fun. It brings back actual suspense cause you can’t tell where the killer as Survivor and as killer you get a easier patrol path but you need to search more cause there are a lot of nooks and crannies for survivors to hide in.

    my best matches are on that map. I’ve slipped behind killers and hidden behind tables without them knowing and I’ve had so many fun killer matches whether playing Ghostface and popping out to insta down survivors or as Nemesis and showing having the survivors hear my Stomps from around the map.

    swamp is the worst map in the game. For killer and survivor.

  • @Thesevenspirits said:

    Killer and survivors enter match without perks, offerings and add-ons, no tools box, medkit, map nothing.

    Which side do you think will dominate under a standard match?

    Give well structured arguments only

    In a Dead by Daylight (DBD) match where both the Killer and Survivors enter without perks, offerings, add-ons, or items, the Killer has a distinct advantage. Here’s a structured breakdown of why:

    1. The Killer’s Built-in Strengths

    Unlike Survivors, who rely heavily on perks and items for efficiency, the Killer’s core mechanics remain potent even without enhancements. Key advantages include:

    Inherent Map Pressure: The Killer always knows where Survivors will be (e.g., generators, hooks, exit gates). Survivors must constantly move and react, while the Killer can dictate the flow of the game.

    Guaranteed One-Hit Advantage: While Survivors need two hits to go down, they have no way to heal themselves without a medkit or perks like Self-Care. Once injured, they stay vulnerable.

    Hooking Survivors Is Unchanged: Without perks like Decisive Strike or Deliverance, Survivors have no second chances after being hooked. A Killer who gets a down always progresses toward a sacrifice.

    No Tool-Assisted Loops: Without Dead Hard, Sprint Burst, or medkits, chases are entirely skill-dependent. The Killer’s speed and mind games become even stronger.

    2. Survivor Struggles Without Perks and Items

    Survivors rely on their perks and items for resilience. Without them:

    No Healing: Without Medkits or perks like Self-Care, a single hit puts a Survivor in a dangerous state indefinitely.

    Longer Generator Times: No toolboxes, Prove Thyself, or Resilience means generators take the full 90 seconds per Survivor, allowing the Killer more time to pressure objectives.

    No Chase Perks: Perks like Dead Hard, Sprint Burst, and Window-related perks help Survivors extend chases. Without them, most Survivors will go down quickly.

    No Hook Second Chances: Perks like Borrowed Time, Decisive Strike, or Unbreakable give Survivors counterplay after being hooked. Without them, the Killer has fewer obstacles to sacrificing players.

    3. Exceptions & Edge Cases

    While the Killer generally dominates in a no-perk, no-item environment, a few scenarios could challenge this assumption:

    Map Dependence: Some maps (e.g., The Game, RPD) have strong natural loops. A highly skilled Survivor team could out-loop a basic M1 Killer.

    High Coordination: SWF (Survive With Friends) groups can communicate and make strategic plays. Even without perks, a well-coordinated team can extend the match.

    Certain Killers Struggle: Killers like The Trapper, The Twins, or The Pig, who rely heavily on their power and add-ons, may struggle more than straightforward Killers like The Wraith or The Hillbilly.

    My Conclusion: Killer Dominates all the time.

    it would probably be a draw

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891366#Comment_3891366

    There are no killer sided maps, except for how Hag performs on Midwich, the Knight on The Game, or Ghost Face on Lery's. But those are niche killers with, what, 1 favorable map? A "killer sided map" would be one where all killers perform well on it, every time.

    just like there are plenty of survivor sided maps, there are plenty of killer sided ones. Haddonfield is killer sided for example.

  • @Vrose29 said:

    I would love if they added a "favorite" mechanic where you can select x amount of characters (survivor/killer) and they stay at the top of your list. Or if not, just more freedom around organizing characters. It's small but it would be so nice.

    ^i like this idea. I always thought we should put the characters in the order we want

  • @CountOfTheFog said:

    BHVR posted this a couple days ago and now I'm on the fence. They make some good points about the risks in the final paragraph.

    What do you all think?

    https://us.v-cdn.net/6030815/uploads/D13GZF0DBD6J/screenshot-20250226-134729-chrome.jpg

    rework no mither and then we good. Show us our teammates perks

  • @KFChris18 said:

    I already saw a hacker play as Dracula in the last 2v8 so he would likely work

    wait that actually happened?

  • IMG_0020.jpeg IMG_0021.jpeg

    after having multiple games go like this tonight yeah I can’t wait for the changes they got to make the game more enjoyable. Took a week break from this game and I had a 12 game losing streak with only 3 games that went normalish in those loses. I did break that streak finally but wow it was miserable

  • I don’t think this is the easiest killer has ever been. That would be the gen kick meta. I do think this is the second most easiest time killer has been. Especially since there are no survivor perks that break the game like old dead hard or mtf

  • @fixblitzskin said:

    you got your classic badham, eyrie of crow, the game, RPD, midwich, haddonfield that people constantly talk crap about and it’s not undeserved. Personally (as a killer main) I like all those maps. RPD and the game can be a pain at times but as nemesis there not but as Freddy they are but still don’t loath it. I hate badham and eyries tho but every killer does. The map I don’t see to much hate for that I loath is groaning store house. I don’t like the main building. Absolutely annoying to play against. That’s why when I get that map I don’t play main, Everytime a survivor tries to bring chase there I leave.

    easy the swamp. Both versions. On killer and survivor. I think it’s the worst map in the game it’s so boring and I hate the loops on that map. I don’t like really anything about that map. I whenever I spawn into the map I always get in a bad mood

  • @MoZo said:

    I’m really surprised I don’t see this perk a lot. STB is one of if not the strongest perks in the game currently for survivor but it seems like once in a blue moon you see this perk in a match (unless it’s a swf, there’s usually 1-2 STB’s when I go against or play in a swf). I recently played around 10 or so games using STB with babysitter in solo queue and when I tell you in about 8 of those games we won single handedly because of STB. In the vast majority of solo queue games, there’s usually 2 players with 1 hook state, 1 survivor without any hooks and the last survivor with 2 hook states. Most killers almost always try to go for the survivor on death hook but with STB completely kills their pressure. This perk is the definition of game changing and I don’t know why it’s not meta. The expose should never be an issue if you have half a braincell, more than half the killers in the roster have an m2 that they primarily use during chases so you shouldn’t be going down to expose unless you’re in a bad area against an m1 killer but even then if you just wait for the killer to leave the area and get the stb unhook you should have plenty of time to make it somewhere safe to outlast the expose. Solo queue survivors if you’re seeing this, PLEASE run this perk in every match for like 10 games and I promise you that you’ll never want to take it off because of the pure strength this perk gives.

    I don’t have the perk unlocked since I didn’t buy taurie

  • @xGodSendDeath said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888997#Comment_3888997

    Sounds like the players should develop gamesense and understand where the chases are happening instead of crutching on a perk that plays the game for them

    ah yes just like when old eruption was a thing, the common counter killers players suggested was “develop game sense of when someone was gonna go down”. Thats so helpful

  • @xGodSendDeath said:

    I love me some forum posters that will talk about how killers need to get skilled and get some gamesense but in the same breath defend Windows of Noobertunity to the death despite it literally playing the game for survivors

    I don’t even use this perk, but the reason people defend it is because it helps solo que since you can’t tell what pallets are available when it’s your turn to get chased. It doesn’t play the game for you. You still need to do well in chase

  • @BorisDDAA said:

    Where did this agency term come from. I keep seeing it in every post lately

    idk but I like this dislike button lol

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886977#Comment_3886977

    lol im fine with losing one in ten matches because I got outplayed, the problem arises when you remove the only chance players have against those teams. then you lose the matches because you never stood a chance to begin with.

    You have to deal with this one in ten matches, survivors have to deal with this every time they get camped, tunnelled or slugged. Why should we care about what is a rarity for you when it has to be balanced against a common thing for survivors?

    this response was awesome🤣

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886328#Comment_3886328

    ok, cool? youve made the amazing connection that both perks were meta. perks have varying strengths and dead hard completely outclassed both ruin and noed x 10. if your whole argument is a "but both were meta gotcha" then i guess you win in that regard.

    and yeah, when me and my swf played back then we never even bothered cleansing ruin because we just hit the skill check and did the gens. it was meta against bad to decent players. new ruin is better

    “ok, cool? youve made the amazing connection that both perks were meta”

    Nope just called out your bias

  • @deifi said:

    BHVR DEVs need to revisit the balancing system, you're bleeding players and as someone who's been played for a few years it's become hella unfun, especially with how killers are now playing this game.

    • Bring back 80 second Gen finish times
    • Improve your anti camp system - killers are still hover camping, make the anti-camp bar exponential growth dependent on how often killer returns to hook zone.
    • Rework your maps to stop being killer biased - looping or stealth are the only defensive mechanism but you've effectively limited it with all these survivor perk nerfs and map nerfs.
    • Nerf Doctors Spark or Madness - you shouldn't be allowed to cancel totem cleansing progress even with Calm Spirit
    • Bring back original dead hard - make the game more survivor skill based.
    • Bring back 5 second decisive and keep it available for end-game like the OG.
    • Bring BOT killers - exhausting playing the same scumbag killers.
    • Nerf Scourge hook

    Most games are just survivors instant dc'ing or giving up almost immediately. BHVR either balance this game back to the years prior patching

    Until then - good bye!

    what we need is more 2v8

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886313#Comment_3886313

    those perks were meta but were never on the same level of strength as dead hard, period. theyre both hex perks. noed only punished you if you didnt prepare for it and ruin was bad against people who could hit the skillcheck, it was only good against mid to decent players

    good so you admit that they were meta. Thats all I needed. They were meta for 5 years just like dead hard yet you made it seem like it’s only survivors that get to keep their meta perks. Dont believe me?

    IMG_9921.jpeg

    again with the ruin was bad take lol. The perk was the mosted used perk for a reason. Because it was meta you even said it. “Only good survivors” always a cheap point since there isn’t no consensus for what a good survivor even is

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886053#Comment_3886053

    those perks were never ever on the level of dead hard, in fact old ruin was bad against good teams cuz u would just hit the skill check and ignore the totem

    those perks were meta perks just like dead hard and didn’t get nerfed for 5 years. You made it seem like it was only survivors that take long to have their stuff nerfed. Period.

    Also ruin was “bad” yet still used almost every game. Yeah sorry don’t buy it

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883255#Comment_3883255

    Both of the first two require you to actively chase a recently unhooked target before they can contribute to their team, which, once again, is extremely easy to avoid. This complaint literally boils down to 'why can't I freely tunnel directly into an anti-tunnel perk and not be punished for it!?'

    ??? You are literally always getting the value of DS in this case, no matter if it's directly or indirectly.

    Tanking a hit for the other survivor is literally giving them additional health state, wasting killer's time and, if you hop locker mid chase, it's guaranteed for killer to have extra extended chase on that survivor if they don't decide to go for you and "fail for DS", which is literally another lose-lose situation. I beg you to at least try and see deeper macro aspects instead of this narrow vision of tunneling-anti-tunneling.

    The third point requires extended perk investment and still wastes a ton of survivor time, on top of Plot Twist running into the same issue as the first two.

    being able to not only pick yourself up, but also completely reset in the same process and get 50% haste right after you finish it (with no exhaustion) wastes a ton of survivor time? Wow, just wow.

    This perk requires you to not tunnel, simple as. But instead of learning, you decide to do everything the perk is designed to work against and then go 'this isn't fair, why do I get punished for playing into my opponent's strategy?'

    ahh yes, the average "just do/don't xy" pub mentality, we truly should get used to this.

    So to complain about survivors 'refusing to learn from their mistakes' when you can't even fathom the most basic counterplay to DS is just a terrible case of the pot calling the kettle black.

    you are the one failing to understand DS as a whole and trying to pull wider understanding behind not only DS, but anti-tunneling perks in general.

    your just complaining just to complain

  • @[Deleted User] said:

    Rainbow prestige 😅

    🌈

  • @jajay119 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881331#Comment_3881331

    There’s always an excuse. Go back to three years ago before the big perk shake up and the excuse was Dead Hard. Killers have always found a justification to play like this. It’s tired, it’s boring and it needs to change. The fact that there is such a plethora of excuses for it is not doing anyone any favours.

    The biggest and best example of this being a ‘because it’s easy and because I can’ mechanic is that it was rife in the last Chaos Shuffle when no one knew what they were going to get and no one could depend on a specific load out.

    I understand killers don’t want their easy wins taken away, but survivors didn’t want the hatch to be nerfed and it was. Thing that are problematic need change.

    after the gen kick meta and the thrill of the hunt meta, the slugging meta just shows how killers will do anything to get easy wins.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880878#Comment_3880878

    So let me guess, you are the top MMR compared to the rest of us, in the same way TrU3 is peak MMR and losing doesn't mean that he played badly, it just means the game is unfair so therefore he has to slug, right?

    Even in the worst days for killer, you would still actually win most of your matches. Sure, you may have a run of bad games but if you are experienced you will know that this game can be very unfair due to pure RNG alone. However most of your opponents are going to be casual moderate to low skill survivors. It is very rare you face actual top tier survivors most of the time, no matter what you think your MMR is.

    I may not be as high MMR as you or others as I just don't care that much anymore… but as I approach 6k hours I would like to think I am still reasonably competent enough to somewhat understand the game.

    he said twins was a bad killer like a day ago….thats all I need to say

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880837#Comment_3880837

    Because we're scared. On top of all the BS survivors have, we're worried about another of these perks being added to that meta. They still could be, assuming the meta finally gets nerfed, which it won't. DS has been meta for almost a decade, and people still don't see an issue with it. So anything that comes close to its power or its usefulness, yeah we're worried.

    “Because we're scared.”

    This is a new low💀

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880836#Comment_3880836

    Its not necessarily about every hook perk being strong, its just that the best survivor perks are all about being hooked, and even the worse ones still do something. Basically, take a look at all of the perks that help survivors when they are hooked or have to do with attempting to do a hook (by picking up the survivor):

    Perk - Usage

    • Babysitter - 1.25%
    • Background Player - 4.26%
    • Blood rush - 0.70%
    • Boil Over - 3.31%
    • Boon: Exponential - 1.90%
    • Borrowed Time - 1.55%
    • Breakdown - 0.94%
    • Breakout - 2.17%
    • Camaraderie - 0.58%
    • Champion of Light - 1.34%
    • Dead hard - 10.52%
    • Decisive Strike - 9.14%
    • Deliverance - 2.78%
    • Desperate Measures - 1.30%
    • Fast Track - 0.87%
    • Flashbang - 6.04%
    • Flip-Flop - 1.67%
    • Kindred - 6.96%
    • Off the Record - 6.85%
    • Power Struggle - 1.17%
    • Reassurance - 1.92%
    • Residual Manifest - 0.93%
    • Resurgence - 4.57%
    • Saboteur - 1.98%
    • Second Wind - 1.13%
    • Shoulder the Burden - 1.83%
    • Slippery Meat - 0.91%
    • We'll Make it - 6.54%
    • Wicked - 1.14%

    Now, is every one of these perks a complete winner? No, but look at their usage stats

    In total, if you add all that up, these have a total usage of 86.25%. Statistically this means that 86% of the time, all 4 survivors will have at least 1 of these perks.

    And at higher levels, many of these perks are so meta that you see them every single game:

    • Dead hard
    • Decisive Strike
    • Deliverance
    • Flashbang
    • Shoulder the Burden

    Compare that to the anti-tunnel perks, and the only real good ones are unbreakable and we're gonna live forever.

    Unbreakable works once, and is pretty comparable to Decisive Strike. But even that, its weaker than DS. DS stuns the killer giving you time to goto safetly, Unbreakable does not, you can use unbreakable and then immediately get downed 5 seconds later and there goes your perk, unless you stack it with other perks.

    We're gonna live forever has a cooldown of 30 seconds, and the double pick up speed is pretty often irrelevant. Because if the survivor is recovering on the ground, they are probably going to be at 90-95% recovered anyway, so WGLF makes them pick them up in 1 second instead of 2 seconds, not much of a difference. And if the survivor is close by enough such that the time bonus of WGLF is good, then the survivor is nearby, and slugging is already the more effective strategy there.

    The other thing is that anti-tunnel perks are generally good if you have 1, and even better if you stack them (where it makes sense). But the anti-slug perks are often not good by themselves and require you to stack them, making them even less likely to be a factor.

    That's also just the perks, i didn't even mention the:

    • Basekit BT
    • Anti-Face Camp
    • 4% unhooks
    • the 70 second hook timer now
    • The fact that all the killer hook perks have been nerfed and nerfed and nerfed over and over and over again
    • Sabotage with toolboxes
    • Flashlights
    • There's no "anti-slug" item

    And the argument of "just don't tunnel" is bad. Good players use these perks and abilities OFFENSIVELY by blocking doorways, or body blocking.

    The amount of times i have had someone, who is fully healed, run across the map, to body block, then body block a second time with OTR is insane, wasting so much time, then you just give up and down them, and oh look, DS, and then you figure at this point nothing left, and then, oh look dead hard, and then you down them and oh look all 5 gens done.

    sorry but I’m not interested in just biased killer pro points.

    Especially towards the end where you just did the usual “killer oppressed victims survivor op” thing you always do.

    “That's also just the perks, i didn't even mention the:

    • Basekit BT
    • Anti-Face Camp
    • 4% unhooks
    • the 70 second hook timer now
    • The fact that all the killer hook perks have been nerfed and nerfed and nerfed over and over and over again”


    basekit bt and anti camps were objectively healthy changes to the game. You think face camping bubbas and survivors getting downed as soon as they touch the ground was healthy for the game? Maybe if your biased towards killer (which you are)


    “Killer perks have been nerfed and nerfed”

    Yeah killers still use those perks. Sorry that you lose maybe one more extra game yet still win most of them. This isn’t 2017 dbd anymore. Quit acting like it

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880673#Comment_3880673

    You are really reaching here with the "strongest Survivor Perks".

    I mean, I can get behind saying that Deliverance, OTR and DS are strong, even tho I would say that at least the latter two are really overrated.

    But Babysitter, Reassurance, Resurgence, Second Wind and Shoulder the Burden? Aside from Resurgence, all of them just have in Common that Killers on the Forum were Doomposting when the Perks got introduced or buffed that they will make Killer unplayable. Yet I barely see those Perks in my games. If they would be so strong, they would be way more common.

    remember when they were complaining about blood rush when it first came out? And then no one used the perk lol

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880704#Comment_3880704

    I mean, I can get behind saying that Deliverance, OTR and DS are strong, even tho I would say that at least the latter two are really overrated.

    OTR - no grunts of pain, immune to aura reading, free endurance to eventually tank a hit for teammate or get into next safe tile before killer downs you. All this for full 80s. This perk literally even holds way too much power for the duration it has.

    DS - completely obliterates M1 killers and hold significant power against almost every killer when survivors know things like where to force downs after unhook

    But Babysitter, Reassurance, Resurgence, Second Wind and Shoulder the Burden? Aside from Resurgence, all of them just have in Common that Killers on the Forum were Doomposting when the Perks got introduced or buffed that they will make Killer unplayable. Yet I barely see those Perks in my games. If they would be so strong, they would be way more common.

    Babysitter - brutal anti-tunnel which basically provides full stealth when you unhook a survivor that has OTR, but in general, 10% haste for 30s is literally nuts.

    Reassurance - literally a free card that prevents tunneling by keeping survivor on hook more, counters camping as a whole and nullifies killer's hook pressure in general.

    Second Wind - literally a syringe v2.0 for unhooked survivor, do i even need to explain this one?

    Shoulder the Burden - arguably the #1 best survivor perk in the entire game that not only counters tunneling, but literally forces 12-hooking and has impact on any hooking order that isn't putting every survivor on fresh hook before going for next hook state.

    The reason you barely see those perk in your matches is because average survivor lacks macro skill expression to understand importance of additional game aspects.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880698#Comment_3880698

    if you really think Resurgence isn't that much powerful, i don't know what to tell you.

    And btw, balance decisions for strategies, perks, items addons and killers are not only based on pickrates, but also on general impact of those on match

    off the record is only used because of the endurance. Before it had all of those other effects and the perk was one of the worst perks in the game

    Ds is a strong perk I agree.

    “Second wind is like a syringe” this is very similar to the dramaturgy is old dead hard” take just ridiculous over exaggeration. The perk only works off the hook and if you heal someone fully. It has a prerequisite. This is the first time I have seen someone complain about the perk.

    All these perks don’t do anything if you don’t tunnel or proxy camping. Not saying these perks are bad they are good (except for second wind it’s mid) but compared to all the other problematic perks like dead hard made for this and mettle of man we had in the past, these perks are fine

    Shoulder of the burden I can’t really give an opinion on because I have never seen that perk in my killer games and I have only seen it twice in my solo que games. And I don’t own the character so I haven’t tried it out. It maybe problematic but idk tbh

  • @xGodSendDeath said:

    Saying that hooking is no different now than years ago is just outlandish. All the strongest meta survivor perks are proced off hooks. OTR, DS, Shoulder the Burden, DH, Resurgence, We'll Make It, Deliverance, Wicked etc etc

    those perks were in the game already other than shoulder of the burden. The reason why it’s become more common is because it leads to wins.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879973#Comment_3879973

    Nobody sees those killers anymore because they're garbage. Twins is garbage because they were made weaker after their scrapped rework than before, when all they could do was slug, and even that didn't work as long as (drum roll) 2 survivors ran together. What counterplay. And Hag has always been garbage. All it takes is 1 person to know the non-camera turn exploit, to be running away already by the time the Hag is even physically able to instantly to. 1 person knows to disrupt her traps? She loses the whole game. And now it's safer and more accessible than ever to do that, because they added the wipe away effect, even though simply tripping them on purpose after she picks someone up is more efficient. But both of their counterplays are pretty easy to understand, to where they'll struggle to get 4 hooks before all gens are done, especially Hag.

    You're lucky on your solos. Mine don't do gens as efficiently as SWF (when it's SWF you're basically settling for a draw no matter what), but they do gens efficiently enough to win still. They could have 1-2 good loopers, or no good loopers as long as the tiles are strong (which they almost always are), and just win anyway. I'm constantly questioning, "What am I losing to right now? This?!" You make like 1 suboptimal play or 1 wrong guess and it's over. What the devs' plan has been, to buff the uncarryable solos to being carryable, it hasn't worked how they wanted. But it has made survivors who already know what they're doing literal untouchable gods, and has made even the half-decent survivors really hard to beat, because they have to do so little to win: sit on gens and run from 1 unmindgameable loop to the next.

    I rarely believe people's win streaks, because it's the complete opposite of what I see when I play. I'll struggle to get a 2 streak of 4ks, let alone 30+, because either the survivors are too strong, or hatch happens. That's really what win streaks are on killer: you just keep getting lucky until you face 1 decent team, and then lose. There's no way they're doing these streaks, or MMR is just really screwed for them, if they're doing all these no perk/no add-on matches with non-S tier killers. I think a lot of them lie, because most of them aren't arguing in good faith to begin with, so why wouldn't they abuse the lack of info we have on them to push a narrative that favors them (that the devs will even listen to)?

    “Twins is garbage because they were made weaker after their scrapped rework than before, when all they could do was slug, and even that didn't work as long as (drum roll) 2 survivors ran together. ”

    Nah your just not very good

  • @jasonq500 said:

    During my games with skull merchant I still see survivors dc/self unhook whenever they see her even after the nerfs

    Makes me wonder what was the point of nerfing her if people are still gonna dc no matter what

    I don’t see people give up vs her in my games anymore

  • @BlueRose79 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879061#Comment_3879061

    I feel the same way, like you I tried so hard to enjoy the mode both times it showed it. Survivor is boring and Killer is meh and not worth the time it takes to get into a match. Even when you got into the match, I found my killer partner was always so bad that it felt like I was soloing against 8 survivors. Adding bots will also make the game mode not fun since it just turns into a pve mode for the most part.

    I wish they would drop 2v8 even tho I know ppl love it so much but it ruins the game as a whole imo. It makes killer queues so bad for both 2v8 and 1v4, and it makes 1v4 even worse bc the only survivors playing 1v4 during the event are the hardcore Sweatlords. The game honestly becomes borderline unplayable for me whenever 2v8 is around. I rather the devs do more game modes that are fun but doesn't affect the queue times and normal mode of the game.

    “I wish they would drop 2v8 even tho I know ppl love it so much but it ruins the game as a whole imo.”

    I wish they would drop chaos shuffle

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878421#Comment_3878421

    With enough luck, anyone can do that. Just dodge getting that 1 decent survivor team over and over.

    So none of the teams he went up against were decent?

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