pale_hispanic
pale_hispanic
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This may sound a little out there but I think it would be cool if each killer got a fifth perk slot dedicated solely to info perks. Really just minor info perks like Deerstalker or Bloodhound that aren’t too viable anyway. And each killer will have a unique pool of perks they can choose from. So killers like nurse can only use weaker info perks, slugging killers like Oni and Myers can get deerstalker or infectious fright, and the weaker killers like trapper can get BBQ, discordance, or UW.
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@DyingWish92 said:
I played 10 solo queue survivor games today, escaped in 8 of them. Gens got done very quickly in most of them. The 2 games I died in was to a tombstone Myers who insta killed me and a Nurse who tunneled me out of the game. Actual tunneling not what everyone crys about with tunneling. Outside of that very little challenge. Half the games I don't even see the killer until 1 or 2 gens are left. Feels like every 3 out of 4 survivors have adrenaline and killer just gets rolled all the way. Checked the build in these games and many of them don't even have toolboxes. A random Gen speed up perk here and there but nothing crazy.
I switched over to killer and the situation pretty much stayed the same. You simply cannot play an M1 killer at whatever MMR I'm at. I'm not a god at killer but I'm also not bad. I understand spreading pressure around the map, pressuring gens, dropping chase when someone is wasting my time. There simply is just not enough time to do anything with most of the killers in this game. Not bringing Corrupt Intervention just feels like a death sentence especially if you don't find your first chase within the first 30 seconds. Multiple gens are being worked on at the start because the survivors are smart and it's basically GG, god forbid someone brings buckle up and ftp combo or hooks start getting saboed.
I made a post like this a couple weeks ago and I think I now know the reason why gens fly so fast now. There is just no reason to do anything but gens atm. Healing was the main “secondary objective” and it’s just more viable ignore it then it was before. Too many things punish healing (sloppy butcher, slow self-healing, having to group up) and too many things reward staying injured (resilience, adrenaline). There is also the age old problem of massive map sizes which I doubt will ever be fixed.
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BBQ for M1 killers or no mobility killers. I don’t think any mobility killers need info basekit, they already have addons for that.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611127#Comment_3611127
I don’t play blight. I don’t even play killer. I’m a survivor main.
i thought you werethe forums pubstobbing blight player?? 😭
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i thought it was a requirement for every blight player to run pop + pain res
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artist + huntress. artists crows will highlight the survivor so huntress can hit easy crossmap snipes. skull merchant + knight would be hell to play against
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Empathy. Useful solo queue info + you basically know where the killer is chasing at all time.
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I try to give the devs the benefit of the doubt since they are always having to crank out new chapters but idk anymore. This Q&A really just makes it seem like they don’t understand the game. Hearing that it is going to take years to get basic lobby features (especially features that are standard in every other game) is kinda ridiculous.
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Some of these killers are impossible to make “high-tier” simply because they don’t have any reliable movement. And that’s fine, not all killers need to be Nurse. They can use some tuning tho. Lots of these killers are add-on reliant like Legion, Myers and Trapper. Pig and Freddy would be the only killers I think need the biggest help. Parts of their kits are too limited to be of any help.
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@CorvusCorax86 said:
Interesting. Legion should not be an issue.
From what Ive heard lots of people see him as one of the most boring killers to play against.
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I kinda agree. I don’t mind playing against stealth gamers as killer but having them as a teammate is annoying. The amount of times I’ve been left on hook by Distortion users is insane.
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Agitation should get this too
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That should apply only to basekit BT and Off The Record. Other endurance perks have a lot of specific conditions to activate and I don’t think they should be limited in what they can do. Buckle Up + FTP should be nerfed in some other way.
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I just hope they don’t touch her crossmap hatchets. It’s fun to play against and it takes a lot of skill to do it.
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@TheycallmeLix said:
Like EVERY GAME the Killer has this combo and it makes completing gens really impossible. And on top of that, they also tunnel at 5-4 gens.. When is this combo gonna get nerfed? I thought there was a ‘MeTa ShAkEuP’ every 6 months so the game doesn’t get stale.
If the killer is tunneling then they shouldn’t be getting that much value out of these perks?
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@suistar7 said:
Please change the distance from the hooks :/ You need 12-16 seconds to wiggle successfully out. It feels like there's a hook at every corner and in 8 of 10 cases you don't have enough time to get free with wiggle...Some of the hook positions are right next to a generator, which doesn't make the situation better.
There is also the problem that since several updates the palettes are no longer triggered because the key input simply does not respond. Many of my friends also have this problem.
the new camp system also needs improvements. killers like the ghost can still stay in front of the hook due to their ability. and the progress doesnt count for the survivour. some killers just stay far enough away but still camping very close to the hook.
Thats done on purpose. Killers should be rewarded after winning a chase.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602118#Comment_3602118
What about the Cj tech and pallet vacuum why are those not fixed? Oni is a bad killer overall if you can't flick with him cuz nobody is stupid enough to run in a straight line vs a Oni in his power.
I’m pretty sure neither of those things are bugs. Also pallet vacuum? that hasn’t been in the game in a while unless i’m confusing it with something else
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@ProfessorDunwich said:
Legit question. They seem unable or unwilling to admit they are wrong about some things.
Instead of getting pre-Overheat Billy back, they continue to struggle with an awful mechanic. Trickster should be reverted and adjusted when they have a better understanding and plan. Just admit Skull Merchants power is a wash and COMPLETELY rework her, no drones.
Edit: I am referring to changes that went live after the PTB.
Legion. Literally every aspect of his power has been reworked in some way since his release.
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The devs are stretched too thin with new content and reworks that console optimization is always left on the back burner. I remember when the Nemesis chapter released and your screen would randomly freeze mid-game every few minutes. It took them literal months to fix it.
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@MikaelaWantsYourBoon said:
I won't be surprise if they make it being cancelled when you get deep wounded.
Jokes aside, number changes would make it earlier to see. I am expecting something bigger. Maybe rework?
I’m guessing basekit DS.
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You just have to play him different now. Focus on using your power when survivors are in a close range. Your goal isn’t to down survivors every time you use your power. You’re focused on keeping them injured. You can still down with his power once you hit all 4 survivors. He is a little add-on reliant tho, Mischeif List is a must.
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Praying that they remove it too. Then again they did keep Styptic Agent after reworking medkits so who knows what they’ll do.
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@WinterFell said:
https://forums.bhvr.com/dead-by-daylight/discussion/399131/blindness-needs-a-rework
You wrote it negates any aura perks to help your team like Kindred. Umm that's kind of the point of the perk. You as a killer are trying to hinder the teamwork of survivors by "blinding" them. How is that any different than survivor perks showing where the killer is.
I’m not saying that Blindness is OP, Im saying it’s poorly designed. The last thing solo queue needs is a status that disables teamplay when there is already so little of it. And again, this has little to know effect on SWF, the group of players that actually use teamplay.
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My idea was to have something similar to this screenshot, just to a lesser extent if needed. You would still be able to see auras so I feel like it would even out.
P.S. this is from the Slenderman Concept by Rarithlynx on youtube. Check it out they make pretty good content
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600667#Comment_3600667
Your post is satire, isnt it?
I genuinely can’t tell anymore.
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@C3Tooth said:
4 survivors have to be weaker. In return 3 survivors have to be alot stronger, and even stronger the less survivors remaining. Thats when killers will play for 8 hooks before first kill, to keep the 4 survivors alive debuff 2/3 the game.
This is actually a good idea but it would just boil down to making survivor feel more sluggish and/or punish a killer for getting a kill. Also it’s still possible to kill a survivor without tunneling before you reach 8 hooks. The only way to kill tunneling would be to make Pain Res/BBQ (you’d have to disable it for Nurse, Blight, and mobility killers in general) and 5-second DS basekit, but that wouldn’t fly well with the community.
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@Raccoon said:
You can't fix tunneling without removing the killer's agency/ability to eliminate someone from the game when they NEED to (ie - the game is going poorly, they need a come back, etc).
Granted, I personally think it is fine if the killer wants to remove someone at any given point in the game, too, as it is an elimination game and the killer has the agency to chase/hit/hook whoever they want at any given time.
All these changes I see just lead to scenarios where the killer would auto-lose without hampering/hindering survivor efficiency (the reason for permanently removing someone) - Where would the incentive be for them to keep playing?
The only way to remove tunneling is by removing incentive to tunnel. I highly doubt you can do that without completely reworking the game from scratch.
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@sheendazzling said:
Corrupt is always necessary to make games bearable.
Hex: devour hope, bbq and grim embrace encourage killers to not hook camp or slug survivors. I seriously miss playing against killers with barbecue years ago because I knew it always going to be a good time since there was no hook camping involved. Sucks how we got into this mess now
I don’t think we need sweeping basekit changes, at least nothing this big. Just buff individual killers like Trapper or Pig
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I always thought they should a original Frankenstein killer. The creative team has shown they can make really good killer designs and there is so much to work with, especially if they base it off the book. It could be made out of different parts of survivors or even other killers. I’m not entirely sure what would be a good power tho
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Pleaseee add this. This once happened to me three times in a row because I brought the killers to Gideon 😭
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@xEa said:
I apologise for the provocative titel, but i want to point out a simple fact that apparently nobody puts into account.
Killer mains are compared to survivor mains in terms of knowdledge and skill not on the same level. They cant be. At least the majority. So what do i mean by that:
Practice makes perfect!
A survivor main with 5000 hours played survivor for 5000 hours. Duh! (for simplicity reason we ignore for both sides that they also spent a little bit of time playing the other side)
A killer main with 5000 hours is a completly different thing. Many, if not the majority of players have multible or even all killers on their roster. Learning 34 different killers in 5000 hours is a completly different thing then just learning one.
A good example is a streamer named Abs0lutly T4lented (name is changed). He is overall a good killer with lots of hours (8000~) but compared to the players he sometimes faces, he looses way to often since he is rotating through all the killers constantly. If he is playing all day, he can maybe play every single killer once a day.
Therefore he wont get on the absolute top level on any killer, but stays mediocre on all of them. He is constantly complaining that it is so hard against those survives, but he does not realise that he is just not as experienced. When you have on average just 200 hours on lets say the Doctor (in a timespan of 7 years), you can not expect to win against 5000+ hours survivor mains.
On the other hand, killer mains who play only 1 killer DESTROY survivors. Even people who exclusivly playing Trapper for thousends of hours are dominating with hundreds of wins in a row. The difference really shows.
I think this should be considered to ballancing and especially to what we want for the game. It is easy to forget that survivors put a shitload of time into that one single character (every survivor is exactly the same) and whe i as a killer with the same hours playing ALL kinds of killer wont win all the time, it has a reason.
Thats it.
Kind regards
I feel like it evens out once you consider that half the time you’re playing survivor are just holding a button, running from place to place, or waiting on hook. With killer you should be in chase almost all the time.
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Very survivor sided. I bring the offering with Lithe, Resi, and Any Means Necessary to dumbtech when i’m bored.
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Nerf. Give her more ways to counter her. Make her stun hitbox larger and stuns more punishing. I don’t know how badly this would hurt, but maybe give a little indicator to where she will blink? Kinda like how pyramid head works but just being a small dot to where she’s blinking to.
Also she still has pretty good add-ons for an already busted killer so nerf those too.
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@HugTechLover said:
It would increase lobby dodging by other survivors. All self care gamers would be endlessly dodged. Meme build people would be dodged. You get the point.
It would be a nice touch, but I think the possible negatives would outweigh the positives.
The positives far outweigh the negatives imo. More perk viability means more variety, more interaction between perks, more teamplay, helps bridge the gap between solo queue and SWF, etc.
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Imagine being able to play Takeo, Richtofen, Nikolai, and Dempsey all in the same squad again.
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599232#Comment_3599232
thats the problem.... why nerf perks strictly off usage rates? windows isnt even problematic. It literally just aids newer players and helps know where dead zones can be.
It does more then that though. If i’m not mistaken it has an absurdly high usage rate at every single level of mmr. Its not just useful for new players, its good for everyone. I don’t really think that means it deserves a nerf but its definitely more powerful then people say it is.
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It’s not on the roadmap so don’t worry. I think it will get nerfed eventually with how high it’s usage rate is tho, but that will be more then 6 months from now.
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@ProfessorDunwich said:
If anything they are going nerf his Static Blast.
Why would they do that?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598847#Comment_3598847
That's two perks being dumped, on top of a hookstate, on top of the time wasted for the DS user to insert themselves into the chase, and on top of the recovery time, and this still threatens you somehow?
This is such a massive waste of time (and perks) for the survivors so long as you don't pick up the DS user.
I have to ask how long have you been playing the game? This perk combo was the meta for years. It was neither a waste of perks or survivor time. It could take as little as only 30 seconds to get in front of the killer, get downed, and pick yourself up again. Meanwhile the unhooker has time to reach a pallet unscathed and your two teamates have free time to do gens. And again, you still have the value of anti-tunneling and anti-slugging.
Again, you are being pedantic. This wouldn’t have been meta for literal years if it was useless and a waste of time. If DS gets buffed back to 5 seconds, then this combo should be addressed. Keep the perk as purely anti-tunneling, not a weapon.
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Not really. They nerfed w keying, buffed a whole bunch of killers, completely nerfed most meta perks, and made killer less clunky to play. Pop, DS, Dead Hard, Iron Will, Overcharge + COB, Spine Chill + Resilience are all in nerfed/ unusable states. Sloppy Butcher, Hope, WoW and Lithe went from off-meta to most used perks. Pain Res is a completely different perk now. We don’t even know what the DS changes are yet and considering they are coming later in the year, it is likely a rework. Either way the meta is different from pre-6.1.0.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598807#Comment_3598807
Which I noted in the post (quote: "Some of the above list are absolutely fine, as Seraphor already mentioned most of these don't break the game."). But it goes to show the amount of things survivors are expected to predict making the chance they're going to predict something like 3 genning very low.
My bad I didn’t fully read your post before commenting. You’re right tho there is just too much things to counter to focus on bringing mediocre anti-3gen perks
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@Firellius said:
Since folks here don't seem to be willing to look at the entire scenario and consider the extra time wasted, the difficulty of pulling it off, the low likelihood of it being useful and the fact that it needs additional perks to support it, I want folks to also take a deep breath, and say the following to themselves:
"It is okay for a survivor perk to sometimes benefit the survivors"
Because y'all are hardcore arguing that the perk should do literally nothing.
I’m not in the camp of people that want DS gutted but you’re being pedantic here. DS was 100% weaponized especially if it was combined with Unbreakable. This combo was incredibly common (more so than I think any other survivor perk combo) and basically gave survivors a free heath state to abuse. There was legitimately nothing the killer could do.
Chase the unhooker? The DS user bodyblocks, makes the killer lose distance, then picks quickly picks themselves up with no problem.
Pick up the survivor and eat the DS? Killer loses distance.
If all survivors ran this then the killer would have to deal with this for a minimum of 4 times. All this while still having the powerful anti-tunneling and anti-slugging.
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@KILL3RStoney said:
Hi guys.
so it brought to my attention as new perks have been introduced as well as new killers and survivors. I was wondering if perhaps due to the camping and slugging is on the rise (as always), and the majority of survivor perks being nerfed. They should make it so decisive strike and off the record doesn’t deactivate anymore when interacting with a gen, totem, healing etc. I know the developers won’t read this but I would love for the community to have feed back on this. Obviously the perks should deactivate once all gens are done so I don’t think that should change, but during matches should change.
thats one of only thing balanced about the perks 😭 just buff the stun duration and DS is fine
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596740#Comment_3596740
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596760#Comment_3596760
Cant that be said about most perks?
Should we then have a rework aura readings ? - you cant retroactively put on Distortion.
Should we then have a rework of scream perks ? - you cant retroactively put on Calm Spirit.
Should we then have a rework all boon and hexes ? - you cant retroactively put on anti boon/hex perks.
and so on...
I thought this game was about to equip perks to counter playstyles, with out knowing if you would face that playstyile in advance.
3-genning is very different from any of that tho. Scream/ Hex/ Aura perks are limited and have base game ways to play around. Once a 3-gen is set up, and if survivors aren’t running Prove Thyself or Deju Vu, then the game dissolves into a war of attrition.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597242#Comment_3597242
Because the game shouldn't be decided by random guessing.
Killer camping? Did someone remember to bring Reassurance?
Killer 3 genning? Did someone bring potential energy/deja vu?
Killer slugging? Sure hope you have unbreakable equipped.
Killer finding everyone with ultimate weapon? Should have run calm spirit.
Killer on hex build? Why aren't you running counterforce?
Killer tunneling you out? You should have run off the record and decisive strike.
It's bad game design. If the killer have strategies that need to be countered by perks or else the survivors lose, the game comes down to whether the survivors guessed right in their perk selection. This especially becomes problematic when you look at soloq and having no idea whether you should be the anti-tunneler or anti-camper.
Perks should give advantages, but whether you have a perk or not should not decide the game. Some of the above list are absolutely fine, as Seraphor already mentioned most of these don't break the game. You can still deal with a killer who has aura reading if you don't have distortion, and a killer can still deal with a survivor if they do have distortion, it just creates an advantage.
Compare this to 3 genning. In games were the survivors happen to have potential energy, they win easily. If they don't, it's a slog. The perk doesn't give an advantage, it decides the game.
You don’t need perks to counter half the things you just said.
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They both suck and have better counterparts in Built for Last and Franklin’s. You can run some fun builds if you can combine aura-reading key with Streetwise + BfL, but Overwhelming is just straight up useless.
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@SweetbutaPsycho said:
After what BHV did to trickster is anyone else getting scared about the upcoming huntress changes?
Imagine giving her base movement speed but only giving her one hatchet until she has to reload or some ridicolous waiting time until she can throw again.
Would basically just be another m1 killer with a tweak
cant wait for overheat huntress
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597239#Comment_3597239
Funnily enough, it's probably one of the most common conspiracies I see shared in this community lol people let go on hook for a multitude of reasons. To inflate kill rates is not one of them, I guarantee. I somehow don't think kill rates even need inflating.
Considering someone in the thread was lowkey supporting it I really don’t think it’s a “conspiracy”
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@CrowVortex said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597506#Comment_3597506
I don't agree sorry, not when they can do stuff like this.
https://youtube.com/shorts/gMylOLbgUzo?si=98kHYRygUD11zLLC
https://us.v-cdn.net/6030815/uploads/RUN4MK4NDSNY/ovc06zaq2uy81.png
Whats wrong with this?
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@timetodohottakes said:
Title, since they will rework all the add-ons they might as well fix his "features" that aren't meant to be, cna it be expected to be fixed?
I hope they don’t touch it tbh. It feels quite unnecessary to change when Blight’s problem has mainly been his addons. It would be like Billy all over again.
