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jesterkind

jesterkind

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  • @Chadku said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544080#Comment_3544080

    People still buy chapters on release?

    You have to treat new chapters like they're Early Access and wait for the official nerfed product.

    Most killers recently have been buffed since release?

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543569#Comment_3543569

    Getting more kills or escapes puts the player against stronger similar skill level players, games get harder as a result which leads to “sweating” to win,

    If the game was truly a party game, then it wouldn’t matter if people of various skill level play together, would it?

    Why would the introduction of MMR be the inciting incident here, though? That's what the original matchmaking system was designed to do as well, match players with opponents and teammates of comparable skill.

    The old system was just bad at its job, it wasn't less competitive.

  • Nemesis is, in my opinion, a great contrast to Xeno.

    Both have difficult to hit and punishing M2 attacks that are that difficult to hit because of how strong they are; Tentacle Strike and the tail attack are both really strong chase abilities, provided you can hit them. Both are punishing on miss, because otherwise survivors would have no counters, due to them shutting down the typical survivor tools like pallets and windows.

    But, to take the comparison further, let's take a look at those abilities and the wider powers they're attached to. Both have a barrier for entry, Crawler Mode for Xeno and Contamination for Nemesis, but I'd argue Crawler Mode is a lot more consistently available and doesn't, as people love saying, require three health states to down like Contamination does.

    Further, both powers have a secondary element. Nemesis has his zombies, inconsistent and weak, but Xenomorph has stellar map traversal and a little stealth on top of that.

    Conclusion: Xenomorph post-nerf is better than Nemesis, and since Nemesis is already a strong killer, that means Xenomorph is doing just fine.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543318#Comment_3543318

    Except BHVR encourages competitive play such as endorsing tourneys and implementing MMR

    You may think DBD players shouldn’t be competitive, but some people at BHVR clearly don’t share your opinion and these people develop DBD

    May I ask, because I've never been able to figure this position out- why do you say that implementing MMR is encouraging competitive play?

    Wouldn't the more standard system that asks less of the player be less competitive than what we had before?

  • @Marc_go_solo said:

    Honestly, I cannot see how they could mess her up, since she is the most screwed up any killer could be.

    It's a question of whether her new take is fun and viable enough.

    They'd mess up if they completely deleted her current identity and gave her an entirely new kit, to pick just one example.

    I share OP's sentiment, I really hope that the new Skull Merchant is recognisable and improved. Her kit's design is super interesting and it'd be a massive shame to lose it.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542863#Comment_3542863

    It’s worth mentioning that Ultimate weapon already got a nerf, and a second nerf has already been announced.

    I must've missed that, what are you referring to there?

  • I've never understood how some folks can take a generally reasonable statement - "You'll have more fun in an online game if you care more about the gameplay itself than winning or losing" - and twist it to somehow be a criticism of the game they're talking about. It's not even unique to DBD, I've seen it elsewhere too.

    The first paragraph here is true, and will remain true regardless of anything that changes in the game. It's just a good mindset to have in any online game, unless you're really serious about getting as good at it as possible.

  • I wouldn't call Borgo the worst map but I am still glad to see it's getting some kind of changes.

    Honestly, it's the one map where I hope the changes are largely visual. The map's... fine, balance wise, it's not great but it's not one I dread playing on either. Visually, though, I am not a fan at all.

  • It's worth mentioning that Ultimate Weapon wasn't nerfed, despite that getting a comparable number of complaints to Made For This.

    My interpretation is that the devs are more willing to make small changes to killers (Especially changes that are largely reverting buffs from previous updates) than they are to immediately make balance changes to perks. Makes sense to me, it's very easy for killers to snowball out of control, moreso than the average perk.

    Killers do usually get small tweaks after they come out, to my recollection. That's more normal for this game than perks getting changes in the same timeframe.

  • Xeno also got a very small change that was largely a reversion to how it already was on the PTB. Anything that they'd do with MFT would obviously require more time than that, not least because they have to sift through people complaining about every part of that perk for feedback when only some elements of it are problematic.

    They've also said they are looking at it, for the record. It was in the AMA.

  • Because they aren't broken...?

    I understand the reasoning behind suggesting Skull Merchant being killswitched, even if I don't think that's precedent the devs should set, but I legitimately have no idea why you'd suggest Blight being killswitched. What exploit are you referring to?

  • For disabling things that are broken in a way that either threatens performance or that can be abused for an advantage, historically. They pretty consistently use it for this purpose.

    If this is about the latest bug with lockers, hasn't that only been a thing for like a day? Give them a hot minute to deal with it, dang.

  • Hex: Waterlogged

    Killer perk

    While the Hex is standing, all survivors who are repairing a generator suffer from the Oblivious status effect. This effect lingers for 8/9/10 seconds after letting go of the generator.

    The name comes from a custom chapter I designed, but that specific effect is the one I'd want to see most for a perk.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538861#Comment_3538861

    Yes maps are problematic for most killers but let's be real, it affect m1 killers more than others.

    At least m2 killers can do something to play around. As m1 killer, you have to run circle.

    See, that's the problem with the idea of grouping all "M1 killers" together. When it comes to strong loops, you are going to have radically different experiences when playing as Trapper or Myers versus when you're playing, say, Pinhead or Dredge. Even weaker killers like Clown are fundamentally much stronger at running any loop in the game than those first two killers.

    They aren't all the same, and most of them have powers that help in loops. Some of them are even quite strong at the moment, which is why it's kinda silly to use "M1 killer" to mean "weak killer".

  • Considering some M1 killers are pretty dang strong at the moment, I'd say yes, BHVR care about making sure those two really loose groups of killers are both viable.

    Map design has been a problem for all killers for a while, it's not unique to M1 killers. Not that "M1 killers" really means much, but you know what I mean.

  • It's also a completely different, mutually exclusive criticism to the one I was responding to.

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538610#Comment_3538610

    then the question arises for me. why does bhvr do q&a's at all?

    ...To answer questions.

    It's not as though no questions get real answers. The ones that aren't just asking about balance changes typically do, at least the ones that get answered to begin with. As I said, there were some good ones time before last, and even the most recent one had some good answers in it.

    There are more things to ask than just "when are you fixing [x]".

  • @Nirgendwohin said:

    my idea would be to make this Q&A's here. one section to ask questions.

    3 weeks to collect questions, then the threads got locked down. the most upvoteded questions have a higher priority to get answered. one week or till end of the month is for bhvr to think about answers. bhvr would not have to respond spontaneously to questions and users have time to discuss questions.

    That wouldn't really fix the core issue here, though, which is that people ask questions that may not have an answer. Three weeks, even a month, isn't necessarily time for them to have anything to share on that specific topic, because they don't start work on a thing after they get a QnA question about it.

    The current model would be fine, if the community at large either became okay with stock responses, or stopped asking the questions that obviously get stock answers. The issue isn't that BHVR don't have time to come up with an answer, it's that there may not be one because of what is being asked.

  • @Jay_Whyask said:

    They just need to give us the built in totem counter next to the gen count.

    There's no point in wasting time giving every totem perk a "totems broken" number.

    Basic statistics should be base kit.

    I shouldn't have to remember every mundane task I preform when I'm trying to have fun.

    To be fair, I believe Counterforce gives you the speed bonus based on how many totems you yourself have broken, so a stack counter would actually be an indicator of what your speed bonus would be.

    That being said, I agree with both Counterforce being a token perk and getting a totem counter basekit.

  • Things posted on the forums do make it into the game.

    I think the issue is a lot of people expect it to be super direct- IE, someone makes a post with an idea, and that idea is translated into the game entirely, which really isn't how it seems to work. Outside of some rare instances (I think the last one I noticed was someone suggesting Pyramid Head's daily challenge be changed, which made it into the game a few patches later after a dev answered), it's really more that general ideas make it into the game, especially after it's posted more than once. This kind of feedback is more useful for indicating general trends and gauging the community temperature on things, rather than soliciting complete ideas, at least in my opinion.

    If nothing else, the PTB Feedback sections are the most direct examples of feedback resulting in changes.

  • @EternalRique said:

    https://forums.bhvr.com/dead-by-daylight/discussion/390956/the-problem-with-qnas-is-not-bhvr

    No shade but "Questions about the design process of Singularity, and questions about how long it takes to design killers- things that show interest in the game and show actual curiosity in the answers" Most Casual players/people don't care about how long it took to design or the design process, is it cool to see? Yeah but being upset that people want "important" questions answered regarding the health of the game such as balance/bug fixes/etc ain't it.

    "How dare you ask them when will survivor hit boxes be fixed and not how the design process of Alien's tail whip goes!"

    @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538545#Comment_3538545

    So me asking if they are or could in the future be looking into better menu navigation for console is bad...

    What is a good question then?

    Am I only allowed to ask about their favorite horror movies? Or the name of animals? Can I not ask about a seemingly simple QoL feature I would like to be implemented?

    Dafuq dude?

    As I said, there is nothing wrong with those questions. My point is that they are questions that will probably get stock answers back, because they don't inherently have an answer- IE, the only time they would get an interesting response is if BHVR already happened to be working on the thing in question.

    I'm working from the observable starting point that the community does not like stock answers. I think it's pretty relevant, in that case, that people keep asking questions that are going to get stock answers. You can't have it both ways because BHVR can't magic up something concrete to share, if you want near-guaranteed in depth answers you can't ask about balance grievances or new features/changes. If you do ask about those things, you're rolling the dice on whether the developers actually have something to share or not, and if they don't... you get a stock answer.

    As I said in the TL;DR, this is about not liking stock answers. If you don't want to see those, you probably shouldn't ask the questions that are probably going to get them.

  • @Alice_pbg said:

    I asked a very specific question about menu navigation on console using the d-pad instead of the simulated mouse thing.

    They did not answer it.

    They chose what to answer. And it was a very small amount of questions. It's on them.

    Again, that is an example of airing a grievance you have as well as asking about a change/new feature. Even if you got a response, it'd probably be a stock response, because that's the kind of answer you're going to get if they don't happen to have something to announce.

    It's not an example of a good question. If BHVR were making every possible right choice in these AMAs, your question would be skipped over. My point is that they don't have as many good options as they should because people keep asking that kind of question.

  • @TeleportingTurkey said:

    They can always ignore these questions instead of giving meaningless answers, they can set a particular topic or ban certain topics, instead they give meaningless answers nobody wants to hear.

    As I said, BHVR do deserve criticism. At the same time, a lot of the questions they get are ones that run a high risk of getting stock answers, and I don't think the people asking even realise that risk is there.

  • @[Deleted User] said:

    Has this even been acknowledged by BHVR? I see nothing on their social media.

    Surely that'd be a bad idea? You don't want more players to be aware of this glitch because BHVR paraded it around on social media.

    Side note, I have no idea what this is actually referring to lol

  • @jajay119 said:

    Honestly cannot fathom how we are two killers in since her release and they've not touched her.

    They've adjusted her twice.

    That may not have worked, but they have touched her.

  • I think it's fine? Bamboozle to cut off strong vaults (especially ones at hard angles to tail whip) is perfectly reasonable, Rapid Brutality is a strong perk that will help for when you're knocked out of your power, Monitor improves the stealth component of your basekit. Machine Learning is a bit of a weird odd one out, it doesn't seem like it has much synergy with the rest of the build? Like, sure, it's another "stealth + speed" element in a build that already has that, but the way it works doesn't seem to add much to this build. Probably the one I'd swap out if I were to try this.

    It's just meant to be a fun build to try out, not the most competitive/strongest build possible.

    That was a crossed wires situation, iirc. Sprint Burst was meant to be Quick & Quiet, they weren't actually suggesting pairing Sprint Burst with Lithe.

  • @Beatricks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537832#Comment_3537832

    Okay, but BHVR would need to fix one or the other then. Either balance the game properly so that the variables which affect the outcome of a trial are negligible enough that don't have to be taking into account, or adjust matchmaking so that they are weighed in.

    I never said that matchmaking should focus mostly on non-skill related variables. But it has to take it into consideration to SOME degree if the devs refuse to balance maps, killers, addons and bring SoloQ closer to SWF. It literally ignores everything, that you yourself admit is completely broken.

    Not that they will ever do either of these in reality. I'm just waiting to see what will people scapegoat once BHVR disables lobby dodging and matches are still completely borked. SBMM. Doesn't. Work.

    Well, for starters, yes. The balance issues in this game will need to be fixed regardless, that's not an ultimatum on the MMR system. It's just how it is.

    Similarly, the idea of factoring in all the variables that impact a trial is a non-starter. It'd be far too much work for, frankly, not that much return. It would need constant, significant upkeep, enough so that it'd eat into the company's bandwidth for changes and adjustments far too much.

    So, then, what we're left with is a situation where BHVR need to adjust imbalances (though I would not say that anything is "completely broken", to be clear) to compensate for outlier scenarios where skill isn't the deciding factor in a match. You'll note that this is the situation we'd be in completely regardless of what matchmaking system BHVR use.

    MMR has its issues but it's obviously better than what we had before, and it's obviously not broken on a fundamental level.

  • @Beatricks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536758#Comment_3536758

    Hard disagree.

    Let us imagine two hypothetical scenarios in which all 10 players have exactly 1750 MMR.

    The first lobby is a 4 men SWF with 4 toolboxes, BNPs, MFT versing a Trapper with yellow addons on Eerie experimenting with perks and addons.

    The other lobby is a 4 random SoloQ survivors who are up against a Spirit on Midwich with her best addons and a deep desire to pip to get to Iri 1 so that they can prestige her next month.

    According to the theory that MMR is working just fine, both of these matches have a roughly 50% chance of going either Survivor or Killer way. I don't think I need to detail why I think that's very much not the case.

    You CAN make the argument that MMR will tend both extremes towards the respective end of the spectrum where they belong, but at the end of the day that will still not create balanced matches in the least bit since maps, perks, swfs, killers, etc are not factored in and will end up with lopsided trials.

    And that doesn't even open the can of worms where we have Nurse and Blight mains literally going on 1000 winstreaks because the game is an utterly imbalanced mess.

    That's a problem of game balance, not of MMR. The MMR system must assume that the game is balanced, even when it isn't, because otherwise the entire point of matching people based on their skill flies entirely out of the window.

    In those scenarios, it should be a roughly 50% chance for either side to win. Skewed a little by the sides bringing unequal tools, sure, there's always going to be a range of options with some better than others, but it shouldn't be anywhere near as impactful as it is- and the fact that it is doesn't mean the matchmaking should change, it means the balance should change.

    If you were to create a matchmaker that was predominantly concerned not with the skill of its players, but rather the various different tools those players can bring, it'd need constant and significant tweaking every time one of those things changed.

  • Echoing that posts about builds and playstyles are often pretty fun!

    Any generally creative endeavour is a good starting point, too. Custom designs for characters and perks and such, not to pitch them actually making it into the game but just for the sake of enjoying creativity.

    "Your favourite [x]" is also a good post archetype imo. Favourite realm, favourite perk icon, favourite character, etc.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536770#Comment_3536770

    I mean I guess the meta is healthy. People only DC in about 20% of games and the kill rate is nearing 65%. But hey, it's healthy right?

    Yep! Good spread of perks, so you've got variety, and the perks themselves are generally of a healthy design and strength level.

    What's the source on those stats?

  • I'm not super surprised Freddy's a low priority right now, considering some of the other issues to tackle, but it is a shame to see. We'll hold out hope he gets some love later on...

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536743#Comment_3536743

    Dead hard and DS were your two strongest tools against a tunneling killer, they are both a shell of what they were before. Not to mention if a killer hits you off the hook like many do now. You don't even have access to it anymore.

    The basic attack cool down change was pretty big. Killers can run STBFL and almost prevent you from being able to unhook.

    Boon circle of healing got killed. Medkits are almost not worth running. Sloppy butcher is busted. Healing got gutted my dude. There's no slicing it to make it look good.

    People are still running those perks, I literally just 4kd two games in a row using eruption. On killers I suck at. Were still in regression meta kick man. Nothing has changed.

    She is better than blight right now, we will see if the bug fix makes her less so.

    It's nearly hopeless. 25% of the games are tolerable. So we have that going for us.

    Okay, but you must concede that's deeply misleading? Sure, Dead Hard was one of your strongest tools against a tunnelling killer... because it was blatantly, absurdly overpowered in all scenarios. There's no way of slicing the Dead Hard nerf that makes it look anything but overwhelmingly necessary and positive.

    The basic attack cooldown change wasn't that big. It did indirectly buff STBFL (though that perk isn't useful for camping unless it's towards the end of the game), but on its own it was a minor change.

    CoH was made into a pretty good altruistic perk, to be clear, but it's fair to say the self-heal part was killed. Medkits are extremely worth running, you just have to actually think about them now. Sloppy Butcher literally hasn't changed since Hem... spelling was changed. Healing is perfectly viable and possible in literally all of your games, and self healing just requires bringing different tools + being a bit smarter about it. There's no way to slice it otherwise.

    People are running Eruption, sure, but it's not broken like it used to be. It's just pretty good, on some killers. Eruption pre-nerf was unambiguously the strongest meta we've had, the meta we have right now is actually pretty healthy overall.

    Agree to disagree on Xeno.

    Conclusion, I don't think it's hopeless at all. I'm doing just fine and having just as much fun as ever, overall.

  • @GaunterODimmDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536204#Comment_3536204

    Sorry but not every moment is a healing time. There is important points in the game where the survivor shouldn't be doing anything else other than pumping generator. They do something else and it quite frankly becomes an unwinnable scenario and at best a Hatch game.

    Now imagine a Chess Player Traper who is just dwindling Survivor resources with Sloppy and holding a really good Three gen scenario then there's only three survivors left. The ONLY time the Trapper commits to a chase away from the three gen. One survivor does the generator up to 70% until the trapper finally returned and kicked the gen with Pop. Where was the second survivor in that scenario? Oh wait he's investing his time looking for totems then going into a locker. If there were two survivors there the generator would have been finished and MAYBE the two would have escaped via exit gates because the trapper is finally forced to do chases on parts of the map where there's actually pallets?

    That's a really specific scenario, though. How often does that even happen, let alone someone choosing to cleanse a totem in that scenario?

    That's like, one really annoying game, not an overall trend.

  • @Biscuits said:

    Well lets see how we got here.

    Our two best anti tunneling perks got deleted.

    At the same time killers received a huge buff to gens and chasing in general.

    Healing got gutted into the floor.

    At the same time killers have the strongest meta perks ever.

    And arguably the strongest killer in the game all around just got released.

    It's so bad that people are literally telling survivors to form a SWF. Instead of arguing for solo buffs, they are telling you to give up on what you enjoy about the game.

    Well, hold up, there's some issues here. Going in order just for structure--

    One anti-tunnel perk was mostly deleted, Decisive Strike. I genuinely don't know what second perk you mean. Borrowed Time? That only isn't brought now because it's basekit, so I assume you don't mean that.

    Won't contest the second point, that did happen. I don't think it's fair to say the chase buffs were "huge", but the generator buffs were. That was kinda needed, though.

    Healing wasn't gutted. Healing itself wasn't even touched. Two specific sources of self healing were lowered to just "good" instead of "overpowered" in the one case and shifted to altruistic healing in the other, but that's not the same as healing being gutted.

    I strongly disagree with this point. The strongest killer meta ever was probably Eruption/Overcharge/Call of Brine, but even setting that aside I'm not convinced the meta overall is significantly stronger than other points in history.

    Xeno's strong, it's not Nurse or Blight strong.

    Finally, what some others have said aside, solo survivor is far from hopeless. It's perfectly possible to have fun and do well. People are just burnt out and frustrated.

  • I'm glad there was something in the QnA to get you so riled, my friend. I'm starting to think it's like enrichment for you.

  • I've never understood why people act like DBD's Nemesis isn't an accurate or faithful adaptation of the character. I've played RE3 remake, and that big brute uses his tentacle more than the damn rocket launcher everyone keeps harping on about. I would argue, quite vehemently, that pulling from the thing Nemesis actually uses for a majority of the game he's pulled from is much more accurate and faithful than pulling from the thing he uses in one short section.

    Nemesis using his tentacle as a multi-purpose tool for reacting to the environment, harming people, and applying infection is pretty much the entirety of what he does outside of the two sections where he gets heavy weapons. Even without touching the nightmare it would be to actually balance those both mechanically and tonally in this game, it's just not necessary for adapting him; they're single-level gimmicks, not his character's actual defining elements.

    He's not weak, either. Tentacle Strike is a very strong ability, that allows you to get hits in spots where almost no other killer in the game can. At the time of his release, the only comparable killer was Pyramid Head, and I'd argue Tentacle Strike is both different enough to Punishment of the Damned that it works on a "must be unique" level as well as kinda being stronger because it isn't telegraphed nearly as heavily.

    I'm not against buffing Nemesis, mind, I'd love to see the zombies and his addons get some attention, but he doesn't need a fundamental overhaul.

  • There are reasons someone might be doing a totem that may not be even wasting time at all, let alone throwing. I myself do totems because I run Inner Healing, which means I'm setting up not needing a teammate to heal me later on, which means I can be healthy for a clutch save or to waste more time in a chase at crucial moments.

    Speaking of, uh, healing? You should be healing, that's not throwing. Unless you mean using Self-Care to heal themselves without something like Botany to back it up, which is a bit more reasonable of a critique. If you mean healing teammates at all, though, that's something you should be doing.

    Don't get me wrong, solo queue has always had and will always have the problem of teammates that crouch in a corner instead of doing anything productive at all, but I think it's very easy to fall into the mindset of "Not being on generators at all times = throwing", which is not only not accurate, it's a mindset that'll lead you to optimise all the fun out of your matches. The thing that loses you matches is teammates who do nothing, not teammates that do side objectives as well.

  • @EvilSerje said:

    Can't say they cannot be done in SoloQ, but in general, that is a fair point that 80% of survivor challenges are "throw the game for others". Instead of helping your team where every second count, you running like useless idiot with toolbox/medkit/flashlight to get "3 blinds in one match", "finish healing 2 teammates", "hide near killer" etc.

    Playing survivor is frustrating trash, but doing challenges is complete hell. When killer can do almost any challenge in one go, survivor has to do 10 attemts, and throw game in all of them.

    Those are some pretty wack examples of challenges you supposedly have to throw the game to achieve, imo.

    Two of them - blinds in one match and hide near killer - are absurdly easy to do without throwing. For the first, bring a flashlight and blind at every pallet stun/break. For the second, literally just play normally? For most of those challenges all you need to do is be inside the terror radius. Just don't run away from it as soon as you hear it, and instead do gens while the killer chases nearby or send yourself to a two-story map if you must.

    The third, healing teammates, is literally the opposite of throwing. If you aren't healing your teammates, you're throwing the match, unless they clearly have a way of doing it themselves. Heal your teammates, bro.

    People really overestimate how many challenges are "throw the game" to achieve. There are a handful, but most of them just ask you to play different and bring different builds at most. Some of them ask you to play suboptimally, like searching chests, but that's not the same as throwing.

  • Welcome to the forum! I greatly appreciate the new avatars :3

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535473#Comment_3535473

    The thing is

    I love to play F1 Hag, it's so funny to see survivor just, losing their mind to see a ######### hag rocket running in their directions, so I can understand why survivor play MFT wih hope, but again, they need to get in the endgame for earning it

    Soma got three powerfull perks, and, MFT make no sense to have the endurance effect

    the second point, I see lot of people saying "it reward bad play" again... Lot of killer perks reward bad play, noed is the most know, but, Hux come with another one, Machine learning, but, it's not the main point

    The other thing that I don't understand, is when you compare MFT with Dark Theory

    How a perk can give a permanant 3% haste effect when you are injuried, when in the other hand, you got only a 2%, in an delimited area, and only if the boon is up

    Sometimes, I wonder if the healing nerfs never happen, if this perks would have been so popular, knowing that a lot of perks from killer punish survivor for healing

    ... I think, simply, if you want to nerf MFT, you have to delete the endurance effect, and using the old logic of hope; the perks is only active for some times before deactivating and you got exhausted

    It gonna be more logic, plus, lot of people gonna be less angry

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535485#Comment_3535485

    Calm down, it's not your idea that I pointed out, like the first one say about your idea, giving the haste effect when people are not injuried gonna be more harder to get a hit

    It's more like people who want to remove the haste effect and nerfing the endurance effect to less than 10 secondes or get a haste effect during some second after unhooking WHO gonna make MFT a worse perks than some existing

    If you want that I quote them, here you go:

    Buckle up, SoulGard, Borrowed Times, Bloodpact, Gardian and Power of two

    And I was just saying about gen regression perks, you can stack them and make them more powerfull, in the same way that gen speed perks, when you combine them, it can make a gen in... 20/30 secondes when you are alone

    If now, we decide that survivor can't have perks who can stack, I don't see why killer can, even if it's asymetrical... a moment, you have to calm down

    Right, but once they are in the endgame, what they have earned is an overpowered effect. It is too much strength for what they did to earn it, and also no matter what they did to earn it. No amount of effort or skill would justify the speed you get, permanently, from Made For This and Hope in the endgame. It's basically a free escape unless you massively mess up, or the killer happens to have some way of inflicting you with Exhausted.

    MFT + Hope is too powerful, even as an endgame combo. It does need to be addressed, which is why people want Haste stacking removed. You do still have to fix MFT + Hope even without doing that, and probably MFT + other Haste perks too.

  • @TerraEsram said:

    Lot of your idea are just worst perk than some already existing

    Dunno but, if you want so much that perks can't stack, all perks have to be rework, not only haste and for survivor

    All gen speed of regression have to lost the stackable effect

    All speed perks from survivor or killer have to lost the stackable effect

    It's that what you want? Or it's only, again, only one side ?

    People only pitch Haste not stacking because Made For This combined with Hope is absurdly overpowered, and because stacking it with most other consistent/longer term Haste effects is also too strong, to a lesser degree.

    Do you have a way of fixing that without disabling Haste stacking? Because I agree with you, it would be a tiny bit unfair to only disable Haste stacking specifically and only for the survivor side... but it's kinda hard to avoid the fact that only the survivor side currently has a huge problem with it.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532868#Comment_3532868

    STBFL only works on M1 killers? Thats not even a funny joke

    Not that I'm necessarily agreeing entirely with the person you responded to, but that particular statement is accurate. It is only fully functional on killers that primarily damage with their M1.

    STBFL doesn't provide a net benefit if you use it on, say, Huntress or Nurse. It may work in a strictly literal sense, but it's not worth it and wouldn't be considered a good pick.

    Then the next step down, you have other M2 killers like, say, Wesker. You can use it on Wesker, but not using your M2 for this killer is a detriment that STBFL doesn't fully overcome, so it's still not great.

    That really leaves M1 killers as the ones who use it best, or to put it another way, the ones for which it truly works without caveat or detriment. A special mention can go to Demogorgon and Deathslinger because Demo is designed such that M1 and M2 are kinda equally viable over the course of a match, and because Deathslinger can kinda-sorta mitigate stack loss better than other M1 killers, but in general, it's an M1 killer perk.

  • To mitigate the problem scenarios with MFT, I would propose the following:

    • Either remove Haste stacking for survivors in general, or add a stipulation that Made For This specifically cannot stack with other sources of Haste. Either way, you shouldn't be able to chain it with Hope, or even the less blatantly overpowered but still unbalanced combinations.
    • Remove the Endurance entirely. People are overstating things to say that the Endurance part is worth a perk slot on its own, but it should be paired with a much, much weaker effect than Haste.
    • Buff anti-Exhaustion tools. This isn't just for Made For This, I think it's a good idea in general; part of the reason Exhaustion perks are so obvious, no-brainer picks in every single build that has space for them is because the tools for dealing with them tend to be pretty lacklustre. They shouldn't be overbearing, of course, but they should definitely be more consistent than they are.

    That's all it needs. The conditional and ostensibly counterable Haste effect is not inherently unbalanced, it can be implemented in a way that works, so all you need to do is trim down its problem areas.

  • I disagree, it's just good sportsmanship.

    It's entirely, easily possible to have a good game that you lost, too. Saying GG before moving on is just being polite and respecting your opponent in a lot of cases.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534736#Comment_3534736

    Nope, UW is actually even better info perk then nowhere to hide (provided you are not playing one of small TR killers - like Xenomorph in power, or nurse/huntress where you want to actually see the aura to land a hit). UW is easy to activate, has low cooldown, drags with you for freaking 30s and basically is uncounterable (only calm spirit works, but that perk is butchered beyond belief). You should try it or watch how people use it in actual gameplay.

    The cherry on top is the blindness, but that is absolutely redundant effect.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534919#Comment_3534919

    True, but there are better perks for FtD users as this perk is quite underwhelming. FtD in current form is IMO bad perk (but you have to think about buffing it correctly to not create "uncleansable" situation with keeping doctor in mind).

    I did specify "on the killers that make good use of FtD". I do buy that Ultimate Weapon is better on the other killers, and since there's more of those that probably could reasonably translate to it being better overall, but if you are going to be comparing the two directly then you should use both perk's realistic use case.

    For FtD, that means looking at it on stealth killers or in stealth builds, where I am of the opinion that FtD probably is still stronger. I am going to test it, though- I just don't have those perks yet. Generally, I just think FtD is wildly underestimated, because it's legitimately a pretty solid perk as long as it's used correctly.

  • The purpose of the Shrine is to skip grinding to unlock that one specific perk. It makes sense even base-game characters have their perks in there because you'd still have to pour bloodpoints into them to get their perks unlocked, which the Shrine lets you skip.

    Though, that being said, I legitimately don't know why Guardian and Inner Healing are apparently in this week's Shrine considering those are generic perks and are in bloodwebs by default, and I would probably prefer a non-base-game only approach. Just saying it usually makes sense and has a clear purpose.

  • Face the Darkness is passive (thus interrupting actions more), tied to a hex (which can be a positive, since it drags survivors to find and cleanse it), and it shows auras (making it better tracking).

    I've not played with the new perks on other killers yet because I don't have the Xenomorph, but I would be pretty surprised if Ultimate Weapon is actually stronger than FtD, at least on the killers that make use of FtD well.

  • I'd say no, it wasn't. People seem to have forgotten why it happened - constant complaints about the meta being stale for multiple years in a row - but it was more than a good enough reason to do the perk shakeup portion. Add onto that the great basekit changes we received, and yeah, I'd say it was overall not just a success, but critically necessary.

    It had some missteps, namely buffing Eruption and Thana when those were terrible ideas and not doing a great job buffing Calm Spirit and Pharmacy, but overall it was a very good idea.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534615#Comment_3534615

    They'll learn to leave the game of frustration instead.

    You don't need to respond. Just watch and see me being right.

    Sure thing, bud.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534611#Comment_3534611

    We know.

    Newbie killer doesn't know.

    And I bet that what I described will happen inevitably, the question is just how often. Also, I bet there won't be any unique effect, because BHVR doesn't care about killer QoL.

    Newbie killer doesn't need to know, it's information they'll learn as they invest in the game. All they need to know when they're new is "standing directly at the hook isn't good, so I should go chase someone else".

    No comment on that last part. Completely baseless accusation with zero evidence, there's nothing to respond to.

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