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pigslittlepet

pigslittlepet

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  • To call one of the strongest killers in the game week and in need of a buff shows you don't have enough knowledge of the spirit to give a good opinion on her.

    Just because you can here generally where she is does not mean you can avoid getting hit. She's too fast to always avoid it.

  • Sometimes you need to slug for a bit as killer. Might be a flashlight squad. Or someone sabos a hook so you have nowhere to put them. One unbreakable can break a game at the right time. The basekit unbreakable is a terrible idea which is why they tested it but didn't put it in the game.

  • There's nothing wrong with a strong perk as long as it's not overpowered. Bhvr needs to stop nerfing strong perks and only nerf overpowered perks. Old spine chill was strong but not op. Alot of perks that got reworked didn't need it. I'm happy with spine chill in its current form though there was nothing wrong with it in its old for. Changing the vault speed because it didn't fit the theme of the perk was complete bull. Does a bunny suit fit legions theme? Does a Santa outfit for clown? Themes are pointless and shouldn't effect a perks usefulness.

  • I support this change. I had a horrible match doing my wraith adept. I lagged behind the entire match since his perk are pretty much useless. They messed up in endgame and I managed to get two on hook and two down. I was hooking them and one dc took my adept away.

  • I like the idea but the problem is when I play killer I would just go straight to shack and break it. They don't need to give us this perk, they just need to balance the pallets on the maps we have.

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397779#Comment_3397779

    same can be said about other side. If we balance the game around speed limiter bubba, the game is doomed.

    The thing is, that the game should be balanced around fun interactions. Winning single chase and getting 2-4K just because of 1 chase... Does not sound fun or healthy (same as having win by old keys when hatch could spawn for all 4 survivors didn't feel fair to killers)

    If we're talking fun then why should we nerf him? He's having fun from his side. Should we nerf every playstyle that killers or survivors don't enjoy? From the killer side then we should nerf head on and flashlights. It's not even slightly fun for most killers to go against a squad like that. I personally don't want that style nerfed even though I hate it with a passion. We can't nerf a playstyle just because either side doesn't enjoy it. We start doing that and we're gonna have very few styles left.

  • By that logic we should nerf legion and slinger basekit since they can apply deepwound. I think the reason this add on stands out is because people hate going against ph to begin with. Perks are bypassed sometimes. It's part of the game to counter people. Fearmonger counters sprint burst. Amanita cap counters windows. It's strong. But it's not overpowered.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397610#Comment_3397610

    How many non-swf teams are “efficient”? By the time people realize what’s happening, someone has probably wasted time going to the hook, opened a chest, done a totem etc.

    True. But if they balance the game around people who are doing totems and chests than this game is doomed.

  • You are correct. I said the wrong number. I meant a 2k. A effecient team will let him get no more than a 2k. He is playing in a manor that if countered properly will only allow him to tie. Not even win. Why should the devs take the time and resources to change a playstyle that doesn't even let a killer win when there are so many actual problems with the game? Let's let them focus on real balancing issues instead of one thing that annoys a few people.

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397002#Comment_3397002

    With DBD there is a lot of unbalances everywhere😂 And I can completely see how adding this just on its own is a crazy idea

    I do like the idea honestly but the amount of other changes they would have to make to make it viable on all killers would be too much for bhvr to actually consider. All the perks. All the maps. All the killers. Lol picture those patch notes. And the bugs.......

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397087#Comment_3397087

    I thought of building my own game before and don’t have any funding or experience to make them so that’s why I mostly throw my ideas into DBD, I would love to be technically a competitor but with how last year ended up it seems difficult with how DBD is in a loved/hate relationship with the community 😂

    In theory I would love to be a dev and work on a this game or another but I've seen the sheer level of crap people throw at them about things that aren't even important or a problem so I don't think I'd actually enjoy it.

  • @SOULWARRIOR71K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397234#Comment_3397234

    So because you might have lost a few games, we should encourage having a 1 chase game with basically no interaction after the first down? If you don’t actually want to play a real match as killer why not just play survivor? Lol.

    Because playing solo q survivor you are at the mercy your team and the killer. As a basement and preferably insidious bubba you are in complete control of your game. If survivors do what they should and pound gens and leave than you get a one k. If not than you might get a lovely tree in the basement. Basement bubba isn't about the 4k. It's a alternative way to play the game. You can 3 gen. You can hit and run. You can do cool snipes with huntress and ph. There are many fun ways to play and basement bubba is just another alternative. It's one that's intirely up to the survivors on weather it's a 2k or a 4k.

  • I agree completely with this. I had the same idea for pain reso. It is a rng heavy perk that rewards downs instead of camping. The regression, 15%, wasn't enough to warrant hook camping for the trade. To get good value you needed to continually be in chase and downing survivors. The new system is still rng heavy and limited to 4 times a match. I won't be using it. I think I'll switch to a more effective gen rush counter. Noed and no way out sounds more fun I think. I'm sure survivors will prefer my new load out over pain reso dms.

  • @VaporLion said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396569#Comment_3396569

    ur lying. ur using it to tell if its worth letting them bleed out. Thats what most killers do. And i agree that they should show survivors hookstage.

    You are incorrect. Most killers aren't trying to make your life miserable. It's just that our memory Always keeps the worst matches in the front of our brains. We forget the 10 normal matches we had and only focus in on that one slug match where we bled out. I play a ton of killer and I try never to slug unless I think their is a flashlight or pallet save nearby or I suspect power struggle. Or I will lose a gen if I don't. I only slug in conditiones where I have no other choice.

  • It's called mixing it up. After 6 matches of hard looping and pounding gens against stacked slowdown perks it can be refreshing to have a different kind of game. If you're raging about being camped out by a bubba I think you're more angry with losing then with how you lost. Killers lose all the time because of things they can't control (a billy who gets taken to bedham for example) sometimes if you get a few really bad matches in a row you just want to chill by a hook and spend time with your favorite survivor. Let's not take that away from poor bubba.

  • @Iron_Cutlass said:

    I mean most of the perks they nerfed were simply because of their usage rates.

    That's how bhvr work. Look at the numbers instead of the game. Don't ask why every killer is running these perks. Just nerf them instead.

  • They could make this viable but you would literally have to redo every map and killer to let killers keep up.

    This sounds like more a whole new game instead of a change. Maybe dbd 2?

  • I'm pretty sure you just introduced the equivalent of a boulder smashing through the hard work of balancing this game lol.

  • @ClarityOfWill said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392828#Comment_3392828

    There is a reason why the forums are often mocked, because often those kinds of people are seen as the face of it. Most of us killer mains who've played for a long time and actually understand both the micro and macro gameplay aren't widespread complaining. We recognized that the basekit healing changes were completely unreasonable and that the gen kicking meta wasn't healthy either. That being said, you do need some form of regression at higher mmr games but those whining, crying and proclaiming the game will die aren't of that caliber. Those are the kinds of people who were bruteforcing their way to victory by mindlessly stacking slowdowns and are upset that option is no longer viable. They'll have to learn to get better at chases and decision making like the rest of us.

    The changes from the PTB are good and address the main problems, namely COH, DH and self healing. Some tweaks to some of the more problematic maps, a few addon passes for some killers and the game will be in a great spot. Not all of us are as deluded as some of the most biased people that live on the forums.

    I agree completely. Those of us killers that have been here long enough have seen perks come and go. You need to adapt your gameplay every change some but there is always viable builds and winning strategy's. Corrupt and deadlock are still excellent passive slowdown. Add new pain rso and no way out and that should be more than enough time to do what you need to as killer.

  • I really would like something that could hold gens for just a bit longer. i've taken to just playing killers with strong chases and putting on corrupt and deadlock for max passive slowdown so i have as much time to quickly get as many downs as possible before the game ends. no way to regress a gen properly anymore just means i am going to have to be faster with my objective. if gens fly too fast then i'm going to have to tunnel someone eventually. it's never my starting goal but if we can't slow down gens what other choice to slow the game down do we have?


  • @HarryMasonEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393308#Comment_3393308

    whether or not you avoid his trails doesn't matter, you're still losing 2 hook states where you would have likely only lost one otherwise

    so? every killer has their strengths, weaknesses, and ways to counter. just because you don't appreciate his doesn't mean that the killer needs reworked. i personally despise the way pinhead's power works but i don't think we should rework it just because he can guarantee a extra hit by using his power.

  • @HarryMasonEnjoyer said:

    for whatever reason this is intentional, cages do not work with hook related mechanics making pyramid head the best tunneler in dbd.

    they really need to rework his power and add ons :(

    they do need to rework his addons i agree but they don't need to rework his power. the point of his cages is survivor gets no perks activated but neither does he. if you don't want tunneled by pyramid just avoid his trails. take a hit or down instead. if he wants to tunnel he'll find someone else to try and torment. if no one on the team lets him then he's gonna lose if tunneling is a strategy he was going to use to win.

  • I'm on board with that. It's a great perk for learning spirit and other than that I don't think it sees any use. A nice little buff might actually see it used once in a while.

  • I agree that his add-ons are lackluster but they are at least useable. Can we fix the killers that actually have garbage for add-ons first? Pyramid head, Freddy, crow lady and billy come to mind.

  • no. have we forgotten that their is certain teleporting female from the medical field floating around the game still?


  • @jmoyano92 said:

    What are you talking about? if you think NOED is still a powerful end-game perk you might be high.

    I'm talking about NOED in high mmr, not against new players... and your suggestion doesn't make any sense by the way. That change would reduce adrenaline in what NOED currently is... just a meme.

    This post is for the devs so they can understand the current situation of having, let's say, 4 adrenalines against the killer's counterpart, NOED. At the moment even only 2 adrenalines will beat NOED. The killer can only have one perk but the survivors 4 of the same type. What i'm trying to say is that NOED should be more powerful or at least on par with these 4 adrenalines, but it's not like that, and that is the case with practically most killer perks.

    noed isn't for high mmr gamers. at high mmr if survivors get the gens all done you most likely have lost already. at high mmr endgame build rarely work anymore. they might let you get one more kill or something but not normally. even pre nerf noed wasn't much good at high mmr. at that level every survivor knows every totem spawn anyway

  • head-on should never be touched or nerfed. i don't use it and i don't really like it used against me but it's one of the last "fun" perks left in the game. it's not the most effective perk but it gives entertainment and we need as much of that as we can get in the games current state.

    as for knockout it can be very good in slug builds. i know slug builds aren't fun from the survivor side but neither is head-on, residual manifest, flashbang from the killer side. we get rid of too many perks and playstyles and all your left with is the boring same thing over and over again match after match. we need to add more viable playstyles, not remove any more.

  • it's not overpowered at all considering how many hoops you have to jump through to get it to work. you need to down a survivor and get them to 1 of 4 hooks on the map. sometimes there will just not be one you can get too. you can bring agitation but that's another whole perk slot just for one perk.

    but it doesn't need to be overpowered to be nerfed. behaviour looks at the numbers and nerfs anything that gets used the most. it's not about it's power it's about getting us to not use the same thing all the time. there will always be a meta though. and whatever is next will get nerfed down not too far in the future. try not to get attached to anything if you play this game. it always gets nerfed.

  • I don't know if it's just me but I have on average two distortions per game now so I would be down for it to be a aura read but as a addition not as a rework.

    The only problem I have with sfts is it's inconsistency on multistorey maps. If they could fix that I would run it more often.


  • In their current state flashlights are fine. You can avoid a flashlight save in most cases and in those that you can't then you can slug and chase the person with the flashlight.

    People going down in a open place on purpose where you can't stop a flashlight save is just another strategy that survivors can employ to avoid getting hooked and is fine. If there were ways to stop every single flashlight play in the game (lightborn excluded because that's a whole perk slot for one effect) than what would the point be of having them in the game?

  • @Archael said:

    I kind of agree and atbthe same time i kind of disagree.

    Its hard to tell.

    I played most od my games as killer, last moth or two i played really poorely, and rarely but i had never na issue with this.

    Just because survivors can see where next pallete or window is, does not elevate their ability of looping, just increase their awareness which i see as a good thing. Especially that one cannot know the difference between same surv with and without this perk because 1. Its hard to get same surv two times in a row where only one od those matches was with this perk for comparison and 2. There is much more variables than only perks.

    But on the other hand, if one perk is used by the most of players this means something has to be done with it. Either nerf or make it a basekit.

    I strongly disagree that just because a perk is used by most players means it should be nerfed or basekit. It could just mean the devs made a good perk that people enjoy using. I don't know where this mentality of just because everyone uses it must mean it is overpowered or necessary.

  • Aggressive camping is not fun or healthy for the game but sometimes it is the appropriate response to the survivors actions. Say a nearbye survivor decides to commit to the gen he is on instead of saving the hooked survivor. They pop their gen and go for a last second save. The appropriate response as killer is to punish the survivor for waiting last second by forcing a hook stage or trading at hook. Otherwise their hook was pointless and no pressure was gained since the reason of hooking is to get one less person doing gens and getting the save. If you can just use reassurance repetitively then the killer can't gain the pressure they need to do anything.

    This being said I play about 50/50 both sides and I don't camp unless the game state makes it the only viable option (all four survivors are swarming the hook for instance) I don't like being camped as survivor either but sometimes it's the only way to apply the level of pressure you need to win.

  • Matches tend to go to whoever is most efficient or ruthless. Killers who effectively tunnel out a survivor early will probably win. Survivors who let someone go to second stage to finish that gen they are pressuring will probably win. It's all about who can be the most effecient at their primary objective.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/371016/killers-are-overpowered

    Everytime I play Billy I get bomb rushed in 4 minutes and people just pre-drop everything. If you don't play like a tryhard with the strongest loadout I have virtually no chance against them. Survivors are far from being weak. The most important thing is gen efficiency which has drastically increased since the meta shakeup last year. Not to mention their builds. 2 BNPs are normality and all htey run are the same predictable perks. Most likely DH, Resilience, Prove Thyself, Adrenaline and so on. For many other killers my games are chill but as Billy I need to tryhard so that I won't get completely obliterated. So no, survivor is not too weak and I know this because I escape a fair amount of times. And if I'm in a 4-man we escape most games with ease.

    well you are playing billy. the killer with the highest skill ceiling in the game and he gets rewarded the least for mastery and punished the hardest for any mistakes. mad props to you for maining him. what they are doing to his engravings is a major mistake

  • @DudelPuma said:

    no they are not xD if dbd had a matchmaking that would work even a bit, you would see how every killer would be thrown against the wall and crying, with the exception of Nurse, Blight, Spirit the Trio

    every killer has their moments and can win games but if they went against top level swfs only those three and in my personal opinion maybe artist could hold their own. and even then it would be a major sweat fest

  • you get bad days and you get good days. solo q teams are killer sided normally. swfs on the other hand.......

  • what do you consider awhile though?

  • @Pink_Ronin said:

    Dead Hard needs to go back to how it was. Forget the extra health states and hit-negation, I want something that gives consistent value. Keep the contingency of having to get an unhook first if you want, but I want a short bit of distance and I-frames back. Just change the animation to a dive roll so it doesn't look like a weird dab/dash and it'd be perfect. The way it is now is more problematic and annoying for all parties.

    that's the reason it was nerfed to start with. messed up a chase? no problem!! just press e and fly to that pallet! misjudged the distance to that window? no problem! press e and all your problems go away!!

  • i'm a pyramid head main and while i don't tunnel unnecessarily more than i have to in some situations if you don't want to give a p-head a chance to cage you than you just need to hold w whenever he puts down his knife. take the damage state or down in some circumstances but if a p-head wants to tunnel he will just hook you and move on until he find another person and he'll try and torment them. if he doesn't torment anybody than he is just a normal killer with a pretty mind gameable m2. if your team is effeciant on gens you won't have too much trouble. if a pyramid is playing a tunnel game for the win from the beginning and you deny him that then he is very unlikely to win a normal match where people deny him his torment.

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390704#Comment_3390704

    I'm a killer main though I do play survivor maybe twice a week.

    Pain Res is too strong. It needed the nerf. If you made it work as you suggest it would make more sense to hook the same two survivors back to back. Which would not be hard. You would simply camp the hook and wait for the unhook, as soon as it happens, you trade with the unhooked survivor and then tunnel the guy that just came off the hook. In that regard Pain Res would function almost exactly as it does now but would incentivize tunneling and camping instead. 😅

    Lol I'm not sure where you're from but I play both sides and the only thing overpowered about pain reso was it's interaction with dms. If your camping a hook for only a 20% regression without pressuring gens you're already losing.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390686#Comment_3390686

    It's the killer's objective to kill survivors. Punishing them for doing so is the bad way.

    If you truly want to tackle tunneling, suggest ways to reward killers for spreading hooks so that spreading out hooks become the favorable way to play.

    If they wanted to reward killers for spreading hooks you could do something with pain reso instead of killing the perk. Buff it to 20% but it only activates if you hook a different survivor than the previous hook. It might be hard to code this but some tweaks could make it viable. You could do this with other perks as well. Buff their effects but only if the trigger event is with different survivors and not the same one over and over again.

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