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jonifire

jonifire

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jonifire
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  • @Pulsar said:

    Can't wait for no windows and even more dead zones!

    Honestly that‘s what I‘m expecting, 3 more pallets in the middle. The map shrunken to a potato and the buildings without windows.

  • @Moman624 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684431#Comment_3684431

    there's a survivor perk that encounters a whole aura reading build, I think its perfectly fine my good sir. They would have to make an equal fair change to the two perks if they want to make it no immunity to blinds.

    Distortion can run out of stacks, lightborn doesn‘t even have stacks. Your argument makes no sense. If distortion wouldn‘t have stacks you would have a point.

  • I see no real difference honestly. Some more cars that‘s it.

  • Are you able to flashlight save with it? I‘m just asking, because I‘m unshure whether I misunderstood something.

    If yes, I would also make that, it takes 80%longer to blind the killer. Then it would still have the counter to flashlights, but you could still save someone.

    All in all it would be a lot better, I really dislike that it currently can hard counter a whole build.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684520#Comment_3684520

    That killer perk was just the typical band aid fix they tend to do instead of taking care of the issue by introducing basekit mechanics, or balancing it out within the perks limits.

    I would like something in the direction of it takes longer every time, or maybe even has charges, so you cannot endlessly spam the boon on the same totem.

    Yep that could have been the fix I would have preferred for COH with 50%.

    I hope they do the boon buff with some hex buffs, where they rework the totem spots to be more hidden and give hexes an early game protection by hiding them for the first 30-60s

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/409161/we-need-a-boon-buff

    I mean sure, most boons are rather weak currently... But those versions are beyond busted.

    Also by being able to re-assemble totems you full counter a killer perk especially designed for that... So either the killer gets that perk basekit or the reassembling time needs to be longer, because otherwise you will just have the same issues again as before, that it is way too time consuming to kick a totem, if it is out of your way.

    I‘m all for making this killer perk basekit as soon as boons are finally good/strong again. I never thought this thing should have been a perk, it‘s so useless. The reassemble totems ability could then just be a bit of slowdown and negative if the killer destroys it. So it wouldn‘t just be reblessing, you still would need to reassemble it before. That was one complaint I heard before, when COH was good, that you just had to rebless it.

    If they really wana keep the perk like it is, the totems are permanent broken with this perk.

    Shure my ideas are strong, but I don‘t think behavior will do something and they don‘t have to put all ideas into those perks. I already would be happy if they do something.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684431#Comment_3684431

    They have. Calm spirit blocks all screams that mean all perks that make you scream and half of doc's power

    Honestly no one would ever run calm spirit, but your are half right, it does still interrupt you. Personally that can go with lightborn.

  • Lightborn should not give an immunity to blinds. If I bring a full blind build lightborn shouldn‘t counter everything I brought. Otherwise survivours should have the same to counter powers and perks, because items are the survivors power. Before anyone says distortion, you still need stacks, which lightborn doesn‘t.

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684317#Comment_3684317

    I'm all for basekit anti tunnel but if that form of new ds was in the game what would be the counterplay? Sure slugging but suvrs hate that too and i could see unbreakable being a meta combo then and the counter to unbreakable is picking survs up wich you can't cause ds... isn't that one of the named of you do dammed if you don't situations that everyone dislikes.

    Some time ago I thought about maybe killers could get a counter skill check to negate it, but this might make the perk useless. So I would maybe give iron grasp the ability to negate ds.

    For me slugging is more appealing than tunneling, if some time in the future slugging would become meta, I would be more than happy to use boon exponential. Currently it is useless, because almost no one slugs.

    If unbreakable and ds would become a problem, why not make picking yourself up deactivates the perk, sounds a lot fairer to me than the conspicuous action stuff.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684317#Comment_3684317

    The perk deactivates when you progress the game in any way, which is kind of fair... You need to make a decision whether or not you are in a risky position or somewhat safe to once again focus on objectives. You should not be able to just stun the killer without thinking about priorities or the right thing to do. It only punishes people who mindlessly do things without considering the consequences...

    I agree that if tunneling is an unwanted behavior it should not be defended only by perks but by basekit mechanics.

    I think ds used to be similar to that, without the 8 min cd, but that is just way too strong, a safe stun and a second chance simply by equipping a perk is really broken... That would the same as the killer just pressing a button and all survivors lose a health state on 8 min cd... Does not sound balanced either.

    The game is nowhere balanced, killers are constantly favored by the devs. Balanced would mean both sides would have the same chances to win that‘s not the case and making everything balanced in a boring fair way isn‘t fun. Both sides should have good things not only killers.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684291#Comment_3684291

    No, they got introduced for a reason,it was quite annoying to have someone working on a generator and you just could not hook that person without getting ds'ed... You had a full minute of invincibility and that was just terrible design, it did not even fulfill the anti tunnel function because you could just go back on the generator and you couldn't get hooked for the duration of DS.

    Unless you can bring up some good arguments against it, I fully disagree with you.

    You shouldn‘t have to bring a perk only against tunneling. The current ds should be basekit and the perk should be without the conspicuous actions. A perk should never deactivate only by doing what you are supposed to do. At least conspicuous actions should only be gens. It‘s just dumb that this perk deactivates through everything. I saw so many people do stupid plays only to get value from it. It shouldn‘t be that way.

    It‘s so dumb that I‘am not allowed to heal or do anything if I don‘t want to lose it. Therefore this perk actively punishes teammates by design and people who play it, often refuse to heal teammates or do gens and then again they do stupid plays.

    I wouldn‘t make it an anti tunnel perk, I would let it be active during the start and then put it on cooldown for 8min after a use.

  • As long as they don‘t nerf anything about the survivor items, I‘m with you

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683990#Comment_3683990

    I edited my post to make it more clear.

    Remember, a 50% kill rate is a 2k. Failure to win

    A 75% kill rate is the minimum needed for a win, a 3k.

    If their kill rate was 55%, then they are failing to win the majority of their matches, as a 75% is needed for a win.

    That‘s not how it works, 50% means you get 2 kills by default and this is a draw not a lose - not a win (objectively).

    Also the game should be fair and fair would only be a 50% kill rate (objectively). Then killers and survivors would have the same chances.

    I can understand what you think, but a draw is basically a 1:1 in soccer, no one won - no one lost.

    Your calculation missed that you shouldn‘t always get 2ks. It should even be possible for good killers to lose against good survivors with 0k and then the next round according to your logic you would get a 4K. With a 2k you objectively never lost a game, therefore your chances shouldn‘t increase.

    I hope I could make my stance clearer.

  • I think they should aim for a 55% kill rate (2.2kills). With it killers would have a slight upper chance and it would maybe finally become fair. I dislike the handholding of killers and constant nerfs behavior is doing.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683830#Comment_3683830

    60% kill rate means slightly under a 50% win rate. 62.5% would be an even 50% (on average, of course). A 55% kill rate would mean on average, every match the killer would not win.

    That makes no sense. With 55% there is only 20% missing for winning all the time.

  • Healing got hard nerfed last year and mangled wasn‘t nerfed in the same patch. To make it fair they should just revert the healing nerfs and the mangled nerf. Medkits are trash. There is literally no difference between purple and grey. Also COH is trash and it‘s not even good in a swf. I also don‘t understand why the COH healing effect doesn‘t apply to self care. It‘s dumb.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683596#Comment_3683596

    I still fail to see how the map reworks were in any way bad. Many of the maps were survivor sided and are now fairer for both sides. Survivors simply don't have as many loops any more where they are safe. The only bad map rework I can think of is Rancid Abbatoir. Tunneling and camping are the real survivor issues if you ask me.

    It‘s no bad thing having survivor sided maps since most of the killers a powerful and performing good. Survivors should have something to play with.

    Borgo was the worst map rework, it‘s incredibly killer sided. It‘s such a unfun map. Garden of joy also was a terrible rework, you only have the strong main building and everything outside is trash. Most maze tiles don‘t even have a window most times. The cold wind map with only shack in the middle is far too small and has most times only one pallet near gens or no pallets at all near gens. Rancid like you said. The sice decrease of mothers drawling was unnecessary and what ever else got changed.

    No rework actually helped survivors and not every map should be made bad for survivors only to be easy for bad M1 killers, instead they should buff them. Making every map easy for bad M1s leaves you no chance against an actual good/stronger killers.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683596#Comment_3683596

    What percentage would you prefer? Higher? Lower? 60% kill rate means on average they are getting roughly 2 and a half kills a match over an average of matches (slightly closer to a 2k by 2.5%). Killers win with a 3k, so they are expected to win half their matches with an occasional extra failure to win from time to time.

    I would prefer a 55% kill rate, in this scenario the killer would still have the upper hand, but you aren‘t guaranteed to loose by default as survivor. Killers shouldn‘t win because of a win rate goal, so shouldn‘t survivors, but with 60% you almost win by default all the time. For me it‘s incredibly easy against good survivors and I don‘t play nurse and blight.

    Counter question aren‘t Games supposed to be fun and fun also comes from winning and isn‘t it unfair objectively to loose more than 60% of your games just for we „ we want 60% kill rate“? I wonder what killers would say if they only had a 40% kill rate by default.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683669#Comment_3683669

    pyramid head also does that on loops

    it’s called “M2 faking” and it’s just basic mind games you have to play around

    and bringing back light burn on wraith isn’t gonna stop him from tunneling

    But it should be back for nurse and spirit

    Pyramide head does not force you to drop pallets and his m2 is completely dodgeable.

    Then faking his m2 and doing an m1 does not give him a speed boost, which makes pyramid heads not incredibly unfair.

    I wouldn’t calling his uncloaks mindgames, there is nothing survivors can do besides dropping the pallet at loops („mindgame“). Then he breaks them incredibly fast and catches up instant and repeats that at the next loop until there is nothing left.

    Bringing back light burn on those killers and wraith would give at least some counterplay even when you need a flashlight for it. Will it stop tunneling no, but it could give you some chances.

  • @D0NN1ED4RK0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683604#Comment_3683604

    lightburn imo is somewhat welcomed to return except for wraith since he’s the only m1 killer who was harmed the most by it

    Wraith also needs it back, there is 0 counterplay against him. He just starts uncloak in front of pallets cancels it and you are forced to drop it instant, otherwise he just hits you because of the speed boost.

    All wraiths I played against did always tunnel and his super speed makes it impossible to do anything against it.

  • @SolidRazo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683611#Comment_3683611

    Understandable response however I disagree for the following reasons only the unhook survivor should be the only one receiving the untractability to allow the killer to go for the unhooker and to allow the survivor to get away. Idk I think it would be slightly unfair if you couldn’t go for the unhooker as killer

    i was thinking of iron will though but decided not to include it. That way it isn’t too much but if behavior does add a temporary iron will with no scratch marks no blood when unhooked then that’d honestly be great.

    Realistically then the buff would do nothing against tunneling, when the unhooker doesn‘t get it. Almost everytime after the unhook you either heal under the hook or walk 10m and when the killer sees the unhooker‘s scratch marks he automatically also finds the unhooked (by then the effect might already be gone).

    My intention was more to make it easier to get away from the killer and be able to reset.

    The killer would still be able to go for both of them, but he first of all has to find them, tunneling shouldn’t be easy!

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683613#Comment_3683613

    The funny thing is that it might backfire to them. Obviously it depends on how hard Adrenaline is nerfed, but if it is really not worth taking anymore (and given their track record, I would assume that), people will drop it and play something else.

    And then Killers realize that the Survivors suddenly have 4 Perks during the majority of the game instead of 3 Perks. So the matches for struggling Killers might even be worse when slugged Survivors suddenly run Unbreakable instead of Adrenaline or hooked Survivors are using Deliverance instead of Adrenaline, removing a lot of pressure Killers have DURING a game. For the trade of a Perk which might not even come into play.

    Because the complaints about Adrenaline base on experiences where they see it activate in a chase or when a Survivor becomes healthy. What they dont see are all those Adrenalines which activate while a Survivor is NOT in chase and NOT injured. Let alone those which dont even come into play at all because the Survivor is dead before.

    Then they will most likely get the next perk nerfed, so there are only perks like calm spirit and then calm spirit is suddenly op and it gets nerfed.

  • The unhooker and the unhooked should not leave scratch marks and blood pools for a limited time, so they could go to a safer place to heal. It would make no difference if only the unhooked person would leave no scratch marks and blood, then the killer would just follow the unhooker to the unhooked.

    I wana add that both should get 100% iron will on top for the limited time of the other effects.

    Then tunneling would become more difficult if you have no clue how to find them.

  • Me that the whole time thought you were talking about lightweight😅

    Yep there is literally no reason for it to not work while injured and the deactivation after vaulting is unnecessary.

  • They should bring back lightburn and make that it applies for the problematic killers and those who already had it.

  • I wish I would see more nurses, Chuckys and blights. I rarely encounter them. I like, that you can dodge them and outplay them, because they don‘t go for simple m1s.

  • For me the problem starts with their 60% kill rate goal. This alone makes the game miserable, because they then do stupid decisions to accomplish that.

    All the past map reworks did only do one thing in my opinion make the survivor experience even worse.

    Then they do questionable perk changes all the time for both sides and why is their only solution for everything nerf it into uselessness?

    I don‘t mind the newer killers, but most of them have one thing in common easy and quick downs.

  • Facecamping was more enjoyable than proxicamping. I miss that people play differently even tho they face camp. The only thing this update did was making a lot of mediocre perks useless and make all killers tunnel.

    I miss buba, who‘s whole purpose was facecamping. I very rarely encountered him since back then.

    As a status effect for hook related perks it would have been cool and you could have gotten some clutches.

  • Adrenal is fine how it is. It‘s a shame that they will most likely nerf it into uselessness. Not waking up against Freddy tho would be good. It would be funny if that‘s the only thing that won‘t be changed.

    I wonder, which survivor perks gets killed after this one. There isn‘t really anything good left.

  • He is 110%, which made me loose on big maps alone. Then when you lose survivors in chase, because of your height, you basically can‘t catch up for the next 20s.

    Then the removal of his 180 flicks was just unnecessary and his addons are just terrible.

    Why did they nerf his addons in the past weeks? Portable Tv was 100% some weeks ago (now 70%) and I don‘t know what they did also change.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682245#Comment_3682245

    "The 3% didnt do that much" If it didnt do that much then why was it ran so much? It happened to everyone where that 3% would have made the difference between a down or not.

    It did not make a huge difference in the outcome of matches, but it allowed bad loopers to finally learn to loop with a bit more mistakes, instead of dying instant and hiding all game therefore. It would have been balanced with the removal of the endurance.

    According to your logic pain res and pop should get hard nerfed into uselessness like MFT was, because those perks basically win matches for you! So what is the difference? Killers are allowed to have good perks and survivors not?! Seems like it! The survivor role is in such a miserable spot and killers still aren‘t happy! All my friends refuse to play this game, because of how unfun and killer sided it is.

  • Honestly they should just revert medkits, there is literally no difference between grey and purple and I don‘t like the heal other’s concept. They could make that an addon, but that should be it.

  • Can only agree, it hurts a lot of killers and the gameplay would be a lot better and more interesting without them.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682891#Comment_3682891

    So despite the fact that most Killers are winning almost all of their matches, the game is...somehow still Survivor-sided.

    It always will unless it‘s a 100% kill rate😂

  • Unfortunately the devs won‘t buff/change any good/ok survivor perk as long as they didn‘t reach their 60% kill rate for killers, so that the last person in this game is „hopeless and feels no chance“. I really don‘t like the fact that they are handholding killers all the time.

  • @DerpedByDave said:

    He's honestly seems hard to balanced good players are going to land every shot systematicly taking out survivors giving them no real or fun counterplay (but it seems like the devs don't want any interesting counter play with removing light burn n all)

    on the other hand players who are learning or not playing very well are going to get severely penalized for missing shots as the survivor will stair you down remove the effect making you reset all your progress and land another 2 uvx hits.

    I'd maybe give unknown a shorter cool down & smaller blast radius, that way he can use his powers more often but survivors can also juke and counter little easier with the smaller radius.

    That sounds fair. Honestly I hate looking behind me all the time in chase, it makes bump into things.

    They should bring back lightburn it was a cool mechanic and gave a small counterplay.

  • @SolidRazo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/408800/please-buff-these-gen-related-perks

    every Generator perk type like Flashbang is at 50% for a standard, I don’t think they’ll ever change it but who knows.

    however they could change Flashbangs having tokens that gives flashbangs charges up to a cap and that’s something I’d like to see.

    if I may add on to it:

    Flashbangs should deafen the killer and survivor when within its effective range for the same duration as the blind (deafen as in not hear anything, a new status effect I suppose)

    every Generator perk type like Flashbang is at 50% for a standard, I don’t think they’ll ever change it but who knows.

    This change was a huge nerf for wiretap it was far better before and the others would become better tho.

    Flashbangs should deafen the killer and survivor when within its effective range for the same duration as the blind (deafen as in not hear anything, a new status effect I suppose)

    Would be cool!

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682516#Comment_3682516

    the 3% literally recreated infinites in almost every main building man :l

    @Royval said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682245#Comment_3682245

    Yes it did you must’ve ain’t play killer during that time

    First question why are you only responding to me when Aven_Fallen wrote almost the same in his first part of his post and got far better into detail than me?

    Secondly I did play killer at that time and it didn‘t make a huge difference in the outcome of matches. Was it annoying: yes!, but everything can be annoying in this game.

    It got completely overnerfed, they should just have removed the endurance effect (which was more annoying for me) and buffed anti exhaustion perks.

  • @RFSa09 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682245#Comment_3682245

    3% was the problem, the normal survivor speed is 4.0, with mft it increases to 4.12, more 0.12 meters for every single second

    The 3% were no problem. You difn‘t even feel it. The problem was only that some killers are too weak, which is not a problem of this perk. Also there are a lot of options to deny it.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682290#Comment_3682290

    flashbang+background player is near guaranteed flash save. It would be too strong for SWF's to have unlimited flashbang's saves.

    Shure, but carrying more and getting 1 stack every 50% 1 flashbang would be cool, so that you don‘t have to leave the gen all the time.

  • @Devil_hit11 said:

    flashbang is only good gen related perk that deserves the 50%. the other ones don't deserve it. they should be lower especially repressed alliance and chemical trap.

    It is ok, but everytime I try to use them they either take too long to explode or the killer just looks up. A lot of rounds I also only get to use 2 and it would more fun to have more and being able to stack them. Then I would throw 3 in a line.

  • @DrHyk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/408800/please-buff-these-gen-related-perks

    No thanks. If you're a good little gen jockey the 50% won't matter much. I play a lot of survivor 50/50 survivor/killer and even I know that buff isn't a good idea. Unless they're also going to change Pain Res and/or Pop that change isn't needed.

    50% is far too much for Wiretap/Chemical trap/Repressed Alliance. Wiretap was 33% and was fine, now you can‘t get value from it and the other perks would be ok if they reduce them. Currently they aren‘t worth it, because of the 50%.

    Killers constantly complain about survivors gen rushing and instead of giving them less need to do that….

    Also those perks deserve a decrease, because of the increased gen times.

    Pain res and pop are very strong, I don‘t see what they have to do with those changes.

  • Yeah it’s so sad that I never got to experience the third floor and I don‘t think opening would hurt anyone.

  • MFT would have been fine if they removed the endurance effect and made anti exhaustion perks better. The 3% really didn‘t do that much.

  • It would also be good if revealing him would be more punishing. I tried him again today and it was so miserable. Two survivors were constantly following me and revealing me from a save distance and I was powerless the whole game.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681134#Comment_3681134

    I think ghostface's philly add-on should be base-kit at the very least. I almost never want to play gf without philly.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681122#Comment_3681122

    for me, the annoying part is losing your stalk when you m1 a survivor. I wish you could stalk but if you fail, you keep your stalk. I know it goes against the whole punished for playing bad as killer but I feel like GF as m1 killer is weak enough that guaranteed reward is warranted for his power.

    Yep that sucks too.

  • Could you please make the charge up time shorter for doctors L2 shock (PlayStation-Controller). Most times it takes far too long to shock someone with it and if you timed it well they still jump through the window, because of the input delay.

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