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not_requested49

not_requested49

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  • I think I know the perfect perk for you:

    Lightborn

  • @mutedecho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483018#Comment_3483018

    Was he one of the characters with a license issue? I thought it was just the ST chapter.

    They don't, but iirc the license holders told BHVR to not talk to them again about anything or they will pull the NOES license

    They are pretty well known for being stingy with their liscence anyhow

    So yeah, BHVR can't do anything

  • @Orthane said:

    No Mither

    Sounds made by grunts of pain are reduced by 100% (Was 75%)

    Seriously why is this not how it is already? It's a challenge perk you're basically exposed the entire game the least it can do is hide you better.

    Call of Brine

    Generators regress at 135% normal regression speed (Was 125%)

    Made for This

    Healing Speed while injured increased by 25%

    When you finish healing another Survivor gain the Endurance Status effect for 12 seconds (Works while exhausted, was 10 seconds)

    remove the movement speed effect entirely.

    Prove Thyself

    Survivors within 8 meters have their repair speed increased by 10% (Was 15%)

    Deadlock

    When a generator is completed block the generator with the most progress for 15 seconds (Was 30)

    Add "the Generator then begins to regress at 85% the normal speed"

    Sprint Burst/Lithe need a 10 second longer Exhaustion CD

    Adrenaline

    No longer picks you up if downed

    No One Escapes Death

    Remove the movespeed increase

    I know it's not even that strong honestly but it's just unfun and that is enough to warrant a nerf in my eyes.

    Bloodhound

    Injured Survivors that leave your Terror Radius have their aura shown to you for 5 seconds. This effect has a 30 second cooldown.

    Situational Awareness

    Remove the aura reading when a survivor is downed and replace it with "You see the aura of all other Survivors while repairing a Generator, this effect lingers for 6 seconds after you are no longer repairing a generator"

    Visionary

    Remove the "Whenever a generator is completed Visionary is disabled for 16 seconds"

    Calm Spirit

    You can cleanse and bless totems silently but at 15% reduced speed (Was 30%)

    Plunderer's Instinct

    Add "You open chests 20% faster"

    No One Left Behind

    Add "Your movement speed is increased by 5% for 7 seconds when you unhook a Survivor" this obviously only works when the exit gates are powered just like the rest of the perk

    Spies From the Shadows

    Remove the Cooldown

    Hangman's Trick

    See the aura of any survivor within 8 meters of a hook (was 6 meters)

    In my eyes, this would help make a lot of perks more interesting and worth taking. More importantly it might help a bit with Survivor perk variety, which right now is severely lacking. Every single game is the same handful of perks every time and it's seriously starting to get tiring.

    Tbh as no mither is a challenge perk I feel like it should give some sort of reward for taking it, like 100% extra boldness or survival score events

    With no one left behind, all that would make the perk great for me to take is for the altruism points to persist the entire game, it has no affect on gameplay anyway so I don't see why Not

    But no, instead of making some perks more enticing to use for the BP, we're completely gutting prove thyself, I mean don't get me wrong I'm not really bothered about its numbered change, heck it could give a -15% penalty for all I care, what mattered to me was the BP removal which was completely uncalled for, and I think BHVR knows that, they're just trying to get usage rates down just for the sake of it because the BP had no affect on gameplay whatsoever

    You could argue that it was because they don't want perks to affect BP, yet killers have a whole plethora of underused perks that give bonus BP but are deemed "worthless" by the community thankfully

    If they must go through with the prove thyself gut though, They should at LEAST double the amount for coop actions at basekit, otherwise we are getting absolutely nothing in return when survivor BP is already pitiful as is

    Sorry for the rant, TLDR there should be more BP perks not less

    Edit: I just noyiced that you yourself removed the BP bonus for PT too in your idea...... why?

  • @DBD_and_VG_fan said:

    Whenever I’m trying to break a pallet, I get shined by the flashlight and get stunned. It is really annoying whenever I’m trying to hurry. How come that can’t run away and flash me.

    I'm sorry but that's the point of flashlights in this game...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482575#Comment_3482575

    spookyloop did a recent video. there are report that it is bugged with jigsaw boxes.

    Again? Well tbh even with that it's still not great lol

  • @uveka said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481960#Comment_3481960

    i dont know you, but I think this is a problem. If you can only focus on gen rush to escape and no time to do totems or opening chests or whatever, it's because the game is going really bad. And when this happens, it's not fun at all.

    i completely agree, killers still tunnel a lot, even more patch after patch. Camping is not a big issue compared to tunneling. The worst thing I see is MMR. This system is not working at all. I can be with people with 20 hours, and people with 10k...

    Solo q is not fun anymore, and i started playing killer and sometimes I have so easy 4k, and sometimes I dont get 4 hooks... And any of that is fun for me. So I just think about quitting this game forever.

    Again, you don't have to escape to have fun lol

    Gen rush is if you're only wanting to win and most of the time won't work out anyway unless you're SWF or the killer isn't applying enough pressure

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481798#Comment_3481798

    Well, that's what happen when most perks got nerfed, or are really bad. Also lack of new good perks.

    There is not really much you can do on most killers.

    Either you go Deadlock/Corrupt, or Pain res/Pop

    Alternative is Jolt/Sloppy if you are M1 killer.

    Last decent perk killers got is probably nowhere to hide.

    Larry's perk are basically trash. Same for Skull merchant perks.

    From knight we have nowhere to hide, which got worse with gen kick meta nerfs tho.

    Hubris is decent on few killers and specific build. Definitely not generic perk.

    Wesker, niche or trash

    Dredge, niche or trash

    Then was Sadako and before Artist.

    Pain resonance is good, floods of rage too. CoB was nerfed into oblivion.

    So OP has issue with new perk controlling big part of meta.

    You have problem with old perks, but what else should they use, when there is nothing new decent enough to get even near meta perk.

    Overall meta of killer perks is way weaker compare to old pop, ruin.

    Only thing that was equal was CoB build, but that's almost useless now.

    And survivors perks are all good too? Might I point out red Herring, Scavenger, so many i cant even list them all that are weak just like some killer perks

  • @PotatoPotahto said:

    I faced it and I did some math.

    Survivor is moving with 110% speed.

    Average killer moves at 115% speed.

    If a wounded survivor starts running from 10 meter distance from killer, he can cover approximately 220 meters (not counting lunge distance), before killer catches up to him. That's more than length of Mother's Dwelling length from side to side.

    And that's not even counting possible speed boost from hit.

    So, if you are playing a killer with no ability to attack at range or speed up, you can get an invulnerable survivor in the endgame who doesn't even need to make any input except running in a straight line.

    I don't think this is fair and should proceed to exist.

    Haste bonuses should not stack.

    I like how people say haste stacking is the problem yet nobody cared about it before MFT..

  • @mizark3 said:

    They would need to 'fix' sabo usage with toolboxes, because when they reduced the Killer hit recovery from 3.0s to 2.7s, they didn't correspondingly reduce the sabo timer from 3.0s. Sabo would need to be short enough of a timer to be a threat, without being instant like old 99'd hook sabos.

    In live sabo is so worthless that I sabo'd the hook near where my teammate got downed (while the killer was carrying them), I sprinted over to sabo the 2nd hook the Killer was heading towards, and they still were able to redirect to a third hook and hook them before my teammate was able to wiggle out. The only time sabo is of value is when working around corners of the map, Breakdown, and people being killed. The problem is corners still force someone else to pick up when dropped, 3v1s are a free win for killer outside of 1 gen remaining more than 50% progressed, and Breakdown seems to have a reverse Deliverance curse where the Killer either never hooks that person or never returns to hook when it is equipped.

    Curse? Isn't avoiding being hooked a good thing?

  • @k3ijus said:

    at most its a annoysnce for survivors that just requires them to pay attention.

    For comparison;Hex-devour hope allows you to mori,inflict exposed,and speed boost

    and this only offers no skill sound check and max tokens

    make it where it isnt a hex or you automatically have all stacks bc its hella a waste of a hex perk

    Tbh that one "glitch" would've been a good buff for it where any tokens it had would stay in affect and effected killer items like jigsaw boxes

    That was a fun time, could've been easily implemented with some tweaks like only half of the tokens persist after being cleansed

  • @GolbezGarlandGabrant said:

    I've heard a few veteran streamers say that this whole movement of balance after 6.1 has sacrificed fun and DBD was at its most fun when both sides could bring OP things to the table. Also survivor have lacked the freedom to chill...it's either do gens or have zero hope of escaping.

    Who says you can't be chill? You don't have to survive tbh, as survivor I really don't expect it either unless the killer lets us or isn't very good

  • @[Deleted User] said:

    id personally like them to remove the hindered effect

    ...so what would it do then? Just look cool?

  • @Zokenay said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480997#Comment_3480997

    Maybe cause all other regression options which are borderline mandatory to have at least 1 to not lose, are next to useless.

    Ruin? worthless

    Oppression? CD is too long

    Call of Brine? dead

    Overcharge? weak

    Dying Light? anyone even uses this at all?

    Merciless Storm? only viable on Doctor

    Grim Embrace? do you even remember what this one does?

    And idk what else i might be missing.

    Yeah, the reason Deadlock, Pain Res, Jolt (This one being map dependent), Eruption, Corrupt and Pop are used so often is cause theyre the only viable regression options, could maybe add Pentimento, but that one isnt good on its own (actually useless on its own)

    I didn't mention any of those perks, I know the regression meta is pretty much dead

    I'm just pointing out that these so called "same builds" can be applied to killers too

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480997#Comment_3480997

    You really didn't pick best choices...

    I will give you sloppy at best, but even that's M1 killer only.

    With that build OP talked about you don't care that much about sloppy.

    Lethal is not played nowhere near as much. You need specific killer/build.

    Corrupt is also specific killer thing. It's not really good for casual games on most killers.

    Deadlock can be easily countered by having 1 save gen (some corner of the map) with high progress. Deadlock can be used for you advantage, because it works real bad with pop, or pain resonance.

    Resonance and pop are decent by nowhere as strong as used to be.

    Who plays Noed after his nerf? It's so rare for me to see it and not really an issue when you can easily find it (unless survivor gets hooked next to it)

    Lots, I still see it in plenty of my games and corrupt most of all, doesn't even matter what killer

    And pop isn't actually bad anymore after it's buff & pain res is still popular

    Also forgot to mention jolt which is by far probably the most picked

    My point is, these so called "same builds" can literally be applied to killers as well

  • From what it sounds like, probably hacking

  • @sizzlingmario4 said:

    Having BP bonuses on perks decreases perk variety.

    If removing Prove Thyself's BP bonus makes survivor BP gain too low, it means survivor BP gain needs to be increased at base, not given to perks. Bloodpoints also shouldn't be used as an incentive to play in a fun or more healthy way. BBQ's BP bonus was an incentive to spread out your hooks as killer and not stay near the hook, but it was a band-aid for the bigger issue of camping and tunneling being unfun and too effective (as well as a band-aid for the grind being abysmal back then).

    That's cool but the thing is we're not even being given compensation for basekit increase values, so this argument really doesn't apply because if the real reason was that, they would've make the BP effects basekit

    I can understand why not WGLF or BBQ because the incentives sort of do that but they're giving us nothing in return for prove thyself..

    I'd definitely be happy if they doubled the Co op amounts but it doesn't seem like they're doing that, which is why a lot of us are mad

    Keep it the same or make it basekit, it BP perks dont affect gameplay so why should it matter? Tbh imo there should be MORE perks like that, like a sacrifice point perk for killers or survival point perk for survivors (no mither might be a good candidate)

  • @Pulsar said:

    Meh.

    Remove the Endurance, it's weird and doesn't fit with the perk, and then the perk is fine imo.

    Just seems like whenever either sides gets a new usable perk, people are upset. Sometimes, there is merit to it, most of the time there isn't.

    People don't care abt the Endurance though

    It had always been about the movement speed

  • And im sure survivors are tired of seeing deadlock, corrupt, sloppy, and lethal too


    Or pain res, pop, noed....

  • @rashputin said:

    Mainly what I'd like to see in-game revolves around custom matches, and it's just two things (I'm a simple woman):

    • Killer bots in custom matches: I know this is being worked on, and takes a while, so I'm thinking that a small amount of killers, or just one killer, can be added to the game at a time as the others are worked on, or just adding the Trapper, since he's used in the tutorial.
    • Cosmetic options for bots: I think it would be fun to be able to put bots in owned cosmetics and have them dripped out to the max.

    Another bonus thing I'd like is adding a toggle feature to the running control. I nearly break my fingers whenever I run in the game, and I do that quite a lot, as I'm not good at evading the killer.

    For the last thing, if you're on controller, setting the sprint button to X helped a lot for me

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479959#Comment_3479959

    Sadly, MFT is way more oppressive than CoH, because you see it's effect in individual chases.

    CoH issue was more complex than that.

    So it will probably be faster, I give them a year.

    We will just have to wait and see

  • @Frogsplosion said:

    The fact that they didn't even acknowledge this perk in the latest update is an embarrassment

    I mean tbf they stated they had no plans to change it at the moment

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479063#Comment_3479063

    Well, they didn't want to change CoH neither even tho it was clearly broken.

    I treat this as old Object of Obsession, if I see survivors using MFTs, I go full tryhard.

    Btw in past they didn't want to change Object of Obsession neither, because survivors didn't have high escape rate with it, not surprised when all of them got tunneled...

    I have feeling they monitor perk and escape rate per single survivor, not a team.

    Either way, any change to it will probably be a very good while from now

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479061#Comment_3479061

    disabling drone? if you disable 2 drones, at least 1 gen will have no drone.

    So then she just waits at that gen? Not to mention you can only disable one yourself..

  • @durag_demon1 said:

    Since survivors aren't allowed to have 3% haste after being injured let's nerf bloodlust. It's an unfare in-game mechanic that is not earned. It's free haste for killers and I'm tired of getting down because killers getting free haste... most killers are being carried by bloodlust not skill

    Who said that it was getting nerfed? iirc they said they had no plans to change it at the moment

  • @GrimReaperJr1232 said:

    Don't worry, they're monitoring the perk. In the next mid-chapter, they'll reduce the Endurance, then they'll reduce it further, and THEN after a year they'll finally look at the permanent 3% haste the killer gives dealing damage. Just like CoH.

    They literally said that they don't have any plans to change it currently so idk what ur on about

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479048#Comment_3479048

    learn to yoyo efficiently against m1 type-killers. It is not killer problem that you are not holding-w properly vs killers as they approach generators.

    That's the thing, you can't tell if she is approaching thanks to Oblivious and the many LOS blockers

    So please, tell me how are you supposed to "hold W as they approach gens" if you don't know they are approaching the gen?

  • @Devil_hit11 said:

    there used to be a mechanic to end matches early. the mechanic was called the hatch. The way it worked is if 1 survivor died and you were at 1 gen, a hatch would spawn closed. If you used item called "Skeleton key", you could open the hatch and escape. the hatch would stay open for 30 seconds and then close. Keys were weaken and the hatch only spawns when all 5 generators have been powered.

    back then, there were no perks to regress generators. 3 generator were considered a joke meme strategy. the only conceivable killer that would 3 gen on serious level was doctor. in fact, people back in the day called it "hostage doctor" because he took the game hostage. He didn't really take the game hostage, people were just terrible at hitting skill-checks but that is besides the point. The reason nobody ever consider 3 gen as relevant was because killer could only regress gens at 400% speed slower then survivor progressing generator. It was so laughable regression that nobody even consider 3 gens as useful or viable. The only way to make survivor regress gens was to make them miss a skill-check because missing skill-check awards 10% regression. So people would meme with doctor by equipping overcharge and unnerving presence in attempt to make survivor miss skill-checks by kicking 3 gens over and over. skull merchant is kinda like old hostage doctor in my opinion. it bullies weaker survivors that have trouble breaking 3 gens with the whole overcharge+eruption+sloppy/cob gameplay but experienced survivors can beat it.

    Please tell me how even an experienced team can beat the 3 gen on a map like meat plant with the Oblivious addon

    You do the drone, she knows you're there and you won't be able to tell if she's close

    You don't, she knows you're there, you won't be able to tell if she's close AND you get exposed

    You might just say run off after doing the drone, but then she just goes and puts it back, and hits you if you are nearby. Then your teammates are forced to heal you. Even worse with sloppy

  • @ElodieSimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475731#Comment_3475731

    Agreed, looking forward to the killer bots whenever they get those working correctly.

    Eh tbf it's different if the killer leaves because the match ends and the survivors auto escape anyhow

  • @Killing_Time said:

    Played Docktah against a team running it alongside crazy flashlights. It's darn near impossible to catch up with a M1 killer. It's completely BS to be given a BONUS just for getting hit. It needs to be gutted. It's completely unfair.

    Too bad, bhvr said they aren't doing it at the moment

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/383106/why

    Ok so you have:

    -Endless pallets

    -A window or a loop everytime you make a mistake

    - No penalities for touching a gen and w-keying (with Made for this you can get across the map now)

    -Flashlights

    -Sabo

    -Flashbombs

    -On and on and on

    And you want it to be EVEN EASIER for you?

    I think you underestimate solo queue

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477664#Comment_3477664

    Well then report them - I don't know what to tell you. Don't make the game harder for the killer because some survivors are a-holes. I get beaten by soloQ plenty of times at my level. I never see faulty soloQs at the win rate I've gotten too, which is not even that high up. I do see crap soloq with beginners but I never seem to face those.

    Doing chests or totems is not reportable either so that wouldn't work, it's just solo queue being solo queue and you can't do anything about it

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477677#Comment_3477677

    Consider yourself lucky in my lobbies most used ones are toolboxes.

    Really? I thought it was medkits

  • @oreoslurpee said:

    so its VERY common, sadly, to hide in lockers whenever a myers player is running Fragrant Tuft Of Hair & Judith's Tombstone. its kinda douchey to do that because your purposely trying to stop somebody from getting an achievement. so i had an idea on what to do!

    whenever somebody is in a locker and your in tier 3, whenever you open it, you should go into an animation where you, throw them on the floor, and pick them up into the tombstone mori. i dont see why this isn't in the game, because it still lets survivors hide in lockers but it wouldn't stop the player from getting the achievement.

    Now before anyone says this will remove his counterplay, keep in mind there's also staying on a gen, slow vaulting, just to name a few

    Yeah these aren't as reliable methods but they still do block the instakill and does provide SOME sort of thing the survivors can do against it

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476372#Comment_3476372

    Except most survivors can infinitely loop at the shack, as well as double opposing windows, because they have a huge advantage being able to see from above instead of FPS. For that reason alone, loops should degrade after 2-3, then get worse by Bloodlust finally kicking.

    There are more pallets than ever. Show me a time in the game when there were more pallets then now? There is one within stun chase distance of each pallet and the fact you can just rely on that to eat 3-4 minutes of the game is ridiculous.

    Always a pallet to save you. Always a window to save you. No penalties for making bad choices. Make a bad choice? No problem - he's another window or another pallet!

    I've played soloQ. I stink at survivor but I can loop a killer for a long time at the shack. Dead By Daylight: Always a Pallet When You Need One (I'm trademarking this!)

    So then you should know that even if you loop the killer for that long solo queue teammates can be standing around doing nothing but tbagging each other and opening chests or doing totems right?

  • @tubalcane said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476403#Comment_3476403

    Watch this - this is pretty cool:

    The funny thing is this applies equally to SURVIVORS and is demonstrated by the SWF EXAMPLE ABOVE.

    If you utilise scummy SURVIVOR tactics such as INFINITE LOOPING and RUNNING PALLET TO PALLET, you will 0K without acquiring enough chase or hook points, and you won't pip. THEN BHVR WILL JUST MAKE THE GAME EASIER FOR YOU WHEN THE 50/50 RATIO GOES BELOW 50 FOR SURVIVORS - YOU WILL SUDDENLY IMPROVE BUT IT WON'T BE BECAUSE YOU ARE GOOD.

    Just as KILLERS will want to complete actions in all categories; HOOKING, CHASING, etc, SURVIVORS need to complete enough actions in all of their categories as well, this involves letting KILLERS LET ONE PLAYER FALL, so that you can score more GEN COMPLETION points, and FINISH GENS LIKE YOU'RE SUPPOSED TO DO AS A SURVIVOR.

    If you just LET THE KILLER camp, then not only would you gain more pips BY FINISHING GENS, but all of these anti-camping mechanics would be of no consequence to you.

    PRETTY COOL HOW THAT WORKED FROM THE OTHER SIDE HUH? LOLOLOL

    That... doesn't really apply because survivors can't control the game when they are stomping as easy as the killer can, if they let the killer down them, the killer can just camp and tunnel them out so they DEFINITELY won't get any pips

  • @CamperSluggerVillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474926#Comment_3474926

    it already is, all the slowdown is gone and maps play themselfs at this point. yet, SOMEHOW the kill rates are really high according to bhvr??? like i don't mean to be rude or mean but survivors just SUCK if they're dieing is this current state of the game it baffles me how the kill rates are still so high it really does

    I see someone hasn't tried solo queue

    By what it sounds like it just seems like you are just facing SWFs which have tight coordination

  • Shouldve chased more lmao

    But no seriously at least as killer you CAN tone it back a bit if you're absolutely stomping in order to get more points

  • To not create scratch marks and louder footsteps? What exactly is the issue here?


    If you find that it's difficult you can just change the run input button to X instead like I did

  • @Mastapalidin said:

    If you get to the end game (which isn't hard since gen speeds are insane) you pretty much will never catch a survivor with MFT/Hope. Even if you have NWO they can literally run you around like a fool till the timer is off then book it to the gate. They need to remove the Haste stacking it's ridiculous.

    Haste stacking was never a problem before MFT tho

  • @Frogsplosion said:

    I would gladly pick up lesser used killers, but given their current state it's going to cost you 180 second generator timers or the deletion of endurance as a mechanic, BP isn't enough.

    Realistically a lot of the older m1 killers just need reworks because they cannot function properly in a much faster meta which is what we currently have. When you combine extreme gen speeds with endurance blocking any hit you might actually get, m1 killers just aren't appealing anymore.

    Trade winning for BP

    Not a bad trade tbh, I'd embrace it with just taking BP only perks like distressing, beast of prey, and thrill of the hunt

  • @Roaroftime said:

    Please, I'm so tired of Wesker every round he's gotten so tedious and boring and this suggestion may help with variety? E.g., 100% Bonus for hag or twins?

    If this was a reality (with the queue bonus as well) I would suddenly be a Twins main

  • @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476993#Comment_3476993

    those nerfs?? what nerfs? she only gotten buffs/indirect buffs lately with the nerfs to flashlights and healing.

    plus hag was always a rare killer people just don't like playing her as long as her kit is the same but i expect to see her a bit more when her buffed iri comes out.

    The nerf that she just got which allowed survivors to be able to wipe away traps at no cost & unlimited times with no notification at all for the killer vs flashlight that has limited charge & notifies that it was removed

    That was a nerf, not a buff like they tried to make it seem

    This and MFT allowing survivors to get just out of lunge range after triggering the trap

  • @Dennis1242 said:

    Since the 6.7.0 update 8 out of 10 matches as killer are pretty bad. It doesn't matter who I play with or what strategy/perks I use I still get genrushed and looped for like 5 minutes. I tried to drop chase, but then, that survivor gets right on a gen, I tried different tactics but nothing seems to work. I feel so bad for killer mains rn. Even as survivor, every killer camps hooks now and I understand them because there isn't anything else that they can do. I know people say that we complain too much but aren't video games made for fun? Before this update I had a lot of fun as killer and as survivor but idk what changed because everyone plays very boring now. I guess I have to play survivor until something changes but I don't really have who to play with because my friends don't even want to play the game anymore because everyone camps and tunnels. I hope things will change in the future

    Try solo queue

    However I find much success against genrushers by equipping rancor, game Afoot, remember me, and NWO

    This is especially going to be a much better strat thanks to the remember me buff as well

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476980#Comment_3476980

    The effect is still present in the game on an addon however.

    Yeah but tbh I don't think I've ever seen a hag run that in the wild

    Come to think of it I haven't seen a hag at all recently lol, those nerfs really hurt her

  • Uh, the new perk coming out? With Nicolas cage? On the PTB right now?

  • So you propose to just hide in lockers until someone else gets caught?

  • @Blueberry said:

    While in Deep Wounds you are Deafened. This makes it way more scary as you really need to make sure you’re safe when you’re doing it. Also works as a buff/nerf to some other killers/perks/addons that could use them.

    Given how they removed the knock out deafness effect, I doubt they'd do this

  • @Phoenix1205555 said:

    The Nemesis is a brute but is a biohazard though the infection he spreads doesn't really have true side effects besides making nemesis' tenacle and zombies 3 hits to kill. This image presents a way the virus should work and encourage survivors to use vaccines sooner than just hold onto and apply at the last moment and possibly be more careful of being infected.

    https://us.v-cdn.net/6030815/uploads/55BKPE5OQPYZ/bzz8xt9oe4191.png

    This is a cool idea but probably too much for bhvr to do

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