Avatar

not_requested49

not_requested49

About

Username
not_requested49
Joined
Visits
913
Last Active

Comments

  • @YOURFRIEND said:

    I really do not want to watch the same mori animations over and over and over. Maybe if there were more variety.

    In any case if you want to let a survivor go you don't have to give hatch. I always wiggle them off and we split up and search for it. If I find it then I just close it and let them get gate. It's way faster than carrying them all over.

    Yet you're fine with hooks?

  • @Rickprado said:

    Hello everyone! Hope you guys are doing well.

    As the title says: Why don't we have shared BP Offerings? Many times i want to play with a different/new killer and i don't have any BP Offerings to farm addons or perks, mostly because they are on my main killers/survivors.

    The devs ever thought of that??

    Honestly I would pay if I could have this, I have more than 600 flans on wraith but I hardly enjoy wraith anymore

    Same would be cool for survivor items as well

    Alternatively it would be cool if we could get this as a prestige award instead, but personally I would willingly pay regardless lol

  • @Worgen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445852#Comment_3445852

    beacuse you need to do something to get that haste, setup a boon, heal someone, and they are not consant like made for this. And it will be easy to combine with other haste perks and get a way too strong result.

    do you know thers some endgame builds for killers? the game not nesecesry over there wth

    So you would be happy if the requirement was to heal someone first before you can activate it, while keeping everything else the same, you will be happy? Because that's how I would think it should be tbh

  • @MB666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/21661/should-the-spirit-s-perk-rancor-get-nerfed

    the info as killer its nice but not INSANE tho , i like running that perk on some killers with endgame builds about rotating obsessions with perks like Nemesis , etc and go for mori kills at the endgame with no way out

    and as survivor you can get the aura reading for free everytime a gen gets completed, once there is a 1 gen left you should play more stealthy and thats it , ez escape for you unless you are just sprinting into the killers face.

    (ALSO THE KILLER CANT SEE YOUR AURA WITH RANCOR )

    the only thing visible are the bubble notifications when the last gen pops , and the killer at that point can just GUESS who is the obsession and try to find him. (if not ,you get 0 value)

    3.I think this perk is unfair to the Obsession, especially those who got bad luck and accidentally got spotted after 5 gens.

    Dude ...there is thing called HUD that tells you when the last gens are about to pop , no only that the HUD shows who is the obsession since the start of the match and on top of that you get 4 chances to know if the killer is running rancor by just seeing the killer aura all the suddent when a gen pops since the start of the match as well.

    I dont think the perk needs changes...BUT that just my opinion.

    Survivor HUD didn't exist 5 years ago

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445861#Comment_3445861

    Rancor was a very good perk for its time, not as good as NOED but still VERY solid

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445863#Comment_3445863

    Dying Light worked VERY differently back in the day. It would give a 25% penalty to basically everything once the Obsession was dead

    Ooo

  • @Sava18 said:

    Who even goes back and finds these posts?

    I searched "nerf rancor" because I wanted to see how many complaints were about it lmfao

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445857#Comment_3445857

    If you like it then more power to you, but I don't play Rancor builds and even in a Rancor build if the perk had the same level of consistency as say Trail of Torment it would still overall be better than it currently is.

    Rancor does have consistency, you just have to know how to use it

    If you're leaving it up to luck to just happen upon the obsession during endgame then yeah it will be inconsistent

  • @Krazzik said:

    It's not overly strong but it can feel super unfair. There's also not a huge deal a survivor can do to play around it besides just hide for the last couple gens. Plus some killers can hide their auras and leave survivors unable to even know it's in play.

    Ayo you do realize this post is 5 years old right XD

  • @nars said:

    Med kits - Still valuable. The added 8 seconds is to make up for just one person off gens, and not having to run around finding someone. The efficiency is there for... some reason. With the charges nerf and stuff It wouldnt be so bad to get rid of that part I think. 3 heals from one med kit is strong, but because of the time nerfs it'd be fine imo. But ofc best to see how stuff plays out live.

    map offerings - I love map offerings. If maps were balanced then they wouldnt be an issue lol. You'd think by now they could just stare at macmillan and go "that, lets do that right now" and voili balance but NOPE GARDEN OF JOY BABY

    It's not really the nerf I have a problem with per se but them being no different from each other

    Why bring a purple med kit if a brown does the exact same? It's like if Alex's toolbox had the same stats as a brown toolbox

  • @Eninya said:

    It will never be better than running NOED. Honestly, the only thing I want to run Rancor for is stacking with Remember Me and Dying Light.

    Get your tokens, all generators get repaired, and then you execute your obsession and the Exit Gates will take forever. lol

    Why dying light tho?

    (Yes I know I am 5 years late lmao)

  • @mrotree said:

    1.With Rancor as a killer, you are able to one-shot -down the Obsession and KILL him/her directly when all the gens are done. The obsession may even get deprived of the chance to use his DS, let alone someone doesn’t have DS and just get bad luck.
    2.Meanwhile, the obsession can simply see the killer’s aura for a mere short time, which is of little benefit.(the killer can see you as well)
    3.I think this perk is unfair to the Obsession, especially those who got bad luck and accidentally got spotted after 5 gens.
    4.But other obssetion-related perks have both good and bad influences on the killer/survivor. (Let’s not talk about the DS) Object of Obsession takes great risks to get spotted by killers; Play with your food and Save the best for last allow your obsession to flee; Dying light is powerful but you must sacrifice your obsession early; Remember me delays the time of opening gates except the obsession.
    5.So here’s what I’m trying to say: should this perk get nerfed, or get changed to be more balanced?

    I know this is legit 5 years later but this is hilarious to see, given it absolutely had no change yet is a very rare pick for killer

  • @uganda_calm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444936#Comment_3444936

    I totally agree with the thing about game afoot.

    its an absolute useless perk, it has really no purpose.

    You have to be in a chase, with the obsession, than you have to break your chase, destroy something and than you have 10 seconds to find the obsession or some other survivor and catch up to them.

    With this in mind i relay start to think if the developers even know how far are survivor can go in 2 or 3 seconds, these days. Breaking a chase for a few seconds could be an absolute neck break for almost every killer. the only killers that could benefit from this are killers with a dash ability, or maybe a hag.

    And machine learning, as you said, is the same perk but even worse. You dont even can control if there are even survivors near you when it triggers. It only has value when you patrol gens. And so Machine learning is just another perk that makes three genning look more attractive for killers. Even tho BHVR stated that they want to nerve three genning.

    No purpose? You cannot say this when it pairs SO well with rancor

    The speed buff is just an extra effect, you use it for the obsession switching and with rancor you're pretty much tombstone Myers on any killer. You just have to know how to use it correctly

    I'm really offended by this given that it is my favorite in my rancor build, slap on NWO, remember me, slug the obsession on 1 gen, boom instant kill, then go hit someone else on a gate. If they're not the obsession, leave them slugged and find another person

  • @Worgen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445766#Comment_3445766

    if you use made for this and hope in endgame, you can loop killers on long wall windows and certain main buildings without even chase starting, idk hows that useless lmao, thats what i call free escape after 5gens.

    on the other hand i didnt mention that you need to be injured in my suggestion, you got it even if you healty after the stun, and looping for 60sec with 3%haste is not something you should roll on, its extra 2-3 loops around tiles.

    And endgame is when the game is pretty much over

    If it was so OP as you claim, then dark theory + blood pact + power of two would be meta because it literally makes you faster than a 4.6 m/s killer when combined with hope

    Yet it's not used and more of a gimmick build than anything

    If you have a problem with this perk, why don't you have a problem with those?

  • @jordanjustice said:

    I know this has likely been brought up before, but...

    The Buff to Sloppy Butcher is just... stupid. It makes no sense.

    Why would stopping a heal before it is completely done remove all healing done to that point and act like you screwed up the healing? This needs to be removed. Its just wrong. It doesn't make any sense... In real life or the game. It is an unneeded Buff that needs to be removed. Sloppy butcher makes it harder for Survivors to heal, by making it take longer... This is well enough. Just because the healing doesn't finish, shouldn't do anything.

    So what would you propose hemmorhage do then? Be absolutely useless again? Imo I like the design of it, it does exactly what you'd think it would do for a heavy bleed effect

  • @Jhn said:

    Dear DBD Development Team,

    I wanted to take a moment to express my admiration for the Warrior Puppers Charm you've included in the game. It's a wonderful gesture that shows deep respect for Puppers and his immense contribution to our community.

    I have another idea that could take this tribute further, while also integrating seamlessly into the game's current mechanics. As you know, when a player disconnects from a match, a bot steps in to take their place. I'd like to suggest an occasional variation to these bot replacements: A bot that visually resembles Puppers.

    By including this "Puppers Bot" randomly in games, we would not only remind players of Puppers' legacy, but we could also encourage the community to #PlayForPuppers, continuing to honor his love for the game. This addition would add a personal touch to our gaming experience and provide us with a meaningful way to remember Puppers.

    I understand that implementing such a feature would take time and resources, but I truly believe that it would resonate with many in the community. It's a way of saying that even though Puppers is gone, he is not forgotten, and his spirit continues to inspire us in every match.

    Thank you for your time and consideration. I'm looking forward to hearing your thoughts on this idea.

    Best Regards,

    Jhn

    So we can kill and torture him? Idk abt that bro

  • @Milo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443896#Comment_3443896

    Yeah something alongside Knock Out/Dredge's darkness could work.

    But going from the HUD idea, maybe it could also hide the progress bars for yourself? Although, again, that would mostly affect soloq :/

    I kinda miss the deafness effect knock out gave tho tbh, idk why they removed it or at least kept it as an option to have :(

  • @NekoAndromeda said:

    The idea would be to add that blindness affects the survivor HUD when applied. As it stands blindness is a mediocre effect and I think that applying it to the HUD would bring it up on par with the rest of the status effects in terms of usefulness.

    It's a mediocre effect until you realize it affects survivor auras

    It can be very powerful if you're slugging only because the survivors don't know where each other are, even in SWF it can cause confusion and frustration on comms

  • @iomorrr1 said:

    I've been thinking about something like this for a bit.

    What if there were a game mode for the Custom Matches where you could play as a survivor with no killer or play as a killer with no survivors? The meaning of the entire game mode would be for players to explore the different maps without having a killer around on the loose.

    For being a Survivor, there would be no generators and players can leave the match at any point when they are done looking around.

    Being a Killer would also be the same for the Survivors, there would be no need to damage or repair generators when you can leave the match at any time without penalty.

    And for the Custom Game Suggestions, my brother and I agreed that it would be cool to play as Killers/Survivors that you don't have since you can use perks that you also don't have in Custom Game. But, you can only play as the Killers/Survivors in the custom matches.

    Of course, BHVR does not have to add these. It is only a suggestion that I personally think would be cool to have in the game.

    I would've thought a no death mode, like you respawn after a set amount of time, or simply more pallets, pallets respawning, faster survivors, less lunge, infinite power, infinite hooks & hook states, etc I think would all be cool to try out in custom only

  • @lifeisstrange said:

    Med kits do the same thing now and have no value anymore other than a few faster heals which only applies if healing someone other than yourself with the medkits. why not simply just delete the 3 and have just 1 of them.

    Broken keys=what is the point of these things?

    Mist bottles= whether to thicken or lessen the mist, only map I see the thick one works for is erie head of crow

    luck offerings= maybe its just me but I never see how these things work ever

    purple key = No one uses them but there is the skeleton one which they both have the same effect only that the iri one is 30 seconds and the purple is 5

    Tool boxes= Honestly commo or alex (depending on what you do) are the only two good tool box. Commo is good that it can do both but alex rains king if doing heavy sabo. Why not get rid of the other junk worthless tool boxes like engineers/mechanics.

    White ward= claims to not let a survivor lose their item upon dying but franklins negates this which should be looked at.

    Petried oaks= This meme pointless items that is claim to spread out hooks and stacks if played by 4 of them is a big false because I never see a big different and if there is, it is a very itsy bitsy one meawhile a putrid oak for sure really makes hooks be so close or from what am told makes 4 petried oaks=worthless

    Map offerings=These just gotta go as whether survivor or killer its just annoying. I lately been using up my 200 something sac wards as survivor cause am sick of some sneaky type killer like a dredge/ghosty/hag wanna take me to lamewitch elementary school a map I do not get why its not reworked or gone yet rpd was tampered with and I 100% refuse to go to it unless the game pick it. I get confused on survivors who wanna bring that killer sided map and ofc if its the killer themselves IK its gonna be something annoying to face.

    Finally item updates= why is there no purple add on for tool boxes? Why is there not a IRI flashlight?

    Agree with you on medkits, Broken keys, mist, luck, and mechanics toolbox. The rest, not so much, and even then I think what I listed should be adjusted or tweaked, not removed

    Lesser rarities exist because they're meant to be more common, more economic options, however I do think mechanics toolbox should be looked at because it feels out of place to be the exact same as an engineer's toolbox but with 25% less repair speed, they could've at least made it 24 charges tbh, hardly even really worth taking over the others anyway

  • @gnehehe said:

    Tbh, an Iridescent holy beamer would be too much powerful 😃

    I mean it depends on how it is really

  • We do not need another way to avoid the DC penalty, thanks

  • And even Mandy replied and said that was a stupid idea 💀

  • @FootMan2893 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445250#Comment_3445250

    I've seen people DC against meme built trapper on heavily survivor sided maps. There is no line they won't cross.

    Can't wait for "territorial Imperative too OP"

  • @lifestylee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445314#Comment_3445314

    Cause alot of the loops in the game arent balanced for a killer like Wraith and he cant properly chase, since he doesnt really have a chase/antiloop power. He can use his stealth to potentially sneak up on injured survivors and not have to run those loops.

    His speed coming out of cloak is pretty much all the antiloop he needs tbh, especially with the faster breaking speed addons when you can just fake it

  • That's cool but like.. how does this even adjust the perk properly?

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445596#Comment_3445596

    Yeah I get it. I think to prevent this kind of thing, if everyone alive is down/hooked/carried then you can self bleedout. I dont really think its fair to just randomly self recover, as the killer had to work super hard to get everyone down to begin with. Plus it would kind of invalidate unbreakable. This way the bleedout bm situations are avoided and the killer gets to keep the hard earned 4k.

    There really shouldn't be more ways to dodge the penalty tho tbh, especially when Twins pretty much rely on slugging

  • @IWasLeft2Die said:

    Having a survivor tell their entire swf crew all of you moves gets really old and is much stronger than the original intention of the perk.

    Is it the most busted perk? No, but it certainly needs changes. Having a team know just about all of your moves for a match is way too much information for a team to have.

    Lmao

    What's next, buckle Up too OP? Territorial imperative?

  • @Worgen said:

    Its unhealty to the game, beacuse you get rewarded for being injured, when survivors get injured? if they do bad plays. With 3% extra haste survivors can take 2-3 extra loop on a tile, this will really hurt m1 and m2 killers, imagine being a huntress or nemi or doc....

    Suggestions: Make the perk like you need to do something to get that haste. like stun the killer and then you go 3% faster for like 60sec

    Move speeds are one of the fragile pillars of balance in this game, they cannot give it to the player for nothing.

    Also imagine being combined with hope, then not just bad m1 or m2 killers gonna suffer. Imagine you step in a Hag trap, but you move 10% faster in endgame, and she just literally cant hit you, you outrun shes lunge. This cannot go live.

    Another post about "this perk is OP" and it goes live and nobody uses it

    Just like dark theory, hyperfocus, and literally almost every perk

    I think its fine but if anything should have needing to heal the survivor in order to activate until you lose or gain a health state again

    Making it time limited or doing your suggestion will make it just another trash tier perk that nobody uses (another smash Hit? Really?)

  • @nars said:

    Probably the most tone deaf post I've seen all day.

    Explain to me, how exactly are killers "buffed to gods"? Is it the gen kick meta-- wait actually that got removed entirely. Actually, most regression perks are either dead or reworked. And now pain resonance, the strongest regression perk, has been reworked to discourage tunneling. Or was the healing nerfs that went through that ptb-- nope actually that just nerfed med kits down to being fair. being able to save the time it takes to find another survivor, and have them heal you wasn't fair. Especially because you could undo a skillful play in 16 seconds.

    Was it bc DH got nerfed? No, that cant be. There are still at least 2 very strong exhaustion perks. And with regression being dead, toolboxes can go rampant unpunished. one bnp does 22.5 seconds of progress in 5 seconds. 22.5 x 4 = 90s to undo a 5s BNP. Ah yes killers have been buffed to gods.

    Come to think of it killers been getting nothing but nerfs lately. Gen kick's dead, pain res nerfed/sidegraded. Gens are flying faster than ever since theres next to nothing to stop them now. Most meta perks encourage playing fairly, like NWO and Pain Resonance. Deadlock is simply passive slowdown to prevent genrushing and double pops etc. Huh... almost killers arent gods...

    Not to mention survivors been seeing buff after buff. Did you forget the soloQ hud? Or the anti camp changes? or basekit BT? all of which were implemented to streamline the survivor experience into a bearable and fun gameplay loop. Survivors are getting basekit changes to prevent unfair strats like tunneling and camping. Basekit changes to ease soloQ, along with killer perk nerfs making popping gens much easier. All it takes is a commodious toolbox with a few addons to destroy a generator.

    So by my metrics killers are gods because:

    • Their strongest meta got nerfed
    • most regression perks are dead
    • the meta perks discourage or are neutral to tunneling
    • survivors have basekit anti tunnel, basekit informative hud and soon to be basekit anti camp
    • med kits are fair now
    • coh is fair now
    • toolboxes are running rampant
    • gen rushing is now unstoppable
    • DH is finally done being overpowered
    • survivors still have plenty of good exhaustion choices

    There have quite literally been next to no killer buffs this year. In fact, one could argue survivors are "buffed to gods" though i wont because thats stupid and not true. All im saying is that theres more to work with there if one wanted to.

    Seriously, if you are having trouble escaping right now its just a skill issue. I know how pretentious that sounds but for real. Right now killers can barely do anything about gens, have a terrible early game without corrupt, cant counter gen rushing and have to deal with all the gens popping almost every game. Im not saying its easy to escape right now, but gosh golly gee willikers is it easy by comparison to before.

    -----------------------------------------------------------------------------------------

    The Tangent: Part 2

    Okay, so let me lay out the things you want in this post.

    • Old hatch
    • Basekit Unbreakable
    • Killer nerfs (assumedly)
    • Win every time you play a "great game"

    Im going to start with old hatch............ WHAT. NO. I am not going back to that. Gone are the days of bringing a key and escaping for free, good riddance to them. It was unfair on all levels, letting all 4 survivors escape for something completely chance based. Or by old hatch do you mean the standoffs? BECAUSE ALSO NO. I refuse to stand on hatch for 3478384 hours just so elodie can hide until the server boots us. not happening. ever. please god. never. again.

    Basekit unbreakable................NOOO. Slugging isnt fun and all but they kinda already tried removing it. There was a PTB back in august or september where after 45 seconds of recovering you could self revive. Some good cam from it, bleedouts were no longer a thing. Neither was slugging for the 4k. But more bad came from it. First off, twins was unplayable. Twins HAS to slug to function, and since unbreakable was buffed on that ptb to revive at 100% it would only take 22.5s to completely deny a fair earned hook. Secondly, pallet saves were uncounterable. Right now, if someones contesting a pallet save, you can either bodyblock the side their gonna pull from if possible or chase them away. If the first was impossible which is common considering loop design, then you had to chase away. At which point the survivor picks themselves back up with nothing you could have done. Same thing applies to flashlights. If a bunch of people are bodyblocking a hook then you have the option to drop and chase away, but it doesnt matter because tey just pick themselves back up anyways. Same with saboing and all that jazz. If you downed everyone though then everyone died instantly. All it did was buff nurse while nerfing everyone else. Yeah no, I'd rather not have killer become completely unplayable because you cant handle being slugged for a little while.

    Killer nerfs.... I already outline how killer is actually in need of some buffs considering the current dbd climate. Maybe a 10s basekit deadlock or smth idk. But clearly killers are not gods, and in fact, do not need nerfs you just need skill.

    That last one sounds reasonable on paper. But its not. Just because you specifically play well shouldnt automatically get you an escape. DBD is a team game and unless you are actively working with your fellow survivors to escape and they are doing the same then you shouldnt get to go. Doesnt matter how good you are at looping, if everyone isnt working together then you shouldnt deserve to succeed in a teamwork based role.

    TL;DR your wrong get ratioed'

    Wait so you think survivors are OP? Lmao if that was the case then the kill/sacrifice rate should be lower than 50%, yet it's 60%

    I think you're solely talking about SWFs in this aspect that all bring commodious, BNP, and do not stop to heal or do literally anything else and are god loopers as well as bringing the best map possible for them

    In actual gameplay, ie solo queue, this won't happen at all lol

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445205#Comment_3445205

    Premades can coordinate everything including generators and heals. They finish trial way faster than the average SoloQ team. They make it to endgame significantly more. And then can also coordinate stacking. For example, one will bring dark theory and blood pacts/power of 2.

    Having a whole build like that across the whole team is a gimmick build tbh, same with streetwise and vigil stacking or all boons or chests, etc

    Perks are complained abt because they seem OP on paper but in actual gameplay it's too hard and inconsistent for it to actually work

    Trying to do a stacking build really just does more harm than good and mostly only used for memeing lol

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445313#Comment_3445313

    Please inform me of how to counter that and I would be grateful. I'll even let you choose any killer perks you like to counter this scenario.

    Well i could give you an example, I got looped the entire game, no hooks fairly recently as huntress

    But what would have resulted in a 0k if they all took hits resulted in a 2k thanks to game afoot and rancor, and I had downed the guy that looped me all game was the obsession and I downed him quickly

    I also had NWO and Remember Me, but since I had got no hooks they really didnt have many stacks of course

    But yeah with that build you can pretty much turn genrushing into your own advantage. No hook camping or tunneling needed because u can just mori them

  • @DaddyMyers_Mori said:

    List of things players don't complain about got shorter again. Is there even something left on the list?

    Buckle Up mabye and territorial Imperative I would think, at least talking abt them being OP

    Pharmacy too but since it's been nerfed twice, I wouldn't be surprised if someone complained abt it being too strong

  • @Milo said:

    His hit and run playstyle works really well with removal of burn mechanic on top of medkits and CoH getting killed. I don't think the burn mechanic on it's own did this, but he is stronger now against soloq.

    Yeah but why hit and run? He's not like Legion, you can easily just hit the survivor again if you wanted to

  • @mikewelk said:

    Just went up against a team that was running this and it was a nightmare. I don't understand why all survivors don't just use this combination because I guarantee that it will carry you right to the exit gates where you can show off your dance moves to the killer and give them a free lightshow (ultimate bundle)! I have seriously never been so gen rushed in my entire gaming experience. One knock and two gens are down even with Corrupt Intervention still active (it was like halfway done). I didn't even manage to hook them because a survivor sabotaged the hook with a toolbox. I managed to knock them down again and decided to just tunnel them out of the game because I didn't want to lose my rank and a generator right next to the hook already had 40%+ worth of progress. I had to down a bodyblocking survivor and injure many others but, in the end, I managed to sacrifice the survivor and the gates were powered straight away. All FIVE generators in like under FIVE minutes even after the whole team went out of their way to take a hit for that survivor. I couldn't put any pressure on generators since the shrine of secrets is terrible and I didn't have any perk for it and they were all spread out so there wasn't even any point risking. I wasn't even face camping and instead tried to minimize the damage already done in the area near hook but they just sprint bursted away to another generator. Why am I feeling helpless as a decent killer? There was absolutely nothing I could have done to counter that. If I went for a different survivor, another one would replace them on the gen.

    This is exactly why there shouldn't be anti-tunneling perks/base-kits until this sort of gen rushing gets nerfed because that was just crazy. Once gen rushing gets nerfed I really won't mind not tunneling and I'm sure other killers wouldn't either.

    I mean I wouldn't say there's NO way to counter it

  • @Davenport916 said:

    Yeah ! let's nerf killer more so altruistic teams can run to unhook in their faces with no downside or risk of being punished, yeah!

    You can still hit them, they won't be invulnerable

  • @killeriseasy said:

    Anybody know a group that needs people for SWFs? It's almost pointless playing solo que these days

    Wring section, you're looking for the LFG section

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444270#Comment_3444270

    I have never seen a post complaining about the backpack build until now. Weirdest thing I've read all week.

    Wait till you hear abt Buckle Up and Territorial Imperative complaints..

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444190#Comment_3444190

    Probably because it has the potential for a survivor to die on first and isn't exactly interactive when you're laying on the ground waiting for someone to come and pick you up.

    Thats pretty much what being hooked is, you're just waiting for someone to help you until you die

    The only difference is that being in dying state takes a lot longer and you can move around

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444024#Comment_3444024

    The killer has 4 ways of trying to win the game:

    1) Going for 12 hooks. This is where a lot of people would like to go (myself included). But for that to be desirable for the killer there needs to be an incentive to play like this instead of utilizing one or all of the other strategies.

    2) Tunneling. I already covered that this is a way to build more pressure and achieve better results.

    3) Camping. This is another strategy we do not want killers to use and we'll get an update to help with that but it should be listed anyway.

    4) Slugging for a comeback. Often times a killer will find themself in a position where they will not be able to win by hooks, they need to take survivors out of the match another way.

    Looking at this, you'll find that 2), 3) and 4) are often complained about (understandably) but they all come in clutch where option 1) fails. My point is that punishing killers for tunneling and camping will lead to an uproar in slugging and when that doesn't work, they'll brute force through all safety walls BHVR put in place and still tunnel and camp. Mainly because 1) has no advantages over 2), 3) and 4) combined. This is why I want to see incentives to go for more hooks.

    Slugging takes a lot longer though, and I don't get why its hated because of that reason

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443818#Comment_3443818

    Because of some players, and cries, yes. Devs are against their own lore.

    Tho about bleeding we can assume that bleeding is not very emotional, thrilling etc, thus provide less food for the Entity. Hooking and sacrificing them is best way to please the Entity, but this should be preceded by chases, hits, hooks, and torment.

    That's true but what about hooking twice then leaving them to bleed? That prolongs the death and should be more suffering

  • @Archael said:

    Ina lore. Entity feeds on emotions. While survivors are killed they no longer feel emotions (theory sais their memories about failed trial are erased). So lorewise, Entity should force killer to play with survivors as long as it is possible, hurting them, tormenting them and making their life as miserable as it is possible, and killing only at the end to feed as much as possible. Fast kill is not what Entity wants lorewise so it should not be what Entity wants in a game thus "kills" should not be killers main objectives.

    Exactly, lore wise, killing fast is not what the entity wants

    But it's also kind of contradictory since bleeding out is a much slower death than simply being sacrificed, yet when you bleed them out then it says "the entity hungers" like the devs are going against their own lore?

  • @SpiritsHusk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377460/tunneling

    No, if you're that upset about tunneling run off the record + DS , these changes would make killer unplayable, it would not be a fun experience whatsoever.

    Killer can hit immediately off hook to deny OTR, and DS does basically nothing..

  • @Mane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441851#Comment_3441851

    Unbreakable is only good for one self pickup, so what do you do if you're the only Survivor standing, you've used your unbreakable and the killer has no one to chase but you?

    This whole discussion is just dumb when did tunneling, slugging and camping become a problem? In my opinion late 2022 early 2023, when the balancing shifted and now nobody is happy.

    Exponential, no mither, soul Guard, etc, if you really hate being slugged


    Otherwise just accept it because its actually not as bad as being hooked unless there's 2 left (in which case you should have unbreakable ready anyway since they would not have slugged until that point)

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442254#Comment_3442254

    There are situations where camping is obviously superior. The most common one is if the survivor is close to death. If a survivor is 30 seconds from death, there's no point chasing another survivor, which will likely take more than 30 seconds. Camping in this situation guarantees a death and potential additional down while chasing another survivor is only a down after a long chase. Also, the camping nerf isn't exclusive to Bubba. It affects all killers.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442260#Comment_3442260

    Bubba can still play that way but it's a very large nerf. These are the nerfs:

    • No other survivor will come to rescue. This means gens will go much faster and Bubba can't get a free down on another survivor
    • It isn't a buff. The survivor will always wait until the last second before the next hook stage before they unhook themselves. This means that the camper won't save any time and will lose far more time from having to chase again. In the best case scenario where Bubba can down them again with 1 chainsaw, it's another 20-25 seconds wasted from chasing and hooking again. Secondly, survivors can't protect the unhooked surivor against a Bubba since they will be already downed or running into a Chainsaw.
    • Depending on if there are nearby pallets and windows, Bubba may not get the down from a single Chainsaw and in that case, it becomes a regular chase.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442265#Comment_3442265

    Nope. It's a strategy. If the devs really thought it was abuse, they would have also prevented it in EGC too. The fact that they went out of their way to disable the anti-camping in EGC means that they acknowledge it as a legitimate strategy. Camping is a strong strategy in some situations and for some killers. If they are nerfing camping, killers need to be compensated for it.

    Honestly you just sound butthurt that you can't kick a player out 3 minute into the game anymore lmao

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442248#Comment_3442248

    Yes but it's still a very large nerf. Camping allowed Bubba to guarantee kills.

    You shouldn't be able to "guarantee kills" tho? At least not till endgame

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441255#Comment_3441255

    You think the response to being gen rushed is bring a set of perks that only work if you lost the majority of the game? The killer can't predict what a survivor is going to do before a game starts. Say I bring a chase build and end all my chases quickly but all the gens are done in five minutes?

    Well it's kind of the same as don't like getting slugged? Use unbreakable

    Don't like aura reading perks? Use distortion

    Don't like screaming? Use calm spirit, etc

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438903#Comment_3438903

    I ADORE using this build lmao. just go afk and hit one basic attack and all the sudden you have a kill its ridiculous. But combining with nwo or remember me wouldnt really work as well bc it has to be longest chase time. If you got a bunch of stacks of both you've probably had one or two long chases, long enough that someone can pop the exit gates and get more out than if you just brought meta.

    Chase the obsession all game, they have highest Chase time, when last gen pops u can use rancor, usually easiest to have em slugged first

    Of course if it's 1 gen left you have to stop getting stacks and find and down the obsession before its too late

    Almost always works like a charm. In fact I just had a game today which a guy looped me for 5 gens, no hooks or downs all game, and I still killed him and 1 other guy thanks to rancor + game afoot lmao

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441250#Comment_3441250

    you obviously made a mistake if using 10 sec bt + 3 sec killer stun you couldn't reach pallets or windows

    What 10 sec BT? You don't get BT for using DS

    Also, deadzones can exist, especially since u only get 2 seconds of distance because the animation takes 1 second away

1 … 8 9 10 11 12 … 36