Avatar

mr_Beast_Artist

mr_Beast_Artist

About

Username
mr_Beast_Artist
Joined
Visits
0
Last Active
—

Comments

  • @BlueHorkew said:

    So, could you gain tokens for Dark sense instead of just activating.

    Basically just making the perk more consistent in the amount of time you get to see the aura of the killer.

    Basically just guaranteeing you get 50 seconds of aura reading during the match even if multiple gens get done before you get to use the perk.

    Good idea since I rarely see this perk and maybe your buff will revive this garbage

  • @CupCakeMunchy said:

    Can there be a counter or something for idle players? For those who just spend their time walking around the map instead of actually attempting to work on gens or rescuing survivors? I'm not the type of person to be bothered by petty things in this game because most of the time there really isn't much that can be done if players don't get rescued and such, that's fine or whatever, but what really bugs me most is when you have idle players just doing absolutely nothing for nearly 5 minutes straight and the killer doesn't bother them or anything. I feel like there should be some type of fix to this. What if there could be some type of indicator that shows up on that idle player's screen if they haven't touched gen or been chased? or even if they haven't healed another player or taken someone off the hook.

    I understand that sometimes gens get camped and survivors get camped but in that same amount of time if there are still 2-3 other players left alive and actually playing, this benefits no one because no gens get done and quite frankly, it's just more time-consuming. So maybe after 2-3 minutes or not doing anything you get crows? or your aura is shown to the killer for like 5 secs? I don't know, but I just had two games back to back and died because I was the only one left attempting to do anything amongst the other 2 players.

    if the killer is a nurse, then I'm not surprised since I have no particular desire to play against her.

    If you describe the problem when there are 2 survivors and 2 generators left, then agree with me that they have no chance. I'm very tired of these games where there are 2 survivors. When I am a survivor, the game begins, which of us will get a 20% chance to go into the hatch. When I am a killer, I just stand in the center of the map waiting for one of the survivors, because one of them will get tired of hiding because I know that they will not be able to fix the generators. My suggestion is that the hatch should appear on 2 survivors BUT only one can go into the hatch and the second one will have to look for a key (possibly) or a gate.

  • @p4p444 said:

    Please, what's the point of creating a map with palettes and windows if the nurse can teleport to the other side?

    It's time to rework it.

    Everyone defends it saying that it is strong, but difficult to learn to use, but it is a lie, only 2 or 3 games and you will always win.

    I've always said it and I'll say it again, an assassin who has a skill with a speed advantage of more than 115% is a strong assassin, but the nurse is already too much.

    I myself do not understand how it was possible to add a killer who does not care about the very concept of the game, where he simply excludes 90% of the survivors and can abuse his auras. The same spirit cannot see the aura when using the ability then why is the nurse so imba. She doesn’t care about windows and pallets, she flies any magnifiers and gets free hits on survivors, I’m glad that the developers paid attention to the nurse, but unfortunately they didn’t weaken her, but only strengthened some addons. Absurd

  • @VaporLion said:

    Id like if there was a way to tell how long Windows are blocked. I think a cool change would be if the black spikes that are blocking Windows or Pallets decrease in growth. So at the beginning theyre quite high and if the timer is about to end, the Spikes are very small.

    Wow this is a great idea as it is useful not only for beginners but also for people who have 1000 hours

  • @dakhnas said:

    Males have bigger stature/model, easier to notice for killers. As a result, we see female survivors are played much more often than males. To make males characters more attractive to play, make males a bit quitter than females. I think it would make sense for females to have smaller stature, be less noticeable while hiding behind objects but being a bit louder than males. Males, on the other hand, can tolerate pain more and, although they have bigger stature, they are quieter than females. I think the change would refresh the game a bit. Just my 2 cents. Thank you

    Survivors will become more attractive when everyone has their own passive skill of 1-5% and not a stupid skin. I stopped buying survivors a long time ago because they don’t have interesting perks and skins don’t interest me, another thing is the killer where you actually buy content in the form of abilities and 4 strong perks. So moans won’t change anything until there are passives

  • @Tanglob__ said:

    The game simply isn’t fun for survivors anymore. Getting stuck on random things in that aren’t there and many bugs that haven’t been fixed. I barely escape anymore and every game the killer tunnels one teammate to death at the start of the game. They made gens slower to do while adding a ton of gen perks for the killers. Only thing killer mains can complain about are adrenaline and dead hard when dead hard barely works😂. I love the game but it’s gotten very hard to enjoy recently with toxic killers.

    Unfortunately it's true tunneling and camping discourages playing this game but there is a more important issue which is detour time. The developers increased the time of the game, the time to repair the generators, the area of the map, BUT they did not increase the time of the survivor on the hook, which allows abuse of the mechanics and easy victories for the killers. You can hang and stand facecamp until one of the survivors dies, and if he died on 2-3 generators, then the others no longer have a chance to win, for this reason I even lost the desire to play at all. The rat game now rules, go for it

  • @BlueHorkew said:

    So, can plunderer give a speed boost to opening chest's like 100% speed or something ridiculous like that.

    i don't want the perk to be meta or good.

    But i would like to have a perk to get the chest challenges in archives faster.

    Because that's what the perk is used for anyway.

    Don't make it work with Nemesis and Wesker chests, again i just want to finish the chest archives faster and play the game.

    Perks that focus on chests should be at least 2x stronger. Also, the key should be able to open from 1 time / speed up the opening of the chest

  • @insidemescreams said:

    The end game is not needed with aura perks duh … killer face camp with impunity no point deduction nothing!!!! And the next time i get a heal action while im trying to jump through the hatch i just blew my heart out of my chest to find nope guess what killers was rt behind me laughing moreless seeing me trying to go through the hatch but can’t with no hatch option lost an epic game and cant boast because it was the games patch note 9,0000 cant fix bugs only kill em !! listen to real problems not perk whining newcomers did they play patch note 1.1.0 i loved those days dbd was the best then real work real tough but we earned our stripes not sell them in a rift ……..

    I agree that Camping and Tunneling kicked out quite a few players. But the developers finally started to do something with it.

  • @CatnipLove said:

    I only own 14 survivors, so some of my suggestions may conflict with other perks. Sorry if that's the case. I'm also not a high MMR player (I think), so if there is some perk synergy that I'm unaware of you'll have to forgive me for that too.

    Aftercare - Let all survivors affected by it see each other.

    Blastmine - Add a 5 second scratch blindness.

    Calm Spirit - Remove the 30% speed penalty. It feels like repairing a gen when you try to cleanse a Hex totem with this perk equipped.

    Counterforce - Increase the aura read time to 10 seconds. 4 Seconds across the map is too short unless you already know all spawn locations quite well.

    Distorion - Either extend Distortion's effects to the player you are healing/being healed by, or give it a range similar to Leader. Also, perhaps slightly reduce the time needed to gain a token, as Killers can chomp through 3 tokens really fast in certain scenarios.

    Lightweight - Make it an exhaution perk which can be activated to hide your scratch marks.

    Premonition - Reduce the cooldown timer to 20 seconds.

    Technician - Either further reduce the range of repair sounds or silent them.

    We're Gonna Live Forever - Give it stackable tokens.

    That's all I have. Thanks for reading.

    I like the idea of distortion BUT there is a problem with this game. All perks, team buffs and gift totems are honesty perks, many players, including myself, are waiting for someone else to take them and then you will have 5 perks, but for the owner of this perk, NOTHING.

    It is necessary to make it so that the perks of team buffs and gifts give the owner of the perks a slightly larger bonus, and then they will make sense. For example, look at Rubik from DOTA 2, he gives himself almost 50% and his teammates 25% each or Crystal maiden. That's where the real proper team buffs / auras are where the owner gets a little more

  • @BaoBaos said:

    Why are the Items and the Offerings bound to the Characters who found it in the Bloodweb instead of using one "Chest" for all that's compatible? That would be a quality of life change so if you are just leveling a Charakter but you wont play it, all Items and Offerings are wasted and may never be used...

    Yes, this is a big problem especially for the survivors, since they do not have abilities and even built-in passives to distinguish themselves from each other. Stupid skin that has items that you will never spend.

  • @yauniqua said:

    wesker is boring but legion is awful.

    are the devs offering survivors the ability to not join a lobby for certain killer?

    i'd like a blacklist for legion.

    I would like a black list for a nurse))))

  • @healsoflove718 said:

    Is way too OP! You can't solve it because of chains once it's triggered! Please fix this somehow so that it can be solved by whoever picks it up without being bombarded with chains.

    In solo queue, survivors either don't know that you have to solve the puzzle, refuse to do it since the killer camps it, tunnels whoever has it, or by the time you get to it, the chains are already spawned then you can't solve it because of the constant chains!

    Please fix or modify it somehow, thanks!

    It's an automatically lose for survivors because of that box!

    it happens that the box cannot be lifted at all

  • @darkshadows8326 said:

    Please nerf STBFL in the next few updates so it loses stacks on any injure to the obsession or during the next perk overhaul. Tinkerer got a nerf way in the past through a rework because it gave Instant power to Hillbilly and Huntress. Just like Tinkerer in the past several killers can take advantage of the perk to have no repercussion for injuring the obsession through the use of their special attack. You made several other perks work using either basic or special attacks and STBFL will be another.

    agree with you

  • @adam1233467 said:

    I'm not here to cry about how spirit is a very strong and blah blah blah, I'm here to tell you that she has a very gamebreaking bug, that makes the sound of the phase not directional if you and spirit are between an object in the middle of the phase, this makes spirit uncounterable again, they tried to fix the Furin addon bug, and by the way, they broke her whole phase

    https://www.youtube.com/watch?v=keY74rDA56Q&t=21s

    OMG now I understand why there are so many spirits. I thought my headphones were broken, but my friends also confirmed that the spirit has a bug with sound and can be abused

  • @Yoshirama said:

    We know that camping and tunneling can be a problem even if is a strategy, but sometimes there's some people who likes to tunnel at 5 gens and ruin the game experience for everyone.

    So maybe MMR can detect certain playstyles and pair those killers with a team who also was detected at being good at looping. So if the killer decides to tunnel, well, they gonna have a hard time trying to catch the same person.

    MMR suppose to pair you with people from the same level, but we know that not everyone knows how to loop even if they have 1k+ hours in the game, so maybe this kind of pairing can help to avoid tunneling a little bit...

    And we can do this also with a bully SFW, they can be paired with a competent killer

    You need to buff the survivor who was removed from the hook. Make it so that the killer cannot hang the same survivor for 2 minutes after being unhooked

  • @healsoflove718 said:

    His add-ons are way too OP! First, you CAN'T SEE THE PUZZLE BOX at a particular range. If you don't solve his puzzle box it's impossible to get anything done. They're also camping the puzzle box or making sure you don't solve it so it's endless chain madness!

    Please modify the killer's addons or how to interact with that damn puzzle, it's annoying!

    The saddest thing is that sometimes the box cannot be lifted from the ground at all.

  • @poujh said:

    dark theory is currently not a good boon, 2% speed bonus seems meaningless. Now, i know that tinkering with vault speed and movement speed is a delicate matter. IMO adding a little vault speed modifier might probably make the boon more attractive to some people. I suggested a 6% bonus but i just chose it randomly, maybe a 4% one or 3% might be more adequate, i don't know.

    To be honest, this is the worst perk that gives nothing and spends only your time on the blessing of the totem

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334456#Comment_3334456

    I wasn't saying that though.

    I said I didn't think it would prevent the character being good, but I don't think it's a change that's needed right now. Sure you could try it but there's far more important things to devote resources to.

    Of course, first you need to see how it will be on the PBT, but I personally, playing for "The Blight" never go on foot. Why walk? After all, I have the fastest speed, despite the fact that I can hit a survivor in it)))

  • @healsoflove718 said:

    I find tunneling/camping during the end game to be fine, I get that. But to tunnel/camp, the first survivor is ridiculous.

    I asked an ai chat how to stop killers from tunneling/camping. I found this to be very interesting, thought I'd share. Can we please do something about tunneling/camping/slugging???

    Thank you!

    Preventing players from camping or tunneling in the game can be a difficult task, as these tactics are often used by players to increase their chances of winning. However, some measures that could be taken include:

    1. Implementing anti-camping measures: The developers could add features that discourage or penalize players for camping in one location for too long. For example, they could reduce the chances of the killer finding survivors if they stay in one place for too long.
    2. Balancing the game: The developers could adjust the balance of the game to make it harder for killers to camp or tunnel. For example, they could increase the speed at which survivors can heal or reduce the killer's speed to make it harder for them to catch survivors.
    3. Encouraging different playstyles: The developers could incentivize players to play in different ways by offering rewards for playing aggressively or for exploring the map, for example.
    4. Providing new maps and mechanics: The developers could add new maps and mechanics to the game that make it more difficult for killers to camp or tunnel. For example, they could add traps or obstacles that can slow down or trap the killer, making it harder for them to catch survivors.

    It's important to note that completely eliminating camping or tunneling might not be possible, as players will always find ways to adapt to the game's mechanics and try to win. However, by taking steps to encourage different playstyles and making it harder for players to camp or tunnel, the developers can create a more balanced and enjoyable experience for all players.

    Ideas

    camping counteraction

    1) The killer cannot use abilities near the hook

    2) You can make it so that for every second near the hook, luck for all survivors increased.

    3) Increased generation speed

    4) Remove the capture of the survivor when he tries to save the survivor on the hook, it is possible to remove the interruption of the animation even from the impact.

    tunneling counteraction

    1) The survivor who was just rescued leaves no traces and no aura is shown.

    2) The killer cannot hang the same survivor on the hook in a row

    3) Chasing a survivor who has just been unhooked buffs the search/heal/repair speed of all survivors. Perhaps immediately repairs one generator if the killer decides to hang the same survivor again.

    4) durability/speed/traces/aura concealment does not reset (timer stops until the killer chooses another target) if the killer decides to tunnel the survivor off the hook

    Countermechanics.

    I hope you read this proposal concept because it is the most important in my comment, so let's get started.

     After the killer hangs the survivor, a timer of 20 seconds is imposed on him (time can be changed) where the killer must kick the most progressive distant generator and then this generator will lose 5-10% of the current progress BUT if the killer does not have time (time runs out) or does not want to kick generator standing at the hook then all generators will receive 25% which cannot be reset under any circumstances. This will solve the problem with generators as it is a buff to normal/strong killers and a punishment for toxic killers who are standing at the hook.

  • @Tarhos_Kovács said:

    The issue with the perk is not that it has a cooldown rather than it just doesn't have much value by default. How about making it that you can sort of "remake" broken pallets with new ones, but it has 60 seconds of cooldown and you only have 2 or 3 tokens per match and you can't gain any. Each pallet can only be remade once no matter who replaces it. Also you get exhausted for 60 seconds and you can't use it while being chased.

    you can add a perk that will restore doors and pallets let's call it "locksmith" you can restore the object every minute.

    Add to the basic mechanics of opening doors for the survivors then the killers will have an additional motivation to break the doors. And then I have the impression that these doors were added due to poor level design where the killers do not even break the doors, which is extremely sad. Just add a wall then and don't let only one side affect the objects

  • @healsoflove718 said:

    Since we're forced to see mori's from killers all the time, can we please get them for survivors where the killer is forced to see ours?

    An example of this would be escaping through the hatch, everyone escaping, the last survivor escaping through the exit, etc. Or have like MVP endings for whoever had the highest blood points and everyone can see the survivor's "mori".

    Of course, this should be an offering only the same as killers. Instead of calling it Mori's for survivors, we can call it Triumphant Moments.

    Some ideas implemented by using AI:

    1. Trickster's Escape: The survivor would perform a series of tricks and acrobatics to evade the killer, showcasing their agility and cleverness.
    2. Braveheart: The survivor would make a courageous stand against the killer, showing their bravery and unwavering spirit.
    3. Honor and Glory: The survivor would perform a grand and honorable gesture, such as raising their arms in triumph or striking a pose, showing their pride and self-confidence.
    4. Victory Dance: The survivor would perform a joyful and celebratory dance, showing their elation and happiness.
    5. Taunting the Killer: The survivor would make a bold and mocking gesture, such as waving their finger or blowing a kiss, showing their defiance and disrespect.
    6. Heart of Gold: The survivor would make a selfless and noble act, such as reviving a fallen ally or giving a helping hand, demonstrating their compassion and kindness.
    7. Making a Statement: The survivor would make a powerful and meaningful statement, such as giving a speech or leaving a message, showing their courage and convictions.

    I just thought it would be cute to showcase the survivors' side!

    I would even buy such an opportunity for a survivor))) And you can do it like in CS:GO where each survivor will stand in a heroic pose

  • @EmmWRose said:

    Got hooked once and then 4% off the hook in basement. Then I got downed by the killer again and hooked and right before it suddenly said I had 2 hooks, I did’t get to struggle and just died on my SECOND hook. I friend has video proof from his pov. Please fix this!

    Dude, I understand you, just yesterday I myself personally encountered this

    Moreover, this works all the time, since the time on the hook is divided by 20 seconds into 3 divisions, and if 3 divisions have less than 20 seconds, then this bug will 100% be called and you will die on the next hook.

    This bug needs to be fixed first.

  • @albertoplus said:

    Platform: PC (i suppose it happens on every platform tho?)

    Description: When guards are chasing a survivor, before the last patch if the survivor drops (or vaults) a pallet, the guards would go through it, but now if the surv drops a pallet while chased the guards dont go through it and try to move around it.

    Steps: Start a chase with a guard and let the survivor drop or vault a pallet.

    How oftern does this occur: Allways

    I completely agree that the guard went through the pallet and then hit me, it seems that the AI has a broken logic or a collision

  • @Stormtytan said:

    Regarding how keys work with hatches, I think that part should remain the same, but make it so that all keys do that, not just the purple and red ones. Making them speed up chest opening (not make it instant) is a good idea IMHO, along with allowing addons that can boost the chance (or possibly guarantee) of certain items. Then you could give the keys 1/2/3 charges. This allows for strategizing on whether one wants to save a charge for the possibility of using it on the hatch or go for the chests instead.

    Get rid of the "time burning" effects of the current addons and either nerf their effects commensurately or replace them altogether.

    Make Keys Great Again! (tongue in cheek)

    I completely agree, you need to make sure that the yellow key (new) gives 1 charge, green 2 charges, purple 3 charges, red 4 charges. And a person would have the choice to open a hatch or chest instantly / skill check for instant opening / accelerated opening in 100% /you can choose from this I like all 3 ideas.

    As for the auras, you need to transfer them to the map, then at least some sense will appear in it.

    Improvements per key will be approximately /you can see the chest within a radius of 6 meters, the item being pulled out will receive 1/2 improvement, the quality of the improvements, the quality of the item, the item itself. Well, maybe an aura on the hatch, but I doubt that it should be on the key.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339179#Comment_3339179

    I'm not sure about making it less confusing, due to the mechanic of the cages moving if PH's location is too close etc, I think it will be more confusing and better defined as cages and that they're a separate mechanic to hooks.

    Then make at least 10 seconds protection from tunneling like from hooks

  • @JimmyCasket said:

    Athlete: You are well versed in fitness and know how to control your steps and breathing. Reduce the sound of footsteps and breathing by 25/50/75%. When not in a chase, or the killer's Terror Radius, you have a 10% Haste Effect.

    Commando: You know a think or two about stealth tactics, and use strange methods that are high risk but high reward. When crouched, press the Active Ability 2 button to go prone. While Prone, you crawl 10/15/20% faster, and your breathing sounds are reduced by 50/75/100%. If the Killer finds you prone, he can pick you up as if you were in the dying state.

    What are your thoughts guys? I've had these ideas for some time now.

    1) You just need to give the iron will 10% acceleration, maybe it will somehow become more useful.

    2) friend, make a mistake with the name, this is not a commando, this is a perk exit to the lobby

    The really needed perk is door hacking, when the survivor can open the closed doors that the killer breaks. (The survivor does not break, he just opens / closes at will) Let's call it "locksmith" or "key to all doors"

  • @BeccaDenson said:

    Last year BHVR tried to nerf tunneling/camping by basekit BT and a perk called "reassurance" but did it work? No! Killers are tunneling way more than before.

    What can BHVR do to completely delete tunneling/camping from the fog without making killers quit?

    Buffing hooks, Hooks should instantly sacrifice survivors, there's no way around it, but there's question that come to mind but I left some answers some may agree and some may not

    "How can survivors stand a chance? it's already hard to win as survivor" I agree, as a survivor main this sounds crazy but it's possible by buffing survivors at chase have you ever wondered why solo is always a pain even though they buffed solo q? They can't loop killer for a minute

    If this ever happened there's a lot of ways to make it work

    1: three health state, at third health state(healthy/injured/last legs) survivor's vision should be changed and it should be harder to see (something like deep wound) survivor should hear nothing but heartbeat, with decreased vault speed make the looping extremely harder but if they can survive long enough they can recover to 2nd health state as a reward for looping well and punishing the killer for wasting the chance( so three health state or potentially 4 at best)

    2: They can buff gen repair speed, as soon as someone sacrificed survivors can repair gens way faster to stand a chance 3v1

    3: they can nerf scratch marks or increase the chances of wiggling free

    Ok, I guess that's all, let me know what are you thinking about this, thanks for reading

    Death in one go is bullshit.

    You just need to add point 2, this will already fix the problem. It will not be profitable for the killer to immediately kill the survivor, but you need to hang other survivors a couple of times, and then kill everyone. Since if he kills a survivor immediately, others will repair 25% faster or after the death of a survivor, 1 generator will immediately repair itself

  • @Maelstrom808 said:

    I'm a 1k hour killer main, who occasionally plays survivor for challenges, change of pace, and to hang with buddies. I generally play the nice guy killer, going for 8 hooks and then letting one to all survivors escape depending on how the match went/how I'm feeling. I don't like tunneling and camping as a killer because it's just flat out boring, and I'd rather lose than play a style I don't find to be any fun. I do understand that there are times that they can and should be used tactically and i will employ them in the late game from time to time, but I don't like the meta of the 5 gen hard tunnel which often is the most efficient method for a killer to win.

    So how do we deal with it? I'm not for just outright punishing it because there are times where it is a late game smart play, and a lot of suggestions of punishment for it are abusable. Bonus BP such as old BBQ really won't do much because it was a problem even with the old version because people will troll just for the sake of trolling and some people just want to win.

    So the best way to deal with it in my humble opinion is to buff the multi hook playstyle to make it more efficient than hard tunneling. Have a stackable buff, let's call it "Fresh Blood" (I don't care what you call it), that the killer earns everytime they hook a survivor that hasn't been hooked. It does something along the lines of +5 to 8% to vaulting, pallet breaking, stun recovery speeds as well as +5 seconds to the time required to bless/cleanse a hex totem. The buff is permanent for the match and stacks every time you hook a fresh survivor up to four survivors.

    Once you have hooked all survivors for the first time, you can start earning stacks of "Fresh Meat". Same buffs, but it's earned every time you hook a survivor that has only a single hook state. If you hook someone out of sequence or they go to second stage on thier first hook, you'll be locked out of getting a stack for that particular survivor.

    Obviously what is buffed, how much it's buffed could be adjusted to whatever is needed to work without being overpowered. Along those same lines, there may need to be killer nerfs or survivor buffs for everything to balance.in the end. It would need a LOT of testing before going out.

    All that said, if you can make it so it's generally more beneficial to the killer to spread the hooks than to tunnel, then the majority of tunneling goes away. On the surface at least, it seems to me to be the best solution.

    And you need to make sure that if the killer hangs the survivor out of order, then all survivors receive 5%-10% to the speed of repairing generators. Or if he hangs the same survivor who just got taken down

  • It used to be a really good perk before the nerf. Now it's garbage that does nothing. The repair/totem bonus is ridiculous since the killer will come to you in 3 seconds. I do not understand the logic of the developers this perk is clearly suitable for taking on the killer then why does it not do anything in the pursuit? Where are the accelerated jumps through the window? And every 30 seconds is really a problem because you want to use the perk when you need it because it's your perk

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334435#Comment_3334435

    This perk requires you to be a "hard chase". You use this perk to force a hit to help keep other allies from being tunneled. Block the Killer's path so they are forced to hit you. Quite often this can help an ally stay alive for 30-40 seconds. The rest of the team might finish the last generator in that time.

    Better yet if the killer ignores tunneling your friend and now chases you so you get hooked for the first time near the end of the game.

    One of the reasons I almost always bring Bamboozle is because Lithe is so popular. You can close windows and force people to take "bad vaults" to trigger Lithe so they don't really get very far. If there is only one vault you can entirely prevent the perk's use sometimes.

    I talked about the "Overcome" perk, in addition to fatigue, you still need to heal. And if the killer has a noed or some other one-hit perk, then the "Overcome" perk does not work at all. Compare it to other fatigue perks and tell me if it's useful? It only gives +2 seconds when other perks give 3-4 seconds of haste.

    Definitely the "Overcome" perk needs a buff

  • @Audiophile said:

    I decided to try using it for a while after my post on killer aura perks. While it has potential I found it to be too weak vs killers with multiple aura perks (like huntress). In short, the 3 tokens are used up way too quickly so I have to move into her terror radius to build them up again, only to have them depleted quickly yet again. The perk needs more tokens or a different system for building them up.

    What if you make it so that after saving the survivor, the tokens will be returned in full?

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362903/please-nerf-the-nurse

    The nurse is the most powerful killer in the game. This is an indisputable fact.

    However, like all killers, she has counterplays and weaknesses.

    There are many ways to improve against her.

    Of course, practice.

    However, given that we do not meet the nurse at each game, the progress gap is quite slow, which means that we are quickly able to manage the other killers correctly, while struggling against the nurse.

    Watch videos of tournaments and/or high-level players.

    This allows you to see expert survivors against expert nurses, and to understand how they manage to waste as much time as possible.

    Another thing: ask someone you know, and who is good with the nurse, to play 1V1 games with you, in order to train to become better against her.

    And finally, play yourself as a nurse, in order to see what works against you (her) and thus reproduce that in your private 1V1 or public games.

    Prior to the latest update, she was a little more powerful than now, and yet even the best nurses could be challenged by coordinated, organized, and time-consuming teams.

    And above all, not to forget if the other killers are "classic" enemies, the nurse is the boss of the game.

    We do not face a semi-boss in the same way as with the final boss.

    You have to be more prepared, have a much more coordinated team, whose members know each other and each of them is more or less competent against the nurse.

    We simply can't get the same results against the nurse if we don't put more involvement and efficiency into the game than with another killer.

    You keep writing the same message in every post. You yourself say that she is an unbalanced killer. And if players massively ask to nerf a certain killer, then this means something.

    Especially since you're suggesting the idea that a player like OTZdarva will teach newbies how to play against a nurse. Friend he doesn't have that much time to study and you don't have enough money for him. Many players quit the game if they are tunnelled / camped / or a nurse killer doesn't give a damn about the very concept of the game.

  • @damienbrookz said:

    So I know that many people will disagree with this but, in my opinion, survivors traded Iron Will and Dead Hard were replaced for the new Windows. I don't personally find that much use out of this trade at all. As somebody who mainly solo ques, games have become to much of a struggle. Even with the new updates showing what everybody is doing during a match, solo que has just become a nightmare without them. With that being said, I'm done playing. Thank you very much for all the fun and memories. I appreciate it.

    After the assassins were buffed in the speed of breaking the doors of the pallet generators and reduced the duration of the recovery after the impact, also reducing the speed / duration of the survivor after the impact. I realized that at this point the solo games for the survivor are dead. Until we see the perks of our teammates, we can forget about solo games

  • @BlueMittens said:

    You know, it would be cool if after the event is over, all of the red envelopes in your inventory could be swapped out for fireworks. Fireworks are only available for this brief window in the year and I ended up with like 30 or something, but I have over 200 envelopes that I won't be able to use at all.

    Would just be cool BHVR, I know it won't happen as it never does, but it'd be a lot cooler if you did man.

    crackers-fireworks are useless guy))) It's better to let them make a craft system, this will immediately solve a number of problems.

    I remember seeing improvements to cracker-fireworks 2 years ago (number, duration, blinding) but they were never added, what is the problem with the developers of cracker-fireworks and such a useless item until at least 3 charges appear in it

  • @[Deleted User] said:

    I get why the devs feel like there has to be a mix of relatively strong and relatively weak players on a team. But they've over-corrected on the initial SBMM feedback to a ridiculous degree. My solo queue games often fall somewhere between "completely unplayable" and "I can't believe this is how I'm choosing to spend my free time". I'm not a god, and I have my fair share of brain farts in chase, but matchmaking lately has been horrific.

    It's noticeable when I play survivor, of course, but it's also noticeable when I play killer too. There are always 1 or 2 players who are utterly and completely lost in a solo lobby. It completely kills the fun of the game. I can't play solo survivor for more than one or two games in a row anymore. It's that awful. I load in and feel like the game is over within a minute. Two teammates have somehow been slugged by a Leatherface without a single pallet used within 30 seconds, to name a recent example.

    It's not my MMR. I'll say I'm confident and leave it at that.

    Is this whiny and a bit entitled? Sure. But even if I'm an outlier at 4000+ hours, I feel like my fun should be considered just as much as the relatively inexperienced players I'm being matched with for some reason. I don't play unranked/quickplay in other games for the same reasons that solo queue in this game sucks, and I really feel like the devs should consider something for players who don't find this queue-times-above-all-else style of matchmaking fun.

    I note that this is very visible when there are 2 survivors left. I don't want to play this kind of game where you have to hide until one of you is killed, giving the slightest 5% chance that the other survivor will go through the hatch. This happens for the killer, I just stand in the center of the map and wait until one of them gets tired and comes to his death.

    The developers need to make the hatch already appear on 2 survivors, but only one survivor can go into the hatch.

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328953#Comment_3328953

    No it is not impossible

    Work on another generator so he must move away or run two survivors to unhook. There it is, problem solved, wasn't that hard or impossible

    At the moment, the knight should be disabled altogether, as he can grab a survivor from a distance

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329430#Comment_3329430

    Before the 6.4 --> 6.5 update, the nurse could already be challenged by organized and fast opponents.

    After the arrival of 6.5, this is even more true.

    She doesn't need any changes (some of the changes in 6.5 were not really necessary...).

    Where I do agree is that training to play AGAINST the nurse is something that takes longer than training to play against a killer who doesn't blink, since she is the only one who does that. You can get someone who is a main nurse to do 1V1, play yourself as a nurse to understand her strengths and weaknesses, record your games so you can do your own feedback and improve, etc.

    Are you suggesting that some otzdarva teach newbies? You yourself agreed that the killer is strong. So if people/players are asking to nerf the nurse it means something. I also play as an assassin and I think the nurse is not balanced and deserves a nerf.

  • @Sneed220 said:

    Adding built in unbreakable was a great idea, and would make killers less reliant on slugging. Giving bloodpoints to the killer and survivors they actually earn, all while adding more spice to the game. Leaving someone on the ground for 10 minutes to bleed out is, let’s face boring! It would also stop killers from punishing survivors who are good at looping by leaving them on the ground! We are all tired behavior please fix this. 


    In fact, I did not understand why the developers did not add this indicator? There are generators and totems maybe crates but why no healing? This information is really available to people who play on discord, so I don’t mind if it is added, since it will not change anything, but will only improve the life of solo players who are already having a hard time

  • @DwightDwigt said:

    So the team will have more information about the hooked survivor.

    (Obviously, this info is available to SWFs.)

    I think you need to make it so that the survivors see the perks they take. Playing in a team you know it anyway

  • @EntitySpawn said:

    I'm just tired of harassing messages being thrown my way, constant grief, insults or people trying to poke fun just for playing your game.

    It's also causing false reports to my profile which I'm having to manually deal with because members of your community seem to think that's acceptable.

    This should be a quality of life extension onto the anonymous mode, being on console I cant stop messages unless I stop all communication and I shouldn't have to for 1 game not to mention the false reports can impact my profile.

    This is something that needs sorting please.

    Yes, threats are a big problem. The problem is that the killer looks at the steam profile and insults without being punished if the survivors saw the killer profile / prestige then the killers did not behave like that because they could receive a complaint

  • @Thund3rstruck57 said:

    So I think the new solo queue improvements with the HUD status icons are mostly great. I think the gen progress indicator is a step too far, gives the survivors too much information, and its removal should be seriously considered but I'm sure you guys already have plenty of people mentioning that.

    I really think the only thing missing from the survivor HUD at this time is a healing progress indicator for injured people similar to the recovery progress indicator for downed people. It would be great to know if I meet up with another injured survivor that they are already 50% healed and I should prioritize their healing. This is something casual SWFs already communicate and would be a much better addition than the equivalent of competitive SWF gen progress callouts.

    In fact, I did not understand why the developers did not add this indicator? There are generators and totems maybe crates but why no healing? This information is really available to people who play on discord, so I don’t mind if it is added, since it will not change anything, but will only improve the life of solo players who are already having a hard time

  • @killeriseasy said:

    If carrying windows of opportunity, you should be able to know if Freddie or the Doctors pallets are fake.

    I like

  • @TheArbiter said:

    Seems to just promote lobby dodging and vitriol towards others. Save it for the endgame screen area.

    It is necessary to make sure that the survivors see the prestige of the killer, then everything will be fair. Or make it so that prestige can only be seen at the end of the game

  • @LastTourniquet said:

    As it stands in Solo Queue there is no way for your teammates to know if you have Kinship is if you tell them in the chat before the match starts (assuming they can even see the chat) or if you are in voice comms with them. Meanwhile rebeccas perk give you a bright and shiny white aura around the player on the hook.

    I'd rather see all the perks of the survivors since it's a team game

  • @Chordyceps said:

    Overcome is fine, it's probably the most consistently activatable exhaustion perk in the game. Unless youre facing a plague or someone with exposed, you're guaranteed to get value of it. The same can't be said for lithe, balanced, dead hard, smash hit, and certainly not head on. The only exhaustion perk that's more consistent is Sprint Burst, but if you want to make sure you're using it when you actually need it, you have to walk everywhere.

    Also, any perks that give vulnerability, and this is almost 20% of the perks for the killer, do not even allow you to use the "Overcome" perk.

    perk "Overcome" is currently no better than an empty slot for 4 perks

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328642#Comment_3328642

    1- i already said this was probably a bad idea and not the change i would want (even if very effective at solving the issue)

    2 - If you hitting the survivor within BT time and continuing chase, you are tunneling. No excuses of acidental tunneling or something.

    3 - While yes tunneling is a strategy and necessary for killers to make some pressure, improving the game for killers to split pressure and making focusing on one survivor more punishing would make the game more enjoyable for more people.

    4 - That version of deep wound was a thing, and it was nerfed because of killers like Legion or tunneling that would maintain chase to guarantee downs in which survivors couldn't do nothing

    This is a great idea and DS once taught killers not to tunnel, they were afraid to immediately pick up a survivor standing next to him even when the survivors did not have this perk, it still gave some time. Look at the game now, it's just toxic camping tunneling. There has never been such a high rise camping tunneling in the history of dbd. I even caught those times when the last survivor was released and now all the fun is gone from the game and only toxic campers remain. When the DS perk left, the killers became toxic. I hope the players will never have a question after such games "maybe it's time for us?"

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328961#Comment_3328961

    look at the perks of killers and you will understand the same thing

    Every day I play as killers and I know that there is 10 times more choice there))) Moreover, there are a lot of builds / killers for which it is interesting to do something, but there is no such thing for survivors.

    They are all useless skins and a maximum build of 1-2, the rest is rubbish. Now, if the survivors differed in built-in passives of 1-5%, then YES it was possible to come up with something interesting. Everyone who will now whine, I will say that the killers have 4 perks + abilities 1-3 pieces and the survivors have nothing

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328930#Comment_3328930

    It's not nerfing a C tier killer though. You're acting as if I've suggested this a basekit change that blocks KI, rather than a choosable perk which simply gives information. A perk which is neat and probably won't see any usage at higher mmr.

    Weak as legion is to meta players, they tend to dominate low level games.

    I agree with you that distortion / or some other perk that hides traces / auras should block the killer instinct, but for some reason everyone thinks that they are asking to nerf the legion. God, nothing bad threatens him

  • 2023 and you ask what is Google? Moreover, read the previous comments where they discuss different streamers who scored 500 victories on a nurse without perks. My personal chain was around 50 and I know guys who have done 100+

1 2 3 4 5 6