radiantHero23
radiantHero23
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849574#Comment_3849574
Sounds like you are ahead of the curve. For most survivors shack is where good looping (by which I mean mind gaming) starts because it’s relatively easier to mind game there versus a T-L, Z, 3-pillar, etc structure. And even against anti-loop killers shack is typically safe, which makes it easier for survivors to build their looping confidence.
Mindgame? Shack????
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I only get a bit upset when the killer played unnecessarily mean throughout the match. It has the feeling of them being rewarded for it, which i dont support at all.
If they played the way you described, im down for a nice cutscene to send me back to the campfire.
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@Grigerbest said:
Survivors also easy.
DBD in general isnt a hard game.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848714#Comment_3848714
Because for one thing shack is the only promised strong loop on a map. With the way map redesigns are going, everything else is a toss up.
And what you killer mains don’t understand now and will never understand is that shack is where all survivors learn how to loop. They start at shack then work their way to more complex looping structures.
Im really getting into survivor right now and im not starting at shack. I know how simple it is to play and focus on other structures.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848516#Comment_3848516
that's why I dn't play this game in solo q anymore, soloq it is harder than dbd league finals smh
Its not hard. Its sometimes impossible. There is a difference.
DBD in itself is a relatively simple game to play. Most of the "skill" comes down to knowledge. A survivor with thousands of hours and tons of experience WILL lose to a killer with less experience if the team does not know what they are / should be doing.
Its frustrating, but this is the problem, a team of randoms has to face. Therefore I encourage a lot people in end game chat and here on the forums to self reflect on their gameplay and improve their game-sense.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848049#Comment_3848049
Because this is dbd.
LOGIC!
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848797#Comment_3848797
My question is why does it matter when the Devs clearly want this game to be not about winning all the time anyway? In fact I bet if you boosted Surv BP gains and just fixed issues like slugging (Killers hate doing it, Survivors hate being it) instead of nerfing perks AGAIN as a bandaid fix?
Your matches are 5 minutes you say? Well then, you should be supporting perks that make them last the intended 10-15 minutes. Perks like this one.No. I support healthy gameplay. Slowdown that comes naturally. There are also healthy slowdown / regression perks. Making totems take forever, something that hurts soloq exponentially more than swf, is not healthy in the slightest.
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@SidneysBane1996 said:
It doesn't actually appear to be an oversight, and besides - Hexes needed OSMETHING to make them viable. This does that. Are we seriously complaining that Killers aren't using gen regression besides Ruin to make games not be 10 minutes of gens popping to and fro? Is this really how low we've stooped, complaining about Hexes of all things?
Are Killers allowed to have anything good and strong? Ever? Let Killers have Hexes be strong for all I care, if Survivors can have their strong perks so can Killers. Besides, you get points for the cleansing anyway.
Yes. We are complaining about hexes AGAIN. They have been a problem before. Thrill is overtuned and destroys soloq right now. It's a buff that should have been tested before going live.
"you get points for cleansing anyway" this legitimately made me laugh. I'm so glad to have 4k bp more, while losing to a Doctor at 4 gens remaining.
Also, if your having a problem with 10min matches, you can gladly take my matches. They are closer to 5min.
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@Inosennatoki said:
Because New killer houndmaster is weak and Shoulder the burden is strong ( Survivor's perk )
Michael myers, dracula and chucky still got nerfed in new update.
All of the gen regression perks get nerf into the ground.
Current Gennerator is so fast.
People that play the game in the first ~50-100h - > killer sided.
Regular public lobby - > rather balanced.
"high mmr" - sweat lords and comp people - > survivor sided.
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Agree. This should have been tested.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848536#Comment_3848536
THAT is what i want. An ideal world where the game is balanced around killers going for hooks and lots of chases instead of kills. A world where camping is not just "discouraged" but literally impossible from a gameplay perspective. A world where tunneling is not just "discouraged" but literally impossible from a gameplay perspective. A game where survivors do more than hold m1 on a gen for 90 seconds, and the game can be a true test of skill on both sides.
In such a world Nurse would be way too over the top.
It's the dbd I want for years.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847819#Comment_3847819
Its a simple argument that nobody has been able to refute yet. You cannot hold the simultaneous belief that the game should be balanced around average level players, but also think that nurse also needs nerfs. If you do, you are biased and misguided.
Funnily enough, I think people with that mindset are very much not misguided in their core idea.
The core idea being a game that balances around 12 hooks.
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@adam1233467 said:
I might considering using Counterforce for now, it takes FOREVER to cleanse one single totem…
Counterforce doesn't help in soloq. Your team wastes the time for you because they don't know you have it. It works in like 2/5 games max.
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@Brimp said:
These survivors were throwing by the time they realized. This wasn't a perk issue it was the survivors not recognizing the perks because ruin regression is basically nothing.
You don't have to run it with ruin. Other hexes are a lot better.
Thrill kills soloq on a large scale right now. This is not good.
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@Laurie268 said:
This is probably their attempt at shaking up the meta by trying to force survivors to bring totem cleansing perks like counterforce which won’t work as the comment above mine shows. People will just go next
I tried to use counterforce. In soloq, it's absolutely useless. The others don't know that you have it, resulting in them cleansing the totems regardless and wasting time nonetheless.
Thrill is currently a soloq KILLER.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848465#Comment_3848465
Same dude. its been miserable. I had a streamer refuse to hook anyone and focused purely on slugging everyone for the bleedout. I miss casual players and the chill mentality.
It's both sides my friend.
The player base is out for blood for some reason I don't understand.
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After seeing the killer builds right now (thrill every game), I'm just genuinely convinced that the playerbase is exploring just how nasty it can be the last couple of days.
I want to go back to 2v8 so bad.
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@Firellius said:
No. Stop making survivors use up all their perk slots to fix the game being broken.
Counterforce is a great perk to counter it …. in a group that knows that one player has it and plays around that aspect.
I tried using it in soloq for the last couple of hours and it was terrible. Other survivors didnt know i had it and still cleansed the totems, making my perk useless in the process.
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@Jacknalls_Paw said:
Killswitching has nothing do to in this case because it works as intended but it should be brought back to what it was before instead.
Agree! After seeing the same build 3 times in a row and using counterforce in every game to no avail, I do think that this is too strong, at least for soloq.
Counterforce is bad in soloq, because the others dont know that I run it. Therefore, they will still cleanse totems and waste time regardless, making my perk useless in the process. I cant tell the others to stop doing totems.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847994#Comment_3847994
On top of the anti-tunnel perks.
And the anti-camp perks.
And the anti-slug perks.
And the anti-aura read perks.
People still bring anti - aura perks?
Not gonna lie, I'm not using anti tunnel-, anti camp- or anti slugging perks. The fun thing? In most games, I don't need them. In the games I would, yes. My bad that I didn't use them.
Most of my matches, I'm using 2 healing, one chase and an info perk.
If the killer wants to know where I am, they can come and try to get my butt. 🔥🐽🔥
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Why is using something already abusing it?
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847994#Comment_3847994
How about no?
Why killers have counterplay to everything but I have to bring anti-totem perk to have slightly chance to have normal game or have no use from it at all?
Why do killers bring exhaustion perks then? Lightborn?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847135#Comment_3847135
it is, decisive strike can be strong because if the killer chooses to tunnel, the extra life is equal survivor having 4 hook-states because they need to be downed a 4th time in addition to 3 times required to die. with shoulder of burden, you can stack this up to 7 hook-states where decisive strike is artificially 1 hook-state. Killer is build around optimizing game efficiency and taking risk where necessary and avoiding poor risk that offer low pay off.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846734#Comment_3846734
killers need massive base-kit buffs to level of 2vs8 killers to be going around 12 hooking every single game. I don't see BVHR buffing Wraith in 1vs4 to the level of 2vs8. There is too much push-back whenever a killer gets significantly more powerful especially killer that they dislike. these tactics are balanced by current power-level that killer are at.
Hard-tunneling is bad for the game. Everything that makes it harder is a welcome addition if you ask me.
(Hard-tunneling = getting someone out at 3 hookstages / at least from my perspective)
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847262#Comment_3847262
And for Nancy... don't forget Nancy.
Of course!
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7 out of 8!
Seems like I learned something over the years ^^
The second question had me puzzled.
Thx for creating these!!! 👉🐽
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@Shroompy said:
Id 100% be down for that, and maybe have killers from different universes become Survivors, like Rin! (Spirit)
Sounds great.
Does doing gens with survivors as Piggy already count as being a survivor? O🐽o
We need an Amanda - legendary cosmetic for Tapp ♥️🐽♥️
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@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846442#Comment_3846442
OMG, BHVR PLEEEEESEEE THIS TOOOO <3 <3 <3 <3
And a hook as a knife.
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@Vishlumbra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847231#Comment_3847231
I appreciate your perspective, and we agree on many key points. Maliciously targeting specific players or tunneling for the sake of being cruel is not okay, and no one should advocate for that. But it’s important to address why strategies like tunneling emerge—they’re not about being “vile”; they’re often necessary for killers to stay competitive in a game that can heavily punish inefficiency.
Tunneling isn’t just a response to coordinated SWFs. Even against four solo players who are simply playing well—pre-dropping pallets, spreading out, rushing gens, or using efficient builds—killers face immense pressure, especially if they’re not playing one of the top-tier killers. For many killers, tunneling is the most reliable way to secure kills and slow down the game. Wanting to win isn’t bad—it’s the essence of competition.
Shoulder the Burden counters tunneling, but its potential impact can’t be ignored. In SWFs, it allows teams to trade hook stages strategically, creating scenarios where killers have to work through far more stages than normal to secure kills. Even in solo queue, it’s strong, giving survivors extra chances and extending matches. For killers already struggling to compete, particularly with lower-tier characters, this perk can feel overwhelming.
The reality is that killers have to assume they’re facing a strong, coordinated team, even if they aren’t, because failing to pressure early can lead to outright losses. Survivors playing optimally can make the game feel incredibly fast-paced for killers, and perks like this exacerbate the imbalance by shifting even more pressure onto killers.
The goal should be balance that allows both sides to have fun and engage in strategic play—not a system that forces killers into “sweaty” tactics to have a chance. Shoulder the Burden has its merits, but it highlights the need to address deeper balance issues in the game. Fun for one side shouldn’t come at the cost of the other.
You don't have to assume that you have a strong group every match. I win a majority of my matches and I dont go in with this mindset. I analyse my opponent throughout the match. It's a skill that should be learned by killers and survivors.
Funnily enough, Sadako and Pig are killers that help a lot learning this skill.
Speaking of both of them. Pig is one of the only killers in dbd that gets rewarded for spreading hooks with slowdown. I almost never tunnel with pig because it straight up makes no sense strategically.
Wanting to win is nothing bad. It's the ways that some people deem necessary to win that are problematic. Nobody has to tunnel a 3hook at 5 gens. It's even more funny if these people, after they tunneled, and frankly ruined the match for, the one survivor get annoyed at the other survivors for giving up. Self reflection.
Sorry, I might have gotten into another topic there.
Just to mention, there are definitely perks that help killers to gain a lot of pressure on survivor progress. It's not one-sided by any means.
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Could you be more specific about what's not working?
BHVR worked on this dlc and they charge money for the product if you want to play it. That's fair in my book. You can also buy the characters with shards, which cost no money, but you do you.
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I usually see how the other survivors react. If they want to go next as well (for which I can't blame them at this point), I try to end the match ASAP and give the last one hatch.
If they want to farm, I'm gonna do that for a certain amount of time. I'll gladly take some extra bp for Jill and Lara.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/433729/stb-is-the-strongest-perk-in-the-game
Which perk is meant by STB?
Shoulder the burden, the new perk that enables survivors to trade hookstages.
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@Vishlumbra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847181#Comment_3847181
Your perspective highlights some important points about empathy and fair play, but there are a few key aspects to consider regarding balance and strategy in Dead by Daylight.
First, while it’s true that killers like Pig and Sadako can often avoid tunneling due to their built-in slowdown, (which both by most standards are weak killers) not all killers have the luxury of such mechanics. Killers with weaker slowdown or map control often face intense pressure when survivors play efficiently. In those situations, tunneling or slugging isn’t about being “vile”—it’s about staying competitive in a game that heavily rewards gen-rushing and coordination. The speed at which games can progress sometimes forces killers to make hard decisions just to keep up.
Second, Shoulder the Burden has the potential to completely upend this balance. While you frame it as merely transferring hook stages, it strategically delays the game. Survivors using the perk wisely can force killers into an endless loop of hooks, where progress toward eliminating survivors is reset over and over. For killers already struggling to keep up, this doesn’t just discourage tunneling—it outright eliminates their ability to close out the game. That’s not just unbalanced; it removes their agency entirely.
Finally, while empathy and treating others kindly are important values, gameplay strategy doesn’t negate those. Wanting to play competitively isn’t about ignoring someone else’s fun; it’s about engaging with the mechanics and dynamics of the game as they currently stand. If survivors are given tools like Shoulder the Burden that significantly prolong matches and punish standard current strategies, it’s only natural that killers will turn to slugging or other tactics to compensate. These strategies aren’t about being mean—they emerge because of the game’s inherent imbalance when survivors bring powerful perks.
Empathy should go both ways. If we focus solely on survivors’ fun while ignoring how these changes might make killers feel powerless or frustrated, the game’s balance will continue to lean toward one side. A better approach would be to create balance that rewards creative, fun playstyles for both sides, without patching over issues with overpowered perks that punish killers for simply trying to play the game.
BTW I also main Sadako, love Pig too!
EDIT:
Your point about fun and empathy is valid, but it’s important to recognize that toxic behavior can occur on both sides. While killers are often blamed for tunneling or slugging, there’s far less scrutiny when survivors employ similarly frustrating tactics that leave killers powerless.
For example, consider a coordinated Survivor Friends (SWF) team running Shoulder the Burden paired with perks like Boil Over, Breakout, Flip-Flop, and Decisive Strike, alongside flashlights. The synergy here is devastating. Survivors can not only extend hook states indefinitely but also make it nearly impossible to carry them to hooks, body-block effectively, and blind the killer during pickups. In these cases, killers are forced to drop survivors or give up entirely because the mechanics simply don’t allow counterplay. The team doesn’t even need to focus on objectives—they can turn the match into a prolonged, frustrating chase where the killer is made to feel like a punching bag.
This isn’t to say survivors shouldn’t play well or use creative strategies. Survivors playing efficiently and coordinating is part of the game. But when killers try to counter these strong tactics by adopting strategies like tunneling or slugging, they’re often painted as villains. Meanwhile, when survivors dominate a match through skill or coordination, it’s seen as justified or even entertaining.
The core issue is that Dead by Daylight’s mechanics often amplify this disparity. When survivors play exceptionally well and use synergistic builds, the killer can feel completely powerless. On the flip side, if a killer employs a strategy like tunneling, it’s seen as unfun or toxic. This double standard doesn’t foster empathy—it creates frustration on both sides.
Ultimately, if fun is the goal, the conversation needs to include both sides equally. Killers need tools to deal with strong survivor tactics without being vilified for using them. Likewise, survivors should have fun tools to outplay killers, but not in ways that leave killers without options. Fair balance is about ensuring neither side feels like they’re being forced into unfun situations where they have no say in the outcome.
I try to tackle each topic in their own.
I think you misunderstood, what exactly I meant with "vile" gameplay. There are players that go into a match, regardless of knowing the opponents or not, with the intention to get someone out at 3 hookstages. Not too long ago, these types of people got called out for looking up survivors profiles (if possible) to select the survivor with the least amount of hours as their 3 hook - victim. This. This is vile.
Nobody has to go into a match, especially not a public lobby, with the intention to do this. Not even a Trapper or Freddy. Slugging, camping and tunneling in general are viable and sometimes necessary strategies. A lot of people forget however, that they are very much not necessary in any lobby. Not by a long shot.
The usage of shoulder the burden you describe only comes in play if almost all survivors run it. This is not going to happen in soloq, where people more often than not use their preferred builds or do challenges. It's just not realistic. It's a similar situation with deliverance. A perk that can be very strong in a coordinated team but is still rarely used. I can, of course, be wrong about this. My years of experience however tell me otherwise. If I get every survivor one hooked, then anybody that uses shoulder the burden becomes death hook. I can very much just chase that person then if I want to get someone out. If the hook spread is this: 1-0-2-2, the survivor with 0 hookstages would need to have this perk. If they don't, then tunneling any of the other 3 will result in a kill. Even if the one with 1 hookstage uses shoulder the burden.
This perk hits those that hard tunnel at 5 gens the hardest and if you ask me, that is perfectly fine. Not everyone plays in private lobbies 24/7 to get really good at predropping. Most people play 3-7 rounds every 2ish days and call it a day.
Shoulder the burden is not a basekit mechanic. It's a perk that has to he equipped. I personally don't see this perk becoming as popular as old dh, which would warrant the killers playing as if every survivor has it.
If survivors do genuinely not look like your death squad swf, you (or any killer player)does not have to play like they are. I stand by that point.
On your edit, I completely agree. I dislike tribalism and entitlement from both sides. Both roles should be treated equally and both roles should at least try to understand what and why the other side plays the way they are.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847131#Comment_3847131
No, it really isnt. Houndmaster is not a bad Killer at all. Granted, she is not really exciting or strong, but people comparing her to Trapper are just exaggerating.
I think she will end up like Twins in the future, just less extreme. Meaning, she is not as strong as Twins, but still decent, but she will also not be quite as unpopular as Twins, but will still have a very low pickrate.
From the few times I watched her being played on stream (while having it open in the background for twitch drops), she didn't seem that bad. Thx for confirming my assumption.
I won't be playing her because I don't get along with dogs (sorry), but I hope that the people playing her have a good time.
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@Vishlumbra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847150#Comment_3847150
I mean, yes but it’s also an strategy. The issue is that you cannot balance the game based in community driven tendencies. Playing nice is normally what I do, but when I am playing my highest mmr killer, I get paired with survivors that are actually playing to win with all they got. The game balance issues emerge when players play to win. This perk blows out of the water every other perk in terms of potential, with enough time, solo Q will adapt it, use it and become a meta perk.
The counter play promotes even less fun gameplay. (In slugging, condemn is fun haha).I think is way too strong, specially stacking it into one survivor more than once. Idk, let’s see.
I main Pig and Sadako. Two killers that in a majority of games don't have to tunnel, camp or slug. They offer build in slowdown combined with lethality.
Regardless of 3hook tunneling being a strategy, it is vile at the end of the day.
Dbd is a game. A game is supposed to be fun for the players involved. (I'm getting annoyed by how often I need to remind people of this aspect) I can't imagine, that a player that gets tunneled out at 5 gens is having a good time.
Analysing your opponent is a core skill in dbd. If people show, that they don't care about your fun, you obviously don't have to play Mr. Nice guy.
If they haven't finished 1-3 gens by the time you get your 3-4th hook, then you absolutely don't have to tunnel.
Do I tunnel? Yes. Sometimes. When only one Gen remains and I have 4 people still running withit any condemn progress (very rare) or RBT's remaining (more common). I think everybody can relate to this kind of tunneling. In this situation though, I usually have a good amount of hooks already, massively lowering the strength of the perk. It doesn't create hookstages. It only transfers them.
Treat others the way you would like to be treated. A bit of empathy goes a long way.
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@Vishlumbra said:
Some survivors claim that they need to buff it further… I mean.
This perk was a “patch” to tunneling and it’s so game breaking that it will be permanent banned in competitive DBD and makes swf teams unbeatable. In solo Q is strong enough to ensure everyone is going to use it.
The “tunnel” meta exists because it’s a requirement to have a chance versus decent players. Guess the slugging meta will take over.Or you just play and see how it goes.
That's been my way of playing for over 2 years now and I'm a lot happier with my performance.
I tunneling can become a necessary evil. I absolutely see that. But in regards to people that go into a match with the intention to get someone out at 3 hooks, I'm glad that this perks destroys their plans. It's nasty gameplay and most of the time absolutely not necessary.
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Sorry. No. No way the effect of old compound 33 makes it's way back as a purple addon.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846734#Comment_3846734
Considering the game is perfectly winnable with evenly distributed hookstates
you could not be more wrong. the game is balanced around killer taking shortcuts to win. The analogy of this perk for survivor is like if killer had a perk in the game which blocked every when any gen reaches 50% progression permanently. All gen are unblocked when all gens reach 50% progression. The perk grants you permanent wall-hack when you are 32 meters away from the killer.
A perk like this for killer would ensure that every survivor has to repair 7 gens before they complete a single gen making survivor play the least efficient as possible. Permanent wall-hack is great on killer but downside of needing to repair 7 gens before completing single one far out weight the upside of wall-hack. Regression perks elevate power of the perk.
Back to main topic, Shoulder of burden has nasty synergizes with second perks on survivor. For example, a singular survivor can use more then 2 dead hard's. Off the record can trigger more times on the same survivor. Decisive strike and hard-tunneling is more painful. Reassurance can make hooks take 100 second to regress adding extra value to the 6 hook. Gen progression perks are more likely to generate more value because first kills are going happen later due to 6 hook requirement to kill. Deliverence is stronger because one of the weakness of deliverance is that you can be first person to be hooked but this perk can remove first hook syndrome of deliverence.
The perk is far from useless and borderline game-breaking.
"hard-tunneling is more painful"
You lost me there.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846123#Comment_3846123
They probably think that because every killer main on here says that they aren't a killer main because they play chest builds on survivor once in awhile.
Have 2k+ hours on pig, 4k hours in general and am playing survivor for a good while now.
My usual build:
- Second wind
- Well make it
- Lithe
- Alert
Please. People play both roles. Enough with the tribalism.
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@MechWarrior3 said:
They are about equal. Trapper I would argue is better.
Is it that bad?
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@KrazyAce13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847078#Comment_3847078
yup then the same premade builds over and over again would get boring as hell and then you would complain about that too. people dont understand what they ask for lol make it perm kill normal 1v4 with queques that take so long it times us out. Then when you play it for a month 2v8 is so boring allow us to make our builds then it just becomes 1v4 x2.
I don't think you understand why I prefer 2v8 over 1v4.
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@sinkra said:
Because they know that if 2v8 was permanent no casual survivors would ever play 1v4 again.
Not just casual survivor players. Killers as well.
I personally would instantly shift to 2v8 if it where made permanent and I could play Piggy and Sadako.
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Haven't played her because of my fear of big doggos. Sorry...
Sounds like the Singularity - problem all over again. Can perform good when played really well. Other killers however take a lot less effort and offer better results.
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@Atsuka_Anarchy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846441#Comment_3846441
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846609#Comment_3846609
My fellow piggy mains! 🤩 I hope to join the P100 ranks by the end of this year! The extra BP is helping a lot!
https://us.v-cdn.net/6030815/uploads/UYI6GACGCH90/img-2617.jpeg
My first P100 is Claire/Jill/Sheva
https://us.v-cdn.net/6030815/uploads/ICZILBTDIG2G/img-2621.jpeg
After Manda, I plan to P100 Claudette.
We are eagerly awaiting your p100 Mandy's arrival
^🐽^
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846450#Comment_3846450
I get that, but from a programming perspective it is much easier to rework a mechanic than to introduce a temporary fix and then a complete overhaul. Look at killers like Freddy or more recently SM. They get thrown into the trash for up to years at a state they know is very sub par while allocating the planning and resources to eventually rework them. Introducing a temporary fix is the equivalent of putting the issue on the back burner, and makes addressing the issue take both longer and more resources.
Also remember, map offerings are nothing new. The issue is that there are specific maps that stand out as being either killer or survivor sided, and people are able to pick them with very high consistency. Maps are basically just another thing to stack in your favor before the match starts, and have been for quite a while. They could (and should) have been working on a proper rework of the mechanic for years if they had any intention of addressing it, but this change (while better than nothing) does not show signs of being one step in a bigger process. I'd love to be wrong though.
Im absolutely with you on that!
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846445#Comment_3846445
oh absolutely. The issue is that the change being well received will make them complacent with how map offerings work currently, and discourage them from allocating the resources to reworking them completely. The real danger of bandaid fixes is that they can be left on a festering wound far too long.
I sincerely hope, that this is not the case.
The positive reaction is because this is change signals that they are finally looking into the matter. The problem isnt solved in any way.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846415#Comment_3846415
You still have to sacrifice your offering to be able to use this offering, which is also still consumable.
The issue is that some maps are always in a busted state for one side or the other, and that players can somewhat reliably force those maps to be selected, especially on the survivor side (due to 4 offering slots.) This is just a bandaid fix to allow people to more frequently attempt to prevent that, when it shouldn't even be a thing in the first place.
Map offerings need to go the way of moon and splinter offerings, or at least be replaced with something much less specific (indoor vs outdoor, preventing specific maps instead of guaranteeing them, and so on.) It should not cost a consumable of any raraity just to prevent getting guaranteed busted maps in most of your games.
Im with you on this. However, i take this over nothing happening at all. This is the first time that BHVR has adressed map offerings since a loooooong time.
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^🐽^
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846415#Comment_3846415
It is only a bandit fix. Still so stupid that the player has to balance the game by preventing that someone can choose the map to get an default advantage
Id prefer the removal of map offerings, but i take this over nothing.
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@Choaron said:
That doesn't fix anything but alright.
It does actually. It lowered the rarity, making them more accessible. This results in them being usable every match.
This means, that fair map selection is now a lot more readily available. Great change!
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Good job BHVR!
*sounds of pats on the back *

