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not_requested49

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  • @pyramidheadmain6233 said:

    I mean some of them are actually indestructible maniacs, and this is one of my first posts so I thought I'd get something out there.

    Freddy would def win

    That's ironic cuz he's one of the weakest killers at the moment lol

    Only basekit sadako is worse but her condemn addons make up for it while Freddy's doesnt

  • @YOURFRIEND said:

    This is a very wise post. Excellent observations.

    I think the ease and acceptance of survivor toxicity toward killers is that killers are the "bad guy". They're easy to hate, right? They're hurting and trying to kill everyone else. This coupled with the fact that survivors are the majority of the playerbase reinforces that killers are mostly set dressing to be played with. They're the bad guy, not someone else trying to have fun, so their enjoyment and feelings toward the game matter less.

    Idk man I don't think the survivors are exactly good either for kicking small victor around

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312522#Comment_3312522

    Maybe I'm missing something, but doesn't the Botany interaction imply it is -50%?

    Botany is a +50% boost, so those two should in theory cancel each other out for a neutral grey bar, right? Feel free to correct me if I'm wrong, the nuances of how speed bonuses and penalties work in this game can be confusing lol

    It's not additive, but multiplicative


    If this were the case COH could be at yellow tier and you would still get a gray bar, but that's not the case

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312514#Comment_3312514

    It depends what grade you are at and what she's actually doing. The main issue with the condemned build is you get zero unhooks and very few chases if she's doing it right. Basically just slug, burn TVs, slug, Burn TVs until someone pops.

    And healing from slugging actually gives you a decent amount of altruism, even if it is Detrimental to yourself because then you gain a stack

  • @CookieBaws said:

    I don't know why boons are unlimited in the 1st place.

    It would be just fine with 2 tokens.

    You mean just COH? The other boons aren't strong enough to warrant that kind of nerf

  • @NerfDHalready said:

    boons are just dumb and they didn't get affected by the self care nerf for some reason. like why would anyone use self care over coh?

    Convenience, a challenge, don't have COH or simply can't be bothered finding a totem

  • @TrueGuardian32 said:

    There was a good idea for a nerf to boons and buff to hexes They basically made it where a version of shattered hope was basekit, everytime you snuff a boon it turns into a Burnt Boon, and if it is booned again you can kick it again break it. You could also boon a hex totem and turn it into a cursed boon, with the effects of the Hex and the Effects of the Boon both being active. Meaning a killer would either have to sacrifice the hex or allow the boon to stay. Pentimento Hexes couldn't be blessed and worked normally.

    Yeah I'm pretty sure that's the best overall idea although I would like to add that if it is cleansed by a survivor then their perk gets permanently deactivated too and/or possibly only allow the person who placed the boon to cleanse it, although this might create some problems

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310984#Comment_3310984

    Here's the issue. A team of survivors gets 16 perks. There could be 0 to 4 boons. If you look at some of the most intense games from Otz, Coconut, Hens, Truetalent, *your favorite streamer here* - you will see that boons are a massive aid to survivors.

    Imagine if hex totems required a boon to "delete them". Everyone would be using Devour Hope and Shattered Hope. If you don't have any boon players then you can't delete DH.

    Somewhere around two to three years ago there was an internal test to the game where they made it so you can heal twice per game. After that you play injured. If that became base kit then boons would be fine. The issue is that being able to repeatedly shrug off injury quickly from the killer breaks the game.

    One of the only things that VHS got right is that every hit matters. Hits need to matter in DBD.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311352#Comment_3311352

    Tell me you didn't watch the video without telling me you didn't watch the video. The boon in that game overlapped so two downed players in the basement got a free unbreakable from the boon.

    There is zero excuse to have CoH and NOED not have similar rules. The old 2016 NOED is about as fair as the current CoH.

    Base kit killers should be able to break totems when they interact with a boon. That is a very simple way to limit boons in a reasonable manner. It would also create pentimento interactions.

    Shattered Hope would have a niche 2/10 purpose but could instantly destroy the boon on the first kick.

    Why would you down those survivors in the basement anyway and leave them there? I mean I get letting them live on 2nd hook and all but if you're going to do that you should always snuff the boon first or don't complain about it lol

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311951#Comment_3311951

    Watch the video when you're not at work. Count how many times the survivors heal. Watch them use the boon to get up off the ground when they would otherwise be slugged in the basement (a nearly guaranteed death sentence). One of the survivors called out by Winter had already used his unbreakable.

    CoH is probably the most effective boon but all the boons need to have some base limiting factor so you can't just put a thing out that can never be removed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311922#Comment_3311922

    Shattered Hope should not become base kit. The killer should be able to destroy a totem by kicking it with an interaction. The killer would not be snuffing the boon - they would be deleting the bones. That means for example on a map like Iron works of Misery you need to think very carefully about when you put the boon upstairs in main building

    Small changes would be needed for hex totems to play around the fact that bones would get deleted. Make NOED able to come back on a deleted totem (considering the aura change this is not a big deal). Make a perk like hex plaything be able to revive a dead totem for the first time a survivor is hooked. Interactions like that keep all the hexes relevant and keep boons relevant.

    This would also limit boons to be a thing that can eventually be removed completely if the killer is forced to break a boon five times. Given how strong some of the boons are this would be fair for a base kit ability.

    Alternatively: if the killer is not allowed to break bones basekit then let the killer rekindle any of his hexes on top of a boon or non deleted set of bones. This would force survivors to break every totem on every map because killers would always use a perk like Blood Fervor. If that perk could be turned back on multiple times it would be worth a perk slot and relatively equal to a perk like CoH.

    I honestly think a good solution would be instead of deleting them and doing all this, if the killer snuff the totem the boon will take 50% longer with each and every boon on that totem, growing exponentially

    That way, the totem stays on the map but also makes putting a boon there more unviable

    This can probably be better accentuated by making the dull totem darker and more charred as to show that it was damaged because a boon was snuffed there and to not confuse it with thrill of the hunt or calm spirit or cheating, etc

  • @jesterkind said:

    CoH is a 50% penalty on its own, right? That's not really all that fast, the problem is that it stacks well with other healing speed boosts.

    Also, CoH should not function differently to all the other boons, with regard to charges. I've not watched that video so maybe it addresses that, but if it can't function like the others, it needs to just be reworked entirely- an outcome I'd personally be in favour of.

    No, its 75% because it stacks with itself

    This is confirmed by running both Botany and COH at tier 3, it will result in a gray bar, if either is not then it will be a red bar

    This of course relies on the killer not having any mangled perks or addons

  • @ItsDigDuck said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308503#Comment_3308503

    I just want the challenges fixed. It is driving me insane having 2 things not completed that are literally impossible to complete

    Yeah that would be a good start lol

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308253#Comment_3308253

    The problem with Condemn is that it's about as miserable to face as it is to use - and because it's an instant mori (often aiming for a 0 hook game), basically everyone depips.

    Really? Honestly I wouldn't mind going against a condemn only sadako, it would be a nice change of pace of the usual hook killers

    And you only depip if she kills you fast, if she is not hooking then the game should be able to go on for a bit unless nobody uses the tapes and therefore you would actually be able to pip

    I also don't find it miserable to use either lol

  • @RaSavage42 said:

    There are perks now:

    Kinship and Reassurance

    So how about using them instead of begging for changes... or does that get in the way of what you want to do?

    Those both rely on your team being close though, and Reassurance does not apply to yourself either so it's useless if you're the one being camped

    It'd be nice if they had a perk that slowed down the sacrifice process by 50% if the killer is close to them and not in a chase (28 meters) but accelerated it by 25% if they are not (29+ meters) or one that allowed you to remain on hook indefinitely in struggle once it reaches 0% if you keep hitting skillchecks that get more difficult, and when you miss one, you are sacrificed

  • @rrrrrrrrrrrrrrrrrr said:

    sadako can lose her red stain already with demanifestation, ontop of that bloody newspaper and you can also stay invisible for longer without losing a perk slot

    I still use it for the 50% faster hunting BP tho

    Yes I know it does not increase the cap but I find it helpful especially if paired with thrill of the hunt (given the survivors don't cleanse it before you find anyone :/)

  • @ItsDigDuck said:

    Still broken, but hey who cares right? Not like we paid money for this game, and not like I have spent hundreds of dollars on cosmetics. Why would I care about a broken challenge when I have every challenge in the game complete besides two broken ones.

    I honestly think they should just add prestige for challenges

  • @Chiky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296027#Comment_3296027

    I havent played her so idk, but pyramid head is the sexond worst from those i have, only the knight is worse

    She's great with iri tape and ring drawing condemn playstyle, but basekit she's one of the weakest since she does not have any power in chase and basekit condemn is really weak and survivors are able to get rid of it quicker than you can put it on

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302289#Comment_3302289

    I see Trapper occasionally, and always dread these games - because it's always a facecamp game. Ditto Onryo and that bloody slugging Condemned build. I see a fair amount of Freddy.

    I literally forgot Twins existed. Haven't seen one for maybe a month, much like Hag and Demo.

    Well to be fair that's really the only viable and strong playstyle for her

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302290#Comment_3302290

    What are you even talking about? I just said you will get value out of 8 traps at most, since trapping people that will die on hook does not give you value... I have no clue how you ended up where ever you currently are?

    It might because they may end up dying from the trap rather than sacrifice

    Either way though, it would still make Amanda's secret better than it currently is

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302314#Comment_3302314

    I guess kinda depends on what you want, to make condemnation a prevalent mechanic or just a passive threat (aka a pig bear trap), i was going for the first camp so trying to make full condemnations more easy, just think it would create a different gameplay. Because right now i think sadako is kinda boring to go against because it just feels like she doesn't have a power. But i think the devs can be creative with the assets and lore of the character to create something a little more unique

    Mabye but that's asking a lot for the devs. I mean they're pretty hesitant on even changing some values for sadako for some reason

    For me, going against her isn't really boring but I haven't had the privilege to go against a condemn only sadako unfortunately

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302291#Comment_3302291

    As Tsulan says here, if it filtered out naughty words well whatever I guess... but it doesn't. It makes having even a friendly post game chat impossible at times as you can't say the most innocent of things and for absolutely no logical reason. Its just so annoying to deal with I wish it was gone altogether

    Why was ur post edited? I got a notification you mentioned me but I don't see it

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302296#Comment_3302296

    No, no, the filter also censors normal words. Or does the german word for german have some sort of mad meaning i´m not aware off?

    I know but the reasoning is that even normal words can be used to bypass the chat lol

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302090#Comment_3302090

    And killers giving hatch kind of also skews the data a little bit.

    And afk killers as well

  • @OPXtreme_ttv said:

    Imma even factor lore into this, why do survivors know how to repair a generator and how can they do it so fast?

    It can all just be chalked up to the entity providing survivors knowledge

  • @jajay119 said:

    Honestly, the amount of matches I play where there is one boon up for the entire match and the killer still gets 8 hooks and multiple kills is pretty sizeable. I doubt it will be nerfed any more than it has been, nor do I think it should be.

    The only change I would make at this point is that only one Hex of each type should be allowed at any one time. This would mean for part of the match some survivors could have a wasted perk slot, but that's the risk you take bringing it. I've actively showed the killer where Boons were before now because there were three of them up at the same time covering pretty much two thirds of the map and I felt it was unfair and unbalanced for the killer (Who was playing very fairly too).

    I think having CoH actually makes survivors a bit more complacent and easier to track because you can guarantee they'll immediately race back to where the totem is to heal, often more than one of them too in order to get the boost to team healing and I see a lot of survivors go down this way. Killers have adapted now and I see a lot of them leave boons up despite knowing they're there and I suspect it's to do the above.

    Hex? Do you mean boon?

  • @BlueHorkew said:

    Ok, this sounds fun. Here i go:

    Trapper: Let him start the game with all traps, but make a radius so traps cant be placed to close to each other (aka, no more trapper puting a bear trap in all exits from killer shack.

    Wraith: Visual indicator of the lightburn, just to better judge if you can decloak in time or need to protect yourself

    Hillbilly: Rework the add-ons

    Nurse: Second blink cant go through walls, blink attacks special attacks. Stunning removes all charges

    Myers: Increase pallet breaking speed at tier 2 and 3, survivors regain some stalk points after each hook (10 points maybe)

    Hag: Traps to close to hooked survivors are destroyed (10m) and cant be placed next to them either

    Doctor: Terror radius increase from 32m to 40m, make the illusionary doctors move, illusion pallets basekit

    Huntress: Better hitboxes on the hatchets, rework iri head to be a instadown from a distance (20m), but only reducing the number of hatchets by 2

    Bubba: Reduce chainsaw charges when near a hooked survivor

    Freddy: Dream hexes that give freddy aura reading on the survivor that interacted with it for 20 seconds

    Pig: Terror radius 24m, better crouch speed, dash attack now vaults pallets and windows, survivors can now instantly remove a bear trap on any box, but they become broken for the rest of the trial

    Clown: Remove the blinding effect of the bottles, give a speed boost to actions when invigorated (vault, breaking pallet, picking up survivors, reduced stun duration)

    Spirit: Make the passive phase only appen when she has her power ready (when not recharging), make her phase slightly during phase walk, loose charges after a stun

    Legion: Reduce the mending time, make him able to see blood during feral frenzy (similar to victor or bloodhound)

    Plague: Visual indicator for when a survivor is immune to damage after a corrupt vomit, no more fake infections (survivor in your screen acts like the vile hit, but the game doesnt register), better pool placement, maybe prioretize close to gens and on base floors of maps, remove corrupt after any stun, not just pallet.

    Ghostface: Better crouch speed

    Demogorgon: Being able to buy him, reduce slightly the hitbox of the shred (make it similar to wesker), ability to replace portals and maybe limit some of the map wide cues that he using his power, maybe only if you are within 40m of him you can hear the sound cues

    Oni: Better passive blood rate

    Deathslinger: Terror radius 24m, and some better add-ons

    Executioner: Add-on rework

    Blight: Nerf most of his problematic add-ons, bigger cooldown if he misses a letal rush swing, loose tokens after a stun

    Twins: Ability to switch back to charlotte during the post hit cooldown, increase the regrow duration from 6 to 12 seconds. Victor immediately appears on charlotte after a hook, inability to switch between charlotte and victor when one of them is closer then 12m from a hooked survivor.

    Trickster: Remove main event timer, make it so you can activate main event while a survivor is hooked, effect lingers for 8 seconds

    Nemesis: Make so zombies loose collision with survivors after a hit (from nemesis or zombie), make it so tier 3 nemesis always injures a survivor even if not infected

    Cenobite: Chains dont target a survivor with the box

    Artist: Better add-ons, stuning artist removes all current placed or swarmed crows.

    Sadako: Survivors now spread condemed to others when placing a tape (1 point for others), reduce the cooldown on tvs after teleport, increase the cooldown if survivor do the tapes, being close to a active tv increases condemnation passive (lets say half of speed as if you were carrying a tape). Fully condemed survivors are no longer moriable unless in last hook, but they are exposed. Loose 3 points of codemed if down by Sadako while fully condemed

    Dredge: Less darkness, i want see something, some maps are just horrible.

    Wesker: Make the infection restart from 0 after a hook, instead of 50%

    Knight: Allow him to select each guard by using tokens (1 of each) after all tokens are consumed all tokens are refreshed immediately.

    I kinda like the sadako idea but making them not moriable doesn't really put them in danger, especially if they are already injured

    I'd personally say go with the above buffs but nerf ring drawing and iri tape as those are what makes the condemn playstyle so strong

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302302#Comment_3302302

    Have you played Diablo? :v lot of deamons screams and run away xD

    Besides. Its still The Entity's trick, Priest is convinced that this is normal, even if it should not.

    Remember The Spirit who kills survivors over and over thinking they all are her father on who she wanted revange, she do not consider the fact that in one trial there are 4 of her fathers.

    Not everything have to has sens in the mind of possesed person.

    Yeah I guess so lol

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3302299#Comment_3302299

    Because The Entity washed his mind.

    And/or

    As white eyes theory said: he sees survs as deamos to clense.

    But its opened for debate. I can add some trauma here, bad childhood etc. But i wanted him to be tricked into Entity's thoughts.

    Ah OK

    Although I'm not sure demons of pure evil would scream or run away lol

    It works for white eye killers like deathslinger because without any weapons to fight with, Bayshore would be running away and screaming since he's human as well

  • @Ismelllikeme said:

    It's too strong, literally changes the whole character and the survivors can't do anything against it. Last match, my teammate died after 2 minutes, me 4 minutes later. Myers came and without hitting me once he just killed me and I didn't even have the chance to counter it somehow.

    You let him instead of hopping in a locker? Lol

    Most only have a problem with the tombstone piece.. not tombstone itself

    Besides the tombstone is what makes Myers unique. If he didn't have that he wouldn't be any different from Ghostface tbh and mabye even worse

    It's thematic anyway and fits his personality.. mabye just deal with it and hop in lockers?

  • @Archael said:

    Nickname: The Priest

    Name: Eugeniusz Zamojski

    History:

    Eugeniusz was a very promising cleric. In the seminary, he applied himself to theology and psychology, wanting his ministry to be as good as possible. He happened to offend the lecturers when he publicly criticized some of the outdated traditions and tried to propose modern alternatives. When the time of his studies was coming to an end, Eugeniusz witnessed a traumatic event. When he was studying in one of the monasteries, he noticed a strange, flickering light coming from one of the monks' cells, he decided to get closer, a thick, dark mist began to emerge from under the door, shapes resembling tentacles or snakes moved inside the fog. The young clergyman opened the door, seeing something like spider legs pull one of the monks through the ceiling into the burning circle and disappear. Eugeniusz had never encountered a similar phenomenon, but it confirmed him in his vocation. He decided to explore the secrets of demonology and exorcisms, to find out what happened in the monk's cell and be prepared when a similar demon will appear again in the mortal world.

    Father Eugeniusz was a respected parish priest who also worked as an exorcist. Every few days he received reports of demon possession. Few of the reports were true, most of the possessions that the priest came into contact with were just various mental illnesses, although there were sometimes real cases of evil forces attacking people. However, throughout his several years of ministry to God, he had never met or even read about anything that resembled the creature he met towards the end of his apprenticeship as a seminarian. Untill…

    One day the priest heard a soft whisper. The sounds were incomprehensible, although the words "Eugeniuszu!" and "fight!" appeared in them. Guessing that it was a trick and that the Evil One was really trying to mess with the priest's head, Father Eugenisuz took out his rosary and his prayer book and entered the place where the whispers were coming from. Black tentacles wrapped around the priest, lashing his face, leaving numerous scars and wounds, and whispering to him as he tried to perform an exorcism. Eventually the tentacles gave way, but Eugeniusz found himself in a strange, dark place full of pain, suffering and demons. He saw a shadow moving in the distance, under the flickering lights. Priest's eyes went white: "I'll kill them all," he said, and started walking.

    Killer Speed: 110%

    Terror Radius: 24m

    Power: Exorcism

    Priest says a prayer for a few seconds, converting his basic attack to a ranged attack. Hitting a Survivor with an Exorcism damages them for one health, then summons several luminous nails to them after a few seconds. Nails pinns the Survivor to the ground. The nails prevent the survivor from moving for a few seconds when nailed down, survivors cannot be damaged or healed for that time. If the Survivor is put into a state of agony after an exorcism, when the nails disappear, Killer Instinct activates for 5s, allowing the priest to locate crawling survivor.

    Perks:

    Divine Intervention: Blinding the killer also causes the survivor to be blinded for 50% of the duration of the blindness.

    Holy Light: Each survivor within 10m of a repaired generator has their aura lit up for the killer. Holy light lasts for 2s after going out of range.

    Hex "Malleus Maleficarum": When survivor boons a totem, hex “Malleus Maleficarum” activates, turning blessed totem into a hex, the totem is locked for 30s to other survivors, and for the entire trial to the boon caster. While the curse is active, none of the cursed survivor's boon perks will work. Malleus Maleficarum cannot be blessed, only clensed.

    I don't get it, why would he want to kill the survivors if he was a normal priest?

  • @Tsulan said:

    If it was only filtering profanities, then i wouldn´t have a problem with it. But its censoring all kinds of words that are not profanities and makes some conversations really hard.

    Yeah usually that reasoning is for people trying to work around the filter and say stuff

    But I'm on ps4 so it really doesn't effect me lol

  • @Archol123 said:

    You could say that sometimes you won't get the hook after putting a trap on because of a pallet or flashlight safe or something like that, but then you would need to take cases into account where you don't 12 hook, because in those cases you most likely would not have been able to get value out of your 8 traps anyway... So overall you will get to use a maximum of 8 traps effectively, even if the number would be technically unlimited...

    I mean that's true but like if they are on death hook you can just put a trap on them and move on instead of hooking or just not use it but I guess if you're playing for sacrifices then idk

    I just thought it would be OP without a speed penalty or something

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301286#Comment_3301286

    It is 8 if you put a trap on every survivor after you down and before you hook them... At that point you have hooked everyone 2 times... Putting a trap on them when they are on death hook does not do anything... Therefore it is basically 8.

    Why would you put a trap on a survivor that is on death hook..?

    You don't have to hook them either when on death hook either you can just put the trap on them again and leave them to be slugged lol or just like not use the trap on them? I don't get what u mean

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301582#Comment_3301582

    You never see nurse? Huh. Wish I could say the same.

    Her, Huntress, Wesker and Blight make up the vast majority of my games at present. Occasionally the odd Nemesis, Myers, Bubba or Slinger.

    Barely ever see Artist, Hag or Cenobite.

    Do see a weird amount of Clown at present.

    I like how you didn't even mention trapper, Twins, onryo, or Freddy lol

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301277#Comment_3301277

    Old DS was just broken mate, its considered one of the worst balanced perks in the games history, next to old DH.

    It was so bad that it was used on all games, often by all survivors.

    In no way should it be brough back.

    Even previous DS had issues, such has not being deactivated by touching stuff like gens, or how it stunned for 5 secs, which was only the case due to Enduring affecting it, later becoming the reason it got nerfed back to 3 secs when Enduring became pallet only, or how it basically guaranteed a free escape if it was saved for the endgame.

    I'm not saying it should be brought back entirely, the deactivating during EGC was fine on its own, it didn't need to be nerfed into uselessness by making it only 2 seconds (animation takes 1 second)

    Why would anybody run DS outside of a stun challenge or just meme?

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300483#Comment_3300483

    It's not really limitless, it is 8 unless you want to slug people to death.

    I never said it should only be 8?, my suggestion was to make Amanda's secret allow the traps to be reused after being taken off or able to find/build more from lockers

    This is also with the tradeoffs being purple rarity, disabling jigsaw box auras, and lowering her speed to 4.4m/s

    Also don't forget about the fact that the traps don't activate until a gen is done after placing it so it cannot really be abused much

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300482#Comment_3300482

    You get value out of them just by placing them on survivors, there is no need to patrol boxes, since the guy getting rid of the trap is not progressing the game, he is not doing gens... He is being kept busy by just having to get rid of the trap. Unless you want to tunnel him out there is no reason to go for the guy with a trap, just go for someone else... This way 2 survivors are not doing gens instead of just one guy that already did not do gens even before you started chasing him just because of the trap.

    That's true yeah but they're still limited.. and this buff idea would at least make Amanda's secret more of a niche buff to those that like head traps

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300494#Comment_3300494

    Old DS could be used anytime, even on your first down, and had no timer.

    Do you mean OG DS? Old DS was actually helpful and old DS had neither of what you mentioned? You had to he hooked first and it had a timer as well

  • @Zokenay said:

    How about no? DH had no counters, Boil Over was obnoxious (and still is to some extend) and old DS was one of the worst balanced perks in the game's history, only rivaled by the likes of old DH.

    How is DS the worst balanced? It could literally be avoided by not hooking someone twice.. yeah it was a bit cheesy when they got away for free during EGC but now it's just useless

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297528#Comment_3297528

    Basically the maximum of bear traps you can use per match is 8, unless you only do slugging. And I think the slowdown to 4.4 m/s is just really a lot. That would hurt your chase so much and pigs chase is already not good.

    Thats the tradeoff, less chase power for limitless head traps

  • @Archol123 said:

    I mean you already are able to get 6 traps by using two addons, you don't get that much more with this addon but loosing so much ms is huge.

    Imo it's worth it for reusable traps, just 2 more isn't enough you still run out and you still have to box patrol or run face the darkness to get good value out of them

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297517#Comment_3297517

    Anti tunnel doesn't mean entirely stops it. It deters or mitigates it. Just like how anti loop doesn't mean loops don't matter. It means they're less effective.

    Even OPs suggestion merely disincentivzes tunneling. Doesn't stop it entirely.

    Oh wow, 2 seconds, that's definitely anti tunnel right there

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297470#Comment_3297470

    I don't like the idea of turning her into a 4.4 m/s killer... I would rather keep the bonus the addon gives lower than implementing this downside. Because thats just such a massive downside that the upside would have to be ridiculous.

    The upside kind of is powerful tho? Having unlimited/reusable beartraps is kind of a big deal but also reasonable with all the tradeoffs (which would still be worth it for a purple addon)

  • Legit what anti tunnel perks? OTR is meaningless if they hit you off the bat and DS was gutted into the ground so I'm not sure what anti tunnel perks you could be referring to

  • @daniel_owenz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295641#Comment_3295641

    Nah it happened way too many times in a row to be a coincidence. Once or twice then sure, but 3 times in a row with killer spawning right next to me and chasing me off rip? Lol nah, there's something dirty there, only explanation is MMR based spawn points, other games do it as well.

    It's awful. MMR is not just about who you match and who gets put on your team these days.

    If Mandy is telling you this (who is part of BHVR team) and you don't wanna believe it, then idk what to tell you dude

  • @daniel_owenz said:

    I forget what it's called but back to back games now, I spawn by myself, my teammates are together, and the killer is RIGHT next to me, I have to start the game off with a chase in a location that has no pallets. Now I know this is MMR/SBMM based, it determines which player is best and puts him by itself, let's just admit that this silly nonsense is part of the garbage MMR this game employs.

    Nerfing the prk:

    1. Reduce the seconds to tops 5 seconds, not 9 seconds.
    2. the killer has to spawn automatcially on the opposite side of the map, not in the middle, not next to a survivor, none of that.
    3. all survivors should automatically spawn together and there needs to be a notification that shows this perk activates at he start of the game, similar to how the exposed status gives us a notification.
    4. For the next 10 minutes of the game, the killer cannot see the aura of anyone else no matter what perk or add on they employ.

    Some combination of the above will do, this game is not enjoyable for good players with high mmr, we don't want to spawn next to the Got damn killer every single game, it's not enjoyable, I quit those games automatically.

    NERF. THE. PERK. No more 9 seconds, no more starting the game with a chase due to the killer being just right next to me off spawn, none of that nonsense. It's funny, when I play killer, I spawn alllllllllll the way on the other side of the map, I never ever everever ever ever get spawned right next to a ######### survivor Behavior. It's horse #########, inconsistent garbage.

    Let's also nerf the knight perk that lets killers see the aura of all people near the damaged gen, as well as the masterminds add on "helicopter stick" that lets the killer see the aura of everyone who uses a spray for 8 seconds. Anyone using these add ons needs to spawn far far far away from the survivors, let's just be honest, like, at least make it somewhat competitive, don't give killers a participation trophy win.

    Sounds like you really hate aura reading.. ever heard of distortion?

  • @Emeal said:

    Are you saying the Killers, who are trying to kill you. Are killing you unpleasantly in an unfun way?

    The funny thing is unless they are mori'ing or using bleedout/basic/special attack kills then they really aren't killers they're just characters who down you to put you on a hook so that the entity can kill them

  • @Forza said:

    They shouldn't be destroyed when a survivor is sacrificed. It simply screws the killer over. It may not always influence the game but sometimes it really does.

    Or like, just not create hook deadzones?

    That's like saying pallets should be rebuilt automatically lol

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297265#Comment_3297265

    Yeah sure we can debate that, I just don't want them to be the main feature that makes you play the killer. I just had to look what the addon even does and I have to admit it's pretty bad, however having a basically unlimited supply of beartraps sounds really annyoing to go against. I mean sure when you want to pick them up again finding the boxes could be rough if you don't see the auras, but just the possibility that survivors have to always get rid of a box after getting unhooked sounds really annoying and might delay the game way too long. What if we double their number but make it so they get removed easier... like 8 traps but you are guaranteed to get them off after 3 boxes. So you still get around 150% of the normal slowdown, but survivors don't have to traverse the entire map each time after getting downed and hooked.

    Honestly even that could be too much considering the 3rd time you get downed you die on hook... that slowdown would be immense... But sure, debatable...

    I mean don't forget that the player would then have a movement speed of 4.4m/s so it's easier to get away and the fact that a gen needs to be done first to activate the trap, I don't think it would be that OP with those tradeoffs as well imo

  • ...and? Where is it?

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