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not_requested49

not_requested49

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  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407957#Comment_3407957

    If you can't have a normal conversation with a profanity filter on, I would say that maybe you're not having a normal conversation. Not being able to say curse words can be a tad bit tedious at times, but if you can't have a normal conversation in any way shape or form you might need to consider what you're saying.

    The thing is though, this filter sometimes filters out normal words like "gg" or character names like "felix"

  • @MarthaMEG03 said:

    I played a few matches today to see the new updates in the game and let me tell you, this might be the reason I stop playing Dead by Daylight altogether.

    The Medkit and COH Nerf

    When I played the PTB I called it and it happened: every single killer I went against ran Sloppy Butcher, Tanathophobia, Franklin's and Knock Out (or a variation including Coulrophobia or Unnerving Presence)... I was left to bled out in two consecutive matches because, as I also predicted, Solo Q teammates won't risk saving you if they are injured and could go down as well; the medkit nerf is terrible, it renders these items useless and they become a waste of Bloodpoints all in all. As for Circle of Healing, it's a dead perk in Solo Q, since your teammates won't let go of gens just to ran to heal you up. If BHVR intends on keeping these horrible changes, then they need to rework the Killer perks that already acted as nerfs to healing in the first place.

    Tunneling, Camping and Slugging

    As I mentioned above, I was left slugged and bled out in two consecutive matches (in one, the Wraith I went up against even mocked me by ringing his bell and walking over me over and over as I died); camping was already an issue before, but now is like the sole strategy to secure a 4K, since in like 7 out of 9 matches I had today, the killer proxy camp in order to injured the rescuer (securing another stack for Tanathophobia) and went straight for the recently unhooked survivor to down them again... I played around 9 matches, I didn't escape a single one.

    All in all, this update went live even when the whole community voiced their opinions and the devs kind of listen, but didn't pay attention to what we really meant... Playing this in Solo Q is unbearable, and playing with a SWF will only work if you're in comms. Honestly, I play both Survivor and Killer, and I can assure you the game is completely killer side right now.

    How to try and balanced the game

    - Un-nerf medkits and Botany Knowledge, and rework perks like Empathic Conection and Desperate Meassures (give them a boost for healing) if you want to keep the changes for COH, since healing is the only counter for certain slow down gen perks (Tana, Dying Light, etc.)

    - Rework the perks in order to make them usable for every survivor/killer (like Gearhead), don't nerf them to the ground in order to eliminate the "meta"

    - Rework Sloppy Butcher, which is the most problematic perk in the game right now: if you want to keep the slow progress in healing, then you shouldn't loose the health you already have from healing yourself.

    Honestly they can keep the medkits and COH nerfed, I just want my charges back, even if it gave you a higher speed penalty for more charges

    What's the point of even having all these different types of medkits if they all have the same stats?

    However, I kind of like the new Botany tbh, so idk about reverting it

    Same with COH though, I love the extra speed to healing others but if really needed then I think the self heal will be OK at 40% instead of its previous 75% speed (since it stacked with itself)

    Sloppy butcher is fine IMO. hemmorage was total trash before the buff, and you want to revert it? No thanks

    If anything, more addons need to be updated to include mangled and hemmorage instead of one or the other

  • @Viktor1853 said:

    No need for this just do gens if a killer is camping

    How can you do gens if you're on the hook being camped?

  • @Gibberish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402746#Comment_3402746

    Even if I dont equip them, I still have to see ones other people equip.

    Honestly wish there was just an option to disable charms and force default cosmetics clientside. 90% of the cosmetics in the game look terrible.

    That would negate the entire point of cosmetics, especially for killer

  • @Yatol said:

    neutral, Rancor feels more risk than reward but also can't be buffed without becoming too strong

    It's great tbh, doesn't need a buff, especially when you pair it with game afoot

    There's also no risk when ur chasing the obsession before the last gen pops

  • @Via said:

    I´ve been reading discussions about perks and a lot of people seem to hate Rancor. So I want to know: How do you feel about Rancor, And are you a survivor or killer main.

    No main both but still love rancor?

    Well I play both and although rancor isn't nearly run enough as it should be, I think i'd still like it even when as survivor

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407387#Comment_3407387

    Per the patch notes, nearly all of them had their speed when healing others increased. The only one that went down was the Emergency Medkit (I think that's the green one?) which went from 50% to 45%.

    Yes, from the PTB where it was lower

    It's the same as it was pre patch now except for the green medkit of course

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373235/healing-totem-cant-heal-self-now-casual-gamer-here

    To expand on what's been said already:

    The latest update did indeed remove self healing from Boon: Circle of Healing. In trade-off it gained the ability to reveal any injured Survivors within its area and healing others is done much faster. Medkits saw a similar blow to self-healing and buff to healing others.

    If your group needs ways to heal themselves, along with the aforementioned Self-Care (heal yourself without a medkit but at a much slower rate) there's Inner Healing (Break a totem and you can heal yourself by hiding in a locker) and Renewal (heal someone else and next time you're unhooked you heal automatically after a set period of time).

    Both are general perks so any player has access to them without needing additional DLC.

    For keeping track of one another there's also Bond (see others in a certain range), Empathy (see injured Survivors) and, if you have Yoichi, Empathic Connection (injured Survivors see you)

    I'm not personally too worried about kids playing the game, in and of itself. If they can handle it and aren't overly scared by it, have fun.

    My oldest niece loved horror stuff as a kid (late elementary, early middle) and probably would have wanted to play DBD if it'd been around.

    Medkits didn't get buffed for healing others tho, if anything it was nerfed thanks to all charges being lessened

    I guess for the brown medkit, it's a buff but for every other medkit it's a nerf

  • @devotedDBDenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407135#Comment_3407135

    "They are asking for game adjustments to make it more easy for kids that apparently struggle while playing?"

    Ok? Does that mean they think the game is for kids or does that mean they are suggesting a feature be reverted for kids who struggle while playing? These are two different things. Rather than jumping to incorrect conclusions, tackle what they actually said.

    "yes, I recommend self care. No need to cry for ‚Jesus Christ‘, you don’t have to agree. But it is a valid perk in this game and has its uses." you are recommending the worst perk for healing... if you're going to give advice don't give bad advice, you can already tell this user is dealing with players who are very inexperienced in the game, telling them to use bad perks that make you take forever to heal yourself is supremely detrimental and it'd genuinely be better if you hadn't posted at all

    I think it's OK when paired with botany, But that's about it

  • @Emeal said:

    You can use addons to make them better.

    Yes but you can use them on any medkit

    I'm saying there's no difference between the rarities, as it stands why even bring a purple medkit when it has the same stats as brown medkit?

  • @Gandor said:

    But the point stands. There's very little difference between brown and purple. I don't think making brown trash-tier and purple god-tier is way to go, but considering most common use-case (self heal) makes them absolutely identical - the rarities makes very little sense.

    I am not saying make the purple self-heal 50% faster. It doesn't even need to be speed-based. There are other things that would make it valuable. Like making slightly less noise, mentioned skillcheck sizes, even simple things like additional bloodpoints or anything else. Just make the rarities matter at least a little

    Exactly! This is exactly what I'm saying here, make them do different thing, at least something

    It's like if all the toolboxes did the same thing

  • @Boons123 said:

    No, I want it as it is. I love variety, even if it is simple

    But like, there is no variety

    They literally are just brown medkits with different names at the moment. Do you also want all the toolboxes and flashlights being their lowest rarity as well?

  • @Spunky_247 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406328#Comment_3406328

    Highly agree with this. Some many ways they could have leveled the playing field without taking away to the total use of Med kits

    Seriously, I'm just so upset the change went through but I guess not enough people cared like abt the billy nerfs or 24 base healing :/

    Also, pharmacy nerf. Again.

  • I think it's there just as something that is showed while it loads up the pathway

  • @Spunky_247 said:

    I loved DBD. But honestly this new update is upsetting. Healing Boon nerfed self heal. Med kits were seriously nerfed. And healing in general was serious regressed. This game just isn’t worth playing anymore. Killers have way more power than survivors and basically made it impossible to survive. I understand if the boom was nerfed with healing speed. But honestly the Med kits shouldn’t have been touched. And if they are gonna Nerf the best survivor perks then the Skull Merchant should be seriously nerfed , she has way to much power with her 4 drones.

    If medkits had to be touched, they could've just had slower heal times. That's it

    Instead we got an update that made them all browns

    They could've easily nerfed medkits while also keeping them different from each other, ie the emergency med kit has a 85% heal speed but only 1 heal by default, the ranger med kit having 3 heals by default but at 50% speed, the brown being the same, but at 1 heal, and the yellow being at 2 heals, but at 65% speed

    Or better yet, just have the ranger medkit be focused on altruistic healing with say a 75% speed increase when healing others instead of 50%, as well as a +20% efficiency bonus when healing others, with 32 charges. The self heal, of course, should be much lower than most other medkits or just removed entirely

    Emergency med kit being focused on self healing, but still less strong than it was before, with a -10% speed penalty when healing yourself with a -20% efficiency penalty, and a 25% healing increase when using it on others, no other penalty or bonuses. 16 charges

    Yellow med kits being the middle ground of course, with a -30% speed to healing yourself at base, 45% when using it on others with a 10% efficiency bonus. 24 charges

    Browns of course, being the cost effective option, with standard -40% self heal speed with smaller skillcheck zones. 35% speed when using it on others. 16 charges

    So basically, just revert the charges change, what's the point of bringing a ranger medkit when you can just bring a brown medkit and still get the same effect?

    Sorry for the wall of text, just so many ways they could have done it different

  • @Archael said:

    I agree with the premise.

    Tunneling and camping are not healthy same with gen rushing.

    Bhvr should reduce such gameplays on their side, not rely on players to play healthy (tho it would be appreciated).

    And i generally agree with suggestion.

    Tho imo better way would be to just leave players in game are remove ability to kill them before end of trial.

    My idea is to remove sacrifices.

    Every hook makes syrv to become a ghost for some time, and mories increase this time.

    Gen speed have to be adjusted.

    Trial timer so that game cannot last longer.

    Exit gates oppens when both switches are done.

    (Some mechanics to prevent killer from camping a switch. Maybe three switches and two of them have to be done).

    If survs turnes both switches before time limit, killer is consumed by the Entity (its angry that killer did not done its job properly).

    If survs are run out of time, the dawn comes to the realm, and Entity consumes survivors so they can be dead by daylight.

    As interesting as that would be, it would require an entire overhaul

  • @[Deleted User] said:

    "because nobody uses them for altruistic healing"

    I do.

    It's a 5% difference to each rarity... and the charges are limited (with only granting a heal and a half by default when using on other survivors)

    There's no way you can be serious with this

    The only time you'd actually use that is endgame (especially at the gates) because you don't need the charges anymore

  • @HungrySnek said:

    So, yesterday I had the same scenario a few times and it's absolutely stupid. I am playing a bloodpoint build because I want to hit the 2 Millionen Mark before the new Bloodweb Update goes life.

    So I bring Decisive Strike, Deliverance, Prove Thyself and Kindred

    The gens where completed pretty quickly since the killer chased one survivor for the whole match. So the end game starts and the survivor get's hooked, I trade with them since the killer Camps him. Then I get unhooked and.....Decisive Strike is deactivated because it's the endgame and I get tunneled again.

    I don't understand how this change is fair. So the survivors gets punished because the killer wasn't able to spread pressure or hook me before?

    Decisive Strike works only 1 time, is only activated for 60 seconds and deactivats itself anyway when you do a Action. Why this stupid "It's the end game so your perk is worthless" crap?

    Because it makes you invincible

    If you don't think that's OP then idk what to tell you

    However, it really should be activatable more than once

  • Then you've never hit it before

    It's a lot harder to now however now that overbrine was nerfed (and rightfully so)

  • @TheycallmeLix said:

    It’s already nerfed from the i-frames and it went from 1 sec to 0.5 sec of endurance but now it only activates 2x every match? I played 2 days ago and saw nobody bring Dead Hard anymore and ridiculous how many Killers play scummy and BM on hook for no reason. And everyone is going down so quickly and the game is turning into a boring meta where all the survivors have to do is hold M1 on gens and leave asap. That meta and playstyle is so boring and really discourages the playstyle we used have to have before the Dead Hard nerf. Dead Hard made the game for us survivors more fun and it’s honestly quite sad that it got nerfed cuz some of the Killers can’t wait it out for any second longer. Please tell me I’m not the only one who thinks the Dead Hard nerf was too much and wants the changes reverted? Am taking a break too from the game cuz every game is the same now.. and Skull Merchant tome is out so it’s safe to say that I won’t be back for a long time 😅

    I don't think you know what "uncalled for" means

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387676#Comment_3387676

    I don't hate AFK killers. Sometimes I even appreciate it. On the whole I would rather play the game and not play gen simulator. Not to mention so many challenges rely on interaction with the killer.

    true, it really does screw you over if you have a challenge needing the killer to do stuff, like unhooking or being chased

  • @Zeidoktor said:

    Just a thought I had, sparked by the Killer Repeat Prevention suggestion.

    I'm not sure if the BP incentives have been successful or not, but one way it occured to me they could be used was to encourage use of other killers. Maybe pick 3 at random and add a bonus to them if you use them in your match.

    Similar to dailies but without the requirement to do X a certain number of times.

    Alternatively, tag particular perks with tiny bonuses to encourage incorporating them into builds

    There might be an issue with it stacking with the already existing killer queue BP bonus, so I'd say have them 1.25x/1.5x XP

  • @TonyXSplash said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398743#Comment_3398743

    This gotta be a joke. When you tell me she is invincible but know exactly where she is.Seriously? How is she invincible?

    Because she can't be killed? Like none of the killers can be killed either lol

    Except victor, I guess

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397451#Comment_3397451

    Exactly and it wouldn’t be a bad idea! Chest have become something of useless themselves and need an update especially with that one perk where you are guaranteed a Medkit !

    Still can't believe they've decided to nerf it twice, it's sad really

    If they wanted to buff it but also put their existing change, all they had to do was make it token based

    But no, they had to nerf it and make it strictly a subpar healing perk unless you run it with no mither

  • @DjEnderFox107 said:

    Before I continue with this discussion I would like to mention that this implementation would have to be balanced in a way and releasing it without change would make the game unbalanced! These are mostly ideas and not a needed change !

    This idea came from another person in the community who said “Survivors have two hands so why not allow them to have two items” Jokes or not I thought of an idea for it😂

    Allowing survivors to carry two items does seem overpowered by it’s own and could be something that would have to be balanced but !

    When survivors have the selection of having to items in the match they can only have one add on to each item

    Having two items would put survivors in a more risk reward state as they could lose more blood points then they brought in

    It would take time to change between items so for example a survivor with a toolbox in their hands don’t automatically switch to a flashlight to stun the killer will picking up survivor or just have been stun by a pallet.

    All comments are appreciated negative or positive!

    A backpack perk would be nice, have two items and able to swap them out at will at the cost of a perk slot and possibly some time

    Loot builds really need more perks ever since pharmacy was nerfed :(

  • @RedSonSuperman23 said:

    Its been over 18 killer games and most of them I get are all quad escapes, 1k or 2k never 3 or more due to the fact that every update theres always a buffness for survivors n some parts nerfed on killers. It takes forever n too challenging for any players even new ones that uses killers to get downs n kills during matches on any maps, bec of most of the maps has long loops in every location, whether your in killer shack, main building, pallets next to long objects like the red forest n temple of purgation has long broken tree plus rocks that blocks wesker, blight n oni catch them using their power trying to prevent pallet stun. Which it never works. Even pallet between broken cars with stack of wheels in gas heaven n other maps. Everytime I down one survivor two gens r up with deadlock active since it only blocks one instead of more than one. Scourge hook pain resonance w jolt doesnt keep progression gens low while using prove tyself and resilience in groups. Thats how gens r getting done along with the exit gate switch. Everything u see its done within seconds no minutes. All the list buffed survivors n nerf killer perks are all listed here. I think devs need to stop buffing so much survivors perks n other abilities to make fair balance n less struggle for players to play as killers. I think like deadlock should block 2 or 3 gens not one, dead mans switch should block 5 mins extra, blood warden should block 70 seconds more, corrupt intervention should deactivate after hooking 1 survivor, Noed shouldnt give any intels for survivors. Scourge hook pain resonance 6 tokens would be best instead of 4. Windows opportunity most def. Should have a cooldown. Gen rush n haste perks should lower 2% less for speeding. Reasurrance should activate after a player succeed saving one survivor from hook safely n then use whenever close by they can get to another survivor on hook. Breakdown should be less 180 seconds to respawn broken hooks. Because in midwich certain hallways does not have a lot of hooks of theyre broken or missing. It ill be very impossible to find closest hook.

    Survivors build

    1. Prove tyself

    2. Lithe

    3. Adrenaline

    4. Dance with me

    5. Windows opportunity

    6. Any means necessary

    7. Stake out

    8. Deceisive strike

    9. Deliverance

    10. Hyper focus

    11. Reassurance

    12. All the Boon totems shadow step, exponental

    13.wire tap

    14. Blast mine

    15.unbreakable

    16. Fogwise

    17. Lightweight

    18.quick gambit

    19. Potential energy

    20. Well make it

    21. Kindred

    22. Resilience

    23. Hope

    24. Friendly competition

    25. Cut loose

    26. Teamwork power of two

    27. Teamwork Collective stealth

    28. Background player

    29. Distortion

    30. Sprint Burst

    31. Breakdown

    All buffed not even half u liars decided to nerf

    The ones were buffed r fully nerfed were:

    1. Hex ruin

    2. Noed

    3. Scourge hook pain resonance twice

    4. Thanatophobia

    5. Dead mans switch

    6. Deadlock

    7. Corrupt intervention

    8.eruption

    9. Overcharge

    10. Call of brine

    Killers unrework n should be rework

    1. Most definetely trapper n hillbilly trapper takes too much time trapping different locations while all 4 survivors r gen rushing n finding traps very easily, specially when using maps to track killers, wiretap perk n maybe kindred as well. Hilbilly chainsaw attacks turn rate r completely off n not as strong for loop survivors. N pass corner walls.

    2. Onis demon dash bec of lack of turning rate attacks while survivor loops n same for the blight who always get stuck hitting many objects around him.

    3. Skull merchant they need to rework two her perks bec theyre not very powerful and most players havent been using frequently as far i can tell and her mori sucks, bec its same as the nightmare. They should update that.

    If you're constantly getting genrushed even with regression, I'd recommend rancor

  • @randonly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395031#Comment_3395031

    well, there were several concepts in the game that didn't have a counter, like perma sabo hooks, insta mori on firist down with iris memento, infinite loops, etc.

    What I mean by that is that it's not because the game was developed with an innate design that cannot be changed, even more so when that design has no counter, which is not healthy in a long run.

    But those simply weren't designed to be uncounterable and the devs later found them to be too unfair and oversighted some things

    Killer Instinct was created with distortion (hiding aura reading) in mind as another way for killers to track survivors

  • It kinda is, but those 3 perks are really slept on lol

    Guess killers just don't like moris tho and just want to sacrifice every survivor every single time (dunno how that never gets boring tbh)

  • @wydyadoit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393169#Comment_3393169

    the point of no mither is that you can get up as much as you want. going down in 1 hit is not the point. that's a balance feature. it's basically unbreakable on steroids, but has the downside of being broken constantly.

    it's not meant to be hard mode. it serves a strategic purpose. take a protection hit, deadhard the hit, if you fail the dead hard and go down get back up.

    david's playstyle is pretty straightforward. we're going to live forever explains his entire purpose.

    The devs called it "hard mode" iirc so I don't really know what you're referring to

    You can get up as much as you want, yes, but the killer knows you have it, and even if they do slug you, you can still die from bleedout, it doesn't make you immune or significantly extend the time, especially considering how much you would go down with this perk

    If it needs any buff while still being fundamentally the same I would say buff it so that you can recover faster (50%+), extend bleedout time, or simply just give the user extra boldness points for it

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371446/devs-you-wanna-know-how-to-truly-shake-up-the-meta-here-it-is

    "Actually penalize tunneling and camping"

    How do you plan to prevent survivors tunneling generators?

    The problem with your post is that you want to eradicate killer tunneling and have no idea that survivor tunneling exists or is even a problem.

    I'll let you in on a secret. When playing Killer I tunnel because the survivors tunnel my gens.

    So every match then

  • @foxmaster said:

    If the obsession is on death Hook you can mori them , rancor requires a perk Slot, and no This does not encourage tunneling , If anything it makes the game more fun and you can also add more switches to Survivors and killer perks, For example you can make dead hard Into a obsession Switch, Instead of making it unplayable , But whatever it's a good idea , I shouldn't have Have to wait till generators are done to have fun , And no this is not considered lazy killer

    https://us.v-cdn.net/6030815/uploads/EBYPD59I337F/untitled21-20230405111113.png

    There's really no need for this as it would change almost nothing

  • @randonly said:

    powercreep is a situation that is already happening in the game, mainly in the last contents released before SM (skull merchant), you had COB (sadako), you had pain res (artist), you had deadlock (pinhead), eruption (nemesis), etc. And the last mid-chapter practically made the use of certain perks worse compared to others, increasing the powercreep

    And I agree with you, OP, to create a healthier meta, it's not always going to be nerfing the most used perks, because they don't necessarily indicate that there's something broken or OP, like nerfs in self-care (used a lot just to cover SoloQ issue), ruin, calm spirit, pop, etc.

    The devs saw that this wasn't very well received in the last mid-chapter and yet they wanted to risk again the same forced meta change, which now ended up affecting the killers role more and now they are feeling how it was.

    Anyway, the correct way is exactly trying to put more consistency in the other perks, and it doesn't matter if they are 200+, the work must be well done to precisely create more varieties instead of doing it in half by nerfing about 10 and thinking that's the rest left is fine and people will be satisfied.

    And I would say that the survivors meta is the one that is more static than compared to the killers. To this day survivors have so few hide aura perks (OR and distortion), the same varieties of end-game perks, no hide killer instinct perks, nothing to hide sounds of running footsteps, running exhaust sounds, etc, and that's it, everything could be implemented in existing perks like lightweight, bite the bullet (hide aura), distortion (proc. by killer instinct), etc.,

    Killer Instinct is meant to be uncounterable with perks, thats the way it was designed

    Giving distortion the ability to negate this destroys the entire point of the mechanic as its meant to be a way to track survivors without aura read

  • @Canas said:

    Dead Hard shouldn't exist to begin with, no perk should ever grant survivors a third health state like that. The only exception to this was Mettle of Man and it got nerfed rightfully. What they did with DH is akin to a wrist slap, it's not even remotely enough.

    Just play executioner and never have to deal with DH again because cages don't count as hooks for anything

  • @Archael said:

    With friends You van communicate, same with some custom tournaments with special cases... Tho it would me much easier to just click-disable perks...

    I know but my friends don't want to change their perks

    The issue I was having though is that they used bond to point me out when I was trying to evade the killer

    Then afterwards when I said I did not appreciate it they said "don't worry it's just a game it's not real match"

    While that may be true, it's still irritating to not be able to disable certain perks like that so they can't point me out

    Plus, it would be convenient for other things as well and I'm sure some will appreciate being able to further customize custom games

  • @Mr2ThumbsFGC said:

    No Way Out, Corrupt, Deadlock and either STBFL or Terminus.

    Face camp and hard tunnel. It'll be the only reliable way to slow down gens enough to actually win every once in a while.

    Orrrr... just wait until the game is in a better state that isn't so blatantly survivor sided.

    That or don't care if you lose

    Or better yet take advantage of them genrushing and run rancor + game afoot + remember me + NWO

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394378#Comment_3394378

    If that's so then a lot of people will immediately retire from the killer role.

    Not really tbh

    In fact they can genrush all they want when you have rancor :P

    Bonus points if game afoot as well

  • @Coffeecrashing said:

    Medkit self healing should be 32 seconds, so it’s not more efficient than altruistic healing.

    Does everyone remember this PTB had a extremely popular complaint, that it’s not fair when self healing is more efficient than altruistic healing? I sure remember this. We should fix this by making medkits take 32 seconds.

    Wouldn't that put it a bit close to self care speeds?

  • So then like don't complain you're depipping then when it's one of the easiest things to avoid?

    Really, the one case where it's impossible to is if you're getting facecamped, your team DC, or they just simply won't save you

  • @ReverseVelocity said:

    An oversight of the medkit changes will result in the time it takes to heal yourself with Pharmacy to be essentially doubled. This perk was barely used before, and doesn't need a nerf.

    Pharmacy needs a major speed bonus to healing yourself with medkits gained with this perk to offset the nerfs to the Green Medkit. Something like +100% would put it close to what it was before.

    Agree, I honestly cannot believe they decided to nerf pharmacy twice at this point when it was already rarely used lol

    They just want this perk to be dead

  • @GrimReaperJr1232 said:

    I've ranted about this perk in the past. Many of you probably know I hate this perk with a passion, but I'll try to change the perk into something I think would be fairer.

    1. Removal of the ability to heal yourself without a medkit.
      1. I'm sorry. This needs to go. This is going to suck for solos, for sure. However, this single-handedly breaks the backs of half the killer roaster who simply cannot realistically keep up with the number of self-resets this perk allows. Spreading pressure is impossible, so you need to commit to chases because of this perk... which also means the anti-loop killers become more popular, which I don't remember survivors enjoying much since your only option is to W away.
    2. Now only affects altruistic Healing actions.
      1. This is the same nerf that We'll Make It got a very long time ago. Now, you cannot use this perk with medkits that are already insanely strong.
    3. Increased heal speed bonus to 100%
      1. With this perk now being purely altruistic in nature, I think the 100% heal speed can return
    4. Injured survivors within CoH's radius will now have their aura revealed to all other survivors
      1. This is mostly here for solos. With the ability to self-care gone, this function is here so that you can go to the boon's radius, and try to coordinate a team heal.
    Final words

    I'm expecting to hear things along the line of "removing self-care will kill the perk!" or "Guess you just want DS-UB DH BT again, huh?"

    What do you think this perk has done? Has it added more variety to the games? Not really, you still see DS, UB, DH, and now (ideally) a mix of 2 BTs and 2 CoHs. Adding 1 more perk to the meta does not magically make the games refreshing again, or mean it's healthy for the game. People run these perks. People will continue to run these perks until DH is nerfed and BT becomes basekit. They may continue to run them even then.

    "That'll kill the boon mechanic!" If 1 perk carries an entire mechanic, then the mechanic itself has failed and should be revisited. Boons and their implementation have been very controversial with CoH widely seen as the problem child. Get this perk under control, then see if the mechanic itself needs to be tweaked.

    Lol, close enough I guess

  • @MikeyBoi said:

    When you down a survivor with clown, all generators that are above 30% progress reset back to zero.

    April fools was 2 days ago buddy

  • @Archael said:

    Yeah, dailies should not be annoying nor feels forced.

    For dailies there could be some iridiecent shards rewards (like something between 50-100 shards), and doing 6 dailies should reward with some (10?) microbiomes (game is not free to play, so imo there should be a way to earn currencies). But weekly reward should not reset each week because such mechanic would make it feels like work to do instead of fun.

    I've literally never seen anyone call auric cells "microbiomes" before lol

    But unfortunately, they cannot do that due to licensing contracts, even getting 10 cells every devotion level is out of the question

    However, they definitely can put shards in daily rituals (and just make more that we can do each day)

  • @1ettuce said:

    Despite STBFL being known as a healthy perk, there's actually many significant problems with it. If you are going to criticize any of these points, then please be constructive instead of just saying some "it's a healthy perk entitled survivor source trust me bro" nonsense.

    • Works well on a variety of killers

    Despite people arguing that STBFL is "only good on the weaker killers" ...this just isn't the case. STBFL is good on spirit, hag, wesker, demogorgon, deathslinger, nemesis, etc. None of whom are in the bottom tier of killers.

    • Even if it was only good on the weaker killers...

    That is a band aid and serves as a terrible way to balance weaker killers without actually addressing their design flaws and avoids the problem. Perks should never be balanced in a way that's like "oh it's fine because this killer sucks without it" or "it's the only thing making this killer playable." If it's the only thing making some killers viable, then perhaps those killers need to be made more viable at base instead of being forced to run a perk to do so.

    • Killers with special attack flexibility deny the obsession of the intended counterplay

    This problem is obviously much more niche than the entirety of killers that can use STBFL, but it is still an issue nonetheless and one that has an obvious solution. Killers like demogorgon, deathslinger, pig, trapper, wesker, and nemesis can completely ignore the counterplay that the survivor team is supposed to have by design. I honestly believe this is an oversight, as many of these killers didn't exist the last time the perk was updated

    • Completely stomps solo players

    This perk against solos is genuinely gross, it's completely unrealistic to expect the randomly chosen obsession to know what they need to do to counter the perk, and that's only if they even realize it's being used in the first place. This perk should notify the obsession in some way.

    • Makes camping and tunneling extremely free

    Despite what some people will say...no, getting to 8 stacks is not that difficult at all, especially since it becomes easier to get stacks the more you get, and you don't even need the absolute maximum to for it to still be very effective. I think it's very obvious how this perk makes camping and tunneling so free, even if the obsession takes hits, you only lose a maximum of four tokens, which is still very effective especially since it immediately goes up to 5 when you hit someone who's, say, going for the unhook. Camping with enough stacks of STBFL pretty much guarantees a free kill with zero counterplay, something which absolutely not exist so long as free escapes aren't meant to exist.

    I am not advocating for a flat nerf to this perk per se, since it's generally balanced under the circumstances it was somewhat designed for (used to help an m1 killer in chases while having counterplay when against competent survivors who know about it), but these problems with it are very significant and should be addressed somehow, perhaps with a full rework of the perk. I have a suggestion for a rework that probably isn't perfect, but should make it more reasonable and consistent for both sides.

    • Cooldown on successful basic attacks is not reduced until reaching a max of x (probably around 5) tokens
    • Upon reaching x tokens, cooldown on successful basic attacks is reduced by y% (probably around 50)
    • All tokens are immediately lost when the obsession loses a health state
    • The obsession is notified when x tokens are reached

    This would hopefully serve to make STBFL are more realistic pick on a wider variety of killers, while also making it much more reasonable to counter when necessary. I feel as though the buff would serve to make up for the nerf, and overall I think would make the perk more interesting and fast paced.

    Let me know what u think of these points, and please, be constructive dammit!

    Imagine playing trapper with stbfl and bloody coils and just losing all your tokens for it

    Or better yet, Nemesis and zombie hitting the obsession

  • @ThanksForDaily said:

    They need overhaul indeed plus the devs have admitted like 2 years ago that they're bugged with a result of giving 95% killer dailies and they haven't fixed them yet.

    Also some of them are hard to do in 1 even 2 games and yet you get the same amount of bps with some of the easiest killer dailies.

    Land 4 dashes with Pig for example, yeah I ain't do that.

    Not really so hard with the videotape and workshop grease

  • @wydyadoit said:

    instead of the current injury and health loop:

    healthy>injured>dying>hook1>hook2>death

    What if dbd moved away from a varied state system and instead into a blood loss meter. It would still use the animations of the currently implemented system and some of the health states, but instead have a consistent health bar.

    Example:

    healthy(not bleeding)>injured (slightly less bleeding)>dying(bleeding)>hook(slightly more bleeding)

    and all of this would be tied to a health bar essentially. Players can try to unhook themselves infinitely at the risk of losing a chunk of blood (no more hook camping). Players get the ability to always pick themselves back up (no more permanently down slugging). Players have to heal or die (no more resilience/no mither wounded cheater builds and healing becomes a valid objective).

    medkits could be used to regain health and recover from injury. Mending would be used for any injury state without a medkit, but wouldn’t refill health.

    at zero health on the hook a player is sacrificed to the entity. At zero health on the ground the killer can mori for free.

    edit

    healing perks currently have only 1 real objective differentiated by self and other modifiers to a progression bar. By utilizing this change there would be a clear difference to the goal of various perks. Self care would allow self mending. Botany knowledge could allow healing while not using a medkit. Reassurance could be used on all bleeding players. No mither could make it so you lose blood at a slower rate or not at all while injured. Unbreakable could prevent blood loss while on the ground dying.

    the variances would be more meaningful. Legion’s ability would be more annoying, but also more powerful. Anti-heal builds would be valid strategies that could oppose max gen slowdown builds. Etc.

    edit 2

    broken causes bleeding that can’t be treated by normal means for a duration. Mangled slows mending. Exposed works as normal - except now it’s scarier. Hemorrhage causes faster blood loss and increases blood trail size/frequency. Missing skill checks could be utilized with other status effects to cause additional blood loss and mend progression loss. Deep wound need to be mended, but are affected by mend speeds not healing speeds and still cause healthy>injured on hit and injured>down after a duration of not being mended.

    probably other stuff i missed.

    edit3

    there could be a status effect called stanch that prevents blood loss, but doesn’t affect blood pools. Or vise versa.

    adrenaline could cause you to bleed less or not at all instead of mending your health state.

    reaching zero health, but not being mori’d will allow you to stand up with the help of a teammate, but not on your own. Unbreakable could allow you to keep standing up. Or something.

    edit4

    circle of healing could be an AoE stanch rather than a heal or mend buff.

    Blood rush could just be an injure yourself for sprint burst perk that uses your health bar rather than using your health state and doesn’t exhaust you so that it can be used in exhaustion perk combos.

    dead hard activates automatically to prevent the first health state loss, but you still lose health for the hit.

    Empathy reveals bleeding and wounded allies with yellow and red outlines

    inner healing - hiding in a locker after cleansing a totem regenerates health

    Renewal auto heals

    resurgence auto meds

    Slippery meat improves hook escape %

    solidarity converts mending to healing

    soul guard gives endurance to completed mending states.

    You seriously expect them to do this?

  • @Emeal said:

    Each time a survivor is healed by any means it takes longer.

    I think this is what will be achieved, Healing starts out strong but will require more culminative time as med kits run dry.

    bHVR has lowered the prices on Med kits in earlier patches, I know YOU have a huge stockpile of them, bHVR knows too.

    If the healing changes come through its gonna be the age of "Wow, I actually have to use a Med Kit? YES!"

    Having all those different rarities rhough is going to be pointless.. they all have the exact same speed and charges, so why even have them?

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390100#Comment_3390100

    I cannot recall a single person in favor of depips on either side

    I have seen people in favor of depipping, but I consider that opinion to be objectively wrong. Their argument is "but more people would go AFK or give up early," and the problem is people already do that and the remaining people are punished for it. I can deal with bad matches, those happen all the time, they're a regular part of DbD: getting the depip after those matches is the part that has me not playing at all right now.

    Then there's a simple fix:

    Keep depipping only for people that leave

    And.. afk'ers still have to wait for the match to be over, and they don't gain anything either so

    That will not stop someone from afk'ing lol, that's a dumb reason

    I can only really see it for DC'ing, keep depipping only for that

  • @Hex_OnlyFengs said:

    We can all agree that the nerf on billy is very unneeded. There are very few billy mains left and this nerf is going to make finding a billy man almost impossible. Lets also talk dead hard. I 100% do not agree with this nerf because dh only works 2/10 times when you use it. It is already nerfed to the ground. Hardly works anymore. And their nerfing it? “It’s overpowered” how? The fact that you need to know timing to even use it properly then it doesn't work even with the timing? I don't understand it at all.The healing i understand somewhat. But 24 seconds? Not including status effects that can make it double that? The whole point of circle of healing is being able to heal yourself without a medkit. Whats next? Going to do that with self-care too? It completely defeats the purpose of the perk itself. Just take it out of the game at that point.

    How are the med kit changes perfect? They destroy the entire point of having different rarities

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