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miniwengsel

miniwengsel

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miniwengsel
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  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423756#Comment_3423756

    bloodlust nurse is kind of a meme since she moves at 95% i think base aswell

    So maybe for the meme I play Nurse now with 4.6 movement speed addon just to bloodlust someone :D

  • @FFirebrandd said:

    Welcome to the least fun meta dbd has ever seen. Maybe they'll fix it... maybe.

    Its not meta. Its the mindset as always.

  • @Wilx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423889#Comment_3423889

    I have to disagree. Camping and tunneling was huge before the gen regression perks were NERFed. I'm not saying there isn't a problem, but using gen speed as an excuse to tunnel and camp is bull. Most do it at 5 gens anyway. Maybe camping and tunneling has caused "gen rushing".

    I would say genrushing causes the camping and tunneling. Gen rushing got countered by Regression Perks for weaker Killers and Camping and Tunneling by good survivor teamplay and skill. Now the Regression Perks are gone weaker Killers need to tunnel to counter gen rushing. It isnt relevant how mutch gens where done, because mostly min two get competted at the same time. So the game can turn very fast. So if killers now cant delay the Survivors objektiv zhey need to do there objektiv faster (camping and tunneling). For me as a Killer main that loved to play wesker Killers these Perk nerf where rlly rlly bad. The game turned from hard but fun to unplayable without tunneling. So I dont play weaker Killers at the Moment and switched to every Round Nurse, because you get slowdown from quick downs. Something weaker Killers are not able to do.

  • I feelt the same with every killer under A Tier. I mostly played Pig, Dredge, Fredy etc. So mostly weaker Killers. I always got genrushed as fu and called a baby killer after the match. So what I do now is only playing Nurse. It seems like Survivors want that so they get that. Now I think I had 20 4ks (hatch escape not count) in a row and the average gens that got done where 2.

    So if they bring the best stuff I bring the second best Killer. So dont complain if the first down is in 15 Seconds, when there are 2 strong Medkits and two strong Toolboxes.

    Btw all of these matches where 12 hooks so no tunnel no camp and with brown addons. So if they want more sweat they allways can get more.

  • I have never seen a nurse thats bloodlusting, because if you use your power you lose bloodlust. So Killers like Blight, Nurse, Spirit, Wesker etc will not bloodlust anyone, because it would be stupid, if they can use there power on this loop instead.

  • @solidhex said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422737#Comment_3422737

    Dude, no one gets deadharded that often. If people still get deadharded like 3-4 times every match after the nerf it's definitely a YOU-problem, maybe don't immediately swing if a survivor switches directions. There is only one situation where DH is useful and that is when running through pallets, and even that is kinda a mindgame / can be countered and is not guaranteed to work. And honestly, without these situations this perk would be complete garbage, because anyone should be able to wait out/bait DH in the open...

    You are nearly never in the open and yes you dont get allways Deadharded, but if you had a rlly long chase and this person manages to DH you you are done with the round. Its like you repair a gen get hit by old Erruption, than PR and after that old Pop on Top. So like -65% or so. Would you say this is fun. Also this would be on one out of three gens that where repaired at the moment and the killer doesnt have the abillity to do more than on objectiv at the time.

  • @NotAnotherDoctor said:

    The only thing worse than playing against her is playing as her.

    If it wasn't for these challenges I wouldn't be going anywhere near her but I'm trying to get the rift done as quickly as possible so that I can call it a day and not worry about not finishing it later.

    Are there any good builds for her? Even with the recent changes I still can't for the life of me find use in her for chasing

    True after completing her challanges I refused to kill someone and thanked them, that I dont need to play her again.

  • @Huge_Bush said:

    So, who is it? I’m running low on indoor map offerings and I’m tired of the game sending me to open field maps while playing a scratched mirror. The blood web isn’t helping since it keeps giving me Borgo and Garden of Garbage offerings (I wish we can trade them in for a small loss of blood points).

    I don’t need to win matches. Heck, as long as they’re not toxic or super sweaty, I normally let everyone go after making them pee a little. I just want to consistently make as much blood points as I can.

    so what’s the best killer and build to do it? I have plenty of shards to buy any non-licensed killer and I do have some auric cells though I’d like to save them for if we ever get Chucky, Xenomorph or Rita Repulsa.

    Blight gives a ton of Bps.

  • @ryz said:

    the 2nd strongest killer has 2 addons

    one makes survivors exposed and the other one is replenishing his tokens instantly when getting a hit.

    and these addons are in the game since release if im not mistaken.

    BUT dead hard was unfair and the biggest problem in the game and went trough 2 reworks and these addons are still untouched.

    😂

    First I would say blight is the strongest by now. Second yes some of blights addons need reworks. Another point DH alone would counter the Addon change, because if you rlly want to 12 hook you need 24 hits with Dh the number increase to freaken 36. So giving the survivors +50% of chase time isnt overpowert.

  • The Problem is if there where no penalty for connection dcs. The Survivors which dc all the time would just disconnet there pcs.

  • @GoofyGooberRock said:

    I feel like a lot of killers in this game kinda take things too personal

    I got a flashlight save so the killer proceeds to tunnel me and then face camp me out of the game

    but luckily the 3 other survivors got out so...I don't know what I did to make them upset like that lol

    and no this wasn't the a one time thing this actually happens a few games I get

    If you post this than you take that to personal, that you got tunneled.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420205#Comment_3420205

    Yeah that's why competitive survivors use exhaustion perks too right? Because they're bad?

    Funny how survivor perks that aren't completely worthless are called crutch and brainless and yet actual crutches like Bloodlust and Hit Validation are considered "deserved downs."

    They arent bad they are just too strong and brainless together. You dont need a brain for "Oh the Killer is near press shift W for a giant amount of distance.

    And what is the problem of bloodlust for so many. Bloodlust is mostly for killers like Trapper or something to get hits in tiles they otherwhise only could dream of.

    Also Hit Validation I would say is sometimes a deserves done and sometimes not. If you rlly think about How hits in pallat dropps happen its fair. The game counts a hit as a hit when the suvivor at any time is in the hit animation range. So if the killer swing throw the pallet the survivor is in hit range befor the pallet is thown down.

  • @HoodedWildKard said:

    Man killer mains ######### up. Complaining so hard about DH. Now literally every surv is running lithe, SB or balanced landing and it is annoying af.

    You know what I liked about DH? You could counter it, SO easily. You can't counter any of these other exhaustion perks and it is driving me up the wall.

    Whereas with DH once I figured out who had it, it was the easiest perk in the world to counter. And now I've got uncounterable speed boosts in practically every chase. Love it.

    I think it was dumb to even nerf DH without nerfing SB, Lithe and Balenced. All exastion Perks needed a nerf. SB and the ohers where not used because DH were stronger and you dont bring two exastion perks. Think Exastion perks as a leader, if the to gets cut survivors take the next step and the reson why this leader exists is because exastion perks are like 10 times better then non exastion perks. I think its also more funny, that DH doesnt got killed completly like the killer perks DH is just fall from the top step to I guess the third or so. If perks are that strong that even after nerfs are still meta what does this means for the perks. Right they are to strong in general. The gen Kick meta also was a leader, but now the leader is complettly brocken to a point where it can still be good, but isnt meta anymore. So why this isnt posable for the exastion perk meta. So you would see in your matches mabye on survivor that use one of the perks. (and not 4 every time) and befor any survivor main is crying that you need exastion perks to win no you not. Every time I play survivor I bring no exastion perks and still manage to win most of my games (even in solo que). Most of the time when I lose as survivor the reson were teammates that dont do gens or dont look at the actions of the others so they dont know when they should save for example.

  • @MrSlayer said:

    I can't speak for others, but here's how I see it:

    Killer probably seen it as a form of attack and responded with aggression. Some people are delicate that way.

    I see flashlight saves as a part of the game, same with pallet stuns etc. If it happens it's fair, I expect survs to defend themselves and honestly it spices things up. For me the problem starts when survs try to bully. At that point the gloves are off - if someone wants to play dirty I respond in kind and I will use any legal mechanics to win.

    Yeah some do and yes its stupid, but if you rlly had a balanced game the one flashlight save is a lose for the killer

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418366#Comment_3418366

    Survivors just got their strongest healing perk nuked, their best exhaustion perk hard restricted to 2 uses while keeping all its previous restrictions and their strongest item heavy nerfed with all its addons tone down.

    What i see in my killer games right now is a genrush the same perks as befor. DH now isnt a 87% chance as befor on the survivor now my games the perk appers at a 34% pickrate. Oh right SB got an increase of 56% so DH got imigietly replayced COH is still very strong if you play it you would see it. I played a game where I camped at the end of the round and the survivors that tried to unhook are all 3 healed at 16 seconds (I count) three heals in 16 seconds means the perk got nuked right. I guess for it to become good again the numbers should be trippled right so it be 3 heals in 4 seconds. Seams far I guess. And the medikit nerf as I killer I dont even notes, brecause Medkits are still the best Items and the Medkit pickrate at my rounds is still at 43%.

    If we now look at the Killer perks that got nerfed the only one that decreased only a little bit in uses was PR with now a 30% pickrate, but CoB and Overcharge went both from about 67% to 19%.

  • @Ricardo170373 said:

    im literally frustrate right now, because, i like Trickster so much, but, i cant play him anymore, i cant do literally nothing without lose 2 gens. He and some killers are so painful to play now. If you want keep pressure, i need play Nurse, Blight, maybe spirit or SM tri gen. Other killer will be suffer.

    True I think I will only play Nurse and blight from now on. Every killer under mid A tier is mostly unplayable or a gigantic struggle

  • @KenwanObinobi said:

    Crazy how 9 games out of 10 is against a camper/tunneler, the last patch has definitely changed the yway the killers are playing.

    It is unbearable.

    No its not only the killers. In my killer matches now gens get done so quickly its not even funny anymore. I go in my matches with the intention not to tunnel and after the match I think I should have. Survivors bring the stronges bullshit you could thing of and every round they throw a map offering. After 10 matches on the worst maps for killers I throw an offering got on my map and the surves dc. Nice how playing killer means you need to play agiunst everything you get, but for survivor it means just do what ever the ######### you want and if it doesnt work dc wait a minute and bring another BNP.

  • @Cleverotter said:

    Hey man, if your feeling burnt out as a killer, I tend to rewatch a video that helps me greatly. It’s KillaWhales “how to have fun as a killer again” video.

    if you don’t want to watch the whole thing, the main points are

    • accepting there is stupid bullshit in the game you cannot deal wjth
    • Don’t care about gens. Your kill rate will go down, but you will have a lot more fun games
    • Dont ever go to the gates after a match. Self explanatory.

    Thanks.

    but I know these things. The first point is the only point that I rlly hate. I mean its a game where two sides play against each other. So how can it be posable, that you cant win when survivors bring some specific Items or get a map where you cant do anything? Just how?

  • no, but I dont want to need more stalk for the tier ups. Also Myers is no dependend (exept 5 Addons) Killer Myers need good perks to conpensate.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419179#Comment_3419179

    killers can bring map offerings as well and idk if this is true or not but I’ve heard they get priority. So if one survivor and one killer brings a map offering it favors the killer’s selection. Additionally killers are moving away from Gen pressure to chase/hook pressure. That is what you should focus on, not necessarily guarding gens. It’s easy to snowball as killer with just one down

    No the killer has no priority, if Survivors bring 4 Mapofferings and the killer one the killer has a 20% chance of getting to his map.

    As Killer you only have on Offering slot so you cant bring a map and bp boosts at the same time. Survivors offten bring a map too easly win on that on and the others bring BP Offerings.

    I have always focus on chase, but on some maps its not posable to down survivors fast enough to do so. Some Killers just cant win without looking at the gens as you descriepe.

  • I am a Killer main and I vote for the delete from Skull Merchant

  • @OhMyLumi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408950#Comment_3408950

    Slugging every survivor has been going on waaaaaay before these changes. I do believe it needs to be addressed. whatever way you put it.. it needs to be dealt with. 4 minutes is a LONG time in a game. I don't mind getting camped on hook compared to this myself!

    I dont care myself, but many others care and I want to point out its not just the killers who play very bad to the other side.

  • @rysm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418694#Comment_3418694

    Yeah I guess that is really funny and so so random. Stop moaning and just play the game differently then. You're not getting 4 man swfs every single match. That just doesn't happen.

    I know you dont get 4 man swfs every game, but if you get them matches can be rlly missreble.

  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/374477/i-am-done-with-the-game

    Are you actually picking the weakest killer in the game without any add-ons and complaining that you're not doing very well?

    First I had a daily. Second I wouldnt be making that disguession, because of one game. I had a serie of games where I had basiclly the worst map for that killer all brough by the survivors.

  • @PowZapBamWoofMeow said:

    You do know that us Killers are not supposed to win every game, right?

    Not every game is going to be an even match.

    Just look at sports. Pro football. Imagine being a player on one of the worst teams any season. They get like 2 wins all year. Blown out almost every game.

    Yes the game is unbalanced in many ways it it’s a lot better to play killer now than before.

    Hell I got to Iri 1 as Twins AND survivors in 2 weeks time. That’s saying something and I’m not that great a player.

    I know we arent supposed to win every game, but how it can oke, that survivors are allowed to bring a map offering every game.

    The worst players wouldnt be for ever the worst players. At some point they will become better.

    Yes it is better playing killer nower days, but if you get a team that rlly want to genrush and are a little bit smarter than average you cant hold the gens.

  • @Cyber686 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418563#Comment_3418563

    well its your problem if you let survivors reset pallets. just break them.

    The time it takes to break the pallets on the game (just the break animation) gives enough time for one survivor to do a full gen. If the killer is just running behind the survivor and break all the pallets he will lose.

  • @Cyber686 said:

    100 pallets? lol

    Yeah on the game arent that many, but if you bring windows or play a killer, which has a big problem with pallets you see what I want to say.

  • @brokedownpalace said:

    It's okay to not be good at a video game, no need to assign blame everywhere but yourself.

    If you play Trapper on high mmr against min 2 BNPs on iri I will see how you win this, if the survivors are playing safe. That hasnt to do with skill this is just survivors chose the playground and bring bullshit stuff.


  • @[Deleted User] said:

    "I know solo que is also bullshit, but just because most solo que survivors have no brains."

    How are you losing then? And please don't tell me because all you face are elite SWF squads.

    I dont say I play against elite swf squads. I would guess most of my games are two two mans ore one 3 man and one solo. But even if there are to survivors that are able to think the game can get very hard. When I play in a two man survivor I win like 60% of my game mostly because me and my friend do the right thinks when they are needed. Solo Survivors would win way more often if they would do gens, but most of the time they run behind the killer or do Boon, when they arent needed or straidup nothing. Thats why solos lose.

  • @Deathstroke said:

    Well that is not biased view "soloQ survivors not having brains..." I don't think killer is meant to play casually you play agains't team of 4 all alone who try to win so you can't afford that if you want to win as well and you just don't have time to sit back and relax like survivors have.

    If there would be more killers or less survivors then you could mess around and have fun while still winning. Now only if you get one quickly out and make the game 3vs1 then you can play more casually. I have no problem winning most my games because I play to win and use best stragedies.

    Of course I could tunnel yes, but every round the map + my killer are a complett mess. I had Trapper on iri. Myers on blood ludge, Myers on the game, Ghost face on iron works, with the most open gen spawns you could imagen etc. How the ######### could I do anything there.

  • @rysm said:

    Well if every game you're get genrushed... then i'm sorry to say that you're getting gen rushed by those survivors which you said "have no brains". Maybe it's just an issue on your end 🤷‍♂️

    yes I think 4 survs with offerings that work perfectly together are of course 4 solos. Also its rlly funny that they all are friends with each other on steam, but i guess its just a randomly happend.

  • yes of course they faver killer by nuking the killer meta. Makes sence

  • @Veroles said:

    I just say some people said when dead hard wouldn't be so popular people would tunnel less and i was like:

    https://i.giphy.com/media/JSueytO5O29yM/giphy.gif

    Did you have noticed, that the killer meta got nuked and the survivors just lost one perk

  • because his addons are mostly bad i play without it at all

  • @ehe said:

    16 second self heals were the reason they were overpowered, reverting thats a bad idea. Yeah iron will and DH suck now, they needed nerfs and all but killing them wasnt very cool. Iron will is all or nothing though, its either you are quiet 100% of the time or you aren't, making it either garbage or overpowered.

    Healing is way more necessary without DH because you can't literally just click E and not go down. That "easy hit" has to be earned by outplaying the survivor into a position to land it, or because the survivor straight up failed. In either of those situations DH could (IN THOERY) get you out scott free, especially by pallets. I miss DH when it was used around vaults, it was so fun to out-predict each other.

    Also all stealth killers are like, C-tier or below. They typically have no chase power outside of maybe exposing someone, but even then the "easy hit" is still very much earned. And spirit is probably one of the hardest killers, like you literally cant see anyone while phasing. Shes got a fair amount of counterplay, while injured you can still use vaults and pallets. Or you could just not get injured in the first place. TL;DR not so easy hit. Spirit boosted though.

    idk if this counts as git gud nonsense

    agree with the most, but spirit isnt the hardest killer. Spirit is very very easy to play. Myers is harder than Spirit. Spirit is the killer you play if just kill them all, without any skill needed. Just turn your volume to 100% put on some strong perks and Addons and you win 90% of your matches. (10% cause of maps with to many pallets).

  • You cant get banned for that, but ist rlly bad to do so. Thinks you get banned for are stuff that personal attacks the other player. Things like he/she should end there life or something

  • @DylanLives said:

    First off, I went through all of the perks in the game up to the Tools of Torment chapter and if you don't see a perk listed here, it's because I think it's good where it's at and doesn't need changes. Now onto the longest post in the world.

    Killer Perks

    A Nurse's Calling - Aura reading lingers for 2s

    Awakened Awareness - Aura lingers for 2s

    Bamboozle - Increase vault speed by 25%

    Beast of Prey - The aura of the survivor that has been chased the least is revealed for 4s every 15s

    Blood Echo - Healthy survivors become Exhausted for 20s

    Blood Hound - Injured survivors have their aura revealed for 2s every 30s

    Brutal Strength - Damage speed increased to 40%

    Coulrophobia - Replace current effect with Merciless Storm skill checks when healing within the terror radius

    Coup de Grace - Tokens are gained from hooks

    Claustrophobia - Range increased to 48m

    Dark Devotion - Triggers on all survivors, has a 45s cooldown

    Deathbound - The survivor who completes the heal screams and is exposed for 30s

    Deerstalker - Crouching survivors are also revealed

    Dissolution - Becomes active after hit, breaks one pallet that is fast vaulted anywhere, then goes on cooldown

    Dying Light - Tokens give 5% penalty, max tokens 7, hooking Obsession loses 1 stack

    Fire Up - Gain tokens from hooks

    Forced Penance - Survivor taking the protection hit is broken until a survivor enters the dying state

    Furtive Chase - Tokens increase vault speed 5%, max tokens 6

    Gearhead - Great skill checks reveal survivors for 3s

    Grim Embrace - After hooking 3 unique survivors, the most progressed generator is blocked for 60s

    Hangman's Trick - Your Terror Radius stays on the hooked survivor for 20s after they are hooked

    Hex: Crowd Control - Dropped pallets are broken after 30s

    Hex: Face the Darkness - All survivors scream every 30s

    Hex: Haunted Grounds - All Totems are lit, for every totem cleansed or blessed, survivors are exposed for 40/35/30/25/20s

    Hex: Huntress Lullaby - Gain a token every 30s

    1 token - Shorter time between audio warning and skill check

    2 tokens - More frequent skill checks

    3 tokens - Silent skill checks

    4 tokens - Faster skill checks

    5 tokens - Random audio warnings

    Hex: Ruin - 150% progression

    Hex: Third Seal - Tokens gained from basic attacks

    1 token - Survivors are Hindered by 5%

    2 tokens - Survivors are Blinded

    3 tokens - Survivors are Oblivious

    Hoarder - Survivors carrying items have their auras revealed for 2s every 30s

    Hysteria - Affects all survivors

    I'm All Ears - Remove cooldown

    Insidious - Remain Undetectable for 5s after gaining it

    Iron Grasp - Wiggling has no effect on the killer's movement. Remove wiggle reduction

    Leverage - Remove duration, lose 2 tokens when a survivor dies

    Make Your Choice - 24m range

    Nemesis - Obsession becomes Hindered by 5%

    Oppression - Remove cooldown

    Play With Your Food - Tokens gained from hitting Obsession, tokens lost hitting other survivors

    Pop Goes the Weasel - 15% reduction, remove active timer. Has to be used before it can be triggered again

    Predator - Scratch marks are replaced with a direct trail

    Scourge Hook: Floods of Rage - Survivors auras are revealed until survivor is unhooked

    Septic Touch - When a survivor is healed, the survivor that heals becomes Exhausted for 303s

    Shadowborn - All auras further than 36m are hidden, all auras within 36m are permanently revealed, blind durations are doubled

    Shattered Hope - Aura reveal radius is increased to 128m

    Spies From the Shadows - Survivors that startle crows have their auras revealed for 2s

    Stridor - Footstep volume also increased

    Surveillance - When a generator has been repaired for ten seconds, its aura becomes white until it is no longer being repaired. This can happen 3 times per generator.

    Territorial Imperative - Survivors within 24m of a completed generator are hindered by 5% for 20s

    Thrilling Tremors - Remove cooldown

    THWACK! - Triggers after hitting a survivor

    Trail of Torment - Remove aura reveal, 30s cooldown

    Whispers - Whispers are directional, survivors within 32m of you for 15s scream

    Zanshin Tactics - Survivors who vault in chase are Hindered by 5% for 5s

    Survivor Perks

    Adrenaline - Remove Exhaustion

    Aftercare - Remove reset of perk

    Alert - Aura revealed when injuring survivors

    Appraisal - Items from chests will always be green or higher rarity

    Autodidact - Increase skill check frequency

    Background Player - Gain 5% Haste when another survivor is in chase

    Blood Pact - When the Obsession is in chase, you heal at 100% increased speed, this applies to the Obsession when you are in chase

    Boon: Dark Theory - Haste increased to 7%

    Botany Knowledge - Increased Healing speed to 65%

    Buckle Up - Survivors healed from the dying state gain a 150% speed boost for 6s, they become Exhausted

    Calm Spirit - Interaction speed penalty removed

    Clairvoyance - Add collision with Killer while active

    Dance With Me - Increase duration to 4s

    Deja Vu - You repair the highlighted generators by 10% faster until 1 of them is repaired

    Diversion - Creates two loud sounds

    Empathic Connection - Increase healing speed by 20%

    Fast Track - Tokens are gained when survivors lose health states. Lose all tokens when you lose a health state

    Guardian - Duration increased to 20%, Haste increased to 14%

    Head On - Remove Exhaustion, cooldown of 120s

    Kinship - Activation range 24m

    Left Behind - 48m

    Low Profile - No timer, only active when in chase

    Mettle of Man - When you are healed from the dying state, you become fully healed. This perk can only trigger once per trial. This perk deactivates when the gates are powered

    Poised - Increase duration to 20s

    Premonition - Reduce cooldown to 10s

    Reactive Healing - Can store 1 use if activated while healthy

    Red Herring - When the Killer is within 24m of you, a notification is triggered at the furthest locker from you. 45s cooldown

    Renewal - Being downed does not deactivate the perk

    Resilience - Remove vault speed bonus

    Resurgence - Increase to 75%

    Self-Care - Decrease speed penalty to 50%

    Self-Preservation - Silences all your sounds for 15s, including repairs

    Slippery Meat - Slows Entity progress by 50%, you are unhooked 50% faster

    Small Game - Crouching reveals the auras of totems and chests within 24m of you

    Smash Hit - Activated by all stuns

    Sole Survivor - When you are the last survivor, gain 10% for 120s

    Solidarity - Increased up to 75%

    Spine Chill - Increase Terror Radius detection by 8m

    Stake Out - Decrease requirement to 10s, can hold 5

    Teamwork: Power of Two - Increase Haste to 10%

    Technician - Remove penalty

    This is Not Happening - Increase great skill check bonus by 2% per injured survivor

    Unbreakable - When you have been hooked twice, you no longer make grunts of pain and you leave no pools of blood (This would be the change when Unbreakable becomes basekit)

    Up the Ante - When you are in chase with the killer for 5s, you become Exposed. All stuns to the killer while in chase are increased by 1s and you gain 7% Haste while in chase

    Visionary - Remove deactivation timer

    Wake Up - When a generator is repaired, gain a 150% speed boost for 6s, you become Exhausted for 40s

    I copied your list and write comments behind them.

    Killer Perks

    A Nurse's Calling - Aura reading lingers for 2s //It would be to mutch Nurses is a great perk.

    Awakened Awareness - Aura lingers for 2s //This was the origial perk desgin, but it was too op on Nurse

    Bamboozle - Increase vault speed by 25% //Doesnt need a change

    Beast of Prey - The aura of the survivor that has been chased the least is revealed for 4s every 15s

    //would still be a underwhelming Perk

    Blood Echo - Healthy survivors become Exhausted for 20s //would ne to strong I guess.

    Blood Hound - Injured survivors have their aura revealed for 2s every 30s // way to strong on Killers with movment

    Brutal Strength - Damage speed increased to 40% //to much

    Coulrophobia - Replace current effect with Merciless Storm skill checks when healing within the terror radius

    //way to annoying and strong against beginers

    Coup de Grace - Tokens are gained from hooks //sounds good

    Claustrophobia - Range increased to 48m //I would maybe change that the 32m are arount the killer not the gen that would help in chase.

    Dark Devotion - Triggers on all survivors, has a 45s cooldown //way to much

    Deathbound - The survivor who completes the heal screams and is exposed for 30s //yeah maybe

    Deerstalker - Crouching survivors are also revealed //no

    Dissolution - Becomes active after hit, breaks one pallet that is fast vaulted anywhere, then goes on cooldown //too much

    Dying Light - Tokens give 5% penalty, max tokens 7, hooking Obsession loses 1 stack //way too much. We are talking about 35% slower gens combind that with thana and pentimento on legion you would have at max 81% slower genspeed means one gen would take 164 seconds.

    Fire Up - Gain tokens from hooks // yeah with one or two changes to the numbers.

    Forced Penance - Survivor taking the protection hit is broken until a survivor enters the dying state //yeah sounds nice

    Furtive Chase - Tokens increase vault speed 5%, max tokens 6 // I would change the only in chase and decrease the values a little bit

    Gearhead - Great skill checks reveal survivors for 3s //to strong witheout conditions

    Grim Embrace - After hooking 3 unique survivors, the most progressed generator is blocked for 60s // I would stay by the old desgin, but in the 40 seconds the killer can see all survivors, which arent in a 40m redius

    Hangman's Trick - Your Terror Radius stays on the hooked survivor for 20s after they are hooked // sounds interesting

    Hex: Crowd Control - Dropped pallets are broken after 30s // too much

    Hex: Face the Darkness - All survivors scream every 30s //yes

    Hex: Haunted Grounds - All Totems are lit, for every totem cleansed or blessed, survivors are exposed for 40/35/30/25/20s //way too strong by effekt and bad for combos

    Hex: Huntress Lullaby - Gain a token every 30s // I would maybe give stacks for maybe 4 good skill checks from the survivors.

    1 token - Shorter time between audio warning and skill check

    2 tokens - More frequent skill checks

    3 tokens - Silent skill checks

    4 tokens - Faster skill checks

    5 tokens - Random audio warnings

    // way to much

    Hex: Ruin - 150% progression // good

    Hex: Third Seal - Tokens gained from basic attacks

    1 token - Survivors are Hindered by 5%

    2 tokens - Survivors are Blinded

    3 tokens - Survivors are Oblivious

    //I would do maybe first hit blind. After the down hindered by 4% on the downed survivor.

    Hoarder - Survivors carrying items have their auras revealed for 2s every 30s // To strong

    Hysteria - Affects all survivors // I dont know

    I'm All Ears - Remove cooldown // make cooldown 20seconds

    Insidious - Remain Undetectable for 5s after gaining it //yeah maybe

    Iron Grasp - Wiggling has no effect on the killer's movement. Remove wiggle reduction //yes

    Leverage - Remove duration, lose 2 tokens when a survivor dies // would maybe turn the perks so you lose tokens after the cooldown of hooking and decrease the perk by one token.

    Make Your Choice - 24m range // 28m

    Nemesis - Obsession becomes Hindered by 5% //after changing the obsession while cooldown.

    Oppression - Remove cooldown // 20 second cooldown

    Play With Your Food - Tokens gained from hitting Obsession, tokens lost hitting other survivors // no pwyf is great as it is

    Pop Goes the Weasel - 15% reduction, remove active timer. Has to be used before it can be triggered again //20% with timer

    Predator - Scratch marks are replaced with a direct trail // big maybe

    Scourge Hook: Floods of Rage - Survivors auras are revealed until survivor is unhooked // way way too much its a great perk no changes needed

    Septic Touch - When a survivor is healed, the survivor that heals becomes Exhausted for 303s // I guess you ment 30s and yeah agree

    Shadowborn - All auras further than 36m are hidden, all auras within 36m are permanently revealed, blind durations are doubled // way way to strong

    Shattered Hope - Aura reveal radius is increased to 128m // make it basekit

    Spies From the Shadows - Survivors that startle crows have their auras revealed for 2s // 1s

    Stridor - Footstep volume also increased // way to strong on spirit

    Surveillance - When a generator has been repaired for ten seconds, its aura becomes white until it is no longer being repaired. This can happen 3 times per generator. // too much

    Territorial Imperative - Survivors within 24m of a completed generator are hindered by 5% for 20s // yeah why not

    Thrilling Tremors - Remove cooldown // yes

    THWACK! - Triggers after hitting a survivor //

    Trail of Torment - Remove aura reveal, 30s cooldown //

    Whispers - Whispers are directional, survivors within 32m of you for 15s scream //no

    Zanshin Tactics - Survivors who vault in chase are Hindered by 5% for 5s //no


    Survivor Perks

    Adrenaline - Remove Exhaustion // hell no

    Aftercare - Remove reset of perk // no its great as it is

    Alert - Aura revealed when injuring survivors //no great as it is

    Appraisal - Items from chests will always be green or higher rarity //no great as it is

    Autodidact - Increase skill check frequency //10% yes

    Background Player - Gain 5% Haste when another survivor is in chase //wouldnt make any sense.

    Blood Pact - When the Obsession is in chase, you heal at 100% increased speed, this applies to the Obsession when you are in chase

    //20% at the highest

    Boon: Dark Theory - Haste increased to 7% // no survivors would abuse that and outrun killers easly.

    Botany Knowledge - Increased Healing speed to 65% //hell no BK now is strong enough and it was also strong at 33% so hell fk no

    Buckle Up - Survivors healed from the dying state gain a 150% speed boost for 6s, they become Exhausted // you know 6 seconds are most of the time more than tha half of the map right. So no. Maybe a 7% Haste for 10s

    Calm Spirit - Interaction speed penalty removed //yes

    Clairvoyance - Add collision with Killer while active //if you want to push killers again no

    Dance With Me - Increase duration to 4s //yes

    Deja Vu - You repair the highlighted generators by 10% faster until 1 of them is repaired //The perk is great as it is

    Diversion - Creates two loud sounds //wouldnt make sense. 1. Killer would know its the perk 2. Diversion can be good

    Empathic Connection - Increase healing speed by 20% //10% is good

    Fast Track - Tokens are gained when survivors lose health states. Lose all tokens when you lose a health state //no

    Guardian - Duration increased to 20%, Haste increased to 14% //hell no

    Head On - Remove Exhaustion, cooldown of 120s //no

    Kinship - Activation range 24m //no 16 is enouth

    Left Behind - 48m // no I would decrease the hatch aura range from Clairevoience instead

    Low Profile - No timer, only active when in chase //yes and no

    Mettle of Man - When you are healed from the dying state, you become fully healed. This perk can only trigger once per trial. This perk deactivates when the gates are powered //dont know about that

    Poised - Increase duration to 20s // yes

    Premonition - Reduce cooldown to 10s // 15s

    Reactive Healing - Can store 1 use if activated while healthy // I would Instead heal 33% of the 100%.

    Red Herring - When the Killer is within 24m of you, a notification is triggered at the furthest locker from you. 45s cooldown

    // no I would instead press E while working for at least 3s on a gen to install a "trapp" By pressing the button again you let the trap explode.

    Renewal - Being downed does not deactivate the perk // would rlly heal you much

    Resilience - Remove vault speed bonus //yes

    Resurgence - Increase to 75% //no stay by 50

    Self-Care - Decrease speed penalty to 50% // yes

    Self-Preservation - Silences all your sounds for 15s, including repairs // not including repairs and yes

    Slippery Meat - Slows Entity progress by 50%, you are unhooked 50% faster //fist effect no would be fk op. second yes

    Small Game - Crouching reveals the auras of totems and chests within 24m of you // no SG is good as it is

    Smash Hit - Activated by all stuns //yes

    Sole Survivor - When you are the last survivor, gain 10% for 120s // no

    Solidarity - Increased up to 75% //no 60% maybe

    Spine Chill - Increase Terror Radius detection by 8m //ok

    Stake Out - Decrease requirement to 10s, can hold 5 //hell fk no

    Teamwork: Power of Two - Increase Haste to 10% //no

    Technician - Remove penalty //decrease, but not remove

    This is Not Happening - Increase great skill check bonus by 2% per injured survivor // sounds good

    Unbreakable - When you have been hooked twice, you no longer make grunts of pain and you leave no pools of blood (This would be the change when Unbreakable becomes basekit) // no

    Up the Ante - When you are in chase with the killer for 5s, you become Exposed. All stuns to the killer while in chase are increased by 1s and you gain 7% Haste while in chase //no

    Visionary - Remove deactivation timer //lower it

    Wake Up - When a generator is repaired, gain a 150% speed boost for 6s, you become Exhausted for 40s // no

  • @jamally093 said:

    I have seen countless matches where the killer suddenly becomes nice because a survivor put down their item that they probably have twenty more of on that character? I don't get it I really don't if a survivor drops an item while I'm playing killer I just down and hook them they lose the item either way so what's the point of giving them hatch? If I want to give someone hatch it's under certain requirements mainly if they've been sandbagged by their teammates other then that no. So I don't get it why are you suddenly nice to a survivor who placed their item on the ground when they probably can easily get one back maybe even two from the bloodweb.

    As Killer you dont know what opponets you vs, so its better to play a little bit more sweatier, but if a survivor drops there item normaly means you overwheling them and you have weaker opponets than you are.


  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415140#Comment_3415140

    It's pretty Killer-sided.

    Pretty much every pallet is either unsafe or a death trap. The map is indoors, there's limited LoS and few windows.

    Yes Midwich hasnt the best pallets, but many. If the survivors are smart and efficient these unsafe pallets are enough to win the game.

    Also Indoor isnt only bad for survivors. It depends on the killer if the map good or bad for them. Blight on midwich can be rough and midwich for nurse its straied up the greatest think that ever happen to nurse.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415132#Comment_3415132

    Since they started allowing Hooks to spawn inside the classrooms, I haven't had an issue.

    Likewise, calling this map anything other than dreadfully Killer-sided is simply wrong.

    I wouldnt call it DREADFULLY killersided, because killers doesnt have very much good maps compair to survivor. If they balance the most survivor sided maps, than it would be wrong not changing midwich, but until this happends midwich must stay as it is.

  • @Pulsar said:

    Oh yeah, of course.

    That's why Midwich was killswitched

    At the moment midwitch can be very hard for killers. WoO is very popular and on this map this perk can be rediculus, but yeah it is mostly killer sieded exept the hooks. If they ever killsitch midwich they need to fix hook spawns. (For example the hooks spawns work the same, but they spwan without looking on the top floor)

  • @Nos37 said:

    Oh, that's right, because they favor survivors, so it's fine...

    If the maps were this heavily killer sided they would've been killswitched a long time ago.

    Not all of the farm maps are survivor sieded. Yes they are really big, but some doesnt have very good structures too loop. Thomsen House and Rotten Fields for example are maps you can have a great time.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410484#Comment_3410484

    50% slower healing with a med-kit is still a healing nerf. Likewise, 50% slower healing overall was dumb.

    DH is extremely dead. You need to be unhooked before you can use it. It deactivates on ANY use, not just a successful one. That means you need to get hooked again for it to be active.

    CoH got the single strongest effect in the game removed completely. It got massively nerfed.

    Hyperfocus only works in very specific scenarios.

    Yes the +33% (not 50% btw) slower healing in general was very bad.

    DH isnt dead if you dont see the slow return of DH you are blind. It needs to be deactivated after on use, because on good DH can be the lose for the Killer. DH is strong enough to be a one time use. (one in one round for each surv)

    PLAY with CoH and you will see that the nurf isnt that big as you think.

    And you point about Hyperfocus can be made for nearly every killer and survivor perk in the game. Some perks have these scenarios more often than others and I would say Hyperfocus scenarions happens more often if you compare it too other perks.

  • @Nihlus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410484#Comment_3410484

    You are ignoring the fact that for Dead Hard to do anything, you need to already not be under an endurance effect/deep wound. If you tunnel the survivor, and hit them before the borrowed time wears off, they cannot dead hard until they mend. It won't do anything. It is entirely within your power to never see a dead hard go off again if it bothers you so much. This is why it's a dead perk.

    If you want to be a total dighead yes, but if you play without tunneling DH is very bad and unhealthy for the game. DH punishes players for not tunneling to your response.

  • No every round is a sweat fest. I play casual as killer and survivor (no meta perks, no strond Items/Addons), bbut every round as killer is like 4 BNPs, 4 Insta Heals, Map offering. Its complett trash playing killer at the moment. Same as Survivor 7 Tunneling Slugging Nurses in a row.

  • @Pulsar said:

    Healing nerfs.

    DH killed off.

    Med-Kit nerfs.

    CoH massively nerfed.

    Those were all THIS patch.

    DS got killed.

    Less distance on hit.

    DH's rework.

    Gen times increased.

    I could keep going. The game is pretty balanced at the moment, if anything, it's slightly Killer-sided.

    Healing nerfs got turned back only Medkit nerfs.

    I dont know how everyon say DH is dead. Its very tiny nerf compair too the Killer Perk changes.

    Medkit nerfs where needed for yeard.

    CoH got nerfed yes but if you would play it now you would see the nerf wasnt that massively.


    Ds dead is true they should do a 4 sec stun

    DH rework was needed, but its still the strongest Survivor Perk.

    Gen time wasnt that big compair to perks that caim out later (Hyperfocus) Solo gen in 40 sec great gen time increase.

    Less Distanz on Hit I agree has an impact on Survivor.

  • I had reported that too. The Addon is bugged and does nothing.

  • At the moment some Killers Slugg all survivors mostly Nurse Players. This "problem" is because two resons. Fist The Killer meta got killed and the survivor meta is still the same (exept mabye medikits). Second the survivors at the moment do the same. They bring the best posable, becuse they are mad over the Medkit changes and the, to be honest, very little change to DH. So the KIllers players that only play killer are mad and the survivors that only play survivor are mad.

    So yes at the moment the games FOR BOTH SIEDES are very miserable, but wait a little bit at the future both siedes will calm down.

  • No there are many bad Nurses out there, because she isnt that hard to lern but hard to master. Last Nurse match were a 4 man out and I had a min 4 Minutes Chase.

    I enjoy play against Nurse if she is a god Nurse you dont suffer long and if she isnt its very very fun

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